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Doctor Who Plot Generator

Deviation Actions

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RANDOM DOCTOR WHO PLOT GENERATOR!
Based on the 'Time Lord: Journies' PDF's Random Journey Generator

HOW TO USE THIS PLOT GENERATOR:
This plot generator just gives you the basic details of a plot, not a full-fledged synopsis. Keep in mind, you won't always need to roll for all categories, except when a previous roll requires you to.

Requirements:
A six-sided die (D6)
At least a little imagination






ROLL A THEME:
First roll to find the theme group, then roll again to find the theme within the group. On a result of 5, reroll to get a Theme and double the number of locations over which the story takes place. On a 6, reroll for a Theme twice, applying both results, with the first as the Main Theme and the second as a Subplot.

THEMES 1
1 Alien Menace
2 Altering History
3 Ancient Powers
4 Arch-Enemy
5 A World Gone Mad
6 Beauty & the Beast

THEMES 2
1 Chase
2 Environmental Action
3 Historical Adventure
4 Intrigue
5 Invasion
6 Mad Scientists

THEMES 3
1 Mistaken Identity
2 Parallel Universe
3 Quest
4 Rightful  Rulers
5 Survival
6 Technology Gone Wrong

THEMES 4
1 Temporal Paradox
2 Extra-dimensional Creatures
3 Traitor
4 War
5 Whom Gods Destroy
6 The 'X' Doctors





Theme Descriptions:

Alien Menace: (Adversary) terrorizes or subtly invades (Location) in order to (D6):

1-2 Conquer
3-6 Acquire (Object).

Altering History: A time traveling (Adversary) tries to alter the history of (Location) in order to (D6):
1-2 Conquer
3-4 Trap The Doctor and Companion(s)
5-6 conform the future to their vision.

Ancient Powers: Powerful and ancient entities are awakened by (D6):
1-2 The Doctor and Companion(s)
3-4 (Adversary)
5-6 Innocents.

The Powers threaten the Destruction of the (D6):
1-4 Planet
5 Galaxy
6 Universe.

They can only be stopped by (D6):
1-2 (Object)
3-4 Macguffin*
5-6 Special (act of self-sacrifice, a dance, the word B’gthyrssf, etc.)

Arch-Enemy: A personal (Adversary) has set a trap for The Doctor and Companion(s) at (Location). The plan is unnecessarily
complex and involves (D6):
1-2 A subplot. Roll another Theme to determine what it is.
3-4 Another (Adversary).
5-6 Both a subplot and another (Adversary).

A World Gone Mad: The universe is not the way The Doctor and Companion(s) left it. Either they’ve ended up in another
dimension of a bizarre nature or history has been so altered as to be unrecognizable. The is due to (D6):
1-2 Bizarre Natural Phenomenon
3-4 Equipment Malfunction
5-6 An (Adversary)

Beauty & The Beast: The (Location) is inhabited by two distinct peoples, one beautiful and
the other hideous in appearance. They are fighting over (D6):
1-2 (Location)
3-4 (Object)
5-6 Ideology

Looks can be deceiving, however, and the side of right is actually (D6):
1-3 The Beauties
4-6 The Beasts

Chase: (Adversary) is chasing the (D6):

1-3 The Doctor and Companions
4-6 Other Character(s)

They seek to gain (D6):

1-2 (Object)
3-4 Capture of the characters they are chasing
5-6 Revenge

Environmental Action: Environmental hazards (volcanoes, asteroids and such) and/or pollution threaten to destroy (Location). It is caused by (D6):

1 (Adversary)
2 (Object)
3-4 Nature
5-6 Stupid/Mad/Power-hungry People

Historic Adventure: The Doctor and Companion(s) experience Earth during (D6):
1 Pre-history
2 Greco-Roman Times
3 The Dark Ages
4 The Renaissance
5 Colonial Times
6 Late 19th/early 20th Century
Roll for another theme to serve as a Subplot.

Intrigue: The Doctor and Companion(s) and other innocents get caught between a subtle power struggle between
(Adversary1) and (Adversary2) involving betrayal, assassination and political subterfuge. The
object of their struggle is (D6):

1-2 (Object)
3-4 (Location)
5-6 Emotional Reasons (Revenge/Hate/Etc.)

