Mechanics for Time, Movement and Encumbrance

Movement as an Action
By taking a movement action during combat you can move up to 50’ (modified by Encumbrance). If no one damages you before your initiative turn, your movement is successful (but see the Guard action and Combat Options and Maneuvers#Attacks of Opportunity}}|Attacks of Opportunity]]). If you move out of Melee Range, only characters who roll higher than you can attack you in melee. Missiles can still attack unless you moved behind cover. The Action Roll for movement is your Athletics roll (Muscles + Nerves + Athletics).

A race can be simulated by using opposed movement (Athletics) rolls.

Movement as Part of Another Action
You can move within 'Melee Range as part of another action. In other words, you can take a few steps over to the control panel and activate a switch. You can lunge across a small room to attack a foe. You can open a door and step through. You may take no more than 15’ of movement.

Effects of Encumbrance
Encumbrance is a penalty to most die rolls, including magic rolls. Encumbrance also reduces movement by 5' for each die of Encumbrance. Encumbrance has no effect on characters who are unconscious.

Encumbrance for Normal Actions
Your normal Encumbrance limit (no penalty) is equal to Muscles times 10 pounds. Add 1 die to Encumbrance for each 10 pounds (or part thereof) over that limit.

Encumbrance for Weight-Sensitive Actions
Climbing, Jumping and the like have an Encumbrance limit of Muscles times 5 pounds. Add 1 die to Encumbrance for each 5 pounds (or part thereof) over that limit.

Encumbrance for Swimming
Swimming has an Encumbrance limit of Muscles times 2.5 pounds. Add 1 die to encumbrance for each 2.5 pounds (or part thereof) over that limit

Negative Encumbrance
If you are carrying less than half your encumbrance limit, you get 2 negative encumbrance die for a +2 bonus to Action and Defense Rolls and an extra 15' of movement.