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The swimming skill not only allows the character the ability to swim, but also gives the character the ability to dive and hold his or her breathe for extended periods of time. It is normally presumed that the character is dressed appropriately for swimming and is not wearing armor or clothing that would encumber him or her. The character's chance to effectively swim is 2 X AG + 3% per rank. Once a character makes a roll to swim he or she will be able to swim normally unless attacked or hindered in some manner, in which case they will have to roll for swimming each pulse they are attacked or hindered. This basic use of the skill allows the character to move and 1/3 his or her TMR rate in the water as well as stay afloat for extended periods of time. The character may swim non-stop for 15 minutes + 5 minutes per rank, once the character has gone beyond his or her limit they must begin rolling under 3 X EN every 5 minutes or they start drowning. The character may not attempt to push his or her limit beyond 50% increase of what their rank allows. Characters may hold their breath for extended periods of time while diving equal to their EN +5 pulses per rank. At rank 5, their swimming TMR is equal to 1/2 their normal TMR. At rank 5, they only suffer half the penalties (-30% -4 damage) for fighting in or under the water. At rank 10 their swimming TMR is the same as their land TMR and they fight with only penalties of -15% to Base Chance and -2 damage. Armor Penalties: Leather, Acrobat’s Mesh, Grey Elvin Chain, Metal Laced Mesh, Mithril Chain: –10% to swimming, -20% after 5 Minutes of being in water and an extra –10% for each additional 5 Minutes. Once the PC is in the water for 10 minutes then he/she will have to start making 3 x PS or start drowning. Scale Mail: –20% to swimming and additional –10% for each minute in the water. Once the PC is in the water for 1 minute then he/she will have to roll under 2 x PS or start drowning. Chain Mail of all Types not listed Lamillar, Elder Battle Plate: -15% to swimming and an additional –10% for each minute in the water. Once in the water for one minute, the PC will have to roll under 2 x PS or start drowning. Partial/Full/Improved Plate: -30% to swimming and an additional –10% for each 30 seconds the PC is in the water. After 15 seconds, the PC must role under their PS or start drowning. Amadite Plate: -40% to swimming and an additional –10% for each 10 seconds in the water. After the first 5 seconds, the PC must roll under 1/2 his/her PS or start drowning. Drowning Rules: When a PC starts drowning, they will have to make WP checks or go unconscious. To avoid going unconscious, the PC must roll under 3 x WP. They will have to start making unconscious checks after losing 10 FT points. Once unconscious, the PC must roll under WP to recover. A PC that is unconscious will start to sink to the bottom of the body of water. For every pulse the PC is drowning, he/she will lose 5 FT points and once FT is exhausted then EN points are used until the PC is dead. Fighting Rules: A PC will not receive any negatives for fighting in the water with a close combat weapon as long as they are in close combat. When attempting to grapple an opponent, the target person gets a +2 to repulse the attack if holding a weapon or has Rank in Hands. When using a one handed melee weapon, the PC starts off with a –60% to hit and –8 to Damage. A two-handed weapon cannot be used while fighting in the water and trying to swim not unless the PC has achieved Rank 6 in Swimming.
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