Time Bomb

2008 · Scenario / Adventure / Module

Time Bomb

Two years after a nuclear war triggered by the assassination of Turrannia’s president, a scientist opens a time-travel window for a few minutes. A group of heroes—and possibly a villain—must travel back to prevent the event that began the apocalypse by eliminating the superhero responsible. This adventure is designed for three to five 10th-level heroes in a four-color superhero setting. Modular notes allow it to be adapted for insertion into an existing campaign. Requires the Mutants & Masterminds Second Edition roleplaying game.

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Attribute/Stat Based (STR, CON, PER, etc)Skill Based (buy or gain skills)Dice (Primarily d20)

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Game facts (players, playing time, age, credits) from BoardGameGeek.