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== Rules for Long Distance Travel ==
 
== Rules for Long Distance Travel ==
  
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'''Speed'''
 
'''Speed'''
 
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Very Easy pace         50% of normal pace +2 to roll
Very Easy pace         50% of normal pace +2 to roll
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Easy pace 75% +1 to roll
 
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Hard pace 125% -1 roll
Easy pace               75% +1 to roll
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Very Hard pace         150% -2 roll
 
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Forced march reduced stopover times, walking 18 hours/day, 200%, -2 roll, automatic 1 damage
Hard pace               125% -1 roll
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                        extra -1 per day cumulative this pace is maintained
 
 
Very Hard pace         150% -2 roll
 
 
 
Forced march           reduced stopover times, walking 18 hours/day, 200%, -2 roll, automatic 1 damage. Extra -1 per day cumulative this pace is maintained
 
  
 
'''Season/Weather'''
 
'''Season/Weather'''
 
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Raining -1, -2 if cross country
Raining                 -1, -2 if cross country
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Hot -1
 
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Very Hot -2
Hot                     -1
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Midday heat extra -1
 
 
Very Hot               -2
 
 
 
Midday heat             extra -1
 
  
 
In Hot or very hot seasons, always an idea to stop over midday and march in the evening; even military units do this, or they will end up losing most of their men on the march. The extra distance ocvered by marching over midday is +10%
 
In Hot or very hot seasons, always an idea to stop over midday and march in the evening; even military units do this, or they will end up losing most of their men on the march. The extra distance ocvered by marching over midday is +10%
  
 
'''Night marches'''
 
'''Night marches'''
 
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On Sakbe road         -1
On Sakbe road           -1
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On minor road         -2
 
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On track -3
On minor road           -2
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Cross country -5
 
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Full moon(s) +1
On track               -3
 
 
 
Cross country           -5
 
 
 
Full moon(s)           +1
 
  
 
'''Load'''
 
'''Load'''
 
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Heavy load -2
Heavy load             -2
 
 
 
 
Bearing a sedan chair  -2
 
Bearing a sedan chair  -2
 
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Bearing a palanquin -1
Bearing a palanquin     -1
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Military pack -1
 
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Light load +1
Military pack           -1
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Wearing armour         - (armour value +1)
 
 
Light load             +1
 
 
 
Wearing armour         - (armour value +1)
 
  
 
'''Attributes'''
 
'''Attributes'''
 
 
Harmony Among the Five Selves +1 to recovery from exhaustion
 
Harmony Among the Five Selves +1 to recovery from exhaustion
 
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Toughness +1 to recovery from exhaustion
Toughness                     +1 to recovery from exhaustion
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Large Build +1 to Hiking roll
 
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Stamina +2 to Hiking roll
Large Build                   +1 to Hiking roll
 
 
 
Stamina                       +2 to Hiking roll
 
  
 
'''Using a sedan chair/palanquin'''
 
'''Using a sedan chair/palanquin'''
 
 
It is always a good idea to bring spare bearers if you are travelling by sedan chair – the extra team points go a long way toward making sure your poor bearers don’t die of exhaustion. However the occupant of a sedan chair does not entirely escape the effects of exhaustion, he gets +3 to his own Hiking roll and in a palanquin it is +6. This reflects the shaking around the occupant gets.
 
It is always a good idea to bring spare bearers if you are travelling by sedan chair – the extra team points go a long way toward making sure your poor bearers don’t die of exhaustion. However the occupant of a sedan chair does not entirely escape the effects of exhaustion, he gets +3 to his own Hiking roll and in a palanquin it is +6. This reflects the shaking around the occupant gets.
  
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How much exhaustion? Achan -1, his troops -6, -3, -1; the bearers -2, -5, -5, -7, -3, -7, -7, -3: a total of 50 damage. 22 is dealt with by TP, but 28 must be shared out between the 16 men; everyone has a decent nights sleep, recovering 2 points and are OK to carry on the next day.
 
How much exhaustion? Achan -1, his troops -6, -3, -1; the bearers -2, -5, -5, -7, -3, -7, -7, -3: a total of 50 damage. 22 is dealt with by TP, but 28 must be shared out between the 16 men; everyone has a decent nights sleep, recovering 2 points and are OK to carry on the next day.
  
Achan keeps the hard pace up the next day, but after 7.5 tsan he hits jungle and has his troops put on their medium armour and transfers their packs to the porters giving them a heavy load. If all goes well they will cover 7.5 tsan on road plus 5 x1.25 x.6 = 3.75 tsan of the jungle. However the load has reduced his mens COS to 1, the porters to 2. He will also have to readjust the TP as his guide's local knowledge no longer applies, and he must use his Wilderness survival instead. New TP total is 21.
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Achan keeps the hard pace up the next day, but after 7.5 tsan he hits jungle and has his troops put on their medium armour and transfers their packs to the porters giving them a heavy load. If all goes well they will cover 7.5 tsan on road plus 5 x1.25 x.6 = 3.75 tsan of the jungle. However the load has reduced his mens COS to 1, the porters to 2.
  
