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6473time Traveler S Codex 5th Edition John Compton Available Any Format

The Time Traveler's Codex 5th Edition is a supplement for the Mutants & Masterminds RPG, offering players and gamemasters tools for incorporating time travel into their campaigns. It includes character options, time travel mechanics, villain archetypes, and pre-made hero teams across various historical eras. The codex aims to enhance superheroic adventures by exploring the complexities and possibilities of time travel in storytelling.

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100% found this document useful (9 votes)
42 views138 pages

6473time Traveler S Codex 5th Edition John Compton Available Any Format

The Time Traveler's Codex 5th Edition is a supplement for the Mutants & Masterminds RPG, offering players and gamemasters tools for incorporating time travel into their campaigns. It includes character options, time travel mechanics, villain archetypes, and pre-made hero teams across various historical eras. The codex aims to enhance superheroic adventures by exploring the complexities and possibilities of time travel in storytelling.

Uploaded by

annikelenut3099
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© © All Rights Reserved
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TIME TRAVELER'Sx
Code

A Heroic Supplement for


HEROISM KNOWS NO CENTURY!
V
ikings plunder jewelry stores along the waterfront! Killer robots
from the future hunt Abraham Lincoln! And the heroes are on trial
for crimes they haven’t committed... yet!
Time is a toybox for superheroes and villains, filled with colorful
characters and convoluted plotlines. Time travel opens up new potential
just as much as blasting off into space, with the convenience of all the

N
o heroand
major players canevents
stand already
up to every
beingchallenge
written foralone; nor time
you! With should
as athey!
canvas,Legendary
you can pump up the grim
heroics or gonzo
demand in your adventures,
teamwork, or build de-
and teamwork
a wholemands
campaign around
a team. protecting
Are not just the world,
you a super-powered but everything
minority fighting to
that has happened or ever will happen!
protect a world that fears you? A family of gene-freaks trying
The
to Time
scrapeTraveler’s
by? OrCodex is a supplement
super-powered for Mutants
ex-cons & Masterminds,
trying to do right? What-
Third
everEdition
bringsthat
you launches heroes
together, into
your the fourth are
teammates dimension. The Time
your friends, rivals,
Traveler’s Codex includes:
co-workers, and family all in one—with all the love and hate that
• implies.
A briefBut
history of time
together travel,
you can and an overview
achieve on the
incredible structure
things none of
of you
timealone.
could and how it functions
Whether in theband
a ragtag Earth-Prime setting.falls in together by
of vigilantes
• accident
Tips foror Earth’show
deciding greatest protectors
time travel works intrain
yourto work as complete
campaign, a single unit,
with the
heroes areconsequences
always moreandthanhazards of meddling.
the sum of their parts!
• The
Advice on creating
Superteam your own
Handbook time-hopping
sourcebook series, including
for Mutants op-
& Masterminds
tional rules, suggested power levels, and temporal dangers that lie
puts thethe
along focus
way.on the heroes and their team, with details for players
and gamemasters alike to make their team cohesive, dramatic, and
• fun!
SixUnderstand
causality-shaking
whatvillain archetypes
it means to bewho can harry
a team and heroes
form aacross
common
the centuries, like the Immortal Conqueror and the Future Perfec-
identity and responsibility, and when to buck the system and
tionist, backed up by dozens of minions from across time and be- rebel.
Learn
yond!the ins and outs of not just cooperation, but true heroic syn-

ergy. Heroes can work closer together than ever before with new,
Guidance for players building time traveling heroes, complete with
team-focused
new advantages,powers, advantages,
powers, and attack
and equipment as welloptions.
as a half-dozen
time-sliding hero archetypes, like the Quantum
In addition to new game material, the Superteam Alien and the Tem-pres-
Handbook
poral Tourist!
ents eight pre-made hero teams—ranging from Power Level 5 to
• Power
OverLevel 12—which
a dozen serve as eras
different historical campaign kickstarters,
detailed, with guide-
with rules guidance
and resources,
lines, statblocks for
andeach, as well
advice forasrunning
adventure a ideas
varietyandofadvice
heroicforcam-
setting individual adventures in that time period, or an entire
paigns, along with background and statblocks for their members to cam-
paign!
use as player characters, rivals, or villains. Will you save the planet
Catapult
as partyour
of adventures out of the city
the globe-hopping streets and
UNIQUE, into medieval
battle to keep French
the urban
castles, Aztec battlefronts, and the imperial Ming court with the Time
jungle safe as
Traveler’s Codex!
one of the street-brawling Ferroburg Four, or take
on ancient aliens from the cockpit of your giant robot as a member
of MagnaForce? Whatever you choose, your friends stand by your
side!
TAKE YOUR SUPERHEROIC ADVENTURES
INTO THE 4TH DIMENSION!

GRR5519e

- THIRD EDITION -
Produced and Published by Green Ronin Publishing, LLC
3815 S. Othello St. Suite 100, #311 Seattle, WA 98118
www.mutantsandmasterminds.com • www.greenronin.com
The Time Traveler’s Codex is © 2020 Green Ronin Publishing, LLC. Mutants & Masterminds, Super-Powered by M&M and
their associated logos are trademarks of Green Ronin Publishing, LLC. All rights reserved.
TIME TRAVELER'Sx
A Heroic Supplement for
Mutants & Masterminds 3rd Edition Code
Writing and Design: John Compton, Clio Davis, Jennifer DK, Crystal Frasier,
Jaym Gates, Steve Kenson, John Polojac, Chris Pramas, Fred Wan, and Jordan Wyn
Development: Crystal Frasier Editing: Michael Matheson
Art Direction: Hal Mangold Graphic Design: Crystal Frasier
Cover Art: Conceptopolis
Interior Art: Brett Barkley, Kyler Clodfelter, Storn Cook, Talon Dunnig, Alberto Foche,
Scott James, Comfort Love & Adam Withers, Denis Medri, Dan Mora, Domenico Nezetti,
Octographics, Tony Parker, D.C.Stuelpner
Publisher: Chris Pramas

Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke,
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz, Malcolm Sheppard, Will Sobel,
Owen K.C. Stephens, Dylan Templar, Veronica Templar, and Barry Wilson
Time Traveler's Codex is © 2020 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted
material in no way constitute a challenge to the respective copyright holders of that material. Quoted lyrics in
Chapter 4 are copyright the respective bands. Time Traveler's Codex, Mutants & Masterminds,
Super-Powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version
1.0a: Hero Points, power points. All character and their associated images, descriptions, backgrounds,
and related information are declared Product Identity.
The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.

Green Ronin Publishing


3815 S. Othello St., Suite 100 #311
Seattle, WA 98118
Email: [email protected]
Web Sites: www.greenronin.com
www.mutantsandmasterminds.com
MUTANTS & MASTERMINDS

