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The World Wide Wrestling Season One Gimmicks PDF

The document describes a character creation sheet for a wrestler named "The Athlete" in a fictional wrestling promotion. Some key details: 1) The Athlete is described as having natural physical gifts but needing to learn how the business works. 2) Stats are provided to track Look, Power, Realness, and Work, with starting values of Look +1, Power +1, Real +1, Work -2. 3) Moves are listed that can be selected, including a Finishing Move and two additional moves from a list of options.

Uploaded by

Vincenzo Navarra
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
435 views10 pages

The World Wide Wrestling Season One Gimmicks PDF

The document describes a character creation sheet for a wrestler named "The Athlete" in a fictional wrestling promotion. Some key details: 1) The Athlete is described as having natural physical gifts but needing to learn how the business works. 2) Stats are provided to track Look, Power, Realness, and Work, with starting values of Look +1, Power +1, Real +1, Work -2. 3) Moves are listed that can be selected, including a Finishing Move and two additional moves from a list of options.

Uploaded by

Vincenzo Navarra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 don’t 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 STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name. »» Look -1, Power +1, Real +1, Work -2
On your turn, ask 1 question per other player. »» Then add 1 to any stat and subtract
When answered, gain +1 Heat with their 1 from any stat (minimum -2)
wrestler.
Cut A Promo
»» Who have I approached about improving my LOOK Wrestling
ring work?
»» Feat Of Strength
POWER Wrestling
»» Who was a fan of mine before I started
wrestling? Break Kayfabe
»» REAL Work Real Stiff
»» Who refuses to acknowledge that I
Wrestling
have a place on this roster? WORK
»»
»» 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. ROLES
When you finish a feud, reset Heat to +1. »» Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone who’s the opposite Role.
❏❏ 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 | updated 4.25.16
WORLD WIDE WRESTLING SEASON ONE: THE ATHLETE
MOVES
❏❏ FINISHING MOVE:

When you’re 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 ❏❏ “NATURALLY GIFTED”: Take +1 Power or +1 Real (max +3).
you Work The Audience, even if you Botch.
❏❏ PREVIOUS ACCOLADES: When you leverage the
❏❏ FAN BASE: Describe the fans who have followed your accomplishments in your career before you joined this
career into wrestling. Whenever you hit a Move in the ring company, roll +Real. On a 10+ you get to set up any segment
on a 10+ (before spending Momentum), they break into you want or book yourself in a match; on a 7-9 you can ask
your chant and you gain an additional +1 Momentum. for any segment or match you want, and if it’s not granted
you gain +1 Heat with an authority figure. On a Botch,it’s
❏❏ STUDENT OF THE GAME: Whenever you lose a match to irrelevant to the powers that be and you’re booked in a
someone with a higher +Work than you, you can choose match with an opponent you have no Heat with.
to lose all your Heat with them. If you do, take +1 Work .
❏❏ : ❏❏ :

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 don’t you gain INJURY
+1 Momentum at the end of the match (if the match ends in a no
contest for another reason, you still gain the Momentum.)
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.
»» 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
time you hit +4 or 0 in an Episode. ADVANCES:
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, with a new Gimmick
STATS (cannot pick Veteran or Manager), and/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 | updated 4.25.16 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 STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name. »» Look +1, Power -2, Real +1, Work -1
On your turn, ask 1 question per other player. »» Then add 1 to one stat
When answered, gain +1 Heat with