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Mechanics in Pause
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==Lock Out== Personal Time is a limited resource in a Pause; beginning characters only start with five points of Personal Time per Pause. Most enemies do not start with much Personal Time either. As such, participants need to strategize how and when to use their Personal Time to be effective. More importantly, characters must keep at least one point of Personal Time available at all times during the Pause. A character without any Personal Time loses his or her ability to act in a Pause and soon becomes '''Locked Out'''. When Locked Out of a Pause, the character cannot act, but also cannot be harmed by an enemy. A character can also become Locked Out if he or she is seriously injured (currently on the -3 health box.) When in this critical status, he or she must resist the instinct to Lock him or herself Out of the Pause for his or her own survival. In this case, the Player must roll '''1d10 + PER Trait score''' every round while in that status. For this test, the target number starts at five and increases by one each round thereafter, so it would be wise to heal the character up before the target number becomes too high to achieve. If a character is Locked Out, allies can come to his or her rescue by giving some of their own Personal Time to the Locked Out character. However, if a character remains Locked Out by the end of the Pause, the character becomes '''Lost''' beyond the Time Flow. Characters who become Lost are at serious risk of becoming corrupted, much like the very creatures which threatened them within the Pause. The enemies within a Pause however, are immune to Lock Out, as they come from whatever twisted existence lies beyond the Breaks. This immunity allows enemies to maintain zero Personal Time if they wish with impunity.
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