Table of Contents
INTRODUCTION..................... 3 Quantum Alien......................30 Rules Considerations...........78 Local Heroes.........................132
Temporal Tourist....................32 Visiting Heroes.......................82 Statblocks..............................133
CHAPTER 1: Time Warden...........................34 Golden Age Heroes..............83 IMPERIAL ROME..............134
INTO THE TIME STREAM!..... 4 Time-Lost Teenager..............36 Statblocks................................83 Rules Considerations.........135
Time Travel in your Game.... 4 Warrior from a Grim Future....38 Golden Age Visiting Heroes.....................136
A BRIEF HISTORY OF TIME.6 Emerald City.........................84 Local Heroes.........................136
The Omniverse......................... 6 CHAPTER 3: THE SILVER AGE................90 Statblocks..............................137
The Time-Stream..................... 6 GAMEMASTERS IN TIME..... 40 Life During the Silver Age.....90 ISLAMIC GOLDEN AGE...138
Chronal Energy........................ 7 Building Time Travel Stories.40 Economics........................... 91 Rules Considerations.........139
The Accidental Traveler........ 8 Respecting the Past.............41 Counterculture................... 91 Visiting Heroes.....................140
Alternate Timelines................ 8 Time as a Weapon.................42 Social Revolution............... 91 Local Heroes.........................140
Dimensional Layers................ 8 TEMPORAL MECHANICS..42 The Cold War...................... 92 Statblocks..............................141
TIME TRAVEL TROPES......... 8 Expanding Options..............42 Entertainment.................... 94 MEDIEVAL EUROPE.........142
Familiar Faces........................... 9 The Timeline...........................42 Technology.......................... 95 Rules Considerations ........143
Paradoxes................................... 9 Time Travel Methods...........43 Rules Considerations...........96 Visiting Heroes.....................144
Personal Timelines................10 Wormholes.......................... 44 Skills...................................... 96 Local Heroes.........................144
Proper History........................11 Time Flow............................ 44 Silver Age Advantages..... 96 Statblocks .............................145
Spoilers.....................................11 Time Jumps......................... 44 Silver Age Devices THE GREAT
Temporal Enforcement.......12 Dimensional Paths............ 44 & Equipment.................... 97 MING EMPIRE................146
TIME TRAVEL RULES Quantum Projection......... 45 Visting Heroes........................98 Rules Considerations.........147
OPTIONS..........................12 Chronal Decay................... 45 Silver Age Heroes..................99 Visiting Heroes.....................148
Temporal Navigation...........12 Side Shifting........................ 45 Statblocks..............................100 Local Heroes ........................148
Temporal Drift.................... 13 Multiple Options................ 45 Silver Age Freedom City..... 101 Statblocks .............................149
Temporal Mishaps............. 13 Time Travel Hazards.............46 THE IRON AGE.............. 106 THE TRIPLE ALLIANCE....150
Hero Points and Retcons....14 The Time Keepers..................48 Life During the Iron Age..... 106 Rules Considerations.........151
Temporal Transformations.14 Zeitgeist....................................49 Urban Life..........................107 Visiting Heroes.....................152
UGLY HISTORY...................14 The Associates Crime..................................107 Local Heroes.........................152
Defy............................................15 and the Futurekin..............49 Scandals and Inflation...109 Statblocks .............................153
Discuss......................................15 The Tick-Tock Doc.................50 The Cold War’s THE GREAT
Conclusion.....................110 AGE OF SAIL..................154
Downplay.................................15 TIME-TRAVEL VILLAIN
ARCHETYPES...................51 Terrorism............................110 Rules Considerations.........155
Use With Caution..................15
eXterminator..........................51 Media..................................111 Visiting Heroes.....................156
CHAPTER 2: TIME Future Perfectionist..............54 Technology........................112 Local Heroes.........................156
TRAVELING HEROES...........16 Immortal Conqueror............57 Rules Considerations.........113 Statblocks..............................157
Occasional Time Travel........16 Living Gateway......................60 Lethality.............................113 THE WILD WEST...............158
Serial Time Travel..................16 Temporal Wizard...................62 Ability Strain.....................113 Rules Considerations ........159
Chrononauts...........................17 Time-Hopping Tyrant..........65 Skills....................................114 Visiting Heroes ....................160
SUGGESTED Temporal Minions.................67 Iron Age Advantages......114 Local Heroes.........................160
POWER LEVELS...............17 Visiting Heroes.....................114 Statblocks..............................161
Outside Time..........................18 CHAPTER 4: Iron Age Heroes...................115 CYBER REVOLUTION.......162
Guardians of Time.................19 THE HEROIC ERAS..............70 Statblocks..............................117 Rules Considerations.........163
Required Traits.......................19 Other Eras of Note................71 Iron Age New York City.....119 Visiting Heroes.....................164
CHARACTER OPTIONS......19 Platinum Age...................... 71 Local Heroes.........................164
Skills...........................................19 Atomic Age.......................... 71 CHAPTER 5: Statblocks..............................165
Advantages.............................22 Bronze Age.......................... 71 ERAS OF ADVENTURE.......124 POST-APOCALYPTIC
Powers.......................................24 Copper Age......................... 71 Other Adventurous Eras...124 EARTH............................166
TIME TRAVEL DEVICES THE GOLDEN AGE.............72 JURASSIC PLANET..........126 Rules Considerations ........167
AND EQUIPMENT............25 Life During Rules Considerations ........126 Visiting Heroes.....................168
Personal Equipment............25 the Golden Age..................72 Visiting Heroes.....................128 Local Heroes.........................169
Weapons..................................25 Life in the Big City.............. 72 Local Heroes.........................128 Statblocks..............................169
Time Machines.......................26 The Great Depression....... 73 Statblocks..............................129
Time Installations..................27 World War II........................ 75 OLD KINGDOM EGYPT....130
INDEX............................... 170
HERO ARCHETYPES..........27 Entertainment.................... 76 Rules Considerations ........131 LICENSE............................ 172
Hyperintelligent Dinosaur....28 Technology.......................... 77 Visiting Heroes.....................132

2 The Time Traveler's Codex


Introduction
C
omic book heroes are rarely limited by the constraints Chapter 1: Into the Time-Stream! looks at what purpose
of time and space. Villains from the future travel back time travel might serve in a story and the common story-
to the modern era to challenge heroes born in some telling tropes associated with it thatyou can incorporate
distant past, and teams take side-trips to battle cowboys or avoid to create your own unique experience. It also
or pirates as part of bizarre plots to change the future. looks at how time itself works (at least in fiction) to explain
Time travel has been a cliché of comic books almost as how time travel, alternate timelines, and similar concepts
long as superheroes have. But introducing time travel work. Finally, it introduces some basic rules to use in
also opens a Pandora’s box of new storytelling tropes and your campaign and advice to handle the uglier points of
problem-solving tools that can seem overwhelming. human history.

The Time Traveler’s Codex is a sourcebook for Mutants & Chapter 2: Time Traveling Heroes looks at time travel
Masterminds that brings all the excitement of time-hopping from the player side and provides advice on how to build
campaigns and villains to your game. These pages present a hero for a time-travel campaign or a temporally-station-
everything you need to know for running games where ary hero who happens to hail from the past or future. It in-
time travel plays a role, including character archetypes, cludes advice on how technology-dependent skills might
new rules, and suggestions for establishing the quantum adapt to new eras and new Advantages and gadgets to
physical rules for your campaign. With this guide, your help travelers get by no matter when they end up. This
heroes might visit famous historical figures, witness great chapter wraps up with a half-dozen ready-to-play hero ar-
moments in history, and punch history’s greatest villains, chetypes you can use as player characters or supporting
all to save not just the city, but all of history as we know it! cast for your own adventures.

Time traveling heroes can spend multiple lifetimes pro- Chapter 3: Gamemasters in Time provides plenty of
tecting causality from self-serving chrononauts and time- detailed advice to the Gamemaster when it comes to
hopping villains, but even ordinary superheroes may run running campaigns that hop through history and how
up against time travel in their otherwise modern lives. hero actions might affect the present. It provides numer-
Just because the heroes don’t travel through time doesn’t ous options for your campaign’s timeline, including mul-
mean villains don’t, and scientific mishaps can dump tiple methods of time travel so you can decide which one
Roman legionnaires or the death-dealing machines of a works best for the adventures you want to run. The chapter
robot-ruled future into their own backyard. also includes plenty of temporal hazards and minion ar-
chetypes to threaten your heroes in the line of duty, as
well as a summary of the major players in the past and
HOW TO USE THIS BOOK future of Earth-Prime. It also provides six common villain
archetypes whose powers or origins lie in the distant past
The Time Traveler’s Codex contains basic and complex or far future and often terrorize chrononauts.
looks at time travel in superhero worlds, but it also pro-
vides plenty of material for any campaign. It includes lists Chapter 4: The Heroic Eras looks at the three most iconic
of new equipment and enemies from all across Earth’s 20th-century time periods for superheroes: The Golden
history (and the future), as well as overviews of some of Age stretching from the 1930s to the early ‘50s, the Silver
the most iconic time periods in the history of superhero Age of the late 1950s through the ‘70s, and the Iron Age of
comics, making it an invaluable reference for running your the ‘80s and ‘90s. Each section looks at the major cultural,
own campaigns set in the Golden Age of the 1940s, the historical, and political events of the time to give context
Silver Age of the 1960s, or the Iron Age of the 1990s. to the heroes and comics of the day before providing
game guidance like rules adjustments, new Advantages,
This book provides a variety of rules options that you can and classic equipment. This chapter also looks at three
use or ignore to make the most exciting time travel stories major cities from the past: Golden Age Emerald City, Silver
for your table, as well as plenty of advice for designing the Age Freedom City, and Iron Age New York, as well as the
rules for time travel in your campaign. You aren’t limited to heroes who called those cities home.
a single model of how to journey into the past in Mutants &
Chapter 5: Eras of Adventure looks at some of the
Masterminds, or even within a single campaign!
most iconic targets for time traveling superhero stories,
from dinosaur-rules primordial Earth to the age of high-
CHAPTER OVERVIEW seas piracy to the dystopian future. Each era provides an
overview of the history and suggestions for incorporat-
The Time Traveler’s Codex begins with the broadest strokes, ing superheroes, as well as offering a selection of iconic
describing how time works and how time travel factors in equipment and statblocks for visiting time travelers to en-
to comic book history before delving into increasingly counter. Each also provides suggestions for Gamemasters
specific topics like player-facing rules, Gamemaster sug- looking to build their own historical superhero games set
gestions, and niche details on a dozen different eras. in these evocative time periods of the past!

