Skip to main content

J!!WRESTLE PLANET!!L



Create a Wrestler:

Changes can be made in the order they are presented

  • Base Stats: 20 Stamina, 2 Grit, 3 Speed, d8 Recovery, Standard Die Chain: [d4, d6, d8, d10, d12], Momentum 0.

  • Shift Dice: Decrease a die to increase a die. M8n d4, Max d12.

  • Split Dice: Exchange a die for two smaller dice. D8 to 2d4, d12 to d8 and d4 etc. Die maxes should sum to split die.

  • Increase Speed: Decrease two dice to increase speed by 1.


Stamina: The wrestler's ability to stand and fight. Stamina is spent to attack and kick out of pins. Damage dealt to a wrestler is applied to their stamina. Stamina replenishes quickly during a match. Stamina ranges from.-10 to 10. At 0 Stamina or less a wrestler is prone.


Grit: The wrestler's will to keep fighting. Grit can be used for a variety of effects and does not recover during a match.


Speed: The wrestler's ability to move, climb and dive. A wrestler can walk their speed for free and run up to twice their speed by paying stamina.


Recovery Die: The wrestler's ability to catch their breath. The recovery die is attacked by submissions. If a wrestler loses their recovery die, they tap out or pass out.


Die Chain: A pool of dice that a wrestler draws from during a match. Dice are drawn from lowest to highest.


Momentum: Measure who has control at any given time and who goes first. Wrestlers have 0 Momentum at the start of a match. Momentum is a zero sum game and ranges from -10 to 10.


What the Die Chain Represents:

  • d4: Strikes: Chops, forearms, kicks and everything else.

  • d6: Chain Wrestling: Holds and transitions, vying for control.

  • d8: Light Grapple: Arm drags, hip tosses. Used to take an opponent off their feet.

  • d10: Heavy Grapple: Slams, bombs and presses. used to put the hurt on an opponent.

  • d12: Signature Move: A specialty of the wrestler, something they are known for and that is especially effective when they do it. Most give the move a new name.




Playing The Game:

Round:

The time it takes for every wrestler to take their action


Turn:

The time it takes for an individual wrestler to take their action.


Victory:

A wrestler wins by pinning or submitting their opponent:


Spending Resources:

A wrestler may spend resources they do not have. limited to -10 of each.


Pins:

A pin may be initiated against a prone opponent at a cost of 2 Momentum. A wrestler being pinned has up to 3 attempts to Kick Out, each failed attempt increases the Count. At Count 3 the match ends and the pinned wrestler loses. 1 Grit may be paid at any time to kick out immediately. A pin takes place over the course of a single Round.

  • At Count 0: Pay 4 Stamina, 4in6 chance to kick out, or increase count

  • At Count 1: Pay 2 Stamina, 2in6 chance to kick out, or increase count

  • At Count 2: Pay 0 Stamina, 1in6 chance to kick out, or increase count

  • At Count 3: The match ends


Submissions:

A submission may be locked in against a prone opponent for 1 Momentum. For each Round a submission is locked in, the defender rolls Recovery:

  • For each Recovery Roll: the attacker must pay a combination of Stamina and Momentum to maintain the hold, the Defender may spend Stamina to add to the cost.

  • On a Recovery roll of 1 or 2: Downgrade the Recovery Die. The defender submits or passes out if their Recovery Die is lost.

  • The defender may pay a Grit to escape a submission at any point.


Drawing Dice:

Dice are drawn from the bottom end of a wrestler's die chain. When a dice is drawn, roll it to determine its Cost/Value and place it in front of you.

  • 2 Dice are drawn when the bell rings

  • 2 Dice are drawn at the end of each Round


Hand of Dice:

A wrestler's hand is composed of dice from their die chain. Dice are the basis of most actions, and are applied in one of two ways:

  • Pay the Price: Spend a combination of Stamina and Momentum to pay the Cost of a die, then roll it and apply the result to a task.


  • Use Dice: Apply the Value of one or more dice to a task. Each die used costs 2 Momentum.


Initiative:

The wrestler with positive momentum goes first. 


At 0 Momentum:

  • Attacking Wrestlers go before passive Wrestlers.

  • Attack dice are resolved in ascending order.

  • Speed breaks ties, simultaneous damage if evenly matched.


Grit can be used to:

  • Kick out of a pin at any time

  • Escape from a Submission

  • Set your Stamina to 5 and gain 3 Momentum

  • Set your Momentum to 1 


Attacking:

Pay the Price of a single die in your hand to deal damage to an opponent's Stamina. Spend 10 Momentum: Gain 3 d12s.


Attack dice and what they represent:

Anytime an attack deals 6+ damage, pay 3 Stamina and 3 Momentum for a pinning attempt

  • d4: Strikes of all kind: Gain 1 Momentum or move an opponent up to their speed on a roll of 4

  • d6: Chain Wrestling: Gain 1 Momentum or Submission attempt on a roll of 6

  • d8: Light Grapple: Gain 2 Momentum or move opponent one space and render them prone on a roll of 8

  • d10: Heavy Grapple: Gain 3 momentum or Damage explodes on a roll of 10

  • d12: Signature Move: Gain a Count, regain the die immediately on a roll of 12.

  • Finishers: Pay the Price of 3 matching dice and deal damage to an opponents Stamina. Set Count to 1, opponent cannot use Grit to Kick Out for the Round.



Defending: When damaged, Use the Dice to reduce the damage.

