A selection of a few playable options…
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RIVER SONG
Age: 86 (semi-Gallifreyan lifespan, appears mid-40s). Human/Time Lord-adjacent archaeologist, adventurer, criminal, professor, assassin, time traveler, prison escapee, and the Doctor’s impossible wife. River is brilliant, flirtatious, dangerous, secretive, compassionate, and usually three steps ahead of everyone except herself.
Characteristics
Strength 8 (+1)
Dexterity 13 (+2)
Endurance 12 (+2)
Intelligence 15 (+2)
Education 15 (+2)
Social Standing 12 (+2)
Skills
Admin +2
Combat +4
Command +3
Expertise: Archaeology +5
Expertise: Time Travel +5
Medical +1
Operations +4
Planetology +3
Rapport +5
Security +5
Streetwise +4
Technology +4
Signature Rolls
Decode ancient ruins, symbols, or lost civilizations: 2d6 + Education + Expertise: Archaeology = 2d6 + 6
Escape prison, handcuffs, vaults, or execution chambers: 2d6 + Dexterity + Security = 2d6 + 6
Fly the TARDIS better than the Doctor admits: 2d6 + Intelligence + Operations = 2d6 + 6
Shoot, duel, or fight dirty: 2d6 + Dexterity + Combat = 2d6 + 6
Charm, bluff, seduce, or intimidate: 2d6 + Social + Rapport = 2d6 + 6
Hack alien systems or temporal devices: 2d6 + Intelligence + Technology = 2d6 + 6
Understand paradoxes, fixed points, spoilers, and crossed timelines: 2d6 + Education + Expertise: Time Travel = 2d6 + 6
Navigate black markets, prisons, smugglers, and mercenary contacts: 2d6 + Intelligence + Streetwise = 2d6 + 6
Command a room full of soldiers, criminals, archaeologists, or idiots: 2d6 + Social + Command = 2d6 + 5
Special Traits
Spoilers: River often knows more than she can safely say. Once per adventure, she may ask the GM one pointed question about a person, place, artifact, future event, or time anomaly. The GM should answer truthfully but cryptically.
Diary of Crossed Timelines: River keeps records of meetings that may not have happened yet for the Doctor or other time travelers. When comparing timelines, she may use Expertise: Time Travel instead of Admin, Streetwise, or Rapport if the key problem is “when” rather than “where” or “who.”
Time Lord-Adjacent Biology: River is not a normal human. She may resist poison, disease, psychic pressure, regeneration energy, temporal radiation, or reality distortion with 2d6 + Endurance + Expertise: Time Travel or Medical, depending on the situation.
Archaeologist With a Gun: River can use Expertise: Archaeology to know what ancient defenses, tomb traps, relic cults, dead languages, alien ruins, and museum security systems are likely to do. She can then use Security, Technology, or Combat to survive them.
Hello, Sweetie: River may use Rapport for charm, flirtation, social misdirection, interrogation, morale, and psychological pressure. Against the Doctor, this can work even when it absolutely should not.
Equipment
Vortex Manipulator: Cruder and riskier than a TARDIS, but useful for emergency time/space travel.
Sonic Trowel / Sonic Tools: Archaeological and technical tools for scans, locks, artifacts, and devices.
Blaster / Pistol: River is very willing to use weapons the Doctor would avoid.
Psychic Paper or Forged Credentials: Often has some way to pass herself off as authorized.
River’s Diary: Contains dangerous timeline notes, personal memories, coded warnings, and spoilers.
Archaeology Kit: Field scanner, translation tools, artifact preservation gear, cutting tools, and probably something illegal.
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ROMANA I
(Romanadvoratrelundar)
Age: 130 (Gallifreyan lifespan). Time Lady aristocrat, scholar, and reluctant field adventurer. Romana’s first incarnation is brilliant, formal, precise, and condescending in a way that masks inexperience outside controlled academic settings. She is excellent when the problem is theoretical, technological, bureaucratic, or temporal.
Characteristics
Strength 7 (+1)
Dexterity 10 (+1)
Endurance 11 (+2)
Intelligence 17 (+3)
Education 18 (+3)
Social Standing 14 (+2)
Skills
Admin +3
Combat +0
Expertise: Time Lord Science +5
Medical +1
Operations +4
Planetology +3
Rapport +2
Technology +5
Signature Rolls
Understand temporal or alien science: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Operate TARDIS systems: 2d6 + Intelligence + Operations = 2d6 + 6
Repair advanced devices: 2d6 + Education + Technology = 2d6 + 6
Navigate bureaucracy or formal authority: 2d6 + Social + Admin = 2d6 + 5
Handle rustic, messy field conditions: 2d6 + Endurance + Planetology = 2d6 + 5
Physical combat: 2d6 + Dexterity + Combat = 2d6 + 1
Special Traits
Time Lord Regeneration: May regenerate if killed.
