Difference between revisions of "Free-diving (sage ability)"

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[[File:Free-diving (sage ability).jpg|right|490px|thumb]]
 
[[File:Free-diving (sage ability).jpg|right|490px|thumb]]
'''Free-diving''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Athletics (sage study)|Athletics]] and [[Beachcomber (sage study)|Beachcomber]], that enables characters to hold their breath and explore depths down to 100 ft. below the surface for periods of at least 6 [[Combat Round|rounds]]. Having honed their lung capacity, and using weights to drop quickly to their maximum depth, characters with this skill are vital in activities like pearl-diving, sponge collection and ocean salvage.
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'''Free-diving''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Athletics (sage study)|Athletics]] and [[Beachcomber (sage study)|Beachcomber]].  The ability enables characters to hold their breath and dive to depths of up to 100 feet below the surface, remaining submerged for at least six [[Combat Round|rounds]]. Those skilled in this ability have trained their lung capacity and use weighted techniques to descend rapidly to their target depth. Free-divers are essential for tasks such as pearl diving, sponge collection and ocean salvage.  
 
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Free-diving has ancient roots and has been practiced throughout history, particularly in the Mediterranean, southern India and Japan. Divers take several breaths for 3-4 rounds to saturate their blood with oxygen before taking the final breath and submerging. With fins made of wood, bone and other materials to add propulsion, divers also use footwear of animal skins to further streamline their bodies, gliding as quickly as they can to the bottom. Additionally, experts are able to equalise their ears to conserve energy in their descent and ascent.
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Free-diving has been practiced since ancient times, particularly in the Mediterranean, southern India and Japan. Divers take multiple preparatory breaths over three to four rounds to oxygenate their blood before making their final breath and descending. Wooden, bone or other types of fins aid propulsion, while animal-skin footwear helps streamline movement. Skilled divers also equalise ear pressure to reduce discomfort and conserve energy during their descent and ascent.
  
 
== Unskilled ==
 
== Unskilled ==
Characters must have this ability to perform this sort of diving. Without training in breath-holding and equalisation, there's an excellent chance that a character would take an uncontrolled swallow of water or be struck with the bends in a manner that would be life-threatening. The deepest depth a [[Cliff Diving (sage ability)|cliff-diver]] could achieve would be 15 ft., plus 1 ft. per 8 points of knowledge. Those without any diving experience could hardly go further than 12 to 15 ft. below the surface.
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Characters without this ability cannot safely attempt deep free-diving. Without proper breath-holding training or knowledge of equalisation techniques, there is a high risk of inhaling water uncontrollably or suffering from decompression sickness (the bends), both of which could be life-threatening. A character with only [[Cliff Diving (sage ability)|cliff diving]] experience could reach a maximum depth of 15 feet, plus 1 foot per 8 points of knowledge. Those without any diving experience would struggle to go beyond 12 to 15 feet below the surface.
  
 
== Depth ==
 
== Depth ==
Free-divers are able to drive down to depths of 30 ft. once they've achieved amateur level of ability. Depth thereafter increases at a rate of 3 additional ft. for every 2 points of knowledge above 10. This allows an authority-status character to dive to 60 ft., while an expert could dive to 105 ft.  No dive can be made below 120 ft., regardless of the amount of knowledge the character possesses.
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Once achieving amateur-level ability, free-divers can reach depths of 30 feet. Their maximum depth increases by 3 additional feet for every 2 points of knowledge above 10. This means:
  
Using weights a diver is able to descend up to 36 ft. a round, which is important in calculating how much available time is spent getting to the target depth.  Swimming downwards can be performed at half this speed, 18 ft. per round.
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:* Authority-level divers can descend to 60 feet
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:* Expert-level divers can reach 105 feet
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:* No character can dive deeper than 120 feet, regardless of knowledge level
  
In returning to the surface, controlled ascents were employed to alleviate the danger of shallow-water blackouts and other dangers.  Characters employing these techniques may ascend safely at speeds of 15 ft. per round, and up to 30 ft. per round unsafely.
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A diver using weights can descend at a rate of 36 feet per round, reducing the time spent reaching their target depth. Swimming downward without weights is slower, at 18 feet per round.
  
In the case of the latter, the character must make a [[Constitution (ability stat)|constitution]] [[Ability Checks|check]] or become incapacitated in some fashion that they have to be rescued by another. This rescue must occur within the time frame of the character's being able to hold their breath.
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Controlled ascents are necessary to prevent shallow-water blackouts and other hazards. Safe ascent speeds are 15 feet per round, but characters can attempt a 30-foot-per-round ascent at increased risk. When ascending unsafely, the character must succeed on a [[Constitution (ability stat)|Constitution]] [[Ability Checks|check]] or suffer incapacitation, requiring immediate rescue. Any rescue attempt must be completed within the character's remaining breath-holding limit, or the diver risks drowning.
  
