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I'm not sure if I can run this setting, as the number of roles simply cannot be reduced (I even had to use two series just to gather enough people for the desired balance of power), and the balance is probably very questionable, although I plan to play around with the visibility and methods of displaying certain NDs/abilities. But I would like to see this whole mess in action, since the set, mind you, was created based on my favorite series and my favorite era of that series. For your judgment.
An English Doctor Who wiki was used during writing; about half of the images (the crookedest images with the blurriest faces for some random people whom nobody knows) and the occasional "overmind" of names and titles stem from there. Oh, and initially almost all images were black and white; I colored them slightly to match the group colors.
Time Travelers (blue) - something like a city mafia in Reven' same style; they play and win together with the ordinary city. I decided to play around with this theme and make life harder for the city-mafia, although I'm not sure if it worked.
And I feel like I'm degenerating—I only have one role without an ND, and that one has an ultimate.
Survey scheme - same as in my Egyptian mafia: nickname and obliteration.
Intersection - one player visits another or they both go to the same target.
London ResidentsGet off my world!
Brigadier Sir Alistair Gordon Lethbridge-Stewart

Head of the British branch of UNIT. A man of action, though he respects scientists. Ready to fight for the crown until his last breath.
Ability 1: double vote.
Ability 2: protection from the first attack.
Ability 3: in case of execution, takes one of the executors with him by choice, unless it is an ultimate action of Tobias Vaughn.
Ultimate action: kills a chosen player, ignores guard and healing. 2 charges.
Local Resident
Corporal John Benton

UNIT officer, the Brigadier's loyal assistant and an excellent soldier. He dreamed of serving in the army since childhood and joined UNIT among the first ranks.
Night action: blocks a chosen player.
Ultimate action: blocks the killer from either the "Guest from Space" or "Messengers of Mondas" group, by choice.
Local Resident
Captain Jimmy Turner

Young UNIT officer who harbors certain sympathies for Isabel Watkins and hopes they are mutual.
Night action: monitors a chosen player, learns the roles of those who visited them, and the side of the person they visited. If he intersects with the killer, an additional clue appears on the killer in any case.
Local Resident
Professor Edward Travers

Anthropologist researcher and famous scientist. In his time, he encountered a yeti and the Great Intelligence in Tibet, as well as the Doctor and his team. However, he remembers the events of those years quite vaguely now.
Ability: if visited by someone other than the killer on the night of a murder, all other visitors receive all check results.
Night action: compares the statuses of three chosen players. Receives a result in the form of "player A and player B have identical statuses" or "all three players have identical statuses".
Local Resident
Anne Travers

Professor Travers' daughter. Followed in her father's footsteps and now helps UNIT with science-related matters. A skeptical, but smart and caring girl.
Night action: heals a chosen player.
Local Resident
Isabel Watkins

An acquaintance of Professor Travers' family, a talented photographer. A very curious and active girl, a convinced feminist.
Night action: checks the status of a chosen player.
Ultimate action 1: checks the statuses of two chosen players.
Ultimate action 2: publishes one of the previous check results of her choice in the newspaper. Can be used together with any other night action. 2 charges.
Local Resident
Harold Chorley

A cowardly and narcissistic journalist who constantly asks inconvenient questions and prevents others from doing their jobs. A rare panic-monger.
Ability 1: execution occurs when one third of the votes from the current number of players is reached (rounded up), even if another candidate received more votes.
Ability 2: redirects the action of his target to himself; in this case, it is not displayed in the newspaper unless it is a murder; guard and healing are displayed only in case of success.
Ability 3: cannot direct his night action more than once to one player.
Night action: surveys a chosen player.
Local ResidentTime TravelersI am not a student of human nature. I am a professor of a far wider academy of which human nature is merely a part.
Group Ability 1: know each other, can communicate.
Group Ability 2: can direct any single night action to a member of their group no more than once every 3 nights.
Group Ultimate Action: time travel: before the start of the day and the publication of the newspaper, they request the results of the night; after receiving the results, they may change their night actions. Available if the Doctor is alive and the time travelers are not using any other ultimate actions this night.
The Doctor

