Running (Proficiency)

==Player's Handbook==
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.
==Player's Option: Skills & Powers==
Running: Characters can add their normal top speed to their movement rates for up to 1 turn. After this, they must spend a turn resting, or 6 turns engaged in normal activity before they can sprint again.
Also, characters can jog steadily, moving at twice their normal movement rates over the course of a day. Eight hours of rest is mandatory after such a stint. Following rest, the characters can make proficiency checks. Success means they can run normally during the upcoming day; failure indicates they cannot use the running ability that day.
Category:Player's Handbook Proficiencies