Doctor Who Lorebook
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A lorebook of the popular British sci-fi TV show Doctor Who
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Doctor Who Lorebook
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- #1Regeneration
Keys: Regeneration
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Regeneration, also known as renewal, was the process of “molecular readjustment,” by which Time Lords (and other species with this ability) renewed themselves, causing a complete physical and often psychological change.
It could be invoked by anything that can be fatal to other species, such as severe illnesses, old age, fatigue, or injury. It can also be invoked by choice, whether voluntary or involuntary.
Conversely, regeneration could be prevented by choice, although choosing not to regenerate from fatal damage was essentially an act of suicide. However, a Time Lord could delay the change in appearance and enter “a state of grace” for a brief period of time. Precise damage to a Time Lord could also delay the regeneration process. It is also possible for a Time Lord to die if they are prevented from regenerating (for example, extensive drowning that may have happened too quickly for them to regenerate).
The Workings of Regeneration:
Upon moments of extreme trauma against the body that could prove to be fatal, a Time Lord’s body released massive amounts of a hormone called “lindos,” which is the hormone that triggers regeneration. Newly regenerated Time Lords could be identified by elevated levels of lindos in their system.
Time Lords were also said to have “packets” of regeneration energy stored in their bodies; the amount for each is unknown, but it is presumed they have enough to cover the number of incarnations they have left. These packets could be physically removed from a Time Lord’s body, essentially robbing them of their regenerations.
During regeneration, a Time Lord experiences a surge of pure regenerative energy, as their entire system is rewritten and their universe moulded into a new shape, with their very biodata being rewritten in the fabric of space-time. Unfortunately, during the process (SPECIFICALLY DURING THE PROCESS), their immune systems were seriously weakened as it took place, with the result that they could be infected by viruses such as the Faction Paradox biodata virus, which would normally not have affected them if they weren’t going through the process. On a wider scale, regenerations were so important to a Time Lord’s timeline that even minor temporal paradoxes during regeneration could have devastating consequences.
Technically, even though every part of their body changes during regeneration, they still have the “same body as their first incarnation (the original),” and it has been reconstructed differently due to it (though it isn’t really confirmation, and it’s more of a claim).
Process:
Appearance:
It is not known what causes it to vary in appearance externally, but what the Regeneration could look like: a shine of white light, a swirl of rainbow colours, or no colours; a crackle of electricity; appearing to be engulfed in flames, or an energetic discharge of golden energy from the limbs (mainly the hands and head), which could vary in speed and intensity, from being brief and contained to explosive and capable, in extreme cases, of causing damage to the surrounding area.
There are also very few cases where there is no apparent energy discharge, and just a fade away to the next incarnation.
The external appearance of changing from one incarnation to the next could vary, though it could be described as either being a fade from one to another, or a morph into the new one’s shape.
The Physical & Mental change:
During regeneration, there were genetic equivalents of “bit errors” in the DNA of the regenerating cells. Around a couple of seconds into the process, the Time Lord would change in appearance, height, mass, or apparent biological age. The personality would also change; even the cells and chemistry of the brain regenerated, although their blood type would remain the same in all their lives. Allergies and dominant limbs could also change between regenerations. Even though the personality could change, a Time Lord’s basic personality traits remained unchanged, but the balance of said traits could be affected.
The feeling of regeneration isn’t really known, as most who go through the process don’t really think about that, but the best it could be described as “feeling as if you're going to die… and then you’re born,” and the process can be quite terrifying to experience. It can also feel quite painful (depending on what invoked the regeneration process), but the pain would immediately subside once its over.
With each incarnation, a Time Lord’s memory worked differently, with some of their memories from before regeneration being lost, even after the new incarnation stabilised, unless they were specifically reminded of those events.
On very rare instances, regeneration could change a Time Lord’s clothing.
While most regenerations caused Time Lords to take on an entirely new appearance, it seemed that in very rare circumstances they could regenerate into previous appearances (this could possibly be influenced by their subconsciousness).
Generally, most newly regenerated Time Lords appeared physically younger than their preceding incarnation. This can make regeneration an alternative to ageing. However this was not always the case, as one could regenerate into an incarnation that looks physically older than the preceding one. Despite apparent changes in physical age, people who are observant enough could identify younger incarnations of a Time Lord by simply looking into their eyes.
Regeneration could also change a Time Lord’s biological sex and skin colour; however, a could get “stuck in a rut” where a number of incarnations followed the same “model of body”. An of this could be mainly being a light-skinned male for the majority before becoming a mid-tanned female.
More extreme physical changes were also possible, such as regaining any lost limbs, from a severed hand to even a decapicated head.
In the early days of regeneration, it was possible for fragments of other DNA to be incorporated into the new incarnation, if, for example, a Time Lord had recently eaten or spent a great deal of time around other species.
As well as the obvious benefits of purging Time Lords of any poisons or diseases that might have caused their deaths, regeneration could have more subtle benefits. As each Time Lord accumulated Artron Energy throughout their lives, regeneration reset the artron energy levels in their bodies to a pre-set level to prevent it rising to a point where the radiation could threaten them.
Non-humanoid forms:
Although Time Lords usually favoured humanoid forms in regeneration, this was not universal. It is possible for a Time Lord to regenerate into forms that look externally similar to that of other species (which may or may not be influenced by said Time Lord’s subconscious).
After-effects:
Regeneration mixed up the synapses in the brain, sometimes resulting in negative after-effects, known as “Post-Regenerative Trauma”. During the first few hours after the passing of the main regenerative process (the change), a Time Lord could suffer from confusion, erratic behaviour, energy deficiency, extended periods of unconsciousness, or temporary memory loss.
A Time Lord had new instincts upon regenerating; they must trust these instincts to shape their personality. Until then, the Time Lord had no clue what kind of person they had become. This can be through experiencing new things.
Taking a couple of hours of sleep could mellow out the Post-Regenerative Trauma’s negative effects.
After a while, the Time Lord’s body would settle down, diminishing the Post-Regenerative Trauma (indicated when its effects have subsided), though within the first fifteen hours since regeneration, a Time Lord could use its residual regeneration energy to regrow severed limbs. The residual energy can also give them high levels of durability (for instance, falling through the stratosphere and landing onto something hard, without suffering any major damage, even to a point where they react to it as if they fell from a loss of balance).
Forced regenerations could also result in Time Lords losing some of their skills or memories in various incarnations.
Sometimes, a Time Lord could momentarily mentally regress to the behaviour of a previous incarnation (assuming they had a previous incarnation).
Personal tastes could also vary between different incarnations.
However, some Time Lords were able to regenerate with little or no overt complications (as in, little to no signs of Post Regenerative Trauma). Limits:
A Time Lord could die permanently if killed "again" at the right time during the regenerative process. This is presumably during the healing half of the process, and before “the change”.
Though Time Lords could regenerate after severe injuries, regeneration was by no means guaranteed. Artron energy was crucial to the regenerative process, meaning Time Lords were unable to regenerate if they did not have any artron energy in their body. The regenerative process could also be destroyed by acid or by exposure to substances, such as anaesthetics meant for humans, which were toxic to the Gallifreyan body.
Certain energy weapons could also prevent the regenerative process.
Certain injuries only had a chance of causing regeneration if left untreated, even if it doesn’t actually kill them.
Some injuries were so serious that they could not be treated by regeneration.
According to some accounts, the regenerative process could only kick in when the body was still alive to some extent; as a result, final deaths could occur too quickly for the body to regenerate According to some accounts, the regenerative process could only kick in when the body was still alive to some extent; as a result, final deaths could occur too quickly for the body to regenerate.
By some accounts, stabbing or shooting a Time Lord through both hearts at the same time (sometimes along with severing their brain stem) would kill them.
Time Lords could also be injured beyond the point of regeneration. In such cases, every single cell in a Time Lord's body would continue attempting to regenerate, which could prolong their actual death for several days.
Certain environments could also be dangerous for regeneration; for example, space, which would not allow the process to activate in a pure vacuum.
Retro-genitor radiation was specifically created by the Daleks during the Time War to inhibit regeneration.
Certain types of radiation could be more dangerous to Time Lords than others. Roentgen radiation was relatively harmless so long as it was expelled quickly enough. However, the radiation belt around Lakertya was uniquely deadly to Time Lords while safe for human exposure.
End of a regeneration cycle:
Despite not being able to regenerate any further, a Time Lord in their final incarnation retained a small amount of regeneration energy; just enough to mend broken bones once. A Time Lord on their last regeneration could will themselves to effect a pseudo-regeneration, which would cause their body to vanish into thin air.
If they attempted to regenerate in earnest beyond their thirteenth and final body, a Time Lord's flesh could break down into degenerate matter, and then into random moleculesor into a barely-alive, emaciated, ambulatory cadaver.
Control over regeneration:
Generally, the regenerative process triggered itself when a Time Lord was too badly injured to survive; however, in some cases, Time Lords exercised control over the process, with some capable of doing so on a whim. When badly injured without actually sustaining regeneration-inducing injuries, the regenerative platelets in a Time Lord's blood could activate to accelerate their ability to heal, allowing them to recover from serious injuries more quickly than a human would, although particularly serious yet non-fatal damage would require the Time Lord to enter a “healing coma” to recuperate.
The degree of control that Time Lords had over their end appearance was unclear, as the appearance they get is random; however, very few could do so. When it came to changing sexes during regeneration, however, a Time Lord had no say in the matter, unless the regeneration was triggered willingly.
While skilled Time Lords could choose their new form with a voluntarily induced regeneration, the process could go horribly wrong and leave the Time Lord in a severely misshapen body. This problem could be exacerbated by the Time Lord immediately starting another regeneration instead of obtaining medical assistance, amplifying the defects in the regeneration. The end result of these abortive regenerations was inevitably a mutated monstrosity that could only be put out of its misery by complete disintegration.
In cases where Time Lords could not choose their new appearance, it appeared that their bodies still had some degree of natural "control" over the forms they would take upon regenerating.
While unknown if this is true, it was said that a Time Lord's new form was chosen by their "unconscious".
Forcing an individual to regenerate could be used as a form of punishment and in these cases, the new appearance could be chosen or influenced by the condemned. Granting additional regeneration cycles or removing any remaining regenerations was also possible.
The Sisterhood of Karn had elixirs that could trigger and control regeneration in a Time Lord who was dying and unable to regenerate normally or, in extreme cases, already dead. These elixirs could determine traits to be held by the new incarnation such as appearance, sex, apparent age, and personality.
- #2Regeneration Energy
Keys: Regeneration Energy
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Regeneration energy, also known as regenerative energy or Time Lord energy, was the energy produced as a product of regeneration.
A Time Lord typically had enough natural energy to regenerate twelve times, which gave them their thirteen lives, although the High Council could provide an individual with another cycle of energy should they desire.
Appearance:
Regeneration energy was typically golden in appearance, but it could occasionally be a bright ray of colours instead. It could also take the form of electricity. The energy could also be golden and blue in colour at the same time.
It occasionally trickled from the hand as a sign of imminent regeneration, varying from barely noticeable to clearly visible. It also flowed from other parts of the body, typically the face, head and neck or sometimes the feet. Sometimes, it could not yield any noticeable display of regeneration energy, merely transitioning from one body to the next or to a cocooned state in between.
Regeneration energy, as it engulfed the regenerating individual, would sometimes emit a high-pitched trill.
Power:
The energy itself was quite powerful, typically encouraging those nearby to back away, and could cause significant amounts of damage if volatile enough. It could also be used as a self-defence weapon.]
Pain:
The energy also sometimes brought the Time Lord regenerating extreme pain (though whether this is due to the energy itself, the ailment which initiated the regeneration, or limited full-body regenerations is unclear).
Residual energy:
After regeneration, the energy is in excess for roughly fifteen hours, giving the person the ability to restore lost limbs if they have been chopped off within that time. It can also give them the ability to fall from great heights and not receive any injuries or concussion from the landing, or heal any wounds gained within that fifteen-hour limit. It can also be harmlessly expelled in small amounts from the mouth and sometimes the hands for a while after regeneration.
The energy was capable of creating an entirely new individual based on the Time Lord who produced it.
The energy could also be conjured for use without the need to regenerate, though doing so was considered inadvisable because it could have repercussions on future regenerations.
Other uses:
Essence of a Time Lord: When a Time Lord used a Chameleon Arch to turn themselves into another species while sealing away their memories and their Time Lord sense of self in a biodata module, the essence of the Time Lord within the module would take the form of the golden regeneration energy. It would be observed to stream back into the Chameleon Arch user when the biodata module was eventually opened, through the eyes or the entire face.