The Doctor and Companion(s) must determine who is right and deserves their help while avoiding the wrath of both sides and protecting innocent bystanders. The bad guys are (D6):

1-2 (Adversary1)
3-4 (Adversary2)
5-6 Both

Invasion: (Adversary) overtly invades (Location) in full force for (D6):
1-4 Conquest
5-6 (Object)

Mad Scientists: A brilliant Scientist or group of scientists
attempt to change (Location) with (Object) for (D6):

1-2 Good (although the intention is misguided and doomed to failure)
3-4 Power
5-6 Roll another Theme to serve as a Sub-plot.

Mistaken Identity: The Doctor and Companion(s) are mistaken for someone,
something or some god. Roll up another Theme to serve as a
Subplot.

Parallel Universe: The Doctor and Companion(s) have ended up in a universe
opposite of their own due to (D6):

1-2 Bizarre Natural Phenomenon
3-4 Equipment Malfunction
5-6 An (Adversary)

In order to return to their own universe, they need (D6):

1-2 Help from (Adversary) who is friendly/good in this universe.
3-4 (Object)
5-6 To wait patiently for the problem to correct itself. Roll a Subplot.

Quest: The Doctor and Companion(s) are sent on a mission that will take D6 separate adventures, each with its own
Subplot, to complete. The source of the quest that links the stories together is an (D6):
1-2 (Adversary)
3-4 (Location)
5-6 (Object)

Rightful Rulers: A race/species is trying to regain rightful control of their (D6):

1-2 Land
3-4 Planet
5-6 Interstellar Empire

Their enemies are (D6):
1-3 (Adversary)
4-6 Other Members of their Race/Species.

Survival: A race/species has been reduced to a primitive culture on the edge of extinction by (D6):

1-2 Natural Disaster
3-4 Their own negligence.
5-6 (Adversary)

Technology is (D6):

1-2 Shunned as the cause for the current state of affairs.
3-4 Enshrined and utilized in a religious fashion by an elite order.
5-6 Totally non-existent.
Roll another Theme to serve as a Subplot.

Technology Gone Wrong: Advanced machines/robots turn on their
creators due to (D6):

1-2 Self-Emergent Awareness
3-4 (Adversary) interference
5-6 Mechanical/Electronic accident

The Machines/Robots seek (D6):
1-2 Freedom.
3-4 To dominate all non-machine life
5-6 To exterminate all non-machine life




Temporal Paradox: The Doctor and Companion(s) encounter (D6):

1-2 Themselves
3-4 Time Loop
5-6 Alternate Timeline

The paradox has been caused by (D6)
1-2 Themsleves
3-4 (Adversary)
5-6 Inexperienced Morons mucking with Time.

The paradox may be corrected by (D6)

1-2 A Macguffin*
3-4 ‘Undoing’ a specific event that cauesed the Paradox
5-6 Both of the above.

Things From Dimension ‘X’: Slimy, crawly, tentacled and/
or just plain creepy Things-Man-Was-Not-Meant-To-Know
gain access to this dimension with the help of (D6):

1-2 The Doctor and Companions
3-4 (Adversary)
5-6 Innocents.

The Powers threaten the Destruction of the (D6):

1-4 Planet
5 Galaxy
6 Universe.

The only way to get rid of them is to (D6):
1-2 Close the gateway into their dimension
3-4 Using (Object) against them.
5-6 Special (Find, translate, recite text; free mortal focus; etc.)

Traitor: There is a traitor working against the success of the adventure for whatever reason.
This theme is always a Subplot, so roll again for a Main Theme if you do not already have one.

War: The Doctor and Companion(s), and perhaps other innocents, get caught up in a military conflict between (Adversary1) and (Adversary2). The object of their struggle is (D6):

1-2 (Object)
3-4 (Location)
5-6 Emotional Reasons (Revenge/Hate/Etc.)

