Moving in water is considered Difficult Terrain (each foot costs 1 extra foot of movement).
Swimming Speed Benefit: Characters with a swimming speed ignore this penalty and move at their full swimming speed.
A character can hold their breath for a number of rounds equal to (Endurance × 2) + 3 (minimum of 1 round).
Once out of air, the character suffers cumulative damage: 1d10 in the first round, 2d10 in the second, 3d10 in the third, and so on.
If a character becomes unconscious underwater, they instantly suffer a Standard Wound and continue to suffer one additional Wound every round until they can breathe again.
Characters are considered Off-balance while underwater.
Swimming Speed Benefit: Characters with a swimming speed ignore the Off-Balance condition.
Characters suffer a -5 penalty to all melee attack rolls while underwater.
Fire: Submerged targets are immune to Fire damage.
Characters cannot speak or use verbal abilities while holding their breath. Attempting to speak or shout causes the character to immediately lose 1d4 rounds of their remaining air supply.