Rassle N Roll Federation
Established: 2024-07-11
Chat room: #RNR-Federation
- Pro wrestling
- Dice match
- Male / Male
A federation dedicated to dice match wrestling on this site.
Dice Combat Rules
For those already familiar with the V1 rules, a 🆕 mark has been added to sections with significant changes.
Overview
The goal is to provide a set of rules for fair competition within the cyberfight community through the use of dice. Dice mechanics can introduce chaos to a match and force players into positions they might not normally end up in. Such unpredictability allows for a wider range of stories than traditional cyber matches. This method also prevents common problems within the community, such as those who refuse to take damage during a match, refuse to take a loss, or otherwise engage in “superman” behavior.
That being said, the random nature of dice and luck play a role in these matches, and a string of bad luck can be frustrating. This is the nature of the game, and while bad dice rolls can be mitigated with some strategy for skilled players, it cannot be completely removed. It should then be the goal of finding a way to adequately explain and describe such a string of bad luck.
The use of dice is not a cure all for bad behavior in the cyberfight community, nor is it intended to be. Description, reaction, and personal behavior are still the strongest aspects of what makes a fight good for people to read. The true test of a writer is how they choose to represent both the good and bad that are happening to their character for others to digest.
Combat Structure
Each player takes turns executing their commands. Who gets the first round of actions is determined by an initiative roll, often described as locking up with a collar and elbow. The description can be other things as well, and while these rules are designed with wrestling in mind, it could easily be adapted to other descriptions.
Combat Descriptions
Generally speaking, each action taken should have a description associated with it. Due to the nature of dice, it may be best to write statements openly allowing for the chance of failure. Stating you throw a punch, then using the !punch command to see if it hits, and then describing the outcome based on damage is the best method to align the narrative with the mechanics. Even still, sometimes things can be tricky to describe or justify, but that is the nature of dice combat.
Another option for description is to roll out the actions of the turn first, and then write a longer passage describing what happened. This allows for greater flexibility with the narrative of the match. Ultimately, it is up to you how you choose to describe your turn.
Health and Pleasure Bars
A player's health and arousal is tracked by the use of power bars. The first thing you should when setting up a match is enable these with the following commands.
| Command | Effect |
| !set @username HP 100/100 | Sets the designated player's HP to 100/100 |
| !set @username pleasure 0/50 | Sets the designated player's Pleasure to 0/50 |
| !set @username climax 0/3 | Sets the designated player's Climax to 0/3 |
| !reset | Removed your power meters. |
| !reset @username | Removes the power meters of the designated player. |
Once the power meters are set, whatever role-playing building for the scene should play out. When you get to the point where the fighting actually starts, that's when you should roll Initiative to see who gets the first combat turn.
Combat Ranks
This is a developing feature. As characters become more experienced, they may gain combat ranks. Within the RNR federation, this is linked to participation in the federation itself based upon published stories on ChatFighters.
When a character has combat ranks, their base HP or Pleasure is increased. This represents the growth and experience of the character. When a character enters a scene to engage in combat, they determine how to use their ranks.
Each rank can be used for one of the following benefits:
- +10 HP
- +5 Pleasure
Each rank can be used for a different bonus. If a character has 2 ranks, they could apply both to HP, apply both to Pleasure, or apply one to each. When a character sets their HP and Pleasure values for a match, they should apply their Combat Ranks to them accordingly.
Combat Ranks can be earned through Federation Rules detailed on their page. If you wish to simulate fighting against a veteran outside of official RNR Federation matches, then applying Combat Ranks is a way to establish this. Likewise, if you wish to simulate a lack of experience or injury, negative combat ranks can be used the same way.
Initiative Roll
Once the match formally starts, the players will roll 2d6 to determine the turn order. The higher roll wins, and they get the first turn.
On a tie, the players reroll until one of them wins.
Actions
Each player starts with 2 actions on their turn. These actions can be used for the following commands.
