Spelljammer
Running
This skill represents the character's skill with running and goes beyond just Tactical Movement Rate (TMR). Use this skill to determine who can win track and field type races including steeple-chase and hurdles.

Encumbrance – A runner’s effective rank is increased by 1 if completely unencumbered (light clothing and nothing more). Effective rank is reduced by one if wearing a backpack. Running skill is effectively negated if encumbered (c.f., Strength).

Improved TMR - Running skill improves TMR. TMR is increased by one per rank. Thus someone who is rank 6 and has a DEX of 18 has a TMR of 61.

TMR – TMR stands for Tactical Movement Rate and reflects the number of feet a character can move per round while still remaining vigilant and defensive. Base TMR is determined by the character’s DEX and is repeated here for convenience.


DEX
TMR
 
DEX
TMR
5
25
21
62
6
28
22
65
7
30
23
68
8
32
24
70
9
35
25
72
10
38
26
75
11
40
27
78
12
42
28
80
13
45
29
82
14
49
30
84
15
50
31
85
16
50
32
88
17
52
33
90
18
55
34
95
19
58
35
100
20
60
The character’s TMR is the number of feet that the character can cover in a round. A character can Run at double this rate, but suffers a –1 penalty to all actions per point over their TMR. For example, a character with a TMR of 50, who chooses to run at 100, suffers a –50 to all actions.

Sprint – A runner can sprint at a speed equal to TMR x 4 for a number of rounds equal to rank. The sprinter can perform no other actions while sprinting. Sprinting costs one hit point of non-lethal damage per round.

Long Distance Running – The character can move at double TMR for 30 minutes per rank without resting.

The Effect of Terrain – Normal running rules assume a flat, ideal terrain. Running up a steep hill or through heavy underbrush or less than ideal footing will slow the runner.