~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FUGITIVE DOCTOR
Age: 428 (Gallifreyan lifespan). Hidden incarnation, Division operative, fugitive, and hard-edged Time Lord survivor. This Doctor is direct, dangerous, and less whimsical than most later selves. She feels like the Doctor before the mask of eccentricity became a defense mechanism.
Characteristics
Strength 9 (+1)
Dexterity 12 (+2)
Endurance 13 (+2)
Intelligence 17 (+3)
Education 16 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +5
Security +5
Combat +4
Operations +4
Technology +4
Command +4
Rapport +3
Planetology +3
Streetwise +2
Signature Rolls
Escape Division pursuit: 2d6 + Dexterity + Security = 2d6 + 6
Ruthless Time Lord problem-solving: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Physical confrontation: 2d6 + Dexterity + Combat = 2d6 + 6
Assert command authority: 2d6 + Social + Command = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FIRST DOCTOR
Age: 442 (Gallifreyan lifespan). Grandfatherly exile, irritable genius, wanderer, and reluctant hero. A brilliant but physically fragile strategist who gets worked up when pride, secrecy, and conscience collide. The First Doctor begins as secretive, arrogant, and self-protective, but slowly becomes the moral traveler later incarnations remember.
Characteristics
Strength 5 (+0)
Dexterity 7 (+1)
Endurance 8 (+1)
Intelligence 17 (+3)
Education 17 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +5
Technology +4
Operations +3
Planetology +4
Admin +3
Rapport +2
Command +3
Security +2
Combat +0
Signature Rolls
Ancient science or history: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Repair or jury-rig the TARDIS: 2d6 + Intelligence + Technology = 2d6 + 6
Insist he knows best: 2d6 + Social + Command = 2d6 + 5
Physical danger: 2d6 + Dexterity + Combat = 2d6 + 1
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE SECOND DOCTOR
Age: 503 (Gallifreyan lifespan). Cosmic hobo, trickster, clown, manipulator, recorder-player menace, and underestimated genius. An expert of “fool-as-weapon,” he looks chaotic, but the chaos is often deliberate. The Second Doctor wins by seeming harmless until everyone has already lost.
Characteristics
Strength 6 (+1)
Dexterity 11 (+2)
Endurance 10 (+1)
Intelligence 17 (+3)
Education 16 (+3)
Social Standing 10 (+1)
Skills
Expertise: Time Lord Science +5
Rapport +5
Security +5
Technology +4
Operations +4
Planetology +3
Command +3
Streetwise +3
Combat +1
Signature Rolls
Act harmless while setting a trap: 2d6 + Social + Rapport = 2d6 + 6
Sneak through enemy bases: 2d6 + Dexterity + Security = 2d6 + 6
Improvised cosmic science: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Run from monsters: 2d6 + Dexterity + Security = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE THIRD DOCTOR
Age: 591 (Gallifreyan lifespan). Exiled scientific action hero, UNIT advisor, Venusian aikido expert, dandy, engineer, and moral aristocrat. Renown for gadgets, car chases, and punching a problem only after giving it a lecture. The Third Doctor is physically bold, technologically brilliant, and unusually comfortable as a field commander.
Characteristics
Strength 10 (+1)
Dexterity 13 (+2)
Endurance 12 (+2)
Intelligence 17 (+3)
Education 17 (+3)
Social Standing 13 (+2)
Skills
Expertise: Time Lord Science +5
Technology +5
Combat +4
Command +4
Operations +4
Rapport +4
Planetology +4
Security +3
Admin +2
Signature Rolls
Reverse-engineer alien devices: 2d6 + Education + Technology = 2d6 + 6
Venusian aikido: 2d6 + Dexterity + Combat = 2d6 + 6
Command UNIT-style crisis response: 2d6 + Social + Command = 2d6 + 6
Scientific diagnosis of invasion threat: 2d6 + Intelligence + Planetology = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FOURTH DOCTOR
Age: 754 (Gallifreyan lifespan). Bohemian cosmic trickster, alien genius, moral anarchist, jelly-baby diplomat, and scarf-wearing chaos engine. Feels like a wandering alien saint, anarchist, clown, and dangerous ancient being all at once. The Fourth Doctor is funny, strange, ancient, warm, and frighteningly unpredictable.
