To give a bit more info on the system, you have 18 points to spend on Attributes (things like Ingenuity, Strength, etc) and Traits (like Boffin, which gives you a bonus when cobbling together gizmos, or Attractive, which grants bonuses to social rolls if the target is likely to be affected by your appearance). The rules recommend spending 12 points on Attributes and 6 on Traits. You also get Skill Points for skills like Athletics, Marksmanship, Science, etc. Purchasing Bad Traits (Insatiable Curiousity, Dark Secret, etc) gives you extra points to spend on Attributes and Good Traits.
Where the game really freewheels is Story Points - these can be used simply to boost the result of rolls, or to attempt things that are outside the game system... for example, Rose could blow her entire pool of Story Points at the end of Parting of the Ways to absorb the Heart of the TARDIS and defeat the Daleks, bring Jack back to life and save the Doctor (even Story Points aren't enough in this example, the GM rules Rose must die, but the Doctor's "player" decides to save her at the cost of a regeneration).
Players typically have a pool of 12 Story Points which refresh by achieving significant goals. However, some Traits are so powerful that they require the PC lose some of their points - an example is the Time Lord trait... you have 4 less Story Points than a regular character, but get a fair few bonuses (though the rules say you should take at least two Bad Traits since Time Lords either have powerful enemies or are eccentric).
In terms of the type of character you could create, the system is fairly open: there are "Alien" and "Robot" traits which act as "gateways" to other traits (Robot characters can take some of the traits normally reserved for Gadgets). Time Lords, as mentioned, get their own trait but can also take Time Lord (Experienced) to play TLs who've been around a bit, like the Doctor. This uses a regeneration each time it's bought but grants extra skill points and familiarity with another Tech Level (you take penalties when using tech from other eras). Time Agents also get a trait (which usually gives them a fully-working Vortex Manipulator).
Gadgets themselves have Gadget Traits (Scan, Transmit, Teleport) but can also contain one or more Story Points that can be used to pull off something unusual once per session (i.e. using a sonic screwdriver to open a door can be done many times per story, but using it for a dramatic action like disabling the Robot Santas in The Runaway Bride uses a Story Point). Gadgets have Bad Traits as well, like Restriction (Doesn't Work on Deadlock Seals). The TARDIS isn't considered a Gadget but is written as an NPC, very appropriately.
Game box contains character sheets for the Doctor, Rose, Martha, Donna, Mickey, K-9, Captain Jack, Sarah-Jane and others, including a few generic templates (UNIT soldier, Torchwood operative, Journalist, etc).
Villains section includes many but not all of the new series' adversaries but no individuals like Davros or the Master (looking forward to trying to stat them myself though).