Encumbrance & Movement Limitations

All weights here are in pounds.

Encumbrance (ENC)

Encumbrance Rate (ENC) refers to the load the character is carrying on his body, although the player is also responsible for tracking the encumbrance of the character’s mounts or beasts of burden. ENC is divided into “Zero”, “Light”, “Semi-“, “Heavy”, and “Extreme” rates to help track the effects of carrying loads, and each rate wears the character out to a different extent, depending on how long he labors under the load.

Step 1: Calculating ENCumbrance

Base ENCumbrance based on STRength

STR = 13STR > 13STR < 13
If your STR is 13, your Base ENCumbrance is 1.
Base ENC = 1

To determine character’s ENC allowance, starting with a base of 1 (one), add 0.5 per point of character STR above 13,
Base ENC = 1 + (STR-13) x 0.5

subtract 0.1 per point of character STR below 13, to a minimum of 0.1 for a STR of 4; 0.075 for a STR of 3; 0.05 for a STR of 2; 0.025 for a STR of 1. 
Base ENC = 1 - (13-STR)*0.1

Step 2: Figure in STA and Weight

To the result add 0.05 per point of (modified) character STA.
Multiply the result by the character’s own body weight (previously determined).
ENC = ( Base ENC + (STA*0.05) ) x CHARACTER WEIGHT (in pounds)

Step 3: Encumbrance Steps

The product is the maximum amount the character can carry, his Extremely Encumbered (“Extreme” or “E”) allowance.
To determine the character’s Heavily Encumbered (“Heavy” or “H”) allowance, divide the Extreme allowance in half.
To determine the character’s Semi-Encumbered (“Semi” or “S”) allowance, divide the Heavy allowance in half.
To determine the character’s Lightly Encumbered (“Light” or “L”) allowance, divide the Semi allowance in half.
To determine the amount the character may carry and still be considered Unencumbered (“Zero” allowance), divide the Light allowance in half.
Extreme Heavy Semi Light Zero
ENC ENC / 2 ENC / 4 ENC / 8 ENC / 16

Example

Lucien has a STR of 14, a STA of 20, and Weighs 175#. Step 1: Base ENC = 1 + (14-13)*.5 = 1.5 Step 2: ENC = ( 1.5 + (20*0.05)) x 175 = 437.5 These allowances help track the effects of the amount of equipment the character carries on his energy levels (END), and also his ability to perform other tasks while laden. The allowance noted as the “Zero” rate is the only one the character may use without tapping his Endurance.

The capacity for movement (speed attainable) for any character is impaired to the same degree that he is burdened.

Thus, these rates are of critical importance when it comes to buying adventuring gear, weapons and armor, for during that process the player must determine what the character is wearing and/or carrying and how much it weighs, compared to how much the character can carry easily. When using some sort of pack, yoke, or harness specially designed to better support the load, the character is actually able to lift or move even greater weights and carry heavier loads, effectively increasing his ENC allowance. The types of ways the character’s STR can be applied to change his ENC allowances and the degree to which they can do so is detailed under the heading “The Rules of the Game”. The activities pursued and rest or lack thereof taken over the course of the day becomes critical when all of the sudden, out of the blue, the PC’s enemies show up and offer combat with no practical means of declining. Being already depleted of energy is not a good way to head into battle.

The Cost of Encumbrance

Once the players have purchased their characters’ gear and distributed it about their characters’ bodies, their mounts and their lodgings, the degree to which the characters are encumbered by what they are wearing/carrying must be determined. Encumbrance takes in the sum of all weapons, armor, supplies, adventuring gear and the harness worn to make carrying it more convenient, and the effect carrying it has on the characters’ reserves of energy. How much a character’s ENC affects his abilities depends on how much of that allowance he is using and for how long prior.   When a character exceeds the “Zero” ENC allowance, there is a cost.

ZeroLightSemiHeavyExtreme
A standard workload for those who toil in physical labor. The character loses 1 action from his ENDurance for every hour he spends so laden.

1 END per 3 Mileways (roughly 1 hour)

Considered a heavy workload by those who labor with their own hands for their daily bread.

The character loses 1 point of ENDurance for every 2 mileways (roughly 40 minutes) he spends so laden.

1 END per 2 Mileways (roughly 40 minutes)

Not considered practical to carry except for limited periods, shifting things from point A to point B relatively close by, except perhaps by hand-truck or -cart or -barrow, even for those who sell their heavy manual labor for their livelode.

The character loses 1 point of ENDurance for every mileway (roughly 20 minutes) he spends so laden.

1 END per mileway (roughly 20 minutes)

Into the Heavy allowance, the character is testing the limits of his ability in a way he cannot tolerate for long.

