Running
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OA, Running
(1, 16 a): The barbarian
can move at 2wice his normal movement
rate for an entire day, at the end of which he must sleep
for eight hours.
After the end of the first day's movement,
the character must make a die roll for success.
If the die roll is passed, the character
can continue his running movement the next day.
If the die roll is failure, the character
must sleep for eight hours and cannot use his running
ability the next day.
If involved in a combat
during the day spent running, he suffers a -1 on his to hit rolls.
a This skill req. a die roll
to determine success.
WSG, Running
(2, CON, 0): This skill takes two
forms: sprinting &&
distance running.
Either skill can be employed separately,
but both
cannot be used at the same time.
Skill in running is most often found in
characters who were raised || have spent a considerable
amount of time
in a high-altitude environment, although
other characters are capable of training
themselves to acquire
these skills.
Sprinting
is the ability to MOVE at high SPEED on foot for a
relatively short period
of time. A proficient character who is
not encumbered
and is not wearing armor heavier than
leather
can run at twice his normal max. movement
rate for five
rounds, or one and one-half times as FAST as
normal (round up to
the nearest whole number) for one
TURN, whichever is
chosen by the character. Extended
sprinting is possible
if the character makes a series of Skill
Checks, one per round
beginning when the above-mentioned
time limit expires.
Each Skill Check after
the first one is made
with a cumulative modifier of +3 to the
die roll (+3 on round
two, +6 on round three, etc.). Each
successful Skill Check
indicates that the character
can keep sprinting
for another round. One failed Skill
Check indicates that
the character has become fatigued.
He can continue to
sprint, but he runs the risk of
becoming exhausted
if he fails another Skill Check.
A character can choose to stop sprinting at any time. If
he is fatigued when
he stops, he will remain fatigued and is
still subject to becoming
exhausted if he performs any
other strenuous activity.
If he becomes exhaustd, he must
stop sprinting immediately
and will remain exhausted until
he has recovered. If
a character stops sprinting before
becoming fatigued,
he can continue to MOVE at his normal
max. rate for two<2>
turns and then begin sprinting again.
If he slows to one-half
his normal max. rate, he can begin
sprinting again in
one TURN.
Distance running
is the ability to MOVE at normal running
SPEED for longer than
a normal character can, without risking
adverse effects. For
the purpose of the rules governing
Fatigue
&& Exhaustion, running is not considered a particularly
strenuous activity
for a character with this proficiency.
All the time limits
given for the fatigue rules in the
section on Fatigue
&& Exhaustion are either doubled or
halved (in favor of
the character) for a character with running
proficiency who is
engaging in a long-distance run.
For instance: A character with running proficiency can
avoid the effects of fatigue by resting for one turn after exerting
himself for eight turns. If a character spends twelve
turns in long-distance running (without one turn of REST), the
player must make a CON Check. If
that check is
successful and he continues to run for ten more turns, another
check is required, and so on.
This alteration of the time requirements
does not apply if
the character becomes
fatigued or exhausted. Also the
benefits of this aspect
of the 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
immed. begin to abide
by the standard rules governing
fatigue
&& exhaustion, as if he had just begun to perform
strenuous
activity.
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