Sample Characters

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:

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.

Teams of Two

Six pairs: the smallest TARDIS crew, or two people who keep stumbling into the same mystery.

Teams of Three

Six crews of three: a classic TARDIS line-up, investigators, soldiers, starship hands and historical travellers.

Teams of Four

Four crews of four: enough people to split up, which in Doctor Who is always a mistake.

Teams of Five

Three groups of five: a village that fights back, a pirate radio ship and the survivors of a colony crash.

Teams of Six

Three full tables of six: a 1970s alien task force, a sprawling TARDIS crew and wartime codebreakers.