|How FX Work|| FX Components|
|Creating FX|| FX Descriptions|
|Advancement||Improving and Adding FX|
- Mundane Value: For games where FX are less potent, such as in more street-level or true-to-life settings, use the Realistic value column.
- Cinematic Value: For more cinematic games where the FX a character wields are more powerful and more potent, the heroic value column is an appropriate choice.
- Epic Value: In games where characters might be wielding godlike or cosmic power able to stretch across the whole of creation or can move mountains.
|TIME AND VALUE PROGRESSION|
|Rank||Mundane Time||Cinematic Time||Epic Time||Mundane Value||Cinematic Value||Epic Value|
|1||3 seconds (1 action)||3 seconds (1 action)||3 seconds (1 action)||1||1||1|
|2||6 seconds (1 round)||6 seconds (1 round)||6 seconds (1 round)||2||2||5|
|3||30 seconds (5 rounds)||1 minute (10 rounds)||1 minute (10 rounds)||3||5||10|
|4||1 minute (10 rounds)||5 minutes||10 minutes||5||10||50|
|5||5 minutes||30 minutes||1 hour||10||25||100|
|6||10 minutes||1 hour||6 hours||15||50||500|
|7||30 minutes||6 hours||12 hours||20||100||1,000|
|8||1 hour||1 day||1 week||30||250||5,000|
|9||6 hours||1 week||1 month||40||500||10,000|
|10||12 hours||1 month||1 year||60||1,000||50,000|
|11||1 day||3 months||10 years||100||2,500||100,000|
|12||3 days||1 year||50 years||150||5,000||500,000|
|13||1 week||5 years||500 years||200||10,000||1 million|
|14||1 month||10 years (decade)||1,000 years (millennium)||300||25,000||5 million|
|15||3 months||50 years||10,000 years||500||50,000||10 million|
|16||6 months||100 years (century)||50,000 years||750||100,000||50 million|
|17||1 year||500 years||100,000 years||1,000||250,000||100 million|
|18||2 years||1,000 years (millennium)||1 million years||1,500||500,000||500 million|
|19||5 years||5,000 years||1 billion years||2,500||1 million||1 billion|
|20||10 years (decade)||10,000 years||5 billion years (age of the earth)||3,500||2.5 million||5 billion|
Using Time and Value Progression TableEdit
An effect’s description will generally say something like, “the FX begins at a value of X and each rank moves it one step up the Progression Table,” where X is the starting value of the FX’s result. So, for example, the FX for Flight starts out with a speed of 10 miles per hour (100 feet per move action) at rank 1. Each Flight rank moves speed one step up the Progression Table. Since the value after 10 on the table is 25, Flight 2 is 25 MPH, Flight 3 is 50 MPH, and so forth. Note that not all FX start their progression at the rank 1 on the table; many start off with a higher base value and progress from there. If necessary, you can extend the Progression Table by following the same progression.