RTGoodman
2008-11-10, 06:56 PM
Rings and Wrestlers:
A Table-Top Professional Wrestling RPG
The crowd roars as the lights suddenly shut off throughout the arena. The thumping music begins, the strobes lights blink to life, and finally you get your cue to head down the ramp, your body and reputation both on the line...
Rings and Wrestlers takes the basic rules from 4E D&D and changes them, turning them into a form suitable for player-versus-player professional wrestling role-playing. The included classes provide a basis for various generic types of wrestlers, while the included wrestling moves (which, unlike in standard 4E, are available to ALL wrestlers) provide a whole slew of tactics to allow for a real knock-down, drag-out slobberknocker of a fight.
Table of Contents:
-Classes .................... Post 1
-Wrestling Moves ........ Post 2
-Wrestler Feats .......... Post 3
-Supplemental Rules .... Post 4
Classes
The following four classes are available when you make your wrestler. Each has its own benefits and drawback, as well as special abilities to differentiate it from the other classes. Some classes allow you to choose one of two paths, which allows for further customization.
When you choose a class, you gain all of its abilities and determine your starting hit points, defenses, and such as normal. Unlike in standard 4E D&D, many aspects of these classes, as well as number of healing surges, are based on a per-match use, which is akin to the standard per-encounter usage.
The skills available for wrestlers are almost the same as the standard 4E skill set, but with some changes. The skills included are: Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Pump the Crowd*, Stealth.
*The Pump the Crowd skill is described in greater detail later.
[hr]
Brawler
Your wrestling is based on one idea - the best way to win a match is to knock your opponent out before he can do the same to you. You probably don't use many flashy maneuvers, but your ability to dish out pain is enough to impress most crowds.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Strength, Constitution
Defense Bonus: +2 AC, +2 Fortitude
Hit Points at 1st Level: 20 + Con score
Hit Points per Level: 8
Surges per Match: 5 + Con modifier
Class Features: Brawler Style, Steady, Unarmed Fighting
Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd
Class Features:
Brawler Style: Brawlers choose one of two styles – powerful brawler or tough brawler. Some maneuvers have different or greater effects depending on which type of brawler you are.
[TAB]Powerful Brawler: Your philosophy is to hit with big hits less frequently instead of smaller hits all the time. You gain the Power Attack feat as a bonus feat, and for the purposes of the feat are considered to be wielding a two-handed weapon when you use unarmed powers.
[TAB]Tough Brawler: Tough brawlers are so tough they seem to shrug off most punches. A tough brawler gains resistance to unarmed damage equal to his Constitution modifier.
Steady: A brawler subtracts a number of squares equal to one-half his Constitution modifier when subjected to forced movement.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
[hr]
Daredevil
You're as much an acrobat as you are a wrestler - while you still make sure you leave your opponent out cold, you look good doing it. You might fly through the air, tumble around the mat, or perform other exciting feats, and you certainly put yourself in harm's way to give the crowd a good show.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Dexterity, Charisma
Defense Bonus: +2 AC, +2 Reflex
Hit Points at 1st Level: 14 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier
Class Features: Daredevil Stunt, Daredevil Style, Unarmed Fighting
Trained Skills: Acrobatics
Class Skills: Choose 3 of the following – Athletics, Bluff, Endurance, Intimidate, Pump the Crowd, Stealth
Class Features:
Daredevil Stunt: You can perform mind-blowing, death-defying stunts that impress the crowd and give you an advantage over your opponent. As a standard action, perform an acrobatic stunt as normal (see PHB 180). If you succeed, you gain a +2 bonus on attack rolls and deal an extra 1d6 damage on attacks until the end of your next turn. You also gain a +2 bonus on Pump the Crowd checks for a number of rounds equal to your Charisma modifier. You can perform a daredevil stunt once per match; when you score a critical hit, the ability recharges and can be used again.
Daredevil Style: Daredevils come in two different groups – acrobatic daredevils and high-flying daredevils. Some maneuvers have different or greater effects depending on which type of daredevil you are.
[TAB]Acrobatic Daredevil: You move around the ring with the greatest of ease, dodging blows, rolling, and fighting with quick, but flashy, attacks. You gain a +4 bonus to AC and defenses vs. Opportunity Attacks, and a +2 bonus on Acrobatics checks.
[TAB]High-Flying Daredevil: You spend most of your time on the turnbuckles or in the air as you come down from them. While adjacent to a turnbuckle, you can climb onto it as a minor action rather than a move action. Also, you treat all falls as 10 feet less when determining falling damage.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
[hr]
Grappler
You think of wrestling as both a precise science and a subtle art. You use exotic locks and other unique moves to cripple your opponent, forcing him to take more damage or tap out. You're a consummate professional, and think as much about your own technique as you do about winning the match.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Intelligence, Strength
Defense Bonus: +1 AC; +1 Fortitude, Reflex, Will
Hit Points at 1st Level: 18 + Con score
Hit Points per Level: 6
Surges per Match: 4 + Con modifier
Class Features: Focused Grappling, Unarmed Fighting
Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd
Class Features:
Focused Grappling: When you lock an opponent, it takes a penalty on the Endurance check to resist tapping equal to one-half your Intelligence modifier, rounded down.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
________________________________________________
New Condition:
LOCKED
♦ You cannot use attack powers.
