Appendices for Pause: Difference between revisions
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==Breaks== | ==Breaks== | ||
The most important feature of a Pause is the Break which prompts the Pause in the first place. But what exactly is a Break? In short, a Break is something that is wrong with the Universe. It can be something glaringly obvious like a glowing rip in space and time. It can be something as deceptively subtle as the feeling of déjà vu. | |||
Breaks are the puzzles of the Pauses. There is something terribly wrong with space and time and the characters need to fix it if the Pause is to end. What exactly is wrong with the Universe can be either entirely up to the Coordinator or, if they are creative enough, the Players as well. It can be something as specific as a person or thing that shouldn’t be in the vicinity. It can be as broad as one of the Domains being a little out of whack in the area. | |||
===Causes=== | |||
There is generally one constant though: the reasons for the Breaks change from Pause to Pause. As the nature of Breaks can change with each Pause, the means of closing them can also change. The same solution from a previous Pause may not work with a Break in a new Pause. The characters may have to look for clues about the Breaks not only within the Pauses, but between them as well. If the characters are attentive enough, they can use the clues to fix later Breaks. | |||
When creating a Break for a Pause, the Coordinator needs to keep the cause of the Break relatively broad in description if they can. Leave some room for the Players to come up with their own interpretations of the Break and how to fix it. In the case of the more specific Breaks, try not to make it so specific to where there is really only one solution which the characters may not pick up on – unless the Coordinator wants the characters to fail the Pause, which itself can lead to interesting stories later on. | |||
The following is a list of possible causes for the Breaks: | |||
* One of the Domains is a little off in the immediate vicinity. Find a Domain which can cancel the other out and restore balance. | |||
* There is some entity in the normal Time Flow which shouldn’t be there. Usher the entity back through the Break from whence it came. | |||
* A parallel Universe has moved a little off-kilter and is causing friction with this Universe. Find a way to get the other Universe back on track. | |||
* The people of an area are down on their luck, losing their sense of belonging to the Universe, causing Breaks. Restore hope in them to strengthen the area against more Breaks. | |||
* Something is sealed beneath the area by a previous group of characters. The seal is being unraveled, the disturbance in space and time causing the Breaks. | |||
* An extraterrestrial emissary is attempting contact with our world, causing and using the Breaks to make its way here. | |||
* The characters and their area are guinea pigs for a massive hallucinogenic experiment, causing the Breaks only in their minds. | |||
* A nearby research institute conducts space and time experiments which go horribly wrong, causing Breaks to pop up all over town. | |||
* People have a mysterious affliction where they seem to always having déjà vu, the momentary lapses in their sense of belonging causing Breaks when the déjà vu happens at once. | |||
===Solutions=== | |||
Now that the Break has a reason for its existence, how does one go around fixing it? The most basic idea is that the Anchors in tool mode are there to do most of the heavy lifting. In other cases, there may be a certain person or thing that needs to neutralize the Break. It may even be a general mood or feeling that needs to be modified. In any case, fixing a break is usually never a one-shot affair. It takes time, energy, and effort to fix a Break. | |||
One way for a Coordinator to keep track of a Break’s integrity is to assign it a number of successes pertaining to the general solution that are required to close it. As the characters work toward closing the Break, the difficulty gets higher and higher, resulting in higher target numbers to achieve during the closing process. We’ll use the example of the extraterrestrial emissary discussed above. | |||
The first Break the emissary opens is relatively weak, requiring only a small number of successes (10) to close it. However, the characters do not know how to gauge the strength of a Break quite yet, so the target numbers will be substantial for the start. The target numbers will not rise too greatly during the process as the characters will soon understand how it all works. In this case, the first six target numbers will be moderately high in difficulty (6) while the last four will be only a little higher in difficulty (7). | |||
