99 ready-to-play Second Edition characters: 20 solo travellers and 22 teams of two to six.
Using These Characters
Every character on this page is an original, built with the Second Edition rules from Character Creation. Use them as pre-made characters for a one-shot, as companions and supporting characters for the GM, or simply as worked examples when you're building your own. Nobody here is the Doctor or a companion from the television series; they are new travellers, ready to meet whoever is at the controls of your TARDIS.
To use one, pick a character whose Concept and Focus appeal to you, rename them freely (names, eras and home towns are only suggestions), then adjust to taste. Move points around, but keep both budgets intact: Attributes always total 18, each between 1 and 6, and skills always total 18, each between 0 and 6. Change the Focus, Experiences and Goals as much as you like; they're what make a character yours.
Each card shows:
Concept, species and era on the line under the name, and a round SP badge with starting Story Points.
Focus: when it gives the bonus die, and the trouble it gets the character into (which earns Story Points when you play it).
The six Attributes (18 points), then the trained Skills only (18 points; any skill not listed is 0, untrained).
Optional Specialisations and Distinctions, plus Experiences to recall for a bonus die or cash in later, and short- and long-term Goals.
Story Points: an ordinary human starts with 12. An experienced Time Lord or a Sontaran starts with 8. Other Distinctions (Silurian, Telepathy, Cybernetic) and Gadgets such as a vortex manipulator also come out of the starting 12, and the core rulebook gives their costs, so those cards say 12 minus the cost and the badge reads 12−. Non-human characters here keep every Attribute within the ordinary 1–6 range; the core rulebook's Distinctions are where scores above 6 come from.
Ready-made sheets: every character on this page is also a filled-in sheet. On Character Sheets, press Load sample characters to add all 99, each with their team and roster in Personality & Relationships.
Solo Travellers
Twenty single characters for a one-player game, a drop-in guest at the table, or a companion for the GM's own traveller. Each one is built from the same 18 Attribute points and 18 skill points as everyone else, except the experienced Time Lords, whose Experienced Distinction adds 4 more of each.
Agnes Oyelaran
Unflappable Midwife · Human, 1950s Liverpool
SP12
Focus: Protective of Others. Bonus die when tending or shielding someone vulnerable. Trouble when she won't leave anyone behind, not even the thing that attacked them.
“Ran the night ward through the 1952 smog”; “Delivered twins by torchlight during the Blitz”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: get a frightened boy home to his mother before the fog comes back. Long-term: see what medicine looks like in a hundred years.
Tomás EcheverrĂa
Jaded Cab Driver · Human, present-day Mexico City
SP12
Focus: Knows Every Shortcut. Bonus die when driving, navigating or finding a way through a crowded city. Trouble when he's sure he knows a quicker route and splits off from the group.
“Drove through the 2017 earthquake with a passenger in labour”; “Once picked up a fare who paid in coins dated 1780”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out who the passenger with the old coins really was. Long-term: see somewhere no map has ever shown.
Dr Priyanka Raghunathan
Obsessive Astrophysicist · Human, 2040s Bengaluru
SP12
Focus: Lives for the Work. Bonus die when doing physics, astronomy or any kind of measurement. Trouble when she gets so absorbed in the data that she misses the danger walking up behind her.
“Spotted a star that wasn't there the night before”; “Lost a funding vote by one ballot”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: prove the vanishing star was a ship. Long-term: be the first human to stand on another world.
Kit Pellow
Gaslight Pickpocket · Human, 1880s London
SP12
Focus: Light Fingers. Bonus die when stealing, palming or slipping away unseen. Trouble when he can't resist pocketing something that isn't his, usually something alien.
“Grew up in a Whitechapel rookery”; “Stole a pocket watch that ticks backwards”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find whoever wants the backwards watch back before they find him. Long-term: never be hungry again.
Ssethka of the Deep Warren
Waking Silurian Scholar · Silurian, woken in the present day
SP12−
Focus: Ancient Perspective. Bonus die when recalling prehistoric Earth, old sciences or reptile biology. Trouble when she is openly dismissive of "the apes" and offends the humans she needs.
“Slept for millions of years in a hibernation pod”; “Woke to find her city under a motorway”
Story Points
12 minus the Distinction cost from the core rulebook
Sample sheet
Starts with 10 Story Points: Silurian costs 2 (GM choice).
Goals
Short-term: find out who drilled into the warren. Long-term: win her people a place above ground.
Skelm
Disgraced Sontaran Field Medic · Sontaran, stranded in the Fens
SP8
Focus: Honour Above All. Bonus die when keeping his word or facing a challenge head-on. Trouble when he accepts every challenge and cannot bring himself to retreat.
