Step 5. Encumbrance and Movement

These rules represent aspects of the game that reinforce a sense of verisimilitude that many players appreciate and enjoy, however, many players do not care for the additional work required in character generation to implement them and also the occasional extra bit of bookkeeping they sometimes require. It is up the GM whether or not to implement these rules and the player should check with the GM to find whether they will be used in the game in which he is participating. Some GM’s may want them as standards recorded on the character record sheets for reference as guidelines for play, others may approach them more strictly.

The Optional Rules for Action Allowances based on character CND (presented in Step 6.) have been designed to go hand-in-hand with these rules. While it is by no means required that they be implemented as a condition of using this aspect of the Optional Rules, they are deemed necessary as a means of reflecting the effects of the PC’s testing the limits of their character’s capacities, a necessary consequence. 

Encumbrance (ENC)

One of the more important statistics the player must determine and record for reference during play is the character’s Encumbrance Rates (ENC). This is due to the fact that even long before the character pushes his maximum capacities in this personal resource the character can wear down and tire.

Encumbrance Rate (ENC) refers to the load the character is personally carrying on his body, although the player is also responsible for tracking the encumbrance of the character’s mount, should he be fortunate enough to own or have the use of one, and any pack animals, as well. ENC is divided into “Zero”, “Light”, “Semi-“, “Heavy”, and “Extreme” rates to help track the effects of carrying loads, and each rate will wear the character out to a different extent, depending on how long he taps that capacity.

Encumbrance is an aspect of Strength that defines the amount of weight a character can move or carry, not necessarily in specific movements like arm curls, or a chest press, but as a more general measure. STR is more a measure of how much the character can carry on his body, lift with his whole body in the manner of a deadlift or squat, assuming that the load has been packed fairly evenly and distributed across shoulders, back, and hips to utilize their greater muscle mass, or he has access to gripping the load so as to bring the body’s strength to bear in a similar manner.

To determine character’s ENC allowance, starting with a base of 1 (one):

A) add 0.5 per point of character STR above 13,

OR

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.

B) add 0.05 per point of (modified) character STA.

C) Multiply the result by the character’s own body weight (previously determined).

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.

All of these allowances are quoted in pounds avoirdupois.

These different allowances are meant to aid the player and GM alike in tracking the effects of the amount of equipment, gear, and supplies he carries on his energy levels (Wind & Fatigue), and also his ability to perform other tasks while so laden. The allowance noted as the “Zero” rate is the only one the character may use without tapping his Wind or Fatigue energy at all. The degree to which the character is encumbered will determine the rate at which he will tire, limit the maximum speed at which he can move, and hinder his ability to perform other tasks.

When using some sort of pack, yoke, or harness specially designed to better support the load, the character will actually be 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 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 when it comes time to determine what the character is wearing and/or carrying and how much it weighs, as opposed to how much the character can carry easily.

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.

 

Movement Rates

Movement Rate simply refers to the rate of speed at which the character moves. The fastest rate the character can achieve on foot is referred to as his Sprint Speed, or simply “Sprint”. From it are determined the “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.

The character’s base 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 are equal to half of the “walk” (1/4) rate.

These figures are read in 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 broken down in fractions due to the fact that the amount of time the character may move at each of these separate rates is different. The lower the speed, the longer the character is able to sustain it. 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 battle with no practical means of declining. Being already depleted of energy is not a good way to head into a fray.

It is important that the player understand and remember that his character can have no idea how fast he is in the precise “mph” terms quoted here, nor any way for him to gain that knowledge in the context of the game. The quoting of the characters’ speeds in precise terms on the record sheet is a necessary evil. These rates are included only because they are required to determine the lesser rates the player must have in order to move his character about on the Tactical Display in battle, and to interact with the effects of certain magicks, otherwise they would not be present at all. Thus, it is important that the player understand that their presence is not a license for him to refer to them or use them as character knowledge during play.

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

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 base Jump height are 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.

The character’s base 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).

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.

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

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

Optional Rules: Pulse Move

Since tactical situations and combat in roleplaying games use many facets of tabletop wargaming, often involving the use of a small tabletop Tactical Display, and because actions in tactical situations and battles are more critical and the speed at which the character can move doesn’t change because the time scale in which the battle is being conducted is finer than that used for regular adventuring, the character’s movement rates need to be translated from the abstract of speed in mph’s and the “zero,” 1/4, 1/2, and 3/4 mph rates generated in Chapter 7. to the smaller rate of the Pulse Move. Pulse moves are determined in metric to work with the skirmishing scale of the Tactical Display described in Chapter 4. of Part III. The Rules of the Game.

Tabletop gaming is traditionally conducted using metric system scale measures, as discussed in the rules for tactical play in Part III. and we don’t want our veteran gamers going into system shock or withdrawal.

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.

