The Master Solitaire Storytelling Game Fan Expansion
Here come the drums!
(The Master- A Sound of Drums)
Welcome, pathetic mortal, to the story of the Masters triumph over all! Count it an honor to be able to trace the history of
his conquest. Within this document you will find all you need to change the focus of the Doctor Who Solitaire Storytelling
Game to its rightful viewpoint of the glorious Master!
How to use this Expansion
There are several things to keep in mind when playing as the Master:
After any turn in which you lost a Point without spending it, see fme11. Also see fme11 at the end of every phase
of an Adventure.
When you regenerate, see fme12.
You do not lose the game if you gain more than one level of Madman.
The Goal of your Enemies is now your scheme to overthrow the rightful authorities or anyone impudent enough to
stand in your way. DM and everything else works the same way, only now instead of diving your opponents goal,
you are studying them long enough to concoct a brilliant scheme to defeat them!
Any time you encounter the Master as an Enemy, instead see fmv01.
Any time you encounter a character who can become a Minion of the Enemy, you gain +1 to any Talk option with
them, and if you roll 12+ they will always become your Allies, regardless of game text.
Any characters from the core Events Book who automatically join the Doctor as Companions or who served as
Companions on the Doctor Who series will always attack you, and will draw an Enemy encounter. If that Enemy is
the Doctor, then the Companion will be present with the Doctor for every encounter during that adventure.
The cost of making an Ally into a Companion is increased by 1 Point.
Instead of the stats given for creating your own Doctor in the Rules Book, instead use the following stats for creating
your own Master: Brains 10, Brawn 5 and a Bravery of 5. As always you may add 5 total points to your Qualities,
but no more than 3 to any one Quality. You have the same Traits to select from as the Doctor, but you must include
one of the following: Domination, Gloating, Poison or Thief.
A400. Prologue
Evil events have overtaken the Universe! The Daleks have managed to take the Cruciform, devastating much of Gallifrey.
You managed to escape just in time and now, in a new regeneration, are standing next to the body of a lesser being that
was foolish enough to arouse your curiosity in your fob watch...
To start the game, first determine the Qualities and Traits of this regeneration. Then return here to find if you have anything
lying around the console.
Roll 1D6: 1-2: fme08; 3-4: fme09; 5-6: fme10
Your thoughts turn to your future. The foolish Time Lords have given you a full set of regenerations, but it seems that they
resurrected you too late for you to have any impact on the war. What could have been?
Now find out how an Adventure is played by reading Adventures (r305). You may also wish to read about Enemies
(r304).
You watch and listen as the swirling energies of your dormant personality complete their journey back into your mind. As
the sound dies away, another comes to replace it: the incessant and martial quadruple-beat of a Time Lords dual hearts.
Roll 1D6: 1: fma01; 2: fma02; 3: fma03; 4: fma04; 5: fma05; 6: fma06
You give a brief consideration to your plans for this world before you step outside to begin your conquest.
fma01. Earth - 2005 (8; Post Modern Era)
You have landed in the middle of London that is bustling with tourists and shoppers- potential victims. Red London buses
and black taxi cabs drive along the packed roads through familiar landmarks. Everything looks so normal and ordinary, but
not everything is as it seems...
Special: If this is your first adventure your first Character event will automatically be fme01 and when the Enemy is revealed,
gain an additional +1DM. Any Human Characters without Aware are -1 to all Qualities here.
Enemy (D6): 1: v522; 2: v500; 3: v503; 4: v504; 5: v513; 6: v516
Character (D6): 1: e041; 2: e049; 3: e050; 4: e244; 5: e025; 6: e104
Event 1 (D6): 1: e151; 2: e080; 3: e075 4: e103; 5: e076; 6: fme11
Event 2 (D6): 1: e035; 2: e034; 3: e160; 4: e038; 5: e223; 6: fme11
Plot (D6): 1: e139; 2: e161; 3: e210; 4: e166; 5: e157; 6: e150
Location (D6): 1: e091; 2: e091; 3: e255; 4: e255; 5: e252; 6: e252
fma02. Earth - 1869 (9; Victorian Era)
You have landed in Victorian Cardiff. It is a dark and cold evening, and a light dusting of snow covers the cobbled streets
that are lit by the soft glow of gas lamps. A hansom cab rattles past you as your breath curls in the chilly air. Time to
experience living history...