The character loses 1 point of ENDurance for every 10 minutes he spends so laden.

1 END per 1/2 mileway (about 10 minutes)

Up to 90% of the Extreme allowance, the character loses 1 point of ENDurance for every minute he spends so laden.

The last 10% is the true test of his STR and actually require a successful HRT check to achieve, in addition to costing 1 point of ENDurance every CS.

In proper harness, a character might draw carts or wagons up to 20 times their unaided ENC rates, provided the road or surface was stiff enough for him to get the load rolling. At half the Extreme rate this becomes more likely and the GM should consider being more forgiving with the conditions.

Movement Rates

Movement rates are in miles per hour (mph).

Movement Rate is how fast the character moves. We refer to movement rates in decending order from “Sprint” to “run”, “jog/trot”, “walk”, and “zero” or “casual stroll” rates. For those equipped with the Swimmer skill a similar set of rates are also generated for each character while they are in the water, for both surface swimming and for swimming wholly underwater. The greatest impact movement rates have on play is determining how long it takes to get from point A to point B, especially in a battle, but also when the characters are limited by the rate of the slowest in the party as they trek across country in the pursuit of an adventure, or some enemy they have fallen afoul of.

Ground mph

These movement rates are for determining the logistics of long-term, cross-country travel and trips taking the greater portion of a day or longer. The player should record all the character’s movement rates in the spaces labeled “Move Speed (GRND)” in the "Movement" box of the Character Record Sheet.

The character’s Sprint is equal to (AGL). Divide the Sprint result down into 3/4th’s (“run” rate), 1/2 (“jog/trot” rate), 1/4th (“walk” rate) values, rounding each to the nearest whole number. The “zero” or “casual stroll” rate is equal to half of the “walk” (1/4) rate.

Sprint Run Jog Walk Stroll
AGL AGL * 3/4 AGL / 2 AGL / 4 AGL / 8

Swimming speeds and other relevant water-bound statistics for characters who can swim are detailed in the description of that skill.

Jump, Leap, Running Leap

Jump

Back on the ground, the adventuring character will need his Jump (vertical), Leap (lateral, standing broad jump), and Running Leap scores. These are helpful in many adventure situations, tactical and combat situations in particular.

The character’s Jump height is equal to [(STR) x 1.3], in inches.

This is the distance from the sole of the character’s feet to the ground when he jumps straight up unassisted by any means, and assuming he has NOT pulled his legs up under himself, as he might in trying to jump up onto a wall, table, or bench.

Jump = STR x 1.3 inches

Leap

The character’s Leap distance is equal to [(STR) ÷ 2], expressed in feet.

IF the character has the Acrobat skill or trade, add a bonus of (6in’s per LoA). RICHARD TODO: Whats LoA?

This is the distance the character can cover from a standing start, generally from a squat or partial squat, with NO lead-run at all.

 Leap = STR / 2 in feet

Running Leap

The character’s Running Leap is equal to his (STR) score, in feet.

IF the character has the Acrobat skill or trade, add a bonus of (6in’s per LoA).

Running Leap = STR in feet  (+ Acrobat SLs x 0.5)

Pulse Move [optional]

Tactical situations happen in small moments of time, Pulse Move gives us a shortcut to how much characters move in these small moments.

Pulse moves are determined in metric to work with the skirmishing scale of the Tactical Display described in “Tactical Play & Armed Combat”.

To determine the character’s Pulse Move rates, the player must take his character’s movement rates in mph determined in Step 4. and find their equivalents per Pulse in tactical scale (“25mm”) on table 7- 2. and record them in the spaces provided on the Character Record Sheet;

THEN:

the 1/2 scale (2mm = 5ft.) rates from the 10mm column;

and the skirmishing scale (1mm = 5ft.) rates from the 5mm column.

These should be entered in the appropriately marked spaces in the “Pulse Move” section of the Character Record Sheet. This gives the player all the different scales of movement per Pulse recorded that the GM may use in play.

