You are on page 1of 2

BRP Wrestling World

Wrestling rules for BRP


By M.W. Hess
2011
The Ring
The world of professional wrestling. A world where Brawl and Grapple are your most important skills,
but cunning and craftiness could steal the win. Your goal is to deliver your Signature Move and win
the match before tiring out. It's a battle of endurance and willpower on the the way to the World
Championship Title. You will need Chaosium's Basic Role Playing.
The Wrestler
Step One Characteristics and Features
Roll 2d6+6 for STR, CON, SIZ, INT, POW, DEX, and APP. Players may choose where to assign these
characteristic values.
Roll on the Distinctive Features table BRP p34-35
Step Two Derived Characteristics
Agility Roll: DEX x5
Charisma Roll: APP x5
Idea Roll: INT x5
Damage Bonus: STR+SIZ, see chart BRP p29
Power Points: POW
Fatigue Points: STR+CON BRP p32. Hit Points are not used in this game, instead Fatigue Points take the
place of traditional HP. When your character reaches a negative number equal to Max FP they are
unconciuos, not dead.
Step Three Skills and Skill Points
Players begin with 250 skill points and extra points equal to INT x10, no skill may be higher than 90%.
Skills: Brawl 25%, Climb 40%, Dodge DEX x2%, Grapple 25% Insight 05%, Jump 25%, Martial Arts 01%,
Spot 25%, Stealth 10%, Throw 25%.
Step Four Powers
Your character begins with his highest initial unmodified characteristic as the initial Character Point
Budget. These points may be used to buy powers from the list below:
Armor 1CP for 1 Armor point. Max 3 levels
Defense BRP p151
Extra Fatigue Points 1CP for 1FP
Leap BRP p159
Manager A Manager is similar to a sidekick, to create a Manager start with ALL characteristics at 10
and up to five relevant skills at 30%, then purchase any powers, skills or characteristic increases with
your Character Points.
Super STR, CON, SIZ, DEX or APP 1CP for 1 characteristic increase
Super Skill 2CP for a +20% increase to relevant skill.

The Match

Initiative Rolls: DEX+1d10

In this game everyone has the ability to Move and Attack in the same round, like the Super
power Super Speed with 1 level. If a player wishes to disengage and leave combat they must
forfeit the attack phase of their turn.

Jumping from the top rope. With a climb roll your character can climb the top rope, then Jump
roll with a successful Brawl, if all rolls successed +1d6 damage.

Signature Moves: A Signature Move must be delivered with either a Brawl or Grapple roll. It
costs 10pp and does an additional +1d6 damage for each 10pp spent. Some Signature Moves
may include Climb or Jump rolls, such as Jumping from the top rope. Players should consult
with the GM as to what exactly the move requires. Regardless it is always +1d6 damage for
each 10 pp.

When a character reaches 0FP he will absorb 1pp for each FP in damage taken, similar to
Absorption. These points are used to recharge the Signature Move.

A Charisma Roll lets the crowd heal your FP, similar to First Aid, except on success roll 1d6,
special 2d6 and critical 6+1d6.

You might also like