Area Movement

CHARACTER AREA MOVEMENT

How far a character can move along the ground is determined by his/her/it’s Endurance ability. The
character may move in any direction, subject to intervening walls, type of ground, and elevation.

1 Area Space is equal to 5 Feet.

ENDURANCE RANK # of Area Spaces
Feeble 1
Poor 2
Typical 3
Good 4
Excellent 5
Remarkable 6
Incredible 7
Amazing 8
Monstrous 9
Unearthly 10
Shift X 12
Shift Y 14
Shift Z 16

Exceptions to the Above
All this applies to those characters who move by their own actions, such as running, swimming or flying. Those who fly by means of devices, those in vehicles, and any and all robots are immune to this effect, as are those with Unearthly or higher Endurances.

Exhaustion & Long-Distance Running

In general, a character can move without stopping for a number of rounds equal to his/her/it’s Endurance rank. This is known as Long-Distance Running. A character must make an Endurance FEAT check to push their body beyond it’s limitations. Characters may control this problem by moving at slower speeds. If moving at speed two ranks lower, the character can double the rounds before an Endurance check is needed. Example; the character has a Remarkable (26) Endurance. The character can run at the speed of Good and double the character’s original Endurance level (26 × 2= 52 rounds) before making an Endurance Exhaustion FEAT Check to continue at the same speed or accelerate to his original speed. If the character decides to accelerate after succeeding his Endurance Exhaustion Check, he will only gain rounds equal to his original Endurance rank (26 rounds); not doubled.

Endurance FEAT- Long-Distance Running: First Attempt
White FEAT- Failure, stopping for 1-in turns.
Green or Higher FEAT- Success indicates continuing for another equal length of turns. After another Endurance rank number of turns, continue to Second Set.

Endurance FEAT- Long-Distance Running: Second Attempt
White or Green FEAT- Failure, resting for 2-20 turns.
Yellow or Higher FEAT- Success indicates continuing for another equal length of turns. After another Endurance rank number of turns, continue to Third Set.

Endurance FEAT- Long-Distance Running: Third & Final Attempt
White, Green, Yellow FEAT- Failure, resting for 3-30 turns.
Red FEAT- Success indicates continuing for another equal length of turns. Rest must come after this successful run or the character will fall down for 3-30 turns.

Exhaustion & Maximum Speed Running

There are occasionally times when a character must move faster than he/she/it has ever moved before, in order to save a life. This is known as Maximum Speed Running. This also forces the character’s body to excel beyond normal means up to exhaustion. A character can move 2 areas per turn for 2 Turns (20 turns) before checking for exhaustion. At that point, make an Endurance or Strength FEAT check.

Maximum Speed Running: First Attempt
Move 2 areas per turn for 2 Turns (20 turns). If wishing to continue, go to Endurance or Strength FEAT- Maximum Speed Running: Second Attempt.

Endurance or Strength FEAT- Maximum Speed Running: Second Attempt
White FEAT- Failure, stopping for 1-10 in turns.
Green or Higher FEAT- Success indicates continuing for another 2 areas per turn for 2 Turns. If wishing to continue, go to Endurance or Strength FEAT- Maximum Speed Running: Third Attempt.

Endurance or Strength FEAT- Maximum Speed Running: Third Attempt
White or Green FEAT- Failure, resting for 2-20 turns.
Yellow or Higher FEAT- Success indicates continuing for another 2 areas per turn for 2 Turns. If wishing to continue, go to Endurance FEAT Only- Maximum Speed Running: Fourth & Final Attempt.

Endurance FEAT Only- Maximum Speed Running: Fourth & Final Attempt
White, Green, Yellow FEAT- Failure, resting for 3-30 turns.
Red FEAT- Success indicates continuing for another 2 areas per turn for 1 Turn. Rest must come after this successful run or the character will fall down for 3-30 turns.

OBSTACLES

Area Movement

Marvel Universe Tigervirgo