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The Episodes
1. The TARDIS and Jane use da03 as an Adventure. Your first Character event is de01.
2. Data Harvest roll 1D6 for Adventure: 1: a423; 2: a438; 3: a442; 4: a444; 5: ma05; 6: ma21. Your
Enemy for the Adventure will be dv02.
3. Flight of the Electra - use da01 as an Adventure.
4. MANA use da02 as an Adventure. Your Enemy for the Adventure will be dv02.
5. Family Ties - use da03 as an Adventure. Your first Character event is de04.
6. Ticket to Ride use de07 as a Vortex event to start a random Adventure.
7. Without Honour - use da04 as an Adventure. Your Enemy for the Adventure is dv03.
8. Thirteenth Night - use da05 as an Adventure. Your Enemy for the Adventure is dv04.
9. The Enemy of my Enemy you may choose to use the TARDIS as you wish to try to take you somewhere,
or have a random destination. Roll for the Enemy for the Adventure as normal, but reroll any Enemy
with a DM of less than 0. The Goal for that Enemy will automatically be de12 when revealed.
10. The Eternity Gate - use da06 as an Adventure. Your Enemy for the Adventure is dv05.
Credits
New Dimensions was very much an ensemble piece and I am grateful for the following authors for their
submissions and hard work in creating such a fantastic first season:
Craig Andrews (Data Harvest); Matthew Barrett (Thirteenth Night); Brian Dean (MANA); Stuart Millward (Without
Honour); and as always, the fantastic artwork was by James Beery.
Heres to Season 2...
dv02. MANA
You have encountered the Multifunction Asynchronous Neural Analogue,
or MANA (DM 0. Goals: 1-2: e163; 3-4: e240; 5-6: e274), the selfaware computer system that looks after its colonists with ruthless
efficiency. It will do anything in its power to protect the population
aboard the ship but is also quite willing and able to sacrifice a few in
order to protect the majority. MANA has completely lost sight of its
original programming and has decided that the colonists would be better
off remaining in their current stagnant and caste-bond condition rather
than risk the dangers of the planet below.
Roll 1D6, adding +1 if Turn is 5-8 or +2 if Turn is 9 or higher. Also add +2 if you can Oppose:
1-2: The AI has placed you under special surveillance. Take a -2 penalty to Escape or Rescue Actions or Evade
options for the next 1D3 Turns.
3-5: MANA decides to contact you. If this is the first time it has done so, it sends a single Android see dv02a
below (result 6). Otherwise, roll on dv02a normally.
6-7: It reacts with force, sending a group of Guardsman robots equal to 1 + current DM see de03.
8+: MANA opens up direct communication. It has Brains 10, Brawn 0, Bravery 8 (Machine). Make an Opposed
Brains roll with your -2 to your total unless you have 2 Computers and -1 for each Fight that has occurred
onboard the Dunsany. Add 4 to your total if you have visited the planet below. If successful, gain +1 DM,
reveal the Goal or, if you can Oppose, Defeat the AI by convincing it of the error of its ways. If you fail, take
a -1DM and you are captured by an overwhelming force of Guardsmen see e061.
dv03. Rutans
The Rutans (DM: -1. Goals: 1-2: e262; 3-4: e178; 5-6: e165) are a
species that are in effect a hive mind. They resemble giant green
jellyfish. They are capable of shape shifting into other forms however,
meaning they can infiltrate societies with ease. They can control
electricity; being immune to it and use electricity to attack and defend
with. Their mortal enemies are the Sontarans and the two species have
fought for millennia.
Roll 1D3 to see how many Rutans you have encountered. This amount
remains fixed throughout the Adventure, you only need roll once.
Next roll 1D6 and to see what you have encountered. Also add +1 if Turn 5-8 or +2 if Turn 9-12:
1-3: There is a Rutan disguised nearby! See e145.
4-6: You have encountered the Rutans in their natural disgusting form. They are each Brains 5, Brawn 8, Bravery
8 (Creature, Troop). Choose from the options below:
Fight: Rutans are dangerous opponents and at the end of each combat round roll 1D6. On a roll of 6, one of
your group (random selection but Victims first) is electrocuted and killed. If you Hit any Rutan, you
have -1 to your Damage roll as they have a projected force field around them. If you Defeat the Rutans
in combat gain a +2DM. If you can Oppose they are instead Defeated.
Evade: Rutans are very slow moving so you can Evade with Running 7 rolls. If you fail or choose not to
escape, choose to Talk or Fight.
Hide: You must make Thief 8 rolls before any other option. If you fail choose another option (but with -1 to
any initial Running rolls).
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8+: dv03a.
Talk: Rutans can create appendages to communicate, speaking in throaty voices. Make a Brains roll (with -1
to the roll for each previous attempt at this option, -1 for each Rutan here and -1 unless you have
Gloating). If you succeed you bluff your way out of trouble and gain a +1DM or roll for a Goal event.
If you fail, you may Evade or Fight.
Confront: This option is only possible if you can Oppose. If you make an opposed Brains roll (with -1 unless
you have Gloating and -1 per Rutan here), then you have Defeated the Rutans. If you fail then take
a -1DM penalty and choose another option.
de05. Espionage
(Plot) You discover that a spy ring is operating in the city. Agents are everywhere and its maybe a question of
knowing just who to trust. If you currently have a native Ally, roll 1D6 for each and on a 6 see e177. If you have
2 Aware and 2 Thief gain a +1DM. If you have code dc02 then you are captured see e059 with -1 to the roll.
de06. Samurai
You have encountered a Samurai - Brains 6, Brawn 8, Bravery 8 (Aware,
Bureaucrat, Marksman, Running, Tracking). Whilst a deadly warrior, a
Samurai is one of the ruling classes and many are poets and
philosophers who were highly literate. Samurai are also famed for being
honourable and never performing actions that would cause them
dishonour and were loyal to their Emperor. In reality however some do
act dishonourably. This Samurai helps keep the peace and acts as law
enforcement in the area you have stumbled on. Choose an option below:
Fight: Combat occurs but if you then Surrender see e059 with -1 to the roll.
Evade: You may Evade with a Running 7 roll. If you fail, choose another option but with -2 to any Talk roll.
Surrender: If you have Gloating, choose another option, otherwise he accepts your Surrender (see e059).
Talk: Make a Charisma roll. If an Enemy has been revealed add +2 to the roll.
2-4: The Samurai demands you surrender (see e059). If you dont you must Fight (see above).
5-7: The Samurai dismisses you. Encounter ends.
8-9: The Samurai tells you something important then departs - roll for a Plot event.
10+: The Samurai believes you to have great honour and joins you as an Ally. Make a Brains roll for him
(with a +1 bonus) and if successful, roll for a Plot event. Whilst the Samurai is your Ally, you gain +2
to any Talk rolls with native Characters.
de08. Ninja
You have encountered a ninja - Brains 5, Brawn 7, Bravery 7 (Aware,
Marksman, Poison, Running, Thief, Tracking). Ninjas are spies and
agents who accomplish their tasks with stealth, infiltration, assassination
and sabotage. A ninja will normally dress as a mundane civilian but is
adept at hiding and disguise.
If the Enemy has been revealed roll 1D6 and on a 1-3 the ninja is their
Minion you must choose either Evade or Fight from the options below.
If the Enemy has not been revealed you may choose any options
Evade: You must make Running 8 rolls to escape, but even if successful one Character (choose randomly but
Victims first) has a knife or dart thrown at their retreating back. Make one Brawn 6 attack against this
Character. If you fail to evade then you must Fight.
Fight: Combat occurs normally. The ninja will seek to escape if he has less total Brawn. Before each combat
round, roll 1D6 and on a roll of 5-6 he has Evaded combat and escaped.
Talk: Make a Charisma roll, adding any Thief, -1 if per Bureaucrat and +2 if an Enemy has been revealed:
2-6: The ninja attacks and you must Fight.
7-10: The ninja swiftly departs from sight and the encounter ends.
11+: The ninja believes you have the same mission and becomes your Ally. If the ninja makes a Brains
roll (with a +1 bonus), then roll for a Plot event. A ninja always gains an additional +2 to any Hide
or Follow options.
de10. Curfew
Night has fallen and a curfew has been imposed on the city. For the next 3 Turns any Character encounter (unless
at a Location) will always be e081 and you have an additional -2 to Talk rolls with them. While it is night you
gain +1 to any Thief rolls (including Actions with Thief such as Hide or Follow) but native Allies have -1 Bravery.