Doctor who pdf download






















The programme depicts the adventures of the Doctor, a Time Lord—a time-travelling humanoid alien. Its exterior appears as a blue British police box, which was a common sight in Britain in when the series first aired. Along with a succession of companions, the Doctor faces a variety of foes while working to save civilisations, help ordinary people, and right wrongs.

The show has received recognition as one of Britain's finest television programmes, winning the British Academy Television Award for Best Drama Series and five consecutive — awards at the National Television Awards during Russell T Davies' tenure as executive producer. In , the Peabody Awards honoured Doctor Who with an Institutional Peabody "for evolving with technology and the times like nothing else in the known television universe.

During its original run, it was recognised for its imaginative stories, creative low-budget special effects, and pioneering use of electronic music originally produced by the BBC Radiophonic Workshop.

The show is a significant part of British popular culture, and elsewhere it has become a cult television favourite. The show has influenced generations of British television professionals, many of whom grew up watching the series. The programme originally ran from to After an unsuccessful attempt to revive regular production in with a backdoor pilot in the form of a television film, the programme was relaunched in by Russell T Davies who was showrunner and head writer for the first five years of its revival, produced in-house by BBC Wales in Cardiff.

The first series of the 21st century, featuring Christopher Eccleston in the title role, was produced by the BBC. Series two and three had some development money contributed by the Canadian Broadcasting Corporation CBC , which was credited as a co-producer. Doctor Who also spawned spin-offs in multiple media, including Torchwood —11 and The Sarah Jane Adventures —11 , both created by Russell T Davies; K-9 —10 ; and a single pilot episode of K-9 and Company There also have been many spoofs and cultural references of the character in other media.

Total Items Older Stats. Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3.

Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Doctor Who Books Various. A large collection of various Doctor Who-related books, texts, magazine articles and literature. Media Type Media Type. Year Year. Collection Collection. Creator Creator. Language Language. Doctor Who The Eight The Eight Doctors favorite favorite favorite favorite 1 reviews Topics: doctor, romana, flavia, tardis, baz, ryoth, sixth, master, temporal, looked, time lord, sixth Doctor Who New Adventures Timewyrm Revelation Topics: ace, doctor, timewyrm, trelaw, emily, saul, boyle, hemmings, looked, chad, time lord, chad boyle, The first edition matched the style of the David Tennant era, the second edition the Matt Smith, the third styled for the programme's fiftieth anniversary with characters and images from Day of the Doctor , while the fourth and most recent edition draws from the first series of the Peter Capaldi era.

Beginning with the anniversary edition, the game shifted from the traditional European release format of a box containing dice, tokens, and multiple smaller books towards the American format of a large core rulebook.

The first edition core rules box set was released to critical acclaim in the fall of Cubicle 7 announced the license to Doctor Who in December ; the TV series had been cancelled in , but was brought back in and this was the version of the show that Cubicle 7 had licensed.

Author Shannon Appelcline commented that 'It was a big licence. So big, in fact, that it would totally turn Cubicle 7 on its head. As of November , three products had been released including the first edition box set, a Game Master's screen, and a box set supplement entitled 'Aliens and Creatures'.

The Eleventh Doctor Boxed Set box was a two part box, rather than a 'pizza box' style box. In May Cubicle 7 began releasing a series of supplements, one for each of the Doctor's incarnations, [7] starting with The First Doctor Sourcebook. This featured character sheets reflecting the Doctor Who Anniversary Special Episode — 'Day of the Doctor', and a number of specially commissioned spreads featuring The Doctors, their companions, adversaries and allies.

It features a new layout style to match Peter Capaldi's first series. The mechanics of the game are difficulty based. Characters have attributes such as Strength and Ingenuity and skills such as Fighting and Technology which they typically add together and then further add the results of two six-sided dice. The result is compared to a difficulty number normally set by the gamesmaster.

Both success and failure are gradiated, so that matching, or else exceeding the difficulty by only a small amount, indicates a successful action, but not a complete success. Exceeding the difficulty by a larger amount indicates complete success and exceeding it by a very great amount indicates success with an additional beneficial outcome.

For example, if attempting to disguise oneself to get past some guards, the lowest level of success would get the character past the guards, but they would be suspicious and perhaps mention it to their superior later. A simple success would simply get the character past the guards, but the highest level of success might, for example, indicate that the guard radios ahead to let other guards know that they're legitimate visitors.

