07 October 2026

Doctor Who via Ghostbusters: Goals

This sections expands on the rules for Luck and Goals briefly described in "Doctor Who via Ghostbusters: Character Basics."

Luck

Instead of Brownie Points, characters have Luck (although some like to think of it as "Destiny"). Luck can be saved, used as bonus dice, expended to reduce injury, or spent to improve Traits. Player characters start with 20 points of Luck.

Advancement

There are two main methods of character advancement: Mission Goals and Personal Goals. Both involve the awarding of Luck.

Mission Goals

Mission Goals typically arise when a Time Lord stumbles upon a situation that requires a Time Lord's expertise to rectify or, occasionally, when the Council of Time Lords persuades (or coerces) a Time Lord to intervene on their behalf to correct or prevent a temporal disruption. When such a mission is accomplished, each Time Lord and Companion is awarded Luck commensurate with the mission's level of success or failure.

For a failed mission, each Time Lord or Companion is awarded half the Luck spent.

For a barely successful mission (such as success achieved at a high cost), each Time Lord or Companion is awarded all the Luck spent plus one or two.

For a resoundingly successful mission, each Time Lord or Companion is awarded half again the Luck spent.

In general, Mission Goals are accomplished by the coordinated efforts of Time Lords, Companions, and helpful non-player characters.

Personal Goals

Characters may also earn Luck through the pursuit of Personal Goals. Player characters may choose one such Personal Goal at a time, which they may change between adventures if they wish. Players may select from the following list of Personal Goals or suggest their own.

Fame: Characters whose Goal is Fame gain 1D6 Luck points when they do something that increases their notoriety.

Fortune: Characters whose Goal is Fortune gain 1D6 Luck points when they significantly increase their wealth.

Truth: Characters whose Goal is Truth gain 1D6 Luck points when they reveal an important truth.

Honour: Characters whose Goal is Honour gain 1D6 Luck points when they uphold or restore their honour or that of another to a significant degree.

Revenge: Characters whose Goal is Revenge gain or lose 1D6 − 1D6 Luck points when they achieve vengeance.

Safety: Characters whose Goal is Safety gain 1D6 Luck points when they significantly ensure the survival of others.

Discovery: Characters whose Goal is Discovery gain 1D6 Luck points when they make a significant discovery.

Amusement: Characters whose Goal is Amusement gain 1D6 Luck points when they find a new source or form of entertainment that appeals to them.

Status: Characters whose Goal is Status gain 1D6 Luck points when they increase their social status and (real or perceived) power.

Freedom: Characters whose Goal is Freedom gain 1D6 Luck points when they achieve liberty for themselves or others.

Wisdom: Characters whose Goal is Wisdom gain 1D6 Luck points when they significantly increase their knowledge and awareness.