For simplicity’s sake – there is a general rule:

 

On Average a human can walk at a pace of 6km per hour over terrain of Low Difficulty:

 

So:

 

6km per hour

 

1km every 10 minutes

 

100m per minute

 

1.5m per second

 

This applies for all characters with AGILITY ranging from BELOW AVERAGE to ABOVE AVERAGE

 

Characters with LOW AGILITY move at 4kms/hr (700m/10 mins; 75m/min etc)

 

Characters with HIGH & VERY HIGH AGILITY can move at 8kms/hr

 

Characters with EXCEPTIONAL AGILITY – 10kms/hr

 

NOTE that a group travelling together can only move at the rate of its slowest member

 

This AVERAGE km/hr figure drops by 1km per hour for every level of terrain difficulty higher than 1

 

1 – Low Difficulty (open road on flatland) – 6km/hr

 

2 – Below Average Difficulty (good path – rolling country) – 5km/hr

 

3 – Average Difficulty (rough track in broken country) – 4km/hr

 

4 – Above Averagely Difficult (no path – rough terrain) – 3km/hr

 

5 – Highly Difficult (rugged and treacherous terrain) – 2km/hr

 

6 – Very Highly Difficult (inhospitable or perilous terrain) – 1km/hr

 

7 – Exceptionally Difficult (almost unsurvivable terrain) – 100 – 500m per hour

 

This can also comprise/be adjusted by the prevailing weather conditions or climate too

 

A Rough Track in Broken Country becomes Treacherous during a thunderstorm – 2km/hr

 

ENCUMBRANCE & FATIGUE

 

A person can carry on – walking, trekking, working hard etc for TRIPLE THEIR ENDURANCE in HOURS until FATIGUE kicks in and they need to REST or

 

THEY MUST BEAT AN ENDURANCE ROLL EQUAL TO A ROLL REFLECTING THE LEVEL OF DIFFICULTY OF RIGOURS THEY HAVE EXPERIENCED

 

OR else:

 

their ENDURANCE ROLLS will be at -3 until they do 

 

THEY MUST REST for at least half as many hours as they have been active 

 

If they carry on walking, trekking, working hard for QUADRUPLE THEIR ENDURANCE 

  • FATIGUE kicks in and they need to SLEEP COMPLETELY  or

 

THEY MUST BEAT AN ENDURANCE EQUAL TO THE LEVEL OF RIGOURS THEY HAVE EXPERIENCED + 1DICE

 

OR else:

 

their ENDURANCE ROLLS and all DICE ROLLS will be at -1 DICE until they do for at least half as many hours as they have been active

 

AND THEY MUST KEEP BEATING THIS ENDURANCE EVERY HOUR 

 

ENCUMBRANCE

 

A person can carry the AVERAGE OF THEIR STRENGTH + ENDURANCE (Round Up) x 10kgs comfortably while hiking

 

This THEIR CAPACITY while not induce extra Fatigue when it comes to travel

 

CARRYING CAPACITY = STRENGTH + ENDURANCE / 2 (Round Up) x 10kgs

 

Carrying up to TWICE THEIR CAPACITY is possible and still to carry on – walking, trekking, working hard etc 

But only for DOUBLE THEIR ENDURANCE in HOURS until FATIGUE kicks in and they need to REST or

 

THEY MUST BEAT AN ENDURANCE ROLL EQUAL TO A ROLL REFLECTING THE LEVEL OF DIFFICULTY OF RIGOURS THEY HAVE EXPERIENCED

 

OR else:

 

their ENDURANCE ROLLS will be at -3 until they do 

 

THEY MUST REST for at least half as many hours as they have been active 

 

If they carry on walking, trekking, working hard for TRIPLE THEIR ENDURANCE 

  • FATIGUE kicks in and they need to SLEEP COMPLETELY  or

 

THEY MUST BEAT AN ENDURANCE EQUAL TO THE LEVEL OF RIGOURS THEY HAVE EXPERIENCED + 1DICE

 

OR else:

 

their ENDURANCE ROLLS and all DICE ROLLS will be at -1 DICE until they do for at least half as many hours as they have been active

 

AND THEY MUST KEEP BEATING THIS ENDURANCE EVERY HOUR 

 

EXAMPLES