After the Storm
Travel Fatigue and Stress
Travel Fatigue represents weariness beyond being out of breath. It is the ache of days on the road, in the saddle or in an uncomfortable coach seat. A single night is often not enough to recover from this ache and a simple “catching my breath” is completely inadequate.
Similarly Travel Stress represents the annoyance of having to face each day unable to escape that annoying amateur poet also in the boat or aboard coach, or the dwarf slayer who hasn’t bathed since Magnus’s time.
Oversized counters (poker chips) represent these more enduring sorts of Fatigue (red chip) and Stress (blue chip) that can only be recovered by the rest at the end of a journey’s leg (e.g., can’t be recovered by a couple of boons on a roll or night on the road).
These ensure that any encounter during the leg of a trip or when reaching the “end of leg” sees Player start with fatigue or stress. They should be recovered one per good night’s rest in comfortable surroundings.
Such “enduring Fatigue or Stress” can also be used to represent starvation or other effects that require more than a Rally Step or even a single night’s sleep.
In any case, to recover them all normal fatigue and stress must be first recovered and then no more than one such “oversize” counter can be removed at each time recovery is possible.
Travel by Walking
When travelling by walking being of frail constitution or carrying lots of gear each imposes difficulties.
A traveller of Toughness less than 3 has to make more stops to catch their breath and reduce speed by 20% which means an increase in time of 25% (e.g, instead of 10 miles every 4 hours on a road, it’s 8 miles every 4 hours, meaning to cover 10 miles takes 5 hours). Alternatively, they can not take these stops and “keep pace” with others but this increases the difficulty of any Resilience check to avoid Fatigue from the day’s hike by one challenge die.
Travel speeds normally assume an individual is not carrying more than their Strength x3 in Encumbrance plus one per fortune die on the Strength ability (and any other race, career, talent modifiers). If doing so, the Travel check that will be required to avoid Travel Fatigue will have misfortune dice added to it equal to the excess Encumbrance. The need for this check can be avoided by taking more rest-stops, reducing travel speed 20% (increase in travel time of 25%).
These effects are cumulative – e.g. a character with a Toughness of 2, carrying 4 enc over their Str times 3 walks a “typical 2D” day (level terrain, normal road) and finds they are making a 3D with 4 misfortune dice check while others make a simple 2D check.
This is not the same as whether in an encounter a character is over their Encumbrance limit, but simply reflects that the easiest walking is when not carrying more than a light pack.
For this reason, travellers on foot, be they tinkers or prospectors often still have a mule, donkey and/or cart. A mule costs 20 shillings and has an Encumbrance limit of 40 (a donkey costs 15 shillings but can be more difficult to manage).
Edit July 16/16 – noted option of reducing travel speed to avoid having to risk Fatigue when carrying more than Strx3 gear.