The decimal figures for the movement measures shouldn’t pose any great hardship, the player need merely remember that 1/10th of a centimeter is a millimeter, so 7.3 cm is really 7 cm + 3mm.

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

IF the character is a Swimmer, the tactical scale conversions for his swimming rates can be found in the description of the Swimmer skill, along with the regular swimming rates.

7-2. Pulse Move Conversions,

MPH to Scale

MPH

Feet

25mm *

10mm **

5mm ***

0.25

0.4

2 mm

1 mm

0.5

0.7

4 mm

2 mm

1 mm

0.75

1

5 mm

2 mm

1 mm

1

2

7 mm

3 mm

2 mm

2

3

1.5 cm

6 mm

3 mm

3

4

2.2 cm

9 mm

4 mm

4

6

3 cm

1.2 cm

6 mm

5

7

3.7 cm

1.5 cm

7 mm

6

9

4.4 cm

1.8 cm

9 mm

7

10

5.1 cm

2.1 cm

1 cm

8

12

5.9 cm

2.3 cm

1.2 cm

9

13

6.6 cm

2.6 cm

1.3 cm

10

15

7.3 cm

2.9 cm

1.5 cm

11

16

8.1 cm

3.2 cm

1.6 cm

12

18

8.8 cm

3.5 cm

1.8 cm

13

19

9.6 cm

3.8 cm

1.9 cm

14

21

10.3 cm

4.1 cm

2.1 cm

15

22

11 cm

4.4 cm

2.2 cm

16

24

11.7 cm

4.7 cm

2.4 cm

17

25

12.5 cm

5 cm

2.5 cm

18

26

13.2 cm

5.3 cm

2.6 cm

19

28

13.9 cm

5.6 cm

2.8 cm

20

29

14.7 cm

5.9 cm

2.9 cm

21

31

15.4 cm

6.2 cm

3.1 cm

22

32

16.1 cm

6.5 cm

3.2 cm

23

34

16.9 cm

6.7

3.4 cm

24

35

17.6 cm

7 cm

3.5 cm

25

37

18.3 cm

7.3 cm

3.7 cm

26

38

19.1 cm

7.6 cm

3.8 cm

27

40

19.8 cm

7.9 cm

4 cm

28

41

20.5 cm

8.2 cm

4.1 cm

29

43

21.3 cm

8.5 cm

4.3 cm

30

44

22 cm

8.8 cm

4.4 cm

31

46

22.7 cm

9.1 cm

4.6 cm

32

47

23.5 cm

9.4 cm

4.7 cm

33

48

24.2 cm

9.7 cm

4.8 cm

34

50

24.9 cm

10 cm

5 cm

35

51

25.7 cm

10.3 cm

5.1 cm

36

53

26.4 cm

10.6 cm

5.3 cm

37

54

27.1 cm

10.9 cm

5.4 cm

38

56

27.9 cm

11.1 cm

5.6 cm

39

57

28.6 cm

11.4 cm

5.7 cm

40

59

29.3 cm

11.7 cm

5.9 cm

41

60

30.1 cm

12 cm

6 cm

42

62

30.8 cm

12.3 cm

6.2 cm

43

63

31.5 cm

12.6 cm

6.3 cm

44

65

32.3 cm

12.9 cm

6.5 cm

45

66

33 cm

13.2 cm

6.6 cm

46

68

33.7 cm

13.5 cm

6.8 cm

47

69

34.5 cm

13.8 cm

6.9 cm

48

70

35.2 cm

14.1 cm

7 cm

49

72

35.9 cm

14.4 cm

7.2 cm

50

73

36.7 cm

14.7 cm

7.3 cm

51

75

37.4 cm

15 cm

7.5 cm

52

76

38.1 cm

15.3 cm

7.6 cm

53

78

38.9 cm

15.5 cm

7.8 cm

54

79

39.6 cm

15.8 cm

7.9 cm

55

81

40.3 cm

16.1 cm

8.1 cm

56

82

41.1 cm

16.4 cm

8.2 cm

57

84

41.8 cm

16.7 cm

8.4 cm

58

85

42.5 cm

17 cm

8.5 cm

59

87

43.3 cm

17.3 cm

8.7 cm

60

88

44 cm

17.6 cm

8.8 cm

61

90

44.7 cm

17.9 cm

9 cm

62

91

45.5 cm

18.2 cm

9.1 cm

63

92

46.2 cm

18.5 cm

9.2 cm

64

94

46.9 cm

18.8 cm

9.4 cm

65

95

47.7 cm

19.1 cm

9.5 cm

66

97

48.4 cm

19.4 cm

9.7 cm

67

98

49.1 cm

19.7 cm

9.8 cm

68

100

49.9 cm

19.9 cm

10 cm

69

101

50.6 cm

20.2 cm

10.1 cm

70

103

51.3 cm

20.5 cm

10.3 cm

71

104

52.1 cm

20.8 cm

10.4 cm

72

106

52.8 cm

21.1 cm

10.6 cm

73

107

53.5 cm

