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Time is literally “on your side”! Time powers can speed up Perception Ranged and Indirect, given their nature)
or slow down the flow of time, perceive the future or the and tachyon force fields providing Sustained Protec-
past, “sidestep” into parallel timelines, and even allow you tion or other defensive benefits.
to stop time altogether or change history! • Time: The passage and measurement of time as
a game value is discussed on pages 11–12 of the
Temporal Tampering
The ability to alter time, especially to change history, has
Offensive Powers
Offensive time powers involve manipulating the flow of
tremendous repercussions, and has been the subject of
time in ways harmful or detrimental to targets, whether
countless stories and theories. While time tampering and
directly (causing rapid aging, for example) or indirectly
its effects are a common comic book plot device, they can
(using stopped time to set up harmful circumstances).
cause considerable headaches for a Mutants & Masterminds
Gamemaster, if left entirely in the hands of a group of
players. Settings generally take one of four approaches to Age Manipulation
temporal tampering and changing the past:
Exerting control over a discrete portion of time, you can
• Immutable Time: Historical events are essentially cause a target to rapidly grow older or younger, even to
“fixed” in time and time-travelers cannot change the point of death (or birth) where they cease to exist!
them, no matter how much they try. Either time trav- The primary effect of this power is to strip away some of
elers are incorporeal phantoms, unable to interact the target’s capabilities: reducing physical abilities due to
with the past (in which case the Time Travel effect extreme age or youth, perhaps even reducing or remov-
is unavailable; characters can only observe the past ing mental abilities due to infirmity or immaturity. Ulti-
using Postcognition) or time itself seems to conspire mately, the mechanical effects are similar. If you can shift a
to prevent time-travelers from changing anything target’s aging both forwards or backwards, apply 1 rank of
other than the most inconsequential events. So, go the Variable Descriptor modifier.
back in time and try to prevent the assassination of
a historical figure, for example, and you’ll find your- By default, this power only works on living beings you
self stymied at every turn: stuck in traffic, trapped in can touch. If you do not need to touch the target, apply
a cave-in, your weapon malfunctioning, and so forth. Ranged or Perception Ranged. If you can also rapidly age
objects, to the point of causing them to break down and
• Resistant Time: History can be changed, but it tends decay, apply the Affects Objects modifier as well.
to resist change, trying to “snap back” to its previous
shape and compensating for any changes. So, for Age Manipulation: Cumulative Affliction (aging; Resisted and
example, if you eliminate Adolf Hitler before his rise Overcome by Fortitude; Impaired, Disabled, Transformed) • 2
to power in Germany, someone else takes his place as points per rank.
the demagogic leader of the National Socialist Party
and Chancellor of Germany, and World War II still
happens largely on schedule, with different details. Temporal Ambush
Changes tend to “even out” over the long run and it
By stopping (or vastly slowing) time, you can “set up” a
is exceedingly difficult to create significant, lasting
target for an attack: placing an object to drop onto them,
change in history.
for example, or a projectile to hit them. When you restart
• Mutable Time: Historical events are not fixed, and time again, from the target’s perspective, the attack
changing them creates a whole new sequence of appears out of nowhere. This power is often used in con-
events. Given the range of variables involved, it may junction with Temporal Shift, Temporal Movement, and
be nigh-impossible to predict the outcome of any Time Stop, which also rely on stopping time.
such changes, and the lack of “resistance” may make
it difficult for the time-stream to recover from inci- Temporal Ambush: Perception Ranged Damage (objects and
dences of tampering without outside intervention hazards of opportunity), Indirect 4 • 4 points +3 points per rank.
(which is, itself, another form of tampering).
• Quantum Time: This is a combination of Mutable Time Freeze
and Immutable Time; history can be changed, but
the change creates an alternate timeline, “splitting You trap a target in a “bubble” of stopped (or vastly
off” from previous history at the change-point. In the slowed) time, essentially freezing them from the perspec-
new parallel universe, history takes a different course, tive of the outside world. You must touch the target by
but the original timeline still exists “somewhere” in default. If you can use this power at a distance, apply the
Ranged or Perception Ranged modifiers.