The Time Traveler's Codex 3


MUTANTS & MASTERMINDS

Chapter 1: Into the Time Stream!

W
hat if we could change the past? What if we could their proper course. In other stories, time is too delicate
visit and know the future? These are questions hu- a fabric to be rewoven, or so complex that any changes
manity has asked itself for as long as we have had create whole other realities.
a concept of time, and numerous stories have explored
these questions and their implications. Time travel was The alternate timelines approach became so popular, in
one of the first themes explored in the genre of fiction fact, that it formed a major trope of superhero comics: the
that would become recognized as “science fiction” in H.G. concept of a multiverse, where many (if not all) possible
Wells’s The Time Machine. timelines coexist and can even visit each other. Although
major comic book superhero universes have periodically
It didn’t take superhero comic books long to latch onto attempted to rid themselves of the notion of parallel worlds
the concept and begin telling stories about characters and alternate timelines—with varying degrees of success—
traveling through time, or even building entire series the idea is persistent enough to crop up again and again.
around the idea. At first, time travel, like space travel, pri-
marily served to expand the range of settings for charac- This chapter looks at these and other notions about
ters and stories. Heroes could visit the past and interact time travel and how to use them in a Mutants & Master-
with mythic and historical figures, or travel into the future minds game—from time travel as a one-shot plot device
to see the “world of tomorrow,” such as in 1958, when Su- to a whole series based around traveling back and forth
perboy became friends with three super-powered teens through the past, future, and alternate timelines.
from the 30th century in the fateful Adventure Comics
#247, the debut of the Legion of Super-Heroes.

Eventually, time travel stories focused on the question


TIME TRAVEL IN YOUR GAME
of changing the past, causing the present (and therefore Using time travel as an element of your Mutants & Master-
the time traveler’s future) to follow a different course. minds adventures requires consideration of several things
Heroic time travelers needed to be careful not to cause about the concept:
inadvertent changes, and often dealt with unscrupulous • How accessible is the means of time travel?
foes looking to deliberately change things for their own
• Is this a one-time jaunt or an extended journey?
ends. In some cases, it was possible to repair changes in
history, undoing them and allowing things to return to • To what degree can travelers interfere with history?

4 The Time Traveler's Codex


Chapter 1: Into the Time Stream!
GETTING THERE (OR THEN) TIME TRAVEL TERMINOLOGY
First off, what are the means of time travel and to what Comic books play fast and loose with time travel tech-
degree do the player characters control them? The Time nobabble, but this book tries to use some terms consis-
Travel Codex discusses this in more detail later in this tently to avoid confusion.
chapter and in Chapter 3, but if you’re going to include Causality: The basic sequence of cause-and-effect that
time travel at all, the first thing to consider is whether or leads form one event to another. For example: You trip,
not your heroes get to drive. which causes you to fall, which causes you to skin your
knee, which causes you to be in a bad mood the rest of
Often in comic-book stories, the means of time travel is the day, which causes you to fight with your boss, which
either an accident or something controlled by an outside causes them to fire you. Changing causality—changing
force—a plot-device controlled by the Gamemaster. This is the outcome of an event—can change what it effects.
most effective for a quick “there and back” adventure that Chrononaut: Another word for a time traveler.
sends the characters to a particular location in space-time
Era: A vague period in time defined by sweeping
and offers them a return trip home if they tackle whatever themes, such as “the Renaissance,” or “the Golden Age
issue(s) initially sent them chronologically wandering. of comics,” or “the lifetime of Lucy Hobbs Taylor, DDS.”
Other scenarios grant the heroes the power to travel Home Era: The period of time where a time traveler
through time (mostly) under their own direction. This suits naturally exists, and from which they first began travel-
the series approach to time travel, giving the players some ing through time.
control in the story’s direction and even letting them use Time-stream: The strange, otherworldly medium that
time travel as a tool to unravel mysteries or defeat foes, all timelines flow through. Exposure to the time-stream
although the GM may still place limits on how the ability may have unusual effects on creatures, like making
functions. A means of time travel that allows the players them more resistant to changes in time or causing
total freedom to choose when they use it and when and strange mutations.
where they go requires a great deal more improvisation Time Travel: Moving from one point in time to another
from the Gamemaster, given the range of possibilities. without crossing the moment in-between.
Time Traveler: Someone who has traveled through
A VISIT OR A TOUR? time at least once.
Timeline: A single chain of events leading from the Big
Are the characters just going on a brief jaunt to another Bang to the end of the universe.
time? Or will their travels consist of multiple “jumps” and
various destinations? Typically, the first is most associated
but only have the ability to follow in the thief’s chronal
with a one-shot adventure while the latter is more the
“wake”—and possibly to make it back to their own time—
approach to an ongoing series, but that is not always the
but otherwise they can only follow in their GM-controlled
case.
quarry’s passage through the past and future. Likewise,
The short visit is suitable for a story that takes place in heroes could be sent on a quest to recover various things
another specific time period, such as having the heroes scattered across space-time—all while avoiding danger-
time-jump back to the Second World War, perhaps to ous alterations to history as they know it—with the ability
meet and work with their heroic predecessors in the to move only between those specific eras.
“golden age” of their timeline, or ending up in Ancient
Rome, the Wild West, or any of the various other eras de- Time travel with multiple destinations can be an element
tailed in Chapter 5. of a single adventure, or of an entire time travel series.
For the latter, travelers commonly have some type of
The definition of “short” is up to you; characters might “home base” they return to between time-jumps, such as
spend months or even years of their personal timelines in a fixed headquarters or even a time-traveling vehicle large
another era before the end of the storyline. A single time- enough to fill this role. Such a place is often located in the
jump could be the start and end to an entire campaign, time-stream itself, “outside” of ordinary time (see A Brief
such as when Doctor Tomorrow traveled back to WWII to History of Time).
prevent an Axis victory, spending the entire war adven-
turing with the Liberty League before finally returning to
the future. Time travel can even allow heroes to return to
CHANGING HISTORY
the present with accumulated memories, but without any
Consider: Can history be changed due to the time travel
physical time having passed, or even return before they
in the story and, if so, can any changes be “fixed” or oth-
left to undo the trip in the first place (see Paradoxes under
erwise changed back by other time travelers? One of the
Time Travel Tropes for more on this possibility)!
most common time travel adventures involves someone
Alternately, the story might involve multiple time-jumps either attempting to change history or (from the present-
and a tour through various eras, either with the heroes at day perspective of the heroes) has already done so. The
the helm or at the mercy of whatever means of time travel heroes then need to time-jump to the affected era in
they employ. For example, heroes could pursue a time- order to change things back, or prevent the changes from
traveling thief who steals history’s greatest treasures, happening in the first place.