7-2. Pulse Move Conversions,

MPH to Scale

MPH

Feet

25mm *

10mm **

5mm ***

0.25

0.4

2 mm

0.5

0.7

4 mm

1 mm

1 mm

0.75

1

5 mm

2 mm

1 mm

1

2

1 cm

4 mm

2 mm

2

3

1.5 cm

6 mm

3 mm

3

4

2 cm

8 mm

4 mm

4

6

3 cm

1.2 cm

6 mm

5

7

3.5 cm

1.4 cm

7 mm

6

9

4.5 cm

1.8 cm

9 mm

7

10

5 cm

2 cm

1 cm

8

12

6 cm

2.4 cm

1.2 cm

9

13

6.5 cm

2.6 cm

1.3 cm

10

15

7.5 cm

3 cm

1.5 cm

11

16

8 cm

3.2 cm

1.6 cm

12

18

9 cm

3.6 cm

1.8 cm

13

19

9.5 cm

3.8 cm

1.9 cm

14

21

10.5 cm

4.2 cm

2.1 cm

15

22

11 cm

4.4 cm

2.2 cm

16

24

12 cm

4.8 cm

2.4 cm

17

25

12.5 cm

5 cm

2.5 cm

18

26

13 cm

5.2 cm

2.6 cm

19

28

14 cm

5.6 cm

2.8 cm

20

29

14.5 cm

5.8 cm

2.9 cm

21

31

15.5 cm

6.2 cm

3.1 cm

22

32

16 cm

6.4 cm

3.2 cm

23

34

17 cm

6.8 cm

3.4 cm

24

35

17.5 cm

7 cm

3.5 cm

25

37

18.5 cm

7.4 cm

3.7 cm

26

38

19 cm

7.6 cm

3.8 cm

27

40

20 cm

8 cm

4 cm

28

41

20.5 cm

8.2 cm

4.1 cm

29

43

21.5 cm

8.6 cm

4.3 cm

30

44

22 cm

8.8 cm

4.4 cm

31

46

23 cm

9.2 cm

4.6 cm

32

47

23.5 cm

9.4 cm

4.7 cm

33

48

24 cm

9.6 cm

4.8 cm

34

50

25 cm

10 cm

5 cm

35

51

30 cm

10.2 cm

5.1 cm

36

53

26.5 cm

10.6 cm

5.3 cm

37

54

27 cm

10.8 cm

5.4 cm

38

56

28 cm

11.2 cm

5.6 cm

39

57

28.5 cm

11.4 cm

5.7 cm

40

59

29.5 cm

11.8 cm

5.9 cm

41

60

30 cm

12 cm

6 cm

42

62

31 cm

12.4 cm

6.2 cm

43

63

31.5 cm

12.6 cm

6.3 cm

44

65

32.5 cm

13 cm

6.5 cm

45

66

33 cm

13.2 cm

6.6 cm

46

68

34 cm

13.6 cm

6.8 cm

47

69

34.5 cm

13.8 cm

6.9 cm

48

70

35 cm

14 cm

7 cm

49

72

36 cm

14.4 cm

7.2 cm

50

73

36.5 cm

14.6 cm

7.3 cm

51

75

37.5 cm

15 cm

7.5 cm

52

76

38 cm

15.2 cm

7.6 cm

53

78

39 cm

15.6 cm

7.8 cm

54

79

39.5 cm

15.8 cm

7.9 cm

55

81

40.5 cm

16.2 cm

8.1 cm

56

82

41 cm

16.4 cm

8.2 cm

57

84

42 cm

16.8 cm

8.4 cm

58

85

42.5 cm

17 cm

8.5 cm

59

87

43.5 cm

17.4 cm

8.7 cm

60

88

44 cm

17.6 cm

8.8 cm

61

90

45 cm

18 cm

9 cm

62

91

45.5 cm

18.2 cm

9.1 cm

63

92

46 cm

18.4 cm

9.2 cm

64

94

47 cm

18.8 cm

9.4 cm

65

95

47.5 cm

19 cm

9.5 cm

66

97

48.5 cm

19.4 cm

9.7 cm

67

98

49 cm

19.6 cm

9.8 cm

68

100

50 cm

20 cm

10 cm

69

101

50.5 cm

20.2 cm

10.1 cm

70

103

51.5 cm

20.6 cm

10.3 cm

71

104

52 cm

20.8 cm

10.4 cm

72

106

53 cm

21.2 cm

10.6 cm

73

107

53.5 cm

21.4 cm

10.7 cm

74

109

54.5 cm

21.8 cm

10.9 cm

75

110

55 cm

22 cm

11 cm

76

112

56 cm

22.4 cm

11.2 cm

77

113

56.5 cm

22.6 cm

11.3 cm

78

114

57 cm

22.8 cm

11.4 cm

79

116

58 cm

23.2 cm

11.6 cm

80

117

58.5 cm

23.4 cm

11.7 cm

81

119

59.5 cm

23.8 cm

11.9 cm

82

120

60 cm

24 cm

12 cm

83

122

61 cm

24.4 cm

12.2 cm

84

123

61.5 cm

24.6 cm

12.3 cm

85

125

62.5 cm

25 cm

12.5 cm

86

126

63 cm

25.2 cm

12.6 cm

87

128

64 cm

25.6 cm

12.8 cm

