Time Stop
2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. · RareRare RarityRare is a Rarity for powerful options that usually take a quest, great wealth, or a specialist to obtain.
Part of Compel
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Time Stop is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that freezes time for everyone but you.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- TimeTime RuleTime is how the game measures how long things take. freezes for everyone but you. Take 2 extra TurnsTurn CombatTurns are the part of each Round when you get your chance to act. in a row. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ends early if you affect another CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or an object another CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is holding.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- Same as SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., but you take only 1 extra TurnTurn CombatTurns are the part of each Round when you get your chance to act..
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it. For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 5th, spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 extra TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Source Player Codex