Timekeeping

Time in the game passes in minutes, hours, days, and weeks. Thus, if you walk overland for 15 miles (24 km), that takes about eight hours of time in the game world, even if it only takes a few seconds at the game table.

Like distances, precision timekeeping is rarely important. Most of the time, saying things like "That takes about an hour" works fine. Almost all time-limited things in Cypher, such as cypher effects and character abilities, are written so they last until you use a recovery, which is your character having a rest in order to restore Pool points. For example, a flying spell or potion doesn't have a specific duration like five minutes—it lasts until you use a ten-minute or longer recovery.

This puts control over these durations in your hands. You never have to ask the GM how much time has passed. Things last until something you do triggers the thing's ending. This also means you may have some interesting tactical options, like deciding to push on without resting even though your Pools are low because you want to keep one of your abilities active for a while longer without having to spend Pool points to restart it.

Most characters have four recoveries per day—one action, ten minutes, one hour, and ten hours.

Using resource points usually has a timekeeping component—for instance, it might take you a few hours or a few days to use resource points to fix an engine.