The Time Traveler's Codex 5


MUTANTS & MASTERMINDS

A BRIEF HISTORY OF TIME


Of course, every point in time is “history” to some future through the omniverse—are varying states of quantum
point, so it is equally possible for time travelers from potential; all the “maybes” of the past, present, and future,
the future to show up in the heroes’ present, looking to the infinite sea of possibilities.
change their history and rewrite the future they call home.
This can be particularly problematic for the heroes if they Now imagine that timeline, not as an unbroken line, but
do not know what future the intervention will cause or as a series of overlapping points, a near infinite number
prevent. Do they trust people claiming to be from the of “present” moments, all connected to each other, like
future who are willing to change history? Is it moral to pearls on a strand. Each pearl or bead is the entire universe
up-end the lives of billions of people who haven’t been at that particular moment, the strand is the quantum con-
born yet without their consent? What if future time trav- nection or causality—literally the cause and effect of
elers reveal they intend to kill a child who is destined to creation—linking those different moments into a line or
grow up to become history’s greatest villain? chain. Although there’s a natural tendency to think of a
timeline as straight, it actually bends, winds, and twists
While it might seem like the answer to “can history be like a river, flowing through different possibilities in the
changed?” must be “yes” for a time travel scenario to work, omniverse to connect all its various points.
that’s not necessarily the case. Resistant and mutable
timelines (see Chapter 3) offer some “give” so that it isn’t What’s more, there isn’t just one timeline, but a potentially
easy to change the past. This can make for a greater chal- infinite number of them, like threads in a vast tangle or
lenge for characters hoping to change the timeline, or tapestry. Each thread winds its way through the omni-
offer a margin of safety for those looking to avoid altering verse, sometimes coming close to—but not quite cross-
the present. Alternate timelines (see Time Travel Tropes, ing—another. New lines may branch off from a previ-
following) even allow both outcomes to occur! The time- ous thread and strike out in its own direction. Follow
line both changes and does not change, in that interven- the various timelines backwards into the past and they
tion simply creates a new alternate branch of time. become fewer and fewer, possibilities collapsing down
into a common shared history towards the singularity
A timeline that cannot be changed presents dilem- of the origin of the omniverse. Follow the timelines far
mas and challenges for the heroes, placing some things enough into the future, and they likewise begin to thin
outside their influence, or exacting a high price for chang- out, consolidate, and collapse towards the inevitable end
ing them. Even a completely immutable timeline is still of the universe, of every universe. What lies beyond that
not without story potential, allowing heroes to visit past Final Point remains as much a mystery as what lies before
eras as passive observers to gather information, and pos- that First Point.
sibly play out unknown past events. See the Immutable
Time section of Chapter 3 for more about this idea.

How does time travel work? Obviously, we can only talk THE TIME-STREAM
about it theoretically, and there are many fictional models Now that you have the whole vast tapestry of timelines,
for how time travel might work, but the following is a fairly winding through the near infinitude of the omniverse,
broad and inclusive one that is the default assumption for
put them into motion. While the past, present, and future
the nature of time and time travel in this book and in the
co-exist “simultaneously” from the perspective outside an
Earth-Prime setting for Mutants & Masterminds.
individual timeline, those threads are not fixed. Just like
you can take a connecting link out of the chain or a bead

THE OMNIVERSE off a strand and replace it with another one, so too can
you take a point—a moment or collection of moments—
The temporal dimensions—all of the past, present, and out of a timeline, replacing it with another. Doing so
future of Earth, alternate timelines, and alternate dimen- changes time, just like a landslide might change the flow
sions—are contained in the “omniverse,” the structure of a river. From the perspective of those “upriver” from the
containing all possible universes. Just as physical reality change, the future has shifted. From the perspective of
has three measurable dimensions—height, width, and those “downriver” from the change, the past has shifted.
depth—the greater omniverse adds three additional di- However, from the limited perspective “inside” a timeline,
mensions: the past, the present, and the future. the so-called change seems like it has always been that
way—a fish traveling that diverted river would only know
Imagine all three dimensions of space compressed down it is swimming along the course of the river. The altera-
and represented by a single point or dot. Extend that dot tions are as much a part of the timeline as anything, so no
into a line and you have what is commonly known as a one is aware that they have been changed along with it
“timeline,” stretching from the present back into the past unless they watched the process from outside the river—
and forward into the future. The timeline connects these outside time.
dots, moving from the past to the future. Every point on
this line is “the present” for the universe at that moment. These changing quantum connections—the “thread” that
Everything stretching away from that timeline—sideways strings together all those pearls of the present—is how

6 The Time Traveler's Codex


Chapter 1: Into the Time Stream!
timelines can shift, and why time travel allows changes in causing their personal time to run faster than the rest of
one part of a timeline to affect the rest of it. Timelines shift the world.
and change continuously.
Chronal energy exists both inside and outside of time-
But there is a form of “time” outside time—all the space lines. Corralled within a time, it flows at a steady rate,
between those threads, the neck that wears those but drifting free in the time-stream, chronal energy
pearls—known as “the time-stream.” Just like planets forms strange tides and currents that may run faster or
orbit in the vacuum of space, timelines snake through the slower than nearby areas, or small eddies where time all
time-stream, held in predictable patterns by monstrously but stops entirely. The rapid changes in chronal density
complex laws of quantum physics. can cause strange mutations, aging-related effects, or
simply rip physical beings apart as their individual atoms
The time-stream makes time travel possible. So long as crumble from the pressure of entropy. Consequently,
you have a means of moving “outside” of your current wary time travelers should always bring their own supply
timeline into the time-stream, and a means of propul- of chronal energy with them when they journey the time-
sion within the quasi-matter that makes up this strange stream, just like sailors in a submarine must bring their
fourth dimension, you can travel to another point on the own supply of air. This is also why many means of time
timeline and re-enter it, shifting your place in space-time. travel simply bore a “tunnel” through the time-stream that
If you can navigate further away from your timeline, you their time machine travels through: the tunnel itself is
can even reach other, “nearby” timelines entering them
and shifting, not just forward or backward along your
own timeline, but “sideways” into a parallel
or alternate timeline.

The time-stream exists as a place


outside time, inhabited by strange,
alien beings as far removed from human
beings as we are from potential two-
dimensional life. Entities outside a time-
line have no effective “past” or “future”
beyond their recollections. Changes to
their home timeline won’t and can’t affect
them while they remain outside of it,
and some powerful travelers even set
up hidden safehouses outside time to
protect themselves from major temporal
upheavals. Such a strategy is dangerous,
however, as time will catch up with them
once they return to their timeline, essen-
tially making these castaways into temporal refugees.

CHRONAL ENERGY
For all the loops and twists time takes, it never doubles
back on itself. Every timeline flows from start to
finish, First Point to Final Point. If a timeline is a river
and the time-stream is the world that river occupies,
then chronal energy is the force of gravity constantly
tugging the water of that river down to the sea. It
pushes all the omniverse from the beginning of time
to the very end. The river never flows uphill, and while
outside forces can transport the water and the fish
back up the hill, doing so pushes against this con-
stant force.

Most things inside a timeline share the same pres-


sure of chronal energy, pushing them all down-
stream with the same pressure. If an outside force
drains the chronal energy from someone, they move
more slowly (or from their perspective, they move
normally while the rest of the world rushes past
faster than normal). Supervillains who can
“stop” time (such as Downtime of Earth-
Prime’s Freedom City) actually pump
themselves full of excess chronal energy,

The Time Traveler's Codex 7


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MUTANTS & MASTERMINDS

flooded with the chronal energy from the traveler's point You may also want to decide if chronal energy is related to
of origin, leaving them safely protected from unexpected tachyons (mentioned in the Time Powers section of Power
chronal pressures. Thrillseekers can even leave the safety Profiles), a theoretical subatomic particle that travels faster
of their vessel in these tunnels, insulated as they are from than light and violates our current understanding of cau-
the chaos beyond. But if the tunnel collapses, or a care- sality. Chronal energy might represent the movement of
less soul collides with the wall, they may crash back into a tachyons, or tachyons may be the only thing in the omni-
random point of their original timeline or even be cast into verse immune to the force of chronal energy (thus making
the time-stream, trapped forever in an infinite moment. them a key element in how time travel works).

TIME TRAVEL TROPES


The following are some common elements of superhero A branching timeline is one that splits into two or more
time travel stories. At the least, they are things to consider separate timelines due to a major event or “nexus point”
using—or deliberately avoiding—because they may be that can turn out two or more ways to produce two or
expected to one degree or another. If you’re looking to more very different futures. Theoretically, only one time-
create time travel adventures that feel more like comics, line exists at the very beginning of the universe, and
take these tropes into account, either finding ways to use it rapidly splits into multiple timelines, over and over
them or to give them an unexpected twist. again, as time moves forward and the field of possibilities
expands wider and wider.

