Swimming
Attributes: .................Strength & Constitution
Level: .........................DF: 3 BCS 40%; 500 Exp
In the days of old, swimming was not a common skill that people developed, they could either not swim at all or could only manage a few strokes.
Swimming speed is 1.75mph or 35 feet per 15 seconds at best, as the kind of strokes were limited in number and speeds were slow. The character's STR and CON determine the swimming distance as seen on the table below Swimming Distance.
For every level the character has in swimming, he increases his swimming distance by 50 feet until he reaches level 10, after which additional levels give an additional 100 feet.
When a character has to tread water he makes a swimming skill check, on a success he spends no FP for an initial period of 5 minutes. He must them make a further skill roll every 5 minutes to remain afloat a the cost of 1 FP per 5 minutes.
The table below Swimming Results, gives details for swimming or treading water rolls
Holding One’s Breath
What happens when a character is unfortunate enough to be caught in a situation where he is unable or incapable of breathing? Maybe he is underwater, or in an unbreathable atmosphere such a toxic fumes). Then holding one’s breath is the key to survival. Everyone is able to do this, though panic setting in can severely shorten the time for a breath hold. The character must draw a full deep breath of fresh air before any emergency is upon him or times with be shortened. He makes a willpower check to see if he had the presence of mind to such in as much air as possible before the emergency.
Make a CON AR halfway through the time indicated in table - Swimming Holding One’s Breath to see if he can last out beyond his limit. Once he run out of time he will drown or suffocate if unable to draw fresh air.
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