This came up last night when the group battled greenskins on large property. Some were frustrated at becoming so fatigued that they could get to the other groups because they were so far away. Here is my proposed fix...any thoughts?
Sprint
Athletics Check
Difficulty: 1(d) challenge die. If Athletics is trained: 1 Misfortune die instead
Requirements: Disengaged from opponent, must move a minimum of 2 range maneuvers
Character runs at top speed and covers ground quickly
Results
For each
success
reduce the maneuver by one
2 Boons
reduce the maneuver by one
2 Banes
add one maneuver
Comet
: Gain the Energized condition (reads: Brief effect (recharge 3), cancels sluggish, During your turn you may perform 1 additional maneuver without suffering fatigue)
Chaos Star
: Suffer the sluggish condition (reads: Brief effect (recharge 3), cancels energized, During your turn suffer 1 additional fatigue for each maneuver you perform during your turn)
Special
: Racial Modifiers: Elves +2 Fortune die, Humans +1 fortune die, Dwarves +1 Misfortune, Halflings +2 misfortune. Also adds misfortune if encumbered.
You may exchange fortune dice: 1 per maneuver
Example 1: Crixus, a dwarf Trollslayer is at extreme distance from saving a townsperson being attacked by a bunch of Snotlings. He is already suffering from 4 fatigue and 2 stress and is 4 into Reckless. He needs to get there quickly, so he uses the Sprint action. He is already disengaged from his foe and makes an Athletics check. He is trained so his pool looks like this: 4 red, 1 blue, 1 yellow, 1 black (default), 1 Black (Dwarf--little legs!)...to get from extreme to engaged in one turn requires 7 maneuvers: 3 to go from extreme to long, 2 to go from long to medium, 1 medium to close, 1 close to engaged.
Result: 3 success, 5 boons, 2 banes, comet---also 1 fatigue from the reckless die. At the end of the turn he is engaged with the Snotlings and it cost him 2 maneuvers instead of 7! He suffers 2 fatigue (one from the reckless die, one from the second maneuver + he rolled the comet and thus gains the energized condition for the next 3 rounds.
Example 2: Rolf the human Agent in a 2 conservative and is in the same situation. his pool is: 2 green, 1 blue, 1 purple (not trained), and spends two fortune die.
Results: 2 success, 2 boons, chaos star, 1 delay. Rolf gets there late (moving the initiative or adding two recharges as normal), it takes him 4 maneuvers so he suffers 3 fatigue and because of the chaos star he is winded and suffers the sluggish condition for the next 3 rounds.