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Based on the "Web of Fear" and "Invasion" story arcs of the cult British series "Doctor Who".
London, 1968. People are telling strange things – some claim to have seen real yetis in the subway, others report metallic humanoid robots. More and more unidentified corpses and mysterious causes of death...
UNIT, an organization specializing in protecting Earth from aliens, takes on this task. Brigadier Lethbridge-Stewart soon realizes that the enemies are far more numerous and much stronger than initially thought. Most of the surviving Londoners are hastily evacuated, while those who could not leave the city remain to help UNIT. The situation for humans seems dire; if they cannot stop the alien invasion, all of Britain will fall after London, and then the entire Earth will be under the control of sinister forces…
…somewhere beyond space and time, a strange creation of an ancient extraterrestrial civilization, resembling an ordinary telephone booth from the outside, carried its small crew to London 1968. The crew had their own plans, and among other things, these included protecting humanity.
Residents of London
Get 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. If the target has protections against attacks and executions, they are removed, but no more than one protection of each type.
Ultimate Action: kills a selected player, ignores guard and healing. 2 charges.
Local Resident
Corporal John Benton

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

Young UNIT officer, harbors certain sympathies for Isabel Watkins and hopes they are mutual.
Night Action: monitors a selected player, learns the roles of those who were at the target's location, and the side of the person the target visited. If he crosses paths with the killer, an additional clue appears on the killer in any case.
Local Resident
Professor Edward Travers

Anthropological researcher and renowned scientist. In his time, he encountered yetis and the Great Intelligence in Tibet, as well as the Doctor and his team. However, he now remembers the events of those years quite vaguely.
Ability: if visited by someone other than the killer on the night of a murder, one random visitor receives all check results.
Night Action: compares the statuses of three selected players. Receives a result such as "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 intelligent and caring girl.
Night Action: heals a selected player. Healing saves from the ultimate actions of George Arnold and Peaker only on the night they are applied; if directed at "dead" Doctor or Master, it accelerates regeneration by one phase (half a game day), effects of multiple healings do not stack.
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 selected player.
Ultimate Action 1: checks the statuses of two selected players.
Ultimate Action 2: publishes one of the results of previous checks by choice in the newspaper. Can be used together with any other night action. 3 charges.
Local Resident
Harold Chorley

A cowardly and narcissistic journalist who constantly asks uncomfortable questions and prevents others from doing their jobs. A rare panic-monger.
Ability 1: execution occurs when a third of the votes from the current number of players is reached (rounded up). Normal execution conditions are ignored, but Tobias Vaughn's ultimate action and acquired protection can thwart the execution.
Ability 2: redirects the action of his target to himself.
Ability 3: cannot direct his night action more than once to a single player.
Night Action: interviews a selected player. Two answers – truth, one – lie, order is random, but GM's answers must be unambiguous. No more than one question about profile content, no more than two questions about specific roles (image and description), no more than two questions about side; other questions are forbidden. The same set of questions cannot be given more than once. The newspaper prints the original nickname of the interviewee and an "obliterated" interview.
Local Resident
Time Travelers
I 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: interference in the past: 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 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, and in fact, not human at all…
Ability 1: when crossing paths with the Great Intelligence and the Master, does not allow them to force (in this case charges are not lost), hypnotize, or redirect, but cannot thwart the target of the "Guest from Space" group's ultimate action.
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 (at night - simultaneously with the newspaper publication, during the day - simultaneously with execution). No movement to the dead list occurs.
Ability 3: impossible to force, hypnotize, or redirect.
Ability 4: if the Doctor is alive, no member of his group can be hypnotized.
Night Action 1: deprives a selected player of their vote.
Night Action 2: gives an additional vote to a selected 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 slightly compensates for his lack of education. Prefers active actions to long deliberations.
Ability: kills his killer; guards and healing do not work on either, but natural protection is removed as usual. Is not ignored.
Night Action: protects a selected player, kills the attacker.
Ultimate Action: saves the first victim of the night belonging to the "residents of London" or "time travelers" group that he can save. Does not kill the attacker. Counts as guard. 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 a single player.
Night Action: gives a selected player their choice of any ultimate action or ability 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).
"Charges" refer to Zoe – how many times she can give a particular action/ability.
Alien
Guest from Space
Such a brain as yours is too small to grasp my purpose.
Group Ability: know each other, can communicate.Group Ultimate Action: randomly redirects six selected 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 force, hypnotize, or redirect.
Night Action 1: redirects a selected player to a specified target. If the selected player affects more than one target, the redirected move is single and determined randomly.
Night Action 2: checks the group of a selected player. Once every 3 nights.
Night Action 3: kills a selected 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 yetis. 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 selected player.
Night Action 2: checks the status of a selected player.
Ultimate Action 1: kills a selected player, chooses any living player on whom a clue will be left.
Ultimate Action 2: deprives a selected player of the ability to write during the day until the end of the game. Everything is restored after regeneration. 2 charges.
Local Resident
Yeti-Robot (2 players)