Special: If this is your first adventure your first Character event will automatically be fme03 and when the Enemy is revealed,
gain an additional +1DM. Any Machine Enemies or Characters are -1 to all Qualities here.
Enemy (D6): 1: v514; 2: v502. 3: v506. 4: v507. 5: v515; 6: v513
Character (D6): 1: e244; 2: e105; 3: e207; 4: e050; 5: e052; 6: e130
Event 1 (D6): 1: e076; 2: e151; 3: e124; 4: e080; 5: e223; 6: fme11
Event 2 (D6): 1: e229; 2: e208; 3: e205; 4: e107; 5: e135; 6: fme11
Plot (D6): 1: e157; 2: e137; 3: e176; 4: e132; 5: e133; 6: e150
Location (D6): 1: e093; 2: e028; 3: e236; 4: e236; 5: e258; 6: e259
fma03. Earth - 12005 (9; Far Future Era)
You have landed on Earth during the glorious second Roman Empire where technology mixes with antiquity. Roman
centurions armed with blasters fly in hover-chariots over the city whilst the population watch robotic gladiatorial games in
enormous coliseums.
Special: If this is your first adventure your first Character event will automatically be fme04 and when the Enemy is revealed,
gain an additional +1DM. If any TARDIS Character has History gain 1 Luck on your first Explore action. If you are directed
to e059 see e058 instead.
Enemy (D6): 1: v537; 2: v509; 3: v531; 4: v513; 5: v503; 6: v504.
Character (D6): 1: e081; 2: e125; 3: e017; 4: e026; 5: e072; 6: e048
Event 1 (D6): 1: e076; 2: e080; 3: e121; 4: e151; 5: e112; 6: fme11
Event 2 (D6): 1: e223; 2: e035; 3: e051; 4: e208; 5: e115; 6: fme11
Plot (D6): 1: e154; 2: e159; 3: e132; 4: e173; 5: e134; 6: e150
Location (D6): 1: e066; 2: e108; 3: e255; 4: e209; 5: e028; 6: e218
fma04. Earth 1962 (9; Modern Era)
(Holiday) You have landed in a sleepy old village in rural England. The sun is shining over the village green and you can
just hear the church bells sound in the distance as the morning starts. But does the village contain a terrible secret? Why do
the villagers fear the dark?
Special: If this is your first adventure your first Character event will automatically be
fme05 and when the Enemy is revealed, gain an additional +1DM. Due to the local
gossip in the village, you may Seek Information as an Action using Charisma without
having had a Plot event.
Enemy (D6): 1: v529; 2: v502; 3: v524; 4: v528; 5: v515; 6: v521
Character (D6): 1: e207; 2: e072; 3: e050; 4: e275; 5: e249; 6: e203
Event 1 (D6): 1: e205; 2: e223; 3: e151; 4: e035; 5: e038; 6: fme11
Event 2 (D6): 1: e208; 2: e101; 3: e124; 4: e250; 5: e229; 6: fme11
Plot (D6): 1: e132; 2: e131; 3: e157; 4: e133; 5: e150; 6: e141
Location (D6): 1: e093; 2: e259; 3: e254; 4: e254; 5: e064; 6: e236
fma05. Earth Orbit 2008 (9; Post Modern Era)
(Holiday) You have landed on The Titanic, a vast and luxurious space cruiser that is a holiday resort amongst the stars.
Gamble, eat, and relax - all in first class. The aliens aboard are celebrating Christmas - but will the space liner survive to
see the dawn?
Special: If this is your first adventure your first Character event will automatically be fme06 and when the Enemy is revealed,
gain an additional +1DM. On a result of 8+ on a Relax action, you may also see Shore Leave (e281). If you encounter a
Character of unspecified race it will be an alien.
