SPACER

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Ver. 1.3.1

Swimming

Swimming is a specialty skill categorized under Athletics. The act of swimming is movement through water or other liquids. Creatures swim at half their normal movement speed, as though moving through hazardous terrain. Swimming underwater, or in difficult waters, requires a Swimming (Athletics) check.

You can swim in water that is at least 3 feet deep. As long as the water is calm, swimming on the surface is trivial.

Swimming Actions


Dive

You dive under a low passage, or into water. You must get a running start by moving toward to the spot of your dive in the frame(s) immediately preceding it. Make a Dive (Agility) check. The difficulty is set by the GM based on the size of the distance of the dive and the environment.

Success: You dive through or into the area without taking damage.
Failure: You land improperly. If you dove horizontally, you take Bludgeoning damage equal to your Speed. If you dove vertically, you take half falling damage.
Critical Failure: If you dove horizontally, you take Bludgeoning damage equal to your Speed and become Stunned. If you dove vertically, you take full falling damage.

Swim

Main Page: Swimming

You swim through water. To swim on the surface of calm water, no skill check is needed. To swim underwater or through current, make an Athletics check.

Assistance: Helpers make a Swimming (Athletics) check.

Success: You swim at half your Speed in any direction.
Failure: You are pushed by the current if there is one, or you sink if the current is pulling you down.

Wade

You wade through a body of water up to 4 feet deep. You move at half speed, but you can perform most actions normally.


Swim Under

While Swimming, you dive under water that is at least 3 feet deep. You continue swimming as movement while underwater.


Hold Breath

You hold your breath while swimming underwater or in a toxic environment.

The first time you make this save since entering the environment, the difficulty is 10. For each subsequent check, the difficulty increases by 1. This counter is reset when you leave the area.

Success: You continue holding your breath.
Critical Success: You hold your breath and don't need to make any more Hold Breath saves for the next 3 minutes.
Failure: You take 2d6 Suffocation damage, and automatically fail all future Hold Breath saves until you leave the area.

Performing Tasks While Swimming

While swimming, all actions other than descent and movement take one frame longer to complete than they would normally. If you have the Swimming (Athletics) specialty, it modifies any other checks you attempt while swimming.

If you would normally make use of a solid surface in performing any action, in the GM's judgment, then you take a -5 penalty to attempt that action while swimming.