Appendices for Pause
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 |