Enemy (D6): 1: v533; 2: v539; 3: v500; 4: v503; 5: v527; 6: v505
Character (D6): 1: e244; 2: e074; 3: e266; 4: e026; 5: e266; 6: e110
Event 1 (D6): 1: e151; 2: e267; 3: e213; 4: e152; 5: e120; 6: fme11
Event 2 (D6): 1: e034; 2: e206; 3: e267; 4: e085; 5: e160; 6: fme11
Plot (D6): 1: e140; 2: e148; 3: e155; 4: e251; 5: e260; 6: e150
Location (D6): 1: e257; 2: e257; 3: e097; 4: e070; 5: e055; 6: e065
fma06. Earth 1930 (9; Modern Era)
You have landed in New York at the start of the Great Depression. The newly constructed Empire State Building towers over
the city as the rich are entertained in theatres and restaurants whilst men and women in Hooverville try to scratch out a
meagre existence.
Special: If this is your first adventure your first Character event will automatically be fme07 and when the Enemy is revealed,
gain an additional +1DM. You may choose to Relax as an Action but with a -2 modifier to the roll.
Enemy (D6): 1: v518; 2: v543; 3: v522; 4: v524; 5: v516; 6: v503.
Character (D6): 1: e018; 2: e119; 3: e048; 4: e050; 5: e244; 6: e041
Event 1 (D6): 1: e151; 2: e080; 3: e223; 4: e206; 5: e113; 6: fme11
Event 2 (D6): 1: e034; 2: e079; 3: e035; 4: e038; 5: e116; 6: fme11
Plot (D6): 1: e288; 2: e157; 3: e137; 4: e148; 5: e173; 6: e150
Location (D6): 1: e144; 2: e255; 3: e255; 4: e028; 5: e028; 6: e073
fma07. Earth 2010 (-; Post Modern Era)
(Holiday) You have landed on the outskirts of London on Christmas Eve. But everyone is suffering from bad dreams
dreams of something terrible returning. As Earth rolls onwards into night and people fall asleep, they shiver, somehow
knowing that the dawn would bring only one thing the final day...
Special: You may see e291 at the start of this Adventure. In this Adventure you have a maximum time limit of 15 turns and
each phase of the Adventure lasts 5 turns rather than 4.
Enemy (D6): 1: fmv02; 2: fmv01; 3: v519; 4: v541; 5: v531; 6: v544.
Character (D6): 1: e020; 2: e244; 3: fme13; 4: e053; 5: e122; 6: e248
Event 1 (D6): 1: e103; 2: e278; 3: e076; 4: e160; 5: e035; 6: e002
Event 2 (D6): 1: fme11; 2: e250; 3: e223; 4: e034; 5: e290; 6: e002
Plot (D6): 1: fme14; 2: e148; 3: e235; 4: e238; 5: e157; 6: e150
Location (D6): 1: fme15; 2: e297; 3: e255; 4: e091; 5: e254; 6: fme15
fmv01. The Doctor
You have encountered your most persistent foe, the Doctor (DM: -2; Goals: 1-2
e156; 3-4 e277; 5-6 fmv01a). The Doctor was once your friend, but has stood
in your path for far too long. No doubt he will stop at nothing to prevent your
triumph. Determine the Doctor's attributes when he is first revealed in an
Adventure: Brains 7+1D6, Brawn 2+1D6, Bravery 3+1D6 ( Aware, Charisma,
Computers, Domination, Medicine, Science, Thief, Tracking ).
Roll 1D6 to determine the Doctor's Companion for this Adventure:
1-2: A hard former soldier: Brains 3, Brawn 8 Bravery 6 ( Troop,
Marksman, UNIT). Make a Marksman 8 roll for the Companion. If
successful then you are Stunned before choosing any options below.
3-4: A beautiful young woman: Brains 7, Brawn 3, Bravery 5
(Screamer). Make a Brains roll for this Companion. If successful
then subtract the amount by which the roll succeeded from your
Brains for this encounter when attempting the Argue option.
5-6: Both of the above Companions.
Choose from the options below:
Argue: You may attempt to browbeat and berate the Doctor into submission. Make a Brains roll with a -1
penalty, plus another -1 penalty for each time you have attempted this option this adventure and a final -1 penalty
for every level of Madman that you possess. If you succeed then gain +1 DM. If you fail choose another option
with -1 to the roll.
