Time Die
Some actions take an uncertain amount of time to complete. When the exact duration matters, use a Time Die.
A Time Die is normally a d6 combined with a unit of time, such as seconds, minutes, hours, or days. The GM chooses the Time Die that best matches the task.
Roll the die when timing matters because of pressure, danger, deadlines, or competing events. If the exact duration is not important, use the average result of 4 instead of rolling.
| Time Die | Example |
|---|---|
| d6 seconds | Bypassing a simple physical obstacle |
| d6 rounds | Disarming a device during combat |
| d6 × 10 seconds | Picking a basic lock |
| d6 × 30 seconds | Forcing open a jammed mechanism |
| d6 minutes | Applying first aid |
| d6 × 10 minutes | Repairing damaged equipment |
| d6 × 30 minutes | Thoroughly searching a building |
| d6 hours | Performing extensive technical work |
| d6 × 4 hours | Researching a difficult subject |
| d6 × 10 hours | Overhauling complex machinery |
| d6 days | Decoding a large archive |
| d6 weeks | Completing a major long-term project |
Specific rules may assign a particular Time Die to an action.
Rushing and Taking Time
Before rolling a Time Die, a character may choose to change the pace of the task.
Rushing halves the final duration and applies −20 to the Success Target.
Taking Time doubles the final duration and grants +20 to the Success Target.
Roll the Time Die first, then modify the resulting duration. Round awkward results to the nearest practical unit. A rushed task measured in rounds can never be reduced below 1 round.
Extended Tests
Some tasks require sustained effort and cannot be resolved with a single test. Extended Tests represent complex actions performed over several intervals, where progress accumulates until the task is completed or time runs out.
Before an Extended Test begins, the GM determines:
- Complexity: The number of Hits required to complete the task.
- Interval: How much time passes between each test. This may use a fixed duration or a Time Die.
- Limit: The number of intervals available before the opportunity is lost or the situation changes.
| Complexity | Hits Required | Suggested Limit |
|---|---|---|
| Simple | 3 | 3 |
| Standard | 6 | 4 |
| Hard | 9 | 5 |
| Extreme | 12 | 6 |
These values are guidelines. The GM may adjust the required Hits or interval limit to suit the task and circumstances.
Making Progress
During each interval, one or more participating characters may make an appropriate test.
Add positive Hits to the accumulated progress. Negative Hits reduce accumulated progress, to a minimum of 0 Hits.
If the accumulated progress reaches the required number of Hits before the final interval ends, the task succeeds.
If the limit is reached without enough Hits, the task fails and the consequences of running out of time are resolved.
Complications
Complications are resolved normally during an Extended Test. They should create an appropriate setback without automatically removing accumulated progress unless the circumstances specifically justify it.
A Complication might damage equipment, attract attention, consume resources, expose the character to danger, or create another problem while the task continues.
Partial Success
When an Extended Test ends without reaching the required Hits, the GM may allow a partial result if the accumulated progress justifies it.
The characters might recover only part of the data, delay rather than prevent a security response, temporarily stabilize damaged machinery, or complete only part of the intended task.