Awareness3
Coordination3
Ingenuity3
Presence2
Resolve4
Strength3
Skills
Conflict 4, Medicine 4, Athletics 3, Technology 3, Survival 2, Transport 2
Specialisation
Medicine (Battlefield Surgery)
Distinctions
Sontaran
Experiences
“Court-martialled for saving a wounded enemy”; “Has lived in a drained Fenland barn since his scout ship crashed”
Story Points
8 (a Sontaran starts with 8 instead of 12)
Goals
Short-term: repair the scout ship's beacon. Long-term: prove that healing can be a soldier's glory.
The Cartographer
Exiled Time Lord Mapmaker · Time Lord, long away from Gallifrey
SP8
Focus: Charting the Unknown. Bonus die when navigating time and space, reading maps or spotting patterns. Trouble when she has to see what lies past the edge of the map.
Knowledge (Temporal Geography), Transport (Time Ships)
Distinctions
Time Lord (experienced)
Experiences
“Mapped a pocket universe before it collapsed”; “Left Gallifrey after the High Council burned her atlas”
Story Points
8 (an experienced Time Lord starts with 8 instead of 12)
Goals
Short-term: find the street that appears on her map but nowhere on Earth. Long-term: complete a map of every place the Time Lords forbade.
Lieutenant Adaeze Nwosu
Seconded UNIT Officer · Human, near-future Lagos
SP12
Focus: Mission First. Bonus die when following a plan or orders under pressure. Trouble when she won't deviate from orders even when the plan is plainly wrong.
“Rebuilt a longship in a single winter”; “Saw lights moving under the ice of the fjord”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out what the lights under the ice are. Long-term: sail somewhere no saga has named.
Hiroshi Kanzaki
Elderly Folklorist · Human, 1970s Kyoto
SP12
Focus: Every Tale Is True. Bonus die when recalling legends, ghost stories and old customs. Trouble when he treats folklore as literal truth and wanders into haunted places.
“Recorded four hundred ghost stories on reel-to-reel tape”; “Heard his own voice on a tape he never recorded”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: trace who made the impossible tape. Long-term: write the last chapter of his collection.
Tane Whaanga
Far-Future Terraformer · Human, 31st-century Mars colony
SP12
Focus: Makes Worlds Bloom. Bonus die when ecology, growing things or surviving harsh environments. Trouble when he will risk anything to protect a living ecosystem.
“Grew the first open-air orchard on Mars”; “Survived a dust storm inside a collapsed greenhouse”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out what is killing the domes' crops. Long-term: walk through one of Earth's original forests.
Nadia Haddad
Reluctant Telepath · Human, present-day Marseille
SP12−
Focus: Hears Too Much. Bonus die when reading people or sensing what they hide. Trouble when crowds overwhelm her and she blurts out other people's secrets.
Focus: Never Again. Bonus die when resisting control or defying machines. Trouble when he reacts violently to anything that smells of conversion technology.
“Woke halfway through a conversion when the factory lost power”; “Dug his way out of a buried colony”
Story Points
12 minus the Distinction cost from the core rulebook
Sample sheet
Starts with 10 Story Points: Cybernetic costs 2.
Goals
Short-term: find out whether anyone else escaped. Long-term: become human enough to go home.
Lady Constance Abernethy
Edwardian Suffragette · Human, 1910 Edinburgh
SP12
Focus: Righteous Cause. Bonus die when standing up to injustice or making a speech. Trouble when she picks fights with authority at the worst possible moment.
“Chained herself to the railings outside Parliament”; “Escaped prison disguised as a laundress”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: expose the prison "doctor" who is not human. Long-term: live long enough to cast her vote.
Ola Bankole
Teenage Game Coder · Human, 2010s Croydon
SP12
Focus: Breaks Every System. Bonus die when hacking or finding the exploit in a system. Trouble when he can't resist pressing the button that says "do not press".
“Got banned from every online game in his school by the age of fourteen”; “Found an alien signal hidden in a mobile game update”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: trace who hid the signal. Long-term: build something that changes the world.
Valentin Moreau
Disavowed Time Agent · Human, 51st century
SP12−
Focus: Always Has an Angle. Bonus die when bluffing, bargaining or talking his way out. Trouble when the chance of a profit tempts him into a double-cross.
“Flew an aircraft type she had never seen, with only a notes card to guide her”; “Saw a "third plane" that never showed on radar”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find the third plane. Long-term: fly faster than sound.
Yusuf ibn Haddad
Court Astronomer · Human, 9th-century Baghdad
SP12
Focus: Measures Everything. Bonus die when calculating, observing or proving a point. Trouble when he insists on proof and holds everyone up while he checks.
“Did her own fall from a water tower for a B-movie”; “Worked on a film where the monster suit had no one inside”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out who, or what, played the monster. Long-term: one last great stunt nobody will believe.
