recollections let you know, first, that history has beenchanged and, second, may provide clues as to howand when it changed and what you can do about it.
You are “fixed” in time such thatwhen history is changed (see Temporal Tampering,following) you do
change with it. The difficultyis that only you (and others like you) remember theoriginal timeline and you are now unfamiliar with the“new” world. If you have both this and the ChronalMemory Feature, you retain your traits from the origi-nal timeline, but remember both.
The ability to alter time, especially to change history, hastremendous repercussions, and has been the subject of countless stories and theories. While time tampering andits effects are a common comic book plot device, they cancause considerable headaches for a
Gamemaster, if left entirely in the hands of a group of players. Settings generally take one of four approaches totemporal tampering and changing the past:
Historical events are essentially“fixed” in time and time-travelers
changethem, no matter how much they try. Either time trav-elers are incorporeal phantoms, unable to interactwith the past (in which case the Time Travel effectis unavailable; characters can only
the pastusing Postcognition) or time itself seems to conspireto prevent time-travelers from changing anythingother than the most inconsequential events. So, goback in time and try to prevent the assassination of a historical figure, for example, and you’ll find your-self stymied at every turn: stuck in traffic, trapped ina cave-in, your weapon malfunctioning, and so forth.
History can be changed, but it tendsto resist change, trying to “snap back” to its previousshape and compensating for any changes. So, forexample, if you eliminate Adolf Hitler before his riseto power in Germany, someone else takes his place asthe demagogic leader of the National Socialist Partyand Chancellor of Germany, and World War II stillhappens largely on schedule, with different details.Changes tend to “even out” over the long run and itis exceedingly difficult to create significant, lastingchange in history.
Historical events are not fixed, andchanging them creates a whole new sequence of events. Given the range of variables involved, it maybe nigh-impossible to predict the outcome of anysuch changes, and the lack of “resistance” may makeit difficult for the time-stream to recover from inci-dences of tampering without outside intervention(which is, itself, another form of tampering).
This is a combination of Mutableand Immutable Time; history can be changed, butthe change creates an alternate timeline, “splittingoff” from previous history at the change-point. In thenew parallel universe, history takes a different course,but the original timeline still exists “somewhere” inthe greater continuum. Indeed, if quantum theoryis correct,
possible universe may exist within agreater N-dimensional continuum or “omniverse”.Gamemasters should note that these approaches to timetampering need not be universal. For example, time may,as a general rule, be immutable and immune to casualtampering by time travelers (including the heroes) butcertain plot devices can render it mutable, so the villainpossessing the Chronos Key
wield the power tochange history, unless the heroes can stop him
changing history themselves!
Offensive time powers involve manipulating the flow of time in ways harmful or detrimental to targets, whetherdirectly (causing rapid aging, for example) or indirectly(using stopped time to set up harmful circumstances).
Exerting control over a discrete portion of time, you cancause a target to rapidly grow older or younger, even tothe point of death (or birth) where they cease to exist! The primary effect of this power is to strip away some of the target’s capabilities: reducing physical abilities due toextreme age or youth, perhaps even reducing or remov-ing mental abilities due to infirmity or immaturity. Ulti-mately, the mechanical effects are similar. If you can shift atarget’s aging both forwards
backwards, apply 1 rank of the Variable Descriptor modifier.By default, this power only works on living beings youcan touch. If you do not need to touch the target, applyRanged or Perception Ranged. If you can also rapidly ageobjects, to the point of causing them to break down anddecay, apply the Affects Objects modifier as well.
Cumulative Affliction (aging; Resisted andOvercome by Fortitude; Impaired, Disabled, Transformed) •
2 points per rank.
By stopping (or vastly slowing) time, you can “set up” atarget for an attack: placing an object to drop onto them,for example, or a projectile to hit them. When you restarttime again, from the target’s perspective, the attack appears out of nowhere. This power is often used in con- junction with Temporal Shift, Temporal Movement, and Time Stop, which also rely on stopping time.
Perception Ranged Damage (objects andhazards of opportunity), Indirect 4 •
4 points +3 points per rank.
You trap a target in a “bubble” of stopped (or vastlyslowed) time, essentially freezing them from the perspec-tive of the outside world. You must touch the target bydefault. If you can use this power at a distance, apply theRanged or Perception Ranged modifiers.