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GRR5519a AllTimeNoSpace

Mutants and Masterminds All Time No Space

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50% found this document useful (2 votes)
399 views6 pages

GRR5519a AllTimeNoSpace

Mutants and Masterminds All Time No Space

Uploaded by

Andrew Lowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TIME TRAVELER'Sx

Code
ALL TIME
NO SPACE

! B O N U
C O N T ENT
B O N U S
TENT !
A Heroic Supplement for
MUTANTS & MASTERMINDS

Time Travel Bonus Content!

T DEVICES & EQUIPMENT


he whole of time and space is too much to cover in a
single book, and sadly we had to leave some elements
of the Time Traveler's Codex on the cutting room floor.
The time machines presented here are intended to be
Lots of small elements from across the timestream were
purchased as devices, though your Gamemaster has final
scattered and forgotten, ready to deteriorate in a wave of
say if any given piece of gear is a device or equipment.
chronal energy as the universe moved on with out them.
The chrono-projector may qualify for equipment, given its
But this is the digital age! Books aren't bound solely by limited mobility.
paper and glue anymore, and information never dies!

What follows in this document are many of the elements


CHRONO-PROJECTOR
that were removed from the main text of the Time Trav- The chrono-projector is a room-sized piece of equip-
eler's Codex--devices and characters you can use in your ment consisting of a platform surrounded by energy-
own campaign whether your heroes travel through time focusing nodules to project a field of tachyons. This time
or weird events come to them. The devices included pro- machine doesn't travel through time itself, but instead
vided include less-portable and more-portable time-trav- pushes anything on the platform back in time to a dif-
el options, as well as statistics for historic civilian vehicles ferent era. The artificial tachyons the projector generates
you can use for heroes traveling to the first half of the are easy to track, allowing operators who remain with
20th-century. the machine to follow the movements of any dispatched
travelers and recall them instantly. Heroes with a Time
Many of the minions presented are fantastic creatures- Comm can communicate with the projector directly to
-centaurs, merfolk, kitsune, and gryphons--while others initiate that recall.
like the hippo and mammoth are at home in a zoo... albeit
a more exotic zoo only found in the pages of superhero A chrono-projector may be purchased as a headquarters
adventures. The hardy trailblazer--a staple of cowboy feature rather than equipment.
fiction--and the WWII partisan both have modern equiva- Chrono-Projector: Burst Area Movement 3 (Time Travel 3;
lents and can find their way into your Mutants & Master- Affects Others Only, Reversible), Senses 7 (Acute Ranged
minds game even if your heroes never even glimpse a time Detect Time Travelers; Dimensional 3 (any time), Extended 4)
• 20 points
machine or portal.

2 The Time Traveler's Codex


ALL TIME, NO SPACE
DEVOLVER MINION ARCHETYPES
The devolver is a rare weapon that projects a beam of care- Pulled from various points in the past, these minions rep-
fully modulated chronal energy to warp DNA. A glancing resent a motley assortment of foes (or potential sidekicks)
blow can cause painful spasms and disorientation, while a to cross your heroes' path.
direct blast unravels the target's genetic code and replac-
es it with an ancestral version. This reverts humans to a CENTAUR
skittish, pre-sapient ape form, but different models might
push the transformation further, transforming humans Reclusive sylvan creates from the Greek conquests, cen-
into monkeys, primitive mammals, or amphibians. taurs are natural soldiers and resistant to any outside rule.
They run in large herds in the untouched corners of the
Devolver: Ranged Cumulative Affliction, Resisted by Dodge,
Overcome by Fortitude; Dazed, Defenseless, Transformed [into world, but even small roving gangs travel the conquered
less evolved version]; Reversible • 4 points for the first rank + 3 lands of Rome. Scarred by war, these wanderers harass
points per rank to increase the resistance DC common folk and take what they please.