88

129

64.5 cm

25.8 cm

12.9 cm

89

131

65.5 cm

26.2 cm

13.1 cm

90

132

66 cm

26.4 cm

13.2 cm

91

134

67 cm

26.8 cm

13.4 cm

92

135

67.5 cm

27 cm

13.5 cm

93

136

68 cm

27.2 cm

13.6 cm

94

138

69 cm

27.6 cm

13.8 cm

95

139

69.5 cm

27.8 cm

13.9 cm

96

141

70.5 cm

28.2 cm

14.1 cm

97

142

71 cm

28.4 cm

14.2 cm

98

144

72 cm

28.8 cm

14.4 cm

99

145

72.5 cm

29 cm

14.5 cm

100

147

73.5 cm

29.4 cm

14.7 cm

101

148

74 cm

29.6 cm

14.8 cm

102

150

75 cm

30 cm

15 cm

103

151

75.5 cm

30.2 cm

15.1 cm

104

153

76.5 cm

30.6 cm

15.3 cm

105

154

77 cm

30.8 cm

15.4 cm

106

156

78 cm

31.2 cm

15.6 cm

107

157

78.5 cm

31.4 cm

15.7 cm

108

158

79 cm

31.6 cm

15.8 cm

109

160

80 cm

32 cm

16 cm

110

161

80.5 cm

32.2 cm

16.1 cm

111

163

81.5 cm

32.6 cm

16.3 cm

112

164

82 cm

32.8 cm

16.4 cm

113

166

83 cm

33.2 cm

16.6 cm

114

167

83.5 cm

33.4 cm

16.7 cm

115

169

84.5 cm

33.8 cm

16.9 cm

116

170

85 cm

34 cm

17 cm

117

172

86 cm

34.4 cm

17.2 cm

118

173

86.5 cm

34.6 cm

17.3 cm

119

175

87.5 cm

35 cm

17.5 cm

120

176

88 cm

35.2 cm

17.6 cm

121

178

89 cm

35.6 cm

17.8 cm

122

179

89.5 cm

35.8 cm

17.9 cm

123

180

90 cm

36 cm

18 cm

124

182

91 cm

36.4 cm

18.2 cm

125

183

91.5 cm

36.6 cm

18.3 cm

126

185

92.5 cm

37 cm

18.5 cm

127

186

93 cm

37.2 cm

18.6 cm

128

188

94 cm

37.6 cm

18.8 cm

129

189

94.5 cm

37.8 cm

18.9 cm

130

191

95.5 cm

38.2 cm

19.1 cm

131

192

96 cm

38.4 cm

19.2 cm

132

194

97 cm

38.8 cm

19.4 cm

133

195

97.5 cm

39 cm

19.5 cm

134

197

98.5 cm

39.4 cm

19.7 cm

135

198

99 cm

39.6 cm

19.8 cm

136

200

100 cm

40 cm

20 cm

137

201

100.5 cm

40.2 cm

20.1 cm

138

202

101 cm

40.4 cm

20.2 cm

139

204

102 cm

40.8 cm

20.4 cm

140

205

102.5 cm

41 cm

20.5 cm

141

207

103.5 cm

41.4 cm

20.7 cm

142

208

104 cm

41.6 cm

20.8 cm

143

210

105 cm

42 cm

21 cm

144

211

105.5 cm

42.2 cm

21.1 cm

145

213

106.5 cm

42.6 cm

21.3 cm

146

214

107 cm

42.8 cm

21.4 cm

147

216

108 cm

43.2 cm

21.6 cm

148

217

108.5 cm

43.4 cm

21.7 cm

149

219

109.5 cm

43.8 cm

21.9 cm

* 5mm = 1ft. ** 2mm = 1ft. *** 1mm = 1ft.

7-3. Jump, Leap & Running Leap

Conversions to Tactical Scale (25mm)

Feet

Scale

Feet

Scale

Feet

Scale

1

5 mm

15

7.5 cm

29

14.5 cm

2

1 cm

16

8 cm

30

15 cm

3

1.5 cm

17

8.5 cm

31

15.5 cm

4

2 cm

18

9 cm

32

16 cm

5

2.5 cm

19

9.5 cm

33

16.5 cm

6

3 cm

20

10 cm

34

17 cm

7

3.5 cm

21

10.5 cm

35

17.5 cm

8

4 cm

22

11 cm

36

18 cm

9

4.5 cm

23

11.5 cm

37

18.5 cm

10

5 cm

24

12 cm

38

19 cm

11

5.5 cm

25

12.5 cm

39

19.5 cm

12

6 cm

26

13 cm

40

20 cm

13

6.5 cm

27

13.5 cm

41

20.5 cm

14

7 cm

28

14 cm

42

21 cm

RICHARD TODO: Maybe put a movement grid a la the character sheet with all the formulas in it here.