Mutants & Masterminds: IT’S ABOUT TIME…(Ronin Roundtable)

Alright, so Green Ronin has released the Time Traveler’s Codex for Mutants & Masterminds, and we’re all interested. Time travel is a big deal, but you look at this development and you think “What has this got to do with me? Surely time travel and Green Ronin are in the pocket of Big Chronomancy. How can I possibly make time travel work for me, the little guy running a hand-to-mouth wooly mammoth ranch?”

Well I’m glad you asked, friend, because the Time Traveler’s Codex has so much to offer you! It’s got advice and skills to help you survive down the timestream, with not one, not two, but THREE brand new optional skills to help bring history to life! Pair those with new advantages designed especially with the worldly time traveler in mind and you’ll never feel out of place even when you’re out of your era!

“But every book has skills,” you say…

You, the discerning player have your eyes open for value! As a wary consumer, you know that companies aim so much at Gamemasters and their deep, tearstained pockets. You say “Well the Time Traveler’s Codex gives my Gamemaster everything she needs to attack me with a cyborg and a sabre-tooth tiger at the same time! How do I stand up against that?”

With time powers, my friend, with time powers. While the indelible Power Profiles offers you an in-depth look at temporal powers, this handy volume introduces new uses like Time Tampering and every 90s kid favorite, Time Out!

“But Crystal”, you say, interrupting again. “I was never bitten by a radioactive sundial! I have no powers to call my own!” Lucky for you, this stark tome provides a veritable catalog of new equipment with which to kit out your character! And the list doesn’t just start with our top-of-the-line time machines (including the Time-Hopping Muscle Car; tell Sal I sent you to get a sweet, sweet discount and no money down), but indispensable tools of the time-traveling trade like the Chronal Scanner and the emergency Time Suit! Defend yourself with an array of time-traveling weapons, whether you’re freezing them in place with the patent-pending Chronal Sink or wiping out the past, present, and future of your obnoxious neighbor with the still-technically-legal Quantum Disruptor! And that’s before we open the back of the book and start exploring vintage innovations from Earth’s history. No extra charge for that; it’s a feature.

I can see it in your eyes: You’re on the fence, but still you wonder, Is. It. For. Me? Canny, friend. You’re canny and I like that, so here’s what I’m gonna do. Now don’t spread this around, because I could lose my job for what I’m about to tell you, but every single element of this book intended for Gamemaster use is available to you, the consumer! Certainly your Gamemaster can unleash a horde of flesh-devouring cockroaches from beyond the end of time, but with time travel on your side you can have that self-same horde as a loyal and colorful sidekick! Crack wise with a loyal Dread Pirate or have an Egyptian Sphinx prepare your eggs in the morning; it’s doesn’t matter, they’re you’re sidekick!

Now how much would you pay?

Well, I’ll tell you what I’m gonna do! I’m gonna send you home—at no charge to you—with a hot sample to get you excited. One of the pre-made hero archetypes open to you: the Quantum Alien! Yes, that scion of an advanced race, whose very marrow is infused with the stuff of time travel itself! If this isn’t proof that your household is ready for time travel, then dear reader, you might as well stay in the 20th century!

Crystal Frasier

Crystal Frasier is the developer for the Mutants & Masterminds Roleplaying Game, as well as a comic book fan, RPG geek, and corgi aficionado. She has played a variety of roles within the tabletop and video game industries, and has lent her talents to companies including Green Ronin, Paizo Publishing, Palladium Books, Onyx Path Publishing, Rogue Genius Games, and Kobold Press.