Park Sun-hee
Deep-Space Salvager · Human, 40th century
SP12
Focus: Nothing Goes to Waste. Bonus die when scrounging, salvaging or repairing. Trouble when she grabs the salvage even when the hull is coming apart.
“Found a lift that stops at a floor the hospital doesn't have”; “Played semi-pro football until his knee went”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: get back to the missing floor. Long-term: bring his mum over from Kumasi.
The Tide-Watchers
Team of 2 · 1890s Cornwall
The team: A lighthouse keeper and her restless grandson guard a stretch of coast where strange things wash ashore.
Morwenna Trevithick
Lighthouse Keeper · Human, 1890s Cornwall
SP12
Focus: Reads the Weather. Bonus die when predicting sea and sky, or surviving the coast. Trouble when her stubborn superstitions won't let her break the old rules.
Awareness5
Coordination2
Ingenuity3
Presence2
Resolve4
Strength2
Skills
Survival 5, Craft 3, Knowledge 3, Transport 3, Intuition 2, Medicine 2
Specialisation
Survival (Coastal)
Experiences
“Kept the light burning through the Great Blizzard of 1891”; “Pulled a drowned sailor from the sea who woke speaking no earthly tongue”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: learn what the drowned sailor was warning about. Long-term: hand the light safely to Jory.
Jory Trevithick
Restless Grandson · Human, 1890s Cornwall
SP12
Focus: Itching for Adventure. Bonus die when climbing, swimming or exploring. Trouble when he runs off alone the moment something interesting appears.
“Swam out to the offshore rocks for a dare”; “Found a metal egg in a sea cave”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: open the metal egg. Long-term: get off the peninsula and see the world.
The Diplomatic Pouch
Team of 2 · Present-day Lisbon
The team: A Silurian envoy and her human interpreter, trying to keep a secret peace process alive.
Ambassador Hethra
Silurian Envoy · Silurian, present day
SP12−
Focus: Peace Between Species. Bonus die when negotiating, mediating or calming a stand-off. Trouble when she will not strike first, even when she should.
“Addressed a closed session of an international summit”; “Survived an assassination attempt by her own people”
Story Points
12 minus the Distinction cost from the core rulebook
Sample sheet
Starts with 10 Story Points: Silurian costs 2 (GM choice).
Goals
Short-term: unmask the Silurian hardliner sabotaging the talks. Long-term: a seat for her people at the table.
LucĂa Ferreira
Linguist and Interpreter · Human, present-day Lisbon
SP12
Focus: Finds the Right Word. Bonus die when translating, decoding or choosing exactly the right phrase. Trouble when she can't stop correcting people, including the powerful ones.
“Carried a wounded comrade six kilometres”; “Played rugby for the army team”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: get the squad's broken drone back to base. Long-term: open a gym back home in Nuku'alofa.
Corporal Anouk Visser
Signals Specialist · Human, 2030s, born in Rotterdam
SP12
Focus: Hears Every Signal. Bonus die when intercepting or decoding communications. Trouble when she keeps listening to strange broadcasts long after she should switch off.
“Rebuilt the Kittiwake's drive from three wrecks”; “Once heard the engine hum a tune”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out why the engine started humming. Long-term: build a drive that never breaks.
Xiadani Ruiz
Quartermaster and Fixer · Human, 26th century
SP12
Focus: Everything Has a Price. Bonus die when haggling, bargaining or finding a buyer. Trouble when she makes risky deals that come back to bite the crew.
“Traded a crate of oranges for a working teleporter”; “Has been banned from two space stations”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out what's in the sealed crate before the client does. Long-term: retire rich on a garden world.
The Grand Tour
Team of 3 · 1780s Europe
The team: An heiress, her fencing-master companion and a Venetian clockmaker, touring a continent full of impossible machines.
Amelia Fothergill
Restless Heiress · Human, 1780s England
SP12
Focus: Wants to See Everything. Bonus die when exploring a new place or meeting new people. Trouble when she wanders off at the first sign of something interesting.
“Won his freedom and then his living with a sword”; “Fought a duel against a clockwork opponent”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out who built the clockwork duellist. Long-term: open his own fencing academy.
Lorenzo Bellandi
Clockmaker · Human, 1780s Venice
SP12
Focus: Every Mechanism Has a Secret. Bonus die when building, repairing or understanding clockwork. Trouble when his obsession with automata blinds him to danger.
“Built a mechanical bird that sings a song nobody taught it”; “Was apprenticed to a master who vanished in 1771”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find his vanished master. Long-term: build an automaton that can think.
Tranquillity Base Survivors
Team of 3 · 2060s Moon
The team: A geologist, a cook and a security chief, the last three awake on a lunar base that went silent.
