My game is going to have an on-water chase involving row-boats.Hehe, sounds amusing! :)
It's supposed to be super turbulent water, so I feel he shouldn't completely ignore the border, although, he'll probably get along as well as the boats and much better than a regular swimmer.Assuming you're talking something like a river's whitewater rapids, speed (and sometimes success at all) relies far more on choosing the correct line through. A bad entry could get you slowed in an eddy, hung up on a rock, or dumped out of the boat. With class 5 & 6 whitewater you'll chance areas with too much air to support a boat (leaving you falling with no control). It may be worth noting, "too much air" does not mean "breathable".
I'll tell you how I'm setting up the Chase, and perhaps it'll help with people's advice.I'd be tempted to use Survival modified by Alertness for choosing your line through a rapid and Might limited by Endurance for rowing speed between rapids. A swimmer would have difficulty seeing rapids ahead (simply too low in the water) to choose a line but find travel through calmer waters easy.
I was going to have 2 successful Drive checks at Fair, or 2 Athletics checks at Great(if they're swimming - restricted by Endurance) move a person 1 zone. (I want to count in zones for those on the shore using guns)
Hmm, your aquatic character may have an easy time in the bay...he should be able to swim under the turbulence for significant periods, just coming up to breath. Can your water mage villain summon something nasty to slow down swimmers?
Because it's storming:How bad is the storm? If it's 'capsize boat' bad, the Awareness block should probably be higher.
All movement based skills are restricted by awareness and awareness skills suffer from a 2 shift block.
Every round the "storm" attacks anyone over, in or on the water, which can cause people to be pulled under water, fall from the air, capsize the boat etc...
Actually, I might have the storm attack people on land as well, to represent debris flying and hitting people.