♦ You cannot move unless you make an attack (Str vs.
Fortitude) to move the enemy locking you along with you.
♦ Each turn, you make checks as normal as if to escape a
grab. Each round you fail, you must make an Endurance
check (DC 15 + one-half the attacker’s level). If you fail
three of these Endurance checks in one match, you tap
out and lose the match.
________________________________________________
[hr]
Showboat
Whether it's through high-flying acrobatics, a unique gimmick, willingness to smash an opponent with a chair, or sheer charisma, the crowd loves you (or, in some cases, loves to hate you). You worry as much about looking good and being entertaining as you do about actually wrestling. You also might have a penchant for cheating or using foreign objects, but that doesn't make you any less of a showboat.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Charisma, Strength
Defense Bonus: +2 AC, +2 Will
Hit Points at 1st Level: 16 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier
Class Features: Feed off the Crowd, Showboat Style, Unarmed Fighting
Trained Skills: Pump the Crowd
Class Skills: Choose 3 of the following – Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Stealth
Class Features:
Feed off the Crowd: When you use your second wind, you gain extra hit points equal to 1 + your Charisma modifier.
Showboat Style: Showboats are natural tricksters, usually falling into one of two categories – devious showboats or hardcore showboats. Some maneuvers have different or greater effects depending on which type of showboat you are.
[TAB]Devious Showboat: You are adept dirty fighting attacks, glitzy moves, and other distractions. You can distract a ref as a move action rather than a standard action, and attacks you make with the Dirty keyword when the ref is distracted deal an extra 1d6 damage.
[TAB]Hardcore Showboat: You gain the Hardcore Fighter feat as a bonus feat. When you use an improvised weapon, increase the damage die by one size. (For instance, a kendo stick is an improvised weapon that deals 1d4 damage normally; for a hardcore showboat, it instead deals 1d6 damage.)
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
A Table-Top Professional Wrestling RPG
The crowd roars as the lights suddenly shut off throughout the arena. The thumping music begins, the strobes lights blink to life, and finally you get your cue to head down the ramp, your body and reputation both on the line...
Rings and Wrestlers takes the basic rules from 4E D&D and changes them, turning them into a form suitable for player-versus-player professional wrestling role-playing. The included classes provide a basis for various generic types of wrestlers, while the included wrestling moves (which, unlike in standard 4E, are available to ALL wrestlers) provide a whole slew of tactics to allow for a real knock-down, drag-out slobberknocker of a fight.
Table of Contents:
-Classes .................... Post 1
-Wrestling Moves ........ Post 2
-Wrestler Feats .......... Post 3
-Supplemental Rules .... Post 4
Classes
The following four classes are available when you make your wrestler. Each has its own benefits and drawback, as well as special abilities to differentiate it from the other classes. Some classes allow you to choose one of two paths, which allows for further customization.
When you choose a class, you gain all of its abilities and determine your starting hit points, defenses, and such as normal. Unlike in standard 4E D&D, many aspects of these classes, as well as number of healing surges, are based on a per-match use, which is akin to the standard per-encounter usage.
The skills available for wrestlers are almost the same as the standard 4E skill set, but with some changes. The skills included are: Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Pump the Crowd*, Stealth.
*The Pump the Crowd skill is described in greater detail later.
[hr]
Brawler
Your wrestling is based on one idea - the best way to win a match is to knock your opponent out before he can do the same to you. You probably don't use many flashy maneuvers, but your ability to dish out pain is enough to impress most crowds.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Strength, Constitution
Defense Bonus: +2 AC, +2 Fortitude
Hit Points at 1st Level: 20 + Con score
Hit Points per Level: 8
Surges per Match: 5 + Con modifier
Class Features: Brawler Style, Steady, Unarmed Fighting
Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd
Class Features:
Brawler Style: Brawlers choose one of two styles – powerful brawler or tough brawler. Some maneuvers have different or greater effects depending on which type of brawler you are.
[TAB]Powerful Brawler: Your philosophy is to hit with big hits less frequently instead of smaller hits all the time. You gain the Power Attack feat as a bonus feat, and for the purposes of the feat are considered to be wielding a two-handed weapon when you use unarmed powers.
[TAB]Tough Brawler: Tough brawlers are so tough they seem to shrug off most punches. A tough brawler gains resistance to unarmed damage equal to his Constitution modifier.
