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TIME TRAVELER'Sx
Code
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.
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
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!
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.
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
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.
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).
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.
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?
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
“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.
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.
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
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.
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