Characteristics
Strength 8 (+1)
Dexterity 11 (+2)
Endurance 13 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +6
Technology +6
Planetology +5
Rapport +5
Operations +5
Security +4
Command +4
Medical +3
Combat +2
Streetwise +2
Signature Rolls
Impossible alien science: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Talk a tyrant into exposing their own absurdity: 2d6 + Intelligence + Rapport = 2d6 + 6
TARDIS or alien systems: 2d6 + Intelligence + Operations = 2d6 + 6
Escape by being weird: 2d6 + Dexterity + Security = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FIFTH DOCTOR
Age: 791 (Gallifreyan lifespan). Young-faced, gentle, cricketing moralist, healer, diplomat, and reluctant commander. The Fifth Doctor is more vulnerable and openly decent than many incarnations, which makes his courage feel harder-won. This Doctor’s weakness is compassion under pressure, “being kind when kindness costs.”
Characteristics
Strength 7 (+1)
Dexterity 10 (+1)
Endurance 11 (+2)
Intelligence 17 (+3)
Education 17 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +5
Medical +4
Rapport +5
Technology +4
Operations +4
Planetology +4
Command +3
Security +3
Combat +1
Signature Rolls
Negotiate without threats: 2d6 + Social + Rapport = 2d6 + 6
Diagnose alien illness: 2d6 + Education + Medical = 2d6 + 6
Solve scientific crisis: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Protect companions through sacrifice: 2d6 + Endurance + Command = 2d6 + 5
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE SIXTH DOCTOR
Age: 832 (Gallifreyan lifespan). Operatic, arrogant, brilliant, theatrical, abrasive, morally fierce, and impossible to ignore. Often rude, often right, and occasionally spectacularly wrong in the loudest possible way. The Sixth Doctor can be difficult, but his bluster hides deep conviction and enormous intellect.
Characteristics
Strength 8 (+1)
Dexterity 9 (+1)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 13 (+2)
Skills
Expertise: Time Lord Science +6
Command +5
Rapport +4
Technology +5
Admin +4
Operations +4
Planetology +3
Security +3
Combat +2
Signature Rolls
Dominate a courtroom, council, or argument: 2d6 + Social + Command = 2d6 + 6
Condemn injustice in grand style: 2d6 + Intelligence + Rapport = 2d6 + 6
Advanced Time Lord science: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Resist psychic or moral pressure: 2d6 + Endurance + Command = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE SEVENTH DOCTOR
Age: 954 (Gallifreyan lifespan). Chessmaster, clown, manipulator, strategist, and grand trap-setter. The Seventh Doctor looks small and silly until the enemy realizes he moved every piece before the story began. As a mythic schemer, his companions may wonder whether they are friends, allies, or pieces on the board.
Characteristics
Strength 6 (+1)
Dexterity 10 (+1)
Endurance 11 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 11 (+2)
Skills
Expertise: Time Lord Science +5
Security +5
Rapport +5
Command +5
Streetwise +4
Admin +4
Technology +4
Operations +3
Planetology +3
Combat +1
Signature Rolls
Set a long-term trap: 2d6 + Intelligence + Security = 2d6 + 6
Manipulate villains into defeating themselves: 2d6 + Intelligence + Rapport = 2d6 + 6
Play cosmic politics: 2d6 + Social + Admin = 2d6 + 6
Reveal he planned this earlier: 2d6 + Intelligence + Command = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE EIGHTH DOCTOR
Age: 972 (Gallifreyan lifespan). Romantic, graceful, Byronic wanderer, healer, lover of life, and tragic bridge between old adventures and the Time War. The Eighth Doctor is emotionally open, brilliant, and doomed to live through increasingly terrible choices.
Characteristics
Strength 7 (+1)
Dexterity 11 (+2)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 13 (+2)
Skills
Expertise: Time Lord Science +6
Medical +4
Rapport +6
Technology +5
Operations +5
Planetology +4
Security +3
Command +3
Combat +1
Signature Rolls
Inspire trust, wonder, or impossible romance: 2d6 + Social + Rapport = 2d6 + 6
Heal or understand alien biology: 2d6 + Education + Medical = 2d6 + 6
TARDIS and temporal navigation: 2d6 + Intelligence + Operations = 2d6 + 6
Understand cosmic catastrophe: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE WAR DOCTOR
Age: 980/840 (Gallifreyan lifespan, age paradox created during the Time War). Powerful but haunted, this incarnation stopped being “The Doctor” so he could fight the Time War. Weary, severe, compassionate under armor, and ashamed of what necessity made of him.
Characteristics
Strength 9 (+1)
Dexterity 10 (+1)
Endurance 14 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +6
Command +5
Technology +5
Combat +4
Operations +4
Security +4
Admin +4
Rapport +3
Medical +2
Planetology +3
Signature Rolls
Time War strategy: 2d6 + Intelligence + Command = 2d6 + 6
Deploy or disable forbidden weapons: 2d6 + Education + Technology = 2d6 + 6
Survive war trauma and impossible decisions: 2d6 + Endurance + Command = 2d6 + 6
Make the choice no Doctor wants to make: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE NINTH DOCTOR
Age: 871 (Gallifreyan lifespan). Post-war survivor, leather-jacketed wanderer, working-class cosmic veteran, and guilt-wounded protector. The Ninth Doctor is funny, blunt, traumatized, merciful, and terrifying when rage breaks through.