Vanquish: You may only choose this option if you can Oppose. Make an opposed Bravery Roll, adding any Gloating to
your total. If you succeed then you have Defeated the Doctor. Gain Madman. This will not cause you to lose the
game if you already have Madman.
Assault: You may attempt to beat the Doctor in combat. You may later Run Away by making a Running 8 roll. You lose the
combat if you are ever Seriously Wounded, and must then see e059 as the Doctor captures you. He will tend to
your wounds if you take no action on your next turn, however. If you win the combat gain +1 DM or Defeat the
Doctor if you can Oppose.
Run Away: You must make a Running 8 roll to escape this encounter. If you fail then you must choose another option.
Hide: You must make a Thief 8 roll to Hide from the Doctor. If you fail you must choose another option,
with -1 to any Running rolls.
Spy: If you succeeded the Hide option, then you may make a Tracking 7 roll, adding Thief, in order to devise a perfect
scheme (reveal the Goal).
fmv01a. Folie a Deux
(Goal 6) You devise to turn the Doctor to your cause. You were friends once, and
together you can overcome any foe. If the Doctor can be made to share in your
madness, he can see the wisdom of your course. Four turns after this Scheme is
devised, take a -1 DM penalty. If you have Madman 2, Domination 2 and 25 Brains,
then gain +2 DM. If you Defeat the Doctor then you gain the Doctor as a
Companion! Keep the same Traits and Qualities from this Adventure, adding
Madman.
fmv02. The Time Lords
You thought that the Time Lords (DM: -3. Goals: 1-6: fmv02a), your own people, had
been trapped for eternity in a Time Lock.
But now they have returned, rising from the ashes of Gallifrey, and intent on finishing
what they began...
Roll 1D6 and then consult the table below to see what you have encountered. Add +1
each time you have previously rolled here, +1 if after Turn 4, another +1 if after Turn
9. If you can Oppose add +2:
1-2: Bad Dreams See e229, although you have a -2 to the Bravery roll and it affects
all Characters with Qualities of 4 or less. If you have no Allies then see e290.
3-4: Visions and Omens If you have a Companion then they are visited by a
mysterious stranger. If the Companion can make a Brains roll then you may gain
+1DM or 2 Luck points
5-6: Council of War All Time Lord Enemies gain +2 to Brawn (not cumulative) in this
Adventure.
7-8: White Point Star The Time Lords use a White point Star to aid them - take a
-2DM if there is a Minion here that is a Time Lord or has Engineering and Tracking and see fme11. At the start of any
Confront Action you may make a Marksman or Laser 8 roll to gain +3 to your Brains total.
9+: Gallifrey Rises The Council of Time Lords, Lord President Rassilon at the centre, materialise before you! Rassilon is
Brains 12, Brawn 9, Bravery 7 and he is accompanied by 1D3+2 Time Lords each Brains 11, Brawn 4, Bravery 6 ( Minion).
Choose from options below:
Talk: You try to bluff your way out of trouble and escape. Make opposed Brains rolls and if you succeed either gain a
+1DM or reveal the Goal, if you fail then choose to Fight, Evade or Surrender.
Confront: You may only choose this option if you can Oppose and there is a Time Lord in your group. You attempt to
persuade Rassilon that his plan will cause devastation. Make opposed Brains rolls (adding +1 for each other Time
Lord on either side). If you fail take a -1DM and choose to Fight, Evade or Surrender. If you succeed then Rassilon
is Defeated you have bested the Time Lords and gained their power. You have won the game!
Fight: Combat occurs normally although all Human Characters must make a successful Bravery roll or be -2 to all Qualities
for the rest of the encounter. You may later Evade or Surrender with a -1 to the roll. If you win a fight against the
Time Lords gain a +1DM or Defeat them if you can Oppose.
Evade: You must make Running 8 rolls (any non-Time Lord must only make Running 5 rolls) to escape the combat. If you
fail, or choose not to escape, you must choose another option.
