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Quicksand1

Patches of quicksand are deceptively solid looking. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but characters moving at an accelerated or all-out pace don’t have a chance to detect quicksand before blundering in.

EFFECTS OF QUICKSAND[]

Characters in quicksand must make a DC 10 Swim check every round simply to tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim in the Skills chapter of M&M).

Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

RESCUE[]

Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, pole, rope, or similar tool to reach the victim. The rescuer makes a DC 15 Strength check to successfully pull the victim, and the victim makes a DC 10 Strength check to hold on. If the victim fails to hold on, he must make a DC 15 Swim check to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety. Powers like Flight or Elongation naturally make quicksand rescues easier.

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