THE ACCIDENTAL TRAVELER Alternate timelines might exist naturally—with every


major event spinning off two different timelines with dif-
For some reason, time travel happens by accident a lot, ferent results, or even minor events creating a near-infinite
resulting in time travelers who are not particularly pre- number of parallel timelines with only the most subtle
pared or well-suited for the experience. It’s almost never of differences—or may only result when the actions of
a trained historian or quantum physicist who travels time-travelers change the results of the otherwise pre-
through time, but a bystander, con-artist, criminal, or un- determined course of history. Some alternate timelines
derage family member. This often includes superheroes, are similar to their previous configuration, except for small
who happen to stumble into the time-stream because of differences (like the life events of a single person) while
super-science devices, magic spells, cosmic conjunctions, others are radically different (like an Earth where the dino-
accidents involving their powers, or weird explosions. It saurs never died out). In some cases, an alternate timeline
is even the case with deliberate time travel technology: may also be distinguished from a timeline’s “proper” con-
An experimental time machine may be stolen, hijacked, figuration (see Proper History, following).
activated by accident, or used in desperation, resulting in
time travelers who don’t really know what they’re doing A parallel timeline is a branching timeline that runs very
or even how to steer their chronological conveyance. closely to another, such that the differences between
them are relatively small—again, an Earth where histori-
Accidental time travelers have a tendency to mess up the cal events took a slightly different course, as opposed to
timeline, simply because they don’t know what they’re a universe which might lack an Earth or human life alto-
doing. Most stories involving them focus on the travelers gether. The further “sideways” one ventures out from their
finding a way to get back to their own time while either home timeline in the time-stream, the less overall similar-
avoiding changing the timeline or restoring the timeline ity there is between timelines.
they screwed up before they return home. Sometimes
accidental travelers manage to get back only to discover
they have accidentally changed their present, and now
must go back again and fix it.
DIMENSIONAL LAYERS
Time travel tends to focus around the timeline of Earth,
Accidental travel also applies to characters ending up in and other timelines with some variation of an Earth.
parallel timelines, although in those cases there is typical- However, the omniverse may contain a vast variety of
ly less onus on them avoiding changing things. Though other dimensions, some of them quite different from any
they may sometimes wish to refrain from revealing the variation of Earth’s universe. Some of these can be con-
reality of time travel to the inhabitants of any parallel sidered parallel or branching timelines in their own right,
timelines to prevent them from traveling to (or invading) just ones that diverge much earlier, such that they share
other universes. even less in common with Earth’s timeline. Such parallels
might not even have the same physical laws as the prime
timeline. This is particularly true of realities where magic
ALTERNATE TIMELINES holds sway over science and rationalism.
The structure of time contains both branching and alter- It’s up to the Gamemaster whether or not particular di-
nate or parallel timelines, as well as the potential for trav- mensions “beyond” Earth’s timeline are parallel or branch-
elers’ actions to place them in—or even create—whole ing timelines of the omniverse, or different “layers” of an
new universes. even greater dimensional structure beyond the concept

8 The Time Traveler's Codex


Chapter 1: Into the Time Stream!
of time as the universe knows it. This is particularly the
case for seemingly timeless mystic dimensions: heavens,
hells, limbos, and the like. They might lie in a “direction”
above, below, or beyond the omniverse of space-time.
Can heroes (or villains) use the same time travel method
they use on Earth to leap into the past of Heaven, for
example, or are the physical laws of such a world too alien
to allow that kind of travel?

FAMILIAR FACES
Despite the sheer vastness of the omniverse, time travel-
ers have a tendency to intersect with the same people—
or versions of the same people—in different time periods
and timelines. Versions of a hero’s supporting cast show up
in alternate timelines, even ones where they are cartoon
dinosaurs rather than people. Time travelers run into their
own ancestors or descendants, or those of people they
know, who tend to bear a remarkable resemblance and
inexplicably carry the same grudges. There may be some
kind of unseen quantum connection between people
causing this “attraction” across space and time, but most
often it’s just an odd coincidence.

This trope is one way of including supporting cast and Re-


lationship complications in a time travel series. It might
not always be the same Relationship, but so long as the
character keeps running into familiar faces with a sense
of connection, it’s possible for the complication to come
into play.

PARADOXES
Time travel leads to all kinds of potential logical paradox-
es, situations that seem impossible from the perspective
of linear time and our notion of cause-and-effect. Some-
times paradoxes resolve themselves, although in ways
that raise other questions about the nature of free will
(such as the predestination paradox) while other paradox- There may also be an element of danger to bilocation:
es cannot logically be solved, but some time travel stories A situation where the different “quantum charges” (or
simply jump right over them in different ways. other technobabble or mystical rules) of two versions of
You should consider how to resolve paradoxes when they the same person or object can cause catastrophe if they
come up. Does a paradox spin off a separate timeline? come into contact. In other stories, there is no bilocation
Does the omniverse create powerful time entities that paradox, and time travelers can interact with themselves
attack and undo the paradox like a quantum immune at different points along their own timeline, subject only
system? Does an order of temporal law enforcement or to the various other paradoxes that can create.
a secret society of time wizards monitor the time-stream
and resolve paradoxes? Does the time-stream itself rip the CAUSALITY LOOP PARADOX
paradox from time and contain it (and any time travelers
stuck in that moment) like a cyst? In a causality loop paradox, the results of an effect or
action become its own cause, resulting in a closed loop.
BILOCATION PARADOX A classic example is a scientist discovers an old notebook
with formulae and sketches leading to a breakthrough in
In time travel stories, there is often a prohibition of some the development of a time machine. That scientist later
sort involving the bilocation paradox: Someone or some- loses the notebook on a trip into the past, where it ends
thing existing in two different places simultaneously. up in the place where they will discover it in the future,
Most often, this says that a time traveler cannot meet or inventing time travel and creating the circumstances
interact with themselves. In some cases, this paradox goes where the notebook will be lost, and then found, again
so far that a time traveler cannot even visit a time period and again. In this loop, no event created the notebook
in which they already exist, or that they can only do so as and nothing ever destroys it., so where did the notebook
an immaterial ghost, unable to interact and only observe. come from in the first place?

The Time Traveler's Codex 9


MUTANTS & MASTERMINDS

grandparent. Which means they’re still alive, still raise


EXAMPLE: PERSONAL VS. UNIVERSAL TIMELINES your parent, who in turn raises you, which means you do
This book uses the word timeline to describe both the go back in time to kill your grandparent! Of course, that
direction of an entire universe and of individuals. The raises the question: Who or what then caused the death
universal timeline includes everyone and everything of your grandparent?
that ever existed along that course of events, while a
personal timeline follows one individual from birth to In some cases, the grandparent paradox does result in
death. Usually the two run seamlessly together, but an event eliminating its cause: Kill your grandparent, and
once time travel enters the equation, things get com- you disappear from reality, as if you never were. In other
plicated. cases, the paradox changes the timeline, but the agent
Imagine if the heroine Backstep travels back 30 years to of change remains unaffected because it needs to have
meet her own mother while her mother is still a teen- caused the change. In the classic example, this means
ager. Backstep has already met her mother—in her own that you kill your grandparent and continue to exist, even
personal timeline, this isn’t their first meeting. But her though you were never born and all evidence of your exis-
mother has never met her. From her mother’s perspec- tence is erased from your timeline.
tive and the perspective of the universal timeline, this
is their first meeting. If Backstep takes the teen version
of her mom back to pirate times for a quick adventure,
she’s making a major impact on her personal timeline
PREDESTINATION PARADOX
AND her mother’s personal timeline, but probably only If the entire timeline already exists (in the greater sense
a minor impact on the universal timeline (especially if
of the omniverse) then any events on that timeline have
they only fight other time travelers).
“already” happened from a certain perspective. This can
In general, whenever this book talks about “the time- mean that any involvement in what a time traveler con-
line,” it refers to the universal timeline. When it talks siders history is already a part of their personal past and
about personal timelines, it says so, or talks about a
therefore part of the “proper” flow of history. Presdestina-
character’s timeline using their name. It may be impor-
tion paradoxes are a kind of causality loop (mentioned
tant to differentiate between the two to keep track of
how much time-traveling NPCs know about the heroes previously) that says a particular temporal intervention
and each other, but you can handwave the difference if was “meant” to happen due to it already being a part of
it becomes too big a headache, especially after the “first” the fabric of the omniverse. Predestination paradoxes are
meeting between the heroes and the NPC. sometimes used to justify time travel, especially if travel-
ers find proof of a trip into the past before they depart.

