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<blockquote data-quote="RangerWickett" data-source="post: 943263" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Arm Wrestling</strong></span><strong></strong></p><p><strong>Target Number/DS:</strong> 20/Opposed.</p><p></p><p>Arm wrestling is a simple test of opposed arm strength. Two competitors sit across a table from each other, clasp matching hands (right and right, or left and left), and try to shove the other person’s hand to the surface of the table.</p><p></p><p><strong>Mechanics:</strong> Each round, competitors make opposed Strength checks, making a note of the difference between the two results. The winner gains this amount as his Degree of Success (DS). Once a character's DS equals the competition's target number, that character wins. A competition starts with each character having DS 0.</p><p></p><p>Repeat this process each subsequent round. If the leading character wins, the difference between the winner’s check result and the loser’s is added to the winner’s DS. If the trailing character wins, the difference is subtracted from the leading character’s DS (this can result in a DS below 0). In this type of competition, a lot of “to-ing and fro-ing ” may take place.</p><p></p><p><em>For example, Lydia is arm wrestling with an Ogre. Arm wrestling has a Target Number of 20. In the first round, Lydia’s Strength check beats the Ogre’s by 5, so Lydia’s DS is 5. In the second round, the ogre beats Lydia by 8, pushing her DS down to -3. In the third round, the ogre beats her by 6, giving him a DS of 6. Lydia manages to push back slightly in the fourth round, beating the ogre by 1 and reducing his DS to 5, but in the fifth round, the ogre beats her by 8 again, giving him a DS of 13. If he beats her by 7 or more in the next round, he will have won the arm-wrestle.</em></p><p></p><p>If neither competitor reaches the Target Number quickly, they may begin to tire. A character can arm wrestle for a number of rounds equal to her Constitution, but after that, she must succeed a Constitution check (DC 10) to continue to arm wrestle. She must check again each round, and the DC increases by 1 for each check she has made. Characters with the Endurance feat gain a +4 bonus to this Constitution check.</p><p></p><p>When she fails this check, she can no longer arm wrestle, and automatically loses. If both competitors fail their Constitution checks in the same round, then the winner is whoever had the higher DS (Degree of Success).</p><p></p><p>A character that fails the above Constitution check incurs a –2 penalty to all Strength-based rolls involving that arm until she can rest for at least one minute.</p><p></p><p><strong>Variants and Optional Rules:</strong> Sometimes an arm wrestle is conducted over a pair of spikes or flames, positioned so that the loser’s hand is injured. If this variant is being played, the loser takes 1d4 points of damage, plus the winner’s strength bonus. In addition, her hand is considered injured, incurring a –2 penalty to skills that require the use of that hand, and to attack rolls with that hand. This lasts until the injury is healed.</p><p></p><p>Mages occasionally play psychic arm wrestling, using their own mage hand spells (or, in rare cases, Big hand spells) to wrestle. Instead of Strength checks, use opposed caster level checks. Psions can likewise perform battles of wills (this counts as using a talent), using Charisma instead of Strength, and Wisdom instead of Constitution.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 943263, member: 63"] [size=3][b]Arm Wrestling[/b][/size][b] Target Number/DS:[/b] 20/Opposed. Arm wrestling is a simple test of opposed arm strength. Two competitors sit across a table from each other, clasp matching hands (right and right, or left and left), and try to shove the other person’s hand to the surface of the table. [b]Mechanics:[/b] Each round, competitors make opposed Strength checks, making a note of the difference between the two results. The winner gains this amount as his Degree of Success (DS). Once a character's DS equals the competition's target number, that character wins. A competition starts with each character having DS 0. Repeat this process each subsequent round. If the leading character wins, the difference between the winner’s check result and the loser’s is added to the winner’s DS. If the trailing character wins, the difference is subtracted from the leading character’s DS (this can result in a DS below 0). In this type of competition, a lot of “to-ing and fro-ing ” may take place. [i]For example, Lydia is arm wrestling with an Ogre. Arm wrestling has a Target Number of 20. In the first round, Lydia’s Strength check beats the Ogre’s by 5, so Lydia’s DS is 5. In the second round, the ogre beats Lydia by 8, pushing her DS down to -3. In the third round, the ogre beats her by 6, giving him a DS of 6. Lydia manages to push back slightly in the fourth round, beating the ogre by 1 and reducing his DS to 5, but in the fifth round, the ogre beats her by 8 again, giving him a DS of 13. If he beats her by 7 or more in the next round, he will have won the arm-wrestle.[/i] If neither competitor reaches the Target Number quickly, they may begin to tire. A character can arm wrestle for a number of rounds equal to her Constitution, but after that, she must succeed a Constitution check (DC 10) to continue to arm wrestle. She must check again each round, and the DC increases by 1 for each check she has made. Characters with the Endurance feat gain a +4 bonus to this Constitution check. When she fails this check, she can no longer arm wrestle, and automatically loses. If both competitors fail their Constitution checks in the same round, then the winner is whoever had the higher DS (Degree of Success). A character that fails the above Constitution check incurs a –2 penalty to all Strength-based rolls involving that arm until she can rest for at least one minute. [b]Variants and Optional Rules:[/b] Sometimes an arm wrestle is conducted over a pair of spikes or flames, positioned so that the loser’s hand is injured. If this variant is being played, the loser takes 1d4 points of damage, plus the winner’s strength bonus. In addition, her hand is considered injured, incurring a –2 penalty to skills that require the use of that hand, and to attack rolls with that hand. This lasts until the injury is healed. Mages occasionally play psychic arm wrestling, using their own mage hand spells (or, in rare cases, Big hand spells) to wrestle. Instead of Strength checks, use opposed caster level checks. Psions can likewise perform battles of wills (this counts as using a talent), using Charisma instead of Strength, and Wisdom instead of Constitution. [/QUOTE]
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