As a food source: The alien race known as the Ravenous evolved to feed on regeneration energy. Due to its similarity to the Kolstani's native food source, artron energy, this made them the predator of the Time Lords.
Medical: Regeneration Energy was offered on Gallifrey to Time Lords who were suffering illnesses or who had been hurt. They would be taken to the regeneration bay at the Capitol, where they would be treated to stimpaks containing the Regeneration Energy to help them recover.
- #3Time Lord
Keys: Time Lord
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The Time Lords, also known by many other names, were inhabitants of the planet Gallifrey, most famous for the creation and attempted monopolisation of time travel technology. They created and upheld the Laws of Time after establishing the Web of Time to keep the universe "rational".
Time Lords were sensitive to timelines, being able to see "all that is, all that was, all that ever could be," but also "what must not [be]". They had an instinctive urge to stay away from events that would always happen. They were seen as immortal, or nearly so, partially due to their ability to regenerate. They had a great place in the mythologies and cultures of other civilisations, being outright called "the Gods" by several species.
The ancient Time Lords were known to take part in battles and conflicts, often helping to hunt species known to be dangerous. One of the last of these was a war against the Great Vampires, which was so long and bloody that they turned against violence in general. For at least part of their history, the Time Lords adhered to a strict policy of non-interference. Despite their attempts to keep up an appearance of being uninterested in the affairs of others, they still sent discreet missions where other Time Lords would act on their behalf.
Life Cycle:
Gallifreyans began life as ova similar to Earth mammals. Time Lords could also be born from individual Family Looms, machines that operated on genetic banks that would weave random patterns until forming a new person. According to some accounts, the commonness of Looms rendered traditional family units redundant for Time Lords.
Female Time Lords were also referred to as Time Ladies.
Biological sex and gender could change from one regeneration to another.
Young Gallifreyans were known as Time Tots, loomlings, or simply, children. Some Time Tots were loomed. In many cases, their life cycle seemed to include a phase similar to human childhood. Like human children, Gallifreyan children slept in cribs. Children were entertained with nursery rhymes and stories such as Snow White and the Seven Keys to Doomsday. There were specialised books for Gallifreyan children, including Every Gallifreyan Child's Pop-Up Book of Nasty Creatures From Other Dimensions. Many Time Lords were once physically children and at least some lived in homes with others of their own gender before going off to join the Academy or the army. Many Time Lords were loomed as full grown adults.
Time Lords considered themselves to be children until they were about at least 200 years old, although 200-year-old Time Lords were considered "boys" and referred to as Junior Time Lords. They could live for hundreds of years before regenerating. Time Lords could live for around ten thousand years before regenerating.
Time Lords, once they had reached old age, were allowed to leave Gallifrey and retire on another planet, though this was very rarely done.
Time Lords had some control over their own deaths; some would elect a specific "Death-Day," which would allow them time to read their will to their family in their ancestral home, to die after a time of contemplation and acceptance, and then to have their mind transferred to the Matrix.
When a Time Lord eventually died with their regenerations exhausted, they could release one last burst of regeneration energy, which would see their last body vanish, leaving only the clothing they had been wearing. Sometimes, the deceased Time Lord's body could just turn into an embodiment of their time stream; however, one had to will this to happen prior to death, and if a Time Lord's death did leave behind a body, it was considered necessary to destroy their corpse soon afterwards. This was because, by harvesting the body, one could gain the ability to regenerate and cheat death.
Once they had died, a Time Lord's mind and experiences were usually uploaded to the Matrix on Gallifrey. Though usually confined to this virtual world, some of the deceased Time Lords would again walk the material plane in the form of the mechanical Cloister Wraiths, and although Time Lords were connected to the Matrix throughout their lives, the Time Lords also had a rite called Soul Catching, which was done to dying Time Lords before they were assimilated into the Matrix. This allowed them to assimilate their memories before they died.
Culture:
It has been stated that half of the Time Lords were "crazy or corrupt," while the other half were "duller than you could possibly imagine", but there are those who are kind and peaceful out there.
It has also been stated that Time Lords were a rather conservative bunch and did not like change, with the minds of deceased Time Lords in the Matrix — the Matrix Lords — somehow even more conservative and dismissive.
During the Last Great Time War, Gallifrey experienced a major cultural change with a focus on war. Their change was so great that they were just as bloodthirsty as the Daleks in battle. Amid the final siege of Gallifrey, the High Council of the Time Lords even approved the Ultimate Sanction, which would have seen the rest of creation destroyed.
Art:
Time Lords appreciated music, as indicated by such artefacts as the Harp of Rassilon. They also appreciated art, although painting on Gallifrey was done by computer. Time Lord art, known as stasis cubes, were unique in that they were in 3D, as they acted as snapshots of a single moment in time. This meant that they could be used as rudimentary time travel, by freezing a person inside a painting and then letting them out at the required point in time.
Education:
One of the major institutions of the Time Lords was the Time Lord Academy. It was split up into Chapters, each identified by its distinctive colours. The subjects at the academy ranged from the study of cosmic science to Veteran and Vintage Vehicles to Gallifreyan flutterwings.
Children began instruction at the Time Lord Academy, at the age of 8, in a special ceremony. The Gallifreyans would be forced to look into the Untempered Schism, which showed the entirety of the Time Vortex and the power that the Time Lords had. The Gallifreyans subjected to its terrifying effects would react differently: "Some would be inspired, some would run away, and some would go mad." They would then spend "centuries" studying at the Academy.
Time Lords took a variety of classes at the Time Lord Academy of which one was recreational mathematics, which included the study of Happy prime numbers.
For reasons unknown to Time Lords, a mammoth that fell on and killed a Cro-Magnon became a fixed point. Videos of the event were played for young Time Lords "as a sort of learning experience."
Sometimes, young Time Lords used to play with roentgen bricks in the nursery, which emitted low levels of roentgen radiation that wasn't dangerous to them.
Food and sustenance:
Gallifreyan physiology provided for a diet similar to the human one, including fruit and flesh, but the Time Lords had long lost the habit of feeding on raw or complex food (Freeze-dried pills were employed instead). Fruit and meat would be eaten on formal occasions, such as holidays, Name Days of Family and Death Days. Such food included fish, Trumpberries, Magenta Fruits and Pig Rats. A Time Lord's tastes - similar to their appearance and mannerisms - were greatly influenced by their regeneration, altering which food and drink they preferred and even which ones they could no longer tolerate. With an enhanced sense of one's internal state and advanced knowledge of chemistry, a Time Lord could - via smell and taste - identify chemical substances and even what chemicals were needed in the body to alter a physical condition.
Dress:
At events like the resignation of a Lord President, Time Lords who attended wore long robes in bright colours. The different colours signified the Chapter that each Time Lord belonged to: Prydonians wore robes of scarlet and orange; Arcalians wore green; Patrexes wore heliotrope; Scendeles robes changed from light pink to a darker shade of red; Dromeians wore grey, black and silver; and Ceruleans wore subdued blue colours. In addition, most high-ranking Time Lords donned a decorative headdress and crest, complete with a scarlet cap. A Time Lord historian speculated that, while the elaborate robes had originally been meant for grand occasions, Rassilon's obfuscated legacy had caused their meaning to be lost and they had become everyday dress.
During the time when the Time Lords acted as the interventionist Gods of Minyos, early in their history, they wore golden robes with fine crystalline, organic-looking ornaments, most strikingly on their headdressess.
In the Time War, Gallifreyan residents of the Capitol and Arcadia, including children and the military, wore red clothes. This was mimicked in the scarlet dress of military and government officers.
Of those Time Lords seen repeatedly visiting other worlds, they tended to adopt the local dress of their preferred destination.
Romance:
Due to the fact that a Time Lord could unwillingly swap genders with regeneration, the Time Lords were less concerned about gender roles, despite still calling themselves Lords. Missy once explained that Time Lords were not like animals which were obsessed with sex and mating.
Politics:
The Sixth Doctor once lambasted his people for their corruption. In his speech, he declared that their "ten million years of absolute power" made Time Lord society into one that was "decadent, degenerate and rotten to the core".
Domain:
The Time Lords ruled from the planet Gallifrey, where they would watch the workings of the universe. Though they once had a mighty empire during the Dark Times, the empire collapsed after the fall of the Pythia.
Time Lords were originally flexible about manipulating the outcome of certain moments in history. However, they eventually came to fear the consequences of their meddling, noticing how dangerously a change to time could backfire. It became clear that the race had been too reckless when the Time Lords helped the Minyans evolve faster, but found the results disastrous; this led to their non-interference policy.
The Time Lords were said to have control over much of the structure of the universe. They had set up the Web of Time and controlled the entire Spiral Politic, up until the edge of their noosphere at the frontier in time. They fixed paradoxes and allowed travel between parallel universes. After the near-extinction of the Time Lords during the Last Great Time War, these processes were in flux.
Government:
The Time Lords were led by the High Council. The Council consisted of the Lord or Lady President, the Lord or Lady Chancellor (or High Chancellor), the Castellan and Lords Cardinal. Collectively, the Lord President and his or her closest associates from the ruling Houses were called "the Presidency".
The "three most superior Time Lords" held the title of First Time Lord, Second Time Lord and Third Time Lord, with these three most powerful members of the High Council being known as "the Inner Council". The Lord President was the most powerful member of the Council and had near absolute authority, and used a link to the Matrix, a vast computer network containing the knowledge and experiences of all past generations of Time Lords, to set Time Lord policy and remain alert to potential threats from lesser civilisations. The Lord or Lady Chancellor was next in power and handled many of the government functions. The Castellan controlled the Chancellery Guard and therefore the safety of Gallifrey.
The rest of the High Council was made up of the Lords Cardinal, which represented the various Gallifreyan Chapters. There was at least one Cardinal Prime.
During the Last Great Time War, the Visionary was also a member of the council. She acted as a prophet, recording the future, but only with vague predictions written on paper.
During the War in Heaven, the War Council seemingly replaced the High Council, debating plans for House Military advances under the supervision of the War King.
In the Last Great Time War, the War Council, also known as Gallifrey High Command, were a separate entity from the High Council.
During the War in Heaven, Gallifreyan civil servants were all equipped with a psychic tripwire to prevent them from revealing confidential information. Should any of this information be revealed, the tripwire was triggered, leading to the civil servant suffering a psychic seizure, leading to eventual death.
Justice:
The protection of the Time Lords was carried out by the Chancellery Guard. They protected the Capitol, investigated crimes and captured criminals. More secretive or questionable matters were handled by the Celestial Intervention Agency, which was created to be a covert arm of the High Council to safeguard the Time Lords' interests. Much of what they did went against the official non-interference policy, leading them to use agents such as the Doctor, an unofficial practitioner of the unofficial Gallifreyan policy, whose connection to Gallifrey's rulers could be reasonably doubted.
There were two forms of illegal intervention, both punishable by vaporisation. A Class One was affecting the material properties of a planet, such as axial rotation. A Class Two was when a Time Lord claimed themselves to be a god on a planet.
There were a number of punishments known to be issued by the Time Lords, such as:
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Forced regeneration (for severe crimes, like breaking the non-interference policy).
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Exile (which would leave them with a non-functioning TARDIS if they have one).
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Removal of any remaining regenerations.
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Vaporisation (a form of execution).
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Dematerialisation (another for of execution, which is basically being wiped from existence entirely).
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Stand in place and cover their eyes like "the Weeping Angels of old".
Leisure:
Young Time Tots were known to keep rovies as pets. Stories of the Shakri were told to the young ones to keep them fearful of doing anything that might get their species eliminated. They were also told fairy tales involving a mythical race known as the Toclafane.
Academy students sometimes played a dangerous game called "Eighth Man Bound". The multidimensional game of Perigosto, played with a ball and a specialised Perigosto stick, was also a favourite, as was a complicated board game called Sepulchasm.
During a darker, more barbarous time in the planet's past, Time Lords enjoyed watching time-displaced individuals fight to the death in a dedicated area called the Death Zone, but that practice had been entirely abandoned.
Science and technology:
The Time Lords were superlatively advanced in many fields of science, including mathematics, biology. chemistry and physics to such an extent that, when at Poseidon, Director Jessop regarded any species that had a grasp on science, like a Time Lord, to be on par with the gods.
Even the Daleks, the rival race of the Time Lords, respected their foes' scientific genius, eager to exploit the genius of a Time Lord, and acknowledging that Time Lord technology could perform feats beyond Dalek science. The Time Lords themselves however noted that some aspects of Dalek technology, such as the New Dalek Empire's magnetron, were superior to their Time Lord counterparts.
Transport:
The most characteristic technology used by the Time Lords was their time travel technology of the TARDISes. The TARDIS was derived from the early Gallifreyan technology of the Time Scaphe. The most characteristic technology used by the Time Lords was their time travel technology of the TARDISes. The TARDIS was derived from the early Gallifreyan technology of the Time Scaphe. The TARDISes were one of the few types of technology that was updated, from the obsolete Type 40 to the more advanced Type 57, along with the Type 70 and the humanoid Type 103.
Battle TARDISes and War TARDISes also existed.
The Celestial Intervention Agency used time stations, large high-powered TARDISes, as mobile bases of command. A Class 7C station was used during the investigation of anti-time.
During the Eternal War, the Time Lords developed the bowship to use against the Great Vampires. They were later used in the Last Great Time War, including at the Fall of Arcadia.
The Celestial Intervention Agency operated a space station, Space Station Zenobia. The station was capable of being relocated and of creating time corridors and was equipped with a Seventh Door to the Matrix.
One of the newer technologies developed were the Time Rings. These Time Rings were small devices attached around the wrist, allowing a person to travel through time without being in a time machine. They could also be made as small as finger rings that could be touched together to enable time travel.
The Time Lords also possessed a form of portal technology that could be used for rapid troop deployment.
Stellar manipulation:
The Time Lords had the capability to control and use the power of stars. It is even said that Time Lords "invented" Black Holes. When he threatened Ra and the Ship of a Billion Years with the 59th Time Fleet, the War King said that solar engineering was one of the Great Houses' first great achievements. Faction Paradox's propaganda alleged that it was Gallifreyan experiments with black holes that had first unleashed the Great Vampires.
Using the Hand of Omega (which is a stellar manipulator in the shape of an old and long chest that could lift itself), the Time Lords could speed up the development of stars. One such star had been exploded but its development into a black hole had been frozen, trapped in a permanent state of decay and was kept either under the Panopticon as the Eye of Harmony to power the civilisation of the Time Lords, or in TARDISes to use as their power source.
Weaponry and defences:
In ancient times, the Time Lords created powerful weapons and defences such as the De-mat Gun, which could erase its target from history, and Validium, a living metal considered the ultimate defence. The disciples of Omega spent four generations installing the transduction barriers around Gallifrey, which kept the planet slightly out of phase with the rest of the universe and contained four barriers designed to stop outsiders.
The "last work of the ancients of Gallifrey" was the Moment, known as the "galaxy eater", a superweapon so advanced its operating system became sentient, developing a conscience. The Moment was stored in the Omega Arsenal amongst many other forbidden weapons, such as the Tear of Isha, anima device, and the Orphaned Hour.
Despite being one of the most powerful species in the universe, the Time Lords had little in the way of defences, and their conventional warfare technology was lagging behind many other civilisations. Few Time Lords, even Chancellery Guards, had any real combat experience. This may be due in part to the transduction barrier, which was almost completely impenetrable by outside forces, or their general policy of non-interference.
The most common sidearm used by Time Lords were stasers, which were carried by the Chancellery Guards and Time Lord soldiers during the Last Great Time War. Stasers fired a type of directed energy, which was relatively harmless to inorganic matter but caused massive tissue disruption to living creatures. They also had a stun setting.
Another sidearm used by the Time Lords was the Lord President's personal security sidearm. This gun had no stun setting and a single shot from it would immediately force a regeneration in any Time Lord shot with it.
Miscellaneous technology:
Some other Time Lord technology included the Matrix, the Genesis Ark and the Chameleon Arch.
The Time Lords developed a chemical that could turn vertebrate blood into acid, but it was eventually banned.
Rassilon also invented Gallifrey's genetic looms, the devices used to birth new Gallifreyans after the Pythia's curse.
Non-Gallifreyan Time Lords:
There are many records of Time Lords who were either completely or partially not Gallifreyan.
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- #4TARDIS
Keys: TARDIS
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TARDIS — sometimes styled Tardis and Tardis, and variably also called a TT capsule, timeship or TARDIS unit — was the primary space-time vehicle used by the Time Lords of Gallifrey, allowing them to travel throughout the universe. Beyond their temporal capabilities, TARDISes were known for their dimensional transcendentalism (being bigger on the inside than on the outside) and their possession of a form of consciousness.
TARDISes were incredibly complex machines. The nature of their construction was such that they were said to be grown rather than constructed, from seeds the Time Lords originally stole from the Archons. This could be done either from a seed or a cutting. This was done at the Time Travel Capsule Growth Foundry on ancient Gallifrey; the "old workshops" where TARDISes could be born were located next to the Matrix within the caldera, and were in fact the reason why the latter was typically referred to as a "kind of womb"; this was because the non-linear processes by which the timeships were born could only take place in a null space where the normal Laws of Physics did not apply.
Because computers were unable to withstand the reality-changing stress, TARDISes required morphologically unstable living organic matter, or protoplasm, for their Block Transfer Computations. The outer plasmic shell, interior configuration, and a host of other details were derived from this function, as well as possibly a TARDIS' link with the Eye of Harmony.
Sentience:
Due to the level of complexity in their construction, TARDISes had a degree of sentience, and they could even take independent action. Some advanced TARDISes were fully sentient beings in their own right. Two near TARDISes could engage in a psychic conversation, audible by the bystanders. TARDISes could also communicate feelings non-verbally.
TARDISes often "mourned" the death of their pilots, from either shutting all functions by permanently powering off, to even committing suicide by flying into a sun or hurling themselves into the Time Vortex.
Flight:
TARDISes usually moved through time and space by "disappearing there and reappearing here," a process known as "materialisation". This was controlled by a component called the dematerialisation circuit. The circuit would only work if the specific model of TARDIS was designed to use the specific model of dematerialisation circuit, or it would not work. For example, a Type-40 TARDIS, designed to use a Mark 1 Dematerialisation Circuit, would not be able to dematerialise if a Mark 2 Dematerialisation Circuit were used instead.
If a TARDIS' relativity differentiator was missing or malfunctioning, then a TARDIS could only reappear in a different location in time, and not space.
TARDISes could also fly through space like conventional spacecraft, but doing so for prolonged periods could damage the ship.
During operation, a distinctive grinding and whirring sound was usually heard.
When a TARDIS materialised, it would sometimes result in a strong wind and small tremors, enough to shake wine glasses, in the area where it appeared (this was caused by Ionisation; Particles in the air being moved around, making space).
If a TARDIS materialised in a space occupied by another object, that object would usually appear inside the TARDIS. However, if an incomplete TARDIS on an object, said object would be atomised into the air.
Conversely, a TARDIS could dematerialise while leaving its occupants behind.
Types:
TARDISes were generally referred to using the nomenclature Type X or X-form. he earliest known model of TARDIS was the Type 1, which was poorly designed, dangerous to operate, and difficult to start. Some of them had minds of their own, with a history of escaping and roaming the Universe.
There were at least 160 different numbered variants of TARDISes.
Features & functions:
Dimensionally transcendental: One of the key features of a TARDIS was that the interior existed in a dimension different from the exterior. The main application of this concept was that many were bigger on the inside than the outside, though not all were, however. This feature required use of "dimensional dams", which would leak through upon the death of a TARDIS.
Chameleon circuit: One feature of TARDISes was their ability to blend into their surroundings once they landed. If working properly, a chameleon circuit could assess the surroundings of a time and place just before arrival and change the exterior to resemble something common to that landscape.
Regeneration: Much like their pilots the Time Lords, TARDISes had the ability to regenerate if badly damaged, emerging healed and with a somewhat different appearance (both outer and inner). While it regenerated, a TARDIS would emit an easily traceable, highly characteristic artron energy signal.
Security features:
Before a TARDIS was fully functional, it needed to be primed with the symbiotic nuclei of a Time Lord's cells to create a molecular stabilisation system to protect a TARDIS' occupants against destabilisation. Once it was properly primed, it could be used safely by any species.
If a TARDIS were to be used by anyone other than its owner and his familiars, it would assault their minds, which may lead to memory loss.
When the TARDIS needed more power to take off, a series of circuits known as Architectural Configuration enabled rooms to be jettisoned to provide this power. This feature was used to escape both a gravity bubble and Event One.
When the TARDIS was under attack from physical objects, the pilot could activate siege mode. This turned the exterior into a cube etched with Gallifreyan writing and sealed the entrance.
Computer Interfaces:
TARDIS Computer interfaces included:
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An Index File provided text-based research into all manner of subjects relevant to TARDIS pilots and crew.
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A voice interface could be requested for a variety of purposes. The TARDIS was able to communicate with its occupants using a holographic avatar.
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A device compatible with 21st century Earth DVDs was capable of reading and executing automated piloting instructions for a TARDIS. It also could burn software to CD/DVD media for use on Earth computers.
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Psychic circuits kept a TARDIS linked to its crew when they left its interior, providing translation from alien languages and perhaps other features, so long as its attending Time Lord was in good health.
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- #5Gallifrey
Keys: Gallifrey
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Gallifrey, the orange planet located in the constellation of Kasterborous, is well known as the homeworld of the Time Lords, one of the oldest and most mighty races in the Universe.
Location:
Gallifrey was located in the constellation of Kasterborous at galactic coordinates 10-0-11-0-0/0-2 from Galactic Zero Centre. It is often stated that Gallifrey is between 30,000 to 250 million light-years away from Earth.
Alongside its physical location, the Homeworld also occupied a unique place in the structure of history, an exclusive time stream from which history could be observed. While some accounts indicate this anomalous status always existed, influencing ancient Gallifreyan connections to time, and was merely hastened by the Eye of Harmony, another indicated it was created during the anchoring of the thread, when the planet was removed from the Spiral Politic and re-engineered into a biodata-enabled receiver and processor of information, becoming the central node of history.
Astronomical data:
Worldline: Gallifrey itself was protected by a complex temporal defence, its worldline twisted and warped through all eleven dimensions to hide it from Enemy attack.
Size: Gallifrey was several times larger than Earth; however, according to another account, Gallifrey is roughly the same size as Earth.
Star System: Gallifrey was in a binary star system. The second star seemed to rise in the East in the morning, making the mountains glow, and both set in the South. The main star was large and golden red. On one account, it was believed that Gallifrey had not been part of a binary system, but had been retroactively engineered into one by He-of-Many-Epithets as a precaution during the 'War against the vampires': the interaction of the orbital patterns of the two suns created a shifting "interference pattern" in the daylight which meant that even vampires resistant to ordinary sunlight could not walk on the Homeworld without burning. Because of these "mad orbital mechanics", the planet had "an unconventional day-night terminator."
In one reality, Gallifrey and Earth shared the same gravity, the same distance from the same type of sun and with it the same length of day and year, a fact which fascinated the Time Lords.
It was located in one of Earth's twelve Zodiac signs.
The system contained five other planets, among them Karn, Reave, and Polarfrey, as well as an asteroid named Kasterborous the Fibster.
Gallifrey had at least two large moons and a ring system, similar to Saturn in Earth's solar system. One of the moons was the copper-coloured Pazithi Gallifreya, which shone so brightly it could be seen during the day.
Landscape:
From orbit, the planet's surface appeared mostly barren, with only a few visible buildings. Its landscape was rust-coloured, with brown lakes and grey clouds. Following the Last Great Time War, it was still rust and brown coloured but had a more volcanically active appearance.
The trees on Gallifrey had silver leaves.
Gallifrey boasted snow-capped slopes of red grass, with the silver trees reflecting in the morning sunlight, making it look like the forests were on fire.
There were also green forests, golden fields, and red deserts, but overall, it was a much drier world than Earth.
According to one account, Gallifrey's climate is said to be "like the Serengeti all year round".
There was also a river called Lethe.
The wastelands around the Capitol were referred to as "outer Gallifrey" by the Time Lords.
Most of the mountainous southern hemisphere had a fierce and wintry landscape.
The sky during the day resembled that of Earth's blue sky. As such, the shift from night to day (and vice versa) appeared to be half orange and half blue.
Known geographical features:
The Citadel of the Time Lords was located on the continent of Wild Endeavour.
The Drylands were on Gallifrey, typically the area where, according to Rassilon, "nobody who mattered" lived.
The Death Zone was an area used as a battleground in which Time Lords would watch other species fight to the death. Although these battles were stopped by Rassilon, the Death Zone remained and later became home to the Tomb of Rassilon.
