TEXT: A Heroic Supplement for
  A Heroic Supplement for
  TIME
  TIME TRAVELER'S
  TRAVELER'S 
  Code
  dex
  BONUS CONTENT!
  NT!
  BON
  ALL TIME
  ALL TIME NO SPACE
  NO SPACE
  
  Time Travel Bonus Content!
  Time Travel Bonus Content!
  T
  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. 
  Lots of small elements from across the timestream were 
  scattered and forgotten, ready to deteriorate in a wave of 
  chronal energy as the universe moved on with out them.
  But this is the digital age! Books aren't bound solely by 
  paper and glue anymore, and information never dies!
  What follows in this document are many of the elements 
  that were removed from the main text of the Time Trav-
  eler's Codex--devices and characters you can use in your 
  own campaign whether your heroes travel through time 
  or weird events come to them. The devices included pro-
  vided include less-portable and more-portable  time-trav-
  el options, as well as statistics for historic civilian vehicles 
  you can use for heroes traveling to the first half of the 
  20th-century.
  Many of the minions presented are fantastic creatures-
  -centaurs, merfolk, kitsune, and gryphons--while others 
  like the hippo and mammoth are at home in a zoo... albeit 
  a more exotic zoo only found in the pages of superhero 
  adventures. The hardy trailblazer--a staple of cowboy 
  fiction--and the WWII partisan both have modern equiva-
  lents and can find their way into your Mutants & Master-
  Minds game even if your heroes never even glimpse a time 
  machine or portal.
  DEVICES & EQUIPMENT
  The time machines presented here are intended to be 
  purchased as devices, though your Gamemaster has final 
  say if any given piece of gear is a device or equipment. 
  The chrono-projector may qualify for equipment, given its 
  limited mobility.
  CHRONO-PROJECTOR
  The chrono-projector is a room-sized piece of equip-
  ment  consisting of a platform surrounded by energy-
  focusing nodules to project a field of tachyons. This time 
  machine doesn't travel through time itself, but instead 
  pushes anything on the platform back in time to a dif-
  ferent era. The artificial tachyons the projector generates 
  are easy to track, allowing operators who remain with 
  the machine to follow the movements of any dispatched 
  travelers and recall them instantly. Heroes with a Time 
  Comm can communicate with the projector directly to 
  initiate that recall.
  A chrono-projector may be purchased as a headquarters 
  feature rather than equipment.
  Chrono-Projector: Burst Area Movement 3 (Time Travel 3; 
  Affects Others Only, Reversible), Senses 7 (Acute Ranged 
  Detect Time Travelers; Dimensional 3 (any time), Extended 4) 
  • 20 points
  2
  MUTANTS & MASTERMINDS  
  MUTANTS & MASTERMINDS  
  The Time Traveler's Codex
  The Time Traveler's Codex
  The Time Traveler's Codex
  
  MINION ARCHETYPES
  Pulled from various points in the past, these minions rep-
  resent a motley assortment of foes (or potential sidekicks)  
  to cross your heroes' path.
  CENTAUR
  Reclusive sylvan creates from the Greek conquests, cen-
  taurs are natural soldiers and resistant to any outside rule. 
  They run in large herds in the untouched corners of the 
  world, but even small roving gangs travel the conquered 
  lands of Rome. Scarred by war, these wanderers harass 
  common folk and take what they please.
  The centaur template can be added to other templates 
  to create soldiers, spellcasters, criminals, or centaur-like 
  aliens to suit your needs. Or this template can be used as a 
  basis for centaur player characters.
  GRYPHON
  The gryphon is a legendary beast that marries heaven and 
  earth—a giant eagle and a lion twisted together. They 
  serve as guardians of treasures and undisturbed wilds. 
  Gryphons mate for life, lining their nests with gold and 
  DEVOLVER
  The devolver is a rare weapon that projects a beam of care-
  fully modulated chronal energy to warp DNA. A glancing 
  blow can cause painful spasms and disorientation, while a 
  direct blast unravels the target's genetic code and replac-
  es it with an ancestral version. This reverts humans to a 
  skittish, pre-sapient ape form, but different models might 
  push the transformation further, transforming humans 
  into monkeys, primitive mammals, or amphibians.
  Devolver: Ranged Cumulative Affliction, Resisted by Dodge, 
  Overcome by Fortitude; Dazed, Defenseless, Transformed [into 
  less evolved version]; Reversible • 4 points for the first rank + 3 
  points per rank to increase the resistance DC
  TIME SCEPTER
  An ancient magical tool whose origins are deliberately 
  shrouded in mystery, the time scepter uses powerful 
  arcane glyphs and sands gathered from every moment 
  in history to grants its wielder mastery of time. Anyone 
  in control of it can move backwards and forwards in time 
  at will, slow time around them, or step sideways into 
  mystical realms, but experienced users can also use the 
  scepter's magic as a weapon, aging their foes into dust or 
  transforming them into children or infants.
  Time Scepter: (Easily Removable, Indestructible) Time 
  Hop Movement 5 (Dimensional 2 [Mystic Dimensions] Time 
  Travel 3, Increased Mass 8 [6 tons]), Time Control (Array; 30 
  points), Age Manipulation (Ranged Cumulative Affliction 10 
  [Resisted and Overcome by Fortitude; Dazed, Defenseless, 
  Transformed]), Rewind (Luck Control 4 [Bestow Luck, Force a 
  Re-roll, Negate Luck, Spend on Other]), Slow Time (Enhanced 
  Dodge 5, Enhanced Parry 5, Quickness 10, Speed 10 [2000 
  MPH]) • 31 points
  GOLDEN AGE VEHICLES
  Transportation in the 1940s (both civilian and military) 
  was in a time of transition. Passenger train service began 
  to lose ground to the airlines, and jets supplanted prop-
  driven planes. On the oceans, the feared dreadnought 
  battleships of days gone by lost their naval dominance to 
  the aircraft carrier. But the domination of roads wasn't left 
  to a military tool, but ordinary consumer cars.
  While the Deluxe Gamemaster’s Guide lists various military 
  vehicles of the era, this section provides various Golden 
  Age civilian vehicles for your campaign. Some types in-
  cluded here are also mentioned in the Deluxe Hero’s Hand-
  book, but note that changes in time and technology give 
  the Golden Age versions somewhat different capabilities 
  than their modern descendants.
  Centaur 
  PL 4 • MR4 • 50 points
  STR 2 STA 4 AGL 1 DEX 0 FGT 2 INT 0 AWE 3 PRE 0
  Powers: Centaur: Movement 1 (Sure-footed 1), Feature 1 
  (Extra Legs), Senses 2 (Low-light Vision, Ultra-hearing), Hooves 
  Strength-based Damage 1.
  Equipment: Bow (Ranged Damage 3), Sword (Close 
  Damage 3). 
  Advantages: Accurate Attack, Equipment 2, Great Endurance, 
  Tracking. 
  Skills: Athletics 4 (+6), Expertise: Survival 4 (+4), Perception 5 
  (+8), Ranged Combat: Bows 4 (+4), Stealth 4 (+5).
  Offense: Init +1, Bow +4 (Ranged, Damage 3), Hooves +2 
  (Close, Damage 3), Sword +2 (Close, Damage 6), Unarmed +2 
  (Close, Damage 2). 
  Defense: Dodge 3, Parry 4, Fortitude 4, Toughness 4, Will 3. 
  Totals: Abilities 24 + Powers 6 + Advantages 5 + Skills 11 (21 
  ranks) + Defenses 4 = 50
  Centaur 
  Template • 12 points
  PL Adjustment: +1
  Statistic Adjustments: STR +1, STA +2, Centaur: Movement 
  1 (Sure-footed 1), Feature 1 (Extra Legs), Senses 2 (Low-light 
  Vision, Ultra-hearing), Hooves Strength-based Damage 1
  Combat Adjustments: Close Damage +1, Toughness +2, 
  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
  3
   
  ALL TIME, NO SPACE
  ALL TIME, NO SPACE
   
  ALL TIME, NO SPACE
  ALL TIME, NO SPACE
  The Time Traveler's Codex
  The Time Traveler's Codex
  The Time Traveler's Codex
  
  jewels, and if one of the pair is slain or abused its mate will 
  stop at nothing to get revenge.
  HARDY TRAILBLAZER
  Wagon masters, daring scouts, and good old filmland 
  cowboys belong in this category, noted for their alertness, 
  endurance, and survival skills. Without such individu-
  als the frontier would never have yielded to settlers and 
  cities. Though their tasks may be peaceable, they are well 
  able to handle trouble when it arises.
  HIPPOPOTAMUS
  Loud and foul-tempered, the Nile hippopotamus is 
  nothing to tangle with. With jaws capable of crushing a 
  boat, and a surprisingly fast land speed, many a foolish 
  braggart has died after crying “Watch this!” too close to 
  one of these beasts.
  MAMMOTH
  Shaggy mountains roaming the landscape, mammoths 
  are short-sighted, protective, and loyal to their own. Their 
  stampedes can flatten forests and foes. Dangerous on 
  their own, they are deadly in herds. 
  MERFOLK
  Curious aquatic people who favor warm, shallow waters 
  like those found in the Mediterranean and Caribbean Seas, 
  merfolk spend their days exploring, mastering an art, or 
  sunning on seaside rocks. While prepared to defend them-
  selves, merfolk aren't as fearsome as Atlanteans or Deep 
  Ones (see the Atlas of Earth-Prime), and rely more on their 
  speed and stealth to survive. While evasive, their curiosity 
  can also lead them into trouble, forcing them to find allies.
  The merfolk template can be added to other templates to 
  create soldiers, spellcasters, criminals, or aquatic aliens to 
  suit your needs. Or this template can be used as a basis for 
  merfolk player characters.
  NINE-TAILED FOX
  Hailing originally from China but now well-established 
  across eastern Asian and the rest of the world, fox spirits—
  sometimes called húli jīng, kumiho, or kitsune—are trick-
  ster spirits with powerful shapeshifting abilities. Some spy 
  Gryphon 
  PL 8 • MR7 • 103 points
  STR 6 STA 6 AGL 4 DEX 0 FGT 8 INT –2 AWE 4 PRE 4
  Powers: Beak and Claws Strength-based Damage 2 
  (Multiattack 8), Flight 6 (120 MPH; Wings), Growth 4 (Innate, 
  Permanent), Senses 7 (Darkvision, Ranged Detect Gold, 
  Extended Vision, Tracking 2).
  Advantages: Animal Empathy, Improved Initiative, Improved 
  Smash, Move-by Action, Power Attack, Uncanny Dodge.
  Skills: Athletics 4 (+10), Perception 8 (+12).
  Offense: Init +8, Beak and Claws +8 (Close, Damage 8). 
  Defense: Dodge 10, Parry 9, Fortitude 6, Toughness 6, Will 8. 
  Totals: Abilities 44 + Powers 32 + Advantages 6 + Skills 6 (12 
  ranks) + Defenses 15 = 103
  Hardy Trailblazer 
  PL 5 • MR4 • 60 points
  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.
  Advantages: Equipment 5, Great Endurance, Second Chance: 
  Environmental Hazards, Teamwork, Tracking. 
  Skills: Athletics 4 (+7), Expertise: Scout 4 (+4), Expertise: 
  Survival 4 (+4), Perception 4 (+6), Ranged Combat: Guns 4 (+6). 
  Offense: Init +2, Colt Pistol +6 (Ranged, Damage 3), Knife +3 
  (Close, Damage 4; Crit. 19–20), Winchester Rifle +6 (Ranged, 
  Damage 4), Unarmed +3 (Close, Damage 3). 
  Defense: Dodge 4, Parry 6, Fortitude 6, Toughness 4, Will 4. 
  Totals: Abilities 32 + Powers 0 + Advantages 9 + Skills 10 (20 
  ranks) + Defenses 9 = 60
  Hippopotamus 
  PL 6 • MR3 • 34 points
  STR 6 STA 6 AGL 0 DEX –2 FGT 6 INT –4 AWE 1 PRE 1
  Powers: Growth 6 (Innate; Permanent), Movement 1 
  (Environmental Adaptation: Water). 
  Advantages: Fearless. 
  Skills: Perception 4 (+5), Stealth 6 (+0). 
  Offense: Init +0, Bite +6 (Close, Damage 6). 
  Defense: Dodge 0, Parry 6, Fortitude 6, Toughness 6, Will 5. 
  Totals: Abilities 4 + Powers 14 + Advantages 1 + Skills 5 (10 
  ranks) + Defenses 10 = 34
  Mammoth 
  PL 9 • MR3 • 42 points
  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), 
  Protection 4, Senses 1 (Ultra-hearing), Strength-based Damage 
  1 (Tusks).
  Advantages: Improved Grab. 
  Offense: Init +0, Tusks +4 (Close, Damage 12).
  Defense: Dodge 1, Parry 4, Fortitude 10, Toughness 14, Will 3.
  Totals: Abilities 2 + Powers 28 + Advantages 0 + Skills 0 (0 
  ranks) + Defenses 12 = 42
  Merfolk 
  PL 3 • MR4 • 47 points
  STR 0 STA 2 AGL 4 DEX 1 FGT 1 INT 0 AWE 1 PRE 2
  Powers: Aquatic Immunity 3 (Cold, Drowning, Pressure), 
  Movement 1 (Environmental Adaptation: Underwater), Senses 
  1 (Low-light Vision), Swimming 2 (2 MPH).
  Equipment: Spear.
  Advantages: Close Attack, Equipment 1, Favored Environment: 
  Underwater, Hide in Plain Sight, Improvised Tools.
  Skills: Athletics 4 (+4), Expertise (choose one) 4 (+4), 
  Perception 2 (+3), Stealth 2 (+6). 
  Offense: Init +4, Spear +2 (Close, Damage 3, Crit 19–20), 
  Unarmed +2 (DC 15).
  Defense: Dodge 4, Parry 3, Fortitude 3, Toughness 2, Will 2.
  Totals: Abilities 22 + Powers 10 + Advantages 5 + Skills 6 (12 
  ranks) + Defenses 4 = 45
  Merfolk 
  Template • 12 points
  PL Adjustment: +0
  Statistic Adjustments: Favored Environment (Underwater), Hide 
  in Plain Sight, Aquatic Immunity 3 (Cold, Drowning, Pressure), 
  Movement 1 (Environmental Adaptation: Underwater), Senses 1 
  (Low-light Vision), Swimming 2 (2 MPH).
  Combat Adjustments: Close Damage +1, Toughness +2, 
  Fortitude +1
  4
  MUTANTS & MASTERMINDS  
  MUTANTS & MASTERMINDS  
  
