Walking = 7 yards / turn.
Jogging = (12 + Dexterity) in yards/turn
Running = [20 + (3 x Dexterity)] in yards/turn.
Characters may move half their maximum running speed and still attack or perform another action in a turn. If attempting to act at the same time as moving, each yard moved costs 1 die from the dice pool.
If Injured, Halve maximum running speed.
If Wounded, you may only move OR attack in a turn. Doing both reduces dice pools (-1 die per yard moved).
If Mauled, movement is reduced to hobbling around (3 yards/turn)
If Crippled, you can only crawl about (1 yard/turn)
If Incapacitated you can't move at all.
Now Celerity is an interesting situation. Naturally, you can use Celerity for Extra Actions and thus gain additional movement actions each turn. Just multiply your final movement rating by 1+(the number of Celerity actions devoted to movement). For example, if you have 3 Dex, 3 Celerity and use all of your 4 actions for the turn running your ass off at full tilt, you would move at: {[20 + (3 x 3)] x 4} Yards per turn.
That comes out to 29 x 4 = 116 yards per turn. Basically you're running over the length of a football field in 3 seconds.