This is a new skill, based on Fitness. In order to learn this skill, a
character must already have at least Swimming 1. This skill covers all kind
of underwater activities (see Referee Tips below for how this affects other skills).
Possible specializations are Snorkeling, Hard-Hat and SCUBA. If you use a
version of Silhouette which distinguishes between different difficulties of
skills, Diving should be considered "Complex", and it needs Swimming as a prerequisite.
Working underwater is difficult and dangerous. Many of the dangers have
been somewhat reduced thanks to scientific and technological progress, but
for campaigns set in the '30s most of the technology is still in its infancy.
There are a lot of adverse factors which may affect a diver: water
temperature, light (or the lack of it), the higher density of the medium in which he moves,
but the main problem is the pressure.
The human body may survive at a much higher pressure than 1 atmosphere
(the standard pressure on the surface). But in order to do this, its
internal pressure must match that of the external medium. At just 1 meter
below the surface the external pressure is already at 1.3 atmosphere (hence the
limit on snorkels length).
In order to survive (and operate) underwater, humans need to breathe air
at the correct pressure (2 atm. at around 10 meters deep, 5 atm. at 40 and
10 atm. at 90 m. below the surface and so on). This alone makes the use of air
tanks unpractical below the 10 m. limits.
Using an umbilical rig is easier (apart from the risk of damaging the line,
or get it entangled) and the safe operational limit for this is around 100 m.
Unfortunately, all is not well for the diver, even if he has an unlimited
supply of air at the correct pressure. The usual oxygen-nitrogen mix we all
breathe on the surface becomes a sort of intoxicating anaesthetic at higher
pressure levels. The only solution was to change the mix: the best solution
(albeit pretty expensive) was suggested in 1919 by an American inventor:
substitute helium to nitrogen. This worked well enough, apart from the
"squeaky voice" after-effect. For practical and economical reasons, most divers will use
oxygen-helium-nitrogen mixes
But the worst problem for deep diving was something that no inventor could
solve. Divers were aware of a lot of strange and dangerous side effects on
health since the 19th century: the symptoms were similar to cramps or
rheumatism, and were usually called "the bends" because just after getting
back to the surface a diver could "bend down" due to acute pain. Apart from
physical discomfort, this strange phenomenon could even lead to death for
the diver.
The cause was discovered in 1878: nitrogen becomes liquid at high pressures,
and if the body reaches the surface too quickly, the nitrogen in the system goes back
to gaseous form, creating damaging bubbles everywhere.
The only way to avoid this is to resurface slowly and gradually, with
frequent stops on the way up, in order to neutralize the "bubbling" effect.
The time spent on the decompression stops depends from two distinct
parameters: the maximum depth you reached during the dive, and how long you
remained there. As an example of this, if you spend 1 hour at 40 m. below
the surface, your total decompression time would be around 27
minutes.
More specifically, you should get back to 9-10 m and wait 27
minutes before going up.
If you spend an hour at 60 m., you need 260 minutes of decompression... that is
26 minutes at 15 m, 52 at 12 m, 78 minutes at 10 m. and 104 minutes at around 6 m.
At the same depth, half an hour of work would require "only" 174 minutes of
decompression, divided in three intervals (29 minutes at 12 m., 54 at 10 m
and 87 at 6 m.).
Just these two crude examples (they come from a game supplement, and not
from real decompression tables, btw) should convince everybody that providing
actual details for a cinematic game would prove too complicated. Especially because the various factors, like the pressure in the air
tanks for SCUBA, and the percentage of nitrogen and oxygen in the mix for any kind of diving, may significantly influence the outcome.
If PCs remain in the "comfort zone" (no more than 10 meters below), no decompression is
really necessary. If they venture deeper, consider that the time required to
avoid decompression problems is often much longer than the time spent working
on whatever you need to do underwater. This is a real problem when using air
tanks: a 2 hours tank would actually give 90 minutes of air at 18 meters...
the "missing" 30 minutes would be used to get back to surface.
Pulp games should not bog down in technical minutiae, but if you really need them, I have some guidelines on decompression and its effects.
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The bang stick is a sort of spear, but instead of a traditional metal head, it hosts a small cylinder where a standard cartridge
(usually a .12 shotgun shell) is mounted (see below for an image of the
tip, note the lanyard line to secure the screw-on chamber). The shell is "fired" when the stick is thrusted with sufficient force against an object (or animal, or other diver...) I have no idea of when this weapon was invented. Cost should probably be pretty low, anyway, it's just a metal rod with a small chamber at an end and a mechanical trigger. Let's say 5$. (Length: 80 cm to 1 meter.) |
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This weapon is basically equivalent to a sort of underwater crossbow.
Spearguns were developed after SCUBA, for obvious reasons,
so the first historical models were produced a little after the 30's.
It's probably just another job for your gadgeteer characters. The model depicted here is fairly powerful for a mechanically propelled one. As such, it is a little cumbersome outside water (it is more than 1 meter long). A more advanced version (using a compressed gas to propel the spear) would have 50% more damage rating. Range would not change much, given the difficulty of properly aiming it. By the same token, even if the speargun may work outside water, do not change any stats: air is thinner, but the speargun will never be an accurate long-distance weapon, anyway. Cost would be around 10 $. |
The underwater environment is quite different from the one in which homo
sapiens carries on his daily life. Senses and movements are equally
affected, so whenever a character has to use any kind of skill underwater,
apply the following rule:
While underwater, if the level of the required skill is higher than the
level in Diving, always use Diving for the number of dice.
Example: Roger has Notice 3+1, Melee 1 and Diving 2. While underwater, the referee asks a roll to notice a menacing silhouette approaching him from above. Roger's player will roll 2d+1 for this. On the other hand, if Roger lives long enough to put up a fight with his knife, he will use Melee 1, as usual. Extra dice (daring dice etc.) may be applied. |
Apart from the things mentioned before (and especially the all-important rule on using Diving skill as a ceiling value for physical actions) there are some extra stuff you need to know regarding combat underwater.