Overland Speed
The party can move through a 6-mile Hex every 4 hour Watch. This speed is doubled when traveling on roads and halved when traveling through difficult terrain (swamp, jungle, mountain). This speed is not significantly modified by encumbrance.
In a standard 12 hour travel day, a party can trek 36 miles on roads, 18 miles through light wilderness, and 9 miles through difficult terrain.
Ride Hard
Mounts can be used to Ride Hard, which doubles the party’s speed and generates 1 Fatigue per Wach for the mount and rider. Otherwise, the party’s speed is not significantly modified by mounts.
Exploration Speed
PCs can cautiously move 100 ft every Turn. This includes noticing signs of traps, watching their footing, mapping, trying to be quiet, and avoiding obstacles.
PCs can recklessly move 300 ft every Turn. They are unlikely to spot traps, ambushes, and other surprises.
These rates are halved if anyone in the party is Heavily Encumbered.
Combat Speed
PCs move 40 ft every Round in combat. This is halved if they are Heavily Encumbered.
Difficult terrain such as knee-high water, mud, and uneven ground also halves speed.
Fleeing
Characters fleeing from a pursuing threat must all Test Agility every Round to escape. If the threat is particularly slow or fast, it may impose a Boon or Bane on their Test. Additionally, the party may modify their environment to further aid their escape. Those who are Heavily Encumbered automatically fail this Test, and may be left behind.
While fleeing, a character moves at their combat speed. A character who fails this Test has failed to escape their pursuer this Round, but may keep fleeing. Characters who succeed have escaped and no longer need to make Agility Tests. However, they may choose to retroactively fail in order to stay with the stragglers.
Regardless of success or failure, a character gains 1 Fatigue each Round they are pursued.
Stealth
PCs are always assumed to be moving as quietly and carefully as possible. However, when a character performs a risky act of stealth, like hiding from pursuers or sneaking up on a guard, Test Agility.
In the case where a group is all trying to be stealthy together, only the character with the lowest Agility must Test. For the purposes of determining the lowest Agility character, use the following modifiers:
Medium Armor | -2 Agility | +1 Bane |
Heavy Armor | -4 Agility | +2 Banes |
Lightly Encumbered | -2 Agility | +1 Bane |
Heavily Encumbered | -4 Agility | +2 Banes |
Climbing
Test Might to climb a difficult obstacle. Simple things like climbing a rope or scrambling up a hill do not require a Test. Sheer surfaces are impossible to climb without proper climbing gear.
Swimming
Test Might to swim in difficult conditions. These include rough water, wearing Medium Armor, or prolonged diving. It is impossible to swim while wearing Heavy Armor or while Heavily Encumbered.
Falling
Characters take 1 point of Flesh damage per 10 ft fallen. They may Save vs Agility to half this damage. On a failed Save, the wind is knocked out of them and they are stunned, unable to act for a number of Rounds equal to the damage they took.