TEXT: By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Deafened, Depth, Drowning
  and Suffocation ............................................ 2
  Effects of Water On High-Tech
  Weapons, Electricity, Explosives
  and Concussion Effects .............................. 3
  Light, Melee Weapons, Mutations,
  Projectile Weapons, Radiation .................... 4
  Sonic Weapons, Swimming
  and Slogging, Thermal-Based
  Weapons and Mutations .............................. 5
  Issue #47:
  Underwater
  Rules
  Cold-Based Weapons and Mutations
  Underwater, these don’t work as they do on the surface.
  Instead of the usual single beam, cold weapons freeze a
  column of water into icy shards. Anything within this 5'
  diameter super-cooled area, stretching from the weapon to
  the target, suffers 1d6 points of cold damage per round of
  exposure. However, the water warms quickly and the effect
  only lasts for 1d4 rounds. If the weapon or power is used in
  a moving current, the freezing effect dissipates after only one round.
  Condition Level Damage
  Adventurers in the Mutant Future world carry a wide variety
  of toys and equipment; much can shrug off a swim, but a
  great many things — especially those delicate electronic
  treasures — are not protected against water damage. The
  ML has final say on an item’s response to water, but the
  W
  ater covers over 70% of Earth’s surface, so many adventures will likely take the occasional aquatic turn. This
   could happen in the wilds, on the open ocean, or down in the inky depths. Mid-exploration, an evil Mutant Lord
  might even open the water valves in an underground tunnel or inundate some ruins below a destroyed dam. A
  naive player could believe the worst thing about a water encounter is getting wet, or maybe that something large, toothy, and
  cold-blooded might try to take a friendly little nibble. But any watery environment is an extremely hostile place: the hazards
  are many and varied, and death can lurk within the most placid of pools. To enhance adventures on the water or below the
  surface, this issue introduces a plethora of new rules, ranging from water-damaged equipment, to deep-diving pressure, to the
  ever-present danger of drowning. Just be warned, your players may never go swimming again.
  
  2
  Wisdom from The Wastelands
  broad list given in the Condition Level Damage Table
  provides some guidelines regarding how long an item can
  survive being wet before it starts making unhappy noises.
  For example, some items are affected as soon as the
  carrying character enters the water, while water-resistant gear
  can withstand a quick dunk, but not extended submersion.
  Items must save versus energy after their listed time period
  elapses; those that fail take the condition level damage
  indicated. For more information regarding equipment saves
  and condition level damage, consult Wisdom from the
  Wastelands issue #1.Certain items can get wet, but if properly
  dried and cleaned do not suffer any damage, even if they
  failed their saving throw. But, this is left up to the ML. Also,
  these rules do not reflect the real world difference between
  exposure to salt water and fresh water. If the ML wishes to
  add another layer of realism, please feel free.
  One area that requires some ML discretion is
  ammunition; the applicable cells in the table are marked with
  an asterisk (*). Depending on type, ammo is either impervious
  to water damage, or immediately made useless. Modern
  military grade munitions (e.g., full metal jacket or sealed
  power sources) are designed for all-weather operation —
  except for some with casings engineered to disintegrate (e.g.,
  shells for the M-1’s main gun are made of a combustible
  material that does not like water). In these unusual cases,
  and with all ammo for antique weapons (things like the
  poured powder for flintlocks/matchlocks, paper cartridges
  for muskets, and powder bags for cannon), wet is a bad thing.
  If the ML wishes, the waterproofing seals on military
  equipment could degrade with time and/or exposure to the
  hostile environment of the Mutant Future age, making all
  ammo equally susceptible to moisture.
  Deafened
  While deafened, characters cannot react to auditory stimuli:
  they suffer a -2 penalty to their initiative rolls, cannot make
  any sort of audial perception check, and cannot respond to
  spoken commands. A deafened character must rely on mental
  communication, such as neural telepathy, or visual methods,
  like writing or hand gestures (assuming the victim can read
  or understand the movements).
  Depth
  Because of the intense water pressure, swimming at great
  depths without protective equipment can be deadly. Even with
  technology available before the final wars, it was a very rare
  Ancient craft that could reach the greatest depths without imploding.
  Terrestrial beings can dive only so far before the pressure
  overwhelms them. A variety of factors figure into calculating
  a maximum dive depth, but for simplicity, a land-based
  character may start to take damage when she reaches 200’.
