Time APs

Time APs
Time is what turns kittens into cats!

0 APs of time is the equivalent of 4 seconds. It’s the length of one round of Combat; everything that round happens in 4 seconds. (We often fudge a little when it comes to dialogue.) In 0 APs of time, a Character can do up to three Actions, made from any combination on this list: attempt one Dice Action such as an attack or a Recovery Check; activate an Automatic defensive power; Move up to the distance allowed on a single Movement Power or (if no Movement Power available) run 4 APs/swim 3APs/jump 0 APs; speak a short line of dialogue; operate any Gadget if that action is an Automatic Action; or do any other Automatic Action that the GM will buy as reasonable in the current situation, unless the Character in question is a superspeedster such as Silverwing, in which case several more shenanigans may ensue.
A lengthy conversation would prevent a Dice Action.
Dodging prevents a Dice Action.
Grappling severely limits the available Dice Actions and the Movement of the Characters involved.

Remember the Doubling rule for ranges of AP measurements; it affects Time just like it affects other measurements.

1 AP of time is up to 8 seconds.
2 APs of time equal up to 16 seconds.
3 APs of time equal up to 32 seconds.
4 APs of time is where the system starts rounding off its ranges; it’s equal to anything above half a minute, up to a full minute. One minute equals seven and a half phases of combat!
5 APs of time is 2 minutes, or fifteen phases of combat, which is probably a sign that the fight isn’t going well for the protagonists.
9 APs of time reaches from sixteen-and-a-third minutes up to thirty-three and a third minutes; usually when we say 9 APs of time, we mean about half an hour.
10 APs of time is technically up to one hour, six minutes, forty seconds. For most in-game purposes, this is generally considered “an hour”.
15 APs of time is about a day. Technically, the range goes up to 1 day, 9 hours, 20 minutes.
18 APs of time is roughly a week.
20 APs of time is roughly a month.
22 APs of time is roughly a quarter of a year.
24 APs of time would, therefore, probably be a full year.
25 APs 2 years
26 APs 4 years
27 APs 8 years
28 APs 16 years
29 APs 32 years
30 APs 64 years
31 APs 128 years
32 APs 256 years
33 APs 512 years
34 APs 1024 years

Time APs

Justice League: A Better World Galero