===Failure=== | |||
It is obviously possible that the characters will fail to fix the Break. While the consequences of not fixing the Break may be grim (remember that the major problems of the Universe are dealt with in the Pauses,) it is not always game over. These effects may be felt all at once or over time. It may be as catastrophic as an end-of-the-world situation, or it may oddly be as beneficial as having access to Domains outside of the Pauses. | |||
Sometimes, failure can make for a better story, as it can also make the characters stronger people. | |||
==Aberrations== | |||
As explained earlier, Aberrations are supernatural beings which spawn forth from the Breaks. With that in mind, they have some unique qualities that the characters cannot possess. | |||
First, they have the ability to maintain zero PT during a Pause, as they are not tethered to the normal Time Flow. This means that they are immune to Lock Out, which makes them very formidable enemies. | |||
Second, they have the unique Domain of Aberration (discussed earlier,) which is always active and always succeed as long as the Break is still present. This means that while an Aberration can be defeated in a Pause, it will eventually come back unless the Break is mended. Once that happens, the Aberration is permanently destroyed. | |||
The Coordinator is more than free to make his or her own Aberrations that are not shown in this manual. Here is a general guideline for creating varying types of Aberrations for Pause. | |||
* '''Lesser Aberrations''' | |||
** 10 Trait points | |||
** Domains | |||
*** Aberration: 1 | |||
*** 0-1 extra Domain ranks | |||
* '''Normal Aberrations''' | |||
** 15 Trait points | |||
** Domains | |||
*** Aberration: 2 | |||
*** 1-3 extra Domain ranks | |||
* '''Greater Aberrations''' | |||
** 20 Trait points | |||
** Domains | |||
*** Aberration: 3 | |||
*** 3-7 extra Domain ranks | |||
* '''Corrupted Characters''' | |||
** 25 Trait points | |||
** Domains | |||
*** Aberration: 4 or 5 | |||
*** 7-12 extra Domain ranks |
Revision as of 01:33, 13 August 2010
Domains
The following is a list of the Domains explained in the Character Creation section of the wiki, with the inclusion of two special types: two Domains which characters have already mastered as participants in a Pause, and a Domain only Aberrations can tap into – the Domain of Aberration. Included with each are examples of appropriate effects per rank of the Domain, as well as appropriate target numbers.
Domain use generally has a PT cost equal to the rank of the Domain being used. However, if a participant has a higher rank of a Domain and only wishes to use it in a lower capacity, the character only needs to pay the appropriate PT cost for the lower function.
While Domains by themselves grant the wielder power over space and time, they can possibly make greater effects through the synthesis of Domains. From a Coordinator’s standpoint, the PT cost is combined from each individual Domain in a synthesis and the target number becomes somewhat higher than either of the components’ usual target numbers.
The format of each entry is as follows:
Rank | Effect | TN |
---|---|---|
X | Effect description | Y |
Again, please remember that these are only examples of what can be done with the Domains. Characters can do anything with the Domains as long as the Coordinator approves it.
Correlation
This Domain deals with an object’s synchronization with the Pause’s Time Flow, affecting the object’s well-being. Complexity varies with the degree of change in synchronization. This Domain can only be used when the target is oneself or in melee range.
Rank | Effect | TN |
---|---|---|
1 | Minor change in sync; target gains or loses a turn ahead or behind their current turn position, effective his or her next turn. | 5 |
2 | Noticeable change in sync; target gains or loses 1 lgt of health. Duration: instant. | 6 |
3 | Moderate change in sync; target gains or loses 1 mod of health; or target gains or loses 2 turns ahead or behind their current turn position, effective his or her next turn. | 7 |
4 | Significant change in sync; target gains or loses 1 mod + 1 lgt of health. Duration: instant. | 8 |
5 | Major change in sync; target gains or loses 1 hvy of health; or target gains or loses 3 turns ahead or behind their current turn position, effective his or her next turn. | 9 |
Exchange
This Domain deals with the exchange of matter, allowing for near instantaneous travel over distance. Complexity varies with distance and what matter is exchanged.