21.4 cm

10.7 cm

74

109

54.3 cm

21.7 cm

10.9 cm

75

110

55 cm

22 cm

11 cm

76

112

55.7 cm

22.3 cm

11.2 cm

77

113

56.5 cm

22.6 cm

11.3 cm

78

114

57.2 cm

22.9 cm

11.4 cm

79

116

57.9 cm

23.2 cm

11.6 cm

80

117

58.7 cm

23.5 cm

11.7 cm

81

119

59.4 cm

23.8 cm

11.9 cm

82

120

60.1 cm

24.1 cm

12 cm

83

122

60.9 cm

24.3 cm

12.2 cm

84

123

61.6 cm

24.6 cm

12.3 cm

85

125

62.3 cm

24.9 cm

12.5 cm

86

126

63.1 cm

25.2 cm

12.6 cm

87

128

63.8 cm

25.5 cm

12.8 cm

88

129

64.5 cm

25.8 cm

12.9 cm

89

131

65.3 cm

26.1 cm

13.1 cm

90

132

66 cm

26.4 cm

13.2 cm

91

134

66.7 cm

26.7 cm

13.4 cm

92

135

67.5 cm

27 cm

13.5 cm

93

136

68.2 cm

27.3 cm

13.6 cm

94

138

68.9 cm

27.6 cm

13.8 cm

95

139

69.7 cm

27.9 cm

13.9 cm

96

141

70.4 cm

28.2 cm

14.1 cm

97

142

71.1 cm

28.5 cm

14.2 cm

98

144

71.9 cm

28.7 cm

14.4 cm

99

145

72.6 cm

29 cm

14.5 cm

100

147

73.3 cm

29.3 cm

14.7 cm

101

148

74.1 cm

29.6 cm

14.8 cm

102

150

74.8 cm

29.9 cm

15 cm

103

151

75.5 cm

30.2 cm

15.1 cm

104

153

76.3 cm

30.5 cm

15.3 cm

105

154

77 cm

30.8 cm

15.4 cm

106

156

77.7 cm

31.1 cm

15.6 cm

107

157

78.5 cm

31.4 cm

15.7 cm

108

158

79.2 cm

31.7 cm

15.8 cm

109

160

79.9 cm

32 cm

16 cm

110

161

80.7 cm

32.3 cm

16.1 cm

111

163

81.4 cm

32.6 cm

16.3 cm

112

164

82.1 cm

32.9 cm

16.4 cm

113

166

82.9 cm

33.1 cm

16.6 cm

114

167

83.6 cm

33.4 cm

16.7 cm

115

169

84.3 cm

33.7 cm

16.9 cm

116

170

85.1 cm

34 cm

17 cm

117

172

85.8 cm

34.3 cm

17.2 cm

118

173

86.5 cm

34.6 cm

17.3 cm

119

175

87.3 cm

34.9 cm

17.5 cm

120

176

88 cm

35.2 cm

17.6 cm

121

178

88.7 cm

35.5 cm

17.8 cm

122

179

89.5 cm

35.8 cm

17.9 cm

123

180

90.2 cm

36.1 cm

18 cm

124

182

90.9 cm

36.4 cm

18.2 cm

125

183

91.7 cm

36.7 cm

18.3 cm

126

185

92.4 cm

37 cm

18.5 cm

127

186

93.1 cm

37.3 cm

18.6 cm

128

188

93.9 cm

37.5 cm

18.8 cm

129

189

94.6 cm

37.8 cm

18.9 cm

130

191

95.3 cm

38.1 cm

19.1 cm

131

192

96.1 cm

38.4 cm

19.2 cm

132

194

96.8 cm

38.7 cm

19.4 cm

133

195

97.5 cm

39 cm

19.5 cm

134

197

98.3 cm

39.3 cm

19.7 cm

135

198

99 cm

39.6 cm

19.8 cm

136

200

99.7 cm

39.9 cm

20 cm

137

201

100.5 cm

40.2 cm

20.1 cm

138

202

101.2 cm

40.5 cm

20.2 cm

139

204

101.9 cm

40.8 cm

20.4 cm

140

205

102.7 cm

41.1 cm

20.5 cm

141

207

103.4 cm

41.4 cm

20.7 cm

142

208

104.1 cm

41.7 cm

20.8 cm

143

210

104.9 cm

41.9 cm

21 cm

144

211

105.6 cm

42.2 cm

21.1 cm

145

213

106.3 cm

42.5 cm

21.3 cm

146

214

107.1 cm

42.8 cm

21.4 cm

147

216

107.8 cm

43.1 cm

21.6 cm

148

217

108.5 cm

43.4 cm

21.7 cm

149

219

109.3 cm

43.7 cm

21.9 cm

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

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

 

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