Conversely, failure is also graded. In the previous example, the least degree of failure might merely result in the guard telling the character to go back and get their identification.

A full failure and the guard will certainly realise he is being tricked and the greatest degree of failure could result in the character accidentally revealing who they really are, for example. In addition to the normal mechanics of the game, players acquire Story Point tokens throughout the game, which they can spend to adjust both the results of their characters' actions and to influence the world around them.

The greater the effect, the more Story Points need to be spent to achieve it. For example, to adjust their level of success or failure up or down a level, a player can spend one Story Point. Or a Story Point could be spent to achieve some small change to the game world, such as keys being left in a car or a Cyberman's gun jamming for a moment. Greater amounts can be spent for correspondingly greater effects; for example, if five points were spent, maybe the villain would fall in love with one of the characters or a group of UNIT soldiers show up to rescue the PCs.

No Weeping Angels yet, alas! From the last chapter, I get the idea that the best way of running a Doctor Who campaign is similar to a series of the new series: each session is as an episode of the TV series, either a self-contained story or part of a bigger story, with a campaign story arc and personal story arcs for the PCs as well. The Adventure Book One of the most impressive books in the set is this: it contains two short adventures, 'Arrowdown' and 'Judoon! The sheets do show you how little information is needed to play the game: There are 6 Attributes, 12 Skills and then a number of Traits which define each character - along with a number of Story Points.

The Game The basic mechanic of the Doctor Who RPG is this: roll 2d6, add one attribute and one skill and try to beat the target number which is normally 12 but can range from 3 to That's all very simple. Slightly more complexity is added by degrees of success: succeed by and you've achieved a Success. Meanwhile, fail by and 'Failure', is 'Bad' and 9 is 'Disastrous'. For those who don't want to do the maths, you can instead roll an additional die with the roll, with a '1' indicating a minor success or major failure and a '6' indicating a minor failure or major success.

Opposed checks as you might expect: each person rolls the dice and compares their result to the other's. Combat Doctor Who stories are not about combat, as the game takes pains to explain. However, it does come up from time to time - more so if you use the system to run a Torchwood or UNIT game as is suggested and supported by the rules , so the game uses the same basic skill system to resolve it.

Each weapon is rated by the amount of damage it does. Melee weapons do damage according to the Strength attribute of their wielder, Ranged weapons have damage codes. A 9mm pistol does 5 damage, a Dalek gun does 'Lethal' damage. Yes, if you get shot by a Dalek, you're going to die.

Damage reduces your attributes. Which attributes depends on the weapon and what you and the GM decide. Three attributes reduced to 0? You may die - although it's more likely that you'll be knocked unconscious and gain the 'Unadventurous' trait, which means that you'll probably leave the Doctor at the next opportunity. Such is a brilliant invention and properly reflects the Doctor Who world.

You're agents of Torchwood? You're probably dead. The actual damage done by a weapon does depend on the level of success - a minor success inflicts half damage 4 damage for lethal weapons. A major success inflicts half as much damage again. Against powerful monsters, you might think you have no chance, but that's where Story Points come in - of which more later.

However, as mentioned, Doctor Who isn't mainly about combat. In a round, anyone who wants to talk goes first. Then characters who want to move. Then characters who want to do something 'I've got to reverse the polarity of this neutron flow!

Then the next action round gets underway. Traits There are both positive and negative traits that can define your character. As with the rest of the game, the definitions of the traits are somewhat loose and are open to interpretation from the group.

When does it apply? Depends on what you and the GM decide. Rose is unlikely to be able to charm a Dalek using her looks, but she'd have a lot better chance with a young man. Major traits include being an alien including a Time Lord.

These generally penalise the character by reducing the number of Story Points they have, or might need Story Points to activate. You can also have psychological problems Cowardly, Greedy, etc. Although there's nothing that directly penalises you if you act against character, your GM should give you story points when you act in character and remove story points when you act against your character.

Story Points I've mentioned Story Points quite a bit in the previous sections. They are the main mechanic that allow the players to affect the game. Each character has a pool of Story Points that refresh at the beginning of each adventure and they can gain more in the middle of an adventure.

What can you do with Story Points?



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