Steady: A brawler subtracts a number of squares equal to one-half his Constitution modifier when subjected to forced movement.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
[hr]
Daredevil
You're as much an acrobat as you are a wrestler - while you still make sure you leave your opponent out cold, you look good doing it. You might fly through the air, tumble around the mat, or perform other exciting feats, and you certainly put yourself in harm's way to give the crowd a good show.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Dexterity, Charisma
Defense Bonus: +2 AC, +2 Reflex
Hit Points at 1st Level: 14 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier
Class Features: Daredevil Stunt, Daredevil Style, Unarmed Fighting
Trained Skills: Acrobatics
Class Skills: Choose 3 of the following – Athletics, Bluff, Endurance, Intimidate, Pump the Crowd, Stealth
Class Features:
Daredevil Stunt: You can perform mind-blowing, death-defying stunts that impress the crowd and give you an advantage over your opponent. As a standard action, perform an acrobatic stunt as normal (see PHB 180). If you succeed, you gain a +2 bonus on attack rolls and deal an extra 1d6 damage on attacks until the end of your next turn. You also gain a +2 bonus on Pump the Crowd checks for a number of rounds equal to your Charisma modifier. You can perform a daredevil stunt once per match; when you score a critical hit, the ability recharges and can be used again.
Daredevil Style: Daredevils come in two different groups – acrobatic daredevils and high-flying daredevils. Some maneuvers have different or greater effects depending on which type of daredevil you are.
[TAB]Acrobatic Daredevil: You move around the ring with the greatest of ease, dodging blows, rolling, and fighting with quick, but flashy, attacks. You gain a +4 bonus to AC and defenses vs. Opportunity Attacks, and a +2 bonus on Acrobatics checks.
[TAB]High-Flying Daredevil: You spend most of your time on the turnbuckles or in the air as you come down from them. While adjacent to a turnbuckle, you can climb onto it as a minor action rather than a move action. Also, you treat all falls as 10 feet less when determining falling damage.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
[hr]
Grappler
You think of wrestling as both a precise science and a subtle art. You use exotic locks and other unique moves to cripple your opponent, forcing him to take more damage or tap out. You're a consummate professional, and think as much about your own technique as you do about winning the match.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Intelligence, Strength
Defense Bonus: +1 AC; +1 Fortitude, Reflex, Will
Hit Points at 1st Level: 18 + Con score
Hit Points per Level: 6
Surges per Match: 4 + Con modifier
Class Features: Focused Grappling, Unarmed Fighting
Trained Skills: Athletics
Class Skills: Choose 2 of the following – Acrobatics, Endurance, Intimidate, Perception, Pump the Crowd
Class Features:
Focused Grappling: When you lock an opponent, it takes a penalty on the Endurance check to resist tapping equal to one-half your Intelligence modifier, rounded down.
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.
________________________________________________
New Condition:
LOCKED
♦ You cannot use attack powers.
♦ You cannot move unless you make an attack (Str vs.
Fortitude) to move the enemy locking you along with you.
♦ Each turn, you make checks as normal as if to escape a
grab. Each round you fail, you must make an Endurance
check (DC 15 + one-half the attacker’s level). If you fail
three of these Endurance checks in one match, you tap
out and lose the match.
________________________________________________
[hr]
Showboat
Whether it's through high-flying acrobatics, a unique gimmick, willingness to smash an opponent with a chair, or sheer charisma, the crowd loves you (or, in some cases, loves to hate you). You worry as much about looking good and being entertaining as you do about actually wrestling. You also might have a penchant for cheating or using foreign objects, but that doesn't make you any less of a showboat.
Power Source: Martial. Your abilities were learned through years of practice and training.
Key Abilities: Charisma, Strength
Defense Bonus: +2 AC, +2 Will
Hit Points at 1st Level: 16 + Con score
Hit Points per Level: 6
Surges per Match: 3 + Con modifier
Class Features: Feed off the Crowd, Showboat Style, Unarmed Fighting
Trained Skills: Pump the Crowd
Class Skills: Choose 3 of the following – Acrobatics, Athletics, Bluff, Endurance, Intimidate, Perception, Stealth
Class Features:
Feed off the Crowd: When you use your second wind, you gain extra hit points equal to 1 + your Charisma modifier.
Showboat Style: Showboats are natural tricksters, usually falling into one of two categories – devious showboats or hardcore showboats. Some maneuvers have different or greater effects depending on which type of showboat you are.
[TAB]Devious Showboat: You are adept dirty fighting attacks, glitzy moves, and other distractions. You can distract a ref as a move action rather than a standard action, and attacks you make with the Dirty keyword when the ref is distracted deal an extra 1d6 damage.
[TAB]Hardcore Showboat: You gain the Hardcore Fighter feat as a bonus feat. When you use an improvised weapon, increase the damage die by one size. (For instance, a kendo stick is an improvised weapon that deals 1d4 damage normally; for a hardcore showboat, it instead deals 1d6 damage.)
Unarmed Fighting: Your years of training to make it to the big leagues have taught you how to use your fists in combat. You gain proficiency with unarmed strikes, and when you make an unarmed strike, it is not considered an improvised weapon and instead is a one-handed melee weapon with a +2 proficiency bonus to attack rolls that deals 1d6 damage.