"KEEP THE PIECE"


A _Doctor Who_ Role-Playing Game Adventure Module                 
     
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Presented by THE EARTHBOUND TIMELORDS     [EBTL-Module #2]
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Written by Zepo                           [24 July 1998]
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*ADVENTURE SUMMARY*

     The TARDIS lands in 1997 Jerusalem.  Civil unrest and
political and religious tension is on the rise in the city
despite attempts to make peace in the region.  Only the United
Nations peacekeeping force has kept the area from exploding into
violence.  Archaeologists uncover an alien artifact in the city
ruins and every side wants to claim it for themselves.  The
United Nations Intelligence Taskforce (UNIT) is called in to
investigate and to keep the peace.  The TARDIS crew must assist
UNIT in investigating the alien object and tracing its origins,
while also preventing needless violence from erupting.  


*HISTORY OF THE ADVENTURE*

     This game was first developed for and refereed by me at Gen
Con XXX on 13 August 1997.  Gen Con is the world's largest gaming
convention and it is good to see Doctor Who represented there
each year.
     This adventure was originally designed to be run with a
modified version of the _Doctor Who Role-Playing Game_ designed
by FASA.  [Guy W. McLimore Jr. and Wm. John Wheeler, _The Doctor
Who Role-Playing Game_, (Chicago: FASA, 1985)]  The original game
used a scale of 1 to 7 for ratings of difficulty.  I have changed
most of the statistics here to a simple percentage for success
(up to a [100% chance]) so that you may adapt these numbers to
any role-playing game that you wish.  In the spirit of this
adventure the average person has about 40 hitpoints [40 H.P.]
(aka. life points or structure points).  Other objects have
hitpoints relative to this (for instance a Dalek has [60 H.P.]). 
Any of the percentages given for a success of a skill can be
modified by the Game Master to reflect their particular role-
playing system, adventure party, characters, or style of play.

***************************************************************
READ NO FARTHER IF YOU INTEND ON BEING A PLAYER IN THIS GAME--
THE FOLLOWING INFORMATION IS FOR GAME MASTERS/REFEREES ONLY !!!
***************************************************************


*>> IMPORTANT <<*: 

     Game Masters should read the ENTIRE module before running
this adventure.  The plot is explained, but only familiarity with
all elements of the adventure will produce a successful game. 
Many things can be happening at once and only by reading the
entire adventure before hand will a Game Master be fully
prepared.


*GAME MASTER NOTE*

     The Game Master should remember that he or she may change
any element of the adventure to suit their own role-playing
party.  Nothing in these rules is concrete.  As long as the Game
Master and the players play fairly and without any personal
grudges, changes made to this adventure should not affect game
play.  Remember, this is ONLY A GAME, and everyone "wins" a well
run and played adventure!



*GAME MASTER (Referee) PLOT SUMMARY*

     Archaeologists in the city of Jerusalem uncover a strange
artifact that seems to glow.  It is at this time that the players
arrive.  Hearing about the discovery, religious and cultural
leaders from the area converge on the site of the archeological
dig.  Faced with a highly volatile political situation, the UN
peace-keeping troops (led by UNIT s Colonel Bambera) secure the
area and try to ease tensions.  This is difficult as the UN is
not as welcome as they would like (within the last 3 weeks there
was a terrorist attack on the UN headquarters).  The decision
should be made to leave the object in place and have the UN guard
it while the various political forces at work try to jockey for
control of the object.  In the evening and with the help of the
players, The characters and UNIT must foil an attempted robbery
of the object as the Israeli secret service (The MOSSAD)
dispatches a strike team to steal the object.  Shortly there
after, a second object is discovered in another part of
Jerusalem.  The characters must secure the second object and
discover that the objects are not from the past but rather from
the future.  The two objects are in fact a beacon that once
brought within a certain proximity of one another are the target
point for a time travel corridor.  Once the objects are brought
near one another, the object s creators are revealed as they
travel through the tunnel.  A Sontaran expeditionary force
travels back in time to the planet Earth so that they may secure
the planet to use as a base in their war with the Rutans.  The
Sontarans must be stopped from gaining a foothold because this
would put the planet Earth directly in the middle of the
Sontaran-Rutan War.  The players must stop the impending invasion
by stopping the expeditionary force.  Also among the Sontarans is
a Rutan spy who has shape shifted into the form of a Sontaran. 
The Rutan will try to escape into the population of Earth and
then hide, thus allowing the Rutans a foothold on Earth so that
in the future they can use Earth as a base in their war with the
Sontarans.  The characters must eliminate both the Sontarans and
Rutan while also disabling the two part time corridor homing
beacon.  This should be accomplished while also keeping political
and religious tensions to a minimum between the various human
groups in Jerusalem.



*TIMELINE*

     All dates given in this adventure are in the more proper
scientific terms of Before Common Era (BCE) and Common Era (CE). 
These are similar in dating to the Christian dating of BC and AD. 
Quite simply, BCE is the same as the often used BC, and CE is the
same as the often used AD. (ex. 1997CE is the same as 1997 A.D.) 
     In the year 856BCE a Sontaran time probe (sent back in time
from the far future) gets lodged in a burial site located near
Jerusalem's Western "Wailing" Wall.  It broadcasts an extremely
low frequency radio signal for the next almost three thousand
years.
     In the year 1995CE, Dr. Hassan of the Islamic Museum gathers
a culturally and religiously diverse team of anthropologists to
engage in an archeological dig in the Archeological Garden area
near the Western "Wailing" Wall.  The dig reveals a few
interesting artifacts but nothing significant until August of
1997CE.
     This adventure itself takes place in August of 1997CE, which
is an unknown number of years before the events is the story
"Battlefield."  Because the events of this adventure include
Colonel Winifred Bambera, it is important that her character be
knocked unconscious during the climax of the adventure so that
she does not fully remember the events that have occurred.  This
is so that her experiences in this adventure do not conflict with
what happens in the televised adventure "Battlefield."  
     The events of this adventure take place over the course of
about two days.  When the TARDIS crew arrives, they witness the
uncovering of the mysterious object (the Sontaran time probe). 
That evening, an Israeli MOSSAD strike team is sent to secure the
object around 2AM local time.  On the second day at around 11AM,
the crew discovers there is a second object (the Sontaran time
initiator) that is slowly making its way backwards in time (from
the far future) and appears in a building next to the Church of
the Holy Sepulchre.  At about 4PM local time, the Sontarans
materialize in the start of their invasion of Earth.  At that
time, hopefully the adventure party saves the planet Earth from
invasion.
     An unknown number of years later, the events of the
televised story "Battlefield" [BBC Serial Code-7N] take place in
the UK and Brigadier Winifred Bambera is the commander of UNIT's
UK branch.  By the time of "Battlefield" the UK uses 5 Pound
coins, the cost of a glass of lemonade is a full 5 Pounds, and
England has a King.  Likewise Brigadier Alister Gordon
Lethbridge-Stewart is retired not only from UNIT but also from
being a school teacher and is married to a woman named Doris.
     In the year 4045CE, the second object (the Sontaran time
initiator) materializes in the ground in the building next to the
Church of the Holy Sepaluchre.  It slowly starts to move
backwards in time towards the same exact time as the first object
near the wailing wall.
     In the year 5836CE, the Sontaran 238th Shock Squadron,
commanded by Sontaran Group Marshal Kor, elects to create a time
tunnel back in time to secure the planet Earth as a staging area
in the Sontaran-Rutan War.  Earth has been located in an area of
space that previously has not been a very strategic area. 
However, as the war with the Rutans has raged on, the Sontarans
realize that if they were to go back in time using their limited
time travel technology to set up a base on Earth they would have
a good staging area for their upcoming offensive.  With a start
of a few thousand years they could set up bases as well as other
high technology outposts to seriously control that area of space. 
The Sontarans sent two time space coordinate objects to Earth in
two separate time zones.  As the second object moves back in time
toward the first and then reaches the same time zone, it will
signal the Sontarans in 5836CE.  The object cause a time corridor
to be opened in 1997CE and linked to 5836CE.  Commander Strake
has been put in charge of a 11 trooper assault squad that is to
set up a beachhead on the planet Earth for an upcoming invasion
of the planet by the Sontarans.  At the climax of the adventure,
Strake and his 11 Sontarans troopers (actually 10 Sontarans and 1
Rutan spy) leave 5836CE and are sent back through the time tunnel
to materialize on Earth in August of 1997CE.



*MAPS*
     Maps are included for the adventure so that the Game Master
can draw out the area of the adventure for the players.  In this
particular module the maps included are of the general area of
Jerusalem that the adventure takes place.

-Old City of Jerusalem: [small map] 

     This map is included to highlight certain historical sites
in Jerusalem's "old city" area.  It is included here to give the
players reference points in case the players wander away from the
adventure's main areas, and also to familiarize them a bit with
the historical and cultural areas of Jerusalem.

1) DOME OF THE ROCK
     The Dome of the Rock is Jerusalem's most famous landmark. 
Built between 688-691CE, the rock which is underneath the eight
walled structure with it's large dome.  This is where Mohammed
supposedly started his journey to heaven according to the Muslim
faith.  It is one of the most holy Muslim places.

2) ISLAMIC MUSEUM
     Built next to the Dome of the Rock on the Temple Mount, the
Islamic Museum houses Islamic art and manuscripts (mainly
religious such as handwritten editions of the Koran).
     In the adventure, Dr. Hassan works for this museum.

3) THE CITADEL
     A modern day excavation site and museum the citadel was
originally a fortress for the Maccabees, and may have been a 
royal castle.  Later it was part of Herod the Great's castle
(some of which survives such as David's Tower), and later it was
a garrison for the Romans (which burned down in 66CE).During the
Byzantine period it was a monastery for a time, and later a
Crusader's castle.  The present structure is mainly from the
early 14th Century.

4) CHURCH OF THE HOLY SEPULCHRE
     The Church of the Holy Sepulchre stands above the place
where Christ supposedly was crucified, died, was entombed, and
rose from the dead again according to Christians.  It is one of
the most holy of Christian sites.  The structure that stands here
now was built by crusaders in 1149CE.  Many different sects of
the Christian faith have an area of their own to pray at inside
the Church. 
     It is very near to this Christian holy place that the second
Sontaran beacon is found.


5) THE CROSSROADS
     This exact landmark does not have a formal name.  From this
location, Jerusalem is split into four main cultural areas.  To
the Northwest of these crossroads is the Christian Quarter of the
city.  To the Northeast lies the Muslim Quarter of Old Jerusalem. 
Southeast lies the Jewish Quarter while to the Southwest is the
location of the Armenian quarter of the city.  These are
recognized divisions within Jerusalem.
     It is at the crossroads that the TARDIS materializes at the
beginning of the adventure.

6) MONASTERY OF THE FLAGELLATION
     This is a Franciscan chapel that was originally built by the
Crusaders at the spot where Jesus was supposedly whipped as he
carried his cross of crucifixion.  The chapel fell into disrepair
under Ottoman rule and was restored in 1929CE being rebuilt in
the style of the 12th Century.
     This monastery is located diagonally across the street from
where the UN forces have their headquarters.

7) SHEIKH LULU MOSQUE
     Located near the Northern gate to Old Jerusalem (also called
the Damascus Gate) this Muslim Mosque is located just to the West
of an extensive man-made system of caves to be found outside the
city wall.  This is where the stones for the temple of Solomon
are thought to have been quarried.  The mosque here is one of the
places where Muslims go to worship in the Old section of
Jerusalem.

8) CATHEDRAL OF SAINT JAMES
     Named after the two apostles called James, the Cathedral of
St. James stands in the heart of the Armenian quarter of
Jerusalem.  The first chapel was constructed there in 444CE.  The
Crusaders and their allies the Armenians built the present
Cathedral in 11th Century.  After lengthy quarrels with the Greek
Orthodox community, Mahmud II handed the cathedral over to the
Armenians in 1813CE.

9) SEPHARDIC SYNAGOGUE COMPLEX
     This is a complex of four Jewish synagogues and they are
subordinate of the Sephardic community.  The four synagogues are
the Ben Zakkai, the Eliya Hanavi, the Stambuli, and the Emzai
synagogues.  These places of worship were all built between
1606CE to 1740CE and are where a number of Jews from Jerusalem
often worship.  In 1967CE, after the end of the Six-Day War
reunited Jerusalem, a reconstruction project of the synagogues
was begun.

10)( WAILING ) WESTERN WALL
     Officially known as the Western Wall, the "wailing wall" is
part of the Herodian wall and is all that remains of the Herodian
temple.  It is at the same time a symbol of the temple and a
memorial of it's destruction and is thus the holiest site for
Jews.  
     The wall itself is almost 60 feet/20 meters high with a few
of the highest layers dating into the 19th Century.  Considerable
archeological finds have been made to the North and Southwest of
the wall.  To the Southwest is an excavation site called "The
Archeological Garden" which includes many discoveries including a
burial site from the 10-8th Century BCE and from the time of
Herod the Great, to name but a few.
     It is in the Archeological Garden at the Western Wall that 
the first Sontaran beacon is discovered and where the majority of
the action in the adventure takes place.
 

-Adventure Area: [large map]

     The large map gives the important locations used in the
adventure.  Simple information on how and when these areas might
be used is included in the key for the large map.  This map
should be consulted when an adventure description uses it in the
following section.
     Each part of the adventure is divided into two sections. 
The first section, "DESCRIPTION," contains a description of the
area that the Game Master can read to the players when they first
arrive at the given location.  The contents and situations
occurring in the area may be different as the adventure continues
(for example some of the non-player characters may have left the
area that they are first described in and thus the description
must be altered by the Game Master to fit the current situation). 
The second section, "GAME INFO," contains information about the
given area or its inhabitants important to the Game Master for
running the game.