Arcadia was Gallifrey's second city.
There was also a mountainous region known as South Gallifrey, which was outside the territory of the Great Houses.
Mount Cadon was also known as Mount Lung and Mount Plutarch.
The Citadel of the Time Lords was located in the mountains of Solace and Solitude.
Other mountains on Gallifrey included Mount Peridition and the Mountain of Serenity.
There were at least two known rivers and more than two lakes: the Cadonflood River, the Lethe River, the Lakes of Iridescence, Lake Calasper, and Lake Abydos. Less than half of Gallifrey's surface was covered with water.
Some crystals were found only on Gallifrey, including White-Point Star diamonds and Kyfred Gems.
Relationship with the Time Lords:
A Time Lord had a deep, almost metaphysical bond with their planet; as one account put it, "to any Time Lord, Gallifrey [was] a part of [their] very being". Renegade Time Lords who left the planet still tended to hold a distant hope or intent of someday returning to their homeworld; it was thought that "permanent exile was death of the soul", and a death sentence would be more merciful on a Time Lord criminal than permanent exile from Gallifrey.
- #6Gallifreyan
Keys: Gallifreyan
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The Gallifreyans, also known as the Homeworlders, were the original humanoid species native to the planet Gallifrey. Already a proud spacefaring civilisation with pretensions to godhood, who sometimes called themselves the Space Lords of Gallifrey, they were granted the power of time travel and regeneration thanks to Rassilon and Omega's creation of the Eye of Harmony, and became the Time Lords.
The majority of Time Lords were genetically Gallifreyans, since they arose from the species; they considered themselves to be the elite of Gallifreyan society, as only a select few bloodlines had been granted the privilege of becoming Time Lords when Rassilon originally unveiled the Eye. Accounts were, however, divided on whether there remained any non-Time-Lord Gallifreyans on the planet in later periods of its history.
External Appearance:
Gallifreyans were externally identical in appearance to humans (or races similar or different due to regeneration being able to make them appear non-human in certain cases), but had several biological differences internally. They had two hearts, two or three brain stems, and a respiratory bypass system. Compared to humans, they also boasted larger brains and lower body temperatures.
Resilience:
Gallifreyans were, on the whole, extremely tough and resilient. An average Gallifreyan was superior to a human at their peak.
Gallifreyans could survive some falls which would shatter the bones of humans (though, obviously, this had a limit).
If pushed from a height into a liquid, a Gallifreyan's body was capable of protecting them, sealing up the lungs to conserve air for a short period.
Gallifreyans could survive extreme cold, due to having a "souped-up metabolism"; they could even withstand exposure to a vacuum for a few minutes with the only consequence being blindness rather than death. They could also survive extreme heat. They could even survive the subzero temperatures and extremely low pressure of a vacuum for around six minutes, and survive electric shocks that would be fatal to humans.
Röntgen radiation affected Gallifreyans so minimally that Gallifreyan children were routinely given radioactive toys in the nursery. They could, at will, absorb very high doses of Röntgen radiation, transform it into a form harmless to humans, and expel it from their bodies. Radiation of other kinds could be fatal, but even then, a Gallifreyan could handle much higher doses than a normal human could, and could hold out much longer than even most terrestrial life-forms, although a unique form of radiation around the Lakertyan System was only fatal to Time Lords while being harmless to humans.
Gallifreyans needed less sleep than humans and could make do with as little as an hour.
A Gallifreyan who was severely injured without actually needing to regenerate to heal the damage would generally slip into a healing coma and devote all his or her energy to healing the injury. While in a coma, they would appear to be dead.
Gallifreyans also seem to have an increased resilience to higher frequencies of sound.
Gallifreyans could be disabled by a blow to the left shoulder, which possessed a vulnerable nerve cluster.
Gallifreyans were capable of resisting attempts to disintegrate their bodies. To wit, electricity utilised by the Wire entity, Sycorax death whips and electric bolts from Zygons, did not affect them, despite being shown capable of disintegrating other organisms. While Dalek gunsticks had the capability to disintegrate targets if fired at full blast, a Gallifreyan could briefly survive being hit with such a shot before being forced to regenerate (only if they have the ability to do so).
Based on the similarities between Mal'akh regenerative ability and that of Gallifreyans and Time Lords, Richard Francis Burton hypothesized that early Gallifreyans deliberately infected themselves with the Yssgaroth taint to give themselves a biological advantage.
Special abilities:
Time Lords occasionally displayed, or referred to, the ability to fly (though this has to be learnt.
Lifespan:
Even without regeneration, Gallifreyans had considerable lifespans. Within one regeneration, Gallifreyans could live for hundreds of years, yet look much younger than a human of equivalent age; however, physical stress could cause Gallifreyans to age.
Gallifreyan children grew at about the same rate as humans of the same age, though after this point, ageing would slow, with the Gallifreyan looking like a teenager for decades.
Senses:
Gallifreyans had all the senses possessed by humans, and to generally superior degrees. Gallifreyans also had extraordinary reflexes and precision timing, literally superhuman.
Gallifreyans showed great hand-eye coordination and dexterity with a wide variety of tools and weapons.
Gallifreyans (in "younger" bodies) were, consequently, very physically able and highly athletic.
Gallifreyan eyes were better at seeing in general, as well as in the dark, as they could gather and enhance available light.
They could notice an incredible amount of detail from distances of at least one hundred yards away, as well as people that were well beyond the human line of sight. Gallifreyans had incredibly precise control of their eyes.
They had ears that could hear pitches higher than those of humans.
Gallifreyans were capable of identification by taste. This included blood, wood type, gunpowder, plastic composition, the age of an object, the origin of an object or the atmospheric composition.
The Gallifreyan sense of smell was equal to their sense of taste. They could do a chemical analysis of the air using their sense of smell. On some occasions Time Lords were also able to judge what time period and location they were in by the smell of the air.
Gallifreyans were better at coping with sudden changes in position than humans and were harder to disorient.
As well as the senses shared with humans, Gallifreyans had further senses, with at least a sixth sense, although the Doctor tended to keep his sensory input limited to the human norm to make things more interesting and allow himself to be surprised. Gallifreyans had time- and spatial-related senses and physical attributes; they were able to resist fields of slow time, notice distortions and jumps in time, retain perception of local time flow, including a secondary "backwards" consciousness during jumps back in time that could overwrite the one prescribed by forward time, directly perceive the interstellar motions of cosmological bodies or their inhabitants — including sensing the "shape" of the world to the extent that they were aware when trapped in pocket dimensions — and perceive all possible timelines. Gallifreyans could sense the presence of others of their own species, with the sense being specific enough to allow identification of one another just by sight, regardless of potential recent regeneration. Due to their time sensitive nature, Gallifreyans could retain memories of negated or alternative timelines.
Internal anatomy:
A Gallifreyan's body temperature could be as low as 15 degrees Celsius, which is low enough to make their breath visible in cold weather.
The Time Lord brain was much larger and more complex than the human brain. The size differences effectively ruled out brain transplants from a Gallifreyan to a human. They had either one, two or three brainstems. Time Lords had a form of eidetic short-term memory, able to recall every insignificant detail of even the most fleeting moments in time. A Time Lord's brain brain could receive information from possible futures, possibly even without conscious apprehension, giving them the ability to see all of time, all that is, was, or ever could be.
Time Lords could also separate the hemispheres of their brain, allowing them to multitask easily. Records on some planets indicated isolated cerebral hemispheres as a characteristic of Time Lords. Time Lords had an additional brain lobe dedicated to mechanical and other bodily functions, freeing the other lobes for intellectual endeavours.
The autonomic functions could be artificially supplanted with a special device, allowing the Gallifreyan to think with their autonomic brain.
Time Lords displayed the ability of touch-enabled mental manipulation; this manifested itself in a number of different ways, including hypnosis, mind-reading, thought sharing, the ability to relieve dementia, putting others to sleep, influencing others' dreams, and memory erasure. They could also transfer knowledge quickly to another person by headbutting them.
Time Lords were telepathically linked to one another and could join the entire Time Lord intelligence as one. They could hold telepathic conversations over distances, but this was more difficult. They could converse with each over the astral plane, although this ability required intense concentration, and an interruption might have fatal consequences for the Time Lord. Their telepathy extended to less intelligent animals. Perhaps because of this, they had an innate ability to understand any language.
They were highly resistant against, if not immune to, other forms of mind control.
Gallifreyan skeletal structure was reported to have been identical to human skeletal structure, with one exception. In some accounts, the Gallifreyan rib cage had "extra ribs" or more specifically 26 ribs, two more than humans.
Gallifreyans naturally born before the time of Rassilon and Pythia had two hearts.
A Gallifreyan could survive with only one heart, should the other be punctured, destroyed or otherwise stopped, though they would be greatly weakened.
Regeneration would become impossible if both hearts were burnt out simultaneously, or with three bullets in each heart and two inside their three brain stems.
In order to use their two hearts, Gallifreyans had an advanced respiratory system. Instead of large lungs, they had a series of pulmonary tubes parallel to the lymphatic system. This made them positively buoyant, allowing them to swim with ease. They could survive longer without much oxygen, past the point where a human would be unconscious.
Like most aspects of Gallifreyan physiology, the respiratory system was largely under conscious control. Gallifreyans could, at will, enter a trance state which reduced the need for oxygen. Gallifreyans also had a respiratory bypass system, which allowed them to survive strangulation, avoid breathing poison gas, and stave off drowning.
Gallifreyans were immune to the effect of helium gas, which could make human voices sound high-pitched and squeaky.
The skin of a Gallifreyan had more subdural and subcutaneous layers than a human, adding considerably to its durability and damage resistance. Gallifreyan skin tended to reject foreign objects such as subcutaneous implants or tags relatively quickly.
The Gallifreyans had two livers. They also had several organs which had no analogue in humans.
Due to internal incompatibilities, Gallifreyans were not suitable for most forms of Cyber-conversion. The Cybermen of the Cyberiad, however, were capable of upgrading Gallifreyans, though the victims did retain their independence for longer than other species.
Gallifreyans also had DNA in a triple-helix formation.
Biochemistry:
On the whole, Gallifreyan biochemistry seemed quite similar to human biochemistry: they could eat anything humans could and could breathe on Earth.
Gallifreyan biochemistry, like many other aspects of Gallifreyan physiology, was subject to the conscious control of the individual. For example, a Gallifreyan was able to counteract the negative properties of psilocybin by modifying the chemicals into something harmless, though the techniques were not foolproof and drug overdoses were still possible.
Similarly, though Gallifreyans were susceptible to the intoxicating effects of alcohol, they could easily shrug off the effects when they needed to. As with humans, however, excessive consumption could produce a hangover.
Some human medicines seemed to work on Gallifreyans as well as humans. Anaesthetic gases of the type commonly administered before surgery, however, did not work well on Gallifreyans; a much greater quantity of anaesthetic could be administered, and even then, it might not work completely. Anaesthetics could, however, almost destroy the process of regeneration, although there is no clear evidence that the drug alone would cause the Time Lord to regenerate. Other sleep-inducing drugs might work on a Gallifreyan, but would take roughly twice as long as with humans, even if the Time Lord in question took double the dosage that the humans had.
Aspirin was toxic to Gallifreyans; a single dose could kill one. It was said to either fatally stop platelet aggregation, cause massive allergic, pulmonary and cerebral embolism, or interfere with the hormone receptor intermediaries. Death could be prevented by entering a deep coma which was outwardly indistinguishable from death, or by ingesting chocolate.
Gallifreyans were as susceptible as humans to the devastating effect of spectrox poisoning; spectrox toxaemia proceeded at roughly the same rate in both species, though a Gallifreyan, being tougher, would not succumb as quickly.
They could counteract cyanide poisoning, given a number of ingredients including ginger beer, something salty (but not salt), protein and a physical or mental shock, but only if done very soon after the cyanide is ingested.
Mustard gas would kill a Gallifreyan as much as a human, though Gallifreyans were far more susceptible to aid for mustard gas.
Time Lords did not need to brush their teeth like humans, because their bodies did not allow for the same type of tooth decay.
Time Lords did not need to brush their teeth like humans, because their bodies did not allow for the same type of tooth decay.
- #7Control Room
Keys: Control Room, TARDIS
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A TARDIS control room, also referred to as a console room, was any place on a TARDIS that contained a functioning control console. This flight deck also functioned as a point of exit.
Control rooms were typically circular and featured relatively open floor plans, in which the control console was vaguely, but rarely precisely, in the middle of the room. Control rooms also usually contained walls with roundels, scanners for viewing the TARDIS exterior, and fairly sparse furnishings; no known TARDIS control room allowed for the operation of the console itself from a seated position.
