This is a campaign run in 2015-16. It involved ordinary characters from various time zones being plucked out of time and made into Time Agents. Each player character had some sort of special ability that helped them reform their task.
Each character initially had some sort of encounter where they discovered events from outside their time and place. As a result of these encounters, they were recruited as Time Agents by unknown powerful but alouf employers. It later emerged these were the Time Lords, or rather a rogue action of the CIA.
They initially had little memories of their interaction with their employers. They had strange bands on their wrists that beeped when they jumped through time. A story would normally start with the players materialising somewhere and having to work out both where they are, what is going on and what their goal is.
Most of the stories were re-cycled Doctor Who plots from the classic series. I initially aimed around the Patrick Troughton era as I knew my players would have little knowledge of those stories. The first adventure, for example, was the Abominable Snowmen. In a subsequent adventure they found themselves in the London Underground.
The campaign premise was basically that the Doctor had been taken out of time by some mysterious force and the Time Lords were sending their own Time Agents to places where the Doctor had been, to try to keep the Time Line in tact.
The last six stories of the campaign changed the tempo though. The rogue elements in the CIA were discovered and their activities halted by Lord President Romanadvoratrelundar. So much chaos has been caused in the time line, the players ended up playing through my version of the the Key to Time series.
The campaign ended with the Key to Time assembled, the Doctor freed, the Time Line restored and the players returned to their own time and space.
The game system used for this campaign was GURPS. Skill rolls were 3d6 to roll under a skill number based on statistics + skill level.