Highland
Games are traditional gathering centered around contests of strength.
Although particularly common among the Highlands of Rjurik on
Cerilla, similar competitions can be found in any community that
values physical prowess. The following rules, presented for both
AD&d 2nd
edition and 3.5e, are intended to provide characters with a way to
participate in Highland Games and similar events.
AD&D
2nd EditionHighland
Games
General
and Warrior Nonweapon Proficiency
Slots
Required: 1
Relevant
Ability: Wisdom-based
Check
Modifier: -0
A
character with this proficiency has been trained in the traditional
heavy athletic competitions practiced at Highland gatherings ,
including the caber toss, stone put, hammer throw, weight for
distance, weight over bar, sheaf toss, and similar events. The
proficiency represents knowledge of the stance, grip, balance,
timing, release, pacing, and competition strategy rather than
physical strength.
Before
making a Strength for a Highland Games event, the character may make
a Highland Games proficiency check. If successful, the character
gains a +2 bonus for the strength check for that attempt. If the
proficiency check fails, the character receive no bonus but may still
attempt the event normally.
The
bonus only applies only to Strength checks directly involved in
performing a traditional Highland athletic event. It does not modify
the character's Strength score, exceptional Strength, Bend Bars/Lift
Gates chance, or damage rolls, on unrelated Strength checks.
A
character without this proficiency may still participate in Highland
Games but receives no benefit from trained technique.
Specialization:
A character may spend an additional proficiency slot to specialize in
one particular Highland Games event. When performing that event, a
successful Highland Games proficiency check grants a +4 bonus to the
Strength check instead of +2. A Rjurik character who purchases the
Highland Games nonweapon proficiency, gains a specialization for free
due to their long cultural association with the event.
New
Skill: Profession (Highland Athlete) (Wis; Trained only)
You
are trained in the traditional heavy athletic events associated with
Highland gatherings. This skill represents knowledge of proper
stance, footwork, grip, timing, release, balance, pacing, and
competition strategy rather than raw physical power.
Like
other Profession skills, Profession (Highland Athlete) is
Wisdom-based and may be used to earn a living as a professional
athlete, trainer, demonstrator, or similar competitor.
Check:
You can make a Profession (Highland Athlete) check to perform routine
professional duties, evaluate techniques, recognize errors in another
competitor's form, understand the rules and customs of traditional
competitions, prepare equipment, train for an event, or earn income
through competition and instruction.
Competitive
Technique: Unlike most
Profession skills, Highland Athlete also provides a direct benefit
during competitions. For every 5 ranks you possess in Profession
(Highland Athlete), you gain a +1 competence bonus on Strength checks
made while participating in a Highland competition. This bonus
represents practiced technique and applies only when the character is
actually performing an appropriate athletic event. It does not
increase the character's Strength score, carrying capacity, melee
attack or damage rolls, grapple checks, ability to break objects, or
unrelated Strength checks.
Typical
events benefiting from Competitive Technique include the stone put,
weight for distance, weight over the bar, hammer throw, caber toss,
sheaf toss, and Strength checks made during a tug-of-war. For events
requiring multiple kinds of checks, Competitive Technique only
applies to the Strength checks. For example, a caber toss may require
Balance or another appropriate Skill check in addition to a Strength
check to execute the throw. Profession (Highland Athlete) does not
add the Competitive Technique bonus to the Balance check.
Assess
Competitor: You may make a
Profession (Highland Athlete) check after observing another athlete
perform an event. The DC is normally 10 for an obvious assessment, 15
to recognize important strengths or flaws in technique, and 20 to
identify subtle technical errors or likely ways the athlete could
improve. This does not reveal exact ability scores, skill ranks, or
game statistics.
Coaching:
With at least 5 ranks in Profession (Highland Athlete), you can coach
another character in a traditional Highland athletic event. After at
least 10 minutes of instruction and practice, make a DC15 Profession
check. On a success, the athlete gains a +2 circumstance bonus on one
appropriate check made within the next hour. A character can benefit
from only one such coaching bonus per event, and you cannot coach
yourself.
Retry:
Yes. Ordinary professional checks may be retried as circumstances
permit. Checks made to assess a particular performance cannot
normally be retried unless you observe a new performance.
Special:
A character without ranks in Profession (Highland Athlete) can still
participate normally in Highland events. He simply receives no
Competitive Technique bonus and may suffer unfamiliarity penalties
for particularly specialized events at the DM's discretion.
Synergy:
A character with 5 or more ranks in Balance gains a +2 bonus on
Profession (Highland Athlete) checks involving caber technique,
footwork, or maintaining control of an awkward implement. A character
with 5 or more ranks in Profession (Highland Athlete) gains a +2
bonus on Balance checks made specifically to control a caber or
similar competition implement.
Feat:
Highland Games Training
Prerequisites:
Str 15, must receive training from a character with at least 5 ranks
in Profession (Highland Athlete)
Benefit:
Gain a +2 bonus on Strength checks involving traditional Highland
athletic events. This bonus stacks with the Competitive Technique
bonus granted by Profession (Highland Athlete). Profession (Highland
Athlete) is always a class skill for you.
Feat:
Highland Games Specialization
Prerequisite:
Str 15, Highland Games Training, 5 ranks in Profession (Highland
Athlete)
You
have developed exceptional technique in one particular Highland Games
event.
Benefit:
Choose one Highland Games event, such as stone put, weight for
distance, weight over the bar, hammer throw, caber toss, sheaf toss,
or tug-of-war. You gain a +2 bonus on Strength checks made while
competing in the selected event. This bonus stacks with the bonus
granted by Highland Games Training and the Competitive Technique
bonus granted by ranks in Profession (Highland Athlete).