Rank | Effect | TN |
---|---|---|
1 | Exchange self or inanimate object with unoccupied space 30 feet away. | 6 |
2 | Exchange self or inanimate object with unoccupied space 45 feet away; or exchange self or inanimate object with another inanimate object 30 feet away. | 7 |
3 | Exchange self or inanimate object with unoccupied space 60 feet away; or exchange self or inanimate object with another inanimate object 45 feet away; or exchange self or inanimate object with another participant 30 feet away. | 8 |
4 | Exchange self or inanimate object with unoccupied space 75 feet away; or exchange self or inanimate object with another inanimate object 60 feet away; or exchange self or inanimate object with another participant 45 feet away. | 9 |
5 | Exchange self or inanimate object with unoccupied space 90 feet away; or exchange self or inanimate object with another inanimate object 75 feet away; or exchange self or inanimate object with another participant 60 feet away. | 10 |
Gravity
This Domain deals with localized changes in gravity, varying the ease of movement and actions. Complexity varies with direction (increased or decreased gravity) and magnitude of the change.
Rank | Effect | TN |
---|---|---|
1 | Increase or decrease a participant’s movement by 15 feet on his or her next turn. Range: self or melee. | 5 |
2 | Increase or decrease a participant’s movement or action cost by 1 PT on his or her next turn. Range: self or melee. | 6 |
3 | Increase or decrease a participant’s movement or action cost by 1 PT on his or her next 2 turns. Range: self, melee, or 30 feet away. | 7 |
4 | Increase or decrease a participant’s movement by 30 feet on his or her next turn; or increase or decrease his or her movement or action cost by 2 PT on his or her next turn. Range: self, melee, or 30 feet away. | 8 |
5 | Completely stop a participant from moving on his or her next turn; or increase or decrease his or her movement or action cost by 2 PT on his her next 2 turns. Range: self, melee, or up to 45 feet away. | 9 |
Isolation
This Domain deals with the brief isolation of space and time, allowing several specific effects. Complexity varies with the change in space or time within the isolated area as well as the size of the area. This Domain can only be used when the target is either oneself or in melee range.
Rank | Effect | TN |
---|---|---|
1 | Slightly slow down or speed up target by 1 turn of their current position for the next 2 rounds. | 6 |
2 | Create a temporal shield around target, preventing next 1 mod of damage (target is unable to move in that duration.) | 7 |
3 | Significantly slow down or speed up target by 2 turns of their current position for the next 2 rounds; or suddenly reverse or skip time for a target, who gains or loses 1 lgt of health for the next 2 turns. | 8 |
4 | Create a temporal shield around target, countering next 1 mod of damage against aggressor (target is unable to move in that duration.) | 9 |
5 | Extremely slow down or speed up target by 2 turns of their current position for the next 3 rounds; or suddenly reverse or skip time for a target, who gains or loses 1 mod of health for the next 2 turns. | 10 |
Kinetics
This Domain deals with the augmentation of energy to and from moving objects, making the objects either slower or faster. Complexity varies with the amount of energy involved and the duration of the effect.
Rank | Effect | TN |
---|---|---|
1 | Slightly slow down or speed up target’s reaction time or projectile movement for 1 lgt more or less damage for the next round. Target: self or melee. | 6 |
2 | Noticeably slow down or speed up target’s reaction time or projectile movement for 1 lgt more or less damage for the next 2 rounds. Target: self or melee. | 7 |
3 | Moderately slow down or speed up target’s reaction time or projectile movement for 1 mod more or less damage for the next round; or increase or decrease target’s movement by 15 feet on his or her next 2 turns. Target: self, melee, or 30 feet away. | 8 |
4 | Significantly slow down or speed up target’s reaction time or projectile movement for 1 mod more or less damage for the next 2 rounds. Target: self, melee, or 30 feet away. | 9 |
5 | Extremely slow down or speed up target’s reaction time or projectile movement for 1 mod + 1 lgt more or less damage for the next round; or increase or decrease target’s movement by 30 feet on his or her next 2 turns. Target: self, melee, or up to 45 feet away. | 10 |
Magnetism
This Domain deals with the direct movement of objects in relation to oneself. Complexity varies with the object being moved as well as the distance and velocity applied to the object.