An easy out for the predestination paradox is to rule that


FERMI PARADOX time travel insulates a character from temporal effects, in-
cluding anything that "should" happen after their first trip.
The original Fermi paradox concerned the existence of
alien life in the universe, stating that if intelligent life exists
beyond Earth, it should be common enough among the PERSONAL TIMELINES
trillions of stars that we’d have heard something from ex- One of the elements of time travel stories is that it is pos-
traterrestrials by now. sible for events to happen out of sequence from the point
of view of a character’s personal timeline. For example, a
The temporal version of it asks, “If time travel is possible,
hero might meet a time traveler for the first time from the
then where are all the time travelers?” Wouldn’t every
hero's own perspective, but the time traveler may have
important moment in history be crowded with travelers
already met the hero in the future. The time traveler con-
trying to alter it, protect it, or just visit? Perhaps they are,
siders the hero—who is only meeting them now—an old
and we just don’t know it somehow. If temporal enforce-
and dear friend and treats them with trust and familiarity.
ment agencies are effective, they may be preventing such
Characters can run into the results and consequences of
interventions from changing history, at least enough
actions they have not yet taken from their, or have their
so their traces are nothing more than odd coincidences
“first” encounter with a foe after having already fought
and conspiracy theories. The bilocation paradox, or some
them multiple times, because their opponent has been
other limit of the time-stream, may keep travelers from
traveling back in time to attack the heroes earlier and
visiting the same moment repeatedly, and fixed points in
earlier. When time travel becomes a plot element, it is im-
time (following) make visiting certain events for anything
portant to think about the past, present, and future in per-
other than covert observation pointless.
sonal terms rather than universal experiences, because a
time-traveling hero’s present may be the past relative to
GRANDPARENT PARADOX the era they grew up in and may be the past or future to
other time travelers they encounter.
If a causality loop is an event becoming its own cause,
then the grandparent paradox is when an event prevents Personal timelines that run out of sequence with the uni-
its own cause. The classic example is: You travel into the versal timeline greatly extends opportunities for scene
past and accidentally cause the death one of your grand- edits (see Edit Scene under Hero Points in Chapter 1
parents. Now you will never be born in the future! Which of the Deluxe Hero’s Handbook). The Time Travel Rules
means that you couldn’t travel back in time to kill your Options section discusses this in more detail.

10 The Time Traveler's Codex


Chapter 1: Into the Time Stream!

FIXED POINTS
PROPER HISTORY A common middle ground between “proper history” and
A major trope of time travel stories is that history has a
a changeable timeline is the notion of “fixed points” in a
“proper” or “correct” course and that interfering with, or
timeline. Instead of the whole timeline having a proper
altering, this has potentially serious consequences. The
shape or course, there are various fixed or anchor points
main reason for the proper history trope is to provide
along the timeline that are vital and cannot be changed
dramatic tension in a time travel story: the protagonists
without huge repercussions. These points exhibit a
must either prevent changes to history or set things right
greater resistance to change, up to or including being im-
after someone else changes things. It also offers a reason
possible to change under normal circumstances.
for time travelers to opt out of going around fixing all the
terrible and tragic events of the past: they can’t if history In some timelines, fixed points can be thought of as tem-
must follow its proper course. poral “fire breaks”—changes in the rest of the timeline
tend to run up against a fixed point and then stop, or at
Exactly who or what decides what is “proper” for any
least lessen and even out, preventing smaller changes in
given history depends on the setting. In some cases, each
the timeline from creating complex, long-term effects.
timeline has a particular “shape” or “course,” with changes
Of course, it’s still possible for a change to pull part of a
creating artificial dams and levies that change that shape.
timeline between two fixed points so far out of shape that
Efforts to bend the timeline out of shape creates tension,
the tension seriously threatens the integrity of the whole.
like water pressing against the dam or eroding the levies. Fixed points offer a reason why temporal enforcement
That tension can result in “time-quakes” or other phenom- agencies don’t have to guard every moment throughout
ena against whatever is exerting pressure on the timeline history, and why even the most well-intentioned time
as existing forces try to compensate for the changes. The travelers cannot change certain events.
bigger the changes, the worse the tension; when the
“dam” bursts, everything downstream risks being swept
away as time rushes to resume its original course. SPOILERS
In other settings, a temporal enforcement agency decides If travel into the future is possible, then time travelers can
what constitutes “proper” history for the timeline—usually have foreknowledge of everything that will happen to
their own history, or the history that leads to the agen- them, their loved ones, and anything else they hold dear.
cy’s existence. Some time agencies protect a particular The same is true of travelers from the future visiting the
historical sequence ordained by higher powers without past. If time travelers encounter one another out of se-
really knowing why it is or is not proper. This can lead to quence in their personal timelines (mentioned previously)
rebellious time agents, frustrated at maintaining history’s the traveler who is “further ahead” may have knowledge
atrocities for a “higher good” that is never explained. of what is going to happen to those who are subjectively

The Time Traveler's Codex 11


MUTANTS & MASTERMINDS

“behind” them. Sometimes this foreknowledge is the basis usually devoted to the “proper” course of history and the
for trying to change the timeline in some way: Like going flow of the time-stream (see Proper History, previously).
back to warn someone of a tragedy in their future before
it happens. In other cases, travelers have to carefully avoid Temporal enforcement agents may be literal employees
“spoilers” to keep from changing the timeline. of an organization devoted preventing interference in the
timeline. These may be human agents from the future (or
Some stories prevent travelers from learning too much the distant past) with time travel capabilities, or possibly
about their own histories the same way they manage superhumans whose powers let them bridge the time-
paradoxes, while others keep secrets by seeding future stream. Given a time agency’s capabilities, agents are
history with dark ages and media blackouts that wipe out often equipped with incredibly advanced future technol-
broad swathes of knowledge. Just as present-day humans ogy, sufficient to allow them to take on super-powered
can’t know all the life details of any given Roman citizen, opponents. A time agency might protect a single timeline
neither can a traveler to the future simply look up every (usually safeguarding their own history) or multiple time-
major event about themselves or their descendants. lines. They might even be responsible for the whole of
Modern historians still argue over the causes of major the omniverse, which is a vast job, but how often they’re
historical events, and so trying to learn what present-day needed depends on how common time travelers are.
effects cause future consequences—and how—is likewise
Natural and organized temporal enforcement may cross
fraught, even looking back from a far-future perspective.
over. Some time agencies are created or sustained by nat-
urally-occurring cosmic entities, such as the cosmic Time
TEMPORAL ENFORCEMENT Keepers of Earth-Prime appointing various Guardians to
watch over history. The natural or cosmic forces tend to
Time travel stories often feature some sort of agency that be concerned with the “big picture” while the individual
enforces restrictions on time travel and stops interference agents carry out their vision to eliminate disruptions and
with timelines, either using a cosmic force, a literal agency minimize the harm corrections can cause to people’s lives.
of “time cops,” or both.
Note that temporal enforcement agencies are not neces-
Natural temporal enforcement may be highly impersonal, sarily good or moral. Some ruthlessly enforce their par-
such as a tendency for timelines to “resist” tampering, ticular notion of “proper history” and are willing to over-
where circumstances seem to conspire against the would- look, or even cause, terrible suffering to preserve it. A time
be change agent: On their way to a historical intervention agency may be devoted to safeguarding an immoral civi-
characters get into an accident, are waylaid by bandits, lization from attack, such as preventing their “Thousand
encounter unexpected weather, lose a vital piece of Year Reich” from being undermined in the past. This is par-
equipment, and so forth. Natural enforcement might also ticularly true for civilizations that have altered their own
take the form of a type of “temporal sickness” for anyone timeline and want to prevent anyone else from doing the
interfering in a timeline, becoming progressively worse same. Even good time agencies must contend with the
the more the character tries to effect change (see Time ugliness of human history and preserving it to maintain
Travel Options, following). the future that eventually comes of it.
Other natural enforcement agents may be more personal. Of course, nothing says there’s only one form of temporal
This includes beings that directly intervene to stop time enforcement. One agency’s “protection” of a timeline can
travelers, acting like “chronal anti-bodies” to attack in- be another’s “interference” and multiple temporal agen-
fections in the timeline. There might be “time ghosts” or cies can engage in a chronal conflict over the control of
“chronal hunters” who appear whenever a time traveler history, each trying to influence events towards their own
enters a foreign time period, or only when a traveler in- desired outcomes while undoing or preventing the work
tervenes to change things. They might be intelligent and of their rivals. Heroes may encounter time travelers claim-
capable of negotiating, or relentless, single-minded pred- ing to have history’s “best interests” at heart, only to dis-
ators that exist to devour the cause of the change. While cover the travelers’ notion of “proper” history differs quite
other chronal agents are vastly powerful cosmic beings, a bit from the heroes’ own.

