Ok, I've bought it. Hooray! (Last copy in Mind Games, apparently.)
The basic system is a winner. 2d6+stat+skill >= DC. You have Story Points that you can use to change the level of success as well as doing other cool things with. Character creation allows a wide variety of options and is relatively simple. 24 Character Points you spend on the 6 attributes plus traits, then 12 skill points to spread around the 12 skills.
The dice are very nice indeed.
A sheet inside advertises a GM Screen and an Aliens and Monsters book.
86 page Player's Guide
140 page GM's Guide
32 page Adventure book (2 short adventures and 24 adventure ideas - very, very cool!)
6 dice
1 sheet of 174 cardboard "Story Point" tokens
1 Read-this-first leaflet (ironically, packed last in my box).
3 sheets of punchout "gadget" cards - Psychic Paper, 51st Century Squareness Gun, Electronic Lockpick, Sonic Screwdriver, Engineer's Mate, Engram Eraser, Vortex Manipulator, Superphone, Sonic Lipstick, Wrist Scanner and 8 blank cards.
8 pregenerated character sheets: The Doctor, Sarah Jane Smith, K9, Captain Jack Harkness (yay!), Rose, Mickey, Martha (yay!) and Donna.
6 pregenerated character (template) sheets: Medical Doctor, Musician, Student, Unit Soldier, Torchwood Operative, Scientist/Inventor
6 blank character sheets.
This is some package. Alas, it's not larger on the inside, although you'll probably have problems getting everything back in the box.
The game makes a big deal about combat not being the main point of the game. In a round, you first resolve everyone who wants to Talk, then Move, then Act, and finally Fight. Then the next round begins.
I'm really, really looking forward to running this. When I do so, I'll post some session reports of how it goes.
Cheers