Academy Genius: Superior formal training in cosmic science and Gallifreyan theory.
Field Inexperience: May suffer situational penalties when forced to improvise without proper tools, etiquette, or data.
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ROMANA II
(Romanadvoratrelundar)
Age: 131 (Gallifreyan lifespan). Second incarnation of Romana: brilliant, playful, brave, and more comfortable with adventure. She retains Time Lord genius but has learned charm, mischief, and practical improvisation from traveling with the Doctor.
Characteristics
Strength 7 (+1)
Dexterity 11 (+2)
Endurance 11 (+2)
Intelligence 17 (+3)
Education 17 (+3)
Social Standing 13 (+2)
Skills
Combat +1
Command +2
Expertise: Time Lord Science +5
Operations +4
Planetology +3
Rapport +4
Security +2
Technology +5
Signature Rolls
Solve advanced scientific problem: 2d6 + Education + Expertise: Time Lord Science = 2d6 + 6
Repair alien machinery: 2d6 + Education + Technology = 2d6 + 6
Charm, bluff, or distract someone: 2d6 + Social + Rapport = 2d6 + 6
Pilot or assist with the TARDIS: 2d6 + Intelligence + Operations = 2d6 + 6
Escape captivity through cleverness: 2d6 + Intelligence + Security = 2d6 + 5
Fight if forced: 2d6 + Dexterity + Combat = 2d6 + 3
Special Traits
Time Lord Regeneration: May regenerate if killed.
Fast Learner: Romana II adapts more quickly to field conditions than Romana I.
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K-9 MARK II
Mobile robot dog, computer expert, sensor platform, and deadpan weapon system. K-9 is loyal, literal, highly intelligent, and much more dangerous than his size suggests.
Characteristics
Strength 5 (+0)
Dexterity 7 (+1)
Endurance 12 (+2)
Intelligence 14 (+2)
Education 14 (+2)
Social Standing 5 (+0)
Skills
Combat +3
Expertise: Computers +5
Medical +1
Operations +4
Rapport +0
Security +4
Technology +5
Signature Rolls
Analyze computer systems: 2d6 + Education + Expertise: Computers = 2d6 + 6
Interface with alien machinery: 2d6 + Intelligence + Technology = 2d6 + 6
Scan for life signs or danger: 2d6 + Intelligence + Operations = 2d6 + 6
Stun or shoot with nose laser: 2d6 + Intelligence + Combat = 2d6 + 5
Bypass electronic security: 2d6 + Intelligence + Security = 2d6 + 6
Understand emotional nuance: 2d6 + Social + Rapport = 2d6 + 0
Special Traits
Robot Body: Immune to disease, poison, suffocation, and most organic hazards.
Built-In Blaster: Treat as a light laser or stun weapon, depending on scene tone.
Sensor Suite: Can detect, analyze, and identify many energy patterns, life forms, and technological systems.
Limited Mobility: Stairs, mud, rubble, narrow ledges, and rough terrain are serious obstacles.
Literal Mind: Excellent logic, poor intuition about jokes, lies, romance, and dramatic timing.
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SARAH JANE SMITH
(circa 1973)
Age 27. Investigative journalist, companion, and moral counterweight. Sarah Jane is brave, sharp, curious, skeptical, and humane. She asks the questions others avoid and pushes through fear with stubborn decency.
Characteristics
Strength 7 (+1)
Dexterity 10 (+1)
Endurance 10 (+1)
Intelligence 12 (+2)
Education 11 (+2)
Social Standing 10 (+1)
Skills
Admin +2
Combat +1
Operations +1
Planetology +2
Rapport +4
Security +3
Streetwise +4
Technology +1
Signature Rolls
Investigate a conspiracy: 2d6 + Intelligence + Streetwise = 2d6 + 6
Interview someone under pressure: 2d6 + Social + Rapport = 2d6 + 5
Sneak into a restricted area: 2d6 + Dexterity + Security = 2d6 + 4
Piece together alien clues: 2d6 + Intelligence + Planetology = 2d6 + 4
Stand up to a monster or tyrant: 2d6 + Endurance + Rapport = 2d6 + 5
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SARAH JANE SMITH
(circa 2006)
Age 59. Veteran journalist, former companion of The Doctor, defender of Earth, and independent investigator of alien activity. She has decades of alien encounter experience while living a seemingly mundane life on Earth.