Loyal mechanical servants of the Great Intelligence – sinister-looking furry monsters. Distinguished by enormous strength and durability.
Night Action 1: kills a selected player.
Night Action 2: blocks a selected player and deprives them of their vote for the day after the block.
Alien
Messengers of Mondas
You will become like us.
Group Ability: know each other, can communicate.
Group Ultimate Action 1: blocks a selected 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 Electromatix", 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 cause of conquering 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 deprive of vote; any double vote received remains until the end of the game.
Night Action 1: kills a selected player. Available if he remains alone in the group.
Night Action 2: blocks a selected player.
Ultimate Action: executes a selected 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; Tobias Vaughn's own vote on the victim is not mandatory.
Alien
Peaker

Head of security at "International Electromatix", loyal assistant to Vaughn and the cybermen. Distinguished by a very cruel and aggressive nature.
Night Action 1: kills a selected player, ignores natural protection. Once every 2 nights.
Night Action 2: kills a selected player, ignores healing. Once every 2 nights.
Ultimate Action: deprives a selected player of all night actions and abilities until the end of the game, except for regeneration and group abilities/ultimate actions; however, any abilities or ultimate actions acquired later can be used by the victim. Everything is restored after regeneration. 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 selected player, annuls all their previously performed night actions. Once every 3 nights.
Night Action 2: kills a selected player, ignores guard. Once every 3 nights.
Alien
Gallifreyan 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. Intelligent, cunning, and proficient in hypnosis; however, overly 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 (at night - simultaneously with the newspaper publication, during the day - simultaneously with execution). No movement to the dead list occurs.
Ability 2: impossible to redirect.
Night Action 1: hypnotizes a selected player, learns their role, and gains control over their actions and vote. Directs this player's actions in addition to his own usual night actions; if no orders are given, the victim acts as usual. Control lasts three game days. Cannot keep more than two players under control simultaneously. Hypnosis wears off upon death.
Night Action 2: redirects a selected player to a specified target. If the selected player affects more than one target, the redirected move is single and determined randomly.
Ultimate Action: forces a selected player to kill a target specified by the Master. The killing cancels the original night action; all kill-related actions and clues are directed at the executor of the killing. 3 charges.
Local Resident
Invader from Skaro
Exterminate!
Dalek Scout

Ruthless and cruel octopus-like creatures, spending almost their entire lives in single-seat, heavily armed battle machines. All peoples other than 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's ultimate action, it randomly kills one of the cybermen.
Ability 3: kills its killer or one of the executors by choice. Guards and healing do not work on either, but natural protection is removed as usual. Is not ignored.
Ability 4: impossible to hypnotize.
Night Action: kills a selected player.
Ultimate Action: kills two selected players and a random visitor of one of the victims, if any existed.
Alien
А, вот почему.
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