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imp_fireball
2010-04-09, 02:06 AM
Log rolling

Log rolling is a sport that involves running on a thick log (15ft. or so in length) as it rolls and competing with fellow log rollers to determine who can remain upon the log the longest.

The level of danger can vary - from failure resulting in falling in water to stumbling down the very hill that the log rolls down itself.

Safe Version: As the competitors stand at the sidelines, a referee calls out a countdown and then typically gives a signal. The competitors then must both simultaneously leap on their individual logs, as they are rolled. Sometimes the logs roll independently, and other times they roll as a result of the competitors feet rolling it inadvertently its suspended state (in the latter case, most times it will be a competition of who can roll their log the most times).

Deadly Version: Great 'log rails' are laid out, typically used for log dumps in lumber fields and suspended over high arching cliffs. A log race is typically carried out in bi-monthly festivals.

Each competitor's log is sustained in a fixed position via mechanical spike axles on either side of its rings. Both competitors stand upon their logs until they are told to be ready - a count down is then given, and the axles, via incredible mechanical force and loosened and the logs are set free to roll.

Competitors must guide the logs upon the wooden rails with their feet. Falling often results in great injury or death due to height. The winner is the first person to guide their log to the finish. Technically, the logs can be rolled by themselves, but the main spirit of the competition is courage and tenacity - to be able to roll with one's log the entire journey.

Standing and/or moving upon a sustained log is typically a DC 5 balance check. If the log is not sustained, it becomes DC 10 to remain upon the log and DC 15 to control it.

If the competitor loses control of the log (the log begins rolling of its own accord), the check is DC 18, which increases depending on how much the log's speed increases. The same applies when guiding a log over certain terrain types:

Difficult Terrain (bumpy or lopsided): +2 DC
Unpredictable Angles (must constantly adjust for slope bombardment): +5 DC
Traveling double run speed (8 times base speed): +10 DC
Forced to avoid an attack: +1/2 attack roll DC; note that this is a defensive maneuver, similar to what can be performed on a mount with mounted combat (substitute ride for AC).
Forced to compensate for a landing: +4 DC per 1d6 falling damage suffered

In order to remain on the log, competitor must make a double move. However, they can still perform attacks, however this is treated as if the competitor had made a charge.
Failed checks mean competitor falls off the log and suffers falling damage accordingly.


Biking

Riding a bike is a ride check. Performing tricks adds to the check. Speeding up or slowing down does not increase/decrease the DC, but maneuvering does. Maneuverability can be increased by adding +4 to the DC/step of maneuverability. Maneuverability uses rules for flight maneuverability, and is affected by terrain. Perfect maneuverability can become perfect +x, which doesn't change from perfect but is treated as such for the purposes conditions that lower maneuverability (ie. lowering perfect +1 by one step makes it perfect).

Taking damage while riding means you must make another ride check, unless you have at least 5 ranks in ride.

Riding a damaged bike adds to the check accordingly:

- Severely un-trued = +2 DC
- Flat tires = +4 DC
- One tire = +6 DC