The centaur template can be added to other templates


TIME SCEPTER to create soldiers, spellcasters, criminals, or centaur-like
aliens to suit your needs. Or this template can be used as a
An ancient magical tool whose origins are deliberately basis for centaur player characters.
shrouded in mystery, the time scepter uses powerful
arcane glyphs and sands gathered from every moment GRYPHON
in history to grants its wielder mastery of time. Anyone
in control of it can move backwards and forwards in time The gryphon is a legendary beast that marries heaven and
at will, slow time around them, or step sideways into earth—a giant eagle and a lion twisted together. They
mystical realms, but experienced users can also use the serve as guardians of treasures and undisturbed wilds.
scepter's magic as a weapon, aging their foes into dust or Gryphons mate for life, lining their nests with gold and
transforming them into children or infants.
Time Scepter: (Easily Removable, Indestructible) Time Centaur PL 4 • MR4 • 50 points
Hop Movement 5 (Dimensional 2 [Mystic Dimensions] Time
Travel 3, Increased Mass 8 [6 tons]), Time Control (Array; 30 STR 2 STA 4 AGL 1 DEX 0 FGT 2 INT 0 AWE 3 PRE 0
points), Age Manipulation (Ranged Cumulative Affliction 10 Powers: Centaur: Movement 1 (Sure-footed 1), Feature 1
[Resisted and Overcome by Fortitude; Dazed, Defenseless, (Extra Legs), Senses 2 (Low-light Vision, Ultra-hearing), Hooves
Transformed]), Rewind (Luck Control 4 [Bestow Luck, Force a Strength-based Damage 1.
Re-roll, Negate Luck, Spend on Other]), Slow Time (Enhanced
Dodge 5, Enhanced Parry 5, Quickness 10, Speed 10 [2000 Equipment: Bow (Ranged Damage 3), Sword (Close
MPH]) • 31 points Damage 3).
Advantages: Accurate Attack, Equipment 2, Great Endurance,

GOLDEN AGE VEHICLES Tracking.


Skills: Athletics 4 (+6), Expertise: Survival 4 (+4), Perception 5
(+8), Ranged Combat: Bows 4 (+4), Stealth 4 (+5).
Transportation in the 1940s (both civilian and military)
was in a time of transition. Passenger train service began Offense: Init +1, Bow +4 (Ranged, Damage 3), Hooves +2
(Close, Damage 3), Sword +2 (Close, Damage 6), Unarmed +2
to lose ground to the airlines, and jets supplanted prop-
(Close, Damage 2).
driven planes. On the oceans, the feared dreadnought
battleships of days gone by lost their naval dominance to Defense: Dodge 3, Parry 4, Fortitude 4, Toughness 4, Will 3.
the aircraft carrier. But the domination of roads wasn't left Totals: Abilities 24 + Powers 6 + Advantages 5 + Skills 11 (21
to a military tool, but ordinary consumer cars. ranks) + Defenses 4 = 50

While the Deluxe Gamemaster’s Guide lists various military Centaur Template • 12 points
vehicles of the era, this section provides various Golden PL Adjustment: +1
Age civilian vehicles for your campaign. Some types in- Statistic Adjustments: STR +1, STA +2, Centaur: Movement
cluded here are also mentioned in the Deluxe Hero’s Hand- 1 (Sure-footed 1), Feature 1 (Extra Legs), Senses 2 (Low-light
book, but note that changes in time and technology give Vision, Ultra-hearing), Hooves Strength-based Damage 1
the Golden Age versions somewhat different capabilities Combat Adjustments: Close Damage +1, Toughness +2,
than their modern descendants. Fortitude +1

CIVILIAN VEHICLES
Name Size Strength Speed Defense Toughness Cost
Motorcycle M 1 5 10 7 8
Coupe/Roadster L 6 6 8 7 9
Sedan/Police Car H 7 5 8 9 8
Touring Car/Limo H 7 5 6 9 6
Pickup Truck/Ambulance H 9 5 6 9 8

The Time Traveler's Codex 3


MUTANTS & MASTERMINDS

Gryphon PL 8 • MR7 • 103 points Merfolk PL 3 • MR4 • 47 points


STR 6 STA 6 AGL 4 DEX 0 FGT 8 INT –2 AWE 4 PRE 4 STR 0 STA 2 AGL 4 DEX 1 FGT 1 INT 0 AWE 1 PRE 2
Powers: Beak and Claws Strength-based Damage 2 Powers: Aquatic Immunity 3 (Cold, Drowning, Pressure),
(Multiattack 8), Flight 6 (120 MPH; Wings), Growth 4 (Innate, Movement 1 (Environmental Adaptation: Underwater), Senses
Permanent), Senses 7 (Darkvision, Ranged Detect Gold, 1 (Low-light Vision), Swimming 2 (2 MPH).
Extended Vision, Tracking 2).
Equipment: Spear.
Advantages: Animal Empathy, Improved Initiative, Improved
Advantages: Close Attack, Equipment 1, Favored Environment:
Smash, Move-by Action, Power Attack, Uncanny Dodge.
Underwater, Hide in Plain Sight, Improvised Tools.
Skills: Athletics 4 (+10), Perception 8 (+12).
Skills: Athletics 4 (+4), Expertise (choose one) 4 (+4),
Offense: Init +8, Beak and Claws +8 (Close, Damage 8). Perception 2 (+3), Stealth 2 (+6).
Defense: Dodge 10, Parry 9, Fortitude 6, Toughness 6, Will 8. Offense: Init +4, Spear +2 (Close, Damage 3, Crit 19–20),
Unarmed +2 (DC 15).
Totals: Abilities 44 + Powers 32 + Advantages 6 + Skills 6 (12
ranks) + Defenses 15 = 103 Defense: Dodge 4, Parry 3, Fortitude 3, Toughness 2, Will 2.

Hardy Trailblazer PL 5 • MR4 • 60 points Totals: Abilities 22 + Powers 10 + Advantages 5 + Skills 6 (12
ranks) + Defenses 4 = 45
STR 3 STA 4 AGL 2 DEX 2 FGT 3 INT 0 AWE 2 PRE 0
Equipment: Colt Pistol, Knife, Lariat, Survival Kit, Winchester Rifle.
Merfolk Template • 12 points
PL Adjustment: +0
Advantages: Equipment 5, Great Endurance, Second Chance:
Environmental Hazards, Teamwork, Tracking. Statistic Adjustments: Favored Environment (Underwater), Hide
in Plain Sight, Aquatic Immunity 3 (Cold, Drowning, Pressure),
Skills: Athletics 4 (+7), Expertise: Scout 4 (+4), Expertise:
Movement 1 (Environmental Adaptation: Underwater), Senses 1
Survival 4 (+4), Perception 4 (+6), Ranged Combat: Guns 4 (+6).
(Low-light Vision), Swimming 2 (2 MPH).
Offense: Init +2, Colt Pistol +6 (Ranged, Damage 3), Knife +3
Combat Adjustments: Close Damage +1, Toughness +2,
(Close, Damage 4; Crit. 19–20), Winchester Rifle +6 (Ranged,
Fortitude +1
Damage 4), Unarmed +3 (Close, Damage 3).
Defense: Dodge 4, Parry 6, Fortitude 6, Toughness 4, Will 4. HIPPOPOTAMUS
Totals: Abilities 32 + Powers 0 + Advantages 9 + Skills 10 (20
ranks) + Defenses 9 = 60 Loud and foul-tempered, the Nile hippopotamus is
Hippopotamus PL 6 • MR3 • 34 points nothing to tangle with. With jaws capable of crushing a
STR 6 STA 6 AGL 0 DEX –2 FGT 6 INT –4 AWE 1 PRE 1 boat, and a surprisingly fast land speed, many a foolish
braggart has died after crying “Watch this!” too close to
Powers: Growth 6 (Innate; Permanent), Movement 1
(Environmental Adaptation: Water). one of these beasts.
Advantages: Fearless.
MAMMOTH
Skills: Perception 4 (+5), Stealth 6 (+0).
Offense: Init +0, Bite +6 (Close, Damage 6). Shaggy mountains roaming the landscape, mammoths
Defense: Dodge 0, Parry 6, Fortitude 6, Toughness 6, Will 5. are short-sighted, protective, and loyal to their own. Their
Totals: Abilities 4 + Powers 14 + Advantages 1 + Skills 5 (10 stampedes can flatten forests and foes. Dangerous on
ranks) + Defenses 10 = 34 their own, they are deadly in herds.