**ADVENTURE (PART 1): City Landing**

[DESCRIPTION] 

     Leaving the TARDIS, your group finds itself in the streets
of an ancient but busy city.  The temperature is quite hot and
the sun beads down on you rather strongly.  There is the smell of
freshly baked bread in the air as people pass by you.  Most
people seem to be tanned or dark skinned and look at you usually
giving you a friendly nod.  The people are wearing clothes from
20th Century Earth and seem to converse in a number of languages. 
There is a crossroads here with streets leading to the North,
South, East and West.  The streets are stone and yet there also
seems to be some sand dirt on them as well.  The buildings around
you seem to be ancient and are also made of stone.  There seems
to be a general air of excitement among the people and many of
them seem to be pointing towards the street that leads to the
East.  
   
[GAME INFO] 

     In this adventure the TARDIS materializes here on its own
(unless the Game Master sets up a situation to have the players
pilot here intentionally).  The TARDIS has landed in the Earth
city of Jerusalem in the year 1997CE, at [Point #5 on the Small
Map of Old Jerusalem].  The temperature outside is a dry
39(C)/100(F) degrees.  The people on the streets of Jerusalem are
the usual mix that one might find in the religious city.  Besides
the number of native people that are walking the streets, selling
things, baking bread, and going about their business, there are
also a large number of visitors to the city.  These visitors are
mainly a cross section of international visitors from all around
the planet many of them have come to visit the holy places of
their religion.  There is a [80% chance] that a visitor is in
Jerusalem to visit the city for religious pilgrimage.  While the
people of Jerusalem tend to be dark or tanned skinned
Palestinians or Israelis, the visitors have a [60% chance] of
being caucasian and from the West.  If the characters decide to
talk to any of these characters the Game Master must be sure to
provide a colorful description of an individual and their
mannerisms, or the adventure will not feel very authentic.
     The people who are pointing to the West have heard about a
discovery that was just made near the Western ("Wailing) Wall. 
The discover has happened less than 5 minutes ago, but because of
its religious and political overtones.  There are a number of
rumors that the players can get if they stop a passerby.  Some of
the rumors are true others are not.  The players have a [40%
chance] of getting [1D10} rumors.
-RUMOR #1: A vision of Yahweh (the Jewish name for God) appeared
at the Wailing Wall. (FALSE)
-RUMOR #2: There is a large commotion over by the Muslim led
archeological dig by the Wailing Wall. (TRUE)
-RUMOR #3: There has been a terrorist shooting over near the
Muslim museum. (FALSE)
-RUMOR #4: The Catholic Bishop has declared that a woman has just
seen a vision of Christ in the Western part of Jerusalem and that
the vision is still visible to believers. (FALSE)
-RUMOR #5: There has been a mysterious glowing object found near
the Wailing Wall and some people believe that it is a holy sign.
(TRUE)
-RUMOR #6: There is a team of archaeologists that have made an
amazing discovery in the Old City of Jerusalem and a crowd is
gathering in that area. (TRUE) 
-RUMOR #7: Security forces have been called to help keep calm
over the large crowd that is forming near the Archeological
Garden at the Wailing Wall. (TRUE)
-RUMOR #8: There is an American Hollywood movie filming in
Jerusalem and people are swarming over to see stars which are
members of the world famous rock group Iron Drakin. (FALSE)
-RUMOR #9: Muslim Pilgrims have seen a vision of Mohammed near
the Dome of the Rock.  The vision told the pilgrims to peacefully
let all the people of the world know that Islam is the true
faith. (FALSE)
-RUMOR #10: A firefight has broken out between Israeli soldiers
and protesting Palestinian students.  The local police have
gotten involved on behalf of the students and now a volatile
situation is breaking out. (FALSE)
     The players should follow the crowd and travel to the West
where they will make their way over to the Archeological Garden
by the Western ("Wailing") Wall.  


**ADVENTURE (PART 2): The Discovery**

[DESCRIPTION]

     As you arrive near the gathering crowd, they can see that
the crowd is gathering around an archeological dig site to the
Southwest of a large wall.  There are a few tents pitched near
the site and the ground is mostly different layered levels of
dirt that are grided off using string.  A number of graduate
students seem to be trying to hold the crowd back and keep them
away from the archeological dig.  Within 10 feet/3 meters of the
wall you can see a partially uncovered orb in the ground.  The
orb is glowing milky white and seems to pulse a bit.  The crowd
around you are all mesmerized by the orb and many of them are
pointing towards it.  There are also a few people dressing in
business suits standing in the dig site and talking to one
another to the side near the orb.  The crowd is calm but excited
and curious.

[GAME INFO]

     The crowd here is gathering [at Point #1 on the large map]
to observe the newly discovered orb.  A good portion of those who
are in the crowd have simply followed others to come and see what
the commotion is all about.
The graduate students that are holding the people back are part
of the archeological team, and there are two men and four women
students.  The people that are standing near the orb and talking
are the group of head archaeologists who have discovered the
glowing orb.  They are Dr. Hassan, Dr. Begin, and Professor
Tolouse.  
     If the players press closer they can overhear a bit of the
conversation, or even better they can use Negotiation/ Diplomacy
to gain access to the site by telling the graduate students that
they are the other archaeologists Dr. Hassan wanted called in. 
The players can discover that it turns out that Professor Tolouse
uncovered the orb in a strata of earth next to the Western Wall. 
The group is talking about the strata dating for that level of
Earth.  The two Doctors are sure that it dates near the time of
the death of Christ (approx. 30CE), but Professor Tolouse is
convinced that it predates that time by almost 600 years.  In
truth the orb is in buried in earth that dates to 856BCE, and
players with a skill in Archeology has a [40% chance] to discover
this, and a player with the skill of History has a [15% chance]. 
     If investigating the orb itself, the players will notice
that it is still half buried in the Earth.  The orb has a
diameter of approximately 8 inches/20 centimeters.  It is a milky
white orb and glows from the inside.  A player with the skill of
electrical engineering has a [40% chance] of discovering that the
orb does in fact carry an electrical charge and is powered from
the inside.  The orb is at air temperature.  Likewise, a player
with a skill in temporal science has a [30% chance] to realize
that the orb is somehow related to time travel, or if they have
physics skill a [15% chance].  However at this point a player
cannot discover how it is so related to time travel other than it
broadcasts a signal through time.  There are no markings to
identify the orb as being Sontaran in origin.
     The players should at a minimum become familiar with the
three archaeologists and the discovery of the orb at this time.


**ADVENTURE (PART 3): Tensions Mount **

[DESCRIPTION]

     While the group of archaeologists continue to talk, another
group of people arrive.  One is dressed in the black and red
robes of a Catholic Bishop, the second is wearing the black robes
of a Rabbi and he sports a beard, and the third is wearing the
black robes of an Islamic Ayatollah.  As they approach the site
the crowd starts to become a bit more voisterous.  Though the
three men arrive at near the same time they come from different
parts of the crowd and as they see one another they immediately
start to call to each other and converge.  The crowd presses
close together and it seems as if an argument is taking place. 
The three men move into the archeological site along with a
portion of the crowd.  Dr. Hassan rushes to stop the group before
they trample more of the dig site.

[GAME INFO]

     The three people who have arrived are the three main
religious leaders of Jerusalem.  Cardinal LaBonte is the Roman
Catholic (Christian) representative.  Rabbi Cohan is the Jewish
representative, and Ayatollah Al-Mahasheer is the Islamic leader. 
Each of them have heard about the discovery of the "magical" orb
that lies in this holy site.  They have come here as
representatives of their religions.  As they arrive, however,
they are a bit surprised to see their fellow religious leaders
from other faiths there and suddenly the orb becomes a point of
religious contention.  Rabbi Cohan argues that because the orb
was found at the Wailing Wall, the most holy site for Jews, this
is proof of Judaism's superiority.  Ayatollah Al-Mahasheer makes
a similar argument that because the orb is near the Dome of the
Rock that the orb proves the teachings of the Muslim faith. 
Cardinal LaBonte is for the most part quiet about the orb, until
he talks to Dr. Hassan.  Once he converses with Dr. Hassan and
the Doctor tells him that he believes the orb to be from the time
of Christ, then the Cardinal will argue that perhaps this is
truth of the Christian faith.
     The three religious leaders cause the environment to become
rather unstable.  A few people in the crowd push and shove one
another and argue, but no overt violence breaks out yet.  Dr.
Hassan and Dr. Begin try to reason with the leaders about
studying the object rather than making assumptions.  However,
this immediately strikes up a debate to where the object will be
studied and which members of which faith will get an opportunity
to study the object.  Dr. Hassan will be quick to remind the
religious leaders that his team is made up of a cross-section of
scientists of different faiths.  At the same time this happens
Professor Tolouse will remain near the orb and generally kneel by
to both protect it and also shield the others from seeing it. 
His purpose is to protect the object until it can be further
studied.
     At this time the players should be involved in keeping calm
and also convincing the religious leaders that the orb should be
studied and no one should jump to any conclusions.  The players
should also become familiar with the three religious leaders.
     After the religious leaders argue for a while, two more
leaders of Jerusalem arrive on the scene.  Arriving by car with a
small contingent of police, Mayor Rosenberg and the Palestinian
Representative Counselor Al-Muhari approach the site.  The crowd
continues to push and shove as the political leaders arrive. 
They make their way towards the site, the religious leaders
immediately approach them and continue to argue.  As all the
leaders (and players?) argue together the crowd becomes more and
more unruly.  Suddenly, a fight breaks out in the crowd.  Players
have a [25% chance] to realize that this fight is not related to
the orb incident but rather a fight between two men over their
relationship with a woman.  Knowing the cause of the fight,
however, cannot stop what happens next.  The fight causes there
to be a rather volatile situation as more fights mistakenly break
out on both religious and political lines.  There is a lot of
screaming and yelling and at least [4D10] people are injured as a
near riot breaks out.  Some people scatter, and the integrity of
parts of the archeological dig is ruined.  Thanks to Professor
Tolouse and a few of the graduate students, they are able to keep
all the people at least 5 yards/5 meters away from  the orb. 
Using a policeman's radio, Mayor Rosenberg is able to contact UN
Headquarters and ask for help from the peacekeeping force.
     The players should protect the orb and the political and
religious leaders at this time.  Some people will attack the
leaders of the other factions in an attempt to violently help
their own misguided beliefs.  Protecting the orb and leaders is
the players priority.


**ADVENTURE (PART 4): UNIT Called In**

[DESCRIPTION]

     As the crowd continues in its riotous arguing and fighting,
four white land rover vehicles, with a large black "UN" painted 
on the side, drive up to the area.  Soldiers dressed in
camouflage, light blue berets, and carrying rifles jump out from
the rovers and into the crowd.  The soldier's presence alone
helps to calm the crowd a bit, but there are still angry words
exchanged.  A dark skinned woman soldier and a caucasian man
soldier make their way through the crowd and over to the group. 
The soldiers immediately back the crowd off the archeological
area and gain control of the situation.  But tensions still run
high.  It is obvious if something does not calm the situation
that the crowd could once again become violent perhaps even more
than before.

[GAME INFO]

     The soldiers that have arrived are United Nations
peacekeepers that Mayor Rosenberg called.  They are led by the
dark skinned Colonel Winifred Bambera and her second in command
Captain Colin Curtis.  The UN troops immediately spring to action
and back the crowd away from the dig.  Tensions are still high
and there is a [20% chance] each round that the riot might
restart unless the leaders tell the crowd to be calm, which they
will only do once they are reassured that the orb will not be
moved.
     Colonel Bambera and Captain Curtis will gather the leaders
(and players, if they have proven their worth in the situation)
together to talk about the situation.  It is important that the
Game Master bring to life the discussion that ensues at this
time.  Each of the religious leaders will argue that the other
side should not get to study the object in their own area.  The
political leaders will agree that they are worried about the
situation in terms of civil unrest.  And the professors are a bit
worried about what the consequences of their discovery might be
and what it might mean.  Each side wants to argue for a case
which will benefit their interpretation of events.
     Colonel Bambera is in a position to follow the advice of any
of the groups present.  It is the player's job to convince the
leaders and Brigadier Bambera not to move the object.  The Game
Master should not let the players know that this is the only
course of action that will keep everyone happy and prevent the
violence.  By leaving it where it lies now will allow everyone to
keep an eye on where it is, and also allow the scientists to
study it properly until they know more about the object.  This is
a bipartisan agreement that is peaceful and fair to all of the
different political and religious groups who feel they have an
interest in the object.  The players should also convince the
leaders to calm the crowd and tell them to stop their riotous
behavior.  Once the group agrees that the object should not be
moved they will tell the crowd to remain calm.  If this happens
the crowd no longer becomes a serious threat at this site. 
Colonel Bambera will place Lieutenant Bang, a UN regular, in
charge of securing the area.  Anyone who wants to visit the
leaders or Bambera herself will be accompanied by Lieutenant
Bang.
     With the crowd calmed, Colonel Bambera will become somewhat
interested in the player's party.  The players will most likely 
have to convince her that they are there to help (perhaps by
presenting UNIT ID cards, or using negotiation/diplomacy skills). 
An investigation of the orb will follow after the TARDIS crew
gains the confidence of the Colonel.  If the crew has made
friends with Colonel Bambera she will offer them the use of the
small laboratory at the UN Headquarters to use in their
investigation of the orb.  UN HQ is located at [Point #2 on the
large map]. 
     The players should agree to help guard the area where the
orb is and also investigate the orb a bit longer.  Colonel
Bambera will have UN troops block off the area for about one
block from the site.  The characters guarding the orb's area can
continue to discover any elements about the orb that they have
not yet learned starting with those discussed in the section
entitled "ADVENTURE (PART 2): The Discovery."  Once they have
learned all the information in the preceding section they can
discover the following.  A player with the skill of temporal
science has a [35% chance], or with physics a [23% chance], to
discover that the radio signal coming from the orb is being
broadcast through time and is a homing beacon.   A player with a
temporal science skill also has a [30% chance] to discover the
signal is for another object coming through time and homing in on
the beacon.  Players with a skill in electrical engineering or
electronics engineering have a [40% chance] to build a
triangulation range finding device to locate the second object
that should be homing in on the orb's signal once it arrives in
this time zone.  A player with a skill in politics has a [50%
chance] of convincing Colonel Bambera to assign Sergeant Schiller
as a liaison to the religious and political leaders.  With this
done it will give the Colonel and crew the ability to get around
in Jerusalem twice as fast without being interfered by the
leaders or their followers who would barrage them with questions
(this means that rather than taking [6 turns] to get to UN HQ it
would only take [3 turns]).
     As the characters guard the orb that evening, at 2AM in the
morning they EACH have a [25% chance] to discover that there are
three intruders who are trying to steal the orb (unless the Game
Master feels that the characters should have a better or worse
chance). 