  For each round spent at this depth or deeper, she must save
  versus death (or a successful swim check — the ML decides)
  to avoid taking 3d6 points of damage. Every 50' below this
  limit the possible damage increases by 3d6. Native aquatic
  creatures begin to make saves at 500' and have 100' damage
  increments.
  For example, Min swims toward an Ancient lab 250'
  down. At 200' she begins rolling saving throws every round;
  failure inflicts 3d6 points of damage. While struggling to
  open the airlock door at 250', the potential damage jumps to
  6d6 points of damage. If the lab were 300' below the surface,
  Min would take 9d6 points of damage per failed save.
  Drowning and Suffocation
  These rules cover instances where a character cannot breathe,
  both in and out of the water, whether he is at risk from
  drowning, a strangle hold, gas attack, or had his face melted
  by nanites. Although there are mutations and certain animal
  traits that increase the length of time a character can hold
  his breath, for most beings this limit is one half their
  Constitution score in rounds. For example, a character with
  a CON of 10 can safely hold his breath for 5 rounds. Once a
  character exceeds this time, he begins to suffocate. Every
  round he cannot breath, he must save versus death or lose
  20% of his total hit points — not his current hit point tally.
  This reflects the weakening effect damage has on a person.
  If he reaches zero hit points, the character enters an
  unconscious, near-death state; he can be revived as long as
  he has not been “almost dead” for a number of rounds greater
  than his CON score. Resuscitating this character requires
  properly administered first aid, which involves making a
  successful Intelligence check (rolling under the caregiver’s
  Condition Level Damage Table
  Item Type
  Length of Exposure
  Potential Damage
  Ammunition
  1 round or N/A*
  Rendered useless or N/A*
  Cloth, leather, synthetic fibers
  N/A
  N/A
  Electronics
  Immediate
  1d6-1
  Explosive Weapons (e.g., grenades.)
  N/A
  N/A
  High-Tech Firearms
  1d6 rounds
  1d3+1
  High-Tech Melee Weapons (Powered)
  1d3 rounds
  1d4
  Liquids (e.g., drugs, foodstuffs)
  Immediate
  Rendered Useless
  Non-Alloy Metal Items
  1 hour
  1d3-1
  Paper
  1d3 rounds
  1d4
  Plastics
  N/A
  N/A
  Power Sources
  1d6 rounds*
  1d2*
  Primitive Firearms
  1d3 turns
  1d4
  
  INT on a d20). If this succeeds, the victim is allowed another
  save versus death. Should he save, the character is revived
  with 1 hit point; if he fails, he is fully dead.
  Effects of Water on High-Tech Weapons
  Because water is a much more dense atmosphere than air,
  with a different composition, it often has dramatic effects on
  weapon performance. Some weapons suffer reduced range,
  others have reduced damage or wildly different areas of effect,
  and some simply do not work underwater. The Range and
  Damage Reduction Table outlines these various effects, as
  well as listing where the weapon descriptions can be found.
  To simplify the table and reduce repetition, several cells
  reference other entries in this article, which describe the
  weapons’ underwater behavior in greater detail. So, when
  the Nerve Ripper cell reads “Acts as Electricity,” it is
  probably best not to fire it underwater, unless the gunner is
  somehow immune to the effect — or truly desperate. Also, to
  clarify, the Range Reduction indicates how much the
  weapon’s range is reduced by, not to. For example, if the
  weapon has a range of 1000 meters on land, but has a Range
  Reduction of 75%, it can only shoot 250 meters underwater.
