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Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day.
A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing.
For a sailing ship, it represents 24 hours.
| Speed |
| 15 ft. | 20 ft. | 30 ft. | 40 ft. |
| One Hour (Overland) | | | | |
| Walk | 1-1/2 miles | 2 miles | 3 miles | 4 miles |
| Hustle | 3 miles | 4 miles | 6 miles | 8 miles |
| Run | - | - | - | - |
| One Day (Overland) | | | | |
| Walk | 12 miles | 16 miles | 24 miles | 32 miles |
| Hustle | - | - | - | - |
| Run | - | - | - | - |
- Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see section Forced March).
- Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling.
A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of -2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
- Run: A character can’t run for an extended period of time.
Attempts to run and rest in cycles effectively work out to a hustle.