Dr Kalani Akana
Lunar Geologist · Human, 2060s Moon
SP12
Focus: Reads the Rocks. Bonus die when analysing terrain, minerals or ground that is moving. Trouble when she collects samples when she should be running.
“Caught a saboteur who had worked on the base for six years”; “Survived a hull breach by holding her breath”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find the saboteur's partner. Long-term: learn to trust someone again.
The Locksmith's TARDIS
Team of 3 · All of time and space
The team: A tinkering Time Lord, an escapologist and an accountant who noticed the sums didn't add up.
The Locksmith
Wandering Time Lord Tinkerer · Time Lord, long away from Gallifrey
SP8
Focus: No Door Stays Shut. Bonus die when opening, bypassing or unpicking locks and mysteries. Trouble when he opens things that were sealed for very good reasons.
“Escaped from a sealed water tank in front of two thousand people”; “Got out of a locked trunk that had been sent to 2093”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: find out who sent the trunk forward in time. Long-term: headline in Paris.
Callum Fraser
Accountant Who Saw Too Much · Human, 1980s Aberdeen
SP12
Focus: Notices the Discrepancy. Bonus die when spotting what doesn't add up. Trouble when he nags at small errors while large ones are trying to eat him.
“Spent three years as a Tudor courtier”; “Can no longer remember his birth name”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: stay in character until the job is done. Long-term: remember who he was.
Agent Yerlan Bekov
Temporal Technician · Human, 51st century
SP12−
Focus: Fixes Paradoxes. Bonus die when working with temporal technology. Trouble when he stops everything to study an anomaly.
Awareness3
Coordination2
Ingenuity6
Presence2
Resolve3
Strength2
Skills
Science 5, Technology 5, Knowledge 3, Medicine 2, Transport 2, Intuition 1
Specialisation
Science (Temporal Physics)
Gadgets
Vortex manipulator
Experiences
“Accidentally met his own grandfather”; “Repaired a paradox with a paperclip”
Story Points
12 minus the Gadget cost from the core rulebook
Sample sheet
Starts with 10 Story Points: Vortex manipulator costs 2 (GM choice).
Goals
Short-term: stabilise the team's failing manipulators. Long-term: publish the paper the Agency classified.
Agent Noor Siddiqui
Retrieval Specialist · Human, 51st century
SP12
Focus: Gets the Asset Out. Bonus die when extracting someone or something under pressure. Trouble when she grabs the target first and asks questions later.
Awareness4
Coordination5
Ingenuity2
Presence2
Resolve2
Strength3
Skills
Conflict 5, Athletics 4, Subterfuge 3, Transport 3, Survival 2, Medicine 1
Experiences
“Pulled a witness out of the fall of Rome”; “Has a scar from a weapon not yet invented”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: retrieve the stolen manipulator. Long-term: quit the Agency and stay in one century.
The Saturday Club
Team of 4 · 1985 Leeds
The team: Four teenagers with bikes, walkie-talkies and an alien in a garden shed.
Shazia Iqbal
Comic-Book Fan · Human, 1985 Leeds
SP12
Focus: Read It in a Comic. Bonus die when recalling science fiction or improvising a plan. Trouble when she assumes things work like they do in comics.
“Built a radio out of a biscuit tin”; “Spoke to a voice claiming to be calling from 2085”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: contact the voice from 2085 again. Long-term: work for a space programme.
The Andean Expedition
Team of 4 · 1912 Peru
The team: An archaeologist, a photographer, a surveyor and a mountain guide searching for a valley that isn't on any map.
Professor Ignacio Mamani
Quechua Archaeologist · Human, 1912 Peru
SP12
Focus: Respect the Ancestors. Bonus die when interpreting ruins, rituals and old languages. Trouble when he won't let anyone loot a site, even to save their lives.
“Kept the ship running for 40 hours after a reactor leak”; “Grew up on a floating city in the Caribbean”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: fix the failing gravity in the east wing. Long-term: retire on the ocean.
Teams of Five
Three groups of five: a village that fights back, a pirate radio ship and the survivors of a colony crash.
The Bracken Hill Resistance
Team of 5 · 1350s England
The team: Five villagers who know their lord has been replaced by something wearing his face.
Alys Thatcher
Village Reeve · Human, 1350s England
SP12
Focus: The Village Comes First. Bonus die when organising neighbours or bargaining with authority. Trouble when she puts the village before any single person, including herself.
“Twenty years in the army”; “Shot at a thing in the forest and it smiled”
Story Points
12 (no Distinctions or Gadgets to pay for)
Goals
Short-term: protect the scientists. Long-term: retire to the coast.
Corporal Meena Pillai
Radio Operator · Human, 1970s London
SP12
Focus: Steady on the Line. Bonus die when operating radios or keeping communications open. Trouble when she won't leave her post even when the post is on fire.