  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).
  TZITZIMITL
  As tall as trees, the tzitzimitl are terrifying, skeletal titans 
  that dwell in darkness and conspire to consume the sun 
  and crush all mortal life! They can project beams of void 
  from their eyes and take possession of mortal forms under 
  cover of night, but annual rituals can keep them at bay. 
  Any villain disrupting these safeguards could easily lure 
  the giants into possessing them or others. Although tz-
  itzimitls are typically malicious, they occasionally spare 
  infants or new parents, even demolishing nearby threats 
  in order to keep their charges safe.
  WWII PARTISAN
  The resistance fighters of invaded nations, partisans in 
  France, Poland, Russia, and China helped Allied forces 
  by supplying key intelligence and sabotaging enemy 
  vehicles and installations. Most partisans were ordinary 
  people trying to live their lives who picked up useful skills 
  in the wake of invasion.
  THANK YOU!
  While it wasn't cut from the Time Traveler's Codex, thank 
  you to all our fans and customers who help us make this 
  weird and fantastic books a possibility! Mutants & Master-
  Minds wouldn't exist without the engaged player base and 
  constant positive feedback we get from you!
  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
  Nine-Tailed Fox 
  PL 3 • MR8 • 83 points
  STR 0 STA 2 AGL 3 DEX 2 FGT 4 INT 2 AWE 3 PRE 3
  Powers: Comprehend 3 (Read, Speak, and Understand All 
  Languages), Morph 3 (Humanoids), Senses 4 (Acute Smell, 
  Vision Counters Invisibility, Low-light Vision).
  Advantages: Daze (Deception), Fascinate (Deception), Hide 
  in Plain Sight, Second Chance: Deception checks to disguise, 
  Taunt.
  Skills: Deception 10 (+13), Insight 6 (+9), Perception 3 (+6), 
  Stealth 8 (+11).
  Offense: Init +3, Unarmed +4 (Close, Damage 0).
  Defense: Dodge 4, Parry 4, Fortitude 2, Toughness 2, Will 3.
  Totals: Abilities 38 + Powers 25 + Advantages 5 + Skills 14 (27 
  ranks) + Defenses 1 = 83
  5
   