Standard Actions
Standard Actions can be done when each player is in a neutral position and affect a player’s HP gauge. These represent standard fighting maneuvers, including punches, kicks, throws, initiating a grapple, and taking a recovery. Most of these do damage, but !grap and !trap are used to start a grapple (See Grappling below).
| Command | Probability | Damage | Description |
| !attack | 60% | 2d6 HP | A generic attack. |
| !punch | 60% | 2d6 HP | A punching attack. |
| !kick | 60% | 2d6 HP | A kicking attack. |
| !knee | 60% | 2d6 HP | A knee strike. |
| !throw | 60% | 2d6 HP | A throw or pro move. |
| !quick | 75% | 2d3 HP | A quick and accurate strike. |
| !grab | 50% | 2d6 HP | Apply a submission hold. |
| !recover | 100% | 2d6 Heal | Recovers HP from a short rest. |
Pleasure Actions
Pleasure Actions can be done when each player is in a neutral position, and affect a player’s Pleasure gauge. These represent standard maneuvers ranging from light erotic touches, heavy sexual attacks, and the reduction of general arousal.
| Command | Probability | Damage | Description |
| !caress | 60% | 2d6 Pleasure | A generic pleasure attack. |
| !tease | 75% | 2d3 Pleasure | A light but accurate pleasure attack. |
| !trap | 50% | 2d6 Pleasure | Apply a sensual hold. |
| !calm | 100% | 2d6 Heal | Reduce a Pleasure Gauge. |
| Command | Probablity | Damage | Self Damage | Description |
| !sex | 100% | 1d6 HP & 2d6 Pleasure | 1d6 Pleasure | Have nice Sex with your opponent. |
| !rough | 100% | 2d6 HP & 1d6 Pleasure | 1d6 Pleasure | Have rough Sex with your opponent. |
A critical hit occurs when a damage roll of 12 is rolled. This applies to all actions (standard, pleasure, and special). When this happens, the defender loses 1 action on their next turn. In the extremely rare case of multiple critical hits in a turn, the defender can be reduced to 0 actions on their next turn.
- Critical only triggers when 12 damage is done to HP or Pleasure. Combination damage from !sex / !rough will only critical if 12 damage is done to one of the two stats.
Healing effects can critical as well. When a character uses !recover or !calm to recover HP / Pleasure, a roll of 12 is considered a Critical Heal.
- The character receives 1 extra action on their current turn as a result. This effect mirrors that of a Critical Hit as part of an attack.
- This effect has no effect when healing another character.
Critical Hits do not apply to self-damage, such as from Overexertion (See below).
- Rolling 12 damage / Pleasure against yourself is bad enough...
Special Actions
The following commands can only be used in specific situations, and affects the HP or Pleasure gauge respectively. Their use is limited to holds (See Grappling below) or overexertion (See Overexertion below).
| Command | Probability | Damage | Description |
| !damage | 100% | 2d6 HP | Unavoidable Damage. |
| !arouse | 100% | 2d6 Pleasure | Unavoidable Pleasure. |
| !hpescape | 10-90% based on HP | None | Escape a hold based on current HP. |
| !hpreverse | 10-50% based on HP | None | Reverse a hold based on current HP. |
| !hpstand | 10-90% based on HP | None | Stand back up based on current HP (Boxing / Last Man Standing) |
Disabled / Knocked Out
As the match continues, each player will become exhausted as their HP gauge lowers. Likewise, as a character’s pleasure gauge fills, they become more and more aroused. When a player’s is reduced to 0 or lower HP, they are considered disabled, and no longer gain actions on their turn. This could be due to knockout, exhaustion, injury making them no longer able to defend themselves. A person reduced to 0 or less HP remains disabled unless their HP is restored by another.
If you are interested in wins by Technical Knockout, such as in a Boxing or Last Man Standing match, see Ending the Match section below.
Orgasm & Climax
When a player's Pleasure reaches 50, they experience an orgasm. The following happens on their next turn.
- The receives 0 Actions.
- The character describes their Orgasm.
- The player resets their Pleasure Gauges to 0 using the !set pleasure command.