**ADVENTURE (PART 5): Political Complications**

[DESCRIPTION]

     It is a cool and dark evening with clouds passing over the 
the moon.  It's very early in the morning and you can barely see 
the whole area of the Archeological Garden. Out of the corner of
your eye you can see movement at the edge of the dig site. 
Focusing, all you can see seems to be a pair of humanoid shadows
that are keeping low and seem to be making their way towards the
orb!

[GAME INFO] 
     
     The three men that are trying to steal the object are
employed by the MOSSAD, Israel's secret service.  They are highly
trained elite soldiers prepared to accomplish their mission at
all costs.  Their mission is to secure the orb so that it does
not become political leverage for the Palestinians in the area. 
The Israeli motivation to do this is simply national and personal
security.  They do not see it as an act of offense or
deviousness.  The MOSSAD has been sent on the mission because
Mayor Rosenberg had contacted his superiors and they in turn
contacted the MOSSAD Commanders in-charge.  Mayor Rosenberg knows
nothing about the raid itself.
     To get through the UN defenses the three MOSSAD soldiers
(2LT Cravitz, SGT Topol, and CPL Samms) have used drug covered
darts to render two of the UN soldiers unconscious.  In turn they
will move to the orb and then dig it out of its strata of dirt. 
TARDIS crew characters who discover the MOSSAD strike team, can
try to use force to stop the team (if the MOSSAD team is killed,
the Israelis will deny knowing anything about the team and say
they are rogue terrorists).  The more effective method is to
catch the team and then reason with them about the violence that
will be caused if they were to remove the object after the
various political and religious influences in Jerusalem have
peacefully agreed to leave it in place.  Characters have a [20%
chance] to convince each MOSSAD team member.  For every [5 turns]
that violence doesn't break out between the characters and the
MOSSAD, the [chance increases by another 10%].  The MOSSAD team
will leave with their mission unsuccessful if they can truly be
convinced it would be better for Israel in the long run.
     If successful in removing the orb from the dig site, the
MOSSAD strike team will leave the area and take the orb cross
country to the city of Tel-Aviv, where they will hand it over to
the Israeli military and scientists to study it on their own.  If
this happens then it will greatly harm the player's chances to
stop the Sontaran invasion, and the Sontarans will appear at the
Israeli military bunker where the orb is kept.  Players, with the
help of Mayor Rosenberg, will have a [40% chance] to find where
the orb was taken and should try to return the orb to the
archeological garden before anyone else finds it is gone.  If
other parties find the orb missing there is a [60% chance] that
Jerusalem will erupt into violence.
     If there are no characters at the Archeological Garden, then
it is up to the UN soldiers at the site to protect the orb. 
There is a [55% chance] that the UN forces are able to stop the
MOSSAD raid thanks to Captain Curtis's anti-terrorist
preparations.  He has prepared and trained the troops for such an
event.   The players will not know about the MOSSAD raid, unless
they are near a UN or UNIT soldier with a radio.  In that case
there is a [75% chance] they will learn about it.  The results of
the MOSSAD raid being successful is the same as above.  Players
who have had SGT Schiller be a liaison with the local populace
will have a [40% chance] to get to the archeological site before
the MOSSAD agents are able to leave.  
     The evening temperature is a cooler 27(C)/80(F) degrees.  


**ADVENTURE (PART 6): Approaching Through Time**

[DESCRIPTION]

     As you continue to go about your business the next morning,
suddenly the triangulation range finding device alarm sounds in a
loud beeping pattern that repeats itself.  Another object is
approaching 1997CE!


[GAME INFO]

     If the players have built the triangulation range finding
device [see the section entitled ADVENTURE (PART 4): UNIT Called
IN] the alarm will sound warning them that another object is
travelling through time to 1997CE Jerusalem.  The time is about
10:30AM local time.  
     If the players have done their job the first object should
still be located at the Archeological Garden located next to the
Western "Wailing Wall.  A moderately sized crowd will be gathered
there watching this day's activity.
     The players will want to try to find the location of the
second Sontaran time beacon that is making its way back from the
future.  They should get a vehicle (or go by foot) and travel
around the area of old Jerusalem until they can get a
triangulation on where the second object is going to appear. 
With the triangulation range finding device, the players (as long
as they stop in three locations in Jerusalem to take a reading)
have a [80% chance] to discover where the object will
materialize.  The location where the second Sontaran time beacon
will materialize is given at [Point #2 on the large map].
     A small group of citizens and visitors of Jerusalem will
follow the TARDIS crew as they try to make their readings.  This
group includes members of the press who will ask the crew what
they are doing as they stop to take readings.  This group of
people will continue to follow the players.  It is the player's
responsibility to try to either outrun the group (difficult as
some of the press are on motorscooters), or to disinform them of
what they are doing.


**ADVENTURE (PART 7): The Second Coming**

[DESCRIPTION]

     As you arrive at the location of where the second object
should be located you are at a small non-historical building in
Jerusalem.  Next to the building, however, is a large shrine that
is being visited by many pilgrims.  As you arrive, some people
notice you and out of curiosity wander over to see what is
happening.

[GAME INFO]

     The second object is materializing in a non-historical
building located directly next to the Christian Church of the
Holy Sepulchre [see Point #2 on the large map].  This is a small
building one story high.  The door to this building is locked and
players must either force their way through or lockpick the door. 
Players with a lockpicking skill have a [60% chance] to
successfully unlock the door.  Either way, a crowd will form and
the players must explain what they are doing to the curious on-
lookers.
     The building is a small restaurant that is not in use. 
Inside it has only two rooms.  One room is directly outside the
front door with a second room on the far side will a single
entryway which is a swinging door opposite the front door.  The
first room is a dining area and contains about six tables with
chairs.  The second room past the swinging door is a kitchen
area.  The kitchen contains an unused stove, freezer,
refrigerator, as well as three sinks and a food preparation
table.  There is a back door here as well again opposite the
swinging door.
     At exactly 11AM the second Sontaran time beacon will
materialize in the middle of the dining area.  The
materialization will be accompanied by a strong wind as well as a
very bright light.  
     People outside the building will still get the effect of the
wind as well as see the light through the windows.  They will all
become extremely anxious and want to see what is going on.  They
will summon the religious and political leaders of Jerusalem.  
     The materialization will take a full 15 minutes to take
place, as the first beacon is in the exact same timezone.  This
will be accompanied by the light and wind.  Meanwhile, the first
object back at the Archeological Garden will start to pulse and
glow at a steady but fast rate. 
     The second Sontaran time beacon looks exactly the same as
the first.  It is a small glowing orb.
     Unless the players have secured the back door at the
kitchen, there is a [70% chance] that the leaders of Jerusalem
will storm through the door demanding to know what is going on. 
However, if the players have secured both doors, the leaders will
remain outside demanding to know what is going on.  The leaders
will argue over the significance of this event.  Cardinal LaBonte
will be sure to point out that this event is happening at almost
the exact spot that Jesus is said to have died and risen from the
dead.  This will cause the other religious leaders to argue over
their faiths.  The crowd outside will become a bit unstable once
again with a [20% chance] that violence will erupt.
     The true calling for the players is to secure the Sontaran
time beacon and return it to the Archeological Garden.  The
players should use whatever means necessary to do this, but they
should do it with as little danger as possible to the people
outside.  The preferred method to do this is to disinform the
leaders and the crowd outside and come out with an explanation
for the events that just occurred.   There should be some doubt
about the player's story from the leaders [at least a 25% chance]
but the players should continue to try to convince them.
     Players who return the second object to the archeological
dig will have a [25% chance] to realize that they should place
the objects next to one another.  If a player is skilled in
temporal science they have a [55% chance] to realize this.  Also,
players who are familiar with Sontarans and have the skill of
archeology have a [40% chance] to discover that the objects are
of Sontaran make and manufacture.  A player familiar with
Sontarans and with the skill of history has a [15% chance].
     

**ADVENTURE (PART 8): The Creatures from Beyond**

[DESCRIPTION]

     The two orbs pulse stronger and suddenly start to glow in a
rainbow of colors together in unison.  As they do so, Colonel
Bambera approaches them to take a better look.  Suddenly, there
is a flash, and Colonel Bambera is blown back and knocked
unconscious.  A wall of light moves away from the orbs in a
creating a circle about 15 feet/5 meters wide.  Suddenly there
seems to be an interference pattern of static light.  The
patterns start to take form and one suddenly sees the outline of
12 humanoid figures.  

[GAME INFO]

     Some time after the players bring the second Sontaran time
beacon to the archeological dig the beacons will start to work
together in unison to help create a time tunnel that the
Sontarans will use to launch their invasion of the planet Earth. 
This will happen at 4PM local time.  Both orb-like objects react
as described as above for only one minute before the
materialization starts.
     Colonel Bambera is knocked unconscious by the beacon's
energy discharge as the Sontarans start to come through the time
corridor caused by her standing to close to the corridor's
endpoint.  She is only stunned and a character skilled in general
medicine has a [40% chance] or reviving her during the conflict. 
Otherwise, Colonel Bambera will remain unconscious until after
the battle with the Sontarans is finished.  Colonel Bambera
remaining knocked out is preferred for the ending of the
adventure.
     Players who react during the Sontaran's materialization have
a chance to affect what is happening.  If they know the objects
are of Sontaran manufacture [see the section entitled ADVENTURE
(Part 8): The Creatures from Beyond] they will have a chance to
react at this time.  If the players have met the Sontarans before
they will each have a [15% chance] to identify the materializing
aliens as Sontarans before they completely materialize.  The
players can attempt to destroy one or both of the orbs while
materialization is taking place.  Each orb has [40 H.P.].  If one
or both of the orbs are destroyed during the Sontaran
materialization then [1D10] Sontarans are caught in the
timestream and never materialize (they are killed).  The Rutan in
the group should not be one of the "Sontarans" killed (unless the
Game Master is extremely sympathetic to the players).  Attacking
the materializing Sontarans directly will have no affect at all.


**ADVENTURE (PART 9): The Invasion Begins**

[DESCRIPTION]

     The figures completely materialize.  Standing there are
large muscular humanoids in shiny black military uniforms
[Sontarans].  Their large stocky arms end in three fingered hands
that hold wand-like sticks protruding from between two fingers. 
Their heads are covered in domed metal helmets with only eye
slits on them.  Their leader steps forward and announces,
"Subjugate the natives.  Destroy all resistance!  Glory for the
Sontaran Empire!"

[GAME INFO]

     The aliens that materialize are Sontarans that have
travelled back in time to secure a beachhead for the Sontaran
invasion of Earth.  The Sontarans see a time when Earth will be a
valuable and strategic planet in their war with the Rutans and
want to secure the planet for themselves.
     As soon as the Sontarans materialize they will immediately
start to fire their wand-like laser weapons.  There is a [20%
chance] that players in the area will get hit in this initial
volley.  Otherwise, the Sontarans open fire on the UN guards and
the crowd that is assembled at the archeological dig by the
Western "Wailing" Wall.  The Sontarans will continue to attack
until they encounter no resistance.
     The players should take two courses of action as the attack
begins.  First they should try to keep the Sontarans isolated so
that they do not gain a beachhead and greater access to the
planet.  The players should try to pin the Sontarans in their
present location and not allow them to leave the area of the
archeological dig.  Secondly, the players should convince the
leaders of Jerusalem that the threat that befalls them is a
menace alien to this planet and dangerous to them all.  The orb
is not a religious or cultural issue in any way, other than it
could mean the end of the human race.  The players should
convince the leaders to have their people support the players in
their fight to stop the Sontaran invasion.  While the optimum
course of action is to have the players defeat the Sontarans,
having other humans (UN soldiers or members of Jerusalem's many
factions) join in the battle allows for the victory to be
bipartisan and perhaps even bring the various groups a small bit
closer together when faced with a common enemy.  Players with a
skill of negotiation/ diplomacy will have a [45% chance] to
convince each leader to give their support to a bipartisan
battle.  Players with the skill of politics will have a [30%
chance].
     Players can simply attack the Sontarans to kill them, though
the Sontarans are rather strong.  Players with a general medicine
skill have a [20% chance] to realize that a shot to a Sontaran's
probic vent on the back of their helmet can kill them instantly. 
Players making a called shot to the probic vent should have their
success [chance reduced by 25%] as it is a difficult shot. 
Players with access to chemicals and the skill of chemistry have
a [35% chance] to make chornic gas which is a gas that will harm
Sontarans for [8D6 Damage per attack].  There is only a very
slight [10% chance] that a player using negotiation/diplomacy
will be able to convince the Sontarans to halt their attack.  The
only option the Sontarans will listen to is if the players tell
the Sontarans that they will surrender and be the willing
subjects of the Sontarans.  If the player tries another approach
the Sontaran will shoot him or her with a Wand Laser and declare
that "These puny creatures do not understand unconditional
surrender!"
     Once the number of Sontarans is whittled down to five
remaining, or if the Rutan that is posing as a Sontaran has been
wounded, then read the next section entitled ADVENTURE (PART 10):
A Wolf in the Fold. 


