Speed-There are two general types of speed: movement speed and turn speed. The major difference between these speeds is that movement speed is determined by character race while turn speed always has a base of 24. Both are effected by Agility, which adds one per level.
Movement speed governs how quickly a character can move on the ground. At a sprint, the character can move a number of feet per second equal to his movement speed. When traveling, the default, walking speed is one eighth the character’s movement speed: MS/8 mph. A higher speed can be chosen, but results in rapid tiring. Movement speed has a base value of 24 for humanoids of human size (humans, elves, orcs, etc.) and 18 for smaller humanoids (halflings, gnomes, dwarves, goblins, etc). This base speed is decreased based on the character’s carried load and increased based on levels in agility.
Turn speed governs how often a combatant goes in combat. With 24 as the base for all combatants (increased and decreased in the same way movement speed is), turn speeds less than 24 result in less than one turn per round, moving down through the turn order each turn. Turn speeds greater than 24 result in more then one turn per round, moving up through the turn order each turn.
Tiring-Travel is physically demanding, especially when heavily laden or hungry. Tiring expresses how much of his physical reserves a character has used as a percentage. Tiring beyond 100% translates directly into damage to the character. However, most character’s do not reach 100% Tiring. Since Tiring figures into the Probability of Resignation (PoR) calculation, only characters with extremely high Will and Morale are able to push hard enough through exhaustion to damage themselves.
Tiring also increases when a character takes damage. Pain exhausts significantly.
Fatigue-Combat is even more physically demanding than travel. Like Tiring, Fatigue is a percentage expressing the limit of the character’s physical reserve. At the beginning of a combat, Fatigue is set to the character’s current tiring. Fatigue increases much more quickly than Tiring as the character dodges, attacks, parries, casts, sprints, and grapples.
Also like Tiring, a character who passes 100% Fatigue damages herself. With Fatigue this is a much more likely outcome, because while offensive actions in combat are subject to a Resignation Check using the PoR, defensive actions like parrying are always possible due to the desperation involved. For this reason, even a character too tired to attack can fight defensively and if hard enough pressed will damage himself through exertion.
Taking damage in combat increases Fatigue slightly. However, Fatigue, unlike tiring, can be reduced through magical means.