Running
The character can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day's movement, the character must roll a proficiency check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to his attack rolls.
When running in combat, the first round does not require a check and will not create fatigue. The character may maintain their run, without fatigue, as long as a successful skill check is made. If the character fails a skill check, they become fatigued but may continue to run at their full movement rate (double normal) for any number of rounds thereafter. Other affects of fatigue, beyond movement loss, apply.
Lastly, a character with the running proficiency has access to the move action "sprint." This allows them to move, for 1 round, at triple their movement rate, if they succeed on their skill check. If they fail, they are limited to a run action. If a character sprints they must take 1 point of fatigue.
Class Grouping
Warrior
Slot Cost
1
Attribute
Constitution
Modifier
-6
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