**ADVENTURE (PART 10): A Wolf in the Fold**

[DESCRIPTION]

     Suddenly in a blue flashing light, one of the Sontarans
changes shape into a black panther-like beast that has three eyes
and large fangs.  You can feel a slight cold chill in the air as
the strange metamorphosis happens.  The panther-like animal
growls and starts to dart from the area at amazing speed!

[GAME INFO]

     The "Sontaran" that has changed shape is in reality a Rutan
scout that has infiltrated the Sontaran ranks.  As the Rutan
changes shape it cannot be harmed by physical means (such as a
bullet or a knife).
     The Rutan has changed into an animal that is called a
Thorian Mandrake.  The Thorian Mandrake is a semi-intelligent
carnivorous animal from the planet Thoria Major.  It has four
legs and a black furry body much like a black panther from the
planet Earth.  The Thorian Mandrake, however, has three eyes and
large 6 inch/15 centimeter fangs that protrude from its mouth.
     The Rutan will try to escape by any means necessary, killing
either Sontarans or Humans.  It simply wants to get free of the
bad position it is in.  The players should stop the Rutan any way
they can as well.
     The Rutan will try to escape from the Sontarans so that it
can contact its commanders on Ruta III and let them know of the
Sontaran strategic plans.  In turn the Rutans will have the scout
stay on the planet so they themselves can launch an invasion of
the planet.  Though the Rutans cannot time travel, the Rutan has
the ability to build communications gear and contact the Rutans
in this time zone about the plans (meaning that the future Rutans
will know of the plan).  Likewise, having been a spy near the
Sontaran time travel experiments the Rutan here has a [20%
chance] of building it's own time travel device while on Earth
and returning to the future to warn the other Rutans.
     The Rutan is even more dangerous than the Sontarans given
the current situation.  The players should not allow the Rutan to
escape the area, but if they do, they must try to hunt it down. 
The Rutan will try to kill a human and take their bodyprint then
(and do so multiple times if necessary), so the chase would be
hard for the players.  Hopefully, the players can stop the Rutan
before they have to try to hunt it through the streets.  If
players must do this, however, a player with skills in both
general medicine and electronic engineering has a [40% chance] to
build a device that will track the Rutan's alien physiology.  
     If the Rutan and all the Sontarans have been eliminated the
players can continue on the section entitled ADVENTURE (Part 11):
Aftermath


**ADVENTURE (Part 11): Aftermath **

[DESCRIPTION]

     The archeological dig near the Western Wall lies quietly as
the smoke starts to settle.  Human and Sontaran bodies litter the
area as you survey the scene.  Green Sontaran and Red Human blood
mix among the torn up stones of the site and the plant life and
sand nearby.  There is mass devastation of the archeological
area, but there is no damage done to the nearby Wall.  A few
cries are heard for medical attention and you are jarred from
your contemplation of the sight.

[GAME INFO]

      The players have successfully prevented the invasion of
Earth by both the Sontarans and the Rutan spy in their midst. 
The cost to stop the Sontarans was high, as many humans lost
their lives.  If the players have engaged in enough dialog with
the leaders of Jerusalem perhaps these groups will become closer
and forget their smaller and insignificant differences and
realize that they are all part of the same Human race.  
     If all has gone well, Colonel Bambera, Captain Curtis and
the rest of the UN troops will isolate the area for further study
being sure to dispose of the Sontaran corpses and make sure that
a disinformation campaign about what happened is issued.  The
UN's official position will be that the terrorist that blew up
the UN barracks a month earlier was responsible for the
bloodshed.  They will say that it was the terrorist's goal to
disrupt peace talks in the area, and the other Jerusalem leaders
will back this position and work harder to achieve a lasting
peace.
     The players themselves can bid farewell to any of the NPCs
that they want and then return to their TARDIS.  If they do so to
Colonel Bambera she will insists that they return to UN
headquarters for a debriefing.  The players will have to slip
away quietly without Colonel Bambera making a fuss.
     The players in turn will return to their TARDIS,
dematerialize and continue on to further adventures.


*NPC INFORMATION*

     This is a listing of all the Non-Player Characters (NPCs)
found in this adventure module.  These are the characters that
the Game Master would control and determine the actions of during
the adventure (unless the particular player group somehow decides
to play these characters).  Each NPC has a listing of various
information about them that is included in their description.
     The opening category gives the characters proper name with a
common or nickname in quotation marks.  All titles are included
as well.  After the name in parentheses is the characters sex
with  M  meaning a male and  F  denoting a female character.
Following this, the number of hitpoints that the character has is
given in brackets.  Underneath that line is the character's
occupation or function within the adventure.  This is followed by
their planet or country of origin as well as the time that they
come from.  
     The category of SKILLS gives a character's schooled skill or
natural ability in certain areas.  The number given is the
percentage chance that the NPC has to successfully use the skill-
-**as long as the given adventure's text does not call for a
specific chance of success for someone with that skill or ability
**.  If within the text of the adventure itself a certain
percentage chance of success (for someone with a given skill) is
called for, use the number within the adventure text as the odds
for success.  The percentage chance of success in the text has
already been adjusted for the difficulty of the task at hand. 
The numbers in the NPC INFORMATION category are used as defaults
for the skills that might be used by the NPC during the course of
the adventure.  One should remember that these numbers are all
given as a percentage so that they may be converted into
whichever role-playing game system one is using.
     The category of INFO gives the characters background
description and motivations.  The last paragraph of this category
gives any information about the character's physical appearance
if it is important.
     The category of EQUIPMENT lists the items which the
character will have on them at any given time in the module as
long as that item has not been lost, taken, or destroyed.  This
is the normal equipment that the character is carrying along with
them.  The characters may of course carry more (or fewer) items
if the Game Master wishes, and during the game some other items
may be added or lost as the adventure proceeds.  The equipment
listed is everything that the character may be carrying, and
while some find it strange that even undergarments are listed,
this is because sometime a character might be captured and
imprisoned (or another such situation), and will have only their
belongings to rely on for a means of escape.  Weapons are listed
at the end of the list with an asterisk and in all capital
letters.  The dice combination in brackets after the weapons
listing is how much damage the weapon can do if a hit is
successfully made.
     A Game Master should remember that not all of the NPCs that
are listed here need to be involved or used in the module.  The
ones that are presented are the most major characters for the
given adventure and help round out the background for the
personalities involved in this module s plot.  The Game Master
should feel free to add (or remove) non-player characters as
needed to the adventure such as residents and tourists on the
streets of Jerusalem.


-----UNITED NATIONS INTELLIGENCE TASKFORCE (UNIT) MEMBERS--------

-Colonel Winifred Bambera (F)                          -[52 H.P.]
UNIT Leader    - United Kingdom, Earth, 1997CE    

SKILLS: 

Brawling:                     [40% chance]
Club/Bludgeon Use:            [35% chance]
Computer Use:                 [35% chance]

General Medicine:             [20% chance]
History:                      [40% chance]
Law:                          [35% chance]

Leadership:                   [70% chance]
Negotiation/Diplomacy:        [60% chance]
Pistol Use:                   [40% chance]

Rifle Use:                    [30% chance]
Small Unit Tactics:           [50% chance]
Stealth/Concealment:          [40% chance]

Strategic Tactics:            [55% chance]
Sword Use:                    [25% chance]
Thrown Weapons:               [30% chance]

INFO:

     Colonel Bambera is the recently appointed Executive Officer
(XO) of UNIT's UK branch.  She has been placed on temporary
assignment to Jerusalem to oversee peacekeeping operations while
the Israeli and the new Palestinian governments negotiate a plan
for lasting peace in the region between their peoples.  Bambera
has not been deployed with her usual UNIT troops, but only with
one Company Commanding Officer (Captain Curtis) and the First
Sergeant of her UNIT staff (Sergeant Schiller).  Bambera,
however, has authority over all the United Nations peacekeepers. 
Her tour of duty is planned to be 6 months, of which she has
served only three weeks at the time of this adventure.
     Colonel Bambera is having problems gaining respect from both
the Israelis and the Palestinians.  The Israelis fear for the
protection of their people and, after a grenade attack on the UN
Headquarters that happened a month before the adventure (and
prompted the UN change of command), fear that the UN is not
strong enough to keep the peace.  The majority of the
Palestinians in the adventure are Muslims who feel that women
should not be in a position of authority and thus the Colonel has
problems gaining the respect of the their side.
     Winifred Bambera is an emotionally and intellectually strong
woman who is quite physically able as well.  She is dark skinned
and her great grandparents most likely came from Jamaica.  She is
generally friendly, but can be quite cynical if things are not
going her way.  She takes her position and her job very seriously
and respects the military order.
     Colonel Bambera will eventually (after this adventure, but
before the events of the televised Doctor Who adventure
"Battlefield") be promoted to Brigadier General and assigned as
the head of UNIT's UK branch.

EQUIPMENT:

olive green t-shirt
brown knickers/panties
brown bra
olive green socks
battle dress uniform (camouflage) pants
battle dress uniform (camouflage) blouse/shirt
black combat boots
light blue UN beret
dog tags [x2] on chain
watch
wallet (containing):
     $300 cash
     credit cards [x2]
     UNIT ID
     military ID (UK)
     drivers ID
     card listing important phone numbers
web belt with attached pistol holster
map in mapcase
global position sensor (GPS)/compass
pen
pencil
small notebook
mini mag-light flashlight
personal radio/walkie talkie
extra ammunition clips [x2]
*BROWNING HI-POWER 9mm PISTOL [8D6 Damage]



-Captain Colin Curtis (M)                              -[60 H.P.]
UNIT Company Commander   - United States, Earth, 1997CE     

SKILLS: 

Astronomy:                    [35% chance]
Brawling:                     [40% chance]
Club/Bludgeon Use:            [40% chance]

Computer Repair:              [15% chance]
Computer Use:                 [60% chance]
General Medicine:             [20% chance]

History:                      [20% chance]
Law:                          [10% chance]
Leadership:                   [55% chance]

Martial Arts:                 [35% chance]
Negotiation/Diplomacy:        [45% chance]
Pistol Use:                   [50% chance]

Rifle Use:                    [60% chance]
Small Unit Tactics:           [65% chance]
Stealth/Concealment:          [50% chance]

Strategic Tactics:            [35% chance]
Sword Use:                    [10% chance]
Thrown Weapons:               [60% chance]

INFO:

     Captain Curtis is the company commander of a company in
UNIT's UK branch and accompanies Colonel Bambera on her peace
keeping mission.  Captain Curtis is an American Air Force officer
who specializes in military intelligence briefings and has
recently been on the watch to capture the unknown terrorists
responsible for the UN headquarters bombing believed to be in
Jerusalem at this time.
     Colin is a very curious soldier who at times can almost seem
hyperactive.  He is kind hearted and strong and tries his best to
get all of his duties finished.  Colin can be found daydreaming
and playing on the computer when he has time to himself.  
     Captain Curtis is a Caucasian with light brown hair and
usually sports a friendly smile.

EQUIPMENT:

brown t-shirt
brown brief underwear
olive green socks
battle dress uniform (camouflage) pants
battle dress uniform (camouflage) blouse/shirt
black combat boots
light blue UN beret
dog tags [x2] on chain
watch
wallet (containing):
     $230 cash
     credit card
     UNIT ID
     military ID (USA)
     drivers ID
     card listing important phone numbers
     folded paper of tour of duty orders
web belt with attached suspenders
canteens [x2]
global positioning system (GPS)/compass
map in mapcase
pen
pencil
small notebook
mini mag-light flashlight
personal radio/walkie talkie
extra ammunition clips [x4]
*M-16A2 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).


-Sergeant Uli Schiller (M)                        -[52 H.P.]
UNIT First Sergeant -Germany, Earth, 1997CE  

SKILLS: 

Brawling:                     [45% chance]
Club/Bludgeon Use:            [45% chance]
Computer Use:                 [20% chance]

General Medicine:             [30% chance]
Leadership:                   [35% chance]
Negotiation/Diplomacy:        [40% chance]

Pistol Use:                   [20% chance]
Rifle Use:                    [55% chance]
Small Unit Tactics:           [70% chance]

Sociology:                    [45% chance]
Stealth/Concealment:          [70% chance]
Thrown Weapons:               [35% chance]

INFO:

     Sergeant Schiller is the First Sergeant of UNIT's UK branch
(he precedes Sergeant Zbrigniev of "Battlefield") and also joins
Colonel Bambera on the mission of peace.  Sergeant Schiller is
best known for his cool head and ability to keep his troops under
control.  He is also known for his ability to forage supplies
when they are running low.
     Sergeant Schiller is a Caucasian with blond hair cut in a
high and tight flattop.  He has a tattoo of a Germanic eagle on
his right bicep.

EQUIPMENT:

olive green t-shirt
olive green boxer underwear
olive green socks
battle dress uniform (camouflage) pants
battle dress uniform (camouflage) blouse/shirt
black combat boots
light blue UN beret
dog tags [x2] on chain
watch
wallet (containing):
     $150 cash
     credit cards [x3]
     UNIT ID
     military ID (German)
     drivers ID
     card listing important phone numbers
     photo of girlfriend (Lisl Krause)
web belt with attached suspenders
canteen
compass
map
pens [x2]
pencil
small notebook
bent neck flashlight
personal radio/walkie talkie
extra ammunition clips [x5]
*H+K G-3 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).


