Arm-Wrestling

Impress others with your muscles. Results may vary.

Whether the PCs are looking to increase their prestige, get information from a confident local bruiser, or just make some quick credits, arm-wrestling can prove a potent way to gettin’ it done. Every Success decreases the distance between the player and victory. Their arms start at 90°, and obtaining a three Success lead means they have forced the back of their opponents hand to touch the table. Each Success then equates to approximately a 30° gain.

Challengers have some choice in competition strategy, but choices are made before the roll. Some of the checks are atypical in how the dice are calculated. While usually skills and the associated characteristics go hand-in-hand, here there will be some mixes of skills paired with unusual characteristics, or even characteristics with each other. In all these cases the essential nature of the dice is the same–the bigger number determines the amount of Ability dice, and the other number determines the amount that are upgraded to Proficiency dice. There are three choices for each round of play (the GM chooses for an NPC), and between rounds a player may choose the “cheat” option:

Push: This is a simple Athletics check. An uncancelled Success moves the hands 30°, and a Triumph upgrades your next check (remember a Triumph also includes a Success).

Hold: This can be either a Resilience check, a Discipline/Brawn check, or a Willpower/Brawn check. With this action, Success doesn’t count towards the win but two Success can be spent to upgrade the next check. Triumph is interpreted here as a move of 30° that occurs when the PC senses the right time to push.

Taunt: The PC insults or trash-talks the opponent with a Brawn/Presence check. He can use a Deception/Brawn check if he deliberately lies. Two Success can be used to upgrade the next check and make the enemy do a “Push” action, while a Triumph can be spent to downgrade the difficulty of the next check.

Cheat: The PC secretly performs an vicious, under-table, foot-on-foot stomp. This role is not opposed by the opponents characteristics or skills. The PC rolls a ⬢◆◆ Skullduggery check with the Brawn characteristic instead of Cunning. Success means it was unnoticed by onlookers, otherwise the cheating is witnessed by several. The GM can decide how a knowing crowd reacts. The amount of Success is calculated as with an attack, with a base damage of Brawn. The surprise blow downgrades the difficulty of the PC’s next check and a Triumph upgrades his next check or inflicts the “Stinger” critical injury, which downgrades the difficulty of the next check again. A second Triumph with the same check can be used to inflict the “Crippled” critical injury which will also result in automatic victory. Whatever the outcome, there is no hiding the attack from the victim, and he will doubtless protest. He may continue the wrestle after the stomp or not, but receiving the prize may require some persuasion from the PCs.

CONVERSION: The essential nature of this game is a multi-round test of strength with a couple of options to spice up the competition and add some variety to each bout. With whatever system you’re using, make sure to include these options and set a difficulty in accordance with the opponents skills and traits. Willpower corresponds closely with Wisdom, though a Hold action could also be done with Constitution. Presence is, of course, Charisma, but one could also utilize Intimidate (maybe Handle Animal if the foe is dumb enough, lol ) to pull off a Taunt action. Cheating might involve Sleight of Hand (or foot) and perhaps Dexterity.



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