Action Time
Every action includes the resource costs in the brackets that follow.
The first (and often the only) item of these is the action time, which is how long the action normally takes. The basic time increments are:
| Time increment | Meaning or usual activities |
|---|---|
| free-action | something that takes no time or you can easily do while doing something else, like talking |
| bonus-action | an instant to do something very practiced, no more than 1 second |
| re-action | an instant where your second-nature takes over, no more than 2 seconds |
| main-action | a brief moment to perform an action that would be no more than 3 seconds |
| round | 6 seconds, something you might start in your current turn, and finish in your next turn |
| minute | actions involving some kind of procedure, like search, perform or enthral |
| scene | generally 10 minutes |
| hour | some repairs or modifications to equipment |
| day | striking is performed over days |
Extended Action Times
Sometimes actions can be variable in the time they take. They normally have a minumum time, but can also take longer, particularly actions that allow retries on failure, or allow partial successes, where the consequence is extended time. These are indicated with a plus sign "+" after the action time.
Chained Action Times
A few actions require successive actions to maintain an effect. In these cases, the action time resource cost is shown twice in the resource brackets.