Effect: Flying offers a direct mechanical benefit by increasing the number of zones a character can move during Action Scenes. It can also be used narratively to justify a character reaching places that are not otherwise accessible. Flying can also sometimes be incorporated into actions as part of a 'dive bomb' sort of attack, and perhaps on reaction rolls where a character's aerial evasiveness might make them more difficult to hit.
At d4 characters can glide or fly one zone per panel without taking an action.
At d6 characters can move up to two zones during a panel or one zone and still have time to take an action. Most birds have this step of Flying.
At d8 characters can move up to three zones during a panel or two zones and still have time to take an action. The very fastest birds have this step of Flying.
At d10 characters can move up to six zones during a panel or five zones and still have time to take an action.
At d12 characters are able to move to any zone in the current Scene during a panel or up to eight zones and still have time to take an action.
Common SFX: The Passenger SFX can be applied to allow a character to carry another character and not have their speed reduced (characters with sufficient Strength or some other justification don't need this however).
The Skylift SFX can be applied to allow a character to step down their Flying and use it instead of Strength to determine how much they can lift or move while using Flying.
The Ramjet SFX can be applied to allow a character to spend a Plot Point to double their full distance while flying for a Panel or an entire Transition Scene.
The Cannonball SFX can be applied to allow a character to double their Violence aptitude in an attack dice pool that includes Flying and to step up the effect die if they are successful.
Common Limits: The Weak Lift Limit can be applied to indicate a character who treats each zone moved upward using Flight as if it were two zones when resolving their movement.