Hide: You must make Thief 9 rolls (any non-Time Lord must only make Thief 5 rolls) before combat starts and before any
other option. If you fail, or choose not to hide, you must choose another option.
Surrender: Roll 1D6: 1-2: You are attacked see the Fight option; 3-6: e061 although you may roll for a Goal event as
Rassilon cannot resist gloating over his plans.
fmv02a. The End of Time
(Goal 6) Temporal. You discover that the Time Lords wish to ascend to a higher
level of consciousness and destroy Time entirely. If Time Lord or Machine
Characters (only) in your group have Brains 25, Brawn 25, Bravery 25,
Engineering, Gloating and Tracking then gain a +2DM. For every Temporal event
in this Adventure (including this Goal) all Time Lords are +1 to all Qualities.
If you fail to Defeat the Time Lords in this Adventure the game is over.
fme01. Lucy Cole
You have met Lucy Cole an appealing and curious young woman with a privileged
upbringing. She is Brains 4, Brawn 4, Bravery 6 ( Minion, Running, Screamer, Thief,
Victim). Lucy is bored with her routine life so she will jump at the chance to join you as a
Companion so gain 2 Luck Points. Make a Brains roll for Lucy with a +1 bonus. If she
succeeds, she knows some information that could be useful roll for a Plot Event. Any
time you are directed to e090 in the core Events Book, see this entry instead.
Friend: Lord Cole (fme02)
Fme02. Lord Cole
Lord Cole of Tarminster is the father of Lucy Cole. A man with deep pockets and great
influence, the old fool may be of quite some use to you. He is Brains 6, Brawn 2,
Bravery 4 (Bureaucrat 2, Charisma). Cole may be encountered at any Adventure on
Earth between 1990 and 2010. Make a Brains roll for Cole, with a +1 bonus. If
successful roll for a Plot event. If Lucy is ever captured or killed, at any adventure
where you could encounter Cole, you are -1 to all Qualities and any police or soldiers
encountered are +1 in number as Cole uses his resources to avenge his daughter.
fme03. Caroline Fairfax
You have met Caroline Fairfax, the pretty, loyal, but independent, scheming and
murdering daughter of a Victorian politician. Caroline is Brains 6, Brawn 4, Bravery 7
(Charisma, History, Marksman, Running). She joins you as an Ally (although if wish
you can make a Companion Charisma 9 roll and if successful Caroline becomes a
Companion gain a Point). Make a Brains roll for Caroline. If she succeeds, she
knows something that could help - roll for a Plot event. Any time you encounter e118
from the core Events Book, see this entry instead.
fme04. Marcus Falco
You have met Marcus Falco, a headstrong but loyal centurion from
Earths Second Roman Empire. He is Brains 5, Brawn 7, Bravery 7
(Marksman, Pilot, Running, Tracking). He joins you as an Ally (although if
wish you can make a Companion Charisma 9 roll and if successful he
becomes a Companion gain a Point). Make a Brains roll for Marcus. If
he succeeds, he knows something that could help roll for a Plot event.
Any time you are directed to e114 in the core Events Book, see this entry
instead.
fme05. Louisa James
You have met a young primary school teacher that works in a tiny rural
village. Seemingly sweet and innocent, she is trusted absolutely by the naive local community. She is Brains 7, Brawn 4,
Bravery 6 (Charisma, History, Running, Thief). She joins you as an Ally (although you may make a Companion Charisma
11 roll - if successful she becomes a Companion gain a Point). Make a Brains roll for Louisa, if she succeeds, she knows
something that useful - roll for a Plot event. Any time you are directed to e224 in the core Events Book, see this entry
instead.
fme06. Astrid Peth
You have met Astrid Peth a Stowan who longs to travel the stars and dreams of new skies. She is Brains: 5 Brawn: 4
Bravery: 7 (Charisma, Computers, Running, Victim). Astrid jumps at the chance of joining you as a Companion in the
TARDIS and you agree to take her on, if only as cannon fodder, so gain 1 Point. Make a Brains roll for Astrid. If she
succeeds, she knows some information roll for a Plot event. Astrid gains +1 to her Bravery if there is a Danger or Enemy
here. Any time you are directed to e271 in the core Events Book, see this entry instead.
