Oh my, there’s a lot going on here!
I’m liking a lot of what I’m seeing here (although I’m entirely unfamiliar with these guys from Doctor Who , I don’t think I’ve seen/read any of the stuff they’re in).
I’m still rather unclear about what the PCs will … do?
I love the idea that your type of time travel is so important.
I like the (C°ntinuum-esque) possibility of implying that you will-have-been-going-to-have time-traveled to fix this problem, and that lingers over you until you go sort it out.
I have a suggestion about temporary Completion: instead of a separate box, you could use the Storyteller method of tracking Bashing and Lethal damage:
When you gain Completion, put an X in your track.
When you gain a temporary Completion, put a / in your track. If you gain another, add a \ to turn that box into an X.
Nice and simple, saves on space.
Malevolence reminds me a lot of Bad Stuff from the old Amber Diceless Roleplaying , but with no upside to taking it.
Is it intentional that martyrdom is the only method of retirement that doesn’t give a Story Point?
The “If you chose a Faction Machinations ending for your character then at some point in the future you may spend a Story Point to have that character turn up. They are controlled by the Grandfather however and my choose not to help.” sounds like a really bad deal for that Story Point.
Might be better to just make Faction Machinations NOT give you a Story Point, but guarantee that your old character WILL turn up again, for good or ill.
Are there playbooks, at present? I couldn’t find them.