Micro Rules: Swimming & Drowning
In the drink?
- If you don't know how to swim, die. 3in6 of people on the coast (including sailors) know how to swim, 1in6 inland.
- Roll a die sized for the difficulty of the swim; Generally a combination of distance, current, cold, debris &c.
SWIM DIE | Conditions |
---|---|
d4 | Calm |
d6 | Strong current |
d8 | Rapids |
d10 | Tumult |
Swimmers have a base chance of surviving based on armour...
SWIM CHECK SURVIVAL CHANCE BY ARMOUR |
---|
4inX unarmoured |
2inX light armour |
1inX medium armour |
0inX heavy armour |
...Modified by actions taken +1 Only carrying 1 slot of equipment +2 Thrown rope / seize miscellaneous floating debris +4 Swim bladder
Swimmers who fail their check exist in a superposition of life and death: A rescue swimmer may make an attempt to retrieve them. Rescue swimmers suffer a malus to their own swim check based on the armour of their subject: -1 Unarmoured subject -2 Lightly armoured subject -3 Medium armoured subject -4 Heavily armoured subject
On success, both survive. On failure, the subject drowns and the rescuer has a 50% of drowning along with them (easiest to combine the rolls: Failure on odd numbers is fatal)