 
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| 18% or more || 13-14 (d2+12)
 
| 18% or more || 13-14 (d2+12)
 
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== Time Underwater ==
  
== Time Underwater ==
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The base number of rounds a character can hold their breath underwater is determined by their [[Strength (ability stat)|strength]]. This range is rolled at the moment of diving, allowing the diver to gauge their body's signals and estimate how much time remains before they must surface. For example, a character with 13 Strength would roll a six-sided die to determine their total breath-holding duration. If they roll a 6, they know they have 10 rounds available. With this knowledge, they can precisely calculate how much time can be spent at depth before needing to ascend.
The base number of rounds that a character can hold their breath underwater is based upon their [[Strength (ability stat)|strength]]. The range is rolled at the point of diving, with the diver being able to interpret messages from their body telling them how much time remains. For example, a character with a 13 strength dives and rolls a 6-sided die as shown; learning that there were 10 rounds available at the start, how long can be spent underwater, calculating depth against how long it takes to surface can be done accurately by the diver.
 
  
This number is then adjusted upwards by 1 additional round '''per 6 points of knowledge''' above 10. For example, a character with 31 points of knowledge (31 - 10 = 21) would add 3 additional rounds to every dive, regardless of his or her strength. As knowledge is accumulated, there's more opportunity to search an area or take part in some other activity.
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This base duration is increased by 1 additional round per 6 points of [[Knowledge Points|knowledge]] beyond 10. For example, a character with 31 knowledge points would calculate: 31 - 10 = 21, which results in 3 additional rounds added to every dive, regardless of their Strength. As a diver's knowledge increases, they gain more time to search, gather resources or perform other underwater activities before needing to return to the surface.
  
  
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[[Water Breathing (spell)]]
 
[[Water Breathing (spell)]]
  
[[Category: Sage Abilities]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Revision as of 22:26, 5 March 2025

Free-diving (sage ability).jpg

Free-diving is an amateur-status sage ability in the studies of Athletics and Beachcomber. The ability enables characters to hold their breath and dive to depths of up to 100 feet below the surface, remaining submerged for at least six rounds. Those skilled in this ability have trained their lung capacity and use weighted techniques to descend rapidly to their target depth. Free-divers are essential for tasks such as pearl diving, sponge collection and ocean salvage.

Free-diving has been practiced since ancient times, particularly in the Mediterranean, southern India and Japan. Divers take multiple preparatory breaths over three to four rounds to oxygenate their blood before making their final breath and descending. Wooden, bone or other types of fins aid propulsion, while animal-skin footwear helps streamline movement. Skilled divers also equalise ear pressure to reduce discomfort and conserve energy during their descent and ascent.

Unskilled

Characters without this ability cannot safely attempt deep free-diving. Without proper breath-holding training or knowledge of equalisation techniques, there is a high risk of inhaling water uncontrollably or suffering from decompression sickness (the bends), both of which could be life-threatening. A character with only cliff diving experience could reach a maximum depth of 15 feet, plus 1 foot per 8 points of knowledge. Those without any diving experience would struggle to go beyond 12 to 15 feet below the surface.

Depth

Once achieving amateur-level ability, free-divers can reach depths of 30 feet. Their maximum depth increases by 3 additional feet for every 2 points of knowledge above 10. This means:

  • Authority-level divers can descend to 60 feet
  • Expert-level divers can reach 105 feet
  • No character can dive deeper than 120 feet, regardless of knowledge level

A diver using weights can descend at a rate of 36 feet per round, reducing the time spent reaching their target depth. Swimming downward without weights is slower, at 18 feet per round.

Controlled ascents are necessary to prevent shallow-water blackouts and other hazards. Safe ascent speeds are 15 feet per round, but characters can attempt a 30-foot-per-round ascent at increased risk. When ascending unsafely, the character must succeed on a Constitution check or suffer incapacitation, requiring immediate rescue. Any rescue attempt must be completed within the character's remaining breath-holding limit, or the diver risks drowning.

Strength Base Rounds
3-5 4-5 (d2+3)
6-10 5-8 (d4+4)
11-13 6-11 (d6+5)
14-16 9-12 (d4+8)
17-18 11-13 (d3+10)
18% or more 13-14 (d2+12)

Time Underwater

The base number of rounds a character can hold their breath underwater is determined by their strength. This range is rolled at the moment of diving, allowing the diver to gauge their body's signals and estimate how much time remains before they must surface. For example, a character with 13 Strength would roll a six-sided die to determine their total breath-holding duration. If they roll a 6, they know they have 10 rounds available. With this knowledge, they can precisely calculate how much time can be spent at depth before needing to ascend.

This base duration is increased by 1 additional round per 6 points of knowledge beyond 10. For example, a character with 31 knowledge points would calculate: 31 - 10 = 21, which results in 3 additional rounds added to every dive, regardless of their Strength. As a diver's knowledge increases, they gain more time to search, gather resources or perform other underwater activities before needing to return to the surface.


See also,
Swimming
Underwater Adventures
Underwater Combat
Water Breathing (spell)