BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Swim

You propel yourself through the water.
Parent Technologies
Children Technologies

Remove these ads. Join the Worldbuilders Guild

Swim
SINGLE ACTION

Description You propel yourself through water.
Applications In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.  
  • Untrained- lake or other still water
  • Trained- flowing water, like a river
  • Expert- swiftly flowing river
  • Master- stormy sea
  • Legendary- maelstrom, waterfall
Degrees of Performance
  • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
  • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
  • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!