Characteristics
Strength 7 (+1)
Dexterity 9 (+1)
Endurance 10 (+1)
Intelligence 13 (+2)
Education 12 (+2)
Social Standing 11 (+2)
Skills
Combat +1
Command +2
Operations +2
Planetology +3
Rapport +5
Security +4
Streetwise +5
Technology +2
Signature Rolls
Investigate alien conspiracy: 2d6 + Intelligence + Streetwise = 2d6 + 6
Interview or confront authority: 2d6 + Social + Rapport = 2d6 + 6
Sneak into hidden facility: 2d6 + Dexterity + Security = 2d6 + 5
Recognize alien weirdness: 2d6 + Education + Planetology = 2d6 + 5
Lead young allies: 2d6 + Social + Command = 2d6 + 4
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HARRY SULLIVAN
Age: 42. Naval surgeon, UNIT medical officer, and old-fashioned gentleman adventurer. Harry is brave, decent, practical, sometimes bumbling, and much tougher than he first appears.
Characteristics
Strength 9 (+1)
Dexterity 8 (+1)
Endurance 11 (+2)
Intelligence 10 (+1)
Education 12 (+2)
Social Standing 10 (+1)
Skills
Admin +1
Combat +2
Command +2
Medical +4
Operations +1
Planetology +1
Rapport +2
Signature Rolls
Treat injuries in the field: 2d6 + Education + Medical = 2d6 + 6
Remain steady under danger: 2d6 + Endurance + Command = 2d6 + 4
Fight or restrain an enemy: 2d6 + Strength + Combat = 2d6 + 3
Offer practical military advice: 2d6 + Intelligence + Command = 2d6 + 3
Accidentally say the wrong thing politely: probably automatic.
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LEELA
Age: 25. Warrior of the Sevateem, hunter, survivor, and instinctive moral philosopher. Leela is fierce, direct, observant, and often more perceptive than supposedly civilized people. She solves problems with courage, tracking, intuition, and knives. Where The Doctor dithers, she acts.
Characteristics
Strength 11 (+2)
Dexterity 13 (+2)
Endurance 13 (+2)
Intelligence 10 (+1)
Education 5 (+0)
Social Standing 6 (+1)
Skills
Combat +5
Medical +1
Operations +0
Planetology +4
Rapport +2
Security +3
Streetwise +2
Technology +0
Signature Rolls
Knife, thrown weapon, or close combat: 2d6 + Dexterity + Combat = 2d6 + 6
Hunt or track across hostile terrain: 2d6 + Intelligence + Planetology = 2d6 + 5
Survive injury, poison, or hardship: 2d6 + Endurance + Combat = 2d6 + 6
Spot ambush or danger: 2d6 + Intelligence + Security = 2d6 + 4
Intimidate someone by being absolutely sincere: 2d6 + Strength + Rapport = 2d6 + 4
Operate advanced technology: 2d6 + Education + Technology = 2d6 + 0
Special Traits
Primitive but Not Stupid: Leela’s low Education reflects lack of formal technological training, not lack of intelligence.
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BRIGADIER ALISTAIR GORDON LETHBRIDGE-STEWART
Age: 46. UNIT commander, soldier, gentleman, and long-suffering ally of The Doctor. Practical, brave, skeptical, and always prepared to call in troops when The Doctor would prefer a clever speech. The Brigadier’s instinct is often “contain it, cordon it, and be ready to shoot it.”
Characteristics
Strength 9 (+1)
Dexterity 9 (+1)
Endurance 11 (+2)
Intelligence 11 (+2)
Education 11 (+2)
Social Standing 12 (+2)
Skills
Admin +3
Combat +4
Command +5
Operations +2
Rapport +2
Security +3
Technology +1
Signature Rolls
Command UNIT troops: 2d6 + Social + Command = 2d6 + 6
Coordinate military response: 2d6 + Intelligence + Command = 2d6 + 6
Shoot or fight in combat: 2d6 + Dexterity + Combat = 2d6 + 5
Handle government channels: 2d6 + Education + Admin = 2d6 + 5
Secure an alien site: 2d6 + Intelligence + Security = 2d6 + 5
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ROSE TYLER
Age: 22. Shop worker from London turned dimension-crossing adventurer. Rose is warm, brave, impulsive, emotionally intelligent, and increasingly capable after traveling with the Doctor. She sees people, not systems, and often reaches the heart of the story before the Doctor does.