fme07. Tallulah
You have met Tallulah a feisty and back-stabbing blonde showgirl. She is Brains 4, Brawn 4, Bravery 6 ( Aware,
Charisma, Running, Screamer). She joins you as an Ally (although if wish you can make a Companion Charisma 11 roll
and if successful she becomes a Companion gain a Point). Make a Brains roll for Tallulah (with a +1 bonus) and if she
succeeds roll for a Plot event. If the Enemy has not been revealed you may see e080 as an Action and gain an extra Luck
Point. Any time you are directed to e110 in the core Events Book, see this entry instead.
fme08. Tissue Compression Eliminator
The TCE is an old favorite of the Masters. The device shrinks its targets, killing them in the process. While you have
Marksman you are Brawn +3.
fme09. Laser Screwdriver
The Laser Screwdriver is your latest in a long line of tricks. Only the Master may use it. While using it you gain Laser and
Brawn +2.
fme10. Personal Chameleon Circuit
This tool makes the Master adept at disguise and deception. You gain +1 to Hide actions and if you make a Computers 8
roll at the beginning of an adventure you may gain +1 to Talk options as you alter your appearance to that of a native of
your location.
fme11. The Sound of Drums
The sound of drums drowns out all else. You must make a Domination 9 roll, subtracting any Madman or be Qualities -1
(not cumulative) for this and the next turn. The first time you come here each Adventure, roll 2D6, adding Madman and on
a 12+ then the next Adventure is automatically fma07.
fme12. Perilous Regeneration
You are in grave danger. Roll 1D6:
1: Your body is not completely coherent. Temporal energies flood from you. For the duration
of this regeneration you may spend a Point to gain 1D6 extra Brawn in a Combat or add
1D6 to any roll involving Running. However, after each time you do this, roll 1D6 and on a 12 either sacrifice an Ally or Companion by beating them at an opposed Brawn roll (adding
either Madman or Domination) or have your Brawn permanently reduced by half. You do not need to make an opposed
roll if sacrificing a Victim.
2: Your body did not materialise. For the duration of this regeneration you must sacrifice an Ally or Companion by beating
them at an opposed Brains roll (adding Charisma) at the end of every Adventure as a host for your form or the game is
over. You may add one of that character's Traits to your Traits if you do not have that Trait for the next Adventure only. You
do not need to make an opposed roll if sacrificing a Victim.
3-6: You have regenerated safely.
fme13. Time Lord Victorious
You have run into the Doctor. His motives today are unclear, but he
doesn't seem happy to see you. Determine the Doctor's attributes when
he is first revealed in an Adventure: Brains 7+1D6, Brawn 2+1D6,
Bravery 3+1D6 (Aware, Charisma, Computers, Domination, Medicine,
Science, Thief, Tracking) If you have already Defeated fmv01 this game
using the Scheme (Goal) fmv01a, disregard this event and instead
choose to either reveal the Enemy, a Goal or to gain +1 DM.
If there is already an Enemy here, roll 1D6 and on a 4+ then the
Doctor is a Minion of the Enemy and will be present in every Enemy
encounter this Adventure. Choose an option below:
Talk: Make a Charisma roll, adding any Gloating.
2-5: You are attacked see the Fight option.
6-8: The Doctor allows you to Surrender or see the Assault option.
9-11: Roll 1D6: 1-3: The Doctor can't resist being preachy gain +1DM; 4-6: See e005.
12+: The Doctor becomes your temporary Ally, see e005, but roll again here at the end of each turn.
Assault: Combat occurs but if the Doctor he has less total Brawn than you he will try to Evade. At the end of each round, roll
1D6. If the result is 2+ then he has escaped. You may choose to Surrender or Evade.
Run Away: You must make Running 9 rolls to escape. If you fail, or choose not to escape, choose another option.
Surrender: see e059.
fme14. Return
(Plot) You discover that someone or something has been sealed away is returning. If you have 2 Aware then gain a +1DM.
