During Combat as a movement action shinobi are able to move 1 zone for free. Characters are able to push past that limit but for every zone they receive a stackable -2 penalty to all actions until its their turn again.
Opposed Movement
When a character encounters opposition to movement, you must perform a Move Check vs the Opposing Force (Passive or Active).
Rules
A characters Movement Action can only be opposed by one opponent per round.
A character can only oppose a single targets movement action once per round.
Active Opposition
If another character can narratively explain how they can block your movement, then you must make an overcome action using the Move Skill to complete the action. Both sides can also invoke narratively sound scene aspects to aid in their roll outcomes during this attempt. Using Ninjutsu, Genjutsu, Taijutsu or Bukijutsu, the opposing target must have a active aspect tagged that would make narrative sense in order to use these skills to stop movement. An example would be, if a target was tangled by roots at their feet, it would make sense that the opposing target could actively oppose the movement action with Ninjutsu.
Passive Opposition
The GMs, just as with other passive overcome rolls, will set the difficulty. You might use the number of zones the character is moving or the situation aspects in the way as justification for how high you set passive opposition.
Opposed Movement Outcomes
When you fail on a Move Action. You can simply fail, which means you don’t move and that action ends your turn.
When you tie on a Move action, you attain your goal, but your opponent gains a +2 boost for the remainder of the round.
When you succeed at a Move Action, you attain your goal without any cost.
When you succeed with style on a Move Action, you get a +2 boost in addition to attaining your goal.