- The player increases their Climax Gauge by 1 using the !set climax command.
- For the rest of the match, the character receives 1 less action.
Both players may mutually agree to forgo the Climax Mechanics. If they choose to, then reaching Max Pleasure merely stuns the character for 1 round. The Pleasure Gauge does not reset.
Grappling
Grappling is a fundamental part of combat. It can be extremely powerful, especially towards the end of a match when a person is less likely to break free from a hold. This is how matches usually end: a person is bound by the other, forced to submit, pinned, or knocked out.
To start a grapple, you must succeed at a !grab or !trap action.
Upon success, the opponent will take damage or pleasure, depending on the action, and be trapped in a hold. This will make them far more vulnerable in future turns unless they escape. On the first turn of a hold being applied, remaining actions must be used on a normal standard action.
IMPORTANT : The following commands become available only if the trapped person fails to escape on their turn.
- !damage
- !arouse
If their opponent fails to get free on their turn, then starting on the attacker's next turn, they may use !damage or !arouse in place of all their actions until their opponent gets free.
Stripping and Sex Commands 🆕
If the target has been sufficiently exposed during the match, then !sex or !rough may also be used. Ideally, erotic actions should have been taken to describe removing clothing before these commands are used.
- !sex
- !rough
Similar to !damage/!rough, these commands have 100% accuracy and can only be used if the trapped character has failed to escape on their turn. These two commands deal Damage AND Pleasure to the trapped character, but also a little pleasure to the user.
A character should be sufficiently exposed before the commands are used. There is no hard rule for "stripping" a person, but it is best done by describing the action with the use of erotic attacks. A successful !tease / !caress is both suitable to describe removing some clothing. If a person is trapped in a grapple, then removal is justified with !arouse / !damage. The description can be removal, or if you are more aggressive, ripping.
A certain amount of discretion and creativity is needed to make a convincing description. Once the story has satisfied the stripping condition, then !sex and !rough can be used on a character who has failed to escape a grapple on their turn.
Escaping Grapples 🆕
If a player starts their turn in a grapple, they may use their actions to try to escape or to reverse the hold.
| Command | Probability | Description |
| !hpescape | 10-90% Based on HP | Escape a hold based on current HP. |
| !hpreverse | 10-50% based on HP | Reverse a hold based on current HP. |
!hpescape
- Success shifts from 10 - 90% based on current HP.
- HP above 90% results in a 90% chance of success. This is the maximum success chance; there is always a chance of failure.
- HP below 10% results in a 10% chance of success. This is the lowest success chance; there is always a chance to escape.
!hpreverse
- Success shifts from 10 - 50% based on current HP.
- Success decay starts at max HP and decreases for every 2% HP that is lost.
- HP below 20% results in a 10% chance of success. This is the lowest chance of success; there is always a chance of escape.
- If the reversal is successful, you immediately put your opponent in a submission or sensual hold and deal !damage or !arouse as though you had succeeded at a !grab or !trap attempt.
Special Notes / Tips:
- If your HP is below 10%, then Escape and Reversal have the same success rate. This makes last-minute reversals far more exciting!
- !recover can be used even if you are in a grapple. You can use this to further increase your success rate of escaping or reversing a submission hold.
- Attempting to escape a hold is optional. There may be times when it is better to attack than to try to escape. Remember that if you fail to escape on your turn, you become far more vulnerable as your opponent can freely use !damage / !arouse on you for all of their actions.
Overexertion
A player may choose to overexert themselves to gain an extra action once on their turn or an extra escape attempt if a character is trapped in a hold. To do this, they should use the following commands:
| Command | Probability | Damage | Description |
| !damage @yourself | 100% | 2d6 HP | Deal damage to yourself. |
| !arouse @yourself | 100% | 2d6 Pleasure | Add pleasure to yourself. |
Ending the Match
The terms of victory are something each player should agree upon before the match, be it from knockout, pin fall, submission, or the first to reach max pleasure. Generally, a match continues until a player reaches 0 or less HP, possibly with the character submitting to their opponent along the way.