If there is currently no Enemy here then see fme13 instead of your first Enemy encounter. If there is an Enemy here then roll
1D6 and if the result is 1-2 then any Enemies (except Minions ) are -2 Qualities for the next 1D3 turns.
fme15. The Immortality Gate
(Location) You have discovered a dormant alien device nicknamed an
immortality gate for the healing properties it can bestow. If you can
make both an Engineering 10 and a Computers 10 roll (any other
characters with Science in your group gain a +1 bonus to both) then
you can repair it. If you fail however, any Characters that have
attempted to repair it suffer a Radiation Wound. Any Character that
enters the repaired Gate can heal all wounds (including radiation
wounds) and diseases.
If you have Computers 3, Madman and at least 20 Brains here then
you can re-configure the fixed Immortality Gate. Lose any negative
effects from fme12 (keeping any positive effects), and make a Madman 8 roll. If you succeed then add the amount by which
you exceeded 8 to any Defeat actions and half that amount to each of your Qualities this Adventure.
The Masters
Presented here are the Traits, Qualities and Abilities of the various incarnations of the Master, as seen on Doctor Who. Also
present is a new incarnation. Some Abilities presented below are new.
The 13 th Master
This incarnation of the Master was driven to conquer. His greatest schemes
often brought him into conflict with the Third Doctor. The Thirteenth Master
seemed to consider the Doctor a friend as much as an enemy, yet never
hesitated to unleash havoc.
Brains 12, Brawn 6, Bravery 7
Aware, Charisma, Domination, Gloating, History, Science, Thief, Tracking
Escape Artist: (Cost 2) The Master often named Svengali as one of his
friends. This Ability represents the Masters knack of being able to escape
bonds and captivity, even without his sonic screwdriver. Escape rolls are made
with a +1 bonus.
Loner: (Cost -2) Usually the Master feels it better to travel alone. To make
any Companion Charisma rolls requires you to spend a Luck point and then have a -2 penalty. You may not participate in
e103.
The Decaying Master
Having wasted his regenerations, the Master was eventually reduced to a husk.
Desperation gives strength, and this incarnation was among the most
desperate. His schemes called for deceit and guile.
Brains 11, Brawn 7, Bravery 7
Aware, Domination, History, Medicine, Poison, Running, Thief, Tracking
Mastermind: (Cost 2) This Ability represents the Masters manipulative skills at
being at least one step ahead of the Enemy and their plans. When the Goal is
revealed, you may automatically complete a free Planning Action to gain a Trait
or increase a Quality listed on the Goal event.
Decaying Form: (Cost -2) This Ability is the same as having rolled 2 on
fme12. For the duration of this regeneration you must sacrifice an Ally or Companion by beating them at an opposed
Brains roll (adding Charisma) at the end of every Adventure as a host for your form or the game is over. You may add one
of that character's Traits to your Traits if you do not have that Trait for the next Adventure only. You do not need to make an
opposed roll if sacrificing a Victim.
The Master in Tremas
Finally succeeding in a measure of revitalisation, the Master was able to possess
the body of noble Tremas. This Master was responsible for great strife in the
universe.
Brains 12, Brawn 6, Bravery 7
Aware, Charisma, Computers, Domination, Engineering, Gloating, History, Thief
Mind Control: (Cost 1) The Master often uses mind control to break the will of
Characters under the influence of a rival. You must have Domination to gain this
Ability. If you can make a Domination roll greater than a Human Minions Bravery
at the start of an encounter without an Enemy present, that Minion becomes an
Ally.
Keen Intellect: (Cost 1) This Ability represents the Doctors razor-sharp wits,
intelligence and cunning. When the Doctor has to make an opposed Brains roll,
you may roll 1D6 twice and take the highest roll.
Decaying Form: (Cost -2) This Ability is the same as having rolled 2 on fme12. For the duration of this regeneration you
must sacrifice an Ally or Companion by beating them at an opposed Brains roll (adding Charisma) at the end of every
Adventure as a host for your form or the game is over. You may add one of that character's Traits to your Traits if you do
not have that Trait for the next Adventure only. You do not need to make an opposed roll if sacrificing a Victim.
