=Speed Clarifications=
The following rules clarify the use of Speed in game play.
==Speed and Mental Actions==
Some augmentations (multiple personalities, multitasking, mental speed) provide a character with extra mental actions each Action Phase. These implants may not be used together, nor may they be used in conjunction with other effects that provide extra mental actions (such as the multi-tasking psi sleight). The maximum number of extra mental actions any character may have is two per Action Phase. Anything that increases a character’s Speed also serves as a multiplier for extra mental actions. A character with the mental speed implant (receiving the maximum extra 2 mental actions per Action Phase) and a Speed of 4 (the maximum allowed) would have 3 actions each Action Phase (1 standard action, 2 mental only) for a total of 12 actions per Action Turn (4 standard, 8 mental only).
What can mental actions be used for? Anything that doesn’t require physical activity. This primarily includes online mesh actions, perceptive skills ([[Investigation]], [[Navigation]], [[Perception]], and sometimes [[Scrounging]]), Knowledge skills, remote control of a shell/drone, jamming, and use of psi sleights.
Psi sleights that require physical contact do not count unless contact is already established (against an unwilling target, this means the target must be incapacitated or subdued ﬁrst). Also, as noted under [[Playing Asyncs#Psi-Using%20Psi-Active%20Psi|Active Psi]], psi-gamma sleights cannot be used in the same Action Phase with other mental actions that require a Complex Action due to the concentration required.
==Speed and Task Actions==
The rules for timeframes for Task Actions assume a character has a Speed of 1. Does an increased Speed stat mean that timeframe is reduced? The answer is: it depends and is ultimately up to the gamemaster, with the following guidelines. 
If the gamemaster deems that a given task could be conceivably shortened in duration by the character being able to move and/or think faster, then reduce the base timeframe by 10% per extra point of Speed. A character with Speed 3, reducing a base timeframe of 10 minutes by 20%, would ﬁnish in 8 minutes.
Gamemasters should keep in mind, however, that not all tasks are so easily completed more quickly. Many tasks have speciﬁc circumstances or conditions that mean than even a character moving and thinking at an accelerated pace will not be able to ﬁnish more quickly—or at least may not be able to complete the task moving at their full capabilities the entire time. In these cases, the gamemaster can rule that Speed does not affect timeframe or has a limited effect (a 5% reduction per extra Speed point). This matter is ultimately the gamemaster’s call, though the players should always be allowed to make their argument heard. The Speed and Task Actions table provides some guidelines.
===Sidebar===
**Examples of Task Actions That Can Be Reduced in Timeframe by Speed**
* Climbing (up to standard Movement Rate)
* Escaping from conﬁnement
* Hacking
* Online tracking
* Programming
* Removing a cortical stack
**Examples of Task Actions That Are Only Partly Affected by Speed**
* Building something
* Crafting an AR illusion
* Creating a work of art
* Medical procedures/surgery
* Repairing a device
**Examples of Task Actions That Are Not Affected By Speed**
* Conducting a scientiﬁc analysis
* Creating an antidote for a toxin
* Cracking encryption
* Cooking a meal
* Scrounging for gear
* Searching a room
* Training an animal
==Extra Mental Actions and Task Actions==
The same logic applied to Speed here also applies to implants, psi, or other effects that provide extra mental actions. In situations where the gamemaster deems that thinking faster by itself should reduce a task’s timeframe, it should be reduced as appropriate.
In this case, treat every extra action per as a 10% reduction. For example, a character who has two extra mental actions thanks to the mental speed augmentation could reduce the timeframe by 20% as if they had a Speed of 3. Mental actions committed to Task Actions are considered used.
Note that characters with extra mental actions can engage in multiple Task Actions at the same time, as long as those extra tasks only require mental effort. A character with the mental speed implant, for example, could hack two separate sites with Task Actions at the same time.
==Combined Effects==
Timeframe-reducing effects such as Speed, rushing the job, and gaining an MoS on the Task Action are treated cumulatively; add the reductions together before applying to the timeframe. As noted above, Speed and extra mental actions also have a cumulative effect; more Speed means more mental actions in an Action Turn. A character with Speed 2 (10% reduction) and mental speed (20% reduction per Action Phase, so 40% with Speed 2) that scored an MoS of 20 (20% reduction) would reduce the timeframe on a mental Task Action by 70%. Even when combined, however, accelerated mental and physical speed only go so far. No timeframe can be reduced lower than 10% of its base timeframe.

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