Advanced SetTSR 6871 · 1986

Movement

Players + Judges Books + Ultimate Powers Book (TSR6876)

Areas, Ranged Movement & Scale

The Advanced Set introduces a dual movement system. Area movement abstracts space into roughly room-sized chunks defined on the map. Ranged movement uses the half-area ruler from the cut-out sheets — each area equals about half a city block, or 44 yards (≈2" on the outdoor maps).

Use whichever fits the situation. Area movement resolves faster in big rooms; ranged movement matters when exact location is important (corners of intersections, line-of-sight, etc.).

Ground Movement (Endurance-Limited)

A character without movement powers moves a base number of areas per round determined by Endurance:

EnduranceAreas / turnYards / turn
Feeble144
Poor → Excellent288
Remarkable or better3132

This baseline applies to running, walking, or any movement without a special power. Heroes with Lightning Speed, Flight, Swinging, or Wall-Crawling use the Long Distance Movement Table below instead.

The Long Distance Movement Table

The canonical Advanced Set Speed Table, from the Advanced Players Book (page 23). Used for flying, super-speed running, swimming, and powered movement. Each rank converts to a specific areas-per-round and miles-per-hour for both Land/Water and Air. MPM = miles per minute (the second value in each MPH cell).

RankLand / WaterAir
area/turnMPH / MPMarea/turnMPH / MPM
Feeble115 / .25230 / .5
Poor230 / .50460 / 1
Typical345 / .75690 / 1.5
Good460 / 18120 / 2
Excellent575 / 1.2510150 / 2.5
Remarkable690 / 1.515225 / 3.75
Incredible7105 / 1.7520300 / 5
Amazing8120 / 225375 / 6.25
Monstrous9135 / 2.2530450 / 7.5
Unearthly10150 / 2.540600 / 10
Shift X12180 / 350750 / 12.5
Shift Y14210 / 3.51001,500 / 25
Shift Z16240 / 42003,750 / 62.5
Class 100032480 / 8Interplanetary
Class 300050750 / 12.5Near-Light
Class 50001001,500 / 25Teleportation

Sound barrier = Mach 1 ≈ 750 mph (≈ Shift X air). Mach 2 ≈ 1,500 mph (Shift Y). Mach 5 ≈ 3,750 mph (Shift Z). In atmosphere, characters with Interplanetary or higher speeds are limited to Mach 5.

Exhaustion & Endurance Sustain

A hero can move without stopping for a number of rounds equal to their Endurance rank number. After that, a FEAT roll is required:

AfterRequiredFailure
1× rank number turnsGreen Endurance FEATRest 1-10 turns
2× rank number turnsYellow Endurance FEATRest 2-20 turns
3× rank number turnsRed Endurance FEATRest 3-30 turns
4× rank number turnsAutomatic restRest 3-30 turns

Exceptions: vehicles, devices, robots, and characters with Unearthly+ Endurance are immune to this rule.

Example: Captain America has Remarkable Endurance (30). Running at top speed (45 mph), he makes his first FEAT roll after 30 turns (3 minutes), a second at 60, then 90, and must rest after 120 turns.

Acceleration & Deceleration

A flying or super-speed character can't reach maximum speed in one round. The first round, they move up to their Endurance-limited base (1, 2, or 3 areas). Each subsequent round, speed increases by that same increment until max speed is reached.

Example: Storm has Amazing Endurance (50) and Incredible flight (20 areas/turn). Turn 1 she flies 3, Turn 2: 6, Turn 3: 9, Turn 4: 12, Turn 5: 15, Turn 6: 18, Turn 7+: 20 (max).

Deceleration is simpler — a flying character may always halve their current speed (rounded up). A character that drops to 0 areas falls, unless their power allows hovering (Storm hovers via wind control; Cannonball cannot).

Turning

A character can turn during a move without losing speed. Turns greater than 90° reduce speed by half. If the character lacks the speed to make a tight turn, they end the turn at the point where the turn was attempted.

For sharp 90°+ turns at high speed, the character makes an Agility FEAT — failure means they don't overcome forward momentum and continue in the original direction (potentially crashing).

Low Altitude Flight

If a flying hero is at less than 2 stories elevation or surrounded by tall buildings, maximum speed is reduced to the hero's ground-equivalent at that power rank. Exceeding that limit between ground speed and full air speed requires an Agility FEAT per turn.

Example: Storm's air speed is 20 areas/turn; her ground-equivalent at Incredible is 7. Inside an office or close to the ground, she's limited to 7 at max safe speed. Pushing to 8-20 areas requires Agility FEATs.

Climbing & Vertical Movement

Falling

Falling itself does no damage — the impact does. Falling rates accelerate:

Impact damage = the speed of the fall in areas/round, treated as a Charging-style ramming attack. Body Armor reduces this; Karma can reduce it 1-for-1.

Catching a lightpost mid-fall is an Agility FEAT at intensity equal to the speed of the fall (a 20-stories-per-round fall is Excellent intensity).

Leaping

Leaping is tied to Strength, not Endurance. A character may jump as many feet as their Strength rank number without difficulty.

Teleportation

The Teleporter power rank determines maximum range. Teleportation is instantaneous — no flying speed involved.

Throwing Range

Canonical throwing range by Strength rank (from the Advanced Players Book p.25). This is the maximum distance a hero can throw an item. For Powers, range may exceed the listed amount, but each additional area beyond the listed range applies −1CS to hit.

StrengthThrow range (areas)
Shift 00
Feeble / Poor / Typical1
Good2
Excellent3
Remarkable4
Incredible5
Amazing6
Monstrous7
Unearthly8
Shift X10
Shift Y15
Shift Z20
Class 1000+LOS (line of sight)

Speed FEATs (Heroic Burst)

Occasionally a hero needs to move faster than they ever have — to save a life, intercept a missile, etc. With a yellow Strength FEAT, a character may add 1 area to their movement this round. Green = the burst fails. White = the hero tripped and continues moving in a Slam-style direction.

A hero may not increase speed by more than 1 area/round (15 mph) via this technique.