Achan and his men take a total of 20 damage, the porters 33, total 53! Even so with 21TP only 32 damage is left to share out; everyone gets a good nights rest recovering 2 points and is OK.
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Achan and his men take a total of 20 damage, the porters 33, total 53! Even so with 22TP only 31 damage is left to share out; everyone gets a good nights rest recovering 2 points and is OK.
  
At this rate they will cover 6.25 tsan of jungle a day and it will be 3 days or more to their destination - Achan would like to make it in two days, so he ups the pace to Very Hard. the Troops have success 0, the porters 1 - it is not going to be easy. The troops have a good days march with 10 damage total, the porters 23 damage - lots of clearings, no trips or falls, and the party are all making the pace.  
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At this rate they will cover 6.25 tsan of jungle a day and it will be 3 days or more to their destination - Achan would like to make it in two days, so he ups the pace to Very Hard. the Troops have success 0, the porters 1 - it is not going to be easy. The troops have a good days march 10 damage total, the porters 23 damage - lots of clearings, no trips or falls, and the party are all making the pace.  
  
The last day, the troops take 36 damage, the porters 43 for a total of 79. 21 of this is dealth with by TP, leaving 58 between 16 men. Achan decided the porters have had to lug some of the troopers weapons and have all lost 3 HP in exhaustion, his troops have lost two. The march is over, but it was beginning to take its toll.
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The last day, the troops take 36 damage, the porters 43 for a total of 79. 22 of this is dealth with by TP, leaving 57 between 16 men. Achan decided the porters have had to lug some of the troopers weapons and have all lost 3 HP in exhaustion, the troops have lost a one or two. The march is over, but it was beginning to take its toll.
  
  
 
== Example 2: The Pilgrims ==
 
== Example 2: The Pilgrims ==
  
Three middle-ranking priests of Thumis (Will 4) are on their way from Chene Ho to Paya Gupa, an epic march of 450 tsan along the sakbe road. They set off at a very easy pace, using their leaders Planning 1 Int 6 and Knowledge Nemedlu Province 1 skills to create a team pool - total TP 5. Weather is normal and the priests are frugal and have a normal load. However with no hiking skill they start with a -4 penalty, and only get +2 for taking it easy for a COS of 2. They take 0, 7 and 5 damage. This is reduced by 5 through use of TP. They have covered 10 tsan and even after camping for the night two of them have taken 2 exhaustion damage - at this rate they will be fit to collapse in 20 days, barely half way there, and would be well advised to stop in a town for a few days to recover at some point in their already very long trip.
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Three priests of Thumis (Hiking 0, Will 4) are on their way from Chene Ho to Paya Gupa, and epic march of 450 tsan.
 +
They set off at a very easy pace, using their leaders Planning 1 Int 6 and Knowledge Nemedlu province 1 skills to create a team pool - total TP 5. Weather is normal and the priests are frugal and have a normal load. Howver with Hiking 0 they start with a -4 penalty, and only get +2 for taking it easy for a COS of 2. They take 0, 7 and 5 damage. This is reduced by 5 through use of TP. They have covered 10 tsan and even after camping two of them have taken 2 exhaustion damage - at this rate they will be fit to collapse in 20 days, barely half way there.
  
They hire a caravan foreman and two porters. This adds 3 TP for teamwork, plus (Planning 1 ''Caravans'', Int 5) +3TP for the caravan foreman's planning. Scholar priest Hursai invests in some healing salve and bandages for sore feet (Medical skill 1, Int 6) +5 TP. They now have 16TP, and the priests transfer their packs to the porters to give them another +1 for light load for COS 3. The porters all have Hiking 1 and +2 for stamina, will 4 and thus success 9. Life is much easier - the priests take 4, 5 and 0 damage, the porters 1 damage, all easily dealt with out of the team pool, and the preists recover points lost the previous day.
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They hire a caravan foreman and two porters. This adds 3 TP for teamwork, plus (planning 1 Caravans, Int 5) +3TP for the caravan foreman's planning. Scholar priest Hursai invests in some healing salve and bandages for sore feet (medical skill 1, Int 6) +5 TP. They now have 16TP, and the priests transfer their packs to the porters to give them another +1 for light load for COS 3. The porters all have Hiking 1 and +2 for stamina, will 4 and thus success 9. Life is easier - the priests take 4, 5 and 0 damage, the porters 1 damage, all easily dealt with out of the team pool.
  
 
Emboldened the preists decide to up the pace to normal; damage for the next day at COS 1 is 10, for the porters at COS 7 it is 3 -  well within their TP. With the help of porters they will make it to Paya Gupa in half the time and without any lasting exhaustion.
 
Emboldened the preists decide to up the pace to normal; damage for the next day at COS 1 is 10, for the porters at COS 7 it is 3 -  well within their TP. With the help of porters they will make it to Paya Gupa in half the time and without any lasting exhaustion.

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