4.4 Skill Time

Following are examples of the game time required to perform a single use of a skill. Some skills can take a variable amount of time and are listed in each appropriate time category.

  • A few seconds to an entire combat round: Most attacks and parries, Artillery, Brawl, Dodge, Drive, First Aid, Heavy Machine, Hide, Jump, Listen, Pilot, Ride, Sense, Shield, Sleight of Hand, Spot, Stealth, Swim, Throw, some characteristic rolls.
  • 1–5 minutes: Appraise, Art, Artillery, Bargain, Climb, Command, Demolition, Drive, Etiquette, Fast Talk, Fine Manipulation, First Aid, Fly, Gaming, Insight, Heavy Machine, Hide, Knowledge, Language, Listen, Literacy, Medicine, Navigate, Perform, Persuade, Pilot, Repair, Ride, Sense, Stealth, Strategy, Swim, Technical Skill, Track, some characteristic rolls.
  • 5–30 minutes: Appraise, Art, Bargain, Climb, Command, Craft, Demolition, Disguise, Etiquette, Knowledge, Language, Medicine, Navigate, Perform, Ride, Science, Sense, Status, Strategy, Swim, Technical Skill, Track, some characteristic rolls.
  • 30–60 minutes: Appraise, Art, Climb, Command, Craft, Demolition, Drive, Etiquette, Fine Manipulation, Fly, Heavy Machine, Knowledge, Language, Medicine, Navigate, Perform, Persuade, Pilot, Psychotherapy, Repair, Research, Ride, Science, Status, Strategy, Swim, Technical Skill, Track.
  • Six hours to many days: Art, Craft, Psychotherapy, Repair, Research, Strategy, Teach, Technical Skill. The gamemaster may require multiple successful skill rolls for extended research, study, or a complex task.

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