Movement Speed
Walking: 7 meters per turn
Jogging: (12 + Dexterity) meters per turn
Running: (20 + [3 x Dexterity]) meters per turn
If you act while moving, each meter moved requires you to spend one die for a Dexterity + Athletics check. If you move more meters than you have dice, then you are spending the entire turn moving (unless you have an appropriate Maneuver or special ability, of course).
The GM should bear in mind that a character who wins initiative begins his action first, but does not complete it before other characters are able to begin their actions. In a chase, for example, both pursued and pursuer are moving simultaneously; the loser does not stand idly for three seconds waiting for the winner to complete his action. Thus, moving characters reach their destinations at the end of the turn, after all actors (including those who lost initiative) have taken their actions. Similarly, a character who dives for cover which is not very close may not reach that cover before attackers fire their weapons, and a character who charges a pistol-wielding attacker may not reach the attacker before being fired upon.
Jumping and Climbing
A character can jump 2 vertical feet or 4 horizontal feet per success.
Under ideal conditions, a climbing character moves 10 feet per success during a climb of average difficulty, 15 feet per success in an easy climb, or 5 feet per success in a difficult climb.
Encumbrance
A character can carry 25 pounds per point of Strength with no penalty. If over this weight, the difficulty of all physical actions is increased by 1. Every 25 pounds over this amount halves the character's base movement. Total encumbrance must be less than 50 pounds per point of Strength.