Mammoth PL 9 • MR3 • 42 points MERFOLK


STR 11 STA 10 AGL 0 DEX –1 FGT 4 INT –4 AWE 2 PRE –1
Powers: Extra Limbs 1 (Trunk), Growth 10 (Innate, Permanent), Curious aquatic people who favor warm, shallow waters
Protection 4, Senses 1 (Ultra-hearing), Strength-based Damage like those found in the Mediterranean and Caribbean Seas,
1 (Tusks).
merfolk spend their days exploring, mastering an art, or
Advantages: Improved Grab. sunning on seaside rocks. While prepared to defend them-
Offense: Init +0, Tusks +4 (Close, Damage 12). selves, merfolk aren't as fearsome as Atlanteans or Deep
Defense: Dodge 1, Parry 4, Fortitude 10, Toughness 14, Will 3. Ones (see the Atlas of Earth-Prime), and rely more on their
Totals: Abilities 2 + Powers 28 + Advantages 0 + Skills 0 (0 speed and stealth to survive. While evasive, their curiosity
ranks) + Defenses 12 = 42 can also lead them into trouble, forcing them to find allies.

jewels, and if one of the pair is slain or abused its mate will The merfolk template can be added to other templates to
stop at nothing to get revenge. create soldiers, spellcasters, criminals, or aquatic aliens to
suit your needs. Or this template can be used as a basis for
HARDY TRAILBLAZER merfolk player characters.

Wagon masters, daring scouts, and good old filmland NINE-TAILED FOX
cowboys belong in this category, noted for their alertness,
endurance, and survival skills. Without such individu- Hailing originally from China but now well-established
als the frontier would never have yielded to settlers and across eastern Asian and the rest of the world, fox spirits—
cities. Though their tasks may be peaceable, they are well sometimes called húli jīng, kumiho, or kitsune—are trick-
able to handle trouble when it arises. ster spirits with powerful shapeshifting abilities. Some spy

4
ALL TIME, NO SPACE
Tzitzimitl PL 11 • MR10 • 145 points
STR 11 STA 10 AGL 4 DEX 0 FGT 8 INT 2 AWE 3 PRE 4
Powers: Death Gaze Ranged Damage 10 (Accurate 6,
Penetrating); AE: Possession Cumulative Perception Affliction
8 (Resisted and Overcome by Will; Dazed, Compelled,
Controlled; Extra: Merges with Host; Limited: Only in Darkness);
Titanic Size: Growth 8 (Innate, Permanent), Protection 4,
Senses 2 (Darkvision).
Advantages: Close Attack 3, Fearless, Improved Smash,
Weapon Break.
Skills: Intimidation 8 (+16), Perception 4 (+7), Stealth 6 (+2).
Offense: Init +4, Death Gaze +12 (Ranged, Damage 10),
Unarmed +11 (Close, Damage 11).
Defense: Dodge 5, Parry 8, Fortitude 13, Toughness 14, Will 9.
Totals: Abilities 52 + Powers 60 + Advantages 6 + Skills 9 (18
ranks) + Defenses 18 = 145.
Complication: Photophobic Sunlight halves Toughness bonus.

WWII Partisan PL 2 • MR3 • 35 points


STR 0 STA 0 AGL 0 DEX 1 FGT 1 INT 0 AWE 2 PRE 1
Equipment: Light Pistol.
Advantages: Defensive Roll, Equipment 2.
Skills: Athletics 4 (+4), Deception 4 (+5), Expertise: Current
Events 4 (+4), Insight 6 (+8), Perception 4 (+6), Persuasion 4
(+5), Sleight of Hand 4 (+5), Stealth 4 (+4), Technology 2 (+2).
Offense: Init +0, Light Pistol +1 (Ranged, Damage 3), Unarmed
+1 (Close, Damage 0).
Defense: Dodge 2, Parry 1, Fortitude 1, Toughness 1/0*, Will 3
*Without Defensive Roll.
Totals: Abilities 10 + Powers 0 + Advantages 3 + Skills 18 (36
ranks) + Defenses 4 = 35

