Wrestleworld

Wrestleworld is a wrestling based dungeon crawl for od&d. I wrote and play tested this years ago back at the beginning of g+. This is the latest half finished draft. Magic items, monsters, and a few other things need to be added but is playable, I am guessing , at the moment.

What Wrestleworld is like

A series of dungeons, and fun houses devised by various wrestling bookers. Monsters that look like professional wrestlers, faces, heels, and tweeners, fill these dungeons, and arenas.

Wrestleworld is a series of dungeons and fun houses connected by a central flea market. Each dungeon is an expression of the booker who runs it. Some are filled with gruesome weapons like c4 explosives, and barbed wire spider nets, others sports entertainment, and another the imagination of a small indy promoter in Mexico. Each area is filled with the wrestling tropes that surround each style. Old ladies yelling for the last piece of pizza, low treasure payouts and washed up has beens fill the indy dungeon. Sport entertainment arenas emphasize glitz, and story lines over action and skill.

Setting is to be used as an addition to the oldest version of a certain fantasy role playing game.

Ability Scores

Roll 4 d6 in order- drop the lowest. If you roll 4d6s in a single roll you can use that 6 towards the next stat.

– STR

– INT

– WIS

– DEX

– CON

– CHA

– Gold

Hit Points

– Add 1d8 for every level gained, plus constitution bonus.

– Prime Requisite for your sub-class is your starting AC.

Weapons

-Melee weapons are only allowed in dungeons considered hardcore, extreme or death match. Weapon damage, unless otherwise stated, is one spot up the dice pool from current hit dice. For example current damage 1d4, with weapon 1d6.

– There are magic items, belts, capes, moves.

Finishers

Roll a 20. Roll damage as if crit. Roll 2 die for damage.

Signature Move

Roll a 19. Add 1d3 to damage roll.

Class

– Wrestler

Sub-classes- Prime Req

– Luchadore

Luchadores don’t wear armor. They use the number showing for their Subclass prime requisite as armor class. For example prime req 15 ac 15

Luchadores attack, with their hands, feet, submission moves at 1st level w/ 1d4. 3rd-6th 1d6, 7th-10th 1d8, and 11-14th 1d10, 15 1d12

At 6th level a luchadore may acquire a mini version of themselves. (separate then mini listed below) Treat this mini as a replica of the PC. They have 3/4 the attributes of the PC, without any of the magical abilities acquired. PCs are responsible for upkeep.

At 9th level the luchador can open a wrestling school and acquire trainees.

Within every kingdom there is only 1 15th level Luchador. At 14th level a luchador must seek out the local champion and request a best 2 out of 3 falls. If he wins the match he attains 15th level, the loser goes back 1 level.

-Alignment

-Rudo- Chaotic or any Evil alignment. +1 to reaction rolls with Chaotic monsters.

-Technico- Law or Lawful good/Lawful Neutral+1 to reaction with Law(ful) monsters.

– High Flyer- Dex 14.

-1st level Plancha ability- +1 to hit for diving onto opponents from a height of 6 feet+.

-3rd level Senton- +1 to hit for diving onto opponents lying prone no matter the height.

– 5th level 630 Senton- +2 to hit for diving onto opponents from a height of 6 feet+.

-Mini- CHA 12

-1st level Small- +1 AC for being so damn small it is hard to hit.

-3rd level- adorable – +1 reaction to any non combatant because they find you’re tiny version of a regular luchadore so damn adorable.

-5th level-Sneaky- +2 while sneaking from behind and delivering a called shot to the groin or any other sneak attack.

Maestro- 40 years or older. Wis 12.

-1st level- He’s been here before. +1 when checking for traps.

-3rd level- Grappling knowledge. +1 for any grappling holds.

-5th level- 1,000 ways to break a bone. +2 to hit on called grappling shots.

Extreme- Con 13

-1st level- Innovative violence- +1 damage when using improvised weapons.

-3 level- No fear of heights. You leave a loud splat- +1 for jumping from 10feet.

-5th level- Improvised weapon proficiency- +2 to hit for any improvised weapon attack.

Brawler- STR 12

-1st level- I hit you first. +1 to reaction roll.

-3rd level- Bring a knife to a chair fight.- Allowed to carry 1 improvised weapon.

-5th level- No sell.- 1x per session. Can call to ignore a hit BEFORE it is rolled on them.

American/Canadian Wrestler

Wrestlers don’t wear armor. They use their Subclass prerequisite as armor class.

Wrestlers attack, with their hands, feet, submission moves at 1st level w/ 1d4. 3rd-6th 1d6, 7th-10th 1d8, and 11-14th 1d10.

Weapons are of the improvised sort which the find in the area around a fight.

Level 6 you can get a Manager, treat as henchmen, they will rarely fight but are there to make sure all your other needs are met.

