Movement is recorded on the active Embodiment as a rate in feet per second (ft/s). Because one combat tick is one second, movement duration is calculated directly from distance and rate.
movement ticks = distance ÷ movement rate
Round a fractional duration up to the next whole tick. The actor enters Acting when movement starts and remains Acting until the required ticks have elapsed and the destination is reached.
Use the actual distance represented by the grid. On a grid whose squares or hexes are five feet across, entering an adjacent space normally requires five feet of movement.
For example, a creature moving at 1 ft/s must remain Acting for five ticks to enter the next five-foot square or hex:
5 ft ÷ 1 ft/s = 5 ticks Acting
A creature moving at 5 ft/s requires one tick to enter that same adjacent space.
Record each movement method separately. Walking, swimming, climbing, burrowing, and flying can have different rates. Terrain, conditions, actions, and skills may modify the rate or the distance actually covered.