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You can reduce the penalty for a tough task – or even get a bonus – by working slowly and deliberately, taking the time to get things right. Conversely, if you are racing to beat a deadline, even the simplest task can become tricky.[1]

Extra Time[]

Taking more time than usual for a task (as specified by the rules or the GM) gives a bonus to a noncombat action: 2x as long gives +1, 4× gives +2, 8× gives +3, 15× gives +4, and 30× gives +5.[1] For instance, taking a work day (eight hours) to do a one hour task would give +3. This bonus only applies if it would make sense to take extra time for the task at hand (GM’s judgment). You can take extra time to open a safe or figure out an alien artifact, but not to neutralize poison or chase a fleeing suspect!

Haste[]

Hurrying gives a penalty: -1 per 10% less time taken. For instance, attempting a task in half the usual time (-50%) is at -5. The maximum time reduction is normally 90% (taking 1/10 the prescribed time), at -9. In a cinematic game, the GM might allow one attempt at -10 to complete a task instantly; e.g., a Mechanic roll at -10 to fix a machine by kicking it!

However, you cannot hasten tasks that require a certain amount of time due to natural laws (e.g., a chemical reaction) or the limitations of equipment (e.g., the top speed of a vehicle). When in doubt, the GM’s decision is final.[1]

Note[]

Note that if a skill specifies time modifiers, these override the generic modifiers above. For instance, magic spells have their own rules for extra time (see Ceremonial Magic) and cannot be rushed save by those with high skill (see Magic Rituals).

See Also[]

References[]

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