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 | ||
− | | | + | | 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.