Catalog / Skill Actions / Swim
Swim
Skill Actions · Athletics
- Move
For 1 Action Point you swim up to your Speed, with every foot counting as 2. The movement can come before, between or after your other actions, as long as the total distance swum doesn't exceed your Speed; each extra use in the same turn adds your Speed again (with Speed 25, two uses let you swim 50 feet and three let you swim 75). No check is needed unless the water is rough enough (GM's call), but you can roll Athletics against a DC the GM sets to swim faster. If you end your turn in the water and have no Rank in Athletics, you must succeed an Athletics check or sink 10 feet, or be carried by the current as the GM decides.
Critical Success: You swim up to your Speed as above, but each foot counts as only 1.
Success: You swim up to your Speed as above.
Failure: With at least 1 Rank in Athletics you make no progress but tread water. Without one you sink 10 feet or are carried by the current (GM's call).
Critical Failure: You make no progress and sink 10 feet if you can; otherwise you go under and must hold your breath. If you were already holding your breath, you lose an extra round of breath.
Results
- Critical Success
You swim up to your Speed as above, but each foot counts as only 1.
- Success
You swim up to your Speed as above.
- Failure
With at least 1 Rank in Athletics you make no progress but tread water. Without one you sink 10 feet or are carried by the current (GM's call).
- Critical Failure
You make no progress and sink 10 feet if you can; otherwise you go under and must hold your breath. If you were already holding your breath, you lose an extra round of breath.