A group of player characters will share a TARDIS. This needs to be built as an additional character, with four Elements on a 1-10 scale.

Players give up some of their own 10 points to devote to their TARDIS according to this formula:

  • For 1 player, 1 character point = 5 TARDIS points
  • For 2 players, 1 character point = 3 TARDIS points
  • For 3 or 4 players, 1 character point = 2 TARDIS points
  • Larger groups exchange character points for TARDIS points on a 1-for-1 basis

Most of these points will buy Aspects for the TARDIS. As with characters, no Aspect should start higher than 7. It is assumed that the characters started with a fully-functioning TARDIS but escaping the Time War has left it damaged. Characters can use Inspirations to repair faults and raise TARDIS Aspects, reflecting their incomplete recollections about how it works.

Players can choose to have some systems “faulty” to gain an extra point to be spent on Aspects. Faulty systems don’t work reliably. For example, if a TARDIS had Foresight-4 the players could choose to have a faulty chameleon circuit that often got “stuck” in a particular form; this would give them another point to increase the TARDIS’ Aspects.

Dynamism determines the TARDIS’ speed and combat capability

1. The TARDIS can teleport between different locations in space
2. The TARDIS can fly conventionally over short distances
3. The TARDIS can fly through space
4. The TARDIS’ magnetron can tow other ships or objects in space
5. The “Jade Pagoda”, an aspect of the TARDIS, can be separated and piloted locally or used as an escape pod
6. An atmospheric excitation field can control weather conditions outside the TARDIS
7. This energy field can be projected outside the TARDIS to stun nearby creatures
8. The energy field can destroy buildings and shatter solid structures
9. Time Torpedoes can “freeze” a target in time – this effectively imprisons or destroys any non-time-travelling enemy
10. Nanotech N-Forms can be released, attacking targets on a molecular level – this will disintegrate even advanced alien spaceships

Stasis reflects the TARDIS’ defences

1. The TARDIS is Dimensionally Transcendant – larger on the inside than the outside
2. Force fields protect the TARDIS from conventional damage (collisions, meteors, firearms)
3. Force fields can be temporarily strengthened to resist advanced damage (massive explosions, futuristic firearms, Dalek missiles)
4. Quantum force fields protect the TARDIS from temporal damage (eg collisions with other time-travellers) or temporal attack
5. Isomorphic Security means only the Time Lord owners can pilot the TARDIS
6. The Isomorphic Security can be extended to Companions
7. A Zero Room exists in the TARDIS, where Eclipse is cancelled out and Regenerating is safe
8. Temporal Grace makes it impossible to use weapons within the TARDIS
9. Temporal Grace extends a short distance outside the TARDIS
10. Transduction force fields protect the TARDIS against the most advanced alien weaponry

Memory reveals the TARDIS’ computing power and intelligence

1. The TARDIS can be operated effectively with 6 pilots
2. The TARDIS can be programmed with emergency protocols – to return someone to safety, for example; 5 pilots can operate the TARDIS
3. The Hostile Action Displacement System means the TARDIS will automatically teleport to safety when in danger; 4 pilots can operate the TARDIS
4. The Time Lord can project a hologram outside the TARDIS; 3 pilots can operate the TARDIS
5. The TARDIS will translate any familiar language so that its occupants can understand and be understood; 2 pilots can operate the TARDIS
6. The translation power extends to unfamiliar languages; a single Time Lord can operate the TARDIS
7. The TARDIS’ Cloister Bell alerts occupants to “wild catastrophes and sudden calls to man the battle stations” and can be heard by the occupants anywhere
8. The TARDIS is semi-sentient and can occasionally make decisions on its own
9. The TARDIS is emotionally linked to its occupants and will work to keep them safe
10. The TARDIS is fully sentient with its own agenda – it can even take human form

Foresight determines the TARDIS’ accuracy as a time machine and the quality of chameleon powers

1. The TARDIS can travel through time, limited only by the Time Spiral
2. The TARDIS has scanners that can locate and view any person, place or event in history
3. A Perception Filter means onlookers will ignore the TARDIS (and its keys) and not notice it as unusual
4. Chameleon Circuits make the TARDIS adopt a form that blends in with its surroundings
5. Advanced Chameleon Circuits give the Time Lord a choice about the form the TARDIS takes, allowing mobile forms (like a bus)
6. The effects of Chameleon Circuits and Perception Filters can be placed on other objects
7. A Chameleon Arch exists on the TARDIS which can “hide” a Time Lord
8. The TARDIS can pass the Time Spiral to visit the end (or beginning) of the Universe – or go beyond them
9. The TARDIS can travel to other dimensions or parallel realities
10. The TARDIS can overcome the Blinovitch Limitation Effect – crossing its own time-line, resolving paradoxes and time-loops, etc


Ghosts of Gallifrey Jon_Rowe