TIME TRAVEL RULES OPTIONS


The following rules options may be useful for those version of the Check Required flaw for certain Movement
looking to model and include certain temporal phenom- (Time Travel) effects. Consider making the check DC 15 (or
ena in their Mutants & Masterminds games. higher, if you want time travel to be a difficult and risky
option) to make it sufficiently difficult, rather than basing
TEMPORAL NAVIGATION it solely on the rank of the effect, since Time Travel to a
specific point in time is only rank 1. This way, a character
Moving from one point to another in a timeline, much needs a +5 bonus in Expertise: Temporal Mechanics to
less to different timelines in the omniverse, may involve take 10 on the check. Most vehicles with Time Travel also
some incredibly complex, multidimensional math and have an onboard computer capable of doing the neces-
navigational plotting. The GM may want to consider a sary calculations, essentially having a +5 bonus and the

12 The Time Traveler's Codex


Chapter 1: Into the Time Stream!

ability to take 10, either normally or through Skill Mastery. by 15! For a short “hop” of only a week, that’s a drift of just
In these cases, characters only need to make a temporal over an hour and a half for failure by 1, nearly two days
navigation check when there’s something wrong with the for failure by 5, and over two weeks off target for a failure
computer or damage throws the vehicle off course. by 15! Travel distances of years or centuries can result in
considerably more drift. The arrival is either before (a 1–10
Gamemasters can also require temporal navigation skill
roll) or after (an 11–20 roll) the intended time.
challenges, especially during dramatic situations, where
characters need to come up with enough Degrees of
Success on a series of Expertise: Temporal Mechanics TEMPORAL MISHAPS
checks before accumulating too many Degrees of Failure
to make a successful temporal jump. A failed temporal navigation check or other phenomenon
could result in a temporal mishap. This is a complication
The complications of time travel and temporal naviga- related to time travel introduced by the GM. You can use
tion should also affect attempts to access the Movement this in place of temporal drift, in which case the complica-
(Time Travel) power by way of the Inventor or Ritualist tion doesn’t come with a Hero Point award (the mishap is
Advantages. With a single rank of Movement to reach a simply the result of a failed check) or it can be in addition
specific destination, inventing a time machine normally to temporal drift or introduced as a regular plot complica-
requires only a DC 12 Technology check and ten hours tion, in which case you should award players a Hero Point
for design and construction. A magic time-jump ritual for it. Some possible temporal mishaps include:
requires even less time. If you want time travel to be
easily accessible in your campaign, these rules are fine, • Accident: The mishap damages something—most
but if you want to maintain control over access to time likely the time vehicle if there is one—or causes some
travel, then either increase these skill DCs by +5 to +10 or accident in a moment of the timeline the travelers must
simply disallow this use of their respective Advantages clean up to prevent drastic changes to history.
in your campaign.
• Disability: The mishap causes a temporary disability
such as blindness or deafness or imposes some other
TEMPORAL DRIFT temporary Condition.

By default, a failed temporal navigation check simply • Enemy: The mishap attracts the attention of temporal
means the traveler does not successfully make the time enforcers or chronozoids.
jump and remains where they started. Alternately, the GM
• Identity: The mishap can involve paradoxes like biloca-
may decide a failed check means the traveler “drifts” some tion or the traveler encountering parallel versions of
distance in time off target. The GM can choose an amount themselves, amnesia, or the loss of personal history.
of temporal drift or base it on the amount by which the
check failed. • Power Loss: Exposure to chronal energy or minor
changes to the timeline could interfere with travelers’
For example, temporal drift could be a percentage of the powers, devices, or technology.
intended time traveled equal to the amount the check
failed squared: so just 1% off for a failure by 1, but 25% • Weakness: The mishap causes the travelers to suffer
off for a failure by 5 and a substantial 225% for a failure from an unusual weakness for a time.

The Time Traveler's Codex 13


MUTANTS & MASTERMINDS

HERO POINTS AND RETCONS CAUSALITY CHANGES


Temporal manipulations allow for an additional option Change to a timeline’s past can transform characters, from
when spending Hero Points: using the Edit Scene ability altering their personal histories to turning them into entire-
to “retcon” changes in history! So long as the player can ly alternate versions of themselves. This transformation is
come up with a time travel scenario that explains it, they typically a Progressive Affliction 1, +1 for every successfully
can spend a Hero Point to edit the scene to make almost resisted check, resisted by Willpower. Characters suffer the
anything happen. For example, heroes might find them- Impaired and Disabled conditions initially, due to disori-
selves trapped and without their devices; a player sug- entation, then finally Transformed into the new version of
gests their hero will, at some point in the future, come themselves. The time increment is once per round for most
back into the past and leave an extra set of equipment characters, or once per hour for a creature that has traveled
behind a false panel in that very room! The GM approves, through time recently. The transformations inflicted by cau-
the player spends the Hero Point, and voila! The heroes sality changes generally affect a character’s mind and per-
open the panel to find exactly the gear they need. sonality, but may also result in things like scars or medical
conditions, or the presence or absence of superpowers.
In addition to the normal limit imposed by the number
of Hero Points they have to spend, the GM may wish to ERASURES
impose temporal consequences for using this option too
frequently. Characters may start to develop time sickness The most extreme of temporal transformation erases
(following) with the DC of the resistance check based on the victim from existence! This is usually resisted by Will-
20 + the number of Hero Points spent retconning that power. The degrees are Dazed, Stunned, Incapacitated,
game session (or over a certain number that session). and Dying, except rather than dying they simply vanish
altogether. Some instances of erasure have no effect on
TEMPORAL TRANSFORMATIONS the victim other than stunning them for a round when the
condition’s degree worsens, at least until they disappear
The effects of time travel, or interfering with history, can entirely. An erasure can only be “cured” by undoing the cir-
cause temporal transformations, weakening characters, cumstance that caused it, although some time-stabilizing
erasing them from history altogether, or changing their technology can halt its progress temporarily.
bodies and minds in a variety of different ways. Such
transformations are typically Progressive Afflictions, with CHRONAL ENERGY HAZARD RANKS
a resistance check each day, although intense or immedi-
ate transformations could require a check every hour or Time travelers may risk exposure to chronal energy from a
even each round. See Chapter 3 for more on these and variety of sources. Exposure to chronal energy generally
other temporal hazards. results in time sickness but may instead result in damage or
teleporting a character to a random place or time instead.
TIME SICKNESS Resisting the effects of chronal energy uses a Fortitude check
with a DC of 10 + the intensity rank of the chronal energies.
Excess exposure to chronal energy—especially from too
much time travel in a relatively brief period or unshielded Rank Chronal Energy Source
exposure to the time-stream—can damage the body’s Time-traveling twice in one day (+1 for each
systems and leave a character ill. The Affliction is resisted by 1
additional trip)
Fortitude with a DC of 10 + the intensity rank of the chronal
2-4 Repairing a time machine without safety equipment
energy. The degrees of effect are usually Impaired, Dis-
abled, Paralyzed, and Dying. Ordinary medical treatment 5 Time engine breach
has little effect on time sickness: It can provide a bonus to 6 Causing a paradox
the Fortitude check but cannot cure the condition. Time
7-10 Unprotected in a “time tunnel”
sickness can instead produce bizarre evolutionary changes,
resulting in the Transformed result rather than Paralyzed. 12+ Unprotected exposure to the time-stream