Special:
You may select this feat multiple times. Each time you select it, you
must choose a different Highland Games event.
Highland
Game Event Rules
Unless
otherwise stated, a competitor receives all applicable bonuses from
Competitive Technique, Highland Games Training, and Highland Games
Specialization on the Strength checks below. Each competitor normally
receives three attempts in the throwing events. Only the nest
successful attempt counts.
The
competitor throws a heavy stone from the shoulder for maximum
distance. A standard men's stone weighs approximately 16 – 22lbs.
Make
a Strength check. The result determines the distance.
|
Strength
check
|
Distance
|
|
10
or less
|
15'
|
|
11
- 14
|
20'
|
|
15
- 18
|
25'
|
|
19
- 22
|
30'
|
|
23
- 26
|
35'
|
|
27
- 30
|
40'
|
|
31
- 34
|
45
|
|
35+
|
50'
+ 5'/additional 4 points
|
|
A
Natural 1 represents a foul or badly mistimed put and does not
count.
|
Weight
for Distance
The
competitor throws a heavy weight attached to a short handle or chain.
The combination of strength, rotation, and release makes technique
especially important.
Make
a Balance check (DC10) followed by a Strength check. Failure on the
Balance check imposes a -2 penalty on the Strength check. Failure by
5 or more points results in a foul.
|
Strength
Check
|
Distance
|
|
10
or less
|
10'
|
|
11
– 14
|
15'
|
|
15
- 18
|
20'
|
|
19
- 22
|
25'
|
|
23
- 26
|
30'
|
|
27
- 30
|
35'
|
|
31
- 34
|
40'
|
|
35
|
45'
+ 5'/additional 4 points
|
Weight
Over the Bar
The
competitor throws a heavy weight over a horizontal bar. Unlike
distance events, competitors remain in the competition until they
fail to clear a particular height. The opening height is normally 8
feet. A competitor receives three attempts at each height. Three
failures at the same height eliminates him. The bar is then raised,
normally in one-foot increments. Make a Strength check against the DC
for the current height. A successful check clears the bar.
Height
8' (DC10) – every additional foot adds +2 to the DC (9' is DC12,
10' is DC14, 15' is DC24, and so on).
Hammer
Throw
The
competitor swings a heavy hammer around his body before releasing it
for distance. Unlike the modern Olympic hammer, the athlete's feet
remain essentially planted.
First
make a Balance check (DC12) to maintain stance and control during the
swing. Success allows a normal Strength check. Failure imposes a -2
penalty. Failure by 5 or more results in a foul.
|
Strength
Check
|
Distance
|
|
10
or less
|
25'
|
|
11
– 14
|
35'
|
|
15
- 18
|
45'
|
|
19
- 22
|
55'
|
|
23
- 26
|
65'
|
|
27
- 30
|
75'
|
|
31
- 34
|
85'
|
|
35
|
95'
+ 10'/additional 4 points
|
Sheaf
Toss
A
weighted bundle of straw is thrown over a raised bar using a
pitchfork. This is partly strength and partly manipulation of an
unfamiliar implement. Make a Profession (Highland Athlete) check
(DC10) before each attempt. Success grants a normal Strength check.
Failure imposes a -2 penalty on that Strength check. Competitors
receive three attempts at each height.
|
Height
|
Strength
DC
|
|
12'
|
10
|
|
14'
|
12
|
|
16'
|
14
|
|
18'
|
16
|
|
20'
|
18
|
|
22'
|
20
|
|
24'
|
22
|
|
26'
|
24
|
|
28'
|
26
|
|
Each
+2'
|
+2
DC
|
The
caber toss is often the final event of the games. The objective is to
turn the caber end-over-end and have it land as close as possible to
the ideal 12 o'clock position. A typical caber is roughly 16' – 20'
long and may weight 80 – 150 lb.
Step
One: Pick and Balance
Make
a Balance check (DC12) – Success means the caber is under control.
Failure means the competitor may make another attempt to establish
control. Failure by 5 or more causes the caber to fall and the
attempt is lost.
Step
Two: Run and Toss
Once
balanced, make a Strength check (DC18). All normal Highland Game
Strength bonuses apply.
Failure:
The caber does not turn completely. The attempt is measured by how
far toward the vertical the competitor managed to drive it, with
higher Strength-check results ranking better.
Success:
The caber turns completely. Make a final Balance check (DC10) to
determine accuracy.
|
Final
Balance Result
|
Caber
Landing
|
|
9
or less
|
Poor
Turn
|
|
10
- 12
|
Approximately
9 or 3 o'clock
|
|
13
- 15
|
Approximately
10 or 2 o'clock
|
|
16
- 18
|
Approximately
11 or 1 o'clock
|
|
19
- 21
|
Near
12 o'clock
|
|
22+
|
12
o'clock
|
A
successful full turn always outranks an incomplete turn. Among
complete turns, the landing closest to 12 o'clock wins.
Team
Event – Tug-of-War
Each
team selects an anchor. The anchors make opposed Strength checks.
Each other team member makes a Strength check against DC10. For every
two supporting team members who succeed, the anchor receives a +1
bonus on the opposed Strength check (to a maximum of +4). Highland
Games bonuses apply to everyone's Strength checks. The team winning
the opposed check pulls the opposing team 5 feet. Winning by 5 or
more pulls them 10 feet. Winning by 10 or more pulls them 15 feet.
The first team to pull its opponents across the designated line wins.
A
natural 1 by the anchor causes the team to lose its footing,: -4 on
that round's opposed check.
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