  ALL TIME, NO SPACE
  ALL TIME, NO SPACE
   
  ALL TIME, NO SPACE
  ALL TIME, NO SPACE
  
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  System Reference Document, Copyright 
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  Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. 
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  Modern System Reference Document, 
  Copyright 2002-2004, Wizards of the 
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  Mutants & Masterminds, Copyright 2002, 
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  Advanced Player’s Manual, Copyright 
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  Author Skip Williams. 
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  Copyright 
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  Freedom City, Copyright 2003, Green 
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  Handbook, 
  Copyright 2010, Green Ronin Publishing, 
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  Mutants & Masterminds Hero’s Handbook, 
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  Mutants & Masterminds All Time, No Space, 
  Copyright 2020, Green Ronin Publishing, 
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  Jennifer DK, Crystal Frasier, Jaym Gates,  
  Steve Kenson, John Polojac, Chris 
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  mutaNtS & maStermiNdS: all time, No SpaCe
  Writing: Crystal Frasier
  Design: Crystal Frasier
  Editing: Michael Matheson
  Art Direction: Hal Mangold
  Graphic Design: Crystal Frasier
  Interior Art: Conceptopolis, Alberto Foche
  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, 
  Malcolm Sheppard, Will Sobel, Owen K.C. Stephens, 
  Dylan Templar
  Mutants & Masterminds All Time, No Space is ©2020 Green 
  Ronin Publishing, LLC. All rights reserved. References to 
  other copyrighted material in no way constitute a chal-
  lenge to the respective copyright holders of that material. 
  CREDITS & LICENSE
  CREDITS & LICENSE
  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 accor-
  dance with Section 1(e) of the Open Game License, Version 
  1.0a: hero points, power points. All characters and their as-
  sociated images, descriptions, backgrounds, and related in-
  formation are declared Product Identity.
  The following text is Open Gaming Content: all game 
  system rules and material not previously declared Product 
  Identity.
  Green Ronin Publishing
  3815 S. Othello St., Suite 100 #304
  Seattle, WA 98118
  Email: custserv@greenronin.com
  Web Sites: www.greenronin.com
  www.mutantsandmasterminds.com
  6
  MUTANTS & MASTERMINDS  
  MUTANTS & MASTERMINDS  
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/M&M3e - Time Traveller's Codex - All Time, No Space [OEF][2020] {GRR55190}.pdf