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.
SWIMMING