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Power Profile: Time Powers

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

Time Descriptors Mutants & Masterminds Hero’s Handbook, specifically


in terms of ranks as measurements of values of time
The following are important descriptors for time powers and the relationship between scenes (narrative time)
and their effects. and actions rounds (action time). Many effects in
M&M use time ranks.
• History: The sequence of events which occurred in
the past. History is not necessarily fixed in a world • Countering: Time powers can potentially counter
where time travel and temporal manipulation are each other, either through direct manipulation of the
possible and, in some instances, a certain vagueness continuum or by applying equal and opposite changes
about historical events may conceal temporal para- (decelerating time the same amount as someone
doxes. For example, a time-traveling hero goes back else accelerates it, for example). This may also allow
into the past to investigate historical records of a time powers to counter speed powers, decelerating
mysterious stranger involved in a particular key point targets in time by the same amount as they speed up.
in history, only to become entangled in those events Other uses of time powers to counter tend to be
and discover he is the “mysterious stranger” who trig- in the form of indirect tampering with history rather
gered his own investigation into the past! than a direct power vs. power contest, causing a par-
ticular effect to “un-happen” (or to never have hap-
• Tachyon: Tachyons are theoretical subatomic par- pened in the first place). See the Replay power under
ticles able to travel faster than the speed of light Utility Powers for an example.
(from the Greek tachys, meaning “swift”). Because of
their ability to violate causality as we understand it,
tachyons are often used as an explanation for tempo-
ral powers: characters emit or control tachyons as a
Time Features
means of producing their effects. Tachyons are often Feature effects associated with Time Powers include the
treated as an exotic form of energy or radiation, al- following:
lowing for various other power effects, similar to • Chronal Memory: You have the ability to “remem-
those found in the Electrical Powers and Radiation ber” other timelines. If someone changes history,
Powers profiles. Examples include tachyon-based your memory contains two versions of events: the
energy blasts inflicting Ranged Damage (perhaps current timeline and the original one. These differing

Power Profile: Time Powers 1


recollections let you know, first, that history has been the greater continuum. Indeed, if quantum theory
changed and, second, may provide clues as to how is correct, every possible universe may exist within a
and when it changed and what you can do about it. greater N-dimensional continuum or “omniverse”.
• Chronal Bulwark: You are “fixed” in time such that Gamemasters should note that these approaches to time
when history is changed (see Temporal Tampering, tampering need not be universal. For example, time may,
following) you do not change with it. The difficulty as a general rule, be immutable and immune to casual
is that only you (and others like you) remember the tampering by time travelers (including the heroes) but
original timeline and you are now unfamiliar with the certain plot devices can render it mutable, so the villain
“new” world. If you have both this and the Chronal possessing the Chronos Key does wield the power to
Memory Feature, you retain your traits from the origi- change history, unless the heroes can stop him without
nal timeline, but remember both. changing history themselves!

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.

2 Power Profile: Time Powers


Time Freeze: Cumulative Affliction (time freeze; Resisted and
Overcome by Will; Dazed, Stunned, Incapacitated) • 2 points
Temporal Shift
per rank. By stopping time, moving to a different spot, then re-
starting the flow of time again, you make it appear as if

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.

The Time Portal and Time Travel powers are frequently


Movement Powers provided by either vehicles (time machines or time-travel
capsules) or headquarters (installations with a time portal
Time movement powers involve either moving to differ- of some sort), providing a useful way to regulate them.
ent points in time (time travel) or manipulating time to
speed up normal forms of travel. Time Travel: Movement (Time Travel) • 2 points per rank up to
rank 3 (6 points).

Power Profile: Time Powers 3


Utility Powers no ill effects from anything that happens to them, as
they are not “really” you (but versions of you from other
timelines). The close connection between temporal du-
Influence over time is rife with possibilities. The following
plicates may call for the Feedback flaw on the power. The
are some of the useful effects, but Gamemasters should
potential for duplicates to differ slightly from you allows
be aware of the considerable potential for temporal power
for differences in game traits. If you can summon a dupli-
stunts.
cate from the future (or a timeline with more advanced
knowledge) the GM may choose to treat this as an In-
Accelerated Healing spiration use of hero points (Hero’s Handbook, page 21).
Speeding up your own natural healing process, you can
Temporal Duplication: Summon Duplicate, Active, Heroic • 4
recover from injury in moments. points per rank.

Accelerated Healing: Regeneration • 1 point per rank.


Temporal Summoning
Rapid Perception You summon assistance from elsewhere in the timestream.
This power can range from the ability to call up soldiers
You speed up your ability to perceive relative to the
from different points in history, summoning dinosaurs
normal flow of time. Each rank increases your speed of
and other creatures of bygone ages, or even calling upon
perception by a factor of 10.
beings from the distant future (cyborgs, aliens, or super-
advanced forms of life). The basic power summons a single
Rapid Perception: Senses (Rapid, all senses) • 5 points per rank.
being as a minion, apply the Summon modifiers from the
Hero’s Handbook to customize the power, including sum-
Replay moning Heroic beings or a Horde of Multiple Minions.

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.

