Almost all characters can run faster than they can walk, but some have truly remarkable land speed. Being able to cover ground more quickly than others offers significant advantages both in and out of combat situations.
Effect: Running offers a direct mechanical benefit by increasing the number of zones a character can move during Action Scenes. It can also be used narratively to justify a character covering more distance than they would otherwise be able to during Transition Scenes. Running can also sometimes be incorporated into actions as part of a 'charge' or 'bull rush' sort of attack, and perhaps on reaction rolls where a character's increased speed might make them more difficult to hit. Higher steps of Running also offers a limited form of Stamina for purposes of tiring from Running; however characters that also have Stamina should use whichever trait offers them the best outcome.
At d4 characters are able to move two zones during a panel or one zone and still be able to take an action. Most characters will tire from Running within minutes at this step, unless they also have Stamina.
At d6 characters can move three zones during a panel or two zones and still have time to take an action. Additionally, at this step a character will tire from Running flat out after about half an hour. Most riding horses have this step of Running.
At d8 characters are able to move five zones during a panel or four zones and still have time to take an action. Additionally, at this step a character will tire from Running after an hour or so. The very fastest horses have this step of Running.
At d10 characters are able to move to any zone in the current Scene during a panel or up to six zones and still have time to take an action. Additionally, at this step a character will tire from Running after half a day or so. This is faster than any known mundane land based creature.
At d12 characters are able to move to any zone in the current Scene during a panel and still have time to take an action. Additionally, at this step a character will effectively never tire from Running. Running this fast is the stuff of legends.
Common SFX: The Passenger SFX can be applied to allow a character to carry another character and not have their speed reduced (characters with sufficient Strength or some other justification don't need this however).
Common Limits: The Winded Limit can be applied to cause a character to suffer d4 Body Stress each panel that they use Running.