-----UNITED NATIONS SOLDIERS-------------------------------------

-First Lieutenant Nyguen "Sonny" Bang (M)         -[72 H.P.]
Platoon Leader -South Korea, Earth, 1997CE

SKILLS: 

Biology:                      [20% chance]
Brawling:                     [75% chance]
Chemistry:                    [25% chance]

Club/Bludgeon Use:            [55% chance]
Computer Use:                 [15% chance]
General Medicine:             [20% chance]

Leadership:                   [30% chance]
Mathematics:                  [40% chance]
Navigation/Astrogation:       [20% chance]


Negotiation/Diplomacy:        [30% chance]
Rifle Use:                    [55% chance]
Small Unit Tactics:           [35% chance]

Stealth/Concealment:          [45% chance]
Thrown Weapons:               [55% chance]

INFO:

     Lieutenant Bang is the platoon leader of the standard United
Nations troops that are stationed in Jerusalem.  He has a total
of 12 men and 3 women UN soldiers under his command on patrol
through Jerusalem.  He is respected by his troops and follows
orders to the best of his ability. 
     Sonny is a muscle bound Asian with a flat top that looks
perfect in his black hair. 

EQUIPMENT:

olive green t-shirt
olive green brief underwear
olive green socks [x2 pair]
battle dress uniform (camouflage) pants
battle dress uniform (camouflage) blouse/shirt
black combat boots
light blue UN beret
dog tags [x2] on chain
watch
wallet (containing):
     $220 cash
     credit cards [x2]
     military ID (South Korean)
     drivers ID
     card listing important phone numbers
     condom
web belt with attached suspenders
canteens [x2]
compass
map
pen
pencil
small notebook
bent neck flashlight
personal radio/walkie talkie
extra ammunition clips [x5]
*M-16A1 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).


-Basic UN Soldier    --(15 Total: 12M and 3F)--   -[40 H.P. each]
(Standard troop)    -Various (most are French or English), Earth, 
1997CE

SKILLS: 

Brawling:                     [75% chance]
Club/Bludgeon Use:            [55% chance]
Daggers/Knives:               [20% chance]

General Medicine:             [10% chance]
Navigation/Astrogation:       [20% chance]
Negotiation/Diplomacy:        [10% chance]

Rifle Use:                    [35% chance]
Stealth/Concealment:          [40% chance]
Thrown Weapons:               [25% chance]

INFO:

     There are a total of 15 United Nations troops in this sector
of Jerusalem.  Of these troops there are 12 men and 3 women. 
They will not fire their weapons unless directly ordered by their
own leaders, or if they are in extreme mortal danger.
     The ethnic backgrounds of the peacekeeping troops is up to
the Game Master though about 60% of them should be Caucasian due
to their European background.

EQUIPMENT:

olive green t-shirt
olive green brief underwear-MALES
olive green panties/knickers-FEMALES
olive green bra-FEMALES
olive green socks [x2 pair]
battle dress uniform (camouflage) pants
battle dress uniform (camouflage) blouse/shirt
black combat boots
light blue UN beret
dog tags [x2] on chain
watch
wallet(M) or small pocket purse(F) (containing):
     $75 cash
     military ID (from respective country)
     drivers ID
     hygiene materials and makeup-FEMALES
web belt with attached suspenders
canteen
compass
map
pen
small notebook
bent neck flashlight
extra ammunition clips [x2]
*M-16A1 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).




-----MOSSAD STRIKE TEAM------------------------------------------

-Second Lieutenant Yoshi Cravitz (M)              -[60 H.P.]
MOSSAD Strike Team Leader     -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [80% chance]
Club/Bludgeon Use:            [60% chance]
Daggers/Knives:               [40% chance]

Engineering, Electrical       [35% chance]
General Medicine:             [30% chance]
Law:                          [30% chance]

Navigation/Astrogation:       [50% chance]
Negotiation/Diplomacy:        [40% chance]
Rifle Use:                    [60% chance]

Small Unit Tactics:           [50% chance]
Stealth/Concealment:          [60% chance]
Thrown Weapons:               [45% chance]

INFO:

     Lieutenant Cravitz is a well decorated soldier who saw
action in Beirut in the early 1980s.  Given a commission he was
promoted as the leader of a MOSSAD (Israeli secret service)
strike team.  He is an honorable and just soldier who is in peak
physical shape even though he is 41 years old!  Cravitz is fair
and tries to avoid bloodshed in any operation he is involved in.
     Lieutenant Cravitz is a darker skinned Caucasian from the
Middle East.  His hair is a dark shade of brown.

EQUIPMENT:

black t-shirt
black brief underwear
black socks 
battle dress uniform (black) pants
battle dress uniform (black) blouse/shirt
black combat sneakers
black balaclava head-over
watch
wallet (containing):
     $100 cash
web belt with attached suspenders
map
pen
small notebook
mini mag-light flashlight (secured to UZI)
Motorola secure radio with headset and mouth-boom microphone
AN-PVS-7 Night Vision Goggles
extra ammunition clips [x3]
*UZI 9mm NATO SUBMACHINE GUN [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).
*BARETTA M-9 9mm PISTOL [8D6 Damage]
*DART GUN [stun/knock out player for [6D6 turns])
*SMOKE GRENADE


-Sergeant Levi Topol (M)                          -[84 H.P.]
MOSSAD Strike Team Member     -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [60% chance]
Club/Bludgeon Use:            [40% chance]
Daggers/Knives:               [25% chance]

General Medicine:             [20% chance]
Law:                          [10% chance]
Navigation/Astrogation:       [70% chance]

Negotiation/Diplomacy:        [40% chance]
Rifle Use:                    [50% chance]
Stealth/Concealment:          [55% chance]
Thrown Weapons:               [40% chance]

INFO:

     Sergeant Topol became a member of the MOSSAD in early 1995. 
Having performed well in normal military service he was moved
into an elite strike team.  Topol is somewhat angry that his
family s home in the East Bank has recently been handed over to
the new Palestinian government.  A bit over anger is reflected in
his short temper, however, he is a soldier that will listen to
his commander.
     Sergeant Topol is a Caucasian with light brown hair.  

EQUIPMENT:

black t-shirt
black brief underwear
black socks 
battle dress uniform (black) pants
battle dress uniform (black) blouse/shirt
black combat sneakers
black balaclava head-over
watch
wallet (containing):
     $80 cash
web belt with attached suspenders
map
pen
small notebook
mini mag-light flashlight (secured to GALIL)
Motorola secure radio with headset and mouth-boom microphone
AN-PVS-7 Night Vision Goggles
extra ammunition clips [x2]
*GALIL 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).
*BARETTA M-9 9mm PISTOL [8D6 Damage]
*DART GUN [stun/knock out player for [6D6 turns])
*SMOKE GRENADE


-Corporal Joshua Samms (M)                        -[68 H.P.]
MOSSAD Strike Team Member     -Israel, Earth, 1997CE

SKILLS: 

Bows/Crossbows:               [40% chance]
Brawling:                     [55% chance]
Club/Bludgeon Use:            [35% chance]


Daggers/Knives:               [35% chance]
General Medicine:             [30% chance]
History:                      [40% chance]

Navigation/Astrogation:       [70% chance]
Negotiation/Diplomacy:        [40% chance]
Rifle Use:                    [50% chance]

Sports (Swimming):            [90% chance]
Stealth/Concealment:          [55% chance]
Thrown Weapons:               [40% chance]

INFO:

     Corporal Samms was a member of the Israeli Olympic swimming
team until he broke his arm in 1996 dashing his hopes of
competing in the summer games in Atlanta (USA).  He enlisted in
the military shortly there after and soon became a member of the
MOSSAD.  Samms is a very happy-go-lucky person who always looks
at the positive side of things.
     Corporal Samms is a Caucasian with black hair which is cut
very short.  His leg and arm muscles are large and almost
unproportional to his shorter height.

EQUIPMENT:

black t-shirt
black brief underwear
black socks 
battle dress uniform (black) pants
battle dress uniform (black) blouse/shirt
black combat sneakers
black balaclava head-over
watch
wallet (containing):
     $75 cash
web belt with attached suspenders
map
pen
small notebook
mini mag-light flashlight (secured to GALIL)
Motorola secure radio with headset and mouth-boom microphone
AN-PVS-7 Night Vision Goggles
extra ammunition clips [x2]
*GALIL 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart).
*BARETTA M-9 9mm PISTOL [8D6 Damage]
*SMOKE GRENADE

-----ARCHEOLOGY TEAM---------------------------------------------

-Doctor Muhammad Abu Hassan PhD (M)                    -[40 H.P.]
Archeologist-from the Islamic Museum
-Palestine, Earth, 1997CE

SKILLS: 

Archeology:                   [60% chance]             
Brawling:                     [20% chance]
Club/Bludgeon Use:            [25% chance]

Computer Use:                 [40% Chance]
Extempt/Speech:               [50% chance]
General Medicine:             [20% chance]

History:                      [70% chance]
Negotiation/Diplomacy:        [50% chance]
Sociology:                    [60% chance]

INFO:

     Doctor Hassan is the 62 year old professor in charge of the
Archeological dig that discovers the first of the two parts to
the Sontaran time tunnel beacon.  A distinguished professor, he
is a very fair in his handling of the situation and would like to
see the artifact studied under scientific conditions at one of
the museums or universities by a multi-lateral group of
professors representing a large cross section of political and
religious interests.  He was sure to include both Muslims (like
himself), Jews and Christians in his archeological expedition--
which was originally searching for evidence of another wall
standing at the site of the Western  wailing  Wall.
     Professor Hassan is a brown skinned Palestinian with black
hair.  He is a bit more heavy set due to his age but in no way is
he obese.

EQUIPMENT:

white t-shirt
checkered boxer underwear
black socks 
white dress shirt
aqua green tie
black with grey pinstriped suitcoat and trousers
wallet (containing):
     $250 cash
     credit cards [x3]
     drivers ID
     school ID
     photo of wife and two children (Marta, Asra, Hakim)
     business cards [x10]
     business cards of friends [x13]
comb
watch
fountain pen
notebook


-Doctor Yussef Begin PhD (M)                      -[52 H.P.]
Archeologist-from the Papal Bible Institute
-Israel, Earth, 1997CE

SKILLS: 

Archeology:                   [70% chance]             
Brawling:                     [35% chance]
Club/Bludgeon Use:            [35% chance]

Computer Use:                 [30% Chance]
Extempt/Speech:               [30% chance]
General Medicine:             [35% chance]

History:                      [55% chance]
Negotiation/Diplomacy:        [40% chance]
Sociology:                    [55% chance]

INFO:

     Doctor Begin is a 54 year old Jewish professor involved in
the Archeological dig at the Western  wailing  Wall.  An almost
absent minded professor, he is a very jovial and intelligent
person who often forgets about the minor details in his non-
professional life (such as leaving his glasses on the top of his
head but misplacing them).  Even though he is Jewish he works for
the Papal Bible Institute which supports his research into
elements of the Old Testament.
     Professor Hassan is a Caucasian skinned Jew with gray hair
that grows around his head near his ears leaving his crown bald. 
He is overweight and a fan of eating sweets which he seems to
always carry with him.  Hassan is nearsighted and wears glasses.

EQUIPMENT:

white t-shirt
white brief underwear
brown socks 
tan dress shirt
yellow tie
brown suitcoat, vest and trousers
wallet (containing):
     $200 cash
     credit cards [x5]
     drivers ID
     school ID
     business cards [x10]
     business cards of friends [x8]
watch
fountain pen
notebook
bag of hard candy
candy bars [x2]


-Professor Jamie Tolouse MA (M)                   -[64 H.P.]
Archeologist/Teaching Assistant-Papal Bible Institute
-Switzerland, Earth, 1997CE

SKILLS: 

Archeology:                   [45% chance]             
Brawling:                     [50% chance]
Club/Bludgeon Use:            [40% chance]

Computer Use:                 [70% Chance]

Engineering, Mechanical:      [30% chance]
Extempt/Speech:               [40% chance]

General Medicine:             [30% chance]
History:                      [45% chance]
Negotiation/Diplomacy:        [60% chance]

Rifle Use:                    [35% chance]
Sociology:                    [40% chance]

INFO:

     Professor Tolouse is a Swiss graduate student studying under
Doctor Begin at the Papal Bible Institute.  He is 28 years old
having recently gotten his Masters degree in History.  He is a
young but eager anthropologist who is excited about his work.  It
is Jamie who first discovers the glowing Sontaran time beacon in
the dig at the Western  wailing  Wall.  He makes sure that no one
disturbs the site or the object as long as it is in his care and
is very meticulous about his archeological work.
     Jamie is a well liked professor who is well respected by the
undergraduates who study in his class at the local University. 
He is fun with a good sense of humor, and though he was raised as
a Roman Catholic he has since become an agnostic.  He follows
through with the scientific method in all his work.
     Professor Tolouse is a Caucasian with blond hair and blue
eyes.  Many of the undergraduate women often get crushes on
Jamie, though he has been dating his own girlfriend (Mary Taylor-
a Canadian) faithfully for over 11 years.

EQUIPMENT:

white t-shirt
blue brief underwear
black socks 
white dress shirt
red and black tie
black suitcoat and trousers
wallet (containing):
     $230 cash
     credit card
     drivers ID
     school ID
     photo of girlfriend (Mary Taylor)
     business cards of friends [x10]
comb
watch
fountain pen
notebook
portable telephone


-Various Graduate Workers --(6 Total: 2-M and 4-F)---[24 H.P.]
Anthropology/Archeology Graduate Students
-Various (3 Israeli-3 Palestinian), Earth, 1997CE      

SKILLS: 

Archeology:                   [35% chance]             
Brawling:                     [40% chance]
Club/Bludgeon Use:            [30% chance]

Computer Use:                 [50% Chance]
History:                      [40% chance]
Math:                         [35% chance]

Negotiation/Diplomacy:        [30% chance]
Sociology:                    [20% chance]

INFO:
     There are 6 graduate students who are helping in the
excavate the Wester  wailing  Wall s archeological dig.  There
are 6 students total, with 2 being Male and 4 being Female.  The
students are hard workers but are not quite accustomed to the
magnitude of the find their team helps make.
     