A control room's look could be changed over time to suit one's tastes and personality. The process by which an operator could transform a control room was fairly simple, comparable to changing a "desktop theme". On some occasions, a TARDIS was shown to manage the change itself.
Once the control room was reconfigured, the TARDIS archived the old design "for neatness", effectively "curating" a museum of control rooms, both those in the pilot's personal past and future.
- #8Control Console
Keys: Control Console, The Console
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The TARDIS control console—often referred to simply as "the console"—serves as the central nerve center of a TARDIS, governing the vast majority of its operations and enabling maneuverability through the dimensions of time and space. It is the namesake of the chamber in which it resides, known variously as the "control room" or "console room."
Functionality
While its primary purpose is to pilot the TARDIS through the Time Vortex, the console acts as a multi-purpose interface for nearly every system within the ship. Beyond flight, it can command the exterior doors, manipulate the Chameleon Circuit to alter the ship's appearance, access the TARDIS information systems and vocal archives, and even dispense condiments or manage waste ejection. It can project power to external devices, activate exterior loudspeakers, send distress signals, and render the TARDIS invisible. Depending on the specific model—such as those found in Coral-type interiors—the console may even feature integrated amenities like telephones or coffee machines.
Remarkably, the console possesses enough autonomous capability to travel through space and time independently of the main ship, though it lacks the massive power reserves of the TARDIS itself, limiting it to only one or two jumps before requiring a recharge. If provided with a significant external power source, the console is even capable of slipping into parallel universes.
The console's characteristic hexagonal layout and array of controls were originally designed to accommodate a crew of six pilots, though a skilled individual can master its complexities to fly the ship single-handedly.
Console Panels
The console is divided into six specialized panels, each housing a dedicated array of switches, levers, and buttons:
1. Communications Panel (Exterior Monitor Panel)
This panel manages the ship's interaction with the outside world. Key components include:
- Analogue Cross-time Telephone: An integrated handset used to place calls or receive incoming distress signals.
- Analogue Radio Waves Transceiver: Captures incoming radio transmissions.
- Atmosphere Analyser: Monitors the external environment and displays atmospheric statistics on the TARDIS monitors.
- Chameleon Circuit Controls: Adjusts the TARDIS's external plasmic shell to mimic local architecture.
- HADS (Hostile Action and Defence Systems): A vital safety feature that triggers an automatic dematerialization to a safe location if the TARDIS detects incoming damage or a hostile environment.
- Translevel Communications Systems: A sophisticated translation matrix that allows the crew to understand foreign languages telepathically (e.g., hearing a German speaker as if they were speaking English).
- External Scanner Control & Telescoping Microphone: Allows the operator to view and listen to the surroundings outside the ship.
- Gallifrey Recall Indicator: Signals if the TARDIS is being summoned back to its home planet.
- Additional Tools: Includes a Digital Communicator, Emergency Power Booster, Environment Governor, TARDIS Log, Voice Recorder, and Visual Stabilisation access.
2. Diagnostics Panel (Internal Ship Systems Panel)
Dedicated to the health and stability of the ship's internal environment, this panel features:
- Life Support & Environment: Manages Life Support Systems, Oxygen Control, Gravity Control, and Cooling Systems.
- Power & Diagnostics: Features Power Status readouts, Fault Locator screens, and Auxiliary Power controls.
- Utility: Includes a built-in Bunsen burner (on certain models), a Mic/Water dispenser, and access to organic diagnostics and power outlets.
3. Fabrication Panel (Information Systems Panel)
This panel handles the ship's data processing, structural integrity, and materialization processes:
- Data & Logic: Contains the Databank Access, Computer Readout, Automatic Log, and various tracking tools.
- Dimensional & Spatial Control: Includes the Dimension Scale Control/Stabilizer, Time Altimeter, and Heisenberg Focusing Device.
- Materialization Systems: Manages the Materialize/Dematerialize Fabrication and the Materialization Indicator.
- Environmental & Structural: Includes the Harmonic Generator, Radiation Detector, Sump Flush, and access to Fluid Links and Banshee Circuits.
4. Helm Panel (Dematerialisation Systems Panel)
This is the primary flight interface, containing the controls necessary for active travel through the Vortex:
- Dematerialisation Lever: The primary flight control; pulling the lever downwards initiates dematerialization, while pulling it forwards initiates materialization.
- Time Rotor Handbrake: Allows the pilot to engage "Pause-Control" mode, preventing automatic dematerialization. This can be overridden by the TARDIS Key.
- Navigation & Steering: Features the Steering Mechanism for manual flight, Guidance Systems, and Drift Compensators.
- Flight Interface: Includes the Time Vortex control, Tremulator Switches, Internal Lighting, and the Eyepiece.
- Utility: Includes the Door Switch (for doors lacking manual handles) and the Helmic Regulator.
5. Mechanical Panel (Master Control Panel)
The "heavy lifting" panel, providing high-level overrides and deep-system access:
- Master Overrides: Allows for the reprogramming and cross-connection of nearly all automated TARDIS systems.
- Locking Down Mechanism: A critical override that can forcibly disable all other console controls.
- Core Systems: Man다는 the Central Computer, Engine Release, Dimensional Gyroscopic Stabilizer, and Telepathic Circuits.
- The Heart of the TARDIS: Under extreme circumstances, this panel provides the only physical access to the TARDIS's central core.
6. Navigation Panel
The primary interface for calculating and executing spatial and temporal coordinates:
- Navigation Slide Controls (Helmic Orientators): The primary method for inputting Space-Time coordinates. Operators must account for relative motion, gravitational distortion, and the specific temporal destination.
- Fast Return Switch: Instantly resets the coordinates to the TARDIS's last landing site.
- Spatial Tools: Includes the Astrosextant Rectifier, Atom Accelerator, Directional Pointer/Unit, and the Vortex Position Display.
- Safety & Orientation: Features the Course Acceptance Unit, Digital Time/Place Orientation Printout, Stasis Switch, and Safety Precaution Switch.
- #9Gallifreyan Language
Keys: Gallifreyan Language
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Gallifreyan was a Gallifreyan language used by the Time Lords. There were several forms of written Gallifreyan. By the time of the Doctor, the archaic Old High Gallifreyan language used in the days of Rassilon had changed considerably.
TARDISes' translation circuits translated neither Old High Gallifreyan nor modern Gallifreyan.
Old High Gallifreyan:
Old High Gallifreyan was the ancient language of the Time Lords. When spoken, they sounded musical to human ears.
The written form of Old High Gallifreyan resembled, to English-speaking human eyes, a mixture of Greek letters and mathematical symbols.
Old High Gallifreyan was forgotten by all but a few in the modern era.
Modern Gallifreyan:
While Old High Gallifreyan was the original language of the Time Lords, it had evolved into a different form in the modern day.
Circular Gallifreyan:
Gallifreyan could also be written using interlocking circles, hexagons and lines. A complex system of interlocking circles was used by the scanner screens in the Coral Control Room's monitors in a TARDIS. It is also inscribed on Biodata modules.
- #10Dalek
Keys: Dalek
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The Daleks were a warrior race made up of genetically engineered mutants belonging to fundamental DNA type 467-989. Most accounts say they were originally from the planet Skaro. The mutants were encased inside an armoured travel machine built from polycarbide and the metal Dalekanium.
The Daleks fought the Time Lords in the Last Great Time War, ending in the near-total destruction of the Dalek race, until they rebuilt and restored their empire. Intensely xenophobic and bent on universal domination, the Daleks were hated and feared throughout time and space. Their goal was to eradicate all non-Dalek life, as programmed by their creator, Davros.
Biology:
Although the Daleks looked entirely robotic, they were, in fact, cyborgs, with a living body encased in, and supported by, an armed, mobile outer shell of Dalekanium and polycarbide protective metal armour. These were Mark III travel machines, designed to carry their mutant forms, and they were not truly integrated biomechanoids. In this respect, they were somewhat similar to a Cyberman; unlike them, however, the Daleks' bodies had mutated so drastically from their Kaled ancestors that they had lost all humanoid appearance, save for one eye.
The Daleks transmitted information using a sort of artificial telepathic network known as the Pathweb.
Daleks did not die naturally, every cell being genetically hardwired with an impulse to keep on living, even if they were chopped to pieces and left buried for centuries away from their casings. However, they did age, the body decaying further and further — eventually reaching a point where it was little more than mewling, hateful sludge of dark brownish colour. Incapable of steering their armour, such decayed Daleks would exit them and confine themselves to the sewers of Dalek cities, for which reason the Dalek word for "sewer" was also their word for "graveyard".
The Daleks had a strong association with static electricity; not only were their casings powered by it at some points in their history, but newly-bred Kaled mutants were brought to life by a static shock before they were put into their casings.
During the Last Great Time War, the Daleks discovered the ability to use artron energy leeched from other time travellers to enact a similar process of regeneration to the Time Lords'. This would allow the Dalek to repair its casing as well as heal its inner organic body. However, this process was still primitive by the end of the Last Great Time War.
Anatomy:
A Dalek's motor casing, battle casing, or simply casing, was the shell which contained a Dalek mutant. It was used by the Daleks as a travel machine. They were sometimes referred to as Dalek machines, while their technical name is the "Mark III Travel Machine".
The creatures inside true Daleks were Dalek mutants. According to one account, the creatures inside the Dalek casing were originally known as Dals, though "Dal" may have simply been another name for the Kaleds.
The living Dalek mutant possessed numerous tentacles, a brain at the top, and a central, single eye - overall resembling slightly mangled squids. Despite their apparent lack of mobility (when they're out of their casing, they were capable of defending themselves.
Vulnerabilities:
Although they were nearly invulnerable, Daleks had several exploitable weaknesses. Though these varied from type to type, their biggest weakness was consistently their eyestalk, which, if damaged enough, would leave a Dalek completely blinded. Merely covering it rather than destroying it could sometimes work. A secondary weakness of the eyestalk was its lack of peripheral vision, making the Daleks very easy to hide from or sneak up on.
The vast majority of projectile weapons were near-useless against them; however, bastic bullets (on post-Time War variants), high explosives such as dynamite and Nitro-9, and weapons upgraded by the Hand of Omega have been known to damage and/or destroy them. Most weapons capable of destroying Daleks are energy-based weaponry, such as extremely high-powered energy blasters and the Daleks' own Gunstick.
Daleks were also highly arrogant, allowing them to make mistakes that would lead to their defeat.
They were also highly reliant on logic and had no imagination, leaving them in a stalemate with the Movellans, which ended only when a virus was introduced against the Daleks. One Dalek did proclaim, however, that its species did not rely on logic to make decisions; instead, the Dalek heralded hatred and the "might" of the Daleks as superior sources of power. In any case, even the New Dalek Paradigm was noted to have relied more on recycling old ideas, either from their past or others, than creating innovations; as a result, Daleks were easy to predict and manipulate.
The Daleks were also vulnerable to viruses and sickness such as Light wave sickness, the Movellan virus, and Varga plant virus.
If the Pathweb were to be hacked into, an enemy could delete all records of themselves, which would result in every Dalek forgetting them. However, this was known to be extremely difficult.
- #11Dalek Casing
Keys: Dalek Casing, Mark III Travel Machine, Casing, Motor Casing
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A Dalek's motor casing, battle casing, or simply casing was the shell which contained a Dalek mutant. It was used by the Daleks as a travel machine. They were sometimes referred to as Dalek machines.
Anatomy:
Travel Machine:
The Dalek casing, originally called "Mark III travel machine", could be separated into three sections. The top was the Daleks' means of vision and communication, a dome with a set of twin speaker 'lights' (referred to as luminosity dischargers) on the upper part of the sides, and a periscope-like eyestalk in the middle. This was attached to the midsection by a "neck", the grating section.
On the Dalek's midsection, the weapons platform, the gunstick and manipulator arm were attached (the gunstick being located on the left, while the manipulator arm is located on the right). These provided the Dalek's means of offence and operating capabilities. In later models, the midsection was capable of swivelling. Most of the mass of the Dalek mutant was located inside the midsection.
The bottom, the base unit, was the Dalek's means of mobility, consisting of a sturdy base with a skirt-like structure of plates studded with sense globes. The base unit appeared much like the life-support chair used by Davros. This allowed movement and, in later models, flight. An emotion regression unit was contained within the top of the base unit. The bottom of the casing was called the fender.
