[105.1] Swimming
experience multiple: 250
The character can tread water for (5 x [Rank squared]) minutes. After that period, they must expend 1 Fatigue point and make a roll every (6 x Rank) minutes to stay afloat. The roll is made against (Agility + [2 x Will Power] + [2 x Fatigue] + [3 x Rank])%. A roll of less than 15% of this chance means the character can ignore the Fatigue cost for that period.
Characters can swim through the water with a Tactical Movement Rate equal to [Rank / 3] (round off). Swimming will cost 1 Fatigue point per [Rank] minutes.
Staying afloat is not possible if a character is wearing metal armor, has their hands full, or has zero Fatigue. Otherwise, if they are encumbered, reduce their effective rank by 2 for each Agility point lost due to encumbrance. Also reduce the rank by 1 if the character is wearing boots or shoes. The effective rank is increased by 1 if flippers are worn.