UGLY HISTORY
There is a great deal of ugliness in human history: war, Don't assume history has been a straight line of progress,
genocide, slavery, racism, misogyny, homophobia, ableism, beginning with more racism, hatred, and degradation
religious intolerance, and more, to say nothing of plagues, that is slowly removed until a perfect modern day exists.
starvation, violence, and vast human suffering. Some of it Many modern pop-culture depictions of history simply
is still taking place. Mutants & Masterminds is, by and large, a assume the past was worse than the present and lump in
lighthearted game about helping others. Understably, not vile treatment for women and racial, sexual, and gender
everyone wants their game time to involve depictions of minorities as "historical accuracy." Some of the ugliness of
genocide, reminders of real-world oppression, or hearing the present day—especially racism, sexism, homophobia,
old-timey slurs. and transphobia—are either absent or radically different

14 The Time Traveler's Codex


Chapter 1: Into the Time Stream!
in other time periods. Racism as it exists now in the United
States, for example, is largely an outgrowth of chattel SAFETY MECHANISMS
slavery and the 19th-century eugenics movement—pre- When engaging with difficult subject matter or situ-
viously, slavery existed largely as a punishment for cap- ations, a roleplaying game group may want to have a
tives taken in war, debtors, and criminals rather than a safety mechanism at the table. A popular example is
sentence imposed on a race. Even during the horrors of the X-Card by John Stavropoulos (detailed online at
American chattel slavery, free black people existed, trav- tinyurl.com/x-card-rpg), an index card with an “X” drawn
eled, owned property, held political office, and created art on it is placed on the table. At any time, any player can
all across the world, including the Americas and Europe. touch or hold up the X-Card to edit out or skip over un-
comfortable content, no questions asked, or to ask for
How do you deal with the complex and sometimes ugly a break in the game to deal with or discuss it. Similar
elements of history in a time travel story while keeping safety mechanisms like a “time out” signal, a two-sided
the campaign fun for everyone? There’s no one right green/red card (green side up means “keep going,” red
answer when dealing with sensitive topics, only answers side up means “stop or skip over this”) or another way
for players to indicate they are uncomfortable or have
that are right for your group.
an issue, can help everyone feel safe and respected at
If a player does express concern about a particular theme the table. These mechanisms only work if they are ab-
or historical element, then that element should be con- solutely honored, and everyone is allowed to use them
without having to explain or justify themselves.
sidered off-limits. Either exclude it from your adventure
or change the adventure. Even if it means reworking or Remember, Mutants & Masterminds is just a game, and
scrapping a time travel scenario, no storyline is worth that makes it far less important than everyone’s well-
making a player feel uncomfortable or unwelcome or being and comfort.
forcing them to re-live a trauma at your game table. Simi-
larly, everyone should respect any boundaries players
express (and remember: you the Gamemaster are a player ticularly affect them. As Gamemaster, encourage any of
as well, and deserve to have your boundaries respected). the players to get in touch with you privately to express
Keep a mutually agreed-upon safety mechanism (see any concerns they might have that they’d rather not share
sidebar) in place and be patient handling any unexpected with the group, and always keep private concerns private.
difficult situations that might arise during play.

Consider the following options and talking with your


group before bringing in any historical unpleasantness.
DOWNPLAY
Comic books tend to romanticize history and historical
figures and you can do the same in your game. Simply
DEFY omit the unpleasant parts of the past you don't want to
invest energy in—visit a wild west without focusing on
Discuss your players’ limits and interests regarding their the racism against Native Americans (and hispanics, and
ideal time-travel scenarios, and you might find that some African Americans), or rock-and-roll in the 1950s without
players like the idea of having the power to confront the dwelling on oppressive gender roles and repression of
ugly things they or people like them have dealt with. For queer Americans. Just make it clear that’s what you’re
them, the real fun might be visiting history’s greatest doing for the sake of everyone’s fun and comfort. You
monsters and punching them in the jaw. You may need to can simply ignore, or at least downplay, the ugly parts of
explain how history is affected if a superhero, for example, history, so long as everyone is okay with it (and, even then,
kills Hitler, but letting a player do so—especially as the see Safety Mechanisms in the sidebar).
climax of a large adventure, can feel empowering. Trans-
gender players, for example, might get some personal You can also plan your adventures to deliberately avoid
sense of control saving a library of early research from de- some of the worst elements of the past, setting adven-
struction by a fascist regime. This approach doesn’t work tures in places and times that weren’t as hostile. Including
for all players, however, and plenty of people prefer to use historical exceptions to the status quo, like black cowboy
the game table as a temporary break from the complex Bass Reeves or female pilot Amelia Earhart, further helps
realities they live with, so vet plot elements like this with balance the depressing parts of history.
your players before going forward, or simply wait and see
if they suggest them. Often, this approach works better
with fictional analogues to real-world events. USE WITH CAUTION
If all of the members of the game group (and that in-
DISCUSS cludes the GM) agree they are okay with tackling some of
the ugliness of history as part of a time travel story, do so
If there’s no avoiding the ugly parts of history, or if the with caution, and be aware that the reality at the game
players don’t feel right about downplaying them, make table may prove more different than it did in theory. Use
sure to discuss things clearly and openly at your game safety mechanisms to manage the experience at the table
table. Talk about the bad stuff, and ask your players what and allow players the opportunity to change their minds
they are comfortable and uncomfortable with including. or opt out if a story element becomes uncomfortable.
Focus particularly on things you think will affect the char- Engage with the material respectfully and do research to
acters, and ask the players about things that might par- try to do it justice in the context of your game.

The Time Traveler's Codex 15


MUTANTS & MASTERMINDS

Chapter 2: Time Traveling Heroes

H
eroes’ interactions with time travel tend to fall into For the most part, occasional time travel stories involve
two categories: occasional time travel and serial time heroes who aren’t specifically designed for it, although
travel, with different expectations and demands for an intentional time travel adventure may allow heroes to
each. Most of the material in this chapter is written for prepare for the trip, acquiring or building specialty equip-
serial time travelers, who will get the most out of the ment and other short-term preparations (see Time Travel
character options presented. As always, the Gamemas- Devices and Equipment later in this chapter). Other-
ter decides which options are available to characters in a wise, time travel is just one of the many adventure hooks
series and whether they are available at character creation and plot devices in the series, not all that different from
or only through experience and character improvement. the heroes traveling to distant places on Earth, to other
planets in space, or to other dimensions.

OCCASIONAL TIME TRAVEL


Occasional time travel is when heroes in a Mutants & Mas- SERIAL TIME TRAVEL
terminds series experience a time travel story every once Serial time travel means the series focuses largely on
in a while, but otherwise protect their city/nation/planet traveling through time or to alternate timelines, and the
in the modern day. The series focuses elsewhere—most heroes are expected to travel, visiting new time periods
likely on conventional superhero stories, but occasionally and timelines in most adventures. That means the charac-
a story comes up where the heroes travel in time. For most ters should generally either be designed as time travelers,
superheroes and teams, if time travel exists in the setting, or at least have the opportunity to grow into a group of
sooner or later, there will be a time travel story. Often, it regular time travelers by spending earned power points.
involves accidental time travel, but it may be intentional, They may be chosen or recruited for their suitability as
especially if the heroes have access to a method of time travelers, or simply adapt to their circumstances with ex-
travel—or are given access by a non-player character (see perience.
Who Controls the Time Machine? in Chapter 3 for more
on this). Even if the heroes have a time machine, their time Of course, serial time travel does not necessarily mean
travel adventures could be limited due to the require- voluntary or intentional time travel. Characters in a serial
ments of time travel or simply their own caution about time travel game might be “unstuck in time” in some
interfering too much with the timeline. fashion, jumping from point to point along a timeline or

16 The Time Traveler's Codex


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