The interdependence of biological and mechanical components made the Daleks a type of cyborg. The Imperial Daleks created by Davros during the Imperial-Renegade Dalek Civil War were true cyborgs, surgically connected to their shells. While the early Daleks on Skaro had initially had no fonder wish than to be able to leave their casings once again, later Daleks abandoned that goal as being "no longer necessary," instead devoting themselves fully to conquest and extermination.
The lower portion of the casing was studded with fifty-six partially embedded spherical protrusions, or sense globes, which could serve as a self-destruct system.
The Dalek's eyepiece was its most vulnerable spot – as there was no backup system if this was obscured, damaged or destroyed – and impairing its vision often led to the Dalek panicking and firing its main weapon indiscriminately in a panic. The Dalek casing also functioned as a fully sealed environment suit, allowing travel through the vacuum of space or underwater without the need for additional life-support equipment. A Dalek's eyepiece could be connected to other Dalek vision centres.
A Dalek was connected to its casing through a positronic link. The mutant itself accessed nutrient feeders and control mechanisms inside its internal chamber.
Due to their gliding motion, earlier models of Daleks were baffled by stairs, which made them easy to overcome under the right circumstances. Some models were able to hover, or fly under their own power like small spacecraft and travel up the stairs, ending the original weakness.
The original Defence Drone, derived from a Reconnaissance Dalek, was capable of simple spatial shifts. The armour of the Cult of Skaro had temporal shift capacity.
Offensive and Defensive capabilities:
As noted above, the Dalek's primary means of defensive and offensive action was its gunstick and manipulator arm, which were located on its weapons platform. The gunstick had the ability to totally atomise its targets, but the Daleks almost never did so, instead dialling their weapon back to the setting which would cause the most pain as slowly as possible, thereby fulfilling the Dalek directive: the Daleks were not simply to kill their targets, instead they worked to "exterminate" them.
The Dalek casing was also booby-trapped if an enemy got close. Indeed, when Doctor Yevgeny Kandinsky approached the Metaltron Dalek, the casing, despite its damaged state, made the scientist burn because the Metaltron wanted him dead. To kill Kandinsky, the Dalek was able to make his hand stick to its casing and pull him into it, through the metal, up to his wrist, with the man dying before his body showed signs of the fire. If one touched the Dalek's (and they themself have travelled across time and space), it'll quickly extract "the biomass of a time traveller" from their DNA to repair itself. Any being, therefore, even non-time travellers, who touched a casing could end up reviving the Dalek inside by giving the casing a chance to extract their genetic material.
Even dead Daleks could prove a dangerous foe. They were frequently equipped with virus transmitters on the casing, which worked automatically. It's also a risk to open up a Dalek's casing, as it may (doesn't mean it will all the time) activate its self-destruct systems.
Power Sources:
The power source of the Dalek casing also changed several times. In their early days, the casing was externally powered by static electricity transmitted through the metal floors of the Dalek City. Isolating a Dalek from the floor using a non-conductive material shut down the casing, although it was not immediately fatal to the occupant. The Daleks initially overcame this weakness by adding dishes to their casing, at the back of the weapons platform, to receive power, although even these were ultimately replaced by vertical rectangular slats around the midsection, which absorbed other sources of power.
Even quite late into their history, some Daleks originating on Skaro itself remained powered by static electricity. Though by another account, these Daleks predated the 22nd century Dalek invasion of Earth and were some of the earliest to leave Skaro. Even Daleks who did not visibly draw their power supply from static electricity retained some sort of association with it.
By the beginning of the Last Great Time War, the Daleks had adapted their technology to use a type of energy apparently linked to the process of time travel. On more than one occasion, Daleks and their devices were seen to leech this energy from time-travellers in order to power themselves.
Whatever the power source the Daleks used in the interim, it was (apparently uniquely) immune to being drained by the Great City of the Exxilons. Strangely, the Daleks retained motive power and the ability to speak even though their weaponry was shut down, which suggests the weapon systems had a separate power supply.
Additionally, Daleks from the Last Great Time War era were surrounded by force fields that prevented bullets and energy weapons from making contact with their casings. On that note, when basic bullets came into contact with the force field, the bullets would be dissolved before they could make contact. The weak point of the force field was still around the eye stalk.
Speech:
According to certain accounts, the Dalek creature had no visible vocal apparatus as such, and their voices were electronic, as the mutant inside could barely utter a squeak. In contradiction to these accounts, Daleks stripped of their casings were heard to speak in the familiar Dalek voice on several occasions.
At any rate, Daleks spoke in high-pitched, stilted, robotic voices that were easy for others to mimic; their most infamous battle-cry was "EX-TER-MINATE!", each syllable screeched in a frantic-sounding, electronic scream (the last two syllables together). Other common utterances included "I (or "WE") OBEY!" to any command from a superior. Daleks also had communicators built into their shells to emit an alarm to summon other Daleks if the casing was opened from the outside.
Opening:
Daleks had a docking clamp which connected the dome to their upper grating section. By releasing their docking clamp, a Dalek could open up their dome.
As demonstrated by Daleks of the Last Great Time War and beyond, Daleks could open and close their casings at will, exposing their Kaled mutant form within.
History and Variance:
The Daleks have had many variants over their long history, each with their own unique looks and sometimes innovations, but still kept the initial shape. These include:
Skaro City Daleks:
The "Skaro City Daleks" or "Type I Daleks" that were confined to the Dalek City used silver casings with blue sense globes, known as Dalek War Machines. Similar silver Daleks that waged the 22nd century Dalek invasion had dishes mounted at the back of their weapons platforms. They served under a saucer commander that was distinguished by a black dome and alternating black and silver panels on the base unit, and a black Supreme Controller. Later, more adaptable Silver Daleks, as well as the Black Dalek Leader, had casings equipped with slats across the weapons platform. Aboard the Dalek time machine, they operated alongside slat-less Daleks with darker domes.
These early casings were noted to be incapable of flight, necessitating the invention of hoverbouts as a means to transport Dalek forces across rough terrain both on Skaro and other planets.
During the Great War and the Dalek Civil War, the Dalek Emperor was housed in a distinct, immense casing. It was guarded by the Emperor's Personal Guard, who were distinguished by their black dome.
Daleks seen on Exxilon had silver casings with black weapons platforms and sense globes.
Mark III Travel Machine Era Daleks:
Other Dalek drones, beginning with the first Mark III Travel Machines unveiled by Davros, grey casings with black sense globes, They were subordinate to Gold Daleks, who also had black sense globes, and the gold and black Supreme Daleks of the Supreme Council.
Later grey Daleks had black slats as well as black sense globes.
Renegade Daleks:
The Renegade Daleks were a faction of Daleks that rejected Davros's right to govern their destiny, and instead remained loyal to the Dalek Prime and to his second-in-command, the Black Supreme Dalek, during the Imperial-Renegade Dalek Civil War, and were based on the planet Skaro, which the Imperials would later temporarily take over. One account described them as a "cult of Daleks located on Skaro" who were "loyal to Dalek Prime instead of Davros".
In stark contrast to the radical white-and-gold livery of the Imperial Daleks, the Renegade Daleks' drones were Grey Daleks, who wore more traditional grey-and-black casings - albeit in a lighter shade of grey
Imperial Daleks/Necros Daleks:
The Imperial Daleks (known as the gold sphere Daleks or Ven-Katri Davrett) were a faction of Daleks loyal to their original creator, Davros, rather than to the Dalek Prime and his second-in-command, the Black Supreme Dalek, during the Imperial-Renegade Dalek Civil War.
In contrast to the drab grey and black Renegade Daleks, the sleeker Imperial Daleks had casings with white livery, gold sense globes and high-pitched, scratchy voices. The prototype models, Necros Daleks, built by Davros on Necros, retained the classic eyepiece and plunger manipulator arms, but also featured rounder bases. Identified by the Dalek Survival Guide as "Imperial Dalek Type 1", the Time Lords knew these casings as the Type VI and put their appearance down to a "superior" white insulating layer, whilst their gold sense globes were indicative of a notion of prestige more than anything else.
Bronze Dalek:
Bronze Daleks were the Dalek drones which served during several of the Daleks' biggest conflicts, such as the Second Dalek War, the Dalek-Movellan War, and, most notably, the Last Great Time War. After returning to use under the New Dalek Paradigm, they returned to the primary foot soldier role under the resurrected Dalek Empire.
While their casings were mostly bronze, their slats and sense globes were golden. Although bronze-coloured, the metal of the casings was in actuality still Dalekanium. The Time Lords understood that this model was constructed from "a new Dalekanium alloy", with the casing given additional seals, detailing and structural reinforcements. Unlike earlier models, they were distinguished by ID tags which identified individual Daleks. They also boasted a rotating middle section that allowed the Dalek to attack in all directions, which the Time Lords believed to be a new ability.
- #12Gunstick
Keys: Gunstick
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The gunstick was the standard personal Dalek weapon. Though it was removable, it almost always occupied a space in the left socket of the weapons platform opposite the manipulator arm. Though the Daleks sometimes replaced the manipulator arm with a more specialised tool, they seldom replaced the gunstick, except with another kind of weapon.
It was also known as a radiation gun, a gun-rod, ray-gun, exterminator, blast-gun, energy gun, Dalek neutraliser, neutraliser, beam distributor, Dalek beam gun or simply Dalek gun.
The gunstick was controlled by armament circuits.
Characteristics:
Physical Effects:
As stated above, the gunstick was an energy weapon, specifically neutronic energy. The discharge beam generally appeared blue. It had a "negative effect." Later models and variants exposed the skeletal structure of the victim by briefly illuminating the skeleton around it.
Early sources of information about the Daleks described being hit by the weapon as akin to being struck by lightning, suggesting the energy involved was roughly analogous to an electric charge.
The cause of death when struck by the discharge of the gunstick seems to be described as "massive internal disruption", which could be paraphrased to basically mean "the insides are scrambled".
During the massacre inside the Geocomtex Vault, the Dalek involved was able to use conductive substances such as metal and water to considerably extend the effect of its gunstick, strongly suggesting that these beams also possessed electrical properties.
This weapon had a non-lethal setting which paralysed the target.
At full power, the gunstick was capable of disintegrating the victim. During the Daleks' 2009 invasion of Earth, their gunsticks possessed a "maximum extermination" setting; three gunsticks at this setting were enough to destroy a medium-sized human house. eks of the New Dalek Paradigm could disintegrate impure Daleks with a "total obliteration" setting.
While a gunstick at full power could blast a human into atoms in a split second, Daleks deliberately dialled down the power on their stick to the specific level to kill a human being, then lowered the power setting slightly further so that the beam burnt away the central nervous system from the outside in, meaning that every victim died within two to three seconds in agony.
The best way to describe getting shot by the discharge of a Dalek's gunstick is this: Once struck, for the next two to three seconds, the victim's body briefly lights up in a negative effect (both on their body and casting it a bit around them within a couple feet), exposing the skeleton, and the burning of their central nervous system causes them to tense and scream in agony due to the unimaginable pain it gives them, and then they drop dead due to massive internal disruption, with no damage seen externally.
Weaknesses:
If removed from the Dalek, the gunstick could still be fired by an enemy or even at the Dalek itself, killing it. However, gunsticks were unable to penetrate the casings of certain Daleks such as the first Dalek Supreme, or that of a Dalek Executioner. Additionally, the beam could reflect back and destroy the user if it struck a reflective surface.
The earliest gunsticks needed multiple blasts to kill.
On at least three occasions, a sonic screwdriver displayed the ability to interfere with and disable a gunstick's functionality, before the Dalek Executioners managed to overcome this weakness. The gunstick also demonstrated a historical inability to penetrate a TARDIS' force field. By the time of the Hybrid Incident, the force field of Davros' chair was also able to withstand the impact of multiple gunsticks with no damage to its passenger.
A gunstick was of variable utility against mechanical beings. The Mechanoids and the Movellans were able to withstand multiple gunstick blasts before expiring.
The gunstick was also unable to do any real damage to a sentient oil creature beyond briefly disfiguring it.
- #13Manipulator Arm
Keys: Manipulator Arm
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The manipulator arm, tactile arm or arm-stick, was a long, thin, mechanical arm found on nearly all Dalek models. The manipulator arm was generally located in the right-hand socket in the Dalek weapons platform, with the gunstick on its left. While most manipulator arms were topped with a suction cup, numerous other designs existed. Able to be swapped out for a tool more specific to the Dalek's current needs, the manipulator arm's use varied depending on its design.
In at least one instance, the manipulator was in the left socket, whilst the gunstick was in the right.