Characteristics
Strength 7 (+1)
Dexterity 10 (+1)
Endurance 10 (+1)
Intelligence 10 (+1)
Education 8 (+1)
Social Standing 9 (+1)
Skills
Combat +2
Operations +2
Planetology +1
Rapport +5
Security +2
Streetwise +4
Technology +1
Signature Rolls
Connect with an ordinary frightened person: 2d6 + Social + Rapport = 2d6 + 6
Navigate London, shops, estates, crowds, and everyday systems: 2d6 + Intelligence + Streetwise = 2d6 + 5
Bluff through danger: 2d6 + Social + Rapport = 2d6 + 6
Run, dodge, or escape: 2d6 + Dexterity + Security = 2d6 + 3
Fire an alien weapon in desperation: 2d6 + Dexterity + Combat = 2d6 + 3
Special Traits
Bad Wolf Echo: At one point during her continuum, Rose is suffused with the power of the time vortex from The Doctor’s TARDIS. As a result, she may perceive temporal significance, survive impossible coincidence, or become the center of a fixed-point event until that power is absorbed by The Ninth Doctor.
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CAPTAIN JACK HARKNESS
Age: Unknown (appears mid-40s). Torchwood agent, former 51st century Time Agent, con man, soldier, flirt, and immortal trouble magnet. Jack is charming, dangerous, resourceful, and far more emotionally damaged than he pretends. He gained immortality after an entity called the Bad Wolf changed his temporal nature while it was suffused with the power of the time vortex from The Doctor’s TARDIS.
Characteristics
Strength 11 (+2)
Dexterity 12 (+2)
Endurance 16 (+3)
Intelligence 12 (+2)
Education 11 (+2)
Social Standing 11 (+2)
Skills
Combat +5
Command +3
Medical +1
Operations +4
Rapport +5
Security +4
Streetwise +4
Technology +3
Signature Rolls
Shoot or fight: 2d6 + Dexterity + Combat = 2d6 + 6
Seduce, charm, or bluff: 2d6 + Social + Rapport = 2d6 + 6
Lead Torchwood-style field team: 2d6 + Social + Command = 2d6 + 5
Escape prison or restraints: 2d6 + Dexterity + Security = 2d6 + 6
Pilot future craft or time-agent gear: 2d6 + Dexterity + Operations = 2d6 + 6
Survive lethal damage: usually automatic, eventually.
Special Traits
Fixed Point Immortality: Jack dies, but does not stay dead. He recovers from almost any fatal injury.
Time Agent Training: Familiar with future technology, con games, temporal weirdness, weapons, and covert work.
Impossible Life Sign: Some creatures, machines, and psychic systems react strangely to him.
Charming Menace: Jack can turn Rapport into distraction, seduction, command presence, or tactical misdirection.
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MADAME VASTRA
Age: More than 65 million years (most in hibernation). A Silurian warrior-intellectual living in Victorian London under a veil of secrecy. She is brilliant, aristocratic, predatory, composed, and dryly amused by human ignorance. She investigates murders, conspiracies, alien intrusions, and supernatural-seeming events from her home at 13 Paternoster Row, aided by her wife Jenny Flint and their Sontaran butler Strax.
Characteristics
Strength 12 (+2)
Dexterity 13 (+2)
Endurance 13 (+2)
Intelligence 15 (+2)
Education 14 (+2)
Social Standing 11 (+2)
Skills
Admin +2
Combat +5
Command +3
Expertise: Investigation +5
Expertise: Silurian Science +4
Medical +2
Operations +1
Planetology +3
Rapport +4
Security +5
Streetwise +3
Technology +3
Signature Rolls
Solve a murder through observation and deduction: 2d6 + Intelligence + Expertise: Investigation = 2d6 + 6
Swordfight with elegance and brutality: 2d6 + Dexterity + Combat = 2d6 + 6
Track a suspect through London: 2d6 + Intelligence + Security = 2d6 + 6
Intimidate a criminal without raising her voice: 2d6 + Social + Rapport = 2d6 + 6
Analyze alien biology or prehistoric science: 2d6 + Education + Expertise: Silurian Science = 2d6 + 6
Navigate London’s underworld: 2d6 + Intelligence + Streetwise = 2d6 + 5
Command Jenny and Strax during an emergency: 2d6 + Social + Command = 2d6 + 5
Disguise herself in polite society: 2d6 + Social + Security = 2d6 + 6
Special Traits
Silurian Physiology: Vastra is not human. She is stronger, tougher, longer-lived, and biologically adapted in ways most Victorian doctors cannot understand.