Rank | Effect | TN |
---|---|---|
1 | Move a light inanimate object 15 feet in one direction at normal speed. Target: melee or 30 feet away. | 5 |
2 | Move a light inanimate object 30 feet in one direction at normal speed or 15 feet in one direction quickly for 1 lgt damage; or move a moderate inanimate object 15 feet in one direction at normal speed. Target: melee or up to 45 feet away. | 6 |
3 | Move a light inanimate object 30 feet in one direction quickly for 1 lgt damage; or move a moderate inanimate object 30 feet in one direction at normal speed or 15 feet in one direction quickly for 1 mod damage. Target: melee or up to 45 feet away. | 7 |
4 | Move a light inanimate object 45 feet in one direction at normal speed; or move a moderate inanimate object 30 feet in one direction quickly for 1 mod damage; or move one heavy object 15 feet in one direction at normal speed. Target: melee or up to 60 feet away. | 8 |
5 | Move a light inanimate object 45 feet in one direction quickly for 1 mod damage; or move a moderate inanimate object 45 feet in one direction at normal speed; or move a heavy object 30 feet in one direction at normal speed or 15 feet in one direction quickly for 1 mod + 1 lgt damage. Target: melee of up to 60 feet away. | 9 |
Recombination
This Domain deals with the changes of an object’s chemical properties to grant it new effects. Complexity varies with the effect to be given as well as the object being affected by the change. This Domain can only be used when the target is oneself or in melee range.
Rank | Effect | TN |
---|---|---|
1 | Increase or decrease a target’s trait score of your choice by 1 point for his or her next turn. | 6 |
2 | Increase or decrease a target’s trait score of your choice by 1 point for his or her next 2 turns; or strengthen or weaken an inanimate object by one weight class (light, moderate, heavy) for the next round. | 7 |
3 | Increase or decrease a target’s trait score of your choice by 2 points for his or her next turn; or increase or decrease a target’s Domain rank of your choice by 1 point for his or her next turn; or strengthen or weaken an inanimate object by one weight class for the next two rounds. | 8 |
4 | Increase or decrease a target’s Domain rank of your choice by 1 point for his or her next 2 turns; or strengthen or weaken an inanimate object by two weight classes for the next round. | 9 |
5 | Increase or decrease a target’s trait score of your choice by 2 points for his or her next 2 turns; or increase or decrease a target’s Domain rank of your choice by 2 points for his or her next turn. | 10 |
Relativity
This Domain deals with one’s perception of time and space, affecting their actual speed in the Pause itself. Complexity varies with the magnitude of the perceptive change as well as the duration of the effect.
Rank | Effect | TN |
---|---|---|
1 | Add an extra walking movement to the target for free for his or her next turn, also causing 1 lgt damage to target. Range: self or melee. | 6 |
2 | Add an extra 2 PT cost action to the target for free for his or her next turn, also causing 1 mod damage to target. Range: self or melee. | 7 |
3 | Add an extra running movement to the target for free for his or her next turn, also causing 1 mod damage to target. Range: self, melee, or 30 feet away. | 8 |
4 | Add an extra 3 PT action to the target for free for his or her next turn, also causing 1 mod + 1 lgt damage to the target. Range: self, melee, or 30 feet away. | 9 |
5 | Add an extra running movement and an extra 3 PT action to the target for free for his or her next turn, also causing 1 hvy damage to the target: Range: self, melee, or up to 45 feet away. | 10 |
Transferal
This Domain deals with the transfer of properties from one object to another. Complexity varies with the properties to be transferred as well as the readiness of the recipient. This Domain can only be used when the target is in melee range.
Rank | Effect | TN |
---|---|---|
1 | Give one Domain-rank 1 bonus from yourself to a target. | 5 |
2 | Give one Domain-rank 1 penalty from yourself to a target; or give 1 PT to the ET pool and 1 PT to target. | 6 |
3 | Give one Domain-rank 2 bonus from yourself to target; or give 1 PT to the ET pool, and 2 PT to target; or give 1 trait score point from yourself to target. | 7 |
4 | Give one Domain-rank 2 penalty from yourself to target; or give 1 PT to the ET pool, and 3 PT to target; or give 1 Domain rank from yourself to target. | 8 |
5 | Give one Domain-rank 3 bonus or penalty from yourself to target; or give 1 PT to the ET pool and 4 PT to target; or give 2 trait score points or Domain ranks from yourself to target. | 9 |
Uncertainty
This Domain deals with the extraneous forces which influence other forces within the Pause. Complexity varies with the degree of uncertainty as well as the readiness of the recipient. This Domain can only be used when the target is in melee range.
