Difference between revisions of "Swim"

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| Water with a moderate to strong current
 
| Water with a moderate to strong current
 
| 15
 
| 15
 +
|-
 +
| Choppy, turbulent water
 +
| 20
 +
|-
 +
| Nasty riptide
 +
| 25
 
|-
 
|-
 
| Extremely active water, such as in an ocean hurricane or Class 5 river rapids
 
| Extremely active water, such as in an ocean hurricane or Class 5 river rapids
| 40
+
| 30
 
|}
 
|}
 
Here are some situational penalties and bonuses to Swim checks.
 
Here are some situational penalties and bonuses to Swim checks.

Revision as of 20:34, 9 April 2010

Typically used with: Muscle (for strong current) or Endurance (for swimming long distances).

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.

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 20 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.