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.).
A character without movement powers moves a base number of areas per round determined by Endurance:
| Endurance | Areas / turn | Yards / turn |
|---|---|---|
| Feeble | 1 | 44 |
| Poor → Excellent | 2 | 88 |
| Remarkable or better | 3 | 132 |
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 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).
| Rank | Land / Water | Air | ||
|---|---|---|---|---|
| area/turn | MPH / MPM | area/turn | MPH / MPM | |
| Feeble | 1 | 15 / .25 | 2 | 30 / .5 |
| Poor | 2 | 30 / .50 | 4 | 60 / 1 |
| Typical | 3 | 45 / .75 | 6 | 90 / 1.5 |
| Good | 4 | 60 / 1 | 8 | 120 / 2 |
| Excellent | 5 | 75 / 1.25 | 10 | 150 / 2.5 |
| Remarkable | 6 | 90 / 1.5 | 15 | 225 / 3.75 |
| Incredible | 7 | 105 / 1.75 | 20 | 300 / 5 |
| Amazing | 8 | 120 / 2 | 25 | 375 / 6.25 |
| Monstrous | 9 | 135 / 2.25 | 30 | 450 / 7.5 |
| Unearthly | 10 | 150 / 2.5 | 40 | 600 / 10 |
| Shift X | 12 | 180 / 3 | 50 | 750 / 12.5 |
| Shift Y | 14 | 210 / 3.5 | 100 | 1,500 / 25 |
| Shift Z | 16 | 240 / 4 | 200 | 3,750 / 62.5 |
| Class 1000 | 32 | 480 / 8 | Interplanetary | |
| Class 3000 | 50 | 750 / 12.5 | Near-Light | |
| Class 5000 | 100 | 1,500 / 25 | Teleportation | |
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.
A hero can move without stopping for a number of rounds equal to their Endurance rank number. After that, a FEAT roll is required:
| After | Required | Failure |
|---|---|---|
| 1× rank number turns | Green Endurance FEAT | Rest 1-10 turns |
| 2× rank number turns | Yellow Endurance FEAT | Rest 2-20 turns |
| 3× rank number turns | Red Endurance FEAT | Rest 3-30 turns |
| 4× rank number turns | Automatic rest | Rest 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.
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).
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).
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.
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 is tied to Strength, not Endurance. A character may jump as many feet as their Strength rank number without difficulty.
The Teleporter power rank determines maximum range. Teleportation is instantaneous — no flying speed involved.
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.
| Strength | Throw range (areas) |
|---|---|
| Shift 0 | 0 |
| Feeble / Poor / Typical | 1 |
| Good | 2 |
| Excellent | 3 |
| Remarkable | 4 |
| Incredible | 5 |
| Amazing | 6 |
| Monstrous | 7 |
| Unearthly | 8 |
| Shift X | 10 |
| Shift Y | 15 |
| Shift Z | 20 |
| Class 1000+ | LOS (line of sight) |
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.