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Wrestling V2.0

Organised Fights


The Match, 3 rounds.





Each round

  • Roll initiative to determine who goes each round.
  • Things you can do as normal = Talking,
  • Roll a performance Check
    — (FREE action) Roll a Performance check, DC 13, and see if the crowd is on your side, to roll an advantage (Or a disadvantage on a CRITICAL fail) on one of the following actions:
  • Choose an Action

One Action — Roll an intimidation check, DC 13 to see if you can frighten your opponent out of the match,
(Frighten condition, to make them move away from you).

One Action — Shove action/ use the grapple feat action, to try and knock a creature prone. You have to win a skill contest with your athletics vs their athletics. To pin your opponent.
(Shove action includes the movement/ jump/ wrestling move aesthetic).

  • (Lethal matches, One STANDARD Combat Attack action).


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ONE TIME USE

1d6 to add to rolls (declared before the roll)


Re-Roll a dice that failed.


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Extra notes:

Damage

None from the Shove action.

Landing prone via a failed acrobatics check or ending movement in the air, unless it avoids taking damage from the fall.
Fall damage, 1d6 damage for every 10 feet that the creature falls.

Water is difficult terrain, unless has the swim movement. Water does not cause damage in matches.

A non-lethal match organised

To pin an opponent via prone.

Combat is not initiated,
Traps aren’t lethal.

At the end, If on 0hp, you get 1hp + CON mod

A lethal match

To the death most times. Normally illegal.
Chooses to make an Attack Action at any time,
Traps are lethal.

The match will only trigger combat if in a non lethal match, (+ they are disqualified).

If on 0hp, you roll death saves.

Win conditions

The one left standing wins, (out of 3),
via successfully pinning (prone) their opponent.

The opponent runs away.

Their opponent reaches 0hp (Lethal matches, traps etc,)