Types:
Suction Arms:
The ends of the manipulator arms typically were shaped like a plunger, known as suction arms. For this reason, Dalek technology often had circular controls which the Daleks could arm or disarm by rotating. The black tip at the end, which gave the arm its "plunger" shape, could alter its form to better interact with specific objects, for example, finding the combination of electronically-locked doors.
Even if the Dalek died, its arm could still operate machinery for a live person. The arm also had a telescopic feature to extend its length.
It could also serve as a weapon; with the tip placed over the nose and mouth, the arm could generate suction to suffocate and kill a human, and enough traction to crush a human skull or rip through sheet metal.
The arm could also scan brainwaves for information or act as a quick intelligence scan. However, if a large amount of information needed to be analysed, it could be drained out by force by encasing a subject's head inside their "plunger" tips, which would stretch the victim's head and brain to wring out their knowledge through information probes. The probes were strong enough to have a deadly effect on humans, draining them so fiercely that their bodies shrivelled up and became burned-out husks.
Flamethrower:
Referred to by Daleks as pyro-flames, these were small cylindrical pieces at the end of the arm which shot a stream of fire to clear swaths of forest. The Daleks later used other flamethrowers, which they referred to as flame guns, to melt through ice when searching for "the Abomination". The ends resembled the Progenitor Daleks' eyestalks.
Seismic Detector:
A small device which looked like a compass suspended on gimbals, the seismic detector was employed to locate enemy time machines outside the vortex. It could also detect approaching life-forms or the paths of fleeing ones, even through sealed doors.
Electrode Unit:
The electrode unit was a device which looked like a radar dish. It could operate electronic controls remotely.
Siev:
Dalek mutants were inserted into the Dalek shell during assembly by a Dalek fitted with a sieve instead of a plunger.
Syringe:
Dalek Jast of the Cult of Skaro had an alternative attachment - a syringe. The syringe was fastened directly to the end of the manipulator arm in place of the plunger.
Blowtorch:
To cut through doors, early Daleks used a long, thin instrument with two spheres and a clear disc set midway up. Assault Daleks had a claw and blowtorch combination. These were used for cutting through strong metals such as Hydra Combination, and for picking up objects normal Daleks couldn't.
- #14Time Vortex
Keys: Time Vortex
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The Time Vortex, also known as the Time and Space Vortex, the Space-Time Vortex, sometimes simply the Vortex, and occasionally the Bifrost or the Tourbillon, was the dimensional plane where time and space met, intersecting at an angle determined by non-Euclidean geometry. Other universes had their own Vortices.
Nature:
The medium through which a TARDIS travelled was described by one account as "infinite strands of Energy that criss-crossed all Space-Time". It existed within the 5th dimension. It existed outside of time and the universe itself, meaning time and the Vortex that being in the Vortex constituted being "outside" of time; travellers through the Vortex were "neither connected to nor separated from time". It could be described as akin to a series of corridors that connected everything and everywhen in the universe. When one was in the Vortex, they were both nowhere and everywhere. Someone once described the "Tourbillon" as "the past and future circling one another like a two-headed ouroboros".
These features were those of N-Space's Time Vortex; other universes, such as the pocket universe Ecto-Space, could have a Space-Time Vortex of their own, whose laws could be subtly different. However, they could be connected.
According to some accounts, all time travellers passed through the Vortex, often using space-time machines including TARDISes and vortex manipulators to achieve "time-flight". However, other accounts indicate that there were other dimensional planes where one could travel through time and space, such as the Maelstrom, the Very Fabric of Time and Space, and the temporal shoals.
Appearance:
The Vortex had various appearances at different times, possibly because it possessed a myriad of paths.
It appeared as blue and red, fast-moving energy. The TARDIS would move more slowly in the blue vortex as it was going backwards in time, which was against the natural progression of time itself; as opposed, the TARDIS would spin rapidly in the red vortex as it was "fast-forwarding" through time.
Geography:
There were actual "entrances" to the Vortex that could be blocked off, and self-contained pockets of the space-time vortex that were undetectable from the outside. The Time Spiral existed at its perimeter, while another Spiral was said to exist at the nexus of the Vortex, possibly within the Vortex core.
Along with the Darker Strata where few beings dwelt, hyperspace was a subset of the Vortex. The topography of the Vortex included a "surface", "oceans", and "substrate" and was the structure of the space-time continuum.
While the Vortex was what a TARDIS travelled through, sometimes it would be referred to as "a" vortex, indicating that there were more than one.
Mechanics:
It is explained that E = mc³ in the Time Vortex, as opposed to E = mc² in the main universe. According to one account, materialisation out of the vortex ripped the entire fabric of the space-time continuum apart for ten seconds, putting the whole infrastructure of quantum physics in retreat. It was in constant flux, with no stability, and things lost in the Vortex could be deposited into the continuum. A TARDIS travelled through the Vortex even if it was just relocating in space while still in the same time zone.
The existence/creation of alternate timelines and parallel universes was held in check by the existence of the Vortex, which was sustained by the existence of the Time Lords. Both the Six-Fold-Realm and N-Space were inextricably linked by the Vortex, and it was also related to shuntspace.
Travelling backwards in time in the vortex was akin to travelling "up-hill" and required more energy than travelling to the future, the vortex being a river and travelling into the past being swimming against the current.
The Heart of the TARDIS, a white-gold energy, served as an access to the Vortex, meaning staring into the Heart was staring into the Vortex, and something placed in or near the Heart would be exposed to the time winds of the Vortex. Staring into the Heart of the TARDIS has different effects on different people.
The vortex contained time winds which shouldn't exist outside. While the natural forces of the time winds could be chaotic and tear away at anything unprotected, the Eighth Doctor mentioned that there was nothing to hit in the Vortex; any disturbances in travelling through the Vortex would have been external. The particles of the Vortex could sometimes clump together and serve as something for time vessels to anchor themselves against the streaming delta flows. Theoretically, it was impossible to hit something within the Vortex, as nothing existed while it was in the Vortex, while at the same time co-existing at every point.
Energy:
Travelling through the vortex without a capsule of some kind could prove harmful to most beings, and could be fatal if kept in there long enough.
Daleks could absorb energy from the touch of a time traveller to repair their damaged casings. (TV: Dalek) The immune systems of humans who travelled in time and space mutated to fight off diseases better.
Communication:
The Time Vortex could carry signals through time and space. Any phone could be upgraded to use the Time Vortex for calls. E-mails could also be sent and received, as well as the Internet. If the caller did not specify when the call should connect, it usually defaulted to sometime relevant to the caller's time stream.
When calling the TARDIS telephone, the TARDIS, due to her ability to see all of time and space, would direct the call to the "correct" point in the pilot's time stream. The TARDIS could also choose to re-route calls intended for the TARDIS telephone to people she foresaw needing to answer the call.
Communications through the Time Vortex could sometimes fail, especially when the sender was inexperienced.
- #15Sonic screwdriver
Keys: Sonic screwdriver
Enabled · Unknown position (14) · Order 10 · 100%
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The sonic screwdriver, also called a sonic probe or simply "the sonic", was a highly versatile tool used by many people throughout the universe.
Technology and Functions:
Identified by the Daleks as a "sonic probe", the sonic screwdriver was considered to be very advanced Gallifreyan technology, although one could make a sonic screwdriver via using resources found on 21st-century Earth with help from Stenza technology.
From time to time, the sonic screwdriver needed to be recharged. It was self-repairing and could send out a homing signal to any parts that had been separated. One account held that a sonic screwdriver was powered by a type of crystal that was similar to the Metebelis crystals.
Sonic screwdrivers and similar technology could not unlock a deadlock seal. It also couldn't unlock the doors to a TARDIS if they had been manually locked at the console. Some or all versions were ineffective against wood. It also didn't work in the presence of some models of hairdryers.
Early versions of their sonic screwdriver were used mainly for the picking of locks and for projecting sound so as to, for example, detonate objects and fry circuitry. Later down the line, the sonic was able to also be used as a sophisticated scanning device, with medical applications. Subsequent incarnations gave it even wider functionality, such as the ability to hack into computers, provide geolocation and actively defend against some types of assault weapons by frying their internal mechanics and causing the weapons to burst into flames and spark from the inside. The tool could create powerful frequencies and signals, as well as use sound to carry out its functions.
- #16White Control Room
Keys: TARDIS, White Control Room
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Control Room Name: White Control Room
Control Room Appearance: The Control Room is a spacious, brightly lit chamber with white walls, a pale floor, and large circular recesses arranged in regular rows across the walls. These roundels have thick, raised rims and deep centres, creating a distinctive pattern that extends around the chamber. The room's architecture is relatively simple, with straight wall sections and occasional larger equipment panels interrupting the circular pattern. Depending on the configuration, decorative objects, equipment cabinets, and tall instruments can occupy the spaces around the perimeter. The ceiling is comparatively plain, and the room's bright lighting emphasises the white surfaces and the shadows inside the roundels.
Console Appearance: The central console is a broad, hexagonal operating station with six sloping control panels arranged around a central Time Rotor. Its upper surface is pale grey or white, with black markings, rectangular switches, circular dials, indicator lights, and raised controls distributed across the individual panels. The sides are supported by a sturdy central pedestal, leaving space between the console and the floor. The earliest configuration has a relatively simple arrangement of controls, while later versions feature more elaborate panels and additional instruments.
The Time Rotor consists of a transparent cylindrical housing mounted in the middle of the console. Inside it are several vertical rods and mechanical components, with a central assembly that rises and falls as the TARDIS travels. The earlier rotor is comparatively simple, with thin rods and a clear outer cylinder; later arrangements incorporate more elaborate internal components and coloured illumination. The transparent housing allows the moving mechanism to remain visible from every side of the console.
- #17Grey Control Room
Keys: Grey Control Room, TARDIS
Enabled · Selective · Unknown position (16) · Order 10 · 100%
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Control Room Appearance: The Control Room retains the circular wall recesses of the White Control Room, but its interior incorporates more grey surfaces and a greater variety of architectural details. The roundels are set into pale walls, with some arrangements incorporating illuminated yellowish-white panels. In the later configuration, tall, narrow vertical ribs separate the wall sections, creating a more orderly and structured appearance. The room's floor is pale grey, while the walls and ceiling feature additional rectangular panels, vents, and built-in equipment. The overall chamber remains bright and spacious, with the circular recesses providing its most recognisable architectural feature.
Console Appearance: The console is a large, six-sided operating station with broad, sloping grey control panels. Each panel contains numerous rectangular buttons, coloured indicator lights, switches, dials, and small display screens, arranged in carefully separated groups. The upper surface is divided into distinct operating sections, while the lower body is supported by a dark, angular pedestal. Compared with the White Control Room's console, this design has a more densely packed arrangement of controls and a more pronounced technological appearance.
The Time Rotor stands in a transparent cylindrical housing at the centre of the console. It contains several vertical rods and internal components arranged around a central column. The mechanism is illuminated from within, and its moving sections rise and fall during flight. The clear cylinder is held between circular fittings at its upper and lower ends, keeping the moving assembly enclosed while allowing it to be seen from the surrounding control panels.
- #18Victorian Parlour Control Room
Keys: Victorian Parlour Control Room, TARDIS
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Control Room Name: Victorian Parlour Control Room
Control Room Appearance: The Control Room resembles a large Victorian study or parlour, with dark wooden furniture, bookshelves, cabinets, and other traditional furnishings arranged around the chamber. The walls and surrounding structures are predominantly dark brown, with intricate metal frameworks and large, curved supports extending upward around the central operating area. The room is filled with smaller decorative objects, lamps, and practical furnishings, giving it a lived-in appearance rather than the uniform finish of a conventional control chamber. Its lighting is dim and atmospheric, with blue illumination from the central machinery contrasting against the warm colours of the furniture and walls.
Console Appearance: The console is an elaborate mechanical structure with a dark, antique-looking finish. Its operating surface is formed from multiple irregularly shaped panels fitted with switches, circular dials, levers, small displays, and other mechanical controls. Brass-coloured fittings and exposed components are distributed across the surface, giving the console the appearance of a complex instrument assembled from numerous interconnected mechanisms. A heavy framework supports the console and connects it to the large central rotor assembly.
The Time Rotor is enclosed within a tall, transparent cylindrical housing, with illuminated blue components visible inside. Several clear, vertically arranged tubes are held between circular fittings at the top and bottom of the cylinder. The internal mechanism moves vertically during flight, with its illuminated sections travelling up and down inside the protective housing. Its upper structure extends well above the console, making the rotor one of the tallest and most prominent features of the room.
