Time and Value Progression Table

* 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	TIME AND VALUE PROGRESSION	TIME AND VALUE PROGRESSION	TIME AND VALUE PROGRESSION 	TIME AND VALUE PROGRESSION	TIME AND VALUE PROGRESSION	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 Table==
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.
Category:Rulebook
Category:Characters
Category:FX
Category:Reference Tables