Defensive Powers you have “jumped” from one location to another without
crossing the space in between, even though you actually
did so “outside” of ordinary time. The power’s rank isn’t
Defensive time powers take advantage of influence over
technically the distance you can go, it’s the time you have
time to “cheat” in avoiding attacks, or involve protection
to move while time is stopped for everyone else.
from the effects of time and temporal powers.
Temporal Shift: Accurate Teleport, Limited to places you can
Temporal Phase reach physically • 2 points per rank.
Shifting just a moment “out of phase” with ordinary time, You may also be able to take other objects or people with
you become an immaterial phantom image, able to pass you when you shift “outside” of time, in which case, apply
through solid objects, and you are immune to harm. the Perception Range and Attack modifiers to this power.
Some forms of Temporal Phase also render you undetect- This allows you to, for example, snatch something out of
able to anyone existing in normal time. In this case, add someone’s hand (or off a table, etc.), making it “disappear”
Concealment 10 to the power, giving you total conceal- from their perspective, or to move a frozen person from
ment from all but specific exotic senses like Time Sense. one spot to another, making them “jump” from place to
place like you do.
Temporal Phase: Insubstantial 4 • 20 points.
Manipulative Temporal Shift: Perception Range Teleport
Attack, Limited to things you can physically move • 4 points
Temporal Sidestep per rank.
You can evade attacks by stopping time, moving out The ultimate version of this power allows you to “rear-
of the path of the “frozen” attack, and re-starting time range” anything in an entire area, setting a whole range of
again, making it appear that you have moved faster than events in motion for when time resumes its normal flow.
the eye can follow, or simply teleported from place to With the Area modifier, you can shift around any subject.
place. Temporal Sidestep requires some conscious effort From their perspective, everything “jumps” to different lo-
on your part (to know when to stop time and move), so it cations instantly.
is useless against attacks you can’t perceive or that catch
you by surprise. Manipulative Area Temporal Shift: Perception Range Burst
Area Teleport Attack, Limited to things you can physically
Temporal Sidestep: Immunity 80 (Dodge and Parry based move • 5 points per rank.
attacks), Concentration, Limited (not against surprise
attacks); Reaction Teleport 1 (when attacked) • 32 points +
5 points per additional rank of Reaction Teleport. Time Portal
You can open a portal or gateway to a different point in time,
Timeless allowing yourself or others to step through it and travel to
that time. The exact effects of time travel depend on the
You are a “fixed” point in time, completely unaffected nature of the setting; see the Temporal Tampering section.
by its passage or any other temporal effects. This power
includes immunity to aging from the normal passage Time Portal: Movement 3 (Time Travel 3), Portal • 15 points.
of time. It may also include the benefits of the Chronal
Bulwark and Chronal Memory Features (see Features),
depending on how time travel works in the setting. Time Travel
More extreme forms of this power include the benefits You can transport yourself (and anything you are wearing
of Accelerated Healing and even Immortality, giving you or carrying) to a different point in time. The exact effects
a natural tendency to revert back to your “fixed” state of time travel depend on the nature of the setting; see the
when your condition is changed by damage or injury. Temporal Tampering section. Apply the Increased Mass
extra if you can carry along additional cargo or passengers
Timeless: Immunity 5 (temporal effects) • 5 points. when you time travel.
You cause time to “jump” backwards, essentially replaying Villains with this power may have access to vast armies
the recent past in a way that allows events to occur differ- of temporal minions as a plot device, which is not really
ently for a different outcome. For example, after a victim is worth pricing out as a power.
struck by an oncoming car, you might replay the moment
the victim steps off the sidewalk, allowing you the oppor- Temporal Summoning: Summon, Broad Type (beings from
history) • 4 points per rank.
tunity to intervene and save them.
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