EQUIPMENT:

colored t-shirt
white brief underwear-MALES
white panties/knickers-FEMALES
white bra-FEMALES
variously colored socks 
blue jeans
belt
wallet(M) or purse(F) (containing):
     $50 cash
     credit card
     drivers ID
     school ID
     hygiene materials and makeup-FEMALES
comb or brush
watch
ballpoint pen
notebook



-----JERUSALEM LEADERS-------------------------------------------

-Rabbi Jeremy Cohan (M)                                -[40 H.P.]
Jewish religious leader of Jerusalem    -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [40% chance]
Club/Bludgeon Use:            [40% chance]
General Medicine:             [30% chance]

History:                      [60% chance]
Law:                          [40% chance]
Negotiation/Diplomacy:        [50% chance]

Rifle Use:                    [40% chance]
Stealth/Concealment:          [35% chance]
Theology (Jewish):            [90% chance]

INFO:
     Rabbi Cohan is an American who immigrated to Israel when
studying in college.  He is a well read rabbi who actually
fancies science fiction in his spare time and is thus open to the
possibilities of extra-terrestrial life.  He is honest and just
and will argue for a peaceful solution to the fate of the
discovered object.  Rabbi Cohan will not support the use of the
MOSSAD strike team after the Israeli government tries to take the
piece by force and will actually condemn the Israeli government
for doing so.
     Rabbi Cohan will argue that the Sontaran object s presence
at the Western Wall proves that the Jews are the heirs to
Jerusalem and that they should get control of the piece.  He will
not support any use of force to support this position, but he
will rally the support of his religious followers to ensure that
another religious group does not get control of the object.
     Jeremy is a heavier set Caucasian man with a very boyish
face that is slightly hidden by his beard.  He is 48 years old.

EQUIPMENT:

white t-shirt
white brief underwear
black socks 
white dress shirt
black suit
black robes
black yamaka 
black leather shoes
watch
wallet (containing):
     $150 cash
     photo of family
pen
small notebook



Cardinal Michael LeBonte(M)                       -[32 H.P.]
Catholic religious leader of Jerusalem  -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [20% chance]
Club/Bludgeon Use:            [20% chance]
Engineering, Electrical:      [35% chance]

History:                      [65% chance]
Law:                          [50% chance]
Negotiation/Diplomacy:        [50% chance]

Stealth/Concealment:          [35% chance]
Theology (Catholic):          [90% chance]

INFO:
     Cardinal LeBonte is the Roman Catholic cardinal of
Jerusalem.  Born in Palestine in the 1920s, his French parents
sent him to Paris to be educated.  It was here that he fought in
the resistance against the Nazi occupation of that country.  He
then decided to become a priest and has lived in his city of
birth for the last 25 years.  Cardinal LeBonte is a stubborn man
who tries too hard to convert the people in the area.  He is
often disliked for his strong opinions.  However, he is very
reasonable and will always work to find out the truth about
something.
     Cardinal LeBonte is leader of the most outspoken of the
Christian religious factions in Jerusalem (the Catholics).  He
supports a large amount of research into the origins of religion
in Jerusalem.  However, he is very opinionated about the object
proving that the Christian religion is the 
     Cardinal LeBonte is a weathered and wrinkled 79 year old
Caucasian man with round wire rimmed glasses.
     
     
EQUIPMENT:

white t-shirt
white boxer underwear
black socks 
black priest s shirt with white collar
black and red Cardinal robe
red skull cap
black leather shoes
watch
wallet (containing):
     $350 cash
rosary
pen
small notebook
Catholic Bible book


-Ayatollah Aljazi Al-Mahasheer (M)                -[48 H.P.]
Muslim religious leader of Jerusalem    -Palestine, Earth, 1997CE

SKILLS: 

Brawling:                     [45% chance]
Club/Bludgeon Use:            [40% chance]
General Medicine:             [25% chance]

History:                      [65% chance]
Law:                          [30% chance]
Negotiation/Diplomacy:        [50% chance]

Rifle Use:                    [30% chance]
Stealth/Concealment:          [20% chance]
Theology (Muslim):            [90% chance]

INFO:
     Ayatollah Al-Mahasheer is the Muslim leader of Jerusalem. 
Raised in the country of Jordan he was isolated from a good deal
of the political strife caused by the formation of Israel in
1949.  He is however very sensitive to the cause of the
Palestinians and he hopes that a peaceful solution can be found
to give the Palestinians their land back.  He is aggressive in
his preaching to this regard and thus the Israelis often see him
as stirring up trouble.  His political position is simply one of
perspective as he believes that most of the country of Israel
should belong to the original Palestinian owners.  As a man of
religion though, he is kind and works hard to make sure that the
word of Allah is spread around Palestine.
     Aljazi is medium skinned Arab who is 56 years old.  He wears
a small hearing aid in his left ear and has a very full grey
beard. 

EQUIPMENT:

white t-shirt
white brief underwear
black socks
black robes
black leather shoes
wallet (containing):
     $250 cash
pen
small notebook


-Murray Rosenberg (M)                             -[40 H.P.]
Mayor of Jerusalem (Israeli)       -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [30% chance]
Club/Bludgeon Use:            [35% chance]
Computer Use:                 [40% Chance]

Extempt/Speech:               [50% chance]
Finance:                      [55% chance]
General Medicine:             [20% chance]

History:                      [60% chance]
Law:                          [55% chance]
Negotiation/Diplomacy:        [50% chance]

Politics:                     [70% chance]
Sociology:                    [55% chance]

INFO:

     Mayor Rosenberg is the newly elected Mayor of Jerusalem. 
Having started his life working at universities as an admission
counselor, Murray decided to enter the world of politics.  His
success has been that he is able to weigh the good and bad in any
decision he seems to make or side he intends to support. 
Generally conservative, he was able to reduce spending in
Jerusalem and is helping as a large amount of the control of the
city is being turned over to the new provisional Palestinian
government.
     Mayor Rosenberg is a heavy set caucasian of average height.  

EQUIPMENT:

white t-shirt
light blue boxer underwear
black socks 
white dress shirt
red tie
black with grey pinstriped suitcoat and trousers
wallet (containing):
     $300 cash
     credit cards [x3]
     drivers ID
     business cards [x20]
     business cards of friends [x13]
comb
watch
fountain pen
notebook
checkbook


-Ahmed Al-Muhari (M)                              -[40 H.P.]
-Palestinian Minority Representative    -Israel, Earth, 1997CE

SKILLS: 

Brawling:                     [20% chance]
Club/Bludgeon Use:            [25% chance]
Computer Repair:              [50% Chance]

Computer Use:                 [70% Chance]
Extempt/Speech:               [40% chance]
Finance:                      [35% chance]

General Medicine:             [30% chance]
History:                      [40% chance]
Law:                          [65% chance]

Negotiation/Diplomacy:        [60% chance]
Politics:                     [70% chance]
Sociology:                    [45% chance]

INFO:

     Representative Al-Muhari is the young Mayor elect of
Jerusalem who will take power once the Israelis politically hand
over the city to the new government.  Ahmed is a very soft spoken
and intelligent leader who gets along very well with the outgoing
Mayor Rosenberg.  Having been educated as a Computer Engineer,
Ahmed is prepared to lead the Palestinian Government into a new
era of peace and prosperity.
     Ahmed Al-Muhari is a young 38 year old light skinned
Palestinian with dark hair.

EQUIPMENT:

white t-shirt
white boxer underwear
brown socks 
white dress shirt
dark yellow tie
brown suitcoat and trousers
wallet (containing):
     $300 cash
     credit cards [x2]
     drivers ID
     business cards [x10]
     business cards of friends [x10]
watch
ballpoint pen
notebook


-----GENERIC NON-PLAYER CHARACTER TEMPLATES----------------------
-Police (Palestinian) (M)                              -[40 H.P.]
Palestinian policemen that patrol the city   
-Jerusalem, Earth, 1997CE

SKILLS:

Brawling:                     [35% chance]
Clubs/Bludgeons:              [35% chance]
General Medicine:             [40% chance]

Law:                          [55% chance]
Pistols:                      [35% chance]
Negotiation/Diplomacy:        [55% chance]

     The Palestinian policemen are the standard civil police
found in the streets of Jerusalem.  They are under the authority
of the new provisional Palestinian government and their chief
reports to Counselor Al-Muhari.
     The policemen can usually be found walking around Jerusalem
in pairs and are friendly and helpful.  Often they get in non-
violent disputes with the Israeli soldiers who still maintain a
sizable amount of control in the area during the hand over. 
There have been charges that some of the Palestinian policemen
are corrupt and there is a [33% chance] that one can be bribed.

EQUIPMENT:

white t-shirt
white underwear
tan shirt with police patches
tan pants
black leather belt
black boots
whistle
handcuffs
notebook
pens [x2]
wallet (containing):
     $50 cash
     police ID
     drivers ID
extra ammunition clip
*BILLY CLUB [5D6 Damage]
*COLT M-1911A1 .45 Cal. PISTOL [8d6 Damage]



-Israeli soldiers (M)                                  -[40 H.P.]
Israeli soldiers that can be called on by the Mayor
-Jerusalem, Earth, 1997CE

SKILLS:

Brawling:                     [35% chance]
Clubs/Bludgeons:              [30% chance]
General Medicine:             [20% chance]

Law:                          [20% chance]
Pistols:                      [15% chance]
Negotiation/Diplomacy:        [45% chance]

Rifles:                       [40% chance]
Small Unit Tactics:           [40% chance]
Thrown Weapons:               [35% chance]

     The Israeli soldiers can still be found in the streets of
Jerusalem usually in groups of three.  They do not get involved
in anything but terrorist or crowd control situations.  However,
their presence is noticed especially as they carry their rifles
in the open and often seem not to pay any care for the
Palestinian population.  However, the majority of Israeli
soldiers are fair and just and basically want to protect the
Israelis and Jews that have come to visit Jerusalem.

EQUIPMENT:

brown t-shirt
brown underwear
olive green utility pants
olive green utility shirt
black belt
black combat boots
dog tags
web belt (holding):
     canteen
     extra ammunition clips [x2]
     extra ammunition clips-rubber bullets [x2]
     compass
     first aid dressing
notebook
pen
wallet (containing):
     $30 cash
     military ID (Israeli)
     drivers ID
*GALIL 5.56mm NATO ASSAULT RIFLE [1D12x4+4 Damage](If using the
     FASA _Doctor Who_ Role-Playing Game use the A-LEVEL
     (firearm weapon) chart). -or- [6D6 Damage] if they use
     rubber bullets.



*SONTARAN AND RUTAN INFORMATION*    

SONTARAN INFORMATION/ACTIONS/SPEECH INFORMATION:

     The Sontarans come from an unnamed planet (presumably
Sontar) that has a surface gravity many times that of Earth. 
This makes the Sontarans very strong on planets similar to that
of Earth.  However, Sontaran muscles are built for load-bearing
rather than leverage so one can tie up a Sontaran successfully
and the Sontaran will have a difficult time escaping.  Sontarans
are stocky beings that are 6 feet/2 meters tall.  They wear heavy
pliable shiny black space armor that protects them.  The armor is
most often complimented by black gloves and metallic boots, as
well as a heavy metallic dome-like helmet on the top of their
heads that sits on a metal brim connected to the armored uniform. 
The helmet can be removed revealing the Sontaran's face.  On the
back of the metal brim that the helmet sits on is a connecting
vent called the Probic Vent.  The Probic Vent is where Sontarans
connect a tubing so that they can feed on pure energy.  A
successful direct attack on the Probic Vent (by an arrow, or a
knife for example) will kill a Sontaran immediately, but this is
a very difficult task.  When a Sontaran becomes exhausted it must
recharge its pure energy supply.  The machinery used to recharge
a Sontaran is regulated by a component called a turrilian diode
bypass transformer (which if sabotaged can kill a Sontaran). 
Sontarans are also especially vulnerable to Choronic gas [8D6
Damage per attack], though the gas seems to disintegrate their
skin and organs it is not always deadly.
     Sontarans are a cloned race, and all of them look very
similar.  There is a bit of variation however in their genetic
makeup.  Most Sontarans have only three fingers on each hand,
however there have been a few that have five fingers on each
hand.  Sontarans with their helmets removed have round potato-
like heads that other than the round shape look mostly human. 
Though cloned, there are variations in facial structure. 
Sontarans clone at a rate of a million every four minutes and a
million  cadets are hatched at the Sontaran Military Academy for
each muster parade.  The Sontaran's military has hundreds of
millions of troops.  All Sontarans appear to be male.  Sontaran
blood is green.  
     The Sontarans are a military race that live for war.  Their
controlling military leadership is the Grand Strategic Council. 
Other military organizations within the Sontaran miliary include
the Sontaran G3 Military Assessment Survey (that surveys planets
and races to discover military operational intelligence on
whether the race can be subjugated), the Fifth Army Space Fleet
of the Sontaran Army Space Corp, and the 9th Sontaran Battle
Group.  Known ranks within the Sontaran military include Group
Marshal, Field Major, and Commander.
     Sontarans are a race that have been at war with the Rutans
for thousands of years.  The Sontaran see this war as a "struggle
for freedom."  The war has variously swung from both the
Sontarans and Rutans winning at different stages.  Likewise, the
Sontarans have also continually tried to improve their time
travel capabilities.  They have tried to capture the human built
Kharz-Reimer capsule and make it operational ("The Two Doctors"
[BBC Serial Code-6W]) and have even been so bold as to attempt an
unsuccessful invasion of the Time Lord's home planet of Gallifrey
("The Invasion of Time" [BBC Serial Code-4Z]).
     Sontarans always act with military interests in mind.  They
carry themselves as honorable soldiers and will not back down
from a military or mortal challenge (though if a Sontaran sees
the need to keep the challenger alive he will make the excuse
that the challenger is not a Sontaran and thus backing down from
the challenge will not hurt their honor).  This does imply
however that Sontarans will challenge one another to a mortal
duel to improve their own power or rank.  It is known that duels
are tradition among Sontarans.  Sontarans do not have any
military allies.  
     When Sontarans speak they do so in complete and coherent
sentences much like humans.  However, their voices are often
punctuated by deep breathing sounds and once they are done
speaking they often lick their lips.  Sontarans salute higher
ranking officers by moving their right arm across their chest.