  • Reversals: If an attack is reduced to exactly 0 the defender gains 3 momentum and may immediately make an attack.  


At 0 Stamina or Less:

  • A wrestler drops prone and cannot stand until their Stamina is 1 or greater

  • A wrestler may crawl at a cost of 1 Stamina per space

  • A wrestler rolls Recovery and regains an additional die at the end of the Round


Recovering: If a wrestler does not attack, they may pay 2 Momentum to roll Recovery and Use Dice to regain Stamina. A Recovering wrestler may also re-roll any number of unused dice in their hand.


Movement: A wrestler may walk a number of nodes up to their speed each round for free or run up to double their speed for 1 Stamina per node.

  • Running: Add the number of nodes moved to damage.

  • Climbing: Costs 3 Stamina

  • Diving: A wrestler can dive half their Speed rounded down (min 1 node). Diving attacks deal damage to the diver and double damage to the target. The defender must block all damage or the block none at all.



Weapons:
Weapons can usually be found under or near the ring. When using a weapon, describe it, then Pay Half Price of 2 dice to deal damage to an opponent. Being caught will result in disqualification. Pay 1 Grit to distract the Referee and get away with it

The Crowd:

Pay 1 Momentum: 2 dice to appeal to the crowd, if duration unspecified, it is for the rest of the match can do once per turn.


Max Heat = 2+level 

  • Gain 2 Heat on doubles 

  • Add Heat to crowd rolls, then lose a heat

  • Spend 1 Heat to re roll an attack

  • Spend 2 Heat to subtract 6 damage

  • Spend 3 Heat to Level Up 


2: Boooooooooooo! lose 3 Momentum unless you're a heel . . .

3: Polite clapping: gain 3 Momentum unless you're a heel. . .

4: Blood! choose who, then roll evens.

5: Worked limB: set one die aside, roll 12 to get it back and gain 4 Momentum.

6: Jeers and Cheers: choose which and gain 5 Momentum. 

7: Celebrity Spot: roll doubles to engage when working the crowd. gain 8 Stamina. happens 3 times. 

8: Wind Knocked Out: choose who lies prone, they roll triple Recovery.

9: Broken and Cheered: bleed and gain 10 momentum.

10: Big Spot!: next evens explode.

11: Counter!: next 4 blocks are perfect for 1 die. 

12: On Fire: all your dice are d12 for 3 Rounds

13: Kip up!: the next time you go prone, gain 5 Momentum and 10 Stamina.

14: One, two!!: add 5 damage twice. 

15: Power Punch: add 10 damage once

16: Knock Out!!: deal 10 damage.

17: Moment: spend a Grit, gain 4 Heat 

18: Huge Move!: 10+ gain 5 Momentum

19: The End is Near: change one dies Cost/Value 

20: Perfect Moment: change 2 dies Cost/Value

21: Channel the Spirit of Wrestling!!!!!!!!! you are invincible for 3 rounds, and all your dice are d12s..

22: Its Over: 22 damage finisher, now!


Rules and More Tables and the Ring


Inspiration








Comments

Popular posts from this blog

skiiiiiiiiiiiiiiiiillllllllllllllssssssssssssss

i am going through the old school primer for a  book club at the cauldron ,  it talks about using skills it has me thinking about skills. i thought he had a beard i think skills are, primarily, for the player, they are the handholds on a rockwall, something to give you grip when coming up with solutions. they are player tables, it can just be a list: heres one for  one d six too many and they become a wall, a little dab will do ya, different flavors of action and styles of motion this adds tactility, it becomes something the player did when they ask the gm if their climb skill helps them. its another way to interact with the world, which can do wonders for creativity. equipment is setting is advice i heard a long time ago and have gotten so much use out of i love building equipment tables, they do so much work as far as vibes. and very specific equipment is no different than a skill, you just gotta carry it. skills are players mind equipment, they are gummy and recyclabl...

i started my dungeon for the dungeon jam

starting over, but not from scratch heres what i have so far, see what you can make of it,  find the png here https://drive.google.com/file/d/1lkEckeoP4gvIQ6YAn8TeX9fwk3MRy1zR/view?usp=sharing the dungeon jam is here https://itch.io/jam/puzzle-dungeon-jam oh no, my layers are poorly organized and i already spotted a problem. . .  and so it goes, forever. . . if you end up making something, and you're feeling generous, i'd like to see it. heres after another expedition *Mv#. . . the key is coming together and the image is clearer, that is enough for tonight i have made great strides today just finished running the dungeon for my group, it still needs work, but it is pruning not growth. ... i completed the dungeon, and i have decided to start again. the dungeon i made was big and weird and not much of a puzzle, more of a weird place to explore. there is a lot i like about it, and there is more i'd like to add, the adventure, i think, is bigger than four page and i'd like ...

!a second ||puzzle dungeon|| pass a!

it is finished player map:  you can find my first dungeon here i went too big like i always do, but it came with the granite blocks i am currently chiseling. never a waste of time. i hope your winter approaches you gently, and never lose sight of spring my new dungeons got ice i will paint my new dungeon, then add what the map dossen't offer, 3 floors in mind, 2 for the jam . . . and the dungeon scabs the histories but time was colder still spreading ice like butter, melt into its memory the songs of the paste are at your fingers, but productivity creates friction the ice is always melting, it heralds grave reality. the sand is worth its weight in platinum. and so it grows, and i have arrived again at a familiar mountain the player map done on 11/18/25 . . . .  probably. . .