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 DieExample
d6 secondsBypassing a simple physical obstacle
d6 roundsDisarming a device during combat
d6 × 10 secondsPicking a basic lock
d6 × 30 secondsForcing open a jammed mechanism
d6 minutesApplying first aid
d6 × 10 minutesRepairing damaged equipment
d6 × 30 minutesThoroughly searching a building
d6 hoursPerforming extensive technical work
d6 × 4 hoursResearching a difficult subject
d6 × 10 hoursOverhauling complex machinery
d6 daysDecoding a large archive
d6 weeksCompleting 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.
ComplexityHits RequiredSuggested Limit
Simple33
Standard64
Hard95
Extreme126

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.