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Mechanics in Pause
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==Actions== As mentioned before, everything a participant does in a Pause costs some of his or her Personal Time, whether it is moving oneself or performing an attack. Each point of Personal Time is represented by a d10, which means that actions that have a higher Personal Time cost allow the Player to roll a larger number of dice to achieve the assigned target number for the action. Each Player keeps a number of dice equal to their current Personal Time points to themselves during the Pause. This is called the '''Personal Time pool'''. Whenever dice from the Personal Time pool are used, they go to a shared pool to represent External Time. At the end of each round, the dice in the '''External Time pool''' are evenly distributed back to the participants. This means that if a character spends very little Personal Time in a round, he or she may receive more Personal Time back than what he or she started the Pause with, and vice versa. The following is a list of common actions a character can do in a Pause, including their respective Personal Time costs and target numbers. Remember that only one of the dice rolled needs to achieve success in an action. * '''Actions involving only yourself:''' Examples β walking, switching an Anchor between weapon and tool modes; 1 PT cost; automatic success. * '''Actions involving an adjacent target:''' Examples β melee attacks, manually moving an object, running; 2 PT cost; TGT 5 unless otherwise specified. * '''Actions involving a ranged target:''' Examples β ranged attacks, throwing objects; 3 or more PT; TGT varies depending on difficulty and distance.
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