  Range and Damage Reduction Table
  Weapon
  Range Reduction
  Damage Reduction
  Source
  Atomic Modification System Will not work underwater
  N/A
  WftW #46
  Bead
  As Projectile Weapons
  As Projectile Weapons
  WftW #9
  Beam Laser
  50%
  50%
  WftW #46
  Blaster
  50%
  N/A
  Core rules
  Dart Gun
  N/A
  N/A
  WftW #46
  Dessicator
  Will not work underwater
  N/A
  WftW #9
  Disintegrators
  N/A
  N/A
  WftW #26
  Disruptors
  N/A
  N/A
  WftW #26
  EMP
  Acts as Electricity
  N/A
  Core rules and WftW #9
  Flamer
  Will not work underwater
  N/A
  WftW #3
  Fusion
  N/A
  N/A
  Core rules
  Gauss
  75%
  50%
  Core rules
  Grenade Launchers
  Will not work underwater
  N/A
  WftW #9
  Ion Blasters
  Acts as Electricity
  N/A
  WftW #26
  Laser
  50%
  50%
  Core rules
  Maser
  N/A
  50%
  Core rules
  Micro Missile
  Will not work underwater
  N/A
  WftW #3
  Micro Nuclear Launcher
  Will not work underwater
  N/A
  WftW #46
  Microwave Emitter
  Acts as Thermal
  N/A
  WftW #26
  Nerve Ripper
  Acts as Electricity
  N/A
  WftW #3
  Plasma
  N/A
  N/A
  Core rules
  Plasma Projectors
  N/A
  N/A
  WftW #9
  Radiation
  25%
  N/A
  Core rules
  Rail Gun
  25%
  25%
  WftW #3
  Screamers
  See Sonics
  See Sonics
  WftW #9
  Scrambler
  50%
  N/A
  WftW #3
  Sliver Caster
  75%
  75%
  WftW #3
  Sonic Disruptors
  See Sonics
  See Sonics
  WftW #26
  Stun
  Will not work underwater
  N/A
  Core rules
  Warp Energy Blaster
  Will not work underwater
  N/A
               WftW #46
  X-Ray Laser
  N/A
  25%
  Core rules
  Electricity
  When discharged underwater, electricity does not travel in a
  straight line from shooter to target. Instead, the power spreads
  out to encompass a sphere centered on the point of origin.
  Because this usually means the end of a firing weapon, a
  careless or unaware attacker can zap herself and her friends.
  So beware, unless the shooter is immune to her own weapon
  or mutation, she might be better off with an unpowered or
  lower-tech option.
  The volume affected by an electrical attack is described
  by a radius 5' long for every damage die, centered on the
  shooter. For example, while diving in a lake, Tanith uses her
  energy-retaining cell structure to attack two kelpers. Because
  the mutation inflicts 3d6 damage, Tanith shocks everything
  within 15', in all directions. Hopefully the rest of her party is
  not close by. Note that, despite the more diffuse area of effect,
  a weapon’s damage is not reduced — although its range
  usually is.
  Explosives and Concussion Effects
  Note: this entry covers only basic explosives. When using
  devices with special effects like electricity, heat or cold, sonics,
  Issue #47: Underwater Rules
  3
  
  not have this penalty. The ML must decide if weapons such
  as swords can be used for piercing, instead of slashing. If the
  weapon has a modification/upgrade from WftW issue #24,
  the special damage is unaffected.
  Mutations
  The list below details how some mutations are altered
  underwater.
  Mutation
  Effect
  Dermal Poison Slime
  Slime is washed away
  Energy Ray
  Range is halved
  Energy-Retaining Cell Structure
  See Electricity above
  Fragrance Development
  Does not work
  Shriek
  Range is doubled;
  see Sonics below
  Projectile Weapons
  When fired into water, projectiles from primitive firearms
  (including bows and crossbows) lose all kinetic energy after
  only 10'. The table below outlines this rapid decrease in
  damage for shooting targets at or near the surface. If the ML
  permits firearm combat underwater, this table can also be
  used for close range shooting. Unless they have a special
  kind of string/firing mechanism, bows and crossbows don’t
  work underwater, but spear guns do. As an example, Turok
  fires his sport rifle at a kelpie 5' under the surface. He hits,
  rolling 10 points of damage. Because of the depth, the kelpie
  takes only 4 points of damage.
  Depth and Damage Reduction Table
  Distance
  Underwater Damage
  Surface
  100%
  1-3 feet
  70%
  4-6 feet
  40%
  7-10 feet
  10%
  11+ feet
  0%
  Radiation
  In rivers and streams, oceans and lakes, the constantly
  moving water gradually washes away radiation
  contamination. Whether from a radiation-emitting weapon
  or a mutation, the amount of time radiation lingers in an
  aquatic area depends on the current’s strength. This duration
  is outlined in the Radiation Persistence Table. Only in
  stationary waters, such as smaller ponds with no current,
  does radiation pose a longer-term threat; this contamination
  remains for half the duration listed for a specific weapon.