At 9th level a Wrestler can open a wrestling school and acquire trainees.

Within every kingdom there is only 1 15th level Champion. At 14th level a Wrestler must seek out the local champion and request a match of the Champion’s choosing. If he wins the match he attains 15th level, the loser goes back level 14.

Alignment

Face- Law or Lawful good/Lawful Neutral +1 to reaction with Law(ful) monsters.

‘Tweener Neutral

Heel- Chaotic or any Evil alignment.+1 to reaction rolls with Chaotic monsters.

Brawler Str 10 Con 10

-1st level-Clobberin’- +1 to hit

-3rd level- Oklahoma tuff- improve ac 1 point

-5th level- Lariato – +2 to damage rolls.

High Flyer- 12 Dex

-1st level- Dropkick- +1 attack

-3rd level- Rana- Must be done from a height taller then the Opponent. +1 attack +1damage

-5th level- Flying flash- Flying attack onto a Monster. +2 attack +2 damage.

Death Match- 12 Con

– 1st level- It’s only a flesh wound- When attacked by Monsters deduct 1hp from all damage rolls.

-3rd level- Bring any weapon to the dance- Barbed wire baseball bat, 2×4 with a water bottle spiked with nails. Bring it. Make sure the DM is cool w/ it all.

-5th level- Scarring has its advantages- All those shots to the head have toughened you up. Now if you could remember where that thing was. +2 Con -2INT.

Charismatic- 14 Cha

-1st level- Taking to da pay windah. Between levels 1 and 3 you get a 5% experience bonus. You are getting pushed up the card.

-3rd level- Style and profile. +1 to all CHA checks.

-5th level- Crowd favorite- you attract one henchmen.

Technical Wis 12

-1st level- Methodical- +1 to any listen check.

-3rd level- Precise- Can reroll one time per gaming session.

-5th level- Find your flaws- Roll under intelligence find the flaw of a Monster.

Southern 12 Cha

-1st level- Kissing/punching babies. Face +1 reaction when dealing with NPCs. Heel -1 reaction when dealing with NPCs.

-3rd level- The stall. On a successful Cha roll can successful stall Monsters from attacking you for one full turn even in the middle of a fight. Can be used once per gaming session

-5th level- Fireball- 1x per day. Damage 2d6. Failure backfires, and results in a save vs. spell for the PC, hireling or henchmen nearest the player. A successful saving throw results in taking half damage of the fireball rounded down.

Submission Int 12

-1st level- isolate a body part- +1 damaged one a specific body part that will be called at the beginning of the match.

3rd level- expert counter wrestler +1 reaction roll.

-5th level- Master of submission- If attempting a grappling attack roll is successful Opponent must Save vs stone to break hold. Every round it is held roll for half damage until broken up or successful save versus roll.

Tag team attack.

Prerequisites- At the beginning of the session a tag team must come up with a tag name for a duo or trio and/or a stable name for the party as a whole. If your party decides to turn on each other the tag team, trio will be considered broken up. A stable is considered broken up when it is down to 2 members.

The Monster double teamed must have already been hits 2xs to indicate that they have been softened up. No prereqs for HP loss just hit twice.

Attack- Both individuals, or in the case of a triple team must be within touching range, unless 1 member declares a diving attack, of the monster, and declare a double, triple, quadruple team move. They also must describe the double, triple (whatever) team move being performed to amuse the DM, and also let them know where you will be standing if you botch a roll indicating who get hit by whom.

If the move is successful each PC rolls an additional 1d6.

All must pass their hit rolls in order for the attack to work. In the case of a rolled 1 the move backfires and each of the PCs involves takes 1d6 damage per rolled 1. The description of what went wrong is left up to the DMs discretion but should play along how the PCs described their double, triple team attack.

Initiative

1d6 high to low roll in order each round. Exception made for botches, rolled a 1 on previous round, go last in the next round’s order.

Attack

Successful roll against thac0.

Pin or submission

When an opponent’s hit points reach 0 or below an attempt may be made on any successful attack. The n/pc being pinned or submitted must make a successful saving throw to avoid this attempt. If the save is successful they stay at whatever hp they currently have. Any negative hit points are added to the roll to make successive saving throws more difficult.

Experience

Is gained through defeating others in combat and the acquisition of gold.

Level Advancement

Experience Points

1 – 0

2 – 2000

3 – 4000

4 – 8000

5 – 16000

6 – 32000

7 – 64000

8 – 125000

9 – 250000

10 – 500000

11 -1000000

12 – 2000000

13 – 3500000

14 – 5500000

15 – 8000000

Saving throw

1-3 – 14

4-6 – 12

7-9 – 10

10-12 – 8

13-14 – 6

15 -5

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