Pre-Emptive Strike includes very detailed rules for adventuring underwater. Here are some of the key points.
Holding Your Breath: Unless they have Water Breathing or Adaption, characters swimming underwater hold their breath for only Endurance turns. PR = 1 per turn.
Those with Willpower can hold their breath at PR = 1 per minute until fatigued.
Swimming Speed: in calm water is half normal movement rate, or half flying rate. Swimming costs 6 power points per hour.
Walking underwater is at one-third normal movement, with these exceptions. Robots and those heavily encumbered may need to walk instead of swim.
Wings are useless underwater, unless the design is like that of a water-bird or similarly amphibious creature, in which case speed is still half flying water. Wings may also have to dry out again before being used for flight.
Non-Corporeal characters move at normal rates. (They follow the same holding-breath rules above.)
Characters with Vibratory Powers treat water as Structural Rating of 2. (They follow the same holding-breath rules above.)
Combat: Agility scores are one-half underwater, except for characters with Adaption, Non-Corporealness, Water Breathing, specific forms of Willpower (GM's option), and those with Gravity Control who choose to compensate. This will affect initiative as well as Damage and Accuracy. (It sounds like Hit Points and Power Points are not adjusted.)
Attack Forms: most attack forms can be used without further modification.
Melee weapons: knives/spears/tridents have no further modifications. Swords and axes do half normal damage.
Ranged Attacks: Muscle-powered ranged weapons--spears/arrows: half normal range.
Rifles and pistols: lose one point of damage per inch of water between the firer and target. Spear-guns, which may be treated as pistols, are unaffected as this is their natural medium.
Disintegration Ray, Light Control, and Power Blasts: lose one point of damage per game inch between the attacker and target.
Ice Power: lose one point of damage per game inch between the attacker and target--and leaves a trail of ice behind. A victim immobilized by ice floats to the surface at one-half falling speed.
Flame Power is useless as an attack or defense.
Underwater Visibility: In salt water, a character may (by daylight) see for 95 feet at a depth of 5 feet, for 50 feet at a depth of 50 feet, or for 5 feet at a depth of 95 feet. In fresh water, visibility is roughly half that of salt water.
The effects of zero visibility (at 100 feet in salt water, 50 feet in fresh water) are the same as those of Darkness Control.
A character with Light Control may illuminate up to 30 feet with a PR of 1 per hour, 60 feet with a PR of 3 per hour, and 90 feet with a PR of 9 , and so on.
Seaweed, mud, and fish can further limit visibility.
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