  Radiation Persistence Table
  Current Strength
  Radiation Duration
  Light
  6d6 rounds
  Moderate
  4d6 rounds
  Strong
  2d6 rounds
  Extreme
  1d6 rounds
  4
  Wisdom from The Wastelands
  etc. consult the guidelines provided elsewhere in this article.
  As any grenade angler can attest, submerged explosions
  are different than those on the surface. First, don’t forget the
  vertical axis: in the water, targets might be above or below
  the explosion. Next, water is much denser than air.
  Unfortunately for those devices that cause damage with
  shrapnel and the like (e.g., fragmentation grenades), the
  projectiles travel only 25% of the distance they would in air,
  but still do their normal damage.
  Added to the possible shrapnel attack, there is a massive
  concussive wave dangerous out to twice the weapon’s surface
  range. Within the normal radius of effect the device does its
  listed damage, while in the extended range it does half this.
  If the weapon has a saving throw to avoid damage, it applies
  normally within the usual radius of effect; out in the extended
  range, a successful save negates any damage.
  Beyond the damage, anyone in the total radius of effect
  also has to deal with secondary issues. Characters must save
  versus death to avoid being deafened for 4d6 hours (see the
  Deafened entry for more information). Should someone fail
  by rolling a natural 1, his deafness is permanent. Everyone
  must also make a second save versus stun to avoid being
  stunned for 1d6 rounds. Anyone who fails this save and is
  not wearing breathing apparatus is immediately subject to
  the Drowning and Suffocation rules described earlier.
  Light
  Light does not penetrate water well. Even 30’ down, surface
  light begins to dim; below 300’, it all but disappears. In the
  depths, many creatures have never seen sunlight.
  The Visibility Table outlines this greatly reduced visual
  field at various depths. Visibility Range can also be affected
  by turbidity: if the water is silty or thick with plankton, the
  range could be half the listed amount — or even less,
  depending on the ML’s discretion. The Range mostly applies
  to horizontal line of sight. Looking down into deeper water,
  these distances could be cut in half, but this depends on
  current water/light conditions, and the ML’s ruling.
  Characters with mutations or technology that let them see in
  the dark (e.g., night vision, thermal vision, etc.) should follow
  the guidelines for light as though they were on the surface.
  Visibility Table
  Depth
  Visibility Range
  0'-30’
  300'
  31'-60’
  200’
  61'-120’
  100’
  121’-180’
  50’
  181’-300’
  25’
  Greater than 300’
  0' - total darkness
  Melee Weapons
  Hand-to-hand combat in water is difficult and exhausting.
  The liquid slows an attacker’s movements so much that any
  swung weapon (e.g., warhammer, mace, sword, etc.) deals
  only half its regular damage. Piercing weapons like spears,
  which just require thrusting, are much more effective and do
  
  Issue #47: Underwater Rules
  5
  Sonic Weapons
  Because of its density, water amplifies the effect of sonic
  weapons and mutations. However, these weapons are no
  longer directional: like Electricity, the sonic effect forms a
  sphere centered on the attacking character with a radius of
  effect equal to triple the weapon’s normal range, and does
  double normal damage. Also, any creature hit with sonics
  underwater must save versus energy or be deafened for 4d6
  rounds (see above for details).
  Swimming and Slogging
  Even without this heads-up, perceptive readers might
  remember an existing Swimming entry on p. 38 of the Mutant
  Future core rulebook. So why write up another? Basically, I
  was looking for something slightly different and a bit broader
  than those rules. If the originals work for you, by all means
  use them.
  Unless your game uses a skill system, it is simpler to
  state that all characters can swim. If the character is aquatic
  (has a Swim speed), use her Swim rate to determine
  movement. All other characters use their regular movement
  rate cut in half. They may not be uplifted dolphins, but
  characters can keep their heads above water. If your game
  uses the optional encumbrance rules on p. 36 of the Mutant
  Future rulebook, the 50% reduction should be applied to a
  character’s encumbered movement rate.
  Occasionally, the ML needs to call for a swim check. To
  do this, the character tries to roll under her Strength score
  on 1d20. Success means she can move normally. If she fails
  her roll, the character remains stationary in still water or
  moves with the current (see below). However, if she fails by
  5 or more, she begins to drown (see the Drowning and
  Suffocation entry above).
