Movement Rates and Chases

Speed Tables

When two parties are chasing each other it’s often a better idea to factor in skill to determine who wins the race. If the movement isn’t essential to the storyline, then use the standard daily movement rates below. When two characters are racing, either one chasing the other, or simply trying to beat the other to a finish line, you must first determine the base speed of the creature in question. This will be character’s Move score, the vehicles, Move rating, or the animals Move rating. This base is then multiplied by the number of successes on a Speed roll using either the appropriate skill or one Dexterity-4, whichever is higher.

A character can continues these paces for 10xCon seconds (sprinting) or Con hours (regular movement). The creature can continue the pace after a rest of 10 minutes/hour of continuous movement.

Creature Base Move Jogging Speed Sprinting Speed
Horse 3.2 KPH (2 MPH) 11.25 KPH (7 MPH)
Human MR/10 mps (0.012 x MR KPH) MR/10 mps + (0.5 x Ss meters mps) MR/10 mps + Ss meters mps

For example, Kentaro and Altan sprint toward their horses; Kentaro hoping to catch Altan before he gets there. Kentaro is 100 meters away, while Altan is 90.

Character Skill (Ss) Sprinting Speed Time to cover distance Con Max time sprinting
Kentaro 1 (1) 4.8 mps [38/10 + 1 Ss] 20.83s 5 50s
Altan 3 (2) 4.8 mps [28/10 + 2 Ss] 18.75s 5 50s

In this sprint, Altan makes it to the horses 2 seconds before Kentaro reaches him. at nearly 9m away when Altan hits his horse Kentaro has no recourse but to mount and continue the pursuit. Here Kentaro has the advantage with a 4+2 skill. Altan has specialized in racing, but only has a 3+1. Kentaro’s 5 successes allow him to ride out at a little over 55 KPH. He doesn’t have much to worry about, however as Altan rolled 0 successes. As he hits the end of town, he spurs his mount forward. He strikes the flank of the animal too strongly, however, and the horse rears up. Altan rolls 2 successes to hold on, but it is too late. Kentaro has reached Altan’s horse and grabs the reigns–the race is over.

Daily Movement Rates

Hiking Rate Notes
Hiking 50 km/day
(22 mi/day)
Assumes 10 hours of walking on good roads with no encumbering animals or wagons
Marching 30 km/day
(14 mi/day)
Assumes 10 hours of marching, ready for a fight at the end of the day.
Riding 50 km/day
(22 mi/day)
Assumes 10 hours of walking with animals or wagons
Calvary 50 km/day
(22 mi/day)
Assumes 10 hours of trotting on good roads with no encumbering animals or wagons
Coastal Sailing 120 km/day
(75 mi/day)
Assumes 10 hours of sailing with good winds along coast
Ocean Sailing 240 km/day
(150 mi/day)
Assumes 10 hours of sailing with good winds along coast
Rowing, Warship 130 km/day
(80 mi/day)
Assumes 10 hours of rowing with a full crew ready to fight
Rowing, Merchant 90 km/day
(60 mi/day)
Assumes 10 hours of rowing with a full crew
Rowing, Barge 75 km/day
(50 mi/day)
Assumes 10 hours of rowing

Terrain Effect of movement

  • Vegitation: Light (reduced by 15%); Medium (Reduced by 30%); Heavy (Reduced by 50%)
  • Rolling Hills: Reduces movement by 30%
  • Mountains: Reduces movement by 70%

All effects are cumulative. Winds speeds for sailing can double, halve, or stop all sailing movement.