In game terms, this power is a Feature added to Precogni-


tion; you gain knowledge of the future by living through
Time Sense
it, and can use that knowledge to “re-do” certain events, You can sense temporal disturbances and the use of time
trying to cause them to come out differently. You can do powers nearby with a successful Perception check.
this once per game session per rank in Feature.
Time Sense: Senses 1 (Temporal Awareness) • 1 point.
Replay: Senses 4 (Precognition), Feature 1 (retcon events) • 5
points +1 point per additional Feature rank.
Time Stop
See the Future You can put time on “pause”, freezing the entire world and
allowing you to move and look around at the tableau at your
You have visions of the future. They are most likely visions
leisure. You cannot affect anything while time is stopped (for
of possible futures, depending on how temporal tamper-
that, see Temporal Ambush). Still, this power allows you
ing is handled in the series. Gamemasters should see the
considerable opportunity for scouting and surveillance, such
Adventure Elements section of the Gamemaster’s Guide
as stopping time, walking into a place and having a good
for additional suggestions on handling potentially plot-
look around before walking out and restarting time again.
breaking powers like precognition.
Your effect rank determines how much subjective time
See the Future: Senses 4 (Precognition) • 4 points. you get; with rank 9, for example, you have an hour
“outside” of time to do things, then time returns to its
Temporal Duplication normal flow. The Subtle modifier means no one notices
you “move” when time is stopped.
Shifting yourself “sideways” in time or summoning ver-
sions of yourself from parallel timelines, you can arrange Time Stop: Quickness (Subtle 2), Speed (Subtle 2), Quirk: Limited
to routine actions while active (–4 points) • 2 points per rank.
to not only meet yourself but team-up with yourself, or
-selves, as the case may be.

See the Duplication power in the Summoning Powers


View the Past
profile for additional details. This power assumes your You can perceive what happened in the past at a loca-
temporal duplicates think and act much like you and tion as if you were there, although you cannot interact or
are naturally friendly towards you, and that you suffer

4 Power Profile: Time Powers


changed what occurred. As with See the Future, the GM (like the Time Keepers in the Freedom City setting) able to
may wish to take this power into consideration when cre- provide necessary interference with those powers at the
ating suitable challenges for the heroes. proper...well, time.

View the Past: Senses 4 (Postcognition) • 4 points. Quirk


Those with time powers may be “strangers in a strange
Other Time Powers land” when it comes to “known” history, as they are often
from future eras, parallel timelines, or realities that no
Because they involve moving, acting, and reacting at a longer exist except in their own memories, making them
faster pace, virtually all Speed Powers can also be time unfamiliar with many aspects of our world and culture.
powers, representing the ability to control personal time This complication blends into a Disability when it comes
flow in relation to the general flow of time. Simply add a to lacking common knowledge, but is mostly a social
“time” or “temporal” descriptor to the powers. Time-based problem, causing the character to act out-of-place (or,
speed powers often have the Affects Others modifier, al- technically, out-of-time).
lowing you to accelerate others’ in time as well as yourself,
perhaps even the Area modifier, if you can affect many Likewise, time travelers may be averse to forming close
others at once. relationships, especially if they expect to leave, rewrite
reality, or simply outlive any potential loved ones. On the
Given the relationship between time and space, various other hand, a Relationship complication could span mul-
Teleport Powers may also be time powers or vice versa. tiple timelines and occur over and over!
The ability to shift in time implies some type of ability to
shift in space, since otherwise the character would be
flung off the surface of the Earth or left behind by the Responsibility
rotation of the galaxy; normally this shift just “anchors”
the character’s relative position in space, but it could be The power to affect time, and especially to know the
changeable, granting the power to shift in space but not future or change the past, can be a heavy burden. Charac-
time (or only a very minute amount in time). ters with time powers may uphold a personal code when
it comes to interfering with the “natural” flow of history,
Lastly, time and probability make some Luck Powers, par- limiting their choice of actions and taking the “high road”
ticularly those which influence future events, into poten- when it comes to avoiding needless tampering.
tial time powers, representing minor tampering with the
timeline to bring about desired outcomes. Another responsibility for time travelers might be fixing
history: The characters are aware of some previous tem-
poral change and seek to undo it, which might well be
Time Complications why they are acting as heroes (or villains!) in the present.
For an additional twist, the characters may be the ones re-
Tampering with time can become very complicated, very sponsible for causing the original change and now want
quickly (depending on what “quickly” even means in to undo it, if they can.
terms of temporal tampering). The following are some of
the complications time powers may bring up in a series.
Secret
Accident The power to influence time is an important secret in and
of itself, and time powered characters may conceal their
When your energy blast powers go awry, there might abilities, or at least the full extent of them. It is fairly easy
be some collateral damage. When your time powers go for a time controller to pose as a speedster or teleporter,
awry, all of history might be changed! A temporal “acci- for example. In fact, the character may initially be aware of
dent” can range from a change in circumstances for a few any powers beyond what appears to be super-speed, only
to cosmos-wide catastrophe, depending on how the GM later discovering the time-manipulating wrinkle to those
wants to play it (and what the possibilities are for tempo- powers.
ral tampering in the series).
Those with knowledge of the future also carry the burden
of keeping it secret, lest they unintentionally change the
Power Loss course of history. Cautious or ethical time travelers may
have secrets that can literally change the world, if they fall
Given the potential of some time powers, Gamemasters into the wrong hands.
may want to keep this complication available, should it
be needed. For time powers that do not rely on devices, Lastly, as mentioned under Responsibility, a time control-
vehicles, or other things that can be taken away, there are ler might well have a secret regarding a “past” mistake
mysterious “temporal eddies” (currents, storms, etc.) and which changed things, something the character is trying
possibly higher beings overseeing the orderly flow of time to fix (or atone for) without anyone learning the truth

Power Profile: Time Powers 5


Credits & License
Mutants & Masterminds Power Profile: Time Powers Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC.
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser The following is designated as Product Identity, in ac-
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Jack Norris, Aaron Sullivan related information are declared Product Identity.
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole rules and material not previously declared Product Identity.
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc
Schmalz Green Ronin Publishing

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6 Power Profile: Time Powers

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