SONTARAN ABILITIES/WEAPONS INFORMATION:

     Sontarans are a very powerful race and almost all of them
have a sturdy [84 H.P.].  They are very strong and will be able
to out lift or fight most races.
     Sontarans have limited time travel capabilities.  Sontaran
officers  occasionally have a device that attaches to their belts
that will allow them to create a time tunnel from one time to
another.  This time tunnel can reach at least 600 years to the
future (and past).  The Sontarans, however, have not mastered
time travel and in the far future ("The Two Doctors" [BBC Serial
Code-6W] are still trying to obtain full time travel capsule
technology.
     Sontarans also employ simplistic robots to survey areas as
well as capture alien subjects.
     Sontaran battle cruisers and scoutships are perfectly
spherical with a lined pattern on them.  The pilot sits with his
back to the door.  Battle Cruisers also have a cloaking device
that when landed allows them to disappear from sight while still
being parked in the same location.  Sontaran spaceships use
photonic missiles in ship to ship combat.
     Sontarans have a piece of electronic equipment (looking very
similar to a flat plastic human eye) that when placed on a
human's forehead will make them hallucinate.
     Sontarans use three main weapons.  The main Sontaran weapon
is the wand-like pistol (here on referred to as the Sontaran
Wand) that is gripped between their two large fingers.  The Wand
can be used as an energy weapon.  It can also stun enemies [for
6D6 turns], hypnotise and control enemies [60% chance-without
resistance], as well as make captives speak [60% chance-without
resistance].  As for other weapons, Sontarans also have a small
pistol which they can use, and for heavier weaponry Sontarans
employ large Meezon Rifles.
     All Sontarans have a specific set of skills that they can
use.  The skills along with their percentage of success are
listed below.

               SKILL          ---       CHANCE OF SUCCESS

Brawling                      ---  [60% chance]
Clubs and Bludgeons           ---  [50% chance]
Computer Use                  ---  [50% chance]

Electrical Engineering        ---  [40% chance]
Negotiation/Diplomacy         ---  [40% chance]
Piloting (Space Vehicles)     ---  [50% chance]

Stealth                       ---  [30% chance]
Temporal Science              ---  [03% chance]

Weapon (Any Non-Sontaran) Use ---  [30% chance]
Weapon (Pistol) Use           ---  [50% chance]
Weapon (Meezon Rifle) Use     ---  [50% chance]
Weapon (Wand Pistol) Use      ---  [55% chance]

**ALL SONTARAN ENERGY WEAPON ATTACKS DO [5-60 (1D12x5) H.P.] of
DAMAGE** (If using the FASA _Doctor Who_ Role-Playing Game use
the A-LEVEL (energy weapon) chart).  

     A few Sontarans also have special skills in certain areas.  

--Commander Strake:

Small Unit Tactics            ---  [50% chance]
Strategic Tactics             ---  [40% chance]
Temporal Science              ---  [30% chance]

--Sontaran #2 (Medical Officer):

General Medicine              ---  [40% chance] 
                                   Heals [4D6 H.P.] if successful
Temporal Science              ---  [10% chance]

RUTAN INFORMATION/ACTIONS/SPEECH INFORMATION:

     The Rutan race comes from the planet Ruta III, an icy planet
in which the Rutans evolved in the sea and adapted to land.  Heat
is intensely painful to them.  They are amphibious creatures that
can adapt to different environments though they like the cold. 
     Rutans see in black and white vision and can open and close
doors that are made for humans.  They are a desperate and cunning
race that can climb sheer walls in their natural state.  Rutans
scouts also have the ability to shapeshift and change their form,
though this is covered in detail in the section entitled RUTAN
ABILITIES/WEAPONS INFORMATION.  One can feel a cold wave of air
as a Rutan approaches.
     Rutans in their natural form look like large light-pulsing
glowing green jellyfish about 6 feet/2 meters wide and 2 feet/
0.67 meters high with tentacles.  The tentacles can be used as a
weapon.  Rutans feed on or use electricity and seem to need it to
stay alive.  One can hear a slight crackle of electricity in the
presence of an unshapeshifted Rutan.  Rutans have the ability to
drain electricity off machinery and also are able to discharge
electricity (usually as a form of defense through a tentacle). 
Rutans can also melt and flatten metal objects such as lanterns,
and metal will retain a static charge after contact with a Rutan. 
     When a Rutan dies it will foam and disintegrate in its
actual jellyfish-like state. 
     The Rutans are a collective race that always work together
for the whole of their species.  Rutans speak in complete and
coherent sentences, but a Rutan will always speak of itself by
saying "We."  A lone Rutan would say "We are here on Earth to
defeat the Sontaran forces," and of its own singular mission it
would say "Our mission here is to infiltrate the Sontaran ranks." 
Rutans never deviate from this collective mindset.
     As a race the Rutans once controlled all of Mutter's Spiral
(the Milky Way galaxy) but as of approximately 1890CE they were
pushed to the far fingers of the galaxy by the Sontarans.  It
also is implied that they are losing their war with the Sontaran
at that time.


RUTAN ABILITIES/WEAPONS INFORMATION:

     Rutans are a very strong race and all Rutans have [72 H.P.]
regardless of which shape they take.
     Rutans scouts have been trained in a new metamorphosis
technique that gives them the ability to shapeshift forms into
that of other creatures.  To do so, however, the Rutan must first
observe its subject and learn the creatures elementary physiology
and in some cases even perform a post-mortem study to learn about
the creature's anatomy.  Once it does, a Rutan has a [70% chance]
to copy that person's body and actions.  Once the Rutan has a
beings "bodyprint" it can 1) take the being's shape, 2) talk and
communicate in the voice and body of the being it's copying, and
3) shift back and forth between its natural form and that of the
being it is copying.  While a Rutan is shapeshifting from one
form to another, solid objects can pass through it (such as a
thrown knife).  The use of shapeshifting is mostly for
infiltrating the enemy's camp and being able to isolate the
enemies one at a time.  While these effects are strictly
associated with Rutan scouts, a "new metamorphosis technique"
could be meant to replace an older version of metamorphosis and
therefore it is likely that all Rutans have some ability to
shapeshift.
     Rutans have the ability to affect the weather.  They can
create a thick fog and also drop the temperature of the air. 
Whether this ability is natural or a form of mechanical
technology is unknown, however, Rutans will use these abilities
to isolate a location or group of creatures that they would like
to attack.  Rutans have a [70% chance] to do this successfully. 
Rutans do have the technology to use and manipulate electricity
and can build distress beacons that use signal modulators.   
     Rutans have space travel technology.  Rutan spaceships are
made of a crystallized molecular structure that can be destroyed
by a high powered laser beam, or by Sontaran photonic missiles.
     Rutans have their own in-built weaponry.  They use an
electrical discharge from one of their tentacles to harm or kill
enemies.  This electrical discharge is extremely dangerous but is
very short range as the tentacle can only reach about 8 feet/2.66
meters.  In a shapeshifted form, Rutans can use weaponry made for
the creature it imitates however, it's effectiveness at using
such weapons is diminished an they only have a [25% chance] to
hit.
     All Rutans have a specific set of skills that they can use. 
The skills along with their percentage of success are listed
below.

               SKILL          ---       CHANCE OF SUCCESS

Computer Use                  ---  [40% chance]
Concealment                   ---  [70% chance]
Electrical Engineering        ---  [60% chance]

Negotiation/Diplomacy         ---  [30% chance]
Piloting (Space Vehicles)     ---  [40% chance]
Shapeshifting                 ---  [70% chance]

Stealth                       ---  [50% chance]

Weapon (Shapeshifted) Use     ---  [25% chance]
Weapon (electric tentacle) Use---  [50% chance]

**RUTAN ELECTRICAL TENTACLE ATTACKS DO [5-60 (1D12x5) H.P.] of
DAMAGE** (If using the FASA _Doctor Who_ Role-Playing Game use
the A-LEVEL (energy weapon) chart).  

This particular Rutan also has learned a small bit about time
travel because it has been near the Sontaran time travel
experiments:

Temporal Science              ---  [20% chance]


*NPC COUNTER*

     This is a listing of all the Non-Player Characters in the
adventure so that the Game Master may have an easier time of
keeping track of all the characters.  The circle to the left of
the NPC's name is included so that the Game Master can check off
the NPC if he or she is killed.  The numbers next to the circles
are the number of hitpoints the NPC has.  
    
>> MAIN NON-PLAYER CHARACTERS <<

ALIVE/DEAD ------- NPC ------------------NOTES--------------

UN/UNIT:
 o 52 HP -- Colonel Bambera   -- UN Commanding Officer (UNIT)
 o 60 HP -- Captain Curtis    -- UN Executive Officer (UNIT)
 o 52 HP -- Sergeant Schiller -- UN First Sergeant (UNIT)
 o 72 HP -- Lieutenant Bang   -- UN Platoon Leader 

MOSSAD Strike Team:
 o 60 HP -- Lieutenant Cravitz-- MOSSAD Team Leader
 o 84 HP -- Sergeant Topol    -- MOSSAD Team member
 o 68 HP -- Corporal Samms    -- MOSSAD Team member

Archaeologists:
 o 40 HP -- Dr. Hassan PhD    -- Lead Archeologist
 o 52 HP -- Dr. Begin PhD     -- Archeologist
 o 64 HP -- Prof. Tolouse MA  -- Archeologist (discovers piece)

Jerusalem Leaders (Religious):
 o 40 HP -- Rabbi Cohan       -- Jewish Religious Leader
 o 33 HP -- Cardinal LaBonte  -- Christian Religious Leader
 o 48 HP -- Ayat. Al-Mahasheer-- Muslim Religious Leader

Jerusalem Leaders (Political):

 o 40 HP -- Mayor Rosenberg   -- Israeli Mayor of Jerusalem
 o 40 HP -- Rep. Al-Muhari    -- Palestinian Provisional

>> MAIN VILLAINS <<

ALIVE/DEAD ------- NPC ------------------NOTES--------------

Sontarans:
 o 84 HP -- Commander Strake  -- Sontaran Group Leader
 o 84 HP -- Sontaran #2       -- Sontaran Medical Officer
 o 84 HP -- Sontaran #3       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #4       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #5       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #6       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #7       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #8       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #9       -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #10      -- Shock Trooper (Soldier)
 o 84 HP -- Sontaran #11      -- Shock Trooper (Soldier)

Rutan:
 o 72 HP -- Rutan             -- Sontaran Shock Trooper Disguise

>> EXTRA CHARACTERS <<

ALIVE/DEAD ------- NPC ------------------NOTES--------------

UN Troops:
 o 40 HP -- UN Soldier #1 (M) -- UN Soldier
 o 40 HP -- UN Soldier #2 (M) -- UN Soldier
 o 40 HP -- UN Soldier #3 (M) -- UN Soldier
 o 40 HP -- UN Soldier #4 (M) -- UN Soldier
 o 40 HP -- UN Soldier #5 (M) -- UN Soldier
 o 40 HP -- UN Soldier #6 (M) -- UN Soldier
 o 40 HP -- UN Soldier #7 (M) -- UN Soldier
 o 40 HP -- UN Soldier #8 (M) -- UN Soldier
 o 40 HP -- UN Soldier #9 (M) -- UN Soldier
 o 40 HP -- UN Soldier #10(M) -- UN Soldier 
 o 40 HP -- UN Soldier #11(M) -- UN Soldier
 o 40 HP -- UN Soldier #12(M) -- UN Soldier
 o 40 HP -- UN Soldier #13(F) -- UN Soldier
 o 40 HP -- UN Soldier #14(F) -- UN Soldier
 o 40 HP -- UN Soldier #15(F) -- UN Soldier
 
Archeology Students:
 o 24 HP -- Arch. Student (M) --Archeological dig member
 o 24 HP -- Arch. Student (M) --Archeological dig member
 o 24 HP -- Arch. Student (M) --Archeological dig member
 o 24 HP -- Arch. Student (M) --Archeological dig member
 o 24 HP -- Arch. Student (F) --Archeological dig member
 o 24 HP -- Arch. Student (F) --Archeological dig member



*COMMENTS ON THE ADVENTURE*

     This adventure is best played out as a UNIT  on the scene 
story, where it turns out that Colonel Bambera is lucky enough to
get a UN command where her UNIT background comes into play.  The
adventure works best when there are multiple non-player character
groups that make solid arguments for why they should lay claim to
the object.  It is the character interaction that should lead the
story in the first third of the module as the leaders of
Jerusalem each vie for the ear of the UNIT leaders and players. 
The second third of the module works best as a chase, as the
players race to secure the second object and try to steal it away
before the political forces at play are able to catch up with the
players and realize the rumor is true.  Disinforming the NPCs is
one of the most enjoyable and humorous parts of the module, as
players usually come up with some fantastic stories for why they
are at the location of the rumor but a second object is not
there.  The last third of the adventure is an act packed with
action.  As the Sontarans (and Rutan) materialize to invade the
planet, the players must combat the alien threat.  With UNIT
involved, the fight usually turns out to be a rather violent gun
battle, which might get the job done but at the cost of more
lives than necessary.  Creative players will take numerous routes
to reduce casualties, such as destroying one of the two time
tunnel beacons, which may kill a number of the invading Sontarans
as they are still materializing.  Players (if they have the
knowledge) may make Choronic Gas [8D6 Damage per attack] as well,
that can affect the Sontarans and kill some of them.  Optimally,
under any circumstances, the players should enlist the help of
the various political and religious groups in Jerusalem and have
them together help combat the invading threat.
     For the most part, the adventure unfolds as a three act
play, with the action growing to a crescendo as the Sontarans
start their invasion and the various arguing political groups in
Jerusalem put aside their differences and join the battle on the
side of the human species.



