Mariner Combat (sage ability)
Mariner Combat is an authority-status sage ability in the study of Physical Balance, providing the ability to move more efficiently and fight more effectively when partly submerged in water. Even a little water depth can significantly affect a combatant's mobility, altering the speed of movement, the stability of a stance and the force behind each strike.
Contents
The deeper a person wades, the more resistance they face, slowing footwork, making sudden direction changes difficult and reducing the force of blows. At knee-depth, movement is hindered but manageable; at waist-depth, progress slows considerably, while chest-deep water forces a fighter into nearly half-speed movement. In neck-high water, footing is all but lost, and fighting is reduced to awkward lunges and grapples, often requiring active effort just to stay afloat.
Characters with this ability have learned to shift their weight subtly, using the water's buoyancy to aid movement rather than hinder it. Instead of forcing through the resistance, they angle their legs and arms to slip through more efficiently, keeping a low center of gravity when possible or adopting a looser, more fluid stance when forced into deeper water. In combat, their strikes are shorter and more controlled, wasting no motion against the drag of the surrounding liquid.
Water Depth | AP Cost per Hex |
---|---|
ankle-deep | 2 |
knee-deep | 3 |
waist-deep | 4 |
chest-deep | 5 |
neck deep | 7 |
Through a combination of practiced footwork, awareness of water's force and finely tuned balance, those who possess this ability move through flooded terrain, rivers and shorelines with less delay than their untrained counterparts. While still affected by the depth, they suffer less from its penalties, maintaining greater mobility and control where others would falter.
Penalties to Movement
Normal movement from one hex to the next requires 1 action point (AP) for each combat hex. The table shown indicates how this is increased as the depth of water increases in relation to the character. Note that a dwarven character would be more easily immersed to the waist than would a human.
When entering a depth of water, the AP cost is not increased according to the destination, but with reference to the hex left. Thus, if a fighter started his move upon the edge of a pool, the first hex, with his ending up in the pool, would cost 1 AP. If this then brought him knee-deep in the water, the next hex would cost 3 AP. If that brought him to waist-deep, the cost thereafter would be 4 AP. Therefore, movement becomes progressively more difficult as depth increases. This rate applies to every individual, regardless of class or even species, unless the beast is specially adapted for moving in water.
A character with Mariner Combat training reduces this movement cost by one AP once having entered the water. As before, the first step into the pool would cost 1 AP, but the second would be reduced to 2 AP and the one after to 3 AP. This benefit gives the mariner a greater advantage when fighting in water, encouraging them to choose these conditions for defense against those not so skilled.
Moving against Stream Currents
Moving upstream presents an additional movement penalty in water, regardless of depth. Since stream currents vary widely in speed, a standardised rule for all streams would be impractical. For game purposes, a +1 AP penalty is applied when the water reaches 3 feet per second (approximately 2 mph), representing a fast-moving but manageable stream. A 4-5 ft/s current (a strong current) increases the penalty to +2 AP, while a 6-8 ft/s current (dangerous waters) imposes a +3 AP penalty. Anything beyond this speed would be comparable to whitewater rapids, making movement against the current effectively impossible.
While moving away from or diagonally along the current reduces the resistance, it introduces an element of risk, as the combatant can "ride" the current into the next hex. This can be advantageous for faster movement, but in strong or dangerous currents, a Dexterity check is required to maintain control. In dangerous waters (6+ ft/s), this check carries a -3 penalty. If failed, the character is swept further than intended, moving 1 extra hex downstream per point of failure.
Characters with Mariner Combat gain a +2 bonus to this Dexterity check, reflecting their skill in navigating moving water and avoiding being carried off course.
Moving against Waves
Unlike streams, wave resistance is harder to quantify, as it depends on local currents, wind strength and direction. Instead of rigid calculations, the DM should apply a situational modifier to reflect the general character of the water. Moderate-sized lakes typically do not generate waves large enough to impede movement, while larger bodies of water, especially in strong winds, can be as challenging as ocean waves.
If waves impose a penalty, it should range between +1 to +3 AP per hex, depending on intensity. Beyond this threshold, movement directly against the waves becomes impractical, as the force of the water overwhelms any attempt to push forward.
Combat Bonus
A character with Mariner Combat gains a +1 to hit bonus against opponents who are standing in waist-deep water or deeper. This does not stem from the trained fighter being inherently more skilled in landing blows, but rather from the opponent's compromised ability to defend themselves effectively. An untrained fighter in deep water struggles to react with the same precision they would on solid ground, making them an easier target for someone accustomed to such conditions.
This advantage does not apply when facing another individual who also possesses the Mariner Combat ability, as both fighters are equally adept at mitigating the hindrances of water.
See also,
Combat
Mastery at Arms (sage field)
Swimming (sage ability)
Underwater Combat (sage ability)