Gamemaster's Toolkit

Story Point and Condition trackers, a turn-order helper, generators and quick references for running Doctor Who: The Roleplaying Game, Second Edition.

Welcome to Your Digital TARDIS Console

This toolkit is your sonic screwdriver for Doctor Who: The Roleplaying Game, Second Edition. Whether you're the Gamemaster steering an adventure across time and space or a player keeping track of your own character, these tools handle the bookkeeping so you can stay focused on the story.

Think of this page as the TARDIS console: it looks complicated, but each tool does one job. Track Story Points and Conditions, sort out who acts first, generate NPCs and adventure hooks on the fly, and keep the key Second Edition rules close at hand. The trackers and notes are saved in your browser, so they survive a page reload.

Need to roll? All the dice live on the Dice Roller page, which handles Attribute + Skill + 2d6, Advantage and Disadvantage, bonus dice and the six levels of success, with exact odds.

Character Management Tools

Story Point Tracker

Current Story Points: 12

A human character starts with 12 Story Points. Each Distinction (and each Gadget) lowers that starting total; a Sontaran or an experienced Time Lord, for example, starts with 8. Enter the total cost above and reset.

Spending Story Points:

  • 1 point raises a result by one level; a failed roll can be raised no higher than Barely
  • Gain Advantage on a roll
  • Ask the Gamemaster for a hint
  • Activate a Distinction
  • Use a skill you don't have
  • Heal injuries, or do something amazing
  • Edit the story: 1 to 11 points, depending on how big the change is

Gaining Story Points:

  • Accept a result one level worse than you rolled (+1)
  • Play up your Focus's flaw when it causes trouble
  • Act heroically, get captured, or receive points from other players
  • Terrible acts, such as killing, can cost you points

Damage & Conditions Tracker

In the Second Edition, damage (physical, mental or social) lowers the matching Attribute. When an Attribute drops to 0 you gain a Condition. Enter your Attribute ratings, then record damage here.

Conditions

No Conditions

Lethal attacks, such as many advanced weapons, kill outright, whatever this tracker says.

Gamemaster's Arsenal

Instant NPC Generator

Dr. Hollis Marlowe

Profession: Museum Curator
Mannerism: Always adjusting a pair of reading glasses
Hidden Motivation: Searching for proof of alien contact in historical artifacts
Speech Pattern: Speaks quickly when excited, uses academic jargon
Plot Role: Has information about ancient alien artifacts

Saved NPCs

Quick Scenario Generator

Location: Space Station
Problem: Mysterious Disappearances
Complication: Time is running out
Theme: What makes us human
Adventure Hook:
The TARDIS materializes on a space station where crew members have been vanishing without a trace. Security footage shows them simply walking into empty corridors and never coming out. With life support failing and more disappearances occurring hourly, the characters must uncover the truth before they too become lost in the station's mysterious depths.

Universal Name Generator

Click a button to generate names

Recent Names

Session Management Tools

Turn Order Helper

There's no initiative roll. Each round, everyone says what they intend to do, then the action resolves in this order: Talkers → Movers → Doers → Fighters. Someone who reacts out of turn rolls with Disadvantage.

Session Timer & Countdown

00:00:00
Session Time

Dramatic Countdown

--:--

Quick Session Notes

Quick Reference Tools

Difficulty Quick Reference

Every roll is Attribute + Skill + 2d6, and the character succeeds by equalling or beating the Difficulty. Difficulties run from 3 (trivial) to 30 (near-impossible); 12 is typical.

Okay: 12
Tricky: 15
Hard: 18
Range: 3 to 30

Circumstances (they change the dice, not the number):

Difficulty: 12
Roll 2d6 + Attribute + Skill.

Second Edition Quick Reference

The Second Edition has no Traits. Characters are built from a Concept, a Focus, Experiences, six Attributes, twelve Skills and, optionally, Specialisations and Distinctions.

Concept: who your character is, in about two words.
Focus: what drives your character. When it applies it adds +1d6 to the roll (rolled apart from the 2d6, so it never counts as a 6 or a 1). It's also a flaw: when it gets you into trouble, you earn a Story Point.
Experiences: moments from your past, chosen or rolled at character creation and earned in play by doing interesting things. Recall one to add +1d6 to a roll, or cash it in for an Experience Point.
Attributes: Awareness, Coordination, Ingenuity, Presence, Resolve, Strength. Humans rate 1 to 6 (3 is average) and split 18 points among them.
Creation order: Concept → Focus → Experiences → Attributes → Skills → Specialisations → Distinctions → Goals.
What they are: Distinctions mark what makes a character more than an ordinary human, such as being a Time Lord, a Sontaran or a Silurian, or having an ability like Telepathy.
What they cost: each Distinction lowers your starting Story Points (12 for a human). A Sontaran or an experienced Time Lord starts with 8.
Using them: some Distinctions need a Story Point to activate. They can carry drawbacks as well as benefits.
Gadgets: items like a sonic screwdriver or a vortex manipulator have their own rules, can carry their own Story Points, and also reduce a character's starting Story Points.
The twelve Skills: Athletics, Conflict, Convince, Craft, Intuition, Knowledge, Medicine, Science, Subterfuge, Survival, Technology, Transport.
Ratings: 1 to 6, with 18 points to spend at character creation. Specialisations narrow a skill to something you're especially good at.
Conflict covers all fighting, armed or not, and shooting. Intuition covers reading people and situations.
Unskilled? Spend a Story Point to use a skill you don't have.

Additional Utilities

Random Tables

Click a table to generate results