Athletics - Swim
Like running, swimming is something everyone should
be able to do without a check, unless put under some
sort of stress. As soon as there are conditions that make
swimming dangerous, or if the character’s performance
matters, the character must make a check.
The difficulty of the check is based on the strength of
the currents and waves.
Even though swimming during a structured
encounter brings a strategic layer to it since it dictates
how much a character can move in a given
round, making successive checks in narrative
scenes can grow boring pretty fast.
Imagine a party of four characters that have to swim
over a Long distance. Considering they are not rolling
t to treat water as normal terrain rather than
difficult, it would take each character a minimum or
two rolls to get there. Chances are, some characters
are going to be bad at swimming and will require
three or more rolls. That's a lot of swimming checks
to make and people around the table might grow
bored as it slows down the narrative.
Therefore, this author recommends making a single
check per character that will cover the whole distance.
On a successful check, the character reaches
their destination. On a failed check, either the
character reaches it anyway but suffers heavy strain
depending on the distance, or make checks until
that character succeeds at least once. When making
a single check for extended distance, this author
recommends increasing the amount of strain suffered
by the character on h symbols.
EXAMPLE #1 OF A SWIMMING CHECK
Kylus of the Murdock Home for Boys is fleeing the deck of a merchant ship after assassinating
their captain. Sadly, he was caught on his
way out and is now pursued by the crew.
He jumps off the deck into the water. Farther
away, at long range, his party's ship is waiting for
him to get on board to set sail. After he dives, an
arrow whistles by his head. He turns his head to see the crew's archers aiming at him. He has to swim as
fast as she can to reach the ship before they reduce
him to a drifting, bloody corpse. He decides to dive so the archers will have a harder time shooting at him.
The waters are relatively calm but there are still waves. The GM calls for an Average (dd) Athletics
check. The sea is dark however, adding bb to the check. Fortunately, Kylus is a skilled swimmer
and rolls ssaat.
Since the roll succeeded, Kylus can swim, treating the
water as difficult terrain and thus requiring twice
as many maneuvers to move. Kylus's player spends
the aa to have him swim for 2 more additional
rounds without having to make any more checks.
Then, Kylus's player spends the t to make Kylus treat
the water as normal terrain rather than difficult. It
takes two maneuvers to move from long to medium
range, which he accomplishes that round. On his
next round, he will spent both his maneuvers to
move from medium to short as the effect from the
t wears off. On the third round, his maneuvers will
bring him within engaged range of his ship. From
that point, he would have to roll again to swim but
since he's currently holding onto the ship, he will
simply use a maneuver next round to climb on board
and the ship will set sail away from distraught crew of the merchant vessel.
EXAMPLE #2 OF A SWIMMING CHECK
Hathom is the captain of a merchant ship. After suffering a violent storm that crashed the ship into a high reef, the ship is sinking. Hathom's only chance is to jump into the treacherous water and hope to reach the coast of the nearby island. The violent storm is making this a Daunting
(dddd) Athletics check. Hathom can hold onto a
large wooden plank to help keep his head out of the
water so the GM adds a b to the pool. Hathom's player
rolls and generates fhh, failling to swim toward
the island. In addition, the GM spends the hh to
have the wooden plank be pushed away and have
Jacob go underwater. From that point, he has to hold
his breath and will not benefit from the plank when
he makes any future checks.
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