The following are clarifications on Submission, Pin Fall, and Technical Knockouts:
Win by Submission : 🆕
- Submission does not necessarily end a match unless agreed to before the match begins.
- There is currently no way to force a character to submit. When trapped in a hold and the situation looks hopeless, they may choose to submit on their turn.
- This does not directly end a match; it simply signals that they accept defeat.
- If a character surrenders by Submission, both continue to gain actions as normal.
- There is no requirement to release a hold.
- Characters continue to gain actions on their turns until they have 0 or fewer HP, or their Climax reaches 3/3.
- The winner effectively has the freedom to keep doing whatever until they are done.
Win by Pin Fall : 🆕
- Win by Pin Fall must be agreed to before the match begins.
- If the Defender has failed to escape on their turn, the Attacker in control of the hold can declare a PIN by using 1 action. If they have other actions, they may use them as normal.
- On the Defender's next turn, they must then escape or reverse the hold using the !hpescape or !hpreverse commands. Failure to escape or reverse indicates the 3-count is successful.
- Each full turn of being trapped advances the count higher. Under traditional Professional Wrestling Rules, a 3-count is sufficient to secure a win. However, for a truly dominant victory, some opponents may insist on a 10-count instead.
- To simulate a 10-count Pin, the Attacker would need to hold the Defender like this for 4 full rounds, each round progressing the count by 3 to the final 10.
- In the event of a reversal during a Pin, not only does the Defender escape the Pin, but they flip it on the attack, establishing one of their own. In this case, their opponent is now the defender and must escape on their turn or suffer a successful 3-count against them.
Win by Technical Knockout (Boxing / Last Man Standing ) :
- Technical Knockouts are used for Boxing or Last Man Standing matches, and should be agreed to before the match begins.
- The !hpstand command is used to see if the defender can rise to his feet after getting knocked down.
- If the defender takes a strike attack (example: !punch), damage roll of 10 - 12 ( 16.67% ), the attacker can declare it knocks the defender down. This initiates the count.
- This is a function specific to Boxing and Last Man Standing; normal matches do not use the !hpstand and assume a person can rise without difficulty as long as they are not disabled with 0 or less HP.
- If the Defender has failed to escape a hold on their turn, the Attacker in control of the hold can optionally release the hold on their turn (Perhaps after doing amove such as a suplex) and declare that it knocks the defender down. This initiates the count.
- On the Defender's turn, they may spend 1 action to use the !hpstand command. Failure to rise indicates the count increases by 3.
- The Defender can take all their usual actions, which include !recover to help with later !hpstand attempts.
- During these rounds, the attacker may take their actions as usual. Attacking the defender would likely disrupt the count if an official (such as a Referee) were present.
- Each full turn of failing to rise indicates a higher count. As such, to simulate a 10 count, the defender would need to fail to rise for 4 full rounds. This is a Technical Knockout.
Revision History
11-06-26 | Original Writing Up
05-29-25 | Escaping Grapple Revision
10-27-25 | Revised Grapple Escape to include HP Commands. Added Critical Heal, Pin Fall, and Technical Knockouts.
11-07-25 | Added the use of !Grab, !Trap, !Sex, and !Rough. Sex Actions added after Pleasure Actions. !hold Removed.
02-14-26 | Clarified Grapple section. Stripping and Sex Command section added. Win by Submission clarification added to Ending a Match. Minor clean-up to the document.
As more revisions are made, this document will be updated. Those sections will have the 🆕 Icon next to them.
Published: 2025-10-28, viewed 203 times.

Agatuma
2025-11-01 06:30Thank you for listing all the detailed rules again.
However, if battle ranks are implemented in the future, I feel like it will become even more difficult for fighters like me who mainly watch to participate.
The Author
2025-11-01 20:56(In reply to this)
The use of Combat Ranks is always optional. They are meant to be a federation reward to encourage growth of both the organization and to show character growth through combat. It is always more meaningful when characters have an established history to justify their increased stats.