Travel

Moving rates:

Walk: A character moves his movement rate. A character can walk 6 hours per day, after that he takes a cumulative 1 FP damage per hour walked (1 FP damage after 7 hours walked, 2 FP after 8h, 3FP after 9...

Hustle: A hustle increases your movement rate by 50%. You can hustle B hours, but every hour after that you take a cumulative 2 FP damage per hour hustled.

Run(distance): Double your movement rate. You can run for B-2 hours, and after that take a cumulative 3FP per hour.

You can also run triple your rate, but can only run for B-3 hours, and take 4FP per hour after that.

OR you can run quadruple your rate, but only for B-4 hours, and take 5FP per hour after that.

If your fatigue free movement would be negative, you take the difference as *damage half an hour into the movement mode.

You can combine movement speeds, but you add the durations and take the combined Fatigue damage.

If PEDRO (B=2) walked for 5 hours and then hustled for 3 hours after that, he would take 1FP at the end of the 7th hour, and 4 FP (2 FP from hustle, and 2 FP from walking).

If PEDRO (B=2) ran(double) for 2 hours, he would take 3FP after the first hour, and 6 FP after the second hour. If PEDRO then walked for 4 hours he would take no fatigue damage for that period, but would take 7FP if he walked another hour.

Forage(hunt): You can forage while you travel, but each forage attempt takes at least 2hours and counts as walking. You make no prog

Careful travel: You can travel to avoid encounters. You halve your movespeed but the GM will reroll the dice to determine if a encounter occurs (choosing the no encounter option). You increase your stealth level by 1 while travelling carefully.

Exploration: You halve your movespeed and must move at walking speed. The DM will reroll the dice if a encounter occurs and will add +1d6 on the encounter table.

Orient: Take 1d3 hours to find a vantage point (you can observe objects up to 12km away if at your hex height or lower (normal view distance is 6 km)).

Terrain type movement modifiers

Tactical movement:

Move action: 6m (hexes) per round for most humanoids.

Difficult terrain: requires 2 m of movement to move 1 m through.

Onerous terrain: requires 3 m of movement to move 1 m through.