to sate their boundless curiosity and play pranks to amuse


themselves, but other fox spirits are deadly hunter who
feed on human flesh, using their shapeshifting to tempt
others into letting down their guard. This statblock reflects
a young and inexperienced fox spirit. Thanks to their curios-
ity, most learn additional skills or magical tricks. For a more
powerful fox spirit, see the villain Foxfire (Threat Report). Nine-Tailed Fox PL 3 • MR8 • 83 points
STR 0 STA 2 AGL 3 DEX 2 FGT 4 INT 2 AWE 3 PRE 3
TZITZIMITL Powers: Comprehend 3 (Read, Speak, and Understand All
Languages), Morph 3 (Humanoids), Senses 4 (Acute Smell,
As tall as trees, the tzitzimitl are terrifying, skeletal titans Vision Counters Invisibility, Low-light Vision).
that dwell in darkness and conspire to consume the sun Advantages: Daze (Deception), Fascinate (Deception), Hide
and crush all mortal life! They can project beams of void in Plain Sight, Second Chance: Deception checks to disguise,
from their eyes and take possession of mortal forms under Taunt.
cover of night, but annual rituals can keep them at bay. Skills: Deception 10 (+13), Insight 6 (+9), Perception 3 (+6),
Any villain disrupting these safeguards could easily lure Stealth 8 (+11).
the giants into possessing them or others. Although tz- Offense: Init +3, Unarmed +4 (Close, Damage 0).
itzimitls are typically malicious, they occasionally spare Defense: Dodge 4, Parry 4, Fortitude 2, Toughness 2, Will 3.
infants or new parents, even demolishing nearby threats Totals: Abilities 38 + Powers 25 + Advantages 5 + Skills 14 (27
in order to keep their charges safe. ranks) + Defenses 1 = 83

WWII PARTISAN
The resistance fighters of invaded nations, partisans in
THANK YOU!
France, Poland, Russia, and China helped Allied forces While it wasn't cut from the Time Traveler's Codex, thank
by supplying key intelligence and sabotaging enemy you to all our fans and customers who help us make this
vehicles and installations. Most partisans were ordinary weird and fantastic books a possibility! Mutants & Master-
minds wouldn't exist without the engaged player base and
people trying to live their lives who picked up useful skills
constant positive feedback we get from you!
in the wake of invasion.

5
MUTANTS & MASTERMINDS

CREDITS & LICENSE


Mutants & Masterminds: All Time, No Space Mutants & Masterminds, Super-powered by M&M, Green
Ronin, and their associated logos are trademarks of Green
Writing: Crystal Frasier Ronin Publishing, LLC.
Design: Crystal Frasier
Editing: Michael Matheson The following is designated as Product Identity, in accor-
Art Direction: Hal Mangold dance with Section 1(e) of the Open Game License, Version
1.0a: hero points, power points. All characters and their as-
Graphic Design: Crystal Frasier
sociated images, descriptions, backgrounds, and related in-
Interior Art: Conceptopolis, Alberto Foche
formation are declared Product Identity.
Publisher: Chris Pramas The following text is Open Gaming Content: all game
Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, system rules and material not previously declared Product
Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke, Identity.
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass,
Malcolm Sheppard, Will Sobel, Owen K.C. Stephens, Green Ronin Publishing
Dylan Templar 3815 S. Othello St., Suite 100 #304
Mutants & Masterminds All Time, No Space is ©2020 Green Seattle, WA 98118
Email: custserv@greenronin.com
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other copyrighted material in no way constitute a chal-
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OPEN GAME LICENSE Version 1.0a ciated products contributed to the Open patibility or co-adaptability with any 15. COPYRIGHT NOTICE
Game License by the Contributor (g) “Use”, Trademark or Registered Trademark in
The following text is the property of “Used” or “Using” means to use, Distribute, conjunction with a work containing Open Game License v 1.0 Copyright
Wizards of the Coast, Inc. and is Copy- copy, edit, format, modify, translate and Open Game Content except as expressly 2000, Wizards of the Coast, Inc.
right 2000 Wizards of the Coast, Inc otherwise create Derivative Material of licensed in another, independent Agree- System Reference Document, Copyright
(“Wizards”). All Rights Reserved. Open Game Content. (h) “You” or “Your” ment with the owner of such Trademark 2000, Wizards of the Coast, Inc., Authors
means the licensee in terms of this agree- or Registered Trademark. The use of any Jonathan Tweet, Monte Cook, Skip
1. Definitions: (a)”Contributors” means ment. Product Identity in Open Game Content
the copyright and/or trademark owners Williams, based on original material by E.
does not constitute a challenge to the Gary Gygax and Dave Arneson.
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