  Swimming rules are used when putting your feet down
  is not an option, but drowning is. If characters are chest-
  deep in water, or walking on the bottom of a large body of
  water (using breathing gear or mutations), then they are
  slogging. Aquatic characters also use their Swim rate here,
  but terrestrial beings have their movement rate reduced by
  75%. For example, Tanith has a normal movement rate of
  120'; in the water, this becomes 30'. Again, the 75% reduction
  should be applied to a character’s encumbered movement
  rate, if you use that optional rule.
  These mechanics assume a character moving through
  calm water, but this is not always the case. The strength of
  moving water affects a character’s speed, depending on
  whether she tries to move with the current, or against it.
  Riding the current is like riding an escalator: the character
  can either float and be carried along at the current’s speed,
  or can swim with the flow and add her movement rate to the
  current’s speed.
  Each round a character fights the current by trying to
  swim upstream or stay in place by treading water, she must
  make a successful swim check, but with the appropriate Swim
  Check Penalty added to her die roll. If she fails, use the
  swim check failure mechanic described above. If the character
  succeeds, she can move, but the speed of the current is
  subtracted from her movement rate. Even creatures or
  characters with a natural Swim movement are subject to this
  reduction. For example, Tanith, with her 30' movement rate,
  is trying to swim against a 40' per round current. She has a
  +2 penalty to her swim check, and, even if she succeeds, will
  be pushed 10' downstream.
  Moving in Water Table
  Current Strength
  Speed in Feet
  Swim Check
  Per Round
  Penalty
  Light Under
  20’
  +1
  Moderate
  21-60’
  +2
  Strong
  61-120’
  +3
  Extreme
  120’+
  +4
  Thermal-Based Weapons and Mutations
  Like their freezing counterparts above, heat-based weapons
  function differently in water. First, any weapon that produces
  open flame, like a flamer (see WftW issue #3 for details)
  simply will not work. However, some mutations and weapons
  will — especially things like lasers, which were designed to
  operate under water.
  Similarly to cold-based weapons, thermal weapons boil
  a column of water 5' in diameter reaching from the weapon
  to the target. For example, Min fires a thermal laser at a
  giant octopus 60 ft. away. The water in that 60 ft. line is
  super-heated to a width of 5 ft. The damage is also 1d6 points
  per round of exposure to the boiling water, and the heat
  dissipates at the same rate as the cold described above.
  Because of the massive and instant temperature change, an
  evil ML might decide there could be a localized concussive
  element to firing a powerful thermal weapon underwater
  (much like touching off a firearm in an enclosed space). If
  that seems less than sporting, another possibility might be
  severely reduced visibility because of all the bubbles
  generated.
  
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  Wisdom from The Wastelands
  All contents of this publication, regard-
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  rights reserved.
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  First Electronic Publication:
  November 2014; SKP E 1428.
  Skirmisher Publishing LLC
  499 Mystic Parkway
  Spring Branch, TX  78070
  http://skirmisher.com
  http://d-infinity.net
  d20@skirmisher.com
  Authors: Derek Holland, Chris Van Deelen
  Editor: Greg Chapin
  Editor-in-Chief: Michael O. Varhola
  Technical Editor: William T. Thrasher
  PDF Publications Manager:
  Richard T. Balsley
  Portions of this book are published un-
  der Open Game License version 1.0.a.
  “Wizards of the Coast” is a registered
  trademark of Wizards of the Coast Inc.
  and is used with permission. Illustrations
  courtesy of Wikimedia Commons.
  
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Explore the world of Kos through the five detailed campaign sourcebooks dedicated to it,
  Kos City, Kos Island, Lands Beyond Kos, Lives of Kos, and Encounters! There is also a
  growing body of Kos fiction, including the novel Swords of Kos: Necropolis and the Swords
  of Kos: Hekaton anthology and custom miniatures that you can use in your games. Skir-
  misher Publishing’s Kos setting is also fully supported by the d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity     multi-platform
  game supplement, online magazine, and weekly webcast. Among other things, its website
  contains Swords of Kos fiction and a section dedicated to free bonus material tying in with
  the campaign setting.
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #47 Underwater Rules.pdf