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core:time [2026/01/18 02:10] jobcore:time [2026/02/06 07:58] (current) job
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 </WRAP> </WRAP>
  
-At the end of the Scene, any AV points bid on Actions in that scene return to the Actor's normal values.  If an Actor sustained actual Damage during the Scene, that must be [[.:conflicts:healing|Healed]] in some way to return to the Actor's normal AV's. +At the end of the Scene, any AV points bid on Actions in that scene return to the Actor's normal values.  If an Actor sustained actual Damage during the Scene, that must be [[extensions:people:recovery|Healed]] in some way to return to the Actor's normal AV's. 
  
 When describing a Scene, the GM should always explicitly or implicitly explain where the PC Actors are, and what are their motivations, so Players can imagine Actions their Actors might take that would fit the Scene. This could be as simple as some statement like, "you come to a bridge across a river, what do you do?" But just that phrase prompts the Players to take Actions, and gives enough context to prevent Actions that don't make sense.  When describing a Scene, the GM should always explicitly or implicitly explain where the PC Actors are, and what are their motivations, so Players can imagine Actions their Actors might take that would fit the Scene. This could be as simple as some statement like, "you come to a bridge across a river, what do you do?" But just that phrase prompts the Players to take Actions, and gives enough context to prevent Actions that don't make sense. 
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 ==== Hands & Automatic Actions ==== ==== Hands & Automatic Actions ====
-Whether an Action is opposed and resolved by playing a Hand, or is unopposed and resolved as an Automatic Action, both of these are equivalent and the smallest units of Relative Time (one action). The [[kernel|Core Kernel]] already describes the [[kernel#conflict_procedure|Contract]] that is used to play a **Hand**, so we won't go over that again here, and the rules for resolving **[[automatic-actions|Automatic Actions]]** are similarly described elsewhere.+Whether an Action is opposed and resolved by playing a Hand, or is unopposed and resolved as an Automatic Action, both of these are equivalent and the smallest units of Relative Time (one action). [[.:conflicts:start|Conflicts]] already describes the [[core:conflicts:start#conflict_procedure|Procedure]] that is used to play a **Hand**, so we won't go over that again here, and the rules for resolving **[[automatic-actions|Automatic Actions]]** are similarly described elsewhere.
  
 ==== Scenarios ==== ==== Scenarios ====
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 Chronological time is used by the GM to define the boundaries of a Scene.  The amount of Chronological Time two different Scenes may last can vary vastly. For example, one Scene may be a whole day while the PC's rest at an inn, another may be a few seconds of combat. In all cases the GM will define how Scenes, and how many Scenes, map to some unit of Chronological time.  Chronological time is used by the GM to define the boundaries of a Scene.  The amount of Chronological Time two different Scenes may last can vary vastly. For example, one Scene may be a whole day while the PC's rest at an inn, another may be a few seconds of combat. In all cases the GM will define how Scenes, and how many Scenes, map to some unit of Chronological time. 
  
-Chronological Time is important if the [[extensions:abilities:time|Time Extension]] and [[extensions:abilities:|Abilities Extensions]] are used, because some Abilities will list a Time tag, like Seconds, Minutes or Weeks that an Ability takes to complete. +Chronological Time is important if the [[extensions:structural:time|Time Extension]] and [[extensions:capabilities:abilities:|Abilities Extensions]] are used, because some Abilities will list a Time tag, like Seconds, Minutes or Weeks that an Ability takes to complete. 
  
 ==== Chronological Time Hierarchy ==== ==== Chronological Time Hierarchy ====