Why Run When You Can Walk d% 012
Ability (Max Rank 3)
Rank Progression
1
Anytime, anywhere. You can sleep given any opportunity, and remain asleep until roused. You need to be struck or otherwise physically moved to be awakened. However you can choose to automatically awaken if you feel endangered (Wake at your discretion). This time counts towards resting for recovering fatigue. You need not make a WIL in order to go back to sleep or have that hour count towards rest if interrupted.
2
Thousand yard stare. You rarely blink. When someone is talking to you, they find your gaze uncomfortable, dead inside. You get a +2 on any intimidate, morale or fear related rolls. A single opponent gets a -1 on any rolls against your intimidation.
3
Lucky charm. Something about you or one of your items or friends has carried you through death; you are sure of it. Choose your charm. You have a heightened sense of alertness. If someone goes to wake you, your eyes open before they touch you. You subconsciously recognise perfect places for ambushes and do things unconsciously. The GM might say you draw your sword, or move to the right. This is your lucky charm manifesting itself.
You conserve your energy through efficient movement.
Effect
Your measured pace allows you to maintain stamina over long distances while others tire themselves out rushing.