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Character Module Dark FX Module
How FX Work FX Components
FX Types
Using FX
Noticing FX
Countering FX
Creating FX FX Descriptions
FX Modifiers
Extras
Flaws
FX Structures
Creating FX
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
RankMundane TimeCinematic TimeEpic TimeMundane ValueCinematic ValueEpic Value
13 seconds (1 action)3 seconds (1 action)3 seconds (1 action)111
26 seconds (1 round)6 seconds (1 round)6 seconds (1 round)225
330 seconds (5 rounds)1 minute (10 rounds)1 minute (10 rounds)3510
41 minute (10 rounds)5 minutes10 minutes51050
55 minutes30 minutes1 hour1025100
610 minutes1 hour6 hours1550500
730 minutes6 hours12 hours201001,000
81 hour1 day1 week302505,000
96 hours1 week1 month4050010,000
1012 hours1 month1 year601,00050,000
111 day3 months10 years1002,500100,000
123 days1 year50 years1505,000500,000
131 week5 years500 years20010,0001 million
141 month10 years (decade)1,000 years (millennium)30025,0005 million
153 months50 years10,000 years50050,00010 million
166 months100 years (century)50,000 years750100,00050 million
171 year500 years100,000 years1,000250,000100 million
182 years1,000 years (millennium)1 million years1,500500,000500 million
195 years5,000 years1 billion years2,5001 million1 billion
2010 years (decade)10,000 years5 billion years (age of the earth)3,5002.5 million5 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.