Running

  • This Proficiency is an "Any Use" Skill, meaning that anyone can use it with a 1-2/10% chance.
  • The cost to unlock this skill is Two Proficiency Points.
  • The Attribute Modifier for this skill is Constitution.
    This proficiency takes two forms: Sprinting and distance running. Either skill can be employed separately, and even by those who have not unlocked the proficiency, but both cannot be used at the same time. Proficiency in running is often found in characters who've lived in a high-altitude environment, though others are capable of training themselves in this skill.

Sprinting: The ability to move at high speed on foot for a relatively short period of time. A character who is not encumbered and is not wearing armor heavier than leather can run at twice his or her maximum movement rate for five rounds, or one and one-half times fast as normal (round up to nearest whole number) for one turn, whichever is chosen by the character (keep in mind that those with heavy armor can attempt to run at a rate of one and a half their maximum movement rate, rounded down, for five rounds). Extended sprinting is possible if the character makes a series of proficiency checks, one per round beginning where above mentioned time expires. Each check after the first is made with a cumulative penalty of +3 to the die roll (+3 on round two, +3 on round three, etc.). Each successful check indicates the character can keep sprinting for another round. One failed check indicates the character has become fatigued. He or she can continue to sprint, but runs the risk of exhaustion if he or she fails another check.
A character can stop sprinting at any time. If fatigued when stopping, he or she will remain fatigued and is still subject to becoming exhausted if he or she performs any other strenuous activity.

Distance Running: The ability to move at normal running speed for longer than a normal character can, without risking adverse effects. Running is not considered a particularly strenuous activity for a character with this proficieny. All the time limits given for the fatigue rules in section of fatigue and exhaustion are either doubled or halved (in favor for the character) for a character with running proficiency who is engaging in a long-distance run. The alteration of the time requirement does not apply if the character becomes fatigued or exhausted. Also, the benefits of this aspect of running proficiency are negated if the character stops in the middle of a long-distance run to engage in any other type of strenuous activity (such as fighting or climbing). In such a case, the character must immediately begin to abide by the standard rules for fatigue and exhaustion.