Time Stop ( Z A W A R U D O)

SOLVED: Solved by using incapacitated and flavouring that as a time stop, feel free to use any of this or any of the suggestions if you wish(With GM discretion, of course)
A boon to mimic spells from the likes of PathFinder and D&D, my proposal:
EDIT:The Editted Version Will Be Presented First Also, Is Putting Caps On The First Letter Annoying You?
Time Stop
Power Level: 9
Duration: instantaneous (see Effect)
Invocation Time: 1 Focus Action
Attributes: Alteration, Movement

Description: Speeding yourself up to the most extreme, stopping everything else in an area or just literally stopping time itself, you can act without anyone being able to react. This might be the ultimate move of a time mage or the work of an enemy stand. :wink:

Effect: Upon invoking this Boon, you stop time for everything but the target. The target then has time for a number of Turns determined by your Roll. During this time, they get all their usual Actions.
Any effect on them that has a duration or needs to be sustained by themselves continues normally, other effects are cancelled for as long as they are affected by this Boon.
The target cannot however target or otherwise affect any creature that is not affected by this Boon in any way, including Area Multi-Targeting or manipulating their immediate suroundings in a 5x5 ft area, so the target couldn’t for example create a falling pit or trap underneath them, move them or take their equipment.
Special: The number of Turns the target is granted is determined by the total of the Action Roll as follows:

  1. 28 - 1 turn
  2. 32 - 2 turns
  3. 36 - 3 turns
  4. 40 - 4 turns
  5. 44 - 5 turns
    This boon is not available for Boon Focus, Heightened Invocation, or any similar Feats that would affect the Invocation Time or the Duration.

Time Stop
Boon: PL9
Invocation time: One focus action
Movement or Alteration
Description: You briefly stop the flow of timeotherwise stated.
This could be a powerful arch-mage giving himself an extra few seconds of escape time or a jojo reference
Effect: Time is stopped for all a part from those effected by this instance of this boon(unless otherwise stated)
while time is stopped this way you cannot take any hasted actions or cause damage in anyway.
Special: For every extra round, the invocation DC increases by 32, this must be stated before the boon is invoked

I think this is in need of some clean-up.


We were talking about this on discord, so I believe you were trying to say the invocation CR increases by 4 instead of

meaning the CR for 2 rounds of stopped time would be 32, for 3 would be 36 etc.
Disadvantage per extra round might also work, though this way the Roll also directly decides the length of the time stop similar to how it determines the PL of Boons without needing to announce the amount of rounds you want and creating an “all or nothing” Roll.


I don’t really see why Haste actions shouldn’t be possible, it just complicates things.

The Focus Action is a good idea here, by default it cancels any Boons upon invoking a time stop when you target yourself, unless you have Boon Focus II (time stop) or Boon Focus III or a permanent Heightened Invocation of the Boon you want to use inside the time stop. That is an investment big enough in my eyes.


Going off other systems I’d suggest changing the wording to can't target anyone including Area Multi-Targeting rather than

Because this would allow for Banes to still be used on enemies.

I personally also like the idea of not being able to target allies that aren’t with you, so that’s why I’d use the targeting clause. This is also similar to how time stop works in other systems.


Should a person get a full extra turn (Major, Move and Minor Action) or just a Major Action similar to Haste without Disadvantage but with other limitations?

If the second is the case, maybe this would be better off as a Feat that modifies Haste, similar to Hallucination where you can decide between two ways to invoke the Boon.


My proposal then:

Time Stop

Power Level: 9
Duration: instantaneous (see Effect)
Invocation Time: 1 Focus Action
Attributes: Alteration, Movement

Description: Speeding yourself up to the most extreme, stopping everything else in an area or just literally stopping time itself, you can act without anyone being able to react. This might be the ultimate move of a time mage or the work of an enemy stand. :wink:

Effect: Upon invoking this Boon, you stop time for everything but the target. The target then has time for a number of Turns determined by your Roll. During this time, they get all their usual Actions.
Any effect on them that has a duration or needs to be sustained by themselves continues normally, other effects are cancelled for as long as they are affected by this Boon.
The target cannot however target or otherwise affect any creature that is not affected by this Boon in any way, including Area Multi-Targeting or manipulating their immediate suroundings, so the target couldn’t for example create a falling pit or trap underneath them, move them or take their equipment.

Special: When Rolling to invoke this Boon, the target is granted a number of Turns equal to 1+ how far you exceeded the CR divided by 4 (round down). This normally means that they get
1 Turn on a Roll of 28-31,
2 Turns on a Roll of 32-35,
3 Turns on a Roll of 36-39,
etc.
to a maximum number of Turns equal to your Level.

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Well, you pretty much made a better version of what I made :(, atleast this is solved!

Why? Why make it so crazy like that.

Special: The number of Turns the target is granted is determined by the total of the Action Roll as follows:

  • 28 - 1 turn
  • 32 - 2 turns
  • 36 - 3 turns
  • 40 - 4 turns
  • 44 - 5 turns

This boon is not available for Boon Focus, Heightened Invocation, or any similar Feats that would affect the Invocation Time or the Duration.


Stopping at 5 turns, b/c that seems reasonable. I was thinking more of a limit of half your level is the max, but then level 10 is usually max for most games/campaigns, and giving more than 5 turns is a bit crazy.

If you go by the logic of a more powerful Haste, Haste only gives a max of 2 extra major actions for a total of 3 major actions in a turn, so this gives 2 more over that (though full turns instead of just major actions).