Rank | Effect | TN |
---|---|---|
1 | Force a die bonus or penalty to a target’s next roll. | 6 |
2 | Steal 1 PT from target during the next Recovery phase; or strengthen or weaken a target’s next Domain use by 1 rank for his or her next turn. | 7 |
3 | Force a die bonus or penalty to a target’s next 2 rolls; or strengthen or weaken a target’s next Domain use by 1 rank for his or her next 2 turns. | 8 |
4 | Steal 1 PT from target during next 2 Recovery phases; or strengthen or weaken a target’s next Domain use by 2 ranks for his or her next turn. | 9 |
5 | Force 2 die bonuses or penalties to a target’s next roll; or steal 2 PT from target during the next Recovery phase; or strengthen or weaken a target’s next Domain use by 2 ranks for the next 2 turns. | 10 |
Special Domains
The following are special Domains for either characters or Aberrations, but not the other.
Aberration
(Aberrations only)
This Domain deals with the mysterious forces that tie an Aberration to the Break. The abilities are always in effect as long as 1) the Break is still present and 2) the Aberration has enough PT to use it.
Rank | Effect | TN |
---|---|---|
1 | The Aberration automatically gains 1 lgt health per 2 rounds. | free |
2 | The Aberration automatically gains 1 lgt health per round; or the Aberration is automatically resurrected with 1 mod health 2 rounds after its defeat. | free |
3 | The Aberration automatically gains 1 mod health per 2 rounds; or the Aberration is automatically resurrected with 1 mod health the round after its defeat. | free |
4 | The Aberration automatically gains 1 mod health per round; or the Aberration is automatically resurrected with 1 hvy health 2 rounds after its defeat. | free |
5 | The Aberration automatically gains 1 mod + 1 lgt health per 2 rounds; or the Aberration is automatically resurrected with 1 hvy health the round after its defeat. | free |
Anchoring
(Characters only)
This Domain deals with the possession of an Anchor which both tethers a character to the normal Time Flow while within a Pause, as well as serves as a medium for the use of Domains. This ability always costs only 1 PT per use. This Domain is usable by characters from the beginning without using Domain points during character creation.
Rank | Effect | TN |
---|---|---|
1 | Change between weapon and tool modes. | free |
Unlocking
(Characters only)
This Domain deals with the ability to transfer Personal Time to a character without any. Using this ability costs at least 2 PT: 1 PT goes to the ET pool; the rest goes to the recipient. This ability activates in two rounds, on the recipient’s turn. This Domain is usable by characters from the beginning without using Domain points during character creation.
Rank | Effect | TN |
---|---|---|
1 | Transfer PT from yourself to a Locked Out character. | 6 |
Breaks
The most important feature of a Pause is the Break which prompts the Pause in the first place. But what exactly is a Break? In short, a Break is something that is wrong with the Universe. It can be something glaringly obvious like a glowing rip in space and time. It can be something as deceptively subtle as the feeling of déjà vu.
Breaks are the puzzles of the Pauses. There is something terribly wrong with space and time and the characters need to fix it if the Pause is to end. What exactly is wrong with the Universe can be either entirely up to the Coordinator or, if they are creative enough, the Players as well. It can be something as specific as a person or thing that shouldn’t be in the vicinity. It can be as broad as one of the Domains being a little out of whack in the area.
Causes
There is generally one constant though: the reasons for the Breaks change from Pause to Pause. As the nature of Breaks can change with each Pause, the means of closing them can also change. The same solution from a previous Pause may not work with a Break in a new Pause. The characters may have to look for clues about the Breaks not only within the Pauses, but between them as well. If the characters are attentive enough, they can use the clues to fix later Breaks.
