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WORLD WIDE WRESTLING PLAYTEST GIMMICK

THE ACE
You are the top star of your division, consistently either holding the title or in contention for it. You’re 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
STATS
Run-In, Wrestling
Write down each other wrestlers name. Start With:
On your turn, ask 1 question per other player. »» Look +1, Power -1, Real +1, Work -1
When answered, gain +1 Heat with their »» Then add +1 to a Stat and subtract -1 from a Stat
wrestler. Cut A Promo
»» Who trained with me in the dojo?
LOOK Wrestling
»»
Feat Of Strength
»» Who thinks they deserve my spot? POWER Wrestling
»»
Break Kayfabe
»» Who do I have amazing chemistry with in REAL Work Real Stiff
the ring?
»» Wrestling
WORK
»» Who’s just biding their time until my
inevitable fall?
»» ROLES
At the end of a match with someone you
»» Pick your starting Role. You can use the Move of the same name.
have +4 Heat with, gain +1 Audience.
Gain +1 Heat with everyone who’s the opposite Role.
When you finish a feud, reset Heat to +1. ❏❏ Babyface - You’re a good guy.
❏❏ Heel - You’re a bad guy.
»» When you deliberately break your role, you make a turn and switch
to it’s 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 - You’ve gained fame outside the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
ACE MOVES
❏❏ FINISHING MOVE:

When you’re 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 push you 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 Creative’s 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 ❏❏ AMAZING ENTRANCE: You have a whole production team
that be to carry the title scene of your division. When a behind your entrance, overshadowing everyone else. Roll
match that involves the title is announced, roll +Real . +Audience when you make your entrance for the first time in
On a 10+, pick 2, on a 7-9, pick 1: book yourself into or an Episode. On a 10+ gain +1 Heat with your opponent and
out of the match (the title must remain on the line); you the following: on a 7-9, gain your “Start the Episode with”
book the finish of the match; you book a rematch of your Momentum (+2 if you have +4 Audience). On a botch, lose
choice after the match; add an additional stipulation to that -1 Audience due to an embarrassing technical problem.
match. On a Botch, management doubts your judgement ❏❏ STRONG STYLE: Every time you roll +Real for the Wrestling
this time and your opponent picks one from the list to Move and hit a 7-9 without spending Momentum or being
their own advantage. put over by the Announcer, you gain +1 Momentum.
INJURY
When you get injured, check an Injury box. If anyone
takes advantage of your injury in a match, they gain +2 INJURY
Momentum but lose -1 Heat with you.
If you have any checks, if your title is on the line you can When you spend an Advance, you can erase a check. If
choose not to defend it without facing any repercussions. you have 3 checks, you can no longer compete.
AUDIENCE ADVANCEMENT
Work the Audience, Champions Advantage
Gain An Advance When:
The Ace starts and resets to Audience +2.
»» Your Audience hits +4 or 0 the first time in an Episode
Mark an Advance. At the beginning of »» You (re)gain your Championship title
+4 the Episode, make the OVER Move. »» You give up your Championship to a worthy challenger
»» TOP SPOT: When you hit +4 Audience, everyone »» You end a feud satisfactorily
else at +4 drops to +3. Mark an Advance the first
time you hit +4 or 0 in an Episode.
ADVANCES:
+3 Start the Episode with +2 Momentum.
Spend An Advance To:
+2 Start the Episode with +1 Momentum. Choose to erase an Injury check when you spend an Advance.
»» Add +1 to any stat (max +3)
+1 Start the Episode with +1 Momentum. »» Add +1 Audience
Mark an Advance. At the end of the »» Pick another Move (from this Gimmick or any other)
0 Episode, you’re fired. »» Create a custom Move for your character
»» Gain a Manager, a Valet or an Enforcer (NPW)
MOMENTUM »» Form a Dedicated Tag Team

Add Momentum spent to any roll you make. And Once You’ve Picked 3 of Those:
»» Create a new wrestler to play (instead of, or with, this one).
Cheap Heat, Finishing Move, Babyface/Heel
»» Retire this character and pick an NPW to play for the next
STATS episode. Then return this character in an Advanced Role.
LOOK POWER REAL WORK 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
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16 Veteran can advance to the Ace as well.
WORLD WIDE WRESTLING PLAYTEST GIMMICK
THE YOUNG BOY
You are a new trainee. You’ve toiled in the training center or dojo and gone through the utmost physical
conditioning, and finally it’s 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 NAME & LOOK
❏❏ Aukland, New Zealand Young Boys generally perform in basic gear, such as black
trunks and black boots, with limited outstanding features.
❏❏ Kurihara, Japan
❏❏ The Dojo
❏❏ Elsewhere:

ENTRANCE
❏❏ Generic Rock
❏❏ Generic Electronic
❏❏ Generic Pop
❏❏ Nothing

STATS
Start With:
»» Look -1, Power -1, Real -1, Work -1
HEAT »» Then add +1 to two Stats, or +2 to one Stat
Run-In, Wrestling Cut A Promo
Write down each other wrestlers name.
LOOK Wrestling
On your turn, ask 1 question per other player. Feat Of Strength
When answered, gain +1 Heat with their POWER Wrestling
wrestler.
Break Kayfabe
»» Who trains me in the dojo? REAL Work Real Stiff
»»
»» Who is too famous to associate with me? Wrestling
WORK
»»
»» Who sees my potential for stardom?
»» ROLES
»» Who wants to make me quit? »» 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
At the end of a match with someone you the basic roles, if they have a Legendary Role).
have +4 Heat with, gain an Advance and ❏❏ Babyface - You’re a good guy.
reset Heat to +1. (This is different from the ❏❏ Heel - You’re a bad guy.
usual Heat rule) »» 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
you’re still learning. Instead...
»» YOUR WHOLE CAREER AHEAD OF YOU:
You’re 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.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
YOUNG BOY MOVES
❏❏ GAIN EXPERIENCE:

At the finish of the match, regardless of how it’s 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, it’s 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. Reset your Heat with your opponent to 0 and lose bonus accumulated, if any.
and pick 2
❏❏ NEW CHAPTER: You’ve wrestled elsewhere, but this is a ❏❏ FAMILY NAME: You are the newest member of your family
bottom-up reinvention for you. Take +1 Work (max +3). to enter the wrestling business, and expectations are high.
Take +1 Look (max +3).
❏❏ HELP AT RINGSIDE: You have a job at ringside to observe,
help wrestlers hit their spots and physically aid them after ❏❏ SHOW RESPECT: You believe wholeheartedly that your
hard matches. You may declare that you are ringside for career will be built on showing deference to your elders.
any match. If someone is injured in the match, roll +Heat Whenever you lace up someones boots, volunteer for an
with them. On a 10+, your on-the-spot help is actually vital; unpleasant task or otherwise demonstrate your respect
they untick an Injury box and you gain +1 Heat with each for a veteran, gain +1 Heat with them.
other. On a 7-9, you did your job well, gain +1 Heat with ❏❏ RELIABLE: You can be counted on to deliver a passable
them. On a botch, you messed it up. Choose whether you match. Spend 2 Momentum to book yourself into any non-
reset your Heat with them to 0, or they take another Injury. title match (as an additional competitor, or to replace a
If no-one is hurt, add +1 to your GAIN EXPERIENCE bonus. wrestler who can’t compete for some reason).

INJURY
When you get injured, check an Injury box. Add +1 to your
GAIN EXPERIENCE bonus.
INJURY
If your opponent uses your injury against you in a match,
When you spend an Advance, you can erase a check. If
they win the match immediately, regardless of booking.
you have 2 checks, you can no longer compete.

AUDIENCE ADVANCEMENT
Work the Audience, Champions Advantage
The Young Boy starts at Audience 0 and does not reset. Gain An Advance When:
Your Audience does not count towards Promotion »» You have a match with an opponent with whom you have
advancement. +4 Heat.
Start the Episode with +3 Momentum.
+4 ADVANCES:
»» TOP SPOT: The Young Boy cannot be in the Top Spot
or make the OVER Move. If they have +4 Audience Spend An Advance To:
they’ve managed to create a cult following instead!
Choose to erase an Injury check when you spend an Advance.
+3 Start the Episode with +2 Momentum. »» Add +1 to any stat (max +3)
»» Add +1 Audience
+2 Start the Episode with +1 Momentum. »» Create a custom Move for your character
And Once You’ve Picked 3 of Those:
+1 Start the Episode with +1 Momentum.
»» You’ve learned enough to take on a fully-formed wrestling
persone! Change to any other Gimmick, and pick your starting
0 Start the Episode with +1 Momentum.
Role (Babyface or Heel). You do not have to take an Episode
MOMENTUM off before returning in the new Gimmick.
Advancement Note: No other Gimmick can advance to the
Add Momentum spent to any roll you make.
Young Boy.
Cheap Heat, Finishing Move, Babyface/Heel

STATS
LOOK POWER REAL WORK

ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16


WORLD WIDE WRESTLING PLAYTEST GIMMICK
THE LUCHADOR
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 that’s just the
beginning. What will you do with your skills and your heritage?
HAILING FROM NAME & LOOK
❏❏ Mexico City, Mexico
❏❏ Gómez Palacio, Durango, Mexico
❏❏ Boyle Heights, CA
❏❏ Somewhere Else:

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

HEAT STATS
Start With:
Run-In, Wrestling
»» Look -1, Power -2, Real 0, Work +1
Write down each other wrestlers name.
»» Then add 1 to any stat
On your turn, ask 1 question per other player. Cut A Promo
When answered, gain +1 Heat with their LOOK Wrestling
wrestler.
Feat Of Strength
»» Who allied with me on my first team? POWER Wrestling
»»
»» Who just doesn’t understand Lucha Libre? Break Kayfabe
REAL Work Real Stiff
»»
»» Who thinks I don’t deserve my mask (or Wrestling
overall look)? WORK
»»
ROLES
»» Who is trying to convince me to change?
»» »» Pick your starting Role. You can use the Move of the same name
At the end of a match with someone you (see reverse).
have +4 Heat with, gain +1 Audience. ❏❏ Técnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
When you finish a feud, reset Heat to +1.
❏❏ Rudo - You’re 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 it’s 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 - You’ve gained fame outside the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
LUCHADOR MOVES
✗ ❏ FINISHING MOVE:

When you’re 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, you win but choose whether you or your opponent loses 2 Momentum. On a botch, you still win but it’s ugly. Your
opponent chooses whether the botch is your fault (and you lose -1 Audience) or their fault (and they take an Injury).
and pick 2 check your role
❏❏ TRADICIONAL: You refuse to be seen without your mask. ❏❏ TÉCNICO: When you demonstrate your technical prowess
Whenever your mask is at risk of being removed, roll in the ring or make a big deal of respect, spend 2 Momentum
+Work if it’s your choice, or roll +Real if it’s someone else’s. and pick 1: gain +1 Heat with your opponent, an ally comes
Gain +1 Heat with your foe, and on a 10+ pick 2, on a to your aid, win the match (regardless of booking).
7-9 pick 1: you book the next step of the feud, you cover ❏❏ RUDO: When you do something to save yourself at the
your face in time, you take theirs as part of the scuffle. expense of another in the ring, or show disrespect for an
On a botch, lose -1 Audience, as your mystique is lost. authority figure or teammate, spend 2 Momentum and
❏❏ CAPITÁN DEL PAREJAS: Tag team wrestling is Lucha Libre. pick 1: gain +1 Heat with your opponent, cause a legit
Spend 2 Momentum to add anyone you have Heat with injury, win the match (regardless of booking).
to your side at the top of a match (making a solo match
a tag team, a tag match a trio, etc). Creative chooses ❏❏ EL HIJO DE...: You’ve inherited your mask from another
who comes out for the other team. In addition, you can popular Luchador. Describe the relationship. You start
spend your Momentum on any of your teammates rolls. and reset to Audience +2 (instead of +1).
❏❏ EXÓTICO: You have a provocative act that challenges social norms, making you stand out. Take +1 Look (max +3).
INJURY
When you get injured, check two Injury boxes. INJURY
When you roll +Work while injured, you cannot spend
Momentum on the result. When you spend an Advance, you can erase a check. If
When you win a match while injured, gain +2 Momentum. you have 4 checks, you can no longer compete.
AUDIENCE ADVANCEMENT
Work the Audience, Champions Advantage
Gain An Advance When:
The Luchadore starts and resets to Audience +1 (or +2).
»» Your Audience hits +4 or 0 the first time in an Episode
Mark an Advance. At the beginning of »» You gain a Championship belt
+4 the Episode, make the OVER Move. »» You end a feud satisfactorily
»» TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first ADVANCES:
time you hit +4 or 0 in an Episode.
Spend An Advance To:
+3 Start the Episode with +2 Momentum.
Choose to erase an Injury check when you spend an Advance.
+2 Start the Episode with +1 Momentum. »» Add +1 to any stat (max +3)
»» Add +1 Audience
+1 Start the Episode with +1 Momentum. »» Pick another Move (from this Gimmick or any other)
Mark an Advance. At the end of the »» Create a custom Move for your character
0 Episode, you’re fired. »» Gain a Manager, a Valet or an Enforcer (NPW)
»» Form a Dedicated Tag Team
MOMENTUM And Once You’ve Picked 3 of Those:
Add Momentum spent to any roll you make. »» Create a new wrestler to play (instead of, or with, this one).
»» Retire this character and pick an NPW to play for the next
Cheap Heat, Finishing Move, Técnico/Rudo
episode. Then return this character with any Gimmick (cannot
STATS pick Jobber, Golden Boy or Manager), or in an Advanced
Role. Erase all Injury checks.
LOOK POWER REAL WORK
»» Legit retire this character. Create a new one, or play an NPW.
Advancement Note: Any Gimmick that can advance to the
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16 High Flyer can advance to the Luchador as well.
WORLD WIDE WRESTLING PLAYTEST GIMMICK
THE CULTURAL CHAMPION
You started in the ring, but you are now known throughout pop culture even more for your character than for
what you’ve done in the squared circle. Now you’re 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 STATS
Start With:
Run-In, Wrestling
»» Look +1, Power -1, Real +1, Work -2
Write down each other wrestlers name.
»» Then add 1 to Look or Real
On your turn, ask 1 question per other player.
Cut A Promo
When answered, gain +1 Heat with their LOOK Wrestling
wrestler.
Feat Of Strength
»» Who was instrumental to my early success? POWER Wrestling
»»
»» Who wants me to just retire already? Break Kayfabe
REAL
»» Work Real Stiff
»» Who is honored to be on my team? Wrestling
»» WORK
»» Who wants to unmask me (literally or ROLES
figuratively)?
»» »» Pick your starting Role. You can use the Move of the same name
At the end of a match with someone you (see reverse).
have +4 Heat with, gain +1 Audience. ❏❏ Técnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
When you finish a feud, reset Heat to +1.
❏❏ Rudo - You’re 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 it’s 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 - You’ve gained fame outside the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
CULTURAL CHAMPION MOVES
✗ ❏ FINISHING MOVE:

When you’re booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, it’s close
enough, gain +2 Momentum. On a botch, you still win, but they’re disappointed at your lack of effort, lose -1 Audience.
✗ ❏ ESTRELLA: You’re 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
❏❏ TÉCNICO: 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
❏❏ MERCADERÍA: Your face is on everything. Gain +1 Momentum when you WORK THE AUDIENCE, regardless of die result.
❏❏ EL RIVAL: If you’re at the top of the card (+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 he must book you into that match for the upcoming 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.
INJURY
When you get injured, check two Injury boxes, and the
referee stops the match for “excessive punishment” and
INJURY
DQs your opponent (this overrides Creative’s booking).
If you wrestle while injured, your opponent can only take When you spend an Advance, you can erase a check. If
control of the match from you if they BREAK KAYFABE. you have 4 checks, you can no longer compete.
AUDIENCE ADVANCEMENT
Work the Audience, Champions Advantage
Gain An Advance When:
The Cultural Champion starts and resets to Audience +2.
»» Your Audience hits +4 or 0 the first time in an Episode
Mark an Advance. At the beginning of »» You gain a Championship belt
+4 the Episode, make the OVER Move. »» You end a feud satisfactorily
»» TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first ADVANCES:
time you hit +4 or 0 in an Episode.
Spend An Advance To:
+3 Start the Episode with +2 Momentum.
Choose to erase an Injury check when you spend an Advance.
+2 Start the Episode with +1 Momentum. »» Add +1 to any stat (max +3)
»» Add +1 Audience
+1 Start the Episode with +1 Momentum. »» Pick another Move (from this Gimmick or any other)
Mark an Advance. At the end of the »» Create a custom Move for your character
0 Episode, you retire from competition. »» Gain a Manager, a Valet or an Enforcer (NPW)
»» Form a Dedicated Tag Team
MOMENTUM And Once You’ve Picked 3 of Those:
Add Momentum spent to any roll you make. »» Create a new wrestler to play (instead of, or with, this one).
»» Retire this character and pick an NPW to play for the next
Cheap Heat, Finishing Move, Técnico/Rudo
episode. Then return this character with a new Gimmick
STATS (choose Manager, Veteran or Wasted) or in an Advanced
LOOK POWER REAL WORK 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
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16 Veteran can advance to the Cultural Champion as well.
WORLD WIDE WRESTLING PLAYTEST GIMMICK
THE INDY DARLING
You’ve pieced a living together on the road, wrestling for anyone who’ll take you. You’ve 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?
HAILING FROM 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 STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name. »» Look 0, Power -1, Real -1, Work 0
On your turn, ask 1 question per other player. »» Then subtract -1 from a Stat and add +2 to a Stat
When answered, gain +1 Heat with their Cut A Promo
wrestler. LOOK Wrestling
»» Who’s excited that I’m finally on the roster? Feat Of Strength
»» POWER Wrestling
»» Who thinks I’m completely overrated?
Break Kayfabe
»» REAL Work Real Stiff
»» Who do I have backstory with from
encounters in other companies? Wrestling
WORK
»»
»» Who’s threatened by what I bring to the
roster?
»» ROLES
At the end of a match with someone you
»» Pick your starting Role. You can use the Move of the same name.
have +4 Heat with, gain +1 Audience.
Gain +1 Heat with everyone who’s the opposite Role.
When you finish a feud, reset Heat to +1. ❏❏ Babyface - You’re a good guy.
❏❏ Heel - You’re a bad guy.
»» When you deliberately break your role, you make a turn and switch
to it’s 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 - You’ve gained fame outside the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
INDY DARLING MOVES
❏❏ FINISHING MOVE:

When you’re 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 Creative’s booking).
and pick 2
❏❏ HUNGRY: You want this so bad you can taste it. Any ❏❏ 10-YEAR VETERAN: You’ve been wrestling longer than
time you’re booked to lose a match and you take action most of the “top talent” in this company. You start and
to prevent it, roll +Work . On a 10+ you win the match reset to Audience +2 instead of Audience +1.
instead. On a 7-9 you win, but your opponent chooses:
lose all your Momentum, lose -1 Heat with your opponent, ❏❏ I REMEMBER THIS ONE TIME...: When you pitch an idea
get pulled out of this feud by Creative. On a botch, you that you’ve seen or done before, just not for this company,
lose the match anyway, and lose -1 Audience for looking roll +R eal . On a 10+ pick 2, on a 7-9 pick one: Gain +2

like a chump. (This Move overrides Creative’s booking) 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-screen for the first
time in an Episode, roll +Real . On a 10+, they’ve all heard of ❏❏ PICK UP THE PACE: When you’re in a match, note when
you, gain +3 Momentum. On a 7-9 there’s a vocal minority. you roll +Work for the Wrestling Move. If your opponent
For the rest of the Episode, you gain +1 Momentum when rolls +Work the next time they make the Wrestling Move,

you mug to your fans in a segment. On a botch, they’ve you both gain +1 Momentum. If either of you botch a
heard of you...and think you suck. Lose -1 Audience. roll before that happens, you both lose -1 Momentum.
INJURY
When you get injured, check an Injury box.
While you’re injured, you can still compete but Creative INJURY
will not book you to win.
If you win a match anyway, gain +1 Heat with your When you spend an Advance, you can erase a check. If
opponent. you have 3 checks, you can no longer compete.
AUDIENCE ADVANCEMENT
Work the Audience, Champions Advantage
Gain An Advance When:
The Indie Darling starts and resets to Audience +1 (or +2)
»» Your Audience hits +4 or 0 the first time in an Episode
Mark an Advance. At the beginning of »» You win a Championship belt
+4 the Episode, make the OVER Move. »» You end a feud satisfactorily
»» TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first ADVANCES:
time you hit +4 or 0 in an Episode.
Spend An Advance To:
+3 Start the Episode with +2 Momentum.
Choose to erase an Injury check when you spend an Advance.
+2 Start the Episode with +1 Momentum. »» Add +1 to any stat (max +3)
»» Add +1 Audience
+1 Start the Episode with +1 Momentum. »» Pick another Move (from this Gimmick or any other)
Mark an Advance. At the end of the »» Create a custom Move for your character
0 Episode, you’re fired. »» Gain a Manager, a Valet or an Enforcer (NPW)
»» Form a Dedicated Tag Team
MOMENTUM And Once You’ve Picked 3 of Those:
Add Momentum spent to any roll you make. »» Create a new wrestler to play (instead of, or with, this one).
»» Retire this character and pick an NPW to play for the next
Cheap Heat, Finishing Move, Babyface/Heel
episode. Then return this character in any other Gimmick
STATS or an Advanced Role. Erase all Injury checks.
LOOK POWER REAL WORK »» 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.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
THE SHOOT FIGHTER
Whether you have a legitimate sport fighting background or you’re 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 NAME & LOOK


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

ENTRANCE
❏❏ Heavy & Threatening
❏❏ Explosive & Impulsive
❏❏ Simple & Direct
❏❏ Something Else:

HEAT STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name. »» Look -2, Power +1, Real -1, Work 0
On your turn, ask 1 question per other player. »» Then add +1 to any Stat.
When answered, gain +1 Heat with their Cut A Promo
wrestler. LOOK Wrestling
»» Who has earned my respect with their Feat Of Strength
fighting skills? POWER Wrestling
»»
»» Who wants to add more entertainment to Break Kayfabe
REAL Work Real Stiff
my repertoire?
»» Wrestling
WORK
»» Who have I beat in a shoot fight?
»»
»» Who will I never admit beat me?
»» ROLES
At the end of a match with someone you
»» Pick your starting Role. You can use the Move of the same name.
have +4 Heat with, gain +1 Audience.
Gain +1 Heat with everyone who’s the opposite Role.
When you finish a feud, reset Heat to +1. ❏❏ Babyface - You’re a good guy.
❏❏ Heel - You’re a bad guy.
»» When you deliberately break your role, you make a turn and switch
to it’s 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 - You’ve gained fame outside the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WORLD WIDE WRESTLING PLAYTEST GIMMICK
SHOOT FIGHTER MOVES
❏❏ FINISHING MOVE:

When you’re booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Gain +1 Audience. On a 7-9, it
doesn’t look real enough. Choose whether you shoot 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, it’s 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.
and pick 1
❏❏ STARE DOWN: You are known for your intensity. Whenever ❏❏ CHALLENGE: Whenever you are able to book or add a
you stare someone down, roll +Heat. On a 10+ pick two, stipulation to a match, you can make it a Shoot Style Match.
on a 7-9 pick one: book the rest of the segment; gain In this kind of match, competitors only gain Momentum
+1 Heat with them; they gain +1 Heat with you; gain +2 from the Wrestling Move when they roll on +Work or +Real .
Momentum. On a botch, they no-sell it and take control
of the situation. ❏❏ MARTIAL ARTS TRAINING: You use your real skills, when
you want to. Take +1 Real. Count whichever you have
❏❏ STRETCHER: Your job is to break in fresh meat. Whenever higher, +Work or +Real , for your SHOOT FIGHTER Move.
you give someone an Injury, roll +Real . On a 10+ pick
2, on a 7-9 pick 1: You face no repercussions backstage, ❏❏ YOU KNOW IT’S FAKE, RIGHT?: Take +1 Power. Count +Power
you gain their respect, you gain +1 Heat with them. On instead of +Work for SHOOT FIGHTER, and Roll +Power for any
a botch, that was not the plan. Move that involves physically dominating your opponent.

INJURY
When you get injured, check an Injury Box. When injured,
your opponent counts as having +1 to their stat you’re
INJURY
comparing for the purposes of your SHOOT FIGHTER Move.
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 Shoot Fighter starts and resets to Audience +1
»» Your Audience hits +4 or 0 the first time in an Episode
Mark an Advance. At the beginning of »» You win a Championship belt
+4 the Episode, make the OVER Move. »» You end a feud satisfactorily
»» TOP SPOT: When you hit +4 Audience, everyone
else at +4 drops to +3. Mark an Advance the first ADVANCES:
time you hit +4 or 0 in an Episode.
Spend An Advance To:
+3 Start the Episode with +2 Momentum.
Choose to erase an Injury check when you spend an Advance.
+2 Start the Episode with +1 Momentum. »» Add +1 to any stat (max +3)
»» Add +1 Audience
+1 Start the Episode with +1 Momentum. »» Pick another Move (from this Gimmick or any other)
Mark an Advance. At the end of the »» Create a custom Move for your character
0 Episode, you’re fired. »» Gain a Manager, a Valet or an Enforcer (NPW)
»» Form a Dedicated Tag Team
MOMENTUM And Once You’ve Picked 3 of Those:
Add Momentum spent to any roll you make. »» Create a new wrestler to play (instead of, or with, this one).
»» Retire this character and pick an NPW to play for the next
Cheap Heat, Finishing Move, Babyface/Heel
episode. Then return this character in another Gimmick
STATS (cannot pick Jobber, High Flyer or Manager) or an Advanced
LOOK POWER REAL WORK 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
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16 Hardcore or Monster can advance to the Shoot Fighter as well.
WWW: INTERNATIONAL INCIDENT NEW RULES REFERENCE SHEET
ROLES MATCH STIPULATIONS
❏❏ BASIC ROLE: Técnico. You obey the rules of honor and ❏❏ MOUNTEVAN’S RULES MATCH: Use the standard Wrestling
respect. Counting as a Babyface for Heat purposes, Move, but replace the results chart with this one:
Técnicos use this Role Move instead of the Babyface Move:
»» ON A 10+ YOU HIT IT GREAT, RETAIN CONTROL AND PICK ONE:
WHEN YOU DEMONSTRATE YOUR TECHNICAL PROWESS IN THE
gain +2 Momentum; gain +1 Heat with your opponent;
RING OR MAKE A BIG DEAL OF RESPECT, spend 2 Momentum
you trick your opponent into taking a Public Warning
and pick 1:
»» ON A 7-9 YOU HIT IT PRETTY WELL, PICK ONE: retain control
»» gain +1 Heat with your opponent and transition into the next sequence; give your
»» an ally comes to your aid opponent control and gain +1 Momentum
»» win the match (regardless of booking) »» ON A BOTCH, GIVE YOUR OPPONENT 1 MOMENTUM AND
❏❏ BASIC ROLE: Rudo. You’re selfish, disobedient and PICK ONE: take a Public Warning and retain control of
disrespectful. You count as a Heel for Heat purposes. the match, or your opponent counters you and takes
Rudos use this Role Move instead of the Heel Move: WHEN control of the match.
YOU DO SOMETHING TO SAVE YOURSELF AT THE EXPENSE OF In addition, when you Interrupt, you can take a Public
ANOTHER IN THE RING, OR SHOW DISRESPECT FOR AN AUTHORITY Warning instead of spending 1 Momentum.
FIGURE OR TEAMMATE, spend 2 Momentum and pick 1: When you take your third Public Warning, your opponent
»» gain +1 Heat with your opponent is awarded a fall. Public Warnings generally concern
»» cause a legit injury any formal rules infraction (such as pulling the hair or
tights, choking or striking with closed fists, throwing
»» win the match (regardless of booking)
your opponent over the top rope on purpose, holding
STROKE your opponent in the corner past a count of 3, etc), so if
you choose to take one, make sure to narrate what the
Wrestlers always have Stroke equal to current Audience. warning is actually for.
Wrestlers use Stroke to turn backstage, off-camera
Generally this is a 2-of-3 falls match, at Creative’s
situations to their favor. Creative sets the Stroke needed,
discretion.
as per this scale:
❏❏ INDY MATCH: An Indy Match proceeds using the standard
»» 1 Stroke – the situation is relatively minor or just for
Wrestling Move. However, anyone in the match can
show
Interrupt after a Finishing Move is rolled and continue the
»» 2 Stroke – the situation is significant match (the results of the Finishing Move are still applied),
»» 3 Stroke – the situation is important and what you want making it a false finish. If a Finishing Move is botched, the
would disrupt some serious plans Interrupt is free (you do not need to spend a Momentum),
»» 4 Stroke – the situation is critical or dire but the botch itself is still applied. The booking of the
»» +1 Stroke – there’s physical injury or other harm on the match does not change unless changed by a Finishing
line (for example, if wrestlers are getting in a shoot Move itself (which means the booking may be overridden
fight or abusing substances as part of the situation) multiple times during the match).
If you have enough Stroke, you get what you want out »» When you work an Indy Match, ignore the +4 Heat
of the situation. Audience gain rule (at the end of the match, even if
If you don’t have enough Stroke, you can spend you have +4 Heat with your opponent, you DO NOT
Momentum on a 2-for-1 basis to give yourself more gain an Audience).
Stroke for that scene (so if you need 3 and you only have »» Depending on your promotion, you may have an
1, you can spend 4 Momentum to give yourself 2 more official name for this kind of match, or have it be an
Stroke for that scene). “understood” thing among the wrestlers what an Indy
If there’s another wrestler in the scene that doesn’t want match means, even if it doesn’t have an official name.
what you want, whoever has more Stroke gets what they ❏❏ SHOOT STYLE MATCH: This match has the same basic rules
want. You can each (or all) spend Momentum 2-for-1 for as a standard match (and is still booked by Creative), but
more Stroke, until someone runs out of Momentum. is framed as a more “legitimate” fight. Use the WRESTLING
Stroke is not spent, it’s just checked at the time that Move as per normal, but you only gain Momentum when
it’s needed (and temporarily boosted by spending you roll on +Work or +Real . If you would gain Momentum
Momentum). from rolling +Look or +Power, ignore it (but apply all other
results of the roll).
ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16
WWW: INTERNATIONAL INCIDENT PROMOTION REFERENCE SHEET
THE PROMOTION
❏❏ Name: Troubles
❏❏ Blacklisted
❏❏ Description: ❏❏ Niche Fanbase
❏❏ Outlaw Federation
Tags ❏❏ In Debt
❏❏ Umbrella Federation
❏❏ Trustworthy ❏❏ Hostile Silent Partner
❏❏ Devoted Following For Unrelated
Management ❏❏ Disgruntled Talent Companies
❏❏ Mainstream Appeal
❏❏ Strongly Kayfabe ❏❏ Green As Grass Roster ❏❏ Fractured Creative
❏❏ Regional Reach
❏❏ Inclusive ❏❏ Overreaching Committee
❏❏ National Reach
❏❏ Traditional ❏❏ Poor Maintenance ❏❏ Bloated Roster
❏❏ International Reach
❏❏ Motivated Roster ❏❏ No Merch ❏❏ Behind the Times
❏❏ Home Arena
❏❏ Large War Chest ❏❏ Strong Competition ❏❏ Pointlessly
❏❏ Touring Shows
❏❏ Elite Production Staff ❏❏ Unlicensed Bureaucratic
❏❏ Broadcast Deal
❏❏ Kid-Friendly/PG ❏❏ Tax Write-off For ❏❏ Inmates Running the
❏❏ Cable Deal
❏❏ Well-Connected Unrelated Venture Asylum
❏❏ High-Concept
❏❏ ❏❏ Bad Sponsorship Deal ❏❏ Convoluted Lore
❏❏ Theatrical
❏❏ Theatrical...Pretensions
Promotion Advancement ❏❏
The Promotion gains Audience (and all wrestlers reset their Audience):
»» At the beginning of an Episode, If the total Audience of all wrestlers is greater than (# of players x3).
»» During an Episode, when all Basic Moves have had a Mythic Moment. Once a Mythic Moment is checked, nobody else can have
that Moment until Audience resets (and you erase all checks on Mythic Moments).

MYTHIC MOMENTS
Whenever a player rolls a straight 12+ (dice + Stat hits 12+, before spending Momentum) on a basic Move, they can
choose to spend all remaining Momentum to make it a Mythic Moment. If they have no Momentum, they cannot make a
Mythic Moment. If they have a negative stat, they can still make a Mythic Moment on a natural 12 of the dice.
❏❏ BREAK KAYFABE: Your action becomes the symbol of ❏❏ WORK THE AUDIENCE: They’ll never forget being in this
when things changed. Pick 1: crowd. Pick 1:
»» You have complete creative control over your wrestler’s storyline »» You turn them against your opponent – they can no longer Work
and booking until the next Audience reset. Your “Audience the Audience or get Cheap Heat for the rest of this Episode.
starts and resets to” number permanently goes up by 1. »» You whip them into a real frenzy. Gain +1 Audience as they
»» You expose something backstage impossible to ignore. Creative storm the ring!
must acknowledge this on screen and you book the rest of
❏❏ RUN-IN: You’ve perfectly captured the turning point
the Episode in order to highlight the changes you want to see
happen in the promotion. Gain +1 Audience.
in the storyline. Book the result of your run-in on the fly
(this overrides Creative’s booking). Gain +1 Heat with
❏❏ CUT A PROMO: Your promo becomes part of pro wrestling each other and you pick one:
canon. Pick 1: »» It’s turned to a blood feud. You can only be booked against
»» Simply referencing this promo counts for the Cheap Heat Move, each other until this thing is resolved.
for everyone on the roster, forever. »» You’ve gained the upper hand. You can pick any stipulations
»» Your promo goes viral, and everybody knows it even if they you want for your opponents matches until the next Audience
don’t know you. Your “Audience starts and resets to” number reset (whether you’re booked in them or not).
permanently goes up by 1. »» This is going to get settled right now. Creative books a match
»» This takes you to the next level of your craft. Take an Advanced Role with your opponent, and its the new main event of the Episode.
right now (without spending an Advance or taking an Episode off). You and your opponent both gain +1 Audience, as the crowd
gets exactly what they want.
❏❏ FEAT OF STRENGTH: You’ve exceeded human capacity,
and with style. Pick 1: ❏❏ WRESTLING: This move goes into your highlight reel.
»» The fans go bananas, and your feat becomes one of those things Keep control of the match, and Pick 1:
imitated worldwide. Gain +1 Audience, and your “Audience »» You are now booked to win the match.
starts and resets to” number permanently goes up by 1. »» You steal the show. Gain +1 Audience.
»» You become immortalized in the highlight reels, intro packages »» You do your job. Your opponent gains +1 Audience.
and retrospectives of the company. Describe exactly how that »» You upstage someone. Say who comes out to interfere with
looks. Gain +1 Momentum when you make your first appearance
the match, and you gain +1 Heat with each other.
in every Episode.

ndpdesign.com/wwwrpg | playtest sheets updated 2.7.16

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