My other thought would be to actually include this in the Special

The formula for success on this boon is different from most, so determine success based on your Action Roll as follows:

  • 35 - 1 turn
  • 40 - 2 turns
  • 45 - 3 turns

This would make it more difficult considering what it grants you, though You could modify the numbers some of course.

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Pathfinder habits. Reduce the word count of the actual rule by as much as possible even if you risk complete incomprehensability. Examples can be as long as you want.

The five turn maximum is sensible.

I’m not sure about the Invocation Time restriction, I honestly don’t really think it needs it. Note that the Duration is “Instantaneous” and thus it can’t benefit from Boon Focus III apart from Multi-Targeting and can’t be made permanent or be sustained for a minute by Heightened Invocation, which I think was your main concern.

The Haste idea would be in the case of it only granting Major Actions. Much like Hallucination, a feat for it would merely shift around the restrictions.

I don’t think it needs a raised CR, it’s not too powerful I think. Adjusting the +4 per Turn to +5 or +6 is reasonable though.

After all, almost nothing it could grant you wouldn’t also be achieved by Boon Focus II (Haste). It also has a requirement of an Attribute of 9 already.

How do you think it’s too powerful for the normal CR plus something for more Turns? It has major restrictions and can almost only be used for Movement and Boons, particularly Summon Creature.

my concern was giving it advantage, and reducing the required time down below a Focus Action. In practice, it might not matter given the extra turns it grants, regardless if those turns can only be used essentially for movement and/or boons.

You can greatly change the battlefield with this, as well as suddenly summon an army, and then that army might be able to act right away.

I strongly disagree. If I made this a straight Action Roll the CR would be higher than 28 for sure. ANYTHING that changes action economy is HUGE in open legend.


My original thought on this was that when you cast it, it might behave more like darkness/light, in that you pick a spot/target and a “bubble” forms out from that spot, causing everything to slow down in the area (or to make it so the target is unaffected, and everything else in the area is).

It might even be better to make this a bane of sorts. Maybe, maybe not. Just throwing something out there.

from discussion on discord:

The reason for a bane is b/c the point of it seems to be to give you time to prepare and do things.

A bane, then, would allow you to affect your enemies, and then they would have to attempt to get out of the time stop. So essentially you are creating an are of distoration of time (as opppossed to affecting all time everywhere) around them to give you and your allies time to do something. By doing so, it would also explain why you can’t do anything to them, b/c the area aroudn them is affected, and you can’t get through it.

The problem with it being a boon as it is, currently it is affecting several others, potentially a huge amount of others, in a negative way that they can do nothing about.

As far as targeting, I think that depends on which Attribute you are using.

It would either be Toughness or Resolve, but probably more to toughness.

Ye, I’ll have to get to work later because mum keeps on telling me to go to bed :sad:

We already have that though. It’s called Incapacitated. If you allow Incapacitated to be accessed by Movement and/or Alteration, you can have a Time Stop. Which I would totally allow as justification btw but that may just be me.

Actually, Incapacitated is potentionally more powerful than the Boon, because it allows not only Boons and Movement, but also Banes and Damage, even Finishing Blows. It may also remove Attributes from the Defenses as per the rules for unconscious targets (0HP) for Finishing Blows, but that is up to the GM and the situation.

It does need to be afflicted, true, but even the most high level enemies are likely going to have Defenses that are similar to a Boon Invocation for PL9. Heck, the highest Defense a simple build Level 20 Boss can have is 31, below even our moderate 2 Turn Time Stop. Once afflicted, it will also last about 2 rounds on average, and that’s not considering Potent Bane (or Resilient and Bane Resistance for NPCs, to be fair).

Multi-Targeting makes this different, sure, but as a trade-off for “affecting” all non-targets (possibly including allies mind you) no interaction can be made with them. Also it is PL9, meaning you either need to find or buy an Item (which is totally under GM control) or only gain access at very late levels.

EDIT:

I suppose Boon Access could also access it, but beyond PL6 that is under GM control as well.

Boon Focus I would handle like Restoration btw, where you could take 1 Turn with auto-success but for more you’d need to roll normally.

Oh, I thought it was fairly clear that after the Time Stop ends, the Turn ends. This doesn’t quite resolve the initative for targets other than yourself though, that is correct.

EDIT 2:

I’ve read it again, Incapacitated definitely removes Attributes for Finishing Blows:

Finishing Blows
When you suffer a damaging attack while unconscious, incapacitated, or otherwise unable to defend yourself, the attack counts as a finishing blow and may cause immediate death. Your defense against a finishing blow does not include any bonus from your attributes.

Indeed, this is where I was starting to try and turn the conversation. Time Stop by itself is a bit silly to me anyways, but you can replicate it via other means, such as incapacitated.


This was clear, and… was my point? Your minion cannot act on the turn that it is summoned. You have multiple turns, it is very specific in the wording above that you have multiple turns.

But that isn’t even the most powerful, transmuting (via Boon Focus) the entire battlefield to suddenly have people surrounded by cliffs or pits. Doing Barrier to surround them, all sorts of stuff that they can’t do anythign about, just wait for you to use up your full fledged turns to do.

Again, why it made more sense to treat it like a bane. Or a Boon like darkness that does affect your allies (just like the boon you described would anyways).


But altogether, you can probably achieve this with current abilities and banes, such as incapacitated.