ToME turns are based on "energy" resource and on "ticks", each "game turn" takes 10 ticks ("game turn" event is when "total number of ticks"* mod 10 == 0)** and its independent of any actor energy regen value.
actor energy is regenerated every game "tick", in normal conditions every tick regenerates 100 energy and all actions cost 1000 energy, actor can act only when he has at least 1000 energy, thing that change is how fast you regenerate energy(global speed) and how much you use it(movement, attack, spell speed).
i.e
1) your energy is 0 - global speed 80% (ghul starting mod) means that you regenerate 80 energy every tick so getting to 1000 will take you 13 ticks
2) your energy is 1300 - movement speed at 100%(+100% more movement) means that you will use 500 energy instead of full 1000 so you can act again after 2 ticks (with 100 energy regeneration) or 1 tick (with global speed at 200% - 200 energy regeneration) same for spell speed and attack speed.
as for you question
Is speed boost just ignored with start of the paralyze or duration of the paralyze will be 50% - do I skip one action or 1+bonus actions?
yes and no - depends on your "stun immunity" and you luck on in what part of "game turn" you were paralyzed
as
marvalis wrote you loose all energy you had before youve been paralyzed but since you had 50% bonus global speed (150 energy regen) you can try to "fight" with this effect after 7 ticks (if you were unlucky and got effect at beggining of "game turn") with cumulative bonus of "stun immunity"
What if I running momentum - attack only speed bonus - do I skip one attack or 1+bonus attack?
attack speed doesnt matter here since you are unable to act you are unable to use energy
* note that "total number of ticks" is called "turn" (game.turn) in source code
** thats when effect turns are counted down
sorry for math but it means that sometimes you have to wait all 10 ticks and sometimes just 1 tick
mod is reminder of division i.e 1334 mod 10 = 4 ; 19040 mod 10 = 0