The Highland Games

     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 Edition
Highland 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.


Stone Put
     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



Caber Toss
     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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