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.
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

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