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Appendices for Pause
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===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).
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