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DR. MARTHA JONES
Age: 27. Once a brilliant medical student who stepped into the TARDIS, she is now a trained doctor, UNIT specialist, Torchwood-tested investigator, and one of the few humans who has personally survived world-scale temporal catastrophe. She is compassionate, practical, brave, and much more independent than when she first met the Time Lord. She is not trying to become the Doctor; she is what the Doctor leaves behind when someone learns enough to protect Earth on her own.
Characteristics
Strength 8 (+1)
Dexterity 10 (+1)
Endurance 13 (+2)
Intelligence 14 (+2)
Education 14 (+2)
Social Standing 11 (+2)
Skills
Admin +2
Combat +3
Command +4
Expertise: Alien Biology +5
Expertise: UNIT Field Operations +4
Medical +5
Operations +3
Planetology +3
Rapport +5
Security +4
Streetwise +4
Technology +3
Signature Rolls
Emergency battlefield medicine: 2d6 + Education + Medical = 2d6 + 6
Diagnose alien biology or infection: 2d6 + Education + Expertise: Alien Biology = 2d6 + 6
Lead a UNIT field team under pressure: 2d6 + Social + Command = 2d6 + 6
Survive alone in hostile territory: 2d6 + Endurance + Streetwise = 2d6 + 6
Investigate alien tech at a military site: 2d6 + Intelligence + Technology = 2d6 + 5
Infiltrate or evacuate a compromised facility: 2d6 + Dexterity + Security = 2d6 + 5
Handle UNIT procedures, briefings, and containment: 2d6 + Intelligence + Expertise: UNIT Field Operations = 2d6 + 6
Talk frightened civilians or soldiers through crisis: 2d6 + Social + Rapport = 2d6 + 6
Use firearm or field weapon when necessary: 2d6 + Dexterity + Combat = 2d6 + 4
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MICKEY SMITH
Once a London mechanic, computer tinkerer, and frightened bystander in the Doctor’s life,
Age: 28. Mickey started as the person everyone underestimated. That history is now a weapon honed by surviving the Auton attacks, Slitheen conspiracies, Dalek invasions, Cyberman war, parallel-Earth resistance, Torchwood-level weirdness, and direct alien combat. He is a trained, armed, experienced field operative who knows what alien threats look like, knows when official explanations are nonsense, and knows how to keep moving when the Doctor is not there. Practical, sarcastic under pressure, and now very brave, but not arrogant.
Characteristics
Strength 9 (+1)
Dexterity 11 (+2)
Endurance 11 (+2)
Intelligence 12 (+2)
Education 9 (+1)
Social Standing 8 (+1)
Skills
Admin +1
Combat +4
Command +2
Expertise: Alien Tech Scavenging +4
Expertise: Parallel-Earth Resistance +4
Medical +0
Operations +3
Planetology +1
Rapport +2
Security +4
Streetwise +4
Technology +4
Signature Rolls
Hack, patch, or improvise with alien tech: 2d6 + Intelligence + Technology = 2d6 + 6
Break into, escape from, or secure a hostile site: 2d6 + Dexterity + Security = 2d6 + 6
Fight with rifle, sidearm, or improvised weapon: 2d6 + Dexterity + Combat = 2d6 + 6
Navigate London, black sites, refugee networks, and back channels: 2d6 + Intelligence + Streetwise = 2d6 + 6
Drive, pilot, or operate unfamiliar vehicles and devices: 2d6 + Dexterity + Operations = 2d6 + 5
Identify scavenged alien technology: 2d6 + Intelligence + Expertise: Alien Tech Scavenging = 2d6 + 6
Work from resistance experience: 2d6 + Intelligence + Expertise: Parallel-Earth Resistance = 2d6 + 6
Calm a frightened civilian because he used to be one: 2d6 + Social + Rapport = 2d6 + 3
Coordinate with Martha in the field: 2d6 + Intelligence + Command = 2d6 + 4