Swim

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Typically used with: Endurance.

In short: don't drown. This is a skill in which heavily armored characters will want to invest. Verily, their life depends on it. When submerged in water, or slime, or any other liquid that allows for movement, a character can Swim to move, but more specifically to stay afloat.

The GM should feel free to call for Muscle in the check instead of Endurance if it's appropriate.

Difficulty

The DL for a swim check is determined by the strength of the current. It is also increased by the amount of weight the character is carrying.

Example DL
Calm water 5
Water with a slight to moderate current 10
Water with a moderate to strong current 15
Choppy, turbulent water 20
Nasty riptide 25
Extremely active water, such as in an ocean hurricane or Class 5 river rapids 30

Here are some situational penalties and bonuses to Swim checks.

Example Check
For every 10 pounds the character is carrying, not including their own body weight −1
Character is employing the use of swimming-aiding devices, such as fins +5
Character is wearing a life preserver or other floatation device +10

Retry

Swim attempts can be retried as many times as necessary, but there are usually penalties for failing a swim check in dangerous waters.