Heh, yeah it's REALLY hard to take a turn in a corridor at high speed if your feet aren't even in direct contact with the ground. 320mpt is in excess of 200MPH. Someone ought to be becoming chunky salsa dripping down a wall. Lol, going 320 meters per turn indoors is putting yourself into "Rocks fall, you die" territory. No need to even allow a soak roll.
Killing players for combining rules in a totally above the board way that isn't even a little big sketchy ("I use the things that make me move fast to... move fast?") is a good way to not get invited to GM again.
Like the most you should ever escalate frustration with a player's actions is to just talk it out with them like a grown up. Killing players by arbitrarily deciding that your superhuman powers and literal gosh darn magical spells
now suddenly have an arbitrary level of realism applied is sorta immature and frustrating, because the player has no way of reading your mind for what you think is reasonable.
Mechanics and rules exist to give players a sense of agency in the choices they make and feel like things are consistent and fair. Don't pull the rug out of them or you get conservative gunshy players who aren't very fun to play with because they are conditioned to be afraid of you arbitrarily feeling like you have the right to nuke them from orbit for 'taking advantage.'
Golden rule stuff: Do unto others. You wouldn't want a GM to declare your PC dead or to threaten to kill your PC because you combined mechanics that seemed reasonable to you and are
designed to be combined. Even if you could be convinced its not good for this to happen you would (I assume) prefer people to talk to you about their concerns and needs like an adult rather than taking out their frustration with you by essentially smashing your sheet out of your hand and ripping it up. Killing a PC because you don't like what the player is doing is... essentially never a good choice, because it is abusing your position as a neutral arbitrator and storyteller of the game world to push other people around because it feels good to have that level of power over other people.
Thank you all! Some pretty useful tips!
Btw, the agi is 10, *4 (running), *2 (skimmer), *4(movement), total 320m/turn.
The movement power on spirits is extremely overtuned and it will always result in PCs moving so fast they essentially teleport. It is generally recommended to nerf the power so that it merely adds to your final meters of movement in some way. A common houserule is that it the target's agility by force for the purposes of movement, rather than multiplying final movement by force, which in this case would get a much more reasonable (though still fantastically fast! Samurai with skimmers are MEANT to go really fast) 112 meters every 3 seconds, or roughly 87 miles per hour rather than the 237 miles per hour you get with movement.
In general, resist the urge to apply lethal consequences to other players in order to disincentivize an unrelated player's actions. For example, the people the samurai are leaving behind have no choice in his actions, and so while narrative they obviously are facing consequences for it, you don't actually want the PLAYERS to feel like they got hit for what the Samurai did. This creates a really terrible meta-game where now they are justified in tightly controlling what other players are allowed to do because if someone else does something they can be affected by actions they didn't support. It always leads to a bad time and hurt feelings.
Your players should generally trust you to, even if you frame something as a consequence of someone's actions, never feel like that they are going to be 'splashed' by someone else acting in a manner they don't support. This allows different playstyles to flourish in your group, and more importantly a huge part of many players anxieties is that they feel like the gaming environment is not safe, either to explore or even to exist in because they need to guard against danger to the character they are inhabbiting. A huge part of your job is to understand and manage your player's individual limits and psychologies and not ever push anyone to the point the game is no longer fun, and an easy way to do this is to create adversarial and controlling relationships with players.
If the person just bails. Figure out why. Often times when someone does something like that it is because they are just too excited to use some power of their character and didn't actually think long term about the ramifications. In those cases, a simple 'hey remember that leaves everyone in the dust, you wouldn't want to abandon your friends right?' is going to do it. But maybe they feel like their speed has been underutilized in the game (The classic "rogue pickpocketing" problem, where D&D rogues want to be classy cool thieves but the GM never gives them a chance to use those skills, so they satisfy that aspect of their PC by picking the only people's pockets they have access too: Their friend's) and maybe you should go out of your way to make scenarios where going REALLY REALLY fast is much more useful. It could also be an aspect of that player's motivation: Different people play RPGs for different reasons (Ex: Some like strategy, some like acting, others like the ability to be in a world that is 'safe' from consiquences and where they can take risks they never would in real life knowing that the GM is there to catch them!) and one of the common 'types' is irresponsibility. Like people sometimes like the fact that RPGs are a world where nothing REALLy matters and they can do things purely because they want to rather than because it is useful.
If the player has chances to use their speed, and knows that they are letting their team down, but does it anyway because they can, they may be that type of player. In that scenario, it may be realistic for there to be backblast on them, but you have to understand that A: Escapism is one of the primary drivers of RPG players and is super heckin valid, and B: They probably won't care at best and get really frustrated your 'ruining the fun' at worst. In addition to avoiding splash, you probably shouldn't sweat too much any consiquences at all regarding an irresponsible player unless they are ones they would actively enjoy because it lets them flip the bird to convention and authority. Yes, its realistic for sometimes what they do to result in a bad thing, but you should care way more about your group collectively having fun that simulating a reality, which frankly almost no player
actually cares about. If there is an understanding that Frank the Freaky speedster's antics won't really blow up in anyone's face as long as he doesn't steal spotlight time from other players, its all good and people will just let him have his own fun and enjoy the messes he gets into and out of! Sorta the Deadpool of your little gang, in a sense: The X-men should be mega pissed at all the stuff he pulls but it doesn't really help the story or the dynamic of the characters for anyone to get too hung up on it so people just give him an unrealistic amount of leeway.
The other possibility, and this is the worst case scenario, is that it is player dysfunction. Something else is going on you didn't notice, maybe people are tense with each other, frustrated, maybe someone stepped on Frank the Freaky speedster's groove a few too many times, or he feels repressed, or another player stole his sandwich from the fridge or whatever. And so he is bailing on the scene as an act of protest. In this scenario, you need to double down on not being a creepy control freak and recognizing its very likely a real human being's feelings are hurt or something is wrong and that maybe using the medium of your arbitration over a fictional universe to punish them for feeling bad or frustrated about something isn't going to work and in fact will make the problem SO MUCH WORSE. Here is where you need to like... use your adult social skills to figure out the problem and not make the player feel like you are attacking them for ruining the game, without also condoning their behavior.
Of course, the player could just be a jerk going out of his way to troll the team, on a level beyond looking to be irresponsible and impulsive (which can inadvertantly lead to players not enjoying what they do, but it is, again, valid behavior to go full Devil May Cry and flip the bird to villains in an RPG because RPGs are group storytelling and that is a valid type of story, and it comes down to spotlight sharing in the end rather than players doing that activity ever) and actively trying to get kicks out of making other players anxious or not enjoy their actions. In that case, again, go to the OOC level, and just boot em out. You don't, again, use your arbitration of a fictional world to attack people doing things you don't like, you just adult up and handle the actual real world problem, in this case someone is just being a jerk cuz they think it is funny.