When calculating your total Movement, you must first deduce your Jogging speed.
Once you have done this, you are able to calculate both your Walking speed and Running speed.
Movement in this system is very fluid. Because of the "second to second" combat system, every entity is constantly shifting around the combat area, seeking cover, engaging an enemy from a far or charging their foes at a sprint.
This system uses "feet per second" as its measurement system with regard to people and entities walking and running and also in other forms such as flight travel of objects, speed of animals, etc.
Every foot of distance that you move, your current Action Points are moved to “Stored Action Points”. This allows you to still attack or shoot or defend in the same round you move, but does change the Initiative order at which you can do those actions.
Movement Reduction:
| Vitality Cost Penalty per Action | ||||||||||||||||
| Weight / Movement | 0 | 20 | 40 | 60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 300 |
| Run (Feet per Second) | - | -2 | -2 | -2 | -2 | -2 | -2 | - | - | - | - | - | - | - | - | - |
| Jog (Feet per Second) | - | -1 | -1 | -1 | -1 | -1 | -1 | -1 | - | - | - | - | - | - | - | - |
| Walk (Feet per Second) | - | -0 | -0 | -1 | -1 | -1 | -1 | -2 | -2 | -2 | -2 | -3 | -3 | -3 | -4 | -5 |
Run 18 16 14 12 10 8 6 - - - -
Jog 12 11 10 9 8 7 6 5 4 - -
Walk 6 5 5 4 4 3 3 3 3 3 3
Every 20lbs. + Strength Attribute = Number of pounds you can carry before receiving a Movement / Vitality cost penalty. (Encumbrance Penalty)
Swimming: