Movement
A character can spend Action Points to move around the area in which the combat is taking place: to close with foes or to escape them. The starting base Speed for player characters is 10, meaning 10 feet per AP spent. For instance, if Brian's character Phineas, an ambassador, is ambushed by enemies, and Brian spends all 6 of Phineas' AP, Phineas can move up to 60 ft. on his turn.
As noted in the Gymnastics skill, characters can tumble, roll, cartwheel, and breakdance right by their foes. If an opponent is blocking your way, make a Gymnastics check at a DL of 20. You get a +2 bonus on the check for each point of difference in Size from the opponent. Upon success, you can move right past them. Failure will put you smack dab in front of a hostile with the equivalent of a neon "Hit Me" sign.
If an obstacle or difficult terrain is between you and where you need to be, you can try to tough through it, but you gain the hampered condition, which means you move at half speed. You can also attempt a Gymnastics check to jump over it.
A character who is using Stealth gains the hampered condition. You can take a −10 on the check to move at full speed.
Multitasking
There are a number of actions you can perform while moving. Essentially, the AP involved overlap. Here are a few examples.
- Speak
- Draw a weapon
- Charge (see the Tactics section below)
- Retrieve an easily accessible item (e.g. from a belt pouch)
- Use a consumable item on yourself
- Take in the situation (e.g. Perception, Discern, Clairvoyance)
Anything quick that requires little or no concentration can be done while moving in combat. Talk to your GM about any other examples you have in mind.