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WORLD WIDE WRESTLING: THE ANTI-HERO

You are the badass that everyone loves. Whether youre


sticking it to the man or telling it like it is, the audience
identifies with your rejection of conformity.

HAILING FROM

Detroit, Michigan
Brooklyn, New York
Alligator, Mississippi
Elsewhere:

ENTRANCE

Loud & Flashy


Downhome & Gritty
Silent & Serious
Something Else:

STATS
Start With:
Look 0, Power -2, Real +1, Work -1
Then add 1 to 1 Stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

NAME & LOOK


HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who did I have to kick the shit out of to
show how badass I am?

With whom do I have a reluctant alliance?

Who do I think is a slave to management?

Who wishes they were as cool as me?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE ANTI-HERO


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you gain +1
Audience, or whether your opponent does. On a 7-9, they make you work for it. Chose: you win clean, and you both
gain +1 Momentum, or win via countout, disqualification or interference, and gain +1 Heat with your opponent. On a
botch, choose: you lose -1 Audience (but get the win) or youre screwed out of victory by an authority figure.
and pick 2

RULES? WHAT RULES?: When you break the rules in a


match, roll +Look . On a 10+, you get away with it, book
the finish of the match on the fly. On a 7-9, pick 1: you
get away with it and gain +1 Momentum, or you dont
and gain +1 Heat with your opponent. On a Botch you
get DQed and lose the match (the results of this Move
overrides Creatives booking).
ANYTHING YOU NEED TO DO TO WIN: You can use both
the Babyface and Heel Role Moves.
:

MOUTH OF THE PEOPLE: When you speak truth to power,


roll +Audience . On a 10+, gain +1 Momentum and pick
2; on a 7-9, pick 1: They shut the hell up right now; you
get booked in a match with them; you gain +1 Heat with
them. On a Botch, you get beat down by their cronies.
TWITCH THE CURTAIN: When you air your legit grievances,
on camera, you can roll +Real for any Moves you make
outside of the ring for the rest of the Episode. At the end
of the Episode, if you havent gained any Audience, you
lose 1 Audience.
:

INJURY
When you get injured, check an Injury box, and note who did it.
While injured, you can interfere in any of their matches without
Creatives approval or consent, and they gain +1 Momentum
when you do so.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Anti-Hero starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber or Manager), and/or in an
Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE GOLDEN BOY


Youre the next big thing, whether the audience, and the other wrestlers, admit it or not. Someone backstage is
putting all of their weight behind you. You just have to hold up your end in the ring.

HAILING FROM

Los Angeles, California


Muncie, Indiana
Dallas, Texas
Elsewhere:

ENTRANCE

NAME & LOOK

Classic & Impressive


Showy & Ostentatious
Mild & Unremarkable
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.

STATS
Start With:
Look +1, Power 0, Real -2, Work -1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

Who did I debut with (and leave behind)?

Whos taken me under their wing?

Whos jealous of my rapid rise?

Who has taken it upon themselves to teach


me a lesson in the ring?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ROLES

ndpdesign.com/wwwrpg | updated 4.18.16

Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
The Golden Boy cannot take an Advanced Role.

WORLD WIDE WRESTLING: THE GOLDEN BOY


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they
make you work for it. Choose: they obviously allow you to get the win and gain +1 Heat with them; they push you,
you both gain +1 Momentum. On a Botch, choose: an authority figure interferes and calls the match in your favor on
a technicality, losing you -1 Audience; or there was a last-minute change to the booking from backstage and your
opponent wins the match.
and pick 2

DYNASTY SCION: Take +1 Look (Max +3)


SPECIAL SNOWFLAKE: When you go to an authority figure
to save you from the consequences of your actions, roll
+Real . On a 10+, they cover for you and you pick 1; on
a 7-9 they cover for you and they pick 1: they demand
something new from you; they make you pay for it; they
take something away from you; you make a new enemy.
On a Botch, whoops, you thought wrong.

ALWAYS LEARNING: When you work a match with someone


you know is better than you, roll +Work . On a 10+ pick
2, on a 7-9 pick 1: gain +1 Momentum; gain +1 Heat with
them; gain their respect. On a Botch, you make a rookie
mistake and lose -1 Audience.
I AM THE FUTURE: When you keep a promise or follow
through on a threat you made on camera, roll +Look. On a
10+ pick 2, on a 7-9 pick 1: book yourself a match with any
opponent; add a stipulation to a match; gain +2 Momentum.
On a Botch, you get booked in a punitive match.
:

INJURY
When you get injured, check an Injury box. While injured, you can
refuse to compete when booked in a match; if you do so, gain +1
Heat with the character you would have faced.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Golden Boy starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Veteran). You cannot take an Advanced Role.
Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING:


THE HARDCORE
Original concept & design by Ian Williams

Youre not the best wrestler or the best looking, but you know how to get a pop through naked aggression
and rampant bloodshed. Some in the business look down on you, but youre a legend in the making for a small
subset of the audience. How long can that fact be ignored?

HAILING FROM

Peoria, Illinois
Manchester, England
Union City, New Jersey
Elsewhere:

ENTRANCE

Raucous & Aggressive


Ironic & Jokey
Sudden & Loud
Something Else:

NAME & LOOK

STATS
Start With:
Look 0, Power -1, Real 0, Work -1
Then add 1 to either Look or Real

LOOK

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.
Whos jealous of my devoted fan base?

Who beat me bloody...most recently?

Whos returned from an injury I gave them?



Who can take everything I can dish out?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE HARDCORE


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean (or bloody). Choose whether you or
your opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you win clean, and you both gain +1
Momentum, or sacrifice your body to make it happen - you gain +1 Heat with them and take an injury. On a botch, you
still get the win, but pick one: you lose -1 Audience, or you injure your opponent.

TABLES AND LADDERS AND CHAIRS, OH MY: Whenever youre booked in a match, you can add the Hardcore stipulation:
no disqualification, no count out, and weapons allowed. The match uses the Hardcore/Violence Stipulation Move.
HIGH PAIN TOLERANCE: Take +1 Real (Max +3)

and pick 1

RED MEANS GREEN: When youre covered in blood,


substitute Look for any other stat.

WHAT A WEIRDO: Take +1 Look (Max +3)


MASTER OF HARDCORE: Whenever youre booked in a
Hardcore match, take +2 Momentum.
THAT IS INSANE: When you demonstrate reckless
disregard for your own health and safety, substitute Real
for any other stat.

ARE YOU NOT ENTERTAINED: When you suffer injury,


endure humiliation or go down in the face of overwhelming
odds, roll +Real . On a 10+ pick 2, on a 7-9 pick one: Gain
+1 Audience, make Creative book you in a revenge match,
gain +2 Momentum. On a botch, they are not entertained,
lose -1 Audience.
:

INJURY
When you get injured, check an Injury box, and gain +1 Heat with
the wrestler you were working with.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Hardcore starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber or Technician), and/or in
an Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE HIGH FLYER


You are extremely athletic, able to go up to the top rope and execute dazzling maneuvers. You put your body
on the line every night. How long can you keep this up?

HAILING FROM

NAME & LOOK

Guadalajara, Mexico
Black Hawk, Colorado
Daytona Beach, Florida
Elsewhere:

ENTRANCE

Fresh & Young


Loud & Fast
Rhythmic & Mellow
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who always has my back?

Who mentored me when I first joined this


roster?

Whos ripping off my highflying style?

Who wishes they could do what I


do in the ring?

Whenever you work a match with a


character you have +4 Heat with, gain +1
Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS
Start With:
Look 0, Power -2, Real -1, Work +1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE HIGH FLYER


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a 7-9,
they make you work for it. Choose: they counter and you have to resort to a roll-up, gain +1 Heat with them; or you
execute another high spot, and gain +2 Momentum. On a Botch, you still get the win, but pick one: it looks terrible and
you lose -1 Audience; injure your opponent; injure yourself.
and pick 2

LOOK AT THAT AMAZING ATHLETICISM!: Take +1 Work


(Max +3)

ENMSCARADO: When your mask is at stake in a match,


use this Move instead of your Finishing Move. Roll +Heat
with your opponent. On a 10+, you keep your mask, and
gain +1 Audience as your legend grows. On a 7-9, you
keep your mask, and pick how you lose the match: you are
saved by someone else; you save yourself by fleeing the
ring; you save yourself by using a weapon. On a Botch,
lose the match, and your mask. Choose whether you
replace this Move with any other, or whether you take a
new Gimmick next Episode without needing to spend
Advances. (This Move overrides Creatives booking)

FAN FAVORITE: You know they want to see you. When


you make a big deal of being passed over roll +Real . On
a 10+, pick 2, on a 7-9 pick 1: Demand, and be granted, a
match; gain +1 Heat with the one sidelining you; gain +1
Momentum. On a Botch, you were wrong, lose -1 Audience.
HUMAN HIGHLIGHT REEL: The first time per match that
you roll a 10+ (before spending Momentum) on a highflying maneuver, gain +1 Audience.
:
:

INJURY
When you get injured, check two Injury boxes. While injured,
any time an opponent uses your injury against you to gain an
advantage, they gain +1 Momentum and you gain +1 Heat with
them.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The High Flyer starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber or Monster), and/or in an
Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE JOBBER


Youre a nobody. Youre there to lose and
make the other guy look good. You may
not have the fans, but you have a job to do
and you can do it well. How long will that
keep you, and your family, fed?

HAILING FROM

Original concept & design by Bret Gillan


The character described by this Gimmick is a
regular and valued member of the roster, as
opposed to nameless local talent.

NAME & LOOK

Hillsboro, Iowa
Rumford, Maine
Right Here!
Elsewhere:

ENTRANCE

None
Silly & Overblown
Strangely Sympathetic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their wrestler.
Who was my tag team partner before they made
it big?

Who thinks theyre too important to work with me?

Who cant remember who I am?

Who is always trying to get management on my


side?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.

STATS
Start With:
Look -2, Power 0, Real 0, Work +1
Then add 1 to one stat and subtract
1 from one stat.

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

When you finish a feud, reset Heat to +1.

ROLES

ndpdesign.com/wwwrpg | updated 4.18.16

Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
The Jobber cannot take an Advanced Role.

WORLD WIDE WRESTLING: THE JOBBER


MOVES

DO THE JOB: You are always booked to lose your matches. When your opponent pins you for the win, roll 2d6: On a

10+, you make them look great. They gain +1 Audience. On a 7-9, you do OK. Gain +1 Momentum or +1 Heat with them,
your choice. On a Botch, you dont sell it right. You both lose -1 Audience. If your opponent is another players wrestler,
you roll for this Move when they make their Finishing Move. If its an NPW, you roll at the end of the match.
CAREER WRESTLER: If you end an Episode with Audience +3 or higher, you can change to any other Gimmick, per the

changing Gimmick rules. If you end an Episode with Audience 0, you arent fired - instead, your Audience is reset to +1.
and pick 1

SYMPATHETIC: Roll +Work instead of +Audience when you


make the WORK THE AUDIENCE Move.
JOBBER TO THE STARS: When competing against an NPW
jobber, you dont count as a Jobber and youre booked
to win! You can pick the Finishing Move from any other
players Gimmick to replace your DO THE JOB Move.
:

MULTITALENTED: When you demonstrate leadership or


ability outside of the ring, roll +Real . On a 10+ pick 2, on
a 7-9 pick 1: someone listens to you, you book a match
theyre in; someone gives you a chance to prove yourself,
gain +1 Heat with them; gain +2 Momentum. On a Botch,
you make a fool of yourself.
HAM-N-EGGER: Take +1 Real (max +3)
:

INJURY
When you get injured, check an Injury box. If you play up your
injury during a match, your opponent gains +1 Momentum.

INJURY

When you spend an Advance, you can choose to erase a check.


You can compete no matter how many checks you have, but when you have four checks youre fired. Youre just too much of
a liability to keep in the ring.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Jobber starts and resets to Audience 0. (Do not mark


an Advance when starting or resetting)
Mark an Advance. At the beginning of
+4
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, reset to +1.

MOMENTUM
Cheap Heat, Do The Job, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Create a new wrestler to play (instead of, or with, this one).


Legit retire this character. Create a new one, or play an NPW.

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

WORLD WIDE WRESTLING: THE MANAGER


Youre the sizzle on the steak. You dont
compete, but you have the charisma, the
talk, the walk and the ideas to keep your
client/companion in the spotlight - in and
out of the ring.

Use this Gimmick for Valets, Enforcers and any


other companion who represents another wrestler
outside of the ring.

ENTRANCE

NAME & LOOK

None
Generic & Celebratory
Uses Clients Entrance
Something Else:

HAILING FROM
HEAT
Run-In, Wrestling

Write down each other wrestlers name.

Memphis, Tennessee
New York City
Las Vegas, Nevada
Elsewhere:

On your turn, ask 1 question per other


player. When answered, gain +1 Heat with
their wrestler.
Who do I manage/ accompany to the ring? (If
you dont manage another players wrestler,
decide which NPW you manage and start
with Heat +3)

Who is trying to undermine me backstage?

Who turned on me when I was their


Manager?

Who knows I have their best interests at


heart?

Whenever your Client works a match with


a character you have +4 Heat with, gain +1
Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS
Start With:
Look +2, Power -1, Real 0, Work -2
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE MANAGER


MOVES

MEAL TICKET: When you interfere on your clients behalf to win them a match, roll 2d6. On a 10+, you pull it off and they

get the win. Choose whether you gain +1 Audience, or your client does. On a 7-9 the ref notices your attempt, choose:
your client uses your distraction to get the win, they gain +2 Momentum; or you interfere but their opponent still wins, you
gain +1 Heat with your client. On a Botch, choose: your effort is hilariously obvious, losing you -1 Audience (though your
client still wins the match); or the ref tosses you out of the match and DQs your client. The results of this Move overrides
Creatives booking.

MOUTHPIECE: When you speak for your client, they can roll on your stat instead of theirs for any Move they would
normally make. (If your client is an NPW: Gain +1 Momentum whenever you speak for your client.)
ALWAYS HAS A PLAN: Take +1 Look (Max +3)

and pick 1

BRAIN FOR THE BUSINESS: Take +1 Real (Max +3)


LOYAL: When you take action in your clients best
interests, roll +Look . On a 10+ pick 2, on a 7-9 pick one:
gain +1 Momentum; overturn a decision made against your
client; gain +1 Heat with your client; add a stipulation to
your clients upcoming match. On a Botch, youre obviously
faking it, lose -1 Heat with your client.
:

BACKSTAGE POLITICS: When you cut a deal backstage (on


or off camera), roll +Real . On a 10+, take +2 Momentum
and set up any segment you want later in the show. On
a 7-9, you set up a segment later in the show, but pick
one: its a match your client does not want to have; it
places you or your client in an embarrassing situation; it
must elevate someone else over your client. On a Botch,
Creative picks two.
:

INJURY
When you get injured, check an Injury box. When you use
your injury as an excuse to help out your client, they gain +1
Momentum.

INJURY

When you spend an Advance, erase an Injury check. If all boxes are checked, youre too injured to appear on camera.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Manager starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Meal Ticket, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


Your client gains a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber or Veteran), and/or in an
Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE MONSTER


Youre physically enormous and intimidating. You may have a supernatural edge, or simply be mean - either
way, you make people nervous, in and out of the ring.

HAILING FROM

NAME & LOOK

Parts Unknown
Dead Horse, Alaska
Kill Devil Hills, North Carolina
Elsewhere:

ENTRANCE

Thunderous & Impressive


Overblown & Odd
Weird & Mysterious
Something Else:

STATS
HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who is terrified of me backstage?

Who helps me come up with new directions


for my character?

Whos made me look weak?

Who can stand up to me in the ring?



Whenever you work a match with a character
you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

Start With:
Look 0, Power +1, Real -2, Work -1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE MONSTER


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they
make you work for it. Choose: they showcase your strength, and you both gain +1 Momentum, or theyre unwilling to
take your finisher and flee the ring, gain +1 Heat with them. On a Botch, you still get the win, but choose whether you
lose -1 Audience or injure your opponent.
and pick 2

SHOOT KILL: When you really go after someone, in or


out of the ring, roll +Real . On a 10+, gain +1 Audience
(whether they see it or hear about it later, they approve),
and you pick one from the 7-9 list. On a 7-9, gain +1
Heat with your victim and they pick one: one of you gets
injured, you lose all your Momentum (if you have any),
disciplinary action is taken backstage. On a Botch, the
match is stopped, if youre in one (and you lose by DQ),
and you lose -1 Audience for going too far.
:

INTIMIDATING: When you are not in the ring, roll +Power


instead of +Look .
NOT OF THIS WORLD: Pick or create a signature match
stipulation. Whenever Creative books you in a match, you
can choose to add that stipulation, even if the match already
has one, and you start the match with +2 Momentum.
WILL YOU LOOK AT THAT SIZE!: Take +1 Power (Max +3)
:

INJURY
When you get injured, check an Injury box. When an opponent
uses your injury against you, they gain +1 Momentum and you
INJURY
gain +1 Heat with them. When you erase your last Injury check,
you can demand, and be granted, a revenge match with anyone who won a match against you while you were injured.
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Monster starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber, High Flyer or Manager),
and/or in an Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE TECHNICIAN


Whether you were an amateur sensation or an indy workhorse, you have all the skills. Your wrestling ability
stands out, but youre continually fighting the assumption your only have one dimension to you.

ENTRANCE

HAILING FROM

St. Paul, Minnesota


Calgary, Alberta Canada
Manchester, England
Elsewhere:

Generic & Easy


Loud & Overblown
Raw & Intense
Something Else:

NAME & LOOK


HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who was holding me back as my tag team
partner?

Whos trying to learn by watching me in


the ring?

Whos jealous of my skills?

Who is trying to teach me to be more


of an entertainer?

Whenever you work a match with a


character you have +4 Heat with, gain +1
Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS
Start With:
Look -2, Power 0, Real -1, Work +1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE TECHNICIAN


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a
7-9, they make you work for it. Choose: they counter and you have to slap a real submission hold on them, gain +2
Momentum; they no-sell your finish and you have to hit them with it again, gain +1 Heat with them. On a Botch, pick
one: its sloppy, lose -1 Audience and win the match; or you go overboard and really crank in a hold, you injure your
opponent, and end the match in a no contest.
and pick 2

FORMER AMATEUR CHAMPION: Take +1 Real (Max +3)

EXCELLENCE OF EXECUTION: You


Finishing Move.

TECHNICAL EXPERT: Take +1 Work (Max +3)


VERSATILE: You use the opposite Role move of anyone
youre squaring off with (in or out of the ring). If youre
facing a Babyface, you use the Heel Move, and if youre
facing a Heel, you use the Babyface Move. If youre facing
an Advanced Role, you use your normal Role Move.
:

roll

+Work for your

SPORTSMANSHIP: When you shake hands with another


wrestler, roll +Real . On a 10+, pick two, on a 7-9, pick
one: you both gain +1 Momentum; you gain +1 Heat
with each other; you get to pick who attacks who (or if
nobody does). On a Botch, they attack you before your
hands touch (and they gain +2 Momentum).
:

INJURY
When you get injured, check an Injury box. Whenever you lose a
match due to your injury, lose all Momentum. Whenever you push
through your injury to win a match, gain +2 Momentum.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Technician starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, Jobber, or Monster), and/or in an
Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE VETERAN


You are an established name. You work
almost every night, you have a dedicated
fan base, and youre ready to create an
enduring legacy.

HAILING FROM

NAME & LOOK

Hollywood, California
Toronto, Ontario Canada
Charlotte, North Carolina
Elsewhere:

ENTRANCE

Classic Orchestral
Solemn & Dignified
Iconic Symbolism
Something Else:

STATS
Start With:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat
with their wrestler.
Who am I keeping out of the
spotlight?

Who is my protg?

Who is undercutting me?

Who has no respect for all the work Ive put


into this company?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

Look 0, Power -1, Real -1, Work +1


Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE VETERAN


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you use your veteran skills to force a win,
and gain +1 Heat with them; or you let them look strong in defeat, and they gain +1 Audience. On a Botch, you win by
countout, disqualification or interference (Creatives choice), and you lose -1 Audience.
VETERAN INSTINCTS: Gain +1 Momentum when you start a match.

and pick 1

BURY EM: When you go to management to stop another


wrestlers push, roll +Real . On a 10+ you book their next
segment. On a 7-9 pick whether you book yourself to win
next time you wrestle them; or add a stipulation to their
next match. On a Botch, you accelerate their push instead.
PUT OVER: When you show vulnerability to an opponent
in the ring in order to make them look good, roll +Work .
On a 10+, you both gain +1 Audience. On a 7-9, one of
you gains +1 Audience and the other loses -1 Audience,
your opponents choice. On a botch, you lose -1 Audience
and your opponent resents you for your pandering.

TOP OF THE CARD: When you demand a match, it must


be granted by Creative.
RESPECT THE BUSINESS: When you act to preserve wrestling
tradition, roll +Real. On a 10+ they back down and you
gain +1 Heat with each other. On a 7-9, you gain +1 Heat
with them and they choose one: they do it behind your
back; they jump you; they start spreading lies about you
in the locker room. On a Botch, traditions change. Lose
-1 Heat with them and all of your Momentum.
:

INJURY
When you get injured, check an Injury box. When injured, you can
pull out of any match youre booked in without repercussions, but
you gain +1 Momentum if you dont.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Veteran starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Meal Ticket, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(must pick Anti-Hero, Manager or Wasted), and/or in an
Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING: THE WASTED


You are well known for your impressive
style and have a dedicated fan base, but
you have some serious real-life substance
abuse and addiction problems that could
threaten your career.

HAILING FROM

Orange, New Jersey


Philadelphia, Pennsylvania
Holly Springs, North Carolina
Elsewhere:

Original concept & design by Alex Isabelle

NAME & LOOK

ENTRANCE

Screams & Tears


Rock & Roll
XTreme & Wild
Something Else:

STATS
Start With:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.
Who kicked my ass backstage most recently?

Who thinks Im a curse for the company?

Who did I last injure while I was high?

Who is jealous of my fan base?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

Look +1, Power -1, Real -2, Work 0


Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING: THE WASTED


MOVES

MONEYMAKER: When you go for your Finisher, whether youre booked to win or not, roll 2d6: On a 10+, you hit it clean.
You gain +1 Audience. On a 7-9, you gain +1 Audience, but something goes wrong. Pick 1: your opponent no-sells it,
lose -1 Heat with them; you injure yourself; you injure them. On a Botch, you forgot the booking. You lose -1 Audience,
and your opponent gets to calls an audible and finish the match however they want (somebody had to do something).
You can go for your Finisher multiple times during a match, but if you Botch it ends the match.

ADDICT: Whenever you take something, gain +3 Momentum and lose -2 Real (minimum -2). Whenever youre on
something, roll +Real for ALL your non-Gimmick Moves (All Basic, In-Ring, Top of the Card and Role Moves).
and pick 1

YOURE A PROBLEM YOURSELF: When you piss someone


off with your bullshit, roll +Real . On a 10+ they give you
the rope to hang yourself with, set up any segment you
want and gain +1 Momentum. On a 7-9, gain +1 Heat with
them and pick 1: youre booked in a punitive match, you
get beaten down, you get humiliated because of your
addiction. On a Botch, all three.
:

STILEY: That sick style? You got it. Take +1 Look (Max +3)
THEY KNOW IT: The audience knows of your addiction
and its part of why theyre into you. Gain +1 Momentum
when you enter the ring obviously high.
COMPLETELY INSANE: You can replace any stat with
+Look when you do something thats just plain crazy.
(This overrides Addict) If you Botch, you injure yourself.
:

INJURY
When you get injured, gain +1 Audience and check an Injury box.
For every Injury box you have when you compete, your opponent
gains +1 Momentum at the beginning of the match.

INJURY

When you spend an Advance, you can erase a check. If you have 2 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Wasted starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Moneymaker, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy), and/or in an Advanced Role.
Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

WORLD WIDE WRESTLING SEASON ONE: THE ATHLETE


You are blessed with natural physical gifts, but you still have a lot to learn about how the business works. The
audience finds it easy to connect with you, but other wrestlers dont appreciate how you make it look so...easy.

HAILING FROM

NAME & LOOK

Boston, Massachusetts
Amarillo, Texas
Hamburg, Germany
Elsewhere:

ENTRANCE

Preppy & Collegiate


Hard & Gritty
Overblown & Nationalistic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.
Who have I approached about improving my
ring work?

Who was a fan of mine before I started


wrestling?

Who refuses to acknowledge that I


have a place on this roster?

Who appreciates the athleticism


that I bring to the ring?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look -1, Power +1, Real +1, Work -2
Then add 1 to any stat and subtract
1 from any stat (minimum -2)

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON ONE: THE ATHLETE


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a 7-9,
you need their help. They choose: they make it obvious you need them, gain +1 Heat with each other; they carry you
through it, you both gain +1 Momentum. On a Botch, you still get the win even though you messed up your move, pick
1: lose -1 Audience or injure your opponent.
and pick 2

HAS THE LOOK: Gain an additional +1 Momentum when


you Work The Audience, even if you Botch.
FAN BASE: Describe the fans who have followed your
career into wrestling. Whenever you hit a Move in the ring
on a 10+ (before spending Momentum), they break into
your chant and you gain an additional +1 Momentum.
STUDENT OF THE GAME: Whenever you lose a match to
someone with a higher +Work than you, you can choose
to lose all your Heat with them. If you do, take +1 Work .
:

NATURALLY GIFTED: Take +1 Power or +1 Real (max +3).


PREVIOUS ACCOLADES: When you leverage the
accomplishments in your career before you joined this
company, roll +Real. On a 10+ you get to set up any segment
you want or book yourself in a match; on a 7-9 you can ask
for any segment or match you want, and if its not granted
you gain +1 Heat with an authority figure. On a Botch,its
irrelevant to the powers that be and youre booked in a
match with an opponent you have no Heat with.
:

INJURY
When you get injured, check an Injury box. While injured, you can
choose to end any match in a no contest, but if you dont you gain
+1 Momentum at the end of the match (if the match ends in a no
contest for another reason, you still gain the Momentum.)

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Athlete starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Veteran or Manager), and/or in an Advanced
Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Technician can advance to the Athlete as well.

WORLD WIDE WRESTLING SEASON ONE: THE CLOWN


You are the quintessential entertainer. You bring comedy to the ring and grease the wheels backstage. You may
not have many championships, but you move a lot of merch and you always get a pop from the crowd. Is that
enough for you?

HAILING FROM

NAME & LOOK

Kalamazoo, Michigan
Pineville, West Virginia
Edinburgh, Scotland
Elsewhere:

ENTRANCE

Silly & Comical


Generic & Forgettable
Overly Melodramatic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.
Whos asking me for tips to add something
fresh to their act?

Who was my tag team partner before I found


my true niche?

Who thinks my in-ring talent is being wasted


in this role?

Who thinks Im a waste of a roster slot?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look +1, Power -2, Real +1, Work -1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON ONE: THE CLOWN


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they obviously stall for you to hit it. Choose: theyre making you look bad, gain
+1 Heat with them; ham it up along with them, you both gain +1 Momentum. On a Botch, you still get the win, but pick
one: its so nonsensical that you lose -1 Audience; or your opponent refuses to sell it, lose -1 Heat with each other.
and pick 2

SURPRISINGLY TALENTED: When you roll +Work for the


WRESTLING Move and hit it with a 10+, gain +1 Heat with
your opponent.

FUNNY IS MONEY: Take +1 Look (max +3). You can still


Work the Audience even if youve Botched it in this Episode.

COMIC RELIEF: When you insert yourself into a tense


situation, on or off-camera, roll +Real. On a 10+ its perfectly
timed, pick 2; on a 7-9, pick 1: take +2 Momentum, add or
remove a stipulation to a match, gain a concession youve
wanted, gain +1 Heat with someone. On a Botch, it was the
absolute worst thing you could have done in that moment.

CELEBRITY PROMO: When you carry a guest celebrity


through a segment, roll +Look. On a 10+ it goes great, gain
+2 Momentum and you choose who Creative books the
celebrity into a match with. On a 7-9, gain +1 Momentum
and choose whether youre booked against them in a match,
or with them as their tag team partner. On a Botch, you
destroy your promotions relationship with that guest.

INJURY
When you get injured, check an Injury box. While injured, if you
roll on anything but +Look when youre in the ring, choose
INJURY
whether you tick another injury box, or the ref calls an audible and
ends the match in a no contest.
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Clown starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy), and/or in an Advanced Role. Erase
all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Veteran can advance to the Clown as well.

WORLD WIDE WRESTLING SEASON ONE: THE GATEKEEPER


Youre the strong right arm, the enforcer, the one they have to get through to get to the top competitor. You put
on great matches, but are you content with your second place on the card?

HAILING FROM

NAME & LOOK

Duluth, Minnesota
Kansas City, Kansas
Olympia, Washington
Elsewhere:

ENTRANCE

Simple & Classic


Americana & Twangy
Generic & Loud
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their
wrestler.
Who am I allied with? (If you arent allied with
another players wrestler, decide which NPW
you are allied with and start with Heat +3)

Who have I had to put in their place most


recently?

Who is my best buddy backstage?

Who wants the position I have on the roster?

Whenever you work a match with a character


you have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look -1, Power 0, Real -2, Work +1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON ONE: THE GATEKEEPER


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You and your opponent each gain
+1 Audience. On a 7-9, they make you work for it. Choose: you have to put them in a real stiff hold, gain +1 Heat with
them; or you let them get some licks in first, and you each gain +1 Momentum. On a Botch, you still get the win, but pick
one: its sloppy and you lose -1 Audience; or theyre not prepared for your shoot hold and you injure your opponent.
YOU GOTTA GO THROUGH ME: When your ally is booked in a match, you may declare that their opponent must face

you first, or that you must get added to the match in some manner. Creative decides the details, but cannot deny you
this demand.
and pick 1

A REAL SHOOTER: Take +1 Work (max +3).You roll +Work


instead of +Real when you WORK REAL STIFF.
STRONG RIGHT HAND: When you and your ally are in the
same segment, you can use their +Look and +Real stats
instead of your own for any Move you make. If you Botch a
roll while doing this, you both lose -1 Heat with each other.

CARRY THESE KIDS: You can spend your Momentum on


anyones roll made in the ring, in addition to your own.
:

LOYAL WORKER: When you go to the boss with a great


idea, roll +Real. On a 10+ they go for it and you get the
credit, gain +2 Momentum. On a 7-9 they go for it but you
dont get the credit, take +1 Heat with whoever does. Either
way, you get to set up the relevant segment or match. On
a botch, you overstepped your bounds and get dressed
down on camera. Choose whether you lose -1 Audience,
or all Heat with your ally.
:

INJURY
When you get injured, check an Injury box. While injured, you
gain +1 Momentum at the beginning of every match, and lose all
Momentum at the end of each match.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Gatekeeper starts and resets to Audience +1.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Jobber or Golden Boy), and/or in an Advanced
Role. Erase all Injury checks. You no longer need to run
with your Ally unless you wish to do so.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Monster can advance to the Gatekeeper as well.

WORLD WIDE WRESTLING SEASON ONE: THE GIANT


Youre one of the largest athletes on the planet. You
can draw full houses and lots of attention, but its a
continual struggle to hold yourself back and make
others look good. How long can you be a team
player?

NAME & LOOK

HAILING FROM

Parts Unknown
The Caucasus
The Land of Giants
Elsewhere:

ENTRANCE

Hard & Brutal


Silly & Circuslike
Ethnically Specific
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per
other player. When answered, gain +1
Heat with their wrestler.
Whos trusted to put on good matches
with me?

Who have a I hurt unintentionally?

Who tries the hardest to avoid working


with me?

Who have I hurt on purpose?

Whenever you work a match with a


character you have +4 Heat with, gain +1
Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look +1, Power +2, Real -1,
Work -2
Then

add 1 to one stat and


subtract 1 from one stat.
Cut A Promo
Wrestling

LOOK

Feat Of Strength
Wrestling

POWER

Break Kayfabe
Work Real Stiff

REAL

Wrestling

WORK

ROLES
Pick your starting Role. You can use the
Move of the same name. Gain +1 Heat
with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When Creative wants you to, you
make a turn and switch Roles. Gain +1
Heat with your next opponent, or +2
Momentum.
Gain an Advanced Role via Advances.
You can use the Move of the same name.
Celebrity - Youve gained fame outside
the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON ONE: THE GIANT


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it, choose one: you have to trap them, gain +1 Heat
with them; they showcase your strength, you both gain +1 Momentum. On a Botch, you still win the match, and
choose: youre too clumsy and lumbering to look good, you lose -1 Audience; or you forget your own strength and
injure your opponent.

NOWHERE ELSE TO GO: You dont have many career options, so you do what youre told. Change Role (Heel to Babyface
or vice versa) whenever Creative demands it. Ignore the normal Heat modifier for this change. Instead, choose whether
you gain +1 Heat with your next opponent, or +2 Momentum. When you take an Advanced Role, you can tell Creative
to go screw, and pick another move from your current Gimmick to replace this one. This Move applies to you regardless
of Gimmick until you replace it.
and pick 1

GIVE EM WHAT THEY WANT: Gain +1 Momentum the first


time in an Episode you hit a +Power roll with a 7+ (before
spending Momentum). You can only take this Move if you
have Power +2 or greater.
ONE OF THE BIGGEST ATHLETES IN THE WORLD TODAY:
The first time you make a Move on-camera in an Episode
and hit on a 10+ (before spending Momentum), gain +1
Audience. Youre a big draw!

DOMINANT PERSONALITY: When you make a demand in no


uncertain terms, roll +Real. On a 10+, you get it. On a 7-9,
you get it on one condition, pick 1: you have to humiliate
yourself first; you have to betray someone you care about;
you have to put over someone you hate. On a Botch, you
dont get it and you get booked in a punitive match with
someone you have 0 Heat with as punishment.
:

INJURY

When you get injured, check an Injury box. Creative wont book
you in a non-squash match while youre injured. If you do compete INJURY
against Creatives wishes, gain +1 Heat with your opponent.

When you spend an Advance, you can erase a check. If you have 4 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

Gain An Advance When:

The Giant starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Golden Boy, High Flyer or Technician), and/or
in an Advanced Role. (You keep your NOWHERE ELSE TO GO
Move regardless of Gimmick, until you take an Advanced Role).
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any character who has Power +2 or


greater can advance to the Giant.

WORLD WIDE WRESTLING SEASON ONE: THE PROVOCATEUR


Youre the sui generis, the strange one, the weirdo. Whether youve been saddled with this role or youve
sought it out, youre great at pushing boundaries. But will you go too far?

HAILING FROM

NAME & LOOK

Sin City
Milan, Italy
Tinseltown
Elsewhere:

ENTRANCE

Cinematic & Dramatic


Dark & Emotional
Off-Kilter & Frenetic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other player.
When answered, gain +1 Heat with their wrestler.
Who helped me get to where I am now?

Who thinks Im all smoke and no fire?

Who is trying to steal my approach?

Whos my fan, even though were peers?

Whenever you work a match with a character you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look +1, Power -2, Real 0, Work -1
Then add 1 to one stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON ONE: THE PROVOCATEUR


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you get the win through guile instead, gain
+1 Heat with them; or they help you play up your unique approach, and you each gain +1 Momentum. On a Botch, it
looks terrible, choose: you still win but lose -1 Audience; or your opponent saves the match by winning it themselves,
and they gain +1 Audience.
and pick 2

SHOWSTOPPER: Once per Episode, you can appear in


any segment (in ring or out) and turn it into something
about you. When you make your appearance, declare your
agenda for the segment, and continue on from there. If a
players wrestler tries to buck your plan, they B reak K ayfabe .
Take +1 Momentum when you make your appearance.
MIND GAMES: When you engage in bizarre, outlandish
or mysterious behavior to psych someone out, roll +Look.
On a 10+ pick 2, on a 7-9 pick 1: you gain control (of the
situation, or of the match); gain +1 Heat with them; they
gain +1 Heat with you; take +1 Momentum. On a Botch,
it reads as silly, you lose all Momentum.

STRANGELY CAPTIVATING: When youre the sole focus


of a segment, roll +Look instead of +Real .
PLAY TO THE CROWD: When you use your gimmick to
highlight,address or confront a real issue real people
have in their lives, roll +Real. On a 10+ you nail it, gain +1
Audience. On a 7-9, choose whether its a hit backstage (gain
+2 Momentum) or whether it calls out someone to take you
to task over it (pick an opponent for Creative to book you
in a match with). On a Botch, you completely mishandle it.
Lose -1 Audience and you get booked in a punitive match.
:

INJURY
When you get injured, check an Injury box. While injured, you can
refuse to compete when youre booked in a match, and gain +1
Heat with your prospective opponent.

INJURY

When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Provocateur starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You gain a Championship Belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character, with a new Gimmick
(cannot pick Jobber or Golden Boy), and/or in an Advanced
Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


High Flyer can advance to the Provocateur as well.

WWWRPG INTERNATIONAL INCIDENT: THE ACE


You are the top star of your division, consistently either holding the title or in contention for it. Youre
considered to carry the company both in and out of the ring. You also have the biggest target on your back.

HAILING FROM

NAME & LOOK

Tokyo, Japan
Kagoshima Prefecture, Japan
The Kingdom of Tonga
Elsewhere:

ENTRANCE

Licensed Tie-In
High Tempo & Exciting
High-Concept & Production-Filled
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat
with their wrestler.
Who trained with me in the dojo?

Who thinks they deserve my spot?

Who do I have amazing chemistry
with in the ring?

Whos just biding their time until


my inevitable fall?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.

When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS

Start With:

Look +1, Power -1, Real +1, Work -1


Then add +1 to a Stat and subtract -1 from a Stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WWWRPG INTERNATIONAL INCIDENT: THE ACE


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, you need to hit your Finisher twice. Choose whether you gain +1 Heat with each
other, or they gain +1 Audience. On a Botch, choose whether you rush through the botched move, get the win and lose -1
Audience, or you let them counter it into something that looks better, and take the loss (this overrides Creatives booking).
FIGHTING SPIRIT: When taken to the limit you dig deep and find the passion and fire to press on. Once per match, when

your opponent clearly has the upper hand and presses the attack, narrate how you ignore the pain and take control of
the match. This works as the INTERRUPT Move, but take 1 Momentum from your opponent instead of spending 1.
and pick 1

CARRY THE COMPANY: You are anointed by the powers that


be to carry the title scene of your division. When a match
that involves the title is announced, roll +Real. On a 10+, pick
2, on a 7-9, pick 1: book yourself into or out of the match
(the title must remain on the line); you book the finish of the
match; you book a rematch of your choice after the match;
add an additional stipulation to that match. On a Botch,
management doubts your judgement this time and your
opponent picks one from the list to their own advantage.
:
When you get injured, check an Injury box. If anyone
takes advantage of your injury in a match, they gain +2
Momentum but lose -1 Heat with you.

AUDIENCE

Work the Audience, Champions Advantage

Mark an Advance. At the beginning of


+4
the Episode, make the OVER Move.
TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

STATS

ndpdesign.com/wwwrpg | updated 4.18.16

When you spend an Advance, you can erase a check.


If you have 3 checks, you can no longer compete.

ADVANCEMENT

Your Audience hits +4 or 0 the first time in an Episode


You (re)gain your Championship title
You give up your Championship to a worthy challenger
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

REAL

INJURY

Gain An Advance When:

The Ace starts and resets to Audience +2.

POWER

STRONG STYLE: When you work stiff without intent to


injure, roll +Real for the WRESTLING Move. If you hit on
a 10+ without spending Momentum, gain an extra +1
Momentum. If you Botch, you injure them anyway.

INJURY

If you have any checks, if your title is on the line you can
choose not to defend it without facing any repercussions.

LOOK

AMAZING ENTRANCE: The production team behind your


entrance overshadows everyone elses. Roll +Audience when
you make your first full entrance in an Episode. On a 10+
gain +1 Heat with your opponent plus the 7-9 result: on a
7-9, gain the Momentum your start each Episode with (+2
if you have +4 Audience). On a Botch, lose -1 Audience
due to an embarrassing technical problem.

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in an Advanced Role.
Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Veteran can advance to the Ace as well.

WWWRPG INTERNATIONAL INCIDENT: THE YOUNG ONE


You are a new trainee. Youve toiled in the training center or dojo and gone through the utmost physical
conditioning, and finally its time to see how well you do in front of a live audience. Do you have what it takes
to become your own wrestler?

HAILING FROM

Aukland, New Zealand


Kurihara, Japan
The Dojo
Elsewhere:

NAME & LOOK


Young Ones generally perform in basic gear, such as black
trunks and black boots, with limited outstanding features.

ENTRANCE

Generic Rock
Generic Electronic
Generic Pop
Nothing

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per
other player. When answered,
gain +1 Heat with their wrestler.
Who trains me in the dojo?

Who is too famous to associate
with me?

Who sees my potential for
stardom?

Who wants to make me quit?

At the end of a match with someone you


have +4 Heat with, gain an Advance and
reset Heat to +1. (This is different from the
usual Heat rule)

ndpdesign.com/wwwrpg | updated 4.18.16

STATS
Start With:
Look -1, Power -1, Real -1, Work -1
Then add +1 to two Stats, or +2 to one Stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
You do not pick a starting Role. Rather, whenever you start a match,
you count as the opposite Role of your opponent (or pick one of
the basic roles, if they have a Legendary Role).
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you check your Role for a match, take +1 Heat with your
opponent at that time. You do NOT use the Role Move of the same
name (though you should still act to fulfill your Role in a match) as
youre still learning. Instead...
YOUR WHOLE CAREER AHEAD OF YOU:
Youre here to get good enough to make a real impact, not to sell
tickets. You do not gain Advances from Audience (though you still
have an Audience rating). Instead, gain an Advance when you work
a match with any opponent you have +4 Heat with, and reset to +1
Heat immediately following.

WWWRPG INTERNATIONAL INCIDENT: THE YOUNG ONE


MOVES

GAIN EXPERIENCE:

At the finish of the match, regardless of how its booked, roll 2d6. On a 10+, you learned something valuable,
Describe what you learned, and gain +1 Heat with your opponent. On a 7-9, its not quite clicking yet. Next
time you GAIN EXPERIENCE, add +1 (this bonus stacks, if you continue rolling 7-9). On a Botch, you learn the
wrong lesson. Lose -1 Heat with your opponent.
and pick 2

NEW CHAPTER: Youve wrestled elsewhere, but this is


a bottom-up reinvention for you. Take +1 Work (max +3).
HELP AT RINGSIDE: You have a job at ringside to observe,
help wrestlers hit their spots and physically aid them after
hard matches. You may declare that you are ringside for
any match. If someone is injured in the match, roll +Heat
with them. On a 10+, your on-the-spot help is actually
vital; they untick an Injury box and you gain +1 Heat with
each other. On a 7-9, you did your job well, gain +1 Heat
with them. On a Botch, you messed it up. Choose whether
you reset your Heat with them to 0, or they take another
Injury. If no-one is hurt in the match, add +1 to your GAIN
EXPERIENCE bonus based on your observation of the match.

FAMILY NAME: You are the newest member of your family


to enter the wrestling business, and expectations are high.
Take +1 Look (max +3).
SHOW RESPECT: You believe wholeheartedly that your
career will be built on showing deference to your elders.
The first time in an Episode you lace up someones boots,
volunteer for an unpleasant task or otherwise demonstrate
your respect for a veteran, gain +1 Heat with them.
MECHANIC: You can be counted on to deliver a passable
match. Spend 2 Momentum to book yourself into any nontitle match (as an additional competitor, or to replace a
wrestler who has already been pulled out of the match).

INJURY
When you get injured, check an Injury box. Add +1 to
your GAIN EXPERIENCE bonus.
If your opponent uses your injury against you in a match,
they win the match immediately, regardless of booking.

INJURY
When you spend an Advance, you can erase a check.
If you have 2 checks, you can no longer compete.

AUDIENCE

ADVANCEMENT

Work the Audience, Champions Advantage

The Young One starts at Audience 0 and does


not reset. Your Audience does not count towards
Promotion advancement.

+4

Youve gained a cult following and


take a new Gimmick as described
under Advancement.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Start the Episode with +1 Momentum.

MOMENTUM

Cheap Heat,Gain Experience, Babyface/Heel

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

You have a match with an opponent with whom you have


+4 Heat.

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Take a Move from any other Gimmick

And Once Youve Picked 3 of Those:


or
Once Youve Reached +4 Audience:

Youve learned enough to take on a fully-formed wrestling


persone! Pick any other Gimmick, and pick your starting
Role (Babyface or Heel). You start the next Episode with that
Gimmick. You do not have to take an Episode off before
returning in the new Gimmick.

Add Momentum spent to any roll you make.

LOOK

Gain An Advance When:

WORK

Advancement Note: No other Gimmick can advance to the


Young One.

WWWRPG INTERNATIONAL INCIDENT: THE LUCHADOR


HAILING FROM
Mexico City, Mexico
Gmez
Palacio,
Durango, Mexico
Boyle Heights, CA
Somewhere Else:

You are an iconic Lucha Libre competitor. Whether you were


born into the business or you took up the mask out of love
for the sport, you represent the unique culture of Mexican
professional wrestling. But thats just the beginning.
What will you do with your skills and your
heritage?

NAME & LOOK

ENTRANCE
American N Metal
Popular Hit
Pulse-Pounding &
Frenetic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat
with their wrestler.
Who allied with me on my first team?

Who just doesnt understand Lucha Libre?

Who thinks I dont deserve my mask
(or overall look)?

Who is trying to convince me to


change?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS

Start With:

Look -1, Power -2, Real 0, Work +1


Then add 1 to any stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name
(see reverse).
Tcnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
Rudo - Youre selfish, disobedient and disrespectful. You count
as a Heel for Heat purposes.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WWWRPG INTERNATIONAL INCIDENT: THE LUCHADOR

FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a
10+, you hit your Finisher clean, gain +1 Audience.
On a 7-9, the timing is off but you make it work - you
win but your opponent chooses which of you loses 2
Momentum, and the other gains +1. On a Botch, you
still win but its ugly. Your opponent chooses whether
the botch is your fault (and you lose -1 Audience) or
their fault (and they take an Injury).

MOVES

check your role

TCNICO: When you demonstrate your technical prowess in


the ring or make a big deal of respect, spend 2 Momentum and
pick 1: gain +1 Heat with your opponent, an ally comes to your
aid, win the match (regardless of booking).
RUDO: When you do something to save yourself at the expense
of another in the ring, or show disrespect for an authority figure or
teammate, spend 2 Momentum and pick 1: gain +1 Heat with your
opponent, cause a legit injury, win the match (regardless of booking).
and pick 2

EXTICO: You have a provocative act that challenges


gender norms, making you stand out. Take +1 Look (max +3).
TRADICIONAL: You refuse to be seen without your mask.
Whenever your mask is at risk of being removed, roll
+Work if its your choice, or roll +Real if its someone elses.
Gain +1 Heat with your foe, and on a 10+ pick 2, on a
7-9 pick 1: you book the next step of the feud, you cover
your face in time, you take theirs as part of the scuffle.
On a Botch, lose -1 Audience, as your mystique is lost.

CAPITN DEL PAREJAS: Tag team wrestling is Lucha Libre.


Spend 2 Momentum to add anyone you have Heat with
to your side at the top of a match (making a solo match
a tag team, a tag match a trio, etc). Creative chooses
who comes out for the other team. In addition, you can
spend your Momentum on any of your teammates rolls.
EL HIJO DE...: Youve inherited your mask from another
popular Luchador. Describe the relationship. You start
and reset to Audience +2 (instead of +1).

INJURY

When you get injured, check two Injury boxes.


When you roll +Work while injured, you cannot spend
Momentum on the result.
When you win a match while injured, gain +2 Momentum.

AUDIENCE

Work the Audience, Champions Advantage

The Luchadore starts and resets to Audience +1 (or +2).


Mark an Advance. At the beginning of
+4
the Episode, make the OVER Move.
TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Tcnico/Rudo

STATS
POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

When you spend an Advance, you can erase a check.


If you have 4 checks, you can no longer compete.

ADVANCEMENT

Gain An Advance When:


Your Audience hits +4 or 0 the first time in an Episode
You gain a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

INJURY

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character with any Gimmick (cannot
pick Golden Boy or Manager), or in an Advanced Role. Erase
all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


High Flyer can advance to the Luchador as well.

WWWRPG INTERNATIONAL INCIDENT: THE CULTURAL CHAMPION


You started in the ring, but you are now known throughout pop culture even more for your character than for
what youve done in the squared circle. Now youre a little older and slower, but you have real emotional and
financial investment behind you. Is it possible to keep your broad appeal or have you hit market saturation?

HAILING FROM

NAME & LOOK

Mexico City, Mexico


Venice Beach, California
Parts Unknown
Somewhere Else:

ENTRANCE

Custom Composition
Pop Music Tie-In
Pulse-Pounding & Frenetic
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per
other player. When answered,
gain +1 Heat with their wrestler.
Who was instrumental to my early
success?

Who wants me to just retire
already?

Who is honored to be
on my team?

Who wants to unmask me (literally or


figuratively)?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS

Start With:

Look +1, Power -1, Real +1, Work -2


Then add 1 to Look or Real

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name
(see reverse).
Tcnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
Rudo - Youre selfish, disobedient and disrespectful. You count
as a Heel for Heat purposes.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WWWRPG INTERNATIONAL INCIDENT: THE CULTURAL CHAMPION


MOVES

FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, its close
enough, gain +1 Momentum. On a Botch, you still win, but theyre disappointed at your lack of effort, lose -1 Audience.

ESTRELLA: Youre a multimedia star. Whenever you would lose Audience, choose: lose the Audience and Creative books
you to win your next match to get them back on your side; or lose all your Momentum instead of losing the Audience.
If you have no Momentum you must choose the first option.
check your role

TCNICO: When you demonstrate your technical prowess in the ring or make a big deal of respect, spend 2 Momentum
and pick 1: gain +1 Heat with your opponent, an ally comes to your aid, win the match (regardless of booking).
RUDO: When you do something to save yourself at the expense of another in the ring, or show disrespect for an
authority figure or teammate, spend 2 Momentum and pick 1: gain +1 Heat with your opponent, cause a legit injury,
win the match (regardless of booking).
and pick 1

MERCADERA: Your face is on everything. Gain +1 Momentum each time you enter the ring during an Episode.
LAS EXPECTATIVAS: You represent something extraordinarily
meaningful to your fans. When you change Role (including taking
an Advanced Role), roll +Real. On a 10+, it makes perfect sense to
them, gain +1 Audience next time you make a public appearance.
On a 7-9, they see the logic, but it shakes them up. Your highest
Heat opponent gains +1 Audience from your fans switching
allegiance. On a Botch, they refuse to accept it. You must stay
in your current Role instead of switching, and lose -1 Audience.

EL RIVAL: If youre in the Top Spot (+4 Audience), your


agent demands a match that ties in the antagonist from your
latest movie (or TV show, or comic book) to your storyline
in the promotion. Work with Creative to come up with the
nature of El Rival (including whether they are a separate
performer or played by an existing member of the roster)
and you must be booked against them as the main event
of the next Episode. You start with +2 Heat with El Rival.

INJURY

When you get injured, check two Injury boxes, and the
referee stops the match for excessive punishment and
DQs your opponent (this overrides Creatives booking).

If you wrestle while injured, your opponent can only take


control of the match from you if they BREAK KAYFABE.

INJURY
When you spend an Advance, you can erase a check.
If you have 4 checks, you can no longer compete.

AUDIENCE

Work the Audience, Champions Advantage

The Cultural Champion starts and resets to Audience +2.

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, you retire from competition.

MOMENTUM
Cheap Heat, Finishing Move, Tcnico/Rudo

STATS

POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Gain An Advance When:


Your Audience hits +4 or 0 the first time in an Episode
You gain a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

LOOK

ADVANCEMENT

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character with a new Gimmick
(choose Manager, Veteran or Wasted) or in an Advanced
Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Veteran can advance to the Cultural Champion as well.

WWWRPG INTERNATIONAL INCIDENT: THE INDY DARLING

HAILING FROM

Youve pieced a living together on the road, wrestling


for anyone wholl take you. Youve built a cult
following, a set of unique skills and a depth of
experience. Finally, you have an opportunity to make
your name at the next level. Will you take it?

NAME & LOOK

Seattle, Washington
Grand Rapids, Michigan
Dubuque, Iowa
Elsewhere:

ENTRANCE

Reused From A Retired Wrestler


Custom Song From a Local Band
Fresh & Intriguing
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat
with their wrestler.
Whos excited that Im finally on the
roster?

Who thinks Im completely
overrated?

Who do I have backstory with from
encounters in other companies?

Whos threatened by what I bring


to the roster?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.

When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS

Start With:

Look 0, Power -1, Real -1, Work 0


Then

subtract -1 from a Stat and add +2 to a Stat

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WWWRPG INTERNATIONAL INCIDENT: THE INDY DARLING


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Gain +1 Audience. On a 7-9,
they sandbag you. You still win, but choose: you gain +1 Heat with each other, or you punish them with an injury. On
a Botch, choose whether you win the match but have Creative change your finisher after (you keep this Move, just
change what it looks like), or let them counter it and lose the match (this overrides Creatives booking).
and pick 2

HUNGRY: You want this so bad you can taste it. When
youre booked to lose a match and you take action to prevent
it, roll +Work. On a 10+ you win the match instead, and pick
one from the 7-9 list. On a 7-9 you win, but your opponent
picks: you take an injury, lose -1 Heat with your opponent,
get pulled out of this feud by Creative. On a Botch, you
lose the match anyway, and lose -1 Audience for looking
like a chump. This Move overrides Creatives booking.
10-YEAR VETERAN: Youve been wrestling longer than
most of the top talent in this company. You start and
reset to Audience +2 instead of Audience +1.
:

I REMEMBER THIS ONE TIME...: When you pitch an idea


that youve seen or done before, just not for this company,
roll +R eal . On a 10+ pick two, on a 7-9 pick one: Gain +2
Momentum, they go for it, you get to book it yourself. On
a Botch, they steal or ruin your idea (or both).
REPUTATION: When you appear on camera for the first
time in an Episode, roll +Real . On a 10+, theyve all heard
of you, gain Momentum equal to what you started the
Episode with. On a 7-9 theres a vocal minority. You gain
+1 Momentum when you mug to your fans in a segment
until you Botch a roll or the end of the Episode, whichever
comes first. On a Botch, theyve heard of you...and think
you suck. Lose -1 Audience.

INJURY

When you get injured, check an Injury box.


While youre injured, you can still compete but Creative
will not book you to win.
If you win a match anyway, gain +1 Heat with your
opponent.

INJURY
When you spend an Advance, you can erase a check.
If you have 3 checks, you can no longer compete.

AUDIENCE

Work the Audience, Champions Advantage

The Indy Darling starts and resets to Audience +1 (or +2)

+4

Mark an Advance. At the beginning of


the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

LOOK

POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Gain An Advance When:


Your Audience hits +4 or 0 the first time in an Episode
You win a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

STATS

ADVANCEMENT

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in any other Gimmick
or an Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Technician can advance to the Indy Darling as well.

WWWRPG INTERNATIONAL INCIDENT: THE SHOOT FIGHTER


NAME & LOOK

Whether you have a legitimate sport fighting


background or youre just a natural-born hardass,
you know how to really hurt people, if you
want. How long will the company make it
worth your while to keep you in check?

HAILING FROM

ENTRANCE

Heavy & Threatening


Explosive & Impulsive
Simple & Direct
Something Else:

Kuwana, Japan
Wigan, United Kingdom
Rio de Janeiro, Brazil
Elsewhere:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who has earned my respect with their
fighting skills?

Who wants to add more
entertainment to my repertoire?

Who have I beat in a shoot
fight?

Who will I never admit


beat me?

At the end of a match with


someone you have +4 Heat
with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.18.16

STATS
Start With:

Look -2, Power +1, Real -1, Work 0


Then add +1 to any Stat.

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WWWRPG INTERNATIONAL INCIDENT: THE SHOOT FIGHTER


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Gain +1 Audience. On a 7-9, it
doesnt look real enough. Choose whether you injure your opponent to clinch the win, or let it ride - you lose any
Momentum you have left, but keep the win. On a Botch, its too real! You get DQed (this overrides Creatives booking),
and choose whether you lose -1 Audience or injure your opponent.

SHOOT FIGHTER: As long as you have a higher +Work than your opponent, they have to spend 2 Momentum to use the
INTERRUPT Move instead of 1. You can choose to compare +R eal if you have MARTIAL ARTS TRAINING or +Power if you have
YOU KNOW ITS FAKE, RIGHT? instead of +Work , on a match-by-match basis.
and pick 1

STARE DOWN: You are known for your intensity. Whenever


you stare someone down, roll +Heat with them. On a
10+ pick two, on a 7-9 pick one: book the rest of the
segment; gain +1 Heat with them; they gain +1 Heat with
you; gain +1 Momentum. On a Botch, they no-sell it and
take control of the situation.
STRETCHER: Your job is to break in fresh meat. Whenever
you give someone an injury, roll +Real . On a 10+ pick 2,
on a 7-9 pick 1: You face no repercussions backstage, you
gain their respect, you gain +1 Heat with each other. On
a Botch, that was not the plan and youre in real trouble.
:

CHALLENGE: Whenever you are able to book or add


a stipulation to a match, you can make it a Catch-AsCatch-Can Match. Competitors can roll +Real for the
Wrestling Move, but only gain Momentum when they
roll on +Work or +Real .
MARTIAL ARTS TRAINING: You use your real skills, when
you want to. Take +1 Real (max +3).

YOU KNOW ITS FAKE, RIGHT?: Take +1 Power (max +3).


Whenever you make a Move that involves physically
dominating your opponent to get what you want, you
can roll +Power instead of the usual stat.

INJURY

When you get injured, check an Injury Box. When injured,


your opponent counts as having +1 to their stat youre
comparing for the purposes of your SHOOT FIGHTER
Move (Work, Real or Power).

AUDIENCE

The Shoot Fighter starts and resets to Audience +1


Mark an Advance. At the beginning of
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

LOOK

POWER

ndpdesign.com/wwwrpg | updated 4.18.16

REAL

Gain An Advance When:


Your Audience hits +4 or 0 the first time in an Episode
You win a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

STATS

When you spend an Advance, you can erase a check.


If you have 3 checks, you can no longer compete.

ADVANCEMENT

Work the Audience, Champions Advantage

+4

INJURY

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in another Gimmick
(cannot pick Jobber, High Flyer or Manager) or an Advanced
Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Hardcore or Monster can advance to the Shoot Fighter as well.

WORLD WIDE WRESTLING SEASON TWO: THE ICONOCLAST

Original concept & design by Sean Walsh

HAILING FROM

St. Louis, Missouri


Yokohama, Japan
Montreal, Quebec, Canada
Elsewhere:

Youre a gunslinger, a giant-killer, a career-ender.


Your talents are wasted on jabronis; your prey
are the greatest heroes and vilest villains that
the wrestling universe has to offer. You will forge
your own legend from the broken bodies and
shattered egos of past greatsuntil the day that
you become the legend to be taken down.

NAME & LOOK

ENTRANCE

Catchy & Popular


Eerie & Dissonant
Gutteral & Primal
Something Else:

HEAT
Run-In, Wrestling

Write down each other


wrestlers name.
On your turn, ask 1 question
per other player. When
answered, gain +1 Heat with
their wrestler.
Who has the greatest
potential to be on my hitlist someday?

Who hates me because of what I did to their mentor?

Who do I secretly admire?

Who thinks my lust for glory is bad for business?

At the end of a match with someone you have +4


Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look -1, Power -1, Real +1, Work -1
Then add +1 to any Stat.

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same
name. Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn
and switch to its opposite. Gain +1 Heat with everyone now
opposed to you.
Gain an Advanced Role via Advances. You can use the Move
of the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON TWO: THE ICONOCLAST


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: gain +1 Heat with them as your killer
instinct takes over; or you make them look mighty in defeat and they get +2 Momentum. On a Botch, choose: you look
like an amateur and lose -1 Audience or you take things too far and injure your opponent.

CALL DOWN THE THUNDER: When you CUT A PROMO on a wrestler with an Advanced Role, roll +Real instead of +Look . In

addition to the Promo result: on a 7+ Creative must book you in a match with that wrestler (or you add a stipulation, if a
match is already booked). On a Botch, lose -1 Audience as the crowd doesnt buy that youre a real threat.
and pick 1

IN THE CROSS-HAIRS: When you wrestle someone with a


Basic Role whos earned your ire, roll +Heat to mark them for
destruction. Treat them like they have an Advanced Role for
this Episode and on a 10+ you pick 1; on a 7-9 they pick 1:
gain +1 Heat with each other, you both gain +2 Momentum,
they win this match. On a Botch, lose -1 Heat with them.
I LIKE TO HURT OLD PEOPLE: When you attack a wrestler
with an Advanced Role, spend 2 Momentum to injure them
outright. If you do this, they can do the same to you. If
this is their last Injury box, or you otherwise retire them
in this manner, you lose -1 Audience. Too real!

APEX PREDATOR: You were born to do this, and everyone


knows it. Take +1 Work (Max +3).
PACK LEADER: Your natural charisma attracts and inspires
others to join your cause. When you take action to get
someone on your side, roll +Look . On a 10+ gain +1 Heat
with them and pick one; on a 7-9 just pick one: book the
finish of a match theyre in, they join you as an enforcer,
they come to your aid in a critical moment (which could
be right now!). On a Botch, theyre not impressed, and
they pick one: they beat you down, you lose -1 Heat with
them, you face disciplinary action backstage.

INJURY

When you get injured, check an Injury Box. Whenever


you lose a match due to your injury, lose -1 Heat with your
opponent. When you push through your injury to win a
match, gain +1 Heat with your opponent after the match.

AUDIENCE

Gain An Advance When:

The Iconoclast starts and resets to Audience +1


Mark an Advance. At the beginning of
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

LOOK

POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You win a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

STATS

When you spend an Advance, you can erase a check.


If you have 3 checks, you can no longer compete.

ADVANCEMENT

Work the Audience, Champions Advantage

+4

INJURY

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in another Gimmick
(cannot pick Jobber or Manager) or an Advanced Role.
Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Golden Boy or Anti-Hero can advance to the Iconoclast as well.

WORLD WIDE WRESTLING SEASON TWO: THE TIME BOMB


The business has taken its toll on your body.
Held together by steel, screws, and sheer will,
you probably should have hung it up by now
but the child support payments, money you
owe to your pharmacist, or your own hubris
keep you stepping back into the ring. When will
you take your final 3 count?

Original concept & design by Justin L. Phillips

NAME & LOOK

HAILING FROM

Charlotte, North Carolina


Lubbock, Texas
The Old School
Elsewhere:

ENTRANCE

Grandiose & Ceremonial


Outdated & Cliche
Embarrasing Attempt at Cool & Trendy
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers name.


On your turn, ask 1 question per other
player. When answered, gain +1 Heat with
their wrestler.
Who thinks its past time for me to hang
up my boots?

Who became a wrestler because of me?

Who wants to retire me?

Who thinks I still have a place in the


business?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look 0, Power -1, Real +2, Work -2
Then add +1 to any Stat.

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON TWO: THE TIME BOMB


MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6. On a 10+, you hit your finisher clean just like the good old days! Gain +1
Audience. On a 7-9, you barely pull it off. Choose: its clear that youre not the wrestler you used to be and you lose -1
Heat with your opponent; or you (mercifully) win by DQ or countout and lose all Momentum. On a Botch its an absolute
disaster! You still get the win but you lose -1 Audience, and choose whether you or your opponent takes an injury.

PASS THE TORCH: You decide when its time to hang up your boots. At the top of an Episode, you can book a retirement
match with any opponent of your choice. When your opponent wins, they gain +2 Audience. If the booking is swerved
such that they dont win, the feud continues until your opponent wins a match over you. Once retired, create a new
wrestler or take over an NPW wrestler for the remainder of the Season.
and pick 1

THE PHENOM: When you would take an injury, roll


+Real . On a 10+ you disregard this injury and take control
of the match (if youre in one). On a 7-9 you manage to
power through, but it hurts; you dont mark an injury,
but remove one unmarked injury box at the end of the
Episode. On a Botch, take the injury as normal and the
match (if youre in one) ends immediately in a no contest.

BEST THERE WAS: When you CUT A PROMO in a way that


recalls your glory days, roll +Real instead of +Look . If you
Botch, the audience is tired of your faded glory and you
cannot use this Move for the rest of the Episode.

A LEGEND IN THIS BUSINESS: You do not lose Heat for


not interacting with a wrestler in an Episode.

KEEP ME PROTECTED: You have creative control over


your booking. When you want to change how a match
is going, spend 2 Momentum to rebook it on the fly.
Anyone who sticks with the original booking has to BREAK
KAYFABE to do so.

INJURY
When you get injured, check an Injury box. You cannot
remove checks under any circumstance. When you start
a match injured, gain Momentum equal to the number of
checks you have.

AUDIENCE

The Time Bomb starts and resets to Audience +2


Mark an Advance. At the beginning of
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

LOOK

POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

When all of your injury boxes are checked youre


dragged out on a stretcher and your career (and maybe
your life) is over.
Gain An Advance When:
Your Audience hits +4 or 0 the first time in an Episode
You win a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:

Add +1 to any stat (max +3)


Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Create a new wrestler to play (instead of, or with, this one).


You start the next Episode in an Advanced Role (you do
not take an Episode off).

Add Momentum spent to any roll you make.

STATS

ADVANCEMENT

Work the Audience, Champions Advantage

+4

INJURY

WORK

Advancement Notes: The Veteran and any Gimmick that can


advance to the Veteran can advance to the Time Bomb as
well.
The Time Bomb cannot advance to other Gimmicks. The Time
Bomb retires only through injury or the Pass the Torch Move.

WORLD WIDE WRESTLING SEASON TWO: THE FOREIGNER


Original concept & design by Adam Ultraberg

HAILING FROM

The Wilds Of:


The (Middle/Far) East
Behind The Iron Curtain
Elsewhere:

Yer not from here. Yer from SOMEWHERE


ELSE! Youre not sure what it says about pro
wrestling that from another country is
still a valid character, but you keep getting
paid to make it work. Who will tire of your
retrograde act first, you or the crowd?

NAME & LOOK

ENTRANCE

Stereotypical
Stereotypical (Rock Remix)
Hot Blooded & Aggressive
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per
other player. When answered, gain
+1 Heat with their wrestler.
Who knows more about my homeland
than I do?

Who would get the biggest
boost from beating me?

Who wouldve gotten this gimmick if I wasnt
here to take it?

Who did I first throw through a symbol of


my homeland to establish my character?

At the end of a match with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:

Look -1, Power +1, Real -2, Work 0


Then add +1 to any Stat.

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy, and take the LAND OF THE BRAVE Move
Heel - Youre a bad guy, and take the SUPERIORITY COMPLEX Move
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
You switch your associated Gimmick Move as well.
Gain an Advanced Role via Advances. You can use the Move of
the same name. Replace your Role-associated Move with another
one from this Gimmick.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON TWO: THE FOREIGNER


FOREIGNER MOVES

FINISHING MOVE:

When youre booked to win a match, roll 2d6: On a 10+, you hit your finisher strong, just as your ancestors did. You
gain +1 Audience. On a 7-9, it aint so easy. Choose: they mock you and you take a liberty, gain +1 Heat with them; or
you injure them in your rage. On a Botch, pick one: its sloppy, lose -1 Audience and win the match; or you mess up
and they sense weakness, you lose the match clean (this overrides Creatives booking).

if youre a Babyface
LAND OF THE BRAVE: You endearingly misunderstand

basic things about this country. Gain +1 Momentum the


first time you do it in an Episode. In addition, when doing
so, you can bump your WORK THE AUDIENCE result by one
tier (botch to 7-9, 7-9 to 10+) once per Episode.

if youre a Heel
SUPERIORITY COMPLEX: You treat this countries language

and customs with derison. Start with (or gain) a manager


or aide. Youre only willing to CUT A PROMO with them at
your side. The HEEL Move only costs you 1 Momentum if
youre destroying something representing this country.

and pick 1

STRONG LIKE BULL OX: You have the legendary strength


of your people. Take +1 Power (max +3).

NEVER SEEN ANYTHING LIKEEM!: When you appear in a


pre-taped segment, explain how youre being carefully
presented (and protected). Roll +Work or +Power when
you CUT A PROMO during the segment.
BRAVE BOYS IN UNIFORM: You can add belligerants from
your native land to any match as a match stipulation.
When you do so, start the match with +2 Momentum.

WORLD CITIZEN: You are legitimately from your characters


homeland and bring real details in your portrayal. Take
+1 Real (Max +3). You cannot also take THIS ISNT ME!
THIS ISNT ME!: When you call out your own gimmick
as racist, roll +Real . On a 10+, gain +2 Momentum and
you may immediately change Gimmick or Role. On a
7-9, make the change, but youre booked in a punitive
match, RIGHT NOW! On a Botch, the crowd is confused
and agitated by your announcement. Lose -1 Audience.

INJURY

When you get injured, check an Injury Box. You are tough
and suffer no penalty from injuries.

AUDIENCE

Gain An Advance When:

The Foreigner starts and resets to Audience +1


Mark an Advance. At the beginning of
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre fired.

MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel

LOOK

POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

Your Audience hits +4 or 0 the first time in an Episode


You win a Championship belt
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team

And Once Youve Picked 3 of Those:

Add Momentum spent to any roll you make.

STATS

When you spend an Advance, you can erase a check.


If you have 3 checks, you can no longer compete.

ADVANCEMENT

Work the Audience, Champions Advantage

+4

INJURY

WORK

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in another Gimmick
(cannot pick Manager or Veteran) or an Advanced Role.
Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Monster can advance to the Foreigner as well.

WORLD WIDE WRESTLING SEASON TWO: THE BOSS


Youre in charge. Maybe youve made your
name in the ring, youre the legit head of
the corporation or you just play the boss on
TV. Regardless, you have the power to
make the rules, punish those who cross
you and elevate those who you think
are the real future of the business. Will
you make the right decisions?

HAILING FROM

NAME & LOOK

Oklahoma City, Oklahoma


Greenwich, Connecticut
Robbinsdale, Minnesota
Elsewhere:

ENTRANCE

Striking & Powerful


Corporate & Stultifying
Upbeat & Fun
Something Else:

HEAT
Run-In, Wrestling

Write down each other wrestlers


name.
On your turn, ask 1 question per
other player. When answered, gain
+1 Heat with their wrestler.
Who sucks up to me the most?

Who doesnt agree with how I like
to do business?

Whos loyalty to me has never
wavered?

Who is agitating to replace me?

At the end of a segment with someone you


have +4 Heat with, gain +1 Audience.
When you finish a feud, reset Heat to +1.

ndpdesign.com/wwwrpg | updated 4.25.16

STATS
Start With:
Look +1, Power -1, Real 0, Work -2
Then add +1 to Look or Real

LOOK
POWER
REAL
WORK

Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling

ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.

WORLD WIDE WRESTLING SEASON TWO: THE BOSS


MOVES

MAKE A MATCH:

You dont work matches, you make em. When you make a match, roll 2d6. On a 10+ you book the finish and pick 1
from the 7-9 list; on a 7-9, Creative books the finish and you pick 1: gain +1 Heat with one of the participants; gain +2
Momentum; one of the participants gains +2 Momentum; youll be at ringside for the match. If at least one competitor
in a match you book gains +1 Audience, you gain +1 Audience. On a Botch, Creative books the finish and you lose -1
Audience as the crowd gets bored with your presence, regardless of what youre putting together for them.
and pick 2

HOLD THE AUTHORITY: When you dress someone down,


punish them or exercise your authority over them, roll
+Look . On a 10+, gain +1 Heat with each other and pick 1;
on a 7-9, pick 1: add a stipulation to an upcoming match
theyre in; add them to an announced match; gain +2
Momentum. On a Botch, it backfires and they choose 1
to advantage themselves from the 7-9 list.

I SIGN THE CHECKS: Youre the boss backstage as well


as on camera. Spend 2 Momentum when you threaten,
cajole or manipulate someone into doing what you want,
and they pick 1: they do what you want; they get booked
out of their hottest feud; they get booked into a punitive
match. If they choose to get booked, you fill out the details.

IMPRESS THE LOCKER ROOM: Whether you once had the


skills or youve been training, you can book yourself into
matches when you need (or want) to. Gain +2 Momentum
at the top of any match you book yourself into.
YOURE FIIIIIIRED: When you fire someone on camera,
roll +Real. On a 10+, choose whether you or they gain +1
Audience and you book their inevitable return; on a 7-9,
gain +1 Heat with each other and Creative books how they
get back on camera. On a Botch, everyone knows this has
no teeth. They dont leave and you both lose -1 Audience.

RAISED IN THE BUSINESS: You come from a well-known


wrestling family. Take +1 Real (Max +3).

INJURY

When you get injured, check an Injury box. Gain +1 Heat


with whoever injured you. While injured, you cannot get
into the ring under any circumstances.

AUDIENCE

Gain An Advance When:

The Boss starts and resets to Audience +1


Mark an Advance. At the beginning of
the Episode, make the OVER Move.

TOP SPOT: When you hit +4 Audience, everyone


else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.

+3

Start the Episode with +2 Momentum.

+2

Start the Episode with +1 Momentum.

+1

Start the Episode with +1 Momentum.

Mark an Advance. At the end of the


Episode, youre removed from your job.

MOMENTUM
Add Momentum spent to any roll you make.
Cheap Heat, Make A Match, Babyface/Heel

LOOK

STATS

POWER

ndpdesign.com/wwwrpg | updated 4.25.16

REAL

When you spend an Advance, you can erase a check.


If you have 2 checks, you can no longer appear on
camera.

ADVANCEMENT

Work the Audience, Champions Advantage

+4

INJURY

WORK

Your Audience hits +4 or 0 the first time in an Episode


Someone you have +4 Heat with wins a Championship
You end a feud satisfactorily

ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)

And Once Youve Picked 3 of Those:

Create a new wrestler to play (instead of, or with, this one).


Retire this character and pick an NPW to play for the next
episode. Then return this character in another Gimmick
(cannot pick Jobber, Golden Boy, High Flyer, Monster or
Technician) or an Advanced Role. Erase all Injury checks.
Legit retire this character. Create a new one, or play an NPW.

Advancement Note: Any Gimmick that can advance to the


Manager or Veteran can advance to the Boss as well.