A complete mystery even to his traveling companions. Has a strange hobby – saving Earth's inhabitants from evil aliens and other troubles. May seem like a funny person, but upon closer acquaintance, it turns out he is not so funny after all, and in fact, not human at all...
Ability 1: when intersecting with the Great Intelligence and the Master, prevents them from hypnotizing or redirecting.
Ability 2: regeneration: if the game does not end two game days after the time lord's death, the time lord returns to the game at the very end of the phase. If an obvious victory for one of the sides occurs during the phase, the return of the time lord does not affect the result of the game.
Ability 3: impossible to hypnotize or redirect.
Ability 4: if the Doctor is alive, none of his group members can be hypnotized.
Night action 1: strips a chosen player of their vote.
Night action 2: gives an additional vote to a chosen player.
Alien
Jamie McCrimmon

A young Scottish bagpiper who, before meeting the Doctor, lived in the middle of the eighteenth century. Not stupid and quick-witted, which somewhat compensates for his lack of education. Prefers active actions to long deliberations.
Ability: kills his killer; guard and healing do not work on either, but natural protection is removed as usual. Impossible to bypass.
Night action: protects a chosen player, kills the attacker.
Ultimate action: saves the first victim of the night belonging to the "London Residents" or "Time Travelers" group. Counts as guarding. Cannot save himself.
Alien
Zoe Heriot

A genius girl taken by the Doctor from the twenty-first century. An outstanding mathematician and astrophysicist with a phenomenal memory, although she does not know history very well. Does not trust emotions, relies on logic and precise calculation.
Ability: cannot direct her night action more than once to one player.
Night action: gives a chosen player any ultimate action or ability of their choice from the list:
- Abilities: unblockability (3 charges), protection from the first attack (3 charges), protection from the first execution (1 charge), protection from the first hypnosis attempt (2 charges).
- Ultimate actions: kill (1 charge), heal (3 charges), status check (3 charges).
AlienGuest from SpaceSuch a brain as yours is too small to grasp my purpose.
Group Ability: know each other, can communicate.
Group Ultimate Action: randomly redirects six chosen players. Available if two group members besides the Great Intelligence are alive. Can be used starting from the second night.
The Great Intelligence

An unknown highly intelligent life form, possibly coming from another universe. Presumably can be a brain parasite or a collective mind. Unlikely to have its own body. Only one thing can be said for sure – it controls people and is looking for something on Earth.
Ability 1: protection from the first attack.
Ability 2: protection from the first execution.
Ability 3: impossible to hypnotize or redirect.
Night action 1: redirects a chosen player to a specified target. If the chosen player affects more than one target, the redirected move is single and determined randomly.
Night action 2: checks the group of a chosen player. Once every 3 nights.
Night action 3: kills a chosen player, leaves no clues. Available if he remains alone in the group.
Alien
Staff Sergeant George Arnold

Once he was a decent officer, but died in battle with yettis. Now he is just an empty shell controlled by the powerful force of the Intelligence.
Ability 1: after falling under hypnosis, cannot perform any night actions until the hypnosis wears off.
Ability 2: impossible to block.
Night action 1: kills a chosen player.
Night action 2: checks the status of a chosen player.
Ultimate action 1: kills a chosen player, chooses any living player on whom a clue will be left.
Ultimate action 2: strips a chosen player of the ability to write during the day until the end of the game. 2 charges.
Local Resident
Robot-Yeti (2 players)