The Master in Bruce
Executed by the Daleks, the Master was able to narrowly escape death by
possessing the body of a human medic named Bruce. The human form was
not able to handle the Time Lord, and the Master was driven to attempt to
steal the Doctor's remaining regenerations.
Brains 10, Brawn 8, Bravery 7
Domination, Gloating, Medicine, Pilot, Poison, Running, Science, Thief
Double- Crosser: (Cost 2) You may assign Wounds meant for you to any
Ally or Companion.
Decaying Form: (Cost -2) This Ability is the same as having rolled 2 on
fme12. For the duration of this regeneration you must sacrifice an Ally or
Companion by beating them at an opposed Brains roll (adding Charisma) at
the end of every Adventure as a host for your form or the game is over. You
may add one of that character's Traits to your Traits if you do not have that Trait for the next Adventure only. You do not
need to make an opposed roll if sacrificing a Victim.
The Master of the Time War
As a last-ditch measure near the end of the last great Time War, the Time Lords
retrieved the Master and gave him a new set of regenerations. The Master fled
Gallifrey, however, and hid at the end of the universe in a human guise.
Brains 14, Brawn 4, Bravery 6
Keen Intellect: (Cost 1) This Ability represents the Master's razor-sharp wits,
intelligence and cunning. When the Master has to make an opposed Brains roll,
you may roll 1D6 twice and take the higher roll.
Insatiable Curiosity: (Cost -1) Many incarnations of the Master have found
themselves in a fix because they couldn't resist taking a 'quick look around.' After
any Explore or Investigate Action, take a -1 penalty to the vertical roll on r307.
The Master Reborn
The Master eventually left the human guise and found a seemingly-final triumph
against the Doctor. For a time the Master was the Prime Minister of Great Britain and
ruled the entire Earth with the aid of the psychotic Toclafane.
Brains 13, Brawn 6, Bravery 6
Aware, Domination, Engineer, Gloating, Marksman, Poison, TARDIS, Thief
Powers of Observation: (Cost 1) The Masters amazing powers of observation could
sometimes rival Professor Moriarty. You must have Aware for this Ability. If you fail an
Aware roll then once per Adventure, you may roll again.
Arrogant: (Cost -1) This Ability represents the Masters impatience and irritation of
any petty bureaucrats that happen to stand in his way. Any Talk rolls to Bureaucrat
Characters are made at a -1 penalty.
Rassilon's Master
The Master's defeats are always reversed. This Master was bleeding time energy, causing
a ravenous hunger. He sought revenge after discovering that his madness was caused by
Rassilon.
Brains 11, Brawn 8, Bravery 6
Aware, Computers, Domination, Madman, Marksman, Medicine, Science, Thief
Brutal Combatant: (Cost 2) The Masters skill in this alien martial art has proved
invaluable. In a Fight against non-Machine or non-Creature Characters, the Doctor
may apply his full Brawn separately to two opponents.
Energy Leak: (Cost -2) This Ability is the same as rolling 1 on fme12. Temporal
energies flood from you. For the duration of this regeneration you may spend a Point to
gain 1D6 extra Brawn in a Combat or add 1D6 to any roll involving Running. However,
after each time you do this, roll 1D6 and on a 1-2 either sacrifice an Ally or Companion
by beating them at an opposed Brawn roll (adding either Madman or Domination) or
have your Brawn permanently reduced by half. You do not need to make an opposed
roll if sacrificing a Victim.
The Tinkering Master
In an earlier incarnation the Master spent his time devising gadgets of terrible power.
Rather than use them himself, the Master would give them to local populaces and
laugh as the fools destroyed themselves.
Brains 13, Brawn 5, Bravery 7
Aware, Charisma, Computers, Gloating, Engineering, History, Science, Thief
Bench Thumping: (Cost 1) This Ability represents the Doctors innate love of
gadgets and tinkering where sometimes a good whack can work wonders. Once per
Adventure, if you fail an Engineering roll you may immediately roll again.
Indiscreet: (Cost -1) The Doctor can be amazingly indiscreet at times and really say
things that people dont want to hear . Before any Charisma rolls, roll 1D6 - on a
result of 1-2, your Charisma counts as a penalty, rather than a bonus.