Movement

Movement is Combat or non-combat.  During Combat movement is based on the possible per-quarter movement of a character.

This is based on the possible movement for the fastest human being.  A human can run at 10m/s for 10 seconds, covering 100m.  This is about 22mph.  Most humans cannot do this even in extreme circumstances, however dextrous.  To simplify the movement schema, it is assumed that humans can move 5m/s if doing nothing else, and 3m/s if covering.  This means that for most people a quarter’s movement is 9m, or about 30 ft.  If performing any action during that quarter, the movement is halved to 4.5m, or about 15ft.  It has been convenient to measure in feet for the play testers, because miniatures are often used in combat situation to help resolve the situation.

Humans marching are assumed to be doing 4mph, forced double-time would make this 8mph, but a constitution check would need to be made every hour, or the pace would need to be slowed or stopped.  Encumbered characters can only do half speed.

A GM should use a great deal of discretion about speed.  Varying circumstances can greatly affect speed.

Encumbrance

Any character carrying any object ¼ of their height in more than 1 dimension, (i.e. not a spear etc.), is considered to be encumbered.  Consider a character carrying a large piece of metal, for example, it will get in the way and reduce movement and dexterity.

Any character carrying more than ¼ of their body weight is encumbered.  They may run only at half speed for half the normal distance.  Any character carrying ½ their own body weight is very encumbered and may only walk, under normal circumstances.  GM discretion for rolls to overcome this.  (Typically this would be free for the first minute, a strength roll for every minute after that, with a 1 pt temporary Con loss until recovery.  Failure of the roll still incurs the Con loss).  Recovery from fatigued movement is 1 Con per hour.

Characters carrying ¾ of their own body weight may only walk or jog in extreme circumstances, (think soldiers rescuing each other).  They may not run.

Horses

Horses moves generally at a walk if characters don’t want to use them up.  If they are being used for rapid transit, a horse may move at 20mph for about 6 hours, after which the horse will be exhausted, and unable to travel further under any circumstances.

In extreme circumstances, a horse may be ridden as fast as 40mph (64km/h) for a short period, as long as five minutes, the horse will be tired and have to slow down to 20mph for another hour and then it will be exhausted.  These figures all apply to a horse carrying a normal sized person and equipment.

Ambidexterity

Ambidexterity is taken as a Development, even though it may be argued that it is a natural trait for some characters.  Rolling under or equal to the Ambidexterity Development means that the character does not suffer the penalties normally associated with operating with the off hand for that task.  Fluffing it would mean that both hands suffer the penalty.  There is little point in taking a very low ambidexterity Development.

Any character may use their off hand for performing tasks at (generally) a -5 Penalty.