Tasks can often be resolved in the course of role-play. However, when time is of the essence, the GM will initiate an action sequence. This may occur during combat, a chase, a competition, or any other time-sensitive situation.
In an action sequence, time is broken into structured rounds, where characters each have five action points to expend before a new round begins. During these rounds, various tasks can be performed, whether it’s moving across the battlefield, attacking an opponent, defending against attacks, or engaging in specific actions related to the challenge at hand. As the action unfolds, characters must make quick decisions about how to use their time effectively.
An action sequence may consist of as many rounds as are necessary to resolve the time-sensitive situation. The GM will call an end to the sequence once the situation has been resolved.