When creating a Break for a Pause, the Coordinator needs to keep the cause of the Break relatively broad in description if they can. Leave some room for the Players to come up with their own interpretations of the Break and how to fix it. In the case of the more specific Breaks, try not to make it so specific to where there is really only one solution which the characters may not pick up on – unless the Coordinator wants the characters to fail the Pause, which itself can lead to interesting stories later on.
The following is a list of possible causes for the Breaks:
- One of the Domains is a little off in the immediate vicinity. Find a Domain which can cancel the other out and restore balance.
- There is some entity in the normal Time Flow which shouldn’t be there. Usher the entity back through the Break from whence it came.
- A parallel Universe has moved a little off-kilter and is causing friction with this Universe. Find a way to get the other Universe back on track.
- The people of an area are down on their luck, losing their sense of belonging to the Universe, causing Breaks. Restore hope in them to strengthen the area against more Breaks.
- Something is sealed beneath the area by a previous group of characters. The seal is being unraveled, the disturbance in space and time causing the Breaks.
- An extraterrestrial emissary is attempting contact with our world, causing and using the Breaks to make its way here.
- The characters and their area are guinea pigs for a massive hallucinogenic experiment, causing the Breaks only in their minds.
- A nearby research institute conducts space and time experiments which go horribly wrong, causing Breaks to pop up all over town.
- People have a mysterious affliction where they seem to always having déjà vu, the momentary lapses in their sense of belonging causing Breaks when the déjà vu happens at once.
Solutions
Now that the Break has a reason for its existence, how does one go around fixing it? The most basic idea is that the Anchors in tool mode are there to do most of the heavy lifting. In other cases, there may be a certain person or thing that needs to neutralize the Break. It may even be a general mood or feeling that needs to be modified. In any case, fixing a break is usually never a one-shot affair. It takes time, energy, and effort to fix a Break.
One way for a Coordinator to keep track of a Break’s integrity is to assign it a number of successes pertaining to the general solution that are required to close it. As the characters work toward closing the Break, the difficulty gets higher and higher, resulting in higher target numbers to achieve during the closing process. We’ll use the example of the extraterrestrial emissary discussed above.
The first Break the emissary opens is relatively weak, requiring only a small number of successes (10) to close it. However, the characters do not know how to gauge the strength of a Break quite yet, so the target numbers will be substantial for the start. The target numbers will not rise too greatly during the process as the characters will soon understand how it all works. In this case, the first six target numbers will be moderately high in difficulty (6) while the last four will be only a little higher in difficulty (7).
Failure
It is obviously possible that the characters will fail to fix the Break. While the consequences of not fixing the Break may be grim (remember that the major problems of the Universe are dealt with in the Pauses,) it is not always game over. These effects may be felt all at once or over time. It may be as catastrophic as an end-of-the-world situation, or it may oddly be as beneficial as having access to Domains outside of the Pauses.
Sometimes, failure can make for a better story, as it can also make the characters stronger people.
Aberrations
As explained earlier, Aberrations are supernatural beings which spawn forth from the Breaks. With that in mind, they have some unique qualities that the characters cannot possess.
First, they have the ability to maintain zero PT during a Pause, as they are not tethered to the normal Time Flow. This means that they are immune to Lock Out, which makes them very formidable enemies.
Second, they have the unique Domain of Aberration (discussed earlier,) which is always active and always succeed as long as the Break is still present. This means that while an Aberration can be defeated in a Pause, it will eventually come back unless the Break is mended. Once that happens, the Aberration is permanently destroyed.
The Coordinator is more than free to make his or her own Aberrations that are not shown in this manual. Here is a general guideline for creating varying types of Aberrations for Pause.
- Lesser Aberrations
- 10 Trait points
- Domains
- Aberration: 1
- 0-1 extra Domain ranks
- Normal Aberrations
- 15 Trait points
- Domains
- Aberration: 2
- 1-3 extra Domain ranks
- Greater Aberrations
- 20 Trait points
- Domains
- Aberration: 3
- 3-7 extra Domain ranks
- Corrupted Characters
- 25 Trait points
- Domains
- Aberration: 4 or 5
- 7-12 extra Domain ranks