Imagine you could go anywhere. This world or countless others, encountering strange alien races, new cultures or hostile environments. Now imagine you could travel to any time. Meet Robin Hood (and duel him with a spoon!), discover what terrible monster lives under your bed, journey inside a Dalek, or travel to the end of time itself. Where would you go?
With the Doctor Who Roleplaying Game, the power is in your hands! You can go anywhere or anywhen in the universe. It’s not going to be easy. It’ll probably be dangerous. The universe is a hostile place, full of Daleks, Zygons, Sontarans, Weeping Angels, Cybermen, Silence, Silurians and worse. There will be fear, heartbreak and excitement, but above all, it’ll be the trip of a lifetime.
Time Lords & School Teachers
In the Doctor Who Roleplaying Game you and your friends take on the role of the Doctor (any of their incarnations!) and their companions (any one of them too – or you might make up your own) and embark on your own adventures across time and space.
Or you might decide to make up your own Time Lord and their own companions and see what happens when they set off in their own TARDIS - or create a rag-tag bunch of time agents lost in time, or a UNIT base tasked with protecting their corner of the Earth.
Reverse the Polarity of Neutron Flow
Designed for players aged between 10 and 2000, the Vortex system is quick and easy to learn. Using just two six-sided die, you’ll be travelling from Ancient Rome to the Metasaran Galaxy effortlessly in no time.
The Doctor Who Roleplaying Game uses the innovative Vortex system to make every session feel as exciting as a jaunt in the TARDIS. Players can use Story Points to influence the plot at any time, creating bold new narratives and ensuring the action never falls flat.
The Success Ladder adds a layer of easy to understand complexity that makes every roll exciting and dramatic. Failures can turn into new opportunities and successes can add narrative complications to successes, creating free-flowing, action packed pulp adventures.
Playing with a moral code as strict as the Doctor’s could seem restrictive to some, but the Initiative system rewards quick wit, peacekeeping, and running away from whoever has the gun - fighting a Dalek isn’t likely to end well! Talkers and Runners always get to act before Fighters in the Doctor Who RPG.
Bigger on the inside
With over 50 years of TV history and more than 2000 years of Time Lord high-jinx, there’s plenty of adventure to be had, and we didn’t want to leave anything out. Packed with alien stats, great gadgets, and exciting scenarios, each Doctor has their own sourcebook. Whether you’re a fan of the Fourth Doctor’s jelly babies or the jammy dodgers of the Eleventh, there’s one (or more) for you!
The whole of space and time is out there, full of new places to see and adventures to be had – what are you waiting for?