- #19War Control Room
Keys: War Control Room, TARDIS
Enabled · Selective · Unknown position (18) · Order 10 · 100%
Entry settings
Control Room Name: War Control Room
Control Room Appearance: The Control Room combines familiar white circular wall recesses with a much rougher arrangement of structural supports and exposed machinery. The walls are lined with large roundels, arranged in regular rows, while thick, irregular supports extend from the floor towards the ceiling around the central console. These supports have a rough, almost tree-like appearance, contrasting with the smooth, symmetrical wall panels. The chamber is brightly lit, although the branching structures cast long shadows across the walls and floor. The entrance is incorporated into the surrounding wall, and the central operating area is surrounded by a relatively open floor.
Console Appearance: The console is a broad, circular mechanical station with an aged, bronze-and-gold finish. Its upper surface is crowded with an assortment of levers, knobs, switches, circular instruments, exposed wiring, and irregularly shaped control panels. Unlike the clean, symmetrical consoles of the White and Grey Control Rooms, this console has a heavily ornamented appearance, with darkened metalwork, intricate patterns, and components that look individually fitted into the structure. Its outer edge is thick and ridged, while the machinery beneath the operating surface is largely concealed by the console's substantial body.
The Time Rotor rises from the centre of the console within a tall, transparent housing. The central mechanism is illuminated in a warm, pale-golden colour, with internal components visible through the clear casing. Its upper and lower sections are surrounded by substantial metallic fittings, and the central assembly moves vertically during flight. The rotor's large, heavy-looking construction contrasts with the more delicate controls spread across the console's surface.
- #20Coral Control Room
Keys: Coral Control Room, TARDIS
Enabled · Selective · Unknown position (19) · Order 10 · 100%
Entry settings
Control Room Name: Coral Control Room
Control Room Appearance: The Control Room is a circular chamber with a predominantly bronze, copper, and dark-gold colour scheme. Its walls are covered in large, irregularly shaped panels, each containing a circular recess with a dark, glossy centre and a coloured rim. Thick, branching supports extend upward around the room, curving inward above the central operating area like the branches of an enormous mechanical coral formation. The floor consists of metallic walkways and grated sections, with a raised central platform supporting the console. Transparent floor panels reveal turquoise illumination and machinery beneath the main operating area. The lighting is relatively dim, with warm amber light reflecting off the walls and vivid blue-green light coming from the central machinery.
Console Appearance: The console is a broad, circular assembly with multiple control stations arranged around a central Time Rotor. Its upper surface combines bronze-coloured metalwork, dark panels, and pale blue-green control sections, with numerous switches, buttons, levers, dials, and small instruments. The body has a heavily mechanical appearance, with exposed pipes, cables, and supporting struts visible beneath the operating panels. Its irregular outline and numerous protruding components give it a more organic appearance than the geometrically uniform consoles of the White and Grey Control Rooms.
The Time Rotor consists of a tall, transparent cylindrical protector enclosing an illuminated green mechanism. Clear tubes are arranged in groups near the top and bottom of the cylinder, with ring-shaped fittings holding the tubes in place. These components form two distinct assemblies around the central mechanism. During flight, the rotor moves vertically, with the enclosed assembly travelling up and down inside the transparent housing. The green illumination shines through the tubes and cylinder, making the internal components clearly visible. The rotor extends upward into the branching supports above the console, while the lower section is integrated into the machinery beneath the operating surface.
- #21Copper Control Room
Keys: Copper Control Room, TARDIS
Enabled · Selective · Unknown position (20) · Order 10 · 100%
Entry settings
Control Room Name: Copper Control Room
Control Room Appearance: The chamber features a warm, elaborate interior dominated by copper, bronze, and golden-brown tones. Its architecture combines large metallic wall sections with exposed framework, curved supports, and an assortment of unusual mechanical details. The floor consists of broad wooden and metallic sections, creating a contrast between the room's industrial machinery and its warmer decorative elements. Around the perimeter, the walls incorporate recessed panels and structural ribs, while the ceiling contains an intricate arrangement of pipes, supports, and illuminated components. The room's lighting produces a predominantly amber glow, which reflects off the copper-coloured surfaces and gives the entire chamber a distinctly steampunk-like character.
Console Appearance: The central console is an elaborate, multi-sided mechanical assembly combining copper-coloured metalwork, exposed pipes, and an assortment of operating panels. Its broad upper surface is fitted with numerous switches, buttons, levers, dials, and illuminated instruments. Several mechanical supports extend down from the console, connecting its upper operating structure to the machinery beneath it. At the centre stands a tall, transparent Time Rotor, formed from multiple cylindrical sections and illuminated internal components that move vertically as the TARDIS operates. The rotor's layered construction and the surrounding framework make it a particularly prominent feature of the console, while the warm metallic finishes complement the rest of the room.
- #22Neon Control Room
Keys: Neon Control Room, TARDIS
Enabled · Selective · Unknown position (21) · Order 10 · 100%
Entry settings
Control Room Name: Neon Control Room
Control Room Appearance: The Control Room has a bright, predominantly pale-grey interior, with blue structural arches and turquoise accents. The walls are divided into repeating hexagonal panels, each framed by darker blue borders and connected to larger vertical arches that curve upward towards the ceiling. Circular orange lights are set into the wall panels, with bright white strip lighting running horizontally above them. A pale, textured floor surrounds the central console, while curved walkways and separate control stations extend around the main operating platform. The entrance is set into the rear wall, framed by angular metallic structures. Above the central console hangs a large, circular mechanical assembly bearing intricate symbols, while blue structural elements extend around the upper chamber.
Console Appearance: The console is arranged around a central rotor, with a main hexagonal operating station and separate curved control desks positioned around it. The main console has pale metallic panels fitted with numerous buttons, switches, levers, and small coloured indicators. The separate control stations are mounted on curved supports, with their own rows of controls and angled operating surfaces. This arrangement leaves a relatively open space around the central mechanism and allows the different stations to be approached from several directions. A circular illuminated component is visible beneath the main console, casting turquoise light onto the floor.
The Time Rotor is a tall, transparent cylindrical assembly illuminated in a vivid turquoise colour. Several bright vertical tubes are visible inside the cylinder, arranged around the central mechanism and enclosed by clear protective sections. The upper and lower ends of the housing have broad circular fittings, while the top connects to a large overhead assembly decorated with repeating Gallifreyan symbols. The rotor's internal mechanism moves vertically during flight, with the illuminated tubes travelling within the protective cylinder and the top of the rotor moving (while simultaneously making sounds similar to a constantly ticking clock). Its strong turquoise glow contrasts with the orange wall lights and blue arches, making it the central visual feature of the room.
- #23Crystal Control Room
Keys: Crystal Control Room, TARDIS
Enabled · Selective · Unknown position (22) · Order 10 · 100%
Entry settings
Control Room Name: Crystal Control Room
Control Room Appearance: The Control Room is an enormous chamber dominated by towering, irregular amber-coloured crystalline structures. Thick, angular formations rise from the floor around the central operating area, branching inward and upward like enormous mineral pillars. Their surfaces have a rough, layered texture, with bright golden-orange illumination highlighting the ridges and uneven edges. The surrounding walls and ceiling are much darker, consisting of interlocking geometric panels, hexagonal structures, and blue-lit recesses. Small turquoise lights are embedded throughout the darker framework, providing a striking contrast against the warm amber formations. The floor is arranged in several raised circular and polygonal platforms, with dark metallic edges and glowing blue accents marking their boundaries. The scale of the surrounding formations makes the central console appear comparatively small.
Console Appearance: The console is a compact, intricate mechanical assembly positioned at the centre of the chamber, surrounded by the enormous amber structures. Its upper surface contains numerous small levers, knobs, switches, dials, and exposed mechanisms, with dark metalwork and copper-coloured components packed closely together. The console is mounted on a raised platform, with a dark base and blue illuminated fittings around its edge. Unlike the large, open control panels of the White and Grey Control Rooms, its controls are concentrated into a dense arrangement of mechanical components.
The central Time Rotor is represented by a large, irregularly shaped amber crystal that rises from the console area. Its surface is faceted and uneven, with bright golden-orange illumination shining through the material. Several smaller crystal-like formations surround the central structure, positioned between the larger supports that dominate the room. Blue lights and dark metallic fittings contrast with the warm glow of the crystals, while the central mechanism remains the visual focus of the operating area. The surrounding formations give the impression that the console is embedded within a much larger crystalline structure rather than standing as an isolated machine.
- #24Outer Plasmic Shell
Keys: Outer Plasmic Shell, Exterior
Enabled · After character · Order 10 · 100%
Entry settings
An outer plasmic shell, often simply called a plasmic shell, was a TARDIS exterior.
Characteristics:
In a perfectly functioning TARDIS, the chameleon circuit picked a plasmic shell suitable to the time and place in which the ship landed. A TARDIS's shells were stored in the shell room; if the room had no suitable shells, more were created and stored as well. The theory in the TARDIS Handbook was that the plasmic shell was driven by the chameleon circuit. When a TARDIS died or was dying, its final plasmic shell might grow to enormous size due to leakage of its dimensionally transcendental interior.
TARDISes were made from the "hardest materials in existence", making it near impervious to harm.
- #25TARDIS Instruction Manual
Keys: TARDIS Instruction Manual
Enabled · After character · Order 10 · 100%
Entry settings
A TARDIS Instruction Manual, also known as a TARDIS Manual, TARDIS Handbook or TARDIS - Service, was a book that instructed in the piloting and workings of a TARDIS. It contained 726 pages.
- #26Dimensional Transcendentialism
Keys: Dimensional transcendentalism, Dimensionally transcendental
Enabled · After character · Order 10 · 100%
Entry settings
Dimensional transcendentalism was the state wherein an object's interior was bigger than its exterior, an effect made possible by transdimensional engineering. It was in opposition to being dimensionally immanent, where something's interior was smaller than its exterior.
The relationship between the interior and exterior sizes of a TARDIS could be controlled via the dimensional control, as well as a series of dimension dams. Dimensionally transcendental objects other than TARDISes included Dalek time machines, the SIDRATs constructed by the War Chief, the Genesis Ark, by some accounts, the Celestial Omnibus, the pockets of some of the clothes from the TARDIS Wardrobe, the Towers of Canonicity and Likelihood on Gallifrey, and clown cars from the planet Semtis.
- #27Chameleon Circuit
Keys: Chameleon Circuit
Enabled · After character · Order 10 · 100%
Entry settings
The chameleon circuit was the component of a TARDIS which changed its outer plasmic shell to assume a shape which blended in with its surroundings so it would be unnoticed when it landed.
Function:
Default TARDIS exteriors looked like plain, grey cabinets or tall columns which opened via a sliding door.
Type 30 were the first TT Capsule to be fitted with a chameleon circuit, done by Jelen and her technicians and dating before the Eye of Harmony creation.
A TARDIS with a functioning chameleon circuit could appear as almost any object. An operator could program the circuit to make the vessel assume a specific shape: however, if no appearance was specified, the TARDIS would automatically choose its own shape. Whenever a TARDIS materialised in a new location, its chameleon circuit analysed the surrounding area within the first nanosecond of landing, calculated a twelve-dimensional data map of all objects within a thousand-mile radius, and then determined which outer shell would best blend in with the environment.
The circuit could contain the large and futuristic interior doors of TARDISes, making it seem from the outside that the doors from the exterior were also that of the interior and vice versa. The circuit was also capable of this when the two doors were incompatible, for example being of different sizes.
The camouflaged doors opened outwards and once inside a black wall could be seen that covered the part of the doorway not part of the disguise leaving a small hatch to exit that blended in to the surroundings, the interior doors opening into the inside of the craft as to not disturb this. However, certain iterations of TARDIS Control Rooms incorporate the doors into both the interior and exterior.
The chameleon circuit could be used to have one TARDIS mimic the outer appearance of the other, down to the TARDIS control room looking the same through the doors.
- #28Dematerialisation Circuit
Keys: Dematerialisation Circuit
Enabled · After character · Order 10 · 100%
Entry settings
A dematerialisation circuit, sometimes shortened to demat circuit, was an essential part of a TARDIS which enabled it to dematerialise from normal space into the Time Vortex and rematerialise back from it.
When in use, (especially when the TARDIS was in flight, whether through materialisation of manually flying the ship), it'll make a loud, wheezy and groany sound that, by onomatopoiea, it would be VWORP!!! for, and would last until the TARDIS landed.
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