Not assuming that control of time means outright time stop would be a good start.
Maybe your character can only bend time a little, speeding themselves up to move twice as quickly as they otherwise would. That's still extemely powerful, but it's a start.
So you can move, act and react twice as quickly as you normally would be able to, but when you're moving your bones still need to bear the stress of your own movements, and your muscles need to provide the force needed to make it happen.
You're going to get a lot of minor injuries very quickly. You're going to need some serious time off from doing anything physical if you don't want to cripple yourself very quickly. Forget about rest days, you need rest weeks.
Or maybe that's too restrictive. Maybe you want to think more along the lines of what this would do to your cardiovascular system. You have a finite amount of oxygen in your body, and being able to sprint 100 meters in 5 seconds is suddenly a lot less attractive if you're going to need a 10 minute lie down afterwards. Or maybe you just want to have a time limit on how long you can bend time for before you give yourself a heart attack.
>>45000589 Give them something sensible, like an advanced sense of intuition. This causes them to act impulsively, but they have moments of prescience that gives them an edge in dangerous situations. As they grow in strength they may be able to manipulate these smalls moments, changing events before they happen.
Opt for something dangerous, in the same vein as a psyker. Moving through time requires great strength of will, and distorts the users sense of self.The more it is used the harder it is to do in succession, and over time causes the loss of both physical and mental equilibrium.
If you're deadset on having maximum power, try going for a "one-ring" approach. As you break the fabric of time and space, the world tries to balance itself out. Horrifying temporal ghasts chase you to the ends of the earth, seeing you only as a mistake to correct. Hiding from them is possible so long as you travel by foot, but each time you must warp reality you in turn let them know where you are. Using your abilities sparingly could help those around you and still allow you to remain hidden, but go too far and you'll find yourself beset and swarmed. Good for something a little more rogue-ish, but you'd have to work out a way to keep them balanced.
>>45001427 Obviously the main point is not just how the power is limited, but to what extent you have control to begin with. Space and time covers pretty much everything, so having 'total power' essentially puts you as a god. The important part is figuring out how your character came across it in the first place: did they work towards it, or were they born with it? The former instills a sense of responsibility and virtue, which is always a welcome trait, while the latter lends more to a character with less control and are perhaps more sporadic and open. Perhaps you're even better off making a time control element a secondary feature rather than their main identity: consider a duelist who understands how a single second spells a fatal mistake, so they learn to slow, stop or even reverse mere moments, or a healer/monk that focuses their mind to perceive time as being slower so they can stop and think in vital situations. In the end, you just have to make sure that you aren't some sort of edgy/randumb demigod that runs around looking down on people like some doctor who knockoff.
"Control space and time" is extremely broad. Take this cat, here. He has the power to >Reverse time >Acccelerate time >Slow down time >Stop time >Record himself performing something and playback those actions while the real one goes elsewhere All of these powers only last for ten seconds per use, and he has to gather material to prime those powers first.
>>45000645 The World's power should have only been an extra standard action CON bonus/encounter, but being a vampire fucked with it. Being undead made it CHA bonus/encounter, vampire drain restores uses, and undead resilience and the concentration being CHA based increased the boost to an extra full turn.
Make it so that trying to use that power beyond a certain tolerance has consequences, in the form of really severe headaches and/or town killing tornados that can only be prevented by sacrificing the waifu.
umm... why is their character defined by their super powers? They could have all the powers of superman, and still have like ANY personality. They could be cheerful and happy, they could be champions of justice, they could be villains, they could the type that just wants to have a normal life, or maybe they embrace their powers and use them irresponsibly at every opportunity. Do they have any hobbies? Do they have any interests? What do they do when they aren't saving/destroying the world?
It's quite possible to make them interesting without giving them super powers. The super powers don't actually make them less interesting if you don't let them (they totally can and often do, but that's usually the fault of the writer and not the character concepts fault).
Altering the space/time continuum too much could cause ripples in space time with consequences such as suddenly being transported to a point earlier in the game or making an object or character dispensary
>>45000589 Look up Continuum. It features characters that can travel through time at will, and are kept in line by their own obligations and responsibilities, backed by a future godlike time-spanning civilization to keep things from getting too out of hand.
The balance must be maintained. Time spent must first be saved. And desynching yourself for long has major health repercussions.
For example. moving at double speed for 5 minutes means spending five minutes moving at half speed. Nine seconds of stopped time means nine seconds of time moving by without you. And the larger the deficit the more immediate the need to repay it.
>>45000589 For time this >>45000986 and >>45001492 and >>45002675 are all pretty good. For space, use the inverse square law. Their ability to bend space is weakened the further away from themselves the area is. So combined with their ability to slow time, they can be really great at dodging stuff, being able to slow time to perceive an attack, and bend space around them so that they can move a large distance to dodge with what to them would only be a very slight movement.
>>45000589 Tales of Maj'Eyal has a system sort of like the opposite of >>45001427 's suggestion. The more you fuck with time the more fucked it gets. As long as the area's space/time integrity remains high the harder it is to manipulate. The weaker it is, the more you can do, but the less predictable the effects. It can be a little "wild mage" like, but that could work well in a less lethal/more narrative game.
>>45000589 Try the Undertale route in that the character can warp back to set specific points but otherwise has no other abilities. Some opponents will require a lot of attempts to win against or outright reversing things quite far to try a different route.
>>45003903 >how would you do that in game Time begins to slow, and over the course of what feels like the most disproportionately long second ever beheld, time stops, entirely. You see...
Describe the scene before them in excruciating detail, as they have time to do nothing but process things. Give them a turn or two to look at/focus on anything in particular, and provide answers, before...
And, once more, time begins to accelerate again, until, as if it had never stopped, it runs as normal.
It's funny really. Most of the time when a "time mage" tries to tell others that there's no such thing, they usually don't believe us.
Most of the battlefield conditions we put on opponents are totally biological.
But it's true. The mix-up is mostly fueled by the poor understanding of human anatomy. In truth, most chronomancers are actually neuromancers.
"Haste" is really just a near-fatal spike in sodium and potassium levels. "Torpor"? More like lactic flood. "Stop" is just a neural overload. Even my personal favorite, "Rewind", is just forcing the enemies' brain to retrace its steps. They even make the sounds themselves!
But here's the weird part, right? Your reality is based entirely on observation. So, assuming that "gestalt reality" is really just a culmination of what our brains can agree as actually existing, could chronomancy really exist?
A perfect neuromancer could, in theory, convince everyone that a certain event never happened. I mean, it's just a theory, but... I don't know. Anyway, there's your answer.
>>45000589 Just make him a side character. Bam! Problem solved. He has the power to control reality? He doesn't give a fuck. He can help people? Maybe, but he generally doesn't give a fuck. Someone is going full murderhobo? He doesn't give a fuck. But what if someone tries to end the universe? He intervines and stops them, because that would make his life boring. Just make him/her just a usual person wandering around, trying to find entertainment.
>>45000589 Every single teleportation/timeshift does not move the character into new timespace, it creates a copy. Encountering any of your now-independent copies creates a paradox which instakills the character, and every timespace-shift increases the chance of such thing happening eventually.
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