The Doctor and Companion(s) must determine the best course of action while avoiding the wrath of both sides and protecting innocent bystanders. The bad guys are (D6):

1 (Adversary1)
2 (Adversary2)
3-5 Both
6 Neither. The war has been instigated by (Adversary3)

Whom Gods Destroy: Powerful beings imprisoned, whether by accident or by the design of others of their
race, seek to free themselves and restore themselves to their former glory.
Roll another Theme to serve as the Subplot by which the being seeks to realize their escape

The ‘X’ Doctors: Extraordinary circumstances lead to the meeting of multiple incarnations of the Doctor.
This gross violation of the Laws of Time is being instigated by (D6):

1-2 The Time Lord High Council
3-4 The Celestial Intervention Agency
5-6 (Adversary)

Roll a Subplot to determine the reason multiple incarnations of the Time Lord have been brought
together. Whatever the Subplot, it should be considered a major threat to time and space to necessitate such a violation.

ROLL AN ADVERSARY:
Roll a D6 to find the appropriate table below. Further information on specific results can
be found after the tables. On a result of 5, the Adversary is allied with a second Adversary. On a
6, a second Adversary is involved, but is at odds with the first Adversary.

ADVERSARIES 1:
1 Autons
2 Cybermen
3 Daleks
4 Judoon
5 Slitheen
6 Ood

ADVERSARIES 2:
1 Ice Warriors
2 Mechanoids
3 Movellans
4 Ogrons
5 Sea Devils
6 Silurians

ADVERSARIES 3:
1 Soldiers
2 Sontarans
3 Vashta Nerata
4 Yeti
5 Zygons
6 Great Race

ADVERSARIES 4:
1 Sabalom Glitz
2 The Master
3 The Meddling Monk
4 The Rani
5 Lady Cassandra
6 Create a New Adversary

Autons: Whenever the Autons are involved, whatever the story Theme, one of the Nestene’s main goals will be to create a host body to inhabit and breed with.

Cybermen: If the theme of the story is not overt, as in Invasion, the Cybermen are likely to remain unseen, manipulating events from behind the scenes. Until they are sure of achieving their goals, they’ll use traitors, spies and Cybermats to weaken their target before revealing and risking themselves.

Daleks: Whenever Daleks are involved, there is a 50% chance that Davros is also involved. If there are two Adversaries and both rolls turn up Daleks, then the adventure involves both the Imperial (led by Davros) and Renegade Daleks and both factions are automatically opposed.

Judoon: Whenever the Judoon are involved in an adventure, it will always be due to some sort of extraterrestrial crime, roll a new adversary to determine their targeted species.

Slitheen: The Slitheen will not directly show themselves in their plots, preferring to disguise themselves using the bodies of the planet's native species. This Raxacoricofalipitorian buisness family will also show little interest in anything not regarding their financial benefit.

Ood: Ood are used by Humans for slave labour, as well as house servants. Ood are almost always non-violent creatures, unless they are controlled by some psychic force, in which case the Ood will turn murderous towards their Human masters.

Ice Warriors: Any Ice Warrior Expedition will be led by an Ice Lord.

Mechanoids: As these robots are mainly found building cities on potential colony worlds bereft of human life, they are unlikely to be involved in a great many of the Themes or Sub-Plots presented without the involvement of some other Adversary. Therefore, unless the Theme is Survival or Technology Gone Wrong, assume that the Mechanoids are a secondary Adversary and roll again to find a primary Adversary. They will never be aligned the primary Adversary, or anyone else unable to provide the proper colonization codes for that matter.

Movellans: Whenever the Movellans are about, there is a 50% chance that Daleks will also be
involved in the adventure at some point, and in opposition to their mission.

Ogrons: Ogrons are incredibly stupid and almost always in the employ of someone else. Unless
you want to run them as an individual group of space pirates or the like, they are serving (D6):

1-3 The Daleks
4-5 The Master
6 Create a new Adversary

Sea Devils/Silurians: As these two are kindred species and there is a 50% chance that where one is involved, the other is as well. In such a case, a single Silurian Triad will lead the Sea Devil warriors. Furthermore, as the two species have never (to the best of anyone’s knowledge) left Earth, any rolls for Location should be restricted to Location group 1.
Soldiers: Soldiers will be part of a larger force led by a General, King, or other leader, who
should be customized to fit the story’s Main Theme. Alternately, another Adversary might lead
the Soldiers.