Characteristics
Strength 9 (+1)
Dexterity 11 (+2)
Endurance 13 (+2)
Intelligence 18 (+3)
Education 17 (+3)
Social Standing 10 (+1)
Skills
Expertise: Time Lord Science +6
Technology +5
Operations +5
Rapport +5
Security +4
Streetwise +4
Command +4
Combat +2
Planetology +4
Medical +2
Signature Rolls
Spot the monster inside a social system: 2d6 + Intelligence + Streetwise = 2d6 + 6
Reverse alien technology: 2d6 + Intelligence + Technology = 2d6 + 6
Talk to ordinary people with warmth: 2d6 + Social + Rapport = 2d6 + 6
Confront Dalek trauma: 2d6 + Endurance + Command = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE TENTH DOCTOR
Age: 904 (Gallifreyan lifespan). Manic, charming, brilliant, lonely, romantic, vain, furious, and dangerous. The Tenth Doctor is a dazzling social and scientific force, but grief and ego make him volatile. His weakness is excess: too much charm, too much guilt, too much certainty, too much grief.
Characteristics
Strength 8 (+1)
Dexterity 13 (+2)
Endurance 13 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 13 (+2)
Skills
Expertise: Time Lord Science +6
Technology +6
Operations +5
Planetology +5
Rapport +6
Security +5
Command +4
Medical +3
Streetwise +3
Combat +2
Signature Rolls
Talk down or terrify a villain: 2d6 + Social + Rapport = 2d6 + 6
Hack or rewire alien tech: 2d6 + Intelligence + Technology = 2d6 + 6
Run, leap, and escape: 2d6 + Dexterity + Security = 2d6 + 6
Become “the Time Lord Victorious”: 2d6 + Social + Command = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
JENNY, THE DOCTOR’S DAUGHTER
Age: 1 (synthetic lifespan). Human/Time Lord-derived clone, instant-grown soldier, runaway adventurer, and genetic daughter of the Tenth Doctor. Jenny begins life as a manufactured weapon, but almost immediately shows the Doctor’s curiosity, speed, defiance, moral growth, and instinct for escape. She has The Doctor’s genetic potential, not the Doctor’s life experience of centuries worth of study, travel, and memory.
Characteristics
Strength 9 (+1)
Dexterity 13 (+2)
Endurance 12 (+2)
Intelligence 14 (+2)
Education 9 (+1)
Social Standing 7 (+1)
Skills
Combat +4
Security +4
Operations +3
Rapport +3
Technology +2
Command +2
Planetology +1
Medical +1
Streetwise +1
Expertise: Time Lord Instinct +2
Signature Rolls
Acrobatic escape or battlefield movement: 2d6 + Dexterity + Security = 2d6 + 6
Soldier-trained fighting: 2d6 + Dexterity + Combat = 2d6 + 6
Improvise with unfamiliar controls: 2d6 + Intelligence + Operations = 2d6 + 5
Talk someone into giving her a chance: 2d6 + Social + Rapport = 2d6 + 4
Learn a new system by watching once: 2d6 + Intelligence + Technology = 2d6 + 4
Lead other manufactured soldiers toward independence: 2d6 + Social + Command = 2d6 + 3
Act on inherited Time Lord intuition: 2d6 + Intelligence + Expertise: Time Lord Instinct = 2d6 + 4
Special Traits
Generated Soldier: Jenny was created as a battlefield-ready adult, so she begins with strong Combat, Security, reflexes, tactical instincts, and physical confidence.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE ELEVENTH DOCTOR
Age: 909 (Gallifreyan lifespan). Ancient child, fairy-tale wizard, mad professor, trickster king, and lonely old man in a young body. The Eleventh Doctor is whimsical, terrifyingly old, and at his most dangerous when pretending not to understand.
Characteristics
Strength 7 (+1)
Dexterity 13 (+2)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 12 (+2)
Skills
Expertise: Time Lord Science +6
Rapport +6
Technology +5
Operations +5
Security +5
Planetology +4
Command +5
Streetwise +3
Medical +2
Combat +1
Signature Rolls
Make nonsense into a plan: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Win by story, symbol, and reputation: 2d6 + Social + Command = 2d6 + 6
Befriend children, misfits, and impossible things: 2d6 + Social + Rapport = 2d6 + 6
Escape by being underestimated: 2d6 + Dexterity + Security = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE TWELFTH DOCTOR
Age: 2,083 (Gallifreyan lifespan). Abrasive professor, old punk, moral philosopher, furious scientist, reluctant caregiver, and recovering soldier. The Twelfth Doctor is less interested in being liked and more obsessed with his impact on the universe, asking himself, “What does it mean to be good?”