*ALTERNATE/ADDITIONAL ADVENTURES*

     This adventure can be modified by the Game Master for the 
needs of his or her campaign.  However, this scenario can be 
presented with various.  Here are some favorites (all of these
have been play-tested):

-THE COVER-UP: This variation on the module is best run without
     Colonel Bambera and the other UNIT members.  In this
     variation, the leader of the UN forces is in fact a Rutan
     spy who has killed the actual UN commander and taken his
     place.  The Rutan sets up the optimal conditions for the
     Sontaran invasion of Earth and it is the players who must
     uncover the plot (most likely by discovering the actual UN
     commander s body) and then exposing the plot.  The Rutan is
     on a  die in place  mission in which it hopes to allow the
     Sontaran invasion to be successful (by making it's UN troops
     subservient to the Sontarans much like the Vardans in "The
     Invasion of Time" [BBC Serial Code-4Z]).  The Rutan's true
     plan is to lure millions of Sontarans onto the planet Earth
     and then at the appropriate time utilize an Armageddon bomb
     to destroy the entire planet (Sontarans, humans, and
     everything else).  In turn the Rutan will disable one of the
     Sontaran's major staging areas.  In this version, the UN
     leaders involved are the villains and must be stopped before
     the entire plot unfolds.  Game Masters can resituate the
     adventure module on another planet and thus utilize a
     similar plot as a completely different module.
-ARMAGEDDON CALLING: An extended variation of  The Cover-Up 
     where the players land after the Sontarans have invaded
     Earth and discover the Rutan plot as it is about to get to
     the critical Armageddon stage.  The players have to discover
     the Rutan spy who is part of the collaborating Earth
     government, and then must travel back in time to avert the
     dangers (this of course may get them in trouble for breaking
     the "First Law of Gallifrey" - excellent fodder for a 
     follow-up adventure).  In turn the players must stop the
     invasion of Earth by the Sontarans, and even more
     importantly, stop the Rutan from escaping into the
     population of Jerusalem.
-MY SCIENCE PROJECT: In this variation on the plot, it is not one
     of the head scientists that discovers the Sontaran time
     corridor beacon, but rather one of the graduate students
     digging at the site.  The student wants all the glory of the
     find for themselves and does not tell anyone of the
     discovery (hoping to reveal the discovery as part of his or
     her Master's thesis).  In turn, the student steals away the
     beacon after taking all of the measurements and photographs
     of the find.  The student then returns the beacon to his or
     her home which is close enough to the second beacon to allow
     the Sontarans to start their invasion.  The players would
     find the second beacon and must realize that there are in
     fact two different beacons and that the other is hidden in
     the city somewhere.  Meanwhile the Sontarans invade, but
     only to discover that they have a concealed location.  The
     Sontarans intend to use the hidden location to increase
     their numbers by setting up a cloning facility in the
     student's house, so that they can launch an even larger
     invasion.  The players must find the hidden Sontaran
     facility and prevent the cloning before the Sontaran numbers
     become too overwhelming.  At the same time, the players must
     also prevent the Rutan from escaping into the population
     (the Rutan may try to kill the student and take his or her
     body) so the players must be very careful.
-SPY HUNTER: This variation of the plot is a complete turn around
     of the given plot.  In this story, the Sontarans do indeed
     follow the time beacons to come to Earth, but upon arrival
     it turns out that they have no plans for invasion
     whatsoever.  The Sontarans were simply passing near the
     solar system returning from a scouting mission in their
     spacecraft when it was sabotaged.  With their ship about to
     explode in space, the Sontarans used the time corridor to
     escape to Earth.  The Sontarans (at least at this time) do
     not see the strategic value of Earth in their war with the
     Rutans, their only intentions is to use Earth as a refuge
     until they are rescued.  The story plays as usual, but
     instead of attempting an invasion, the Sontarans ask for
     UNIT's help to keep them safe until help arrives.  One at a
     time, a few of the Sontarans are killed.  The situation
     becomes a bit volatile as the Sontarans claim that it is the
     Earthlings that are slowly killing their crew.  The players
     must discover the Rutan spy in their midst, who not only
     murdered the escaped Sontarans but also sabotaged the
     Sontaran spacecraft.  Added difficulty can be added to the
     adventure if the Rutan kills various NPCs and takes their
     shape making it a bit harder to discover the spy.
-RESCUE ZONE: This is the original plot of this module.  Somewhat
     similar to the plot of "Spy Hunter," a Sontaran ship crashes
     on a planet (not Earth), with the Rutan spy on board.  The
     players land at the crash site and must stop the Sontarans
     and the Rutan spy from attacking the planet's population. 
     The key to this mission is to have the Rutan attack the
     players revealing the cause of the crash and adding tension. 
     A second Rutan spy can be added to the crew to complicate
     the plot as well.  Both the Sontarans and Rutan(s) are to be
     stopped before they can attack the planet's population.


  
*SELECT BIBLIOGRAPHY*

     There are a few _Doctor Who_ stories and related information
sources which give a great deal of the background or information
of the aliens used in this given adventure module.  It is
suggested that one watch these stories and familiarize oneself
with how the Sontarans, Rutans, and Brigadier Bambera and UNIT
act and their background stories.  Other information sources the
author drew on are also listed.

--BOOKS--
_Jerusalem and the Holy Land: A Phaidon Cultural Guide_, (Oxford:
     Phaidon Press Ltd, 1987). 


--MAPS--
_Map of Israel_, (Tel Aviv: Israel Ministry of Tourism, 1991).

_Special Places of the World: Holy Land_, (Washington D.C.:
     National Geographic Society, 1989).


--VIDEO RECORDINGS (CANONICAL)--
_Doctor Who: Battlefield_, (Beverly Hills: BBC Worldwide, 1998),
     NTSC video cassette.

_Doctor Who: Genesis of the Daleks/The Sontaran Experiment_,
     (Beverly Hills: FoxVideo, 1994), NTSC video cassette.

_Doctor Who: The Horror of Fang Rock_, not currently available on
     home video.

_Doctor Who: The Time Warrior_, (Los Angeles: Playhouse, 1991),
     NTSC video cassette.

_Doctor Who: The Two Doctors_, (Beverly Hills: FoxVideo, 1995),
     NTSC video cassette.

--VIDEO RECORDINGS (NON-CANONICAL)--
_Shakedown_, (Chicago: Dreamwatch Media Ltd.,1995), NTSC video
     cassette. -This story utilizes part of the same plot as in
     this story, however it is NOT a strong canonical example of
     Sontarans and Rutans.  Some large continuity mistakes are
     made such as the Rutan floating through the air as a small
     glowing orb, rather than slithering on the ground as a large
     jellyfish.  This should NOT be considered a good source for
     learning about the two races, but it is an interesting watch
     if one is already familiar with the above canonical video
     recordings.



*CANONICITY ISSUES*

     While most of the elements used in this adventure adhere to
strict Doctor Who canon, some elements of the narrative are
speculation and assumption.  An example of this is that other
than the serial  Battlefield  [BBC Serial Code-7N] we do not know
of any of Winifred Bambera s other assignments.  Also, Sontarans
are never seen employing the two object time travel technology
used in this module.  There are other examples as well.
     It is inevitable that some liberties must be taken to create
a piece of fiction in the _Doctor Who_ Universe.  However, it
must be clear to people using this adventure that not everything
included is strictly  true" to the _Doctor Who_ television show. 
Every effort has been made to use canonical information and
interpretation in the creation of this adventure module so that
it does not conflict with existing continuity.
     Likewise, the author does not live in Jerusalem so certain
facts, political positions and situations may not exist in
exactly the form they are presented here.  This adventure is
meant to be an outline for an adventure and should be
supplemented with other information sources if the Game Master
and players want an added level of realism and accuracy.



*HISTORY OF THE ADVENTURE--SUPPLEMENTAL INFORMATION*

     The main plot behind this story was created by me in early
1985 in an adventure called "Rescue Zone."  It featured the plot
as a Sontaran ship that had crashed on a planet and the players
had to prevent the Sontarans from invading the population.  It
turned out that the crash was caused by a Rutan who had taken the
shape of one of the Sontarans.  The players had to destroy both
the Sontarans and the Rutan who would try to take over one of the
player's characters.  
     One of the most intriguing elements of the Sontaran-Rutan
War in my opinion is that the Sontarans, who can clone at a rate
of 1 million every 4 minutes and are a race dedicate to warfare,
can not defeat the Rutans.  After having finally been shown a
Rutan in "Horror of Fang Rock" [BBC Serial Code-4V] it was
revealed that the Rutan scouts can shapeshift after they kill the
person they want to imitate.  Whether it was the intention of
writer Terrance Dicks to create such a brilliant idea for the
cause of the stalemate or not it revealed an interesting
background for the Sontaran's inability to win the war.  With the
Rutans being able to shapeshift, they could infiltrate the
Sontaran ranks with spies who could both gather intelligence and
contribute to the war effort in sabotage and assassination
missions.  The war would be at a stalemate because the Sontarans
can not engage a large number of the Rutans in a stand up battle. 
Though surely there are cases where the two sides meet in large
pitched battles, the Rutan's ability to infiltrate the Sontaran
forces and gather operational intelligence of the Sontaran battle
plan would counteract the Sontaran's large numbers. 
     This version of the plot was specifically designed for the
GenCon XXX game fair in 1997.  The following information is the
listing for this game as it was given in the program booklet for
Gen Con XXX [_Gen Con XXX: Official Convention Program Book
(August 7-10, 1997)_, (Lake Geneva [WI]: TSR Inc., 1997].  The
listing can be found on pages 62 and 94.

     Keep the Piece                          400349
     -----------------------------------------------
     One Round             Novice           $2.00

     In the United Nations controlled peace zone in
     Jerusalem, an alien artifact has been discovered.
     UNIT has been called in to investigate.  Help
     out the Doctor.
     Bruce Hall SU: 14 B24


     The adventure at GenCon ran a little bit differently due to
the nature of the convention's time restrictions and the direct
inclusion of the Doctor and Ace to give the players a familiar
start point within the Doctor Who universe.  The module featured
the Doctor assembling the crew but upon arrival on Earth the
Doctor was not able to leave the TARDIS due to the fact that the
chronon energy given off by the time tunnel would harm him (as a
Time Lord with a physiology different from humans).  In turn Ace
would watch over the Doctor in the TARDIS allowing the players to
complete their mission without characters "in the know."  With a
limited amount of time to play the adventure, the game at Gen Con
removed the sub plot that the orb was divided into two halves and
also removed the subplot where the MOSSAD agents try to steal the
orb.  
     As a thank you to all the players who participated in the
original play test of the module at Gen Con XXX and have made
this adventure module a success, I list the names of all my
players that attended the convention.  Thanks to the Sunday (10
August 1997) player group: Mike Chen ("Susan"--and a great
artist--employ this guy!), Mike Lewis ("Frankie"--one of my
personal group of players), Christa Toser ("Hunter"--one of my
Gen Con regulars), Jay Toser ("Gallen"--familiar with his
surroundings and 1997's best role-player winner), Walter Von
Tagen ("Dr. Mike--brave enough to attack a Sontaran with a
scalpel), Robert Wood ("Yollanda"--critical success in making
explosives, critical failure at using them), Eric Overly ("CPT
Colder"--brave enough to tackle a Rutan and shoot it while it is
on top of him), and Dan Giese ("Prof. Stallworth"--a great role-
player and a fellow Gen Con Game Master).  Thanks for the
outstanding game.
     The module played at GenCon (and the Earthbound TimeLord's
Internet address) was mentioned in the fanzine _Tales of
Rassilon_, September/October 1997, (Wausau, WI: Northeastern
Wisconsin Friends of the Doctor, 1997), 9-10.



* RELIGIOUS AND CULTURAL DISCLAIMER*

     This role-playing module is in no way intended to stereotype
or offend any religious or cultural group.  All of the characters
and situations in this adventure are fictional and are not
intended to reflect upon any specific group of people.  The
spirit of this (and any) Earthbound TimeLords role-playing
adventure is one acceptance and understanding of all races,
religions, lifestyles, sexes, and creeds.



*COPYRIGHT/DISCLAIMER*

     Map and role-playing adventure (c) copyright Zepo, 1998.  

     _Doctor Who_ and related subjects (c) copyright to the BBC. 
No effort to claim or infringe on these copyrights is made.

     This game is intended for fan use, to promote the enjoyment
of the _Doctor Who_ program.  This game is free to fans for
personal use only.  It is not to be published in any media
without the removal of the _Doctor Who_ elements and the written
consent of the author.

     All the names of characters in this module are fictional and
in no way represent any person living or dead.


*CREDITS/THANKS*

     This adventures owes a great deal of thanks to all the
players who have playtested and played this adventure.  A special
thanks goes out to the original group of players at Gen Con XXX,
listed in the above section "HISTORY OF THE ADVENTURE--
SUPPLEMENTAL INFORMATION." 
     I would also like to thank the many groups of players who
have played the game over the years: The Dubberz, the TARDIS
Crew, my players from Adventure Games Plus, the members of MSOE's
MAGE club, and the players at the various game and science
fiction conventions over the years.  A specific thanks goes out
to those who have helped me with all my other role-playing,
_Doctor Who_, and web projects (especially Gothic_Skywalker and
Z1R0).  I would also like to thank everyone involved in the
Earthbound TimeLords.  
     Another special thanks goes out to Colin and Shawna that
have always extended their friendship to me.  Also, thanks to
*you* for showing interest in _Doctor Who_ and role-playing.

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END OF LINE--NOTHING FOLLOWS


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Last Updated July 9, 1998