Movement
On a Turn in Combat, you can move a distance up to your speed. A PC's base speed is 1 Zone.
Dash
You can spend an Action to double your Movement this Turn.
Difficult Movement
Difficult movement cuts a creature's speed in Half. If this reduces a creature's speed to 0, they can make a DC 15 Dexterity Check to retain their movement.
Difficult movement consists of crawling, sneaking, wading, swimming, climbing, etc.
Difficult terrain imposes difficult movement on affected creatures.
Movement Through Enemies
You cannot move through a space occupied by another creature who is unwilling to let you pass, unless that creature is Incapacitated, Prone, or otherwise incapable of stopping you.
For creatures much larger than you, treat their space as Difficult Movement. If you end your Turn in their space, you make a DC XX Dexterity Check where XX is equal to 10 + their Physical Defense. If you fail, you take damage equal to their Level and fall Prone as they nearly crush you.
Note: You can move through an ally's space freely.
Variable Speed
PCs have a base move speed of 1 Zone.
PCs gain an additional Zone of movement at 5 Dexterity, and at 10 Dexterity.