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Saga Edition RPG Omnibus

Hazard: Undertow: Difference between revisions

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{{hazard|hazardname=Undertow (CL 4)|hazardpage=104|hazardflavor=Underwater currents can suck swimmers down into the depths, keeping them there until it is too late.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in deep water.|hazardattack=+6 vs. [[Fortitude Defense]]|hazarddamage=The target is pulled 6 squares deeper underwater, and it is [[immobilized]] until the start of its next turn (Miss: The target is pulled 3 squares and is not immobilized).|hazardrecurrence=On trigger.|hazardskill1='''[[Swim]] (DC 16):''' The character can make a Swim check as a [[reaction]] to akeep from being affected by the undertow.|hazardspecial=A creature that is pulled underwater by undertow begins to drown. See the [[Endurance]] skill for information on [[Endurance#Hold_Breath|holding your breath]] as well as on the effects of drowning.}}
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-->{{hazard|hazardname=Undertow (CL 4)|hazardpage=104|hazardflavor=Underwater currents can suck swimmers down into the depths, keeping them there until it is too late.|hazardtype=Natural|hazardtrigger=A creature begins its turn swimming in deep water.|hazardattack=&#43;6 vs. [[Fortitude&nbsp;Defense]]|hazarddamage=The target is pulled 6 squares deeper underwater, and it is [[immobilized]] until the start of its next turn (Miss&colon; The target is pulled 3 squares and is not immobilized).|hazardrecurrence=On trigger.|hazardskill1='''[[Swim]] (DC 16)&colon;''' The character can make a Swim check as a [[reaction]] to akeep from being affected by the undertow.|hazardspecial=A creature that is pulled underwater by undertow begins to drown. See the [[Endurance]] skill for information on [[Endurance#holdbreath|holding&nbsp;your&nbsp;breath]] as well as on the effects of drowning.}}<!--
 
 
 
 
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[[Category:Gameplay]]
[[Category:Gameplay]]

Latest revision as of 22:40, 26 October 2025

Undertow (CL 4)

     Saga Edition Core Rulebook, page 3 (table of contents).

Underwater currents can suck swimmers down into the depths, keeping them there until it is too late.

Type: Natural

Trigger: A creature begins its turn swimming in deep water.

Attack: +6 vs. Fortitude Defense

Damage/Effect: The target is pulled 6 squares deeper underwater, and it is immobilized until the start of its next turn (Miss: The target is pulled 3 squares and is not immobilized).

Recurrence: On trigger.

Skill:
Swim (DC 16): The character can make a Swim check as a reaction to akeep from being affected by the undertow.

Special: A creature that is pulled underwater by undertow begins to drown. See the Endurance skill for information on holding your breath as well as on the effects of drowning.