Loyal mechanical servants of the Great Intelligence – sinister-looking furry monsters. Distinguished by enormous strength and durability.
Night action 1: kills a chosen player.
Night action 2: blocks a chosen player and strips them of their vote for the day after the block.
AlienMessengers of Mondas
You will become like us.
Group Ability: know each other, can communicate.
Group Ultimate Action 1: block a chosen half of the players, rounded down. Available if Tobias Vaughn and both cybermen are alive. Can be used starting from the third night.
Group Ultimate Action 2: can perform an additional kill per night. Available if two group members besides Tobias Vaughn are alive.
Tobias Vaughn

Director of "International Electromatics", the largest electronics manufacturing company, and a very influential man. Somehow formed an alliance with cybermen, received a generous gift from them, and now helps them in the conquest of Earth using his position. Naturally, he dreams of securing a good place for himself in the new world.
Ability 1: protection from the first attack.
Ability 2: impossible to strip of vote; any double vote received remains until the end of the game.
Night action 1: kills a chosen player. Available if he remains alone in the group.
Night action 2: blocks a chosen player.
Ultimate action: executes a chosen player, ending the day. Leaves a clue. Execution requires at least 2 group votes on the victim if two or more group members are alive.
Alien
Peyker

Head of security at "International Electromatics", loyal assistant to Vaughn and the cybermen. Distinguished by a very cruel and aggressive nature.
Night action 1: kills a chosen player, ignores natural protection. Once every 2 nights.
Night action 2: kills a chosen player, ignores healing. Once every 2 nights.
Ultimate action: strips a chosen player of all NDs and abilities until the end of the game, except for regeneration and group abilities/ultimate actions. 2 charges.
Local Resident
Cyberman (2 players)

Long ago they were indistinguishable from humans and lived on a planet similar to Earth, but after a terrible catastrophe, that planet drifted off its orbit. To save themselves from extinction, they enclosed the human brain in a metal shell, losing the ability to feel. Now they are formidable invaders, and ordinary people must either die or join the ranks of the metal monsters.
Night action 1: kills a chosen player, annuls all their night actions. Counts as a block. Once every 2 nights.
Night action 2: kills a chosen player, ignores guard. Once every 2 nights.
AlienGallifreyan Renegade
I only need two things. Your submission and your obedience to MY WILL!
The Master

Once a childhood friend of the Doctor, now his sworn enemy. A brilliant villain who stops at nothing to achieve his goal – absolute power over the world. Smart, cunning, and proficient in hypnosis; however, excessively self-confident.
Ability 1: regeneration: if the game does not end two game days after the time lord's death, the time lord returns to the game at the very end of the phase. If an obvious victory for one of the sides occurs during the phase, the return of the time lord does not affect the result of the game.
Ability 2: impossible to redirect.
Night action 1: hypnotizes a chosen player, learns their role, gains control over their actions and vote. Control lasts three game days. Cannot hold more than two players under control simultaneously.
Night action 2: redirects a chosen player to a specified target. If the chosen player affects more than one target, the redirected move is single and determined randomly.
Ultimate action: hypnotizes a chosen player and forces them to kill a target specified by the Master. The murder cancels the original night action; all murder-related actions and clues are directed at the executor of the murder. 3 charges.
Local ResidentInvader from Skaro
Exterminate!
Dalek Scout

Ruthless and cruel octopus-like creatures, spending almost their entire lives in single-seat, well-armed battle machines. All peoples different from these spawn of an evil mind must be either enslaved or destroyed; even a single Dalek can represent a formidable force.
Ability 1: protection from the first attack.
Ability 2: if guard or healing were directed at the victim, or if the Dalek scout was blocked during its attack, it kills the blocker, guard, or doctor instead of the original target. When applied as a block to the "Messengers of Mondas" group ultimate action, it randomly kills one of the cybermen.
Ability 3: kills its killer or one of the executors by choice, pierces natural protection, guard, and healing; Ability 2 is ignored. Impossible to bypass.
Ability 4: impossible to hypnotize.
Night action: kills a chosen player.
Ultimate action: kills two chosen players and a random visitor of one of the victims, if any existed.
Alien