# Running Running is the raw expression of speed. The ability to cover ground faster than danger can follow, to close distance on something fleeing, or to push further than anyone thought you had left. It is not only endurance but explosive motion: turning legs into a decisive advantage. A Fell trained in Running can cross a battlefield before arrows find their mark, run down a fleeing target, or clear collapsing terrain with seconds to spare. In battle, a Fellmark on a Running roll can push a Fell into the Rapid phase or give them the edge in positioning, and permanently increases the skill. In the Sphere, many stories hinge on speed. Scouts who outran storms that swallowed entire plains. Warriors who hit an enemy line before it was set. Survivors who stayed just far enough ahead of Discord's reach to fight again. Running is pursuit, escape, and sometimes the only thing keeping a legend alive. **Movement:** Roll 1d6 + Running to determine how many spaces you run across, if successful. > [!note] Example Skill Checks > > - Sprint through enemy fire to reach cover. > - Outrun a pursuing beast through broken terrain. > - Carry a message or relic across distance before time runs out. > - Burst forward using a Fellmark-driven surge to seize the initiative in combat.