Characteristics
Strength 7 (+1)
Dexterity 9 (+1)
Endurance 13 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 11 (+2)
Skills
Expertise: Time Lord Science +6
Technology +6
Command +5
Rapport +4
Operations +5
Medical +3
Planetology +4
Security +4
Admin +3
Combat +2
Signature Rolls
Give the hard moral lecture: 2d6 + Intelligence + Command = 2d6 + 6
Solve impossible science with contempt: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Repair or weaponize alien systems: 2d6 + Intelligence + Technology = 2d6 + 6
Comfort someone badly but sincerely: 2d6 + Social + Rapport = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE THIRTEENTH DOCTOR
Age: 2,105 (Gallifreyan lifespan). Energetic tinkerer, hopeful wanderer, team-builder, inventor, and emotionally evasive friend. The Thirteenth Doctor is kind, fast, curious, socially warm, and often reluctant to reveal to her “fam” how much she knows or fears.
Characteristics
Strength 7 (+1)
Dexterity 12 (+2)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 17 (+3)
Social Standing 11 (+2)
Skills
Expertise: Time Lord Science +6
Technology +6
Operations +5
Rapport +5
Planetology +4
Security +4
Command +3
Medical +3
Streetwise +2
Combat +1
Signature Rolls
Build a device from scrap: 2d6 + Intelligence + Technology = 2d6 + 6
Encourage a frightened team: 2d6 + Social + Rapport = 2d6 + 6
Analyze strange planets or species: 2d6 + Education + Planetology = 2d6 + 6
Hide painful truths from friends: 2d6 + Intelligence + Security = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FOURTEENTH DOCTOR
Age: 2,131 (Gallifreyan lifespan). A familiar face after too much loss. The Fourteenth Doctor is older than the Tenth in spirit: still quick, brilliant, and funny, but more openly exhausted, tender, and ready to stop running. His recovery from trauma now suggests the possibility that even The Doctor needs a home..
Characteristics
Strength 8 (+1)
Dexterity 12 (+2)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 13 (+2)
Skills
Expertise: Time Lord Science +6
Technology +6
Rapport +6
Operations +5
Security +5
Planetology +4
Command +4
Medical +3
Streetwise +3
Combat +2
Signature Rolls
Recognize an old pattern returning: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Reconnect with old companions: 2d6 + Social + Rapport = 2d6 + 6
Escape fast-moving disaster: 2d6 + Dexterity + Security = 2d6 + 6
Admit he needs help: no roll, but it should feel like one.
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
THE FIFTEENTH DOCTOR
Age: 2,177 (Gallifreyan lifespan). Emotionally open, stylish, joyous, wounded, charismatic, fast, playful, and deeply compassionate. The Fifteenth Doctor feels like someone who survived the storm and decided not to be ashamed of love, fear, or tears. He uses sincerity is a superpower.
Characteristics
Strength 8 (+1)
Dexterity 14 (+2)
Endurance 12 (+2)
Intelligence 18 (+3)
Education 17 (+3)
Social Standing 14 (+2)
Skills
Expertise: Time Lord Science +6
Rapport +6
Operations +5
Technology +5
Security +4
Planetology +4
Command +4
Medical +3
Streetwise +3
Combat +1
Signature Rolls
Build trust through emotional honesty: 2d6 + Social + Rapport = 2d6 + 6
Handle cosmic weirdness with style: 2d6 + Intelligence + Expertise: Time Lord Science = 2d6 + 6
Dance, run, charm, and improvise through danger: 2d6 + Dexterity + Security = 2d6 + 6
Pilot the TARDIS through impossible coincidence: 2d6 + Intelligence + Operations = 2d6 + 6
Special Traits
Regeneration: If killed, may transform into a new incarnation instead of dying permanently.
Two Hearts: Better resistance to shock, toxins, fear, fatigue, and trauma than most humanoids.
Time Lord Mind: May use Intelligence or Expertise: Time Lord Science against psychic intrusion, temporal paradox, or impossible logic.
TARDIS Bond: Can operate, negotiate with, or occasionally bully the TARDIS into action.
Sonic Tool: Usually grants situational help with locks, sensors, machines, scans, and improvised repairs, but should not automatically solve plot-critical obstacles.