Sontarans: Whenever Sontarans are involved, there is a chance that the Rutans are nearby as well. Roll to determine if the Rutans are present.

1-2 The Rutans are present
3-6 The Rutans are not present.

Vashta Nerata: These creatures are incredibly dangerous, and are only found in areas where there is animal life, as well as trees.

Yeti: This result refers to the robotic Yeti used by the Great Intelligence and not the shy creatures they are patterned after. The Great Intelligence is assumed to be present as well, but if a second Adversary is also about and capable of control through psychic or technological means, feel free to have them controlling the creatures instead.

Zygons: The Zygons will have a spacecraft secreted at the bottom of a large
body of water, which serves as their HQ and also contains their Body Print
machinery and the people they are currently duplicating. They will also have a Skarasen in the same body of water.

Great Race: This result refers to a race of beings whom are technologically and/or evolutionarily far in advance of most other species, possibly even more advanced than the Time Lords. Examples include the Daemons, the Great Vampires, and the Eternals. Stats are pretty much unnecessary and you can assume that for the most part, direct confrontation will be fatal for the characters.

Sabalom Glitz: Being a highly unscrupulous and amoral character, Glitz has been known to work for others in pursuit of his own schemes. There is a 50% chance that he is working for another Adversary whenever he is encountered. Otherwise, Glitz is not actually an adversary creating the problem or opposing the characters, but merely looking to make a few Grotzits out of the situation. In this case, there is a 3 in 6 chance that Mel is with him and will be henpecking him to change his ways throughout the entire adventure.

The Master: In any adventure involving the Master, he will always be considered the primary
Adversary and any other Adversaries will be pawns in his plans. He will most likely be working
behind the scenes and will not reveal himself until found out.
If, at any point, he realizes a Time Lord is involved, however, he will most likely
make his presence known in some way, even if only to them. He will always reveal himself to the Doctor in this way.

The Meddling Monk: The Monk always leaves anachronistic clues to his presence whenever he is about, especially in the area surrounding his TARDIS.

The Rani: Unlike the Master, the Rani is uninterested, for the most part in wild schemes of universal power and is much more interested in her own research. As an Adversary, she will most likely be merely taking advantage of or exacerbating an already present situation for purposes of her work (obtaining test subjects and the like) but will not be the actual direct cause of it. If she is the direct cause of the current situation, then she will have the coerced assistance of another alien species. Roll another adversary or create your own to determine this species.

Lady Cassandra: When Lady Cassandra is present, she must be aided by at least one additional character to keep her moisturized. Her goal will be to keep on living, as well as to be powerful or rich.

Create a New Adversary: Create a new enemy, the possibilities are endless!

ROLL A LOCATION:
Roll a D6 twice. Location details may be found following the tables.
1-2 EARTH
1 The Americas
2 United Kingdom
3 Europe
4 Africa
5 Asia
6 Remote Places
3-4 PLANETARY
1 Sol System
2 Primitive Tech World
3 Modern Tech World
4 Future Tech World
5 Adversary Homeworld
6 Gallifrey

5 SPACE
1 Asteroid Base
2 Planetary Base
3 Orbital Base
4 Deep Space Station
5 Starship
6 Generation Ship

6 STRANGE:
1Dyson Sphere
2 Ringworld
3 Hyperspace
4 E-Space
5 Outside Space/Time
6 Bizarre

EARTH
The Americas: Your adventure takes place on the American continent. Roll to find out where (D6):

1-2 Canada
3-4 The United States
5 Mexico/Central America
6 South America

United Kingdom: Your adventure takes place in the United Kingdom. Roll to find out where (D6):

1-4 Great Britain
5 Scotland
6 Ireland
Europe: Your adventure takes place on the European continent. Roll to find out where (D6):
1 France
2 Germany
3 Spain
4 Italy
5 Russia
6 Scandanavia
Africa: Your adventure takes place on the African continent. Roll to find out where (D6):

1 North Africa
2 Sahara desert
3 African Plains
4 African Jungles
5 South Africa
6 Madagascar

Asia: Your adventure takes place on the Asian continent. Roll to find out where (D6):
1 The Middle East
2 The Indian Sub-continent
3 China
4 Korea
5 Japan
6 Southeast Asia
Remote Places: Your adventure takes place somewhere on Earth far removed from the usual traffic of humanity, perhaps even devoid of a human presence altogether. Roll to find out where (D6):

1 The North Pole
2 Uncharted Island
3 Charted Island
4 Antarctica
5 Under the Ocean
6 Under the Earth’s Crust

PLANETARY

The Sol System: Your adventure takes place in or on one of the other planets (or one of their
moons) revolving around Earth’s sun, Sol. Roll to find out which (D6):
1 Venus
2 Earth’s Moon
3 Mars
4 Europa
5 Neptune
6 Pluto
Primitive Tech World: This is a world inhabited by an alien species or regressive Earth colonists with a lowlevel of technology. Roll to find out their Earth equivalent technological level (D6):
1 Prehistoric
2 Bronze Age
3 Greco-Roman
4 Middle Ages
5 Renaissance
6 Colonial
Modern Tech World: This is a world inhabited by an alien species or regressive Earth colonists with a level of technology roughly equivalent to Earth during portions of the 20th and early 21st centuries. Roll to find their maximum Earth Equivalent tech level (D6):

1-2 Late 19th/Early 20th century
3-4 Mid 20th century
5-6 Late 20th/ Early 21st

Future Tech World: This is a world inhabited by an alien species or Earth colonists with a high level of technology, including star-craft and energy weapons.

Adversary Home world: The story takes place on the home world of an Adversary rolled up in
the Adversary Section.

Gallifrey: The Story takes place on the home world of the Time Lords.

SPACE

Asteroid Base: Your adventure takes place on a base built
into an asteroid. Roll to find out the asteroid’s location (D6):

1-2 In an asteroid belt.
3-4 In orbit around a planet.
5-6 Deep space.

The purpose of the base is (D6):

1-2 Military
3-4 Trade/ Starship refueling
5-6 Medical

Planetary Base: The story takes place in and around a base
on an uninhabited world The purpose of the base is (D6):

1-2 Military
3-4 Trade
5-6 Leisure

The Planetary environment outside the base is (D6):

1-2 Hostile (due to atmosphere, flora, fauna, etc.)
3-4 Barren (nothing but rocks, mountains and more rocks)
5-6 Terrestrial

Orbital Base: The story takes place in a station orbiting a planet. Roll on the Planetary Table of the Locations Section to determine what kind of planet it is orbiting. The purpose of the base is (D6):
1-2 Military
3-4 Leisure/ Starship refueling
5-6 Medical

Deep Space Station: The story takes place on a station located at least one light year from the nearest solar system. The purpose of the base is (D6):
1-2 Military
3-4 Trade/ Starship refueling
5-6 Medical

Starship: The story takes place on a starship in flight. The starship is a (D6):
1-2 Warship
3-4 Courier
5-6 Civilian Liner

Generation Ship: The adventure takes place aboard a very large starship that is transporting either colonists or the remains of a civilization on a voyage through space that will last many hundreds of years before they reach their final destination. The ship is completely self-contained, a mini-world that provides everything the passengers and crew need. Roll to see if the who or what is awake on the ship (D6):

1-2 All humanoid life on the ship is in cryogenic suspension.
3-4 The passengers are in cryogenic suspension, but a self-aware computer actively runs the ship with the aid of robotic servants.
5-6 The whole place is alive and kicking.

If awake, the passengers on the ship (D6):

1-2 Have forgotten their origins and reverted to primitivism.
3-4 Remember their purpose, but have forgotten how to run their ship.
5-6 Remember their purpose and can operate the ship.

Intruders are (D6):
1-2 Killed
3-4 Captured
5-6 Welcomed as guests.

STRANGE LOCATIONS
Dyson Sphere: Your adventure takes place in a hollow sphere built around a very small star by a
long extinct race of beings. The interior surface of the sphere is a self-contained terrestrial
world, complete with an atmosphere, continents, oceans and abundant life. Roll to see if there is
sentient life present (D6):
1-2 Ruins are all that remain.
3-4 There is a Primitive society. Roll on the Primitive Tech World table for their Tech Level.
5-6 There is a Modern society. Roll on the Modern Tech World Table for their Tech Level.
Ringworld: The story takes place on the surface of a humongous artificial ring, built by a highly advanced race and encircling a star. The surface of the ring is terrestrial, containing an atmosphere, continents, oceans and abundant life. The ring has two sides: one in permanent daylight, and the other in permanent night. Roll for each side to determine what sentient life is present there (D6):

1-2 Ruins are all that remain.
3-4 There is a Primitive society. Roll on the Primitive Tech World table for their Tech Level.
5-6 There is a Modern society. Roll on the Modern Tech World Table for their Tech Level.

If both sides contain sentient life, roll to see how they regard each other (D6):

1-2 As only legends, usually involving the other side being banished.
3-4 As deadly Enemies, both sides fighting along the edge of the ring.
5-6 As simply different, with much trade between the two.

Hyperspace: The story takes place in the realm ‘between’ universes,
normally only used for FTL travel. Roll another Location to determine
where in Hyperspace the PCs end up. This will normally be a ship of some
sort, but it is not unknown for whole planets to slip into and become
trapped in Hyperspace due to some bizarre (sometimes intentional) chain of
events.

E-Space: The TARDIS has slipped through a C.V.E and ended up in ESpace
(Exo-Space), a universe discovered by the Doctor and parallel to NSpace
(Normal Space, i.e. our universe). If this location result is rolled,
treat the Main Theme as a Quest result, with the objective being to escape
back to the normal universe.

Outside Space/Time: The TARDIS materializes in another dimension
outside of Space and Time, such as the Land of Fiction, the Celestial
Toyroom or the universe of anti-matter. The particulars of the dimension,
such as who runs it, how one may leave it, etc. are left to the Referee’s
fiendish imagination…

Bizarre: The TARDIS lands somewhere incredibly weird, like a Cartoon dimension, inside the body of a
planet sized living creature, shrunk down to molecule sized so that they enter a micro-universe, etc.



ROLL AN OBJECT:

OBJECTS
1 Mineral
2 Biological Abilities
3 Slaves/Breeding
4 Ancient Tech
5 Unique Tech
6 Adversary Tech

Mineral: This is a specific mineral, possibly gold, iron or something more exotic, like Taranium or Zyton-7.

Biological Abilities: This is some sort of lifeform, or part of a lifeform, with special qualities. These qualities might be medicinal, nutritional, some form of poison or something more exotic, such as relative immortality, the ability to read minds or enter the Space/Time Vortex unaided by technology.

Slaves/Breeding: A sentient race is the object, either as slaves for manual labour/ testing purposes or for breeding. Breeding stock might be necessary because an Adversary is parasitic in nature (as in The Invisible Enemy) or because the Adversary has run out of breeding partners of its own race and has found that the Object species is biologically compatible

Ancient Tech: This is knowledge and/or technology from an ancient and highly advanced race,
which may or may not be extinct.

Unique Tech: The target race is known for being highly skilled in a certain technology, perhaps
with such mastery that they can do things within their specialty that exceeds even the abilities of the Time Lords in that area (as with the Logopolitans). The Object is that knowledge and/or technology.

Adversary Tech: Certain bits of knowledge and/or technology belonging to the Adversary, such as canisters of Movellan Virus or Dalekanium, are the object in question.


*MacGuffin: a generic technological object with one primary purpose, such as the Key to Time, or the Glove from Torchwood.
A random Doctor Who plot generator.

Using a 6-sided die and a little imagination, you too can come up with a Doctor Who plot.

Feel free to ask questions!


Based on the "Random Journies" section of the Time Lord: Journies PDF, found here: [link]

If you don't happen to have a six-sided die handy, you can use this: [link]

Please credit if you use this for something, and show me the result!
© 2009 - 2024 BadWolf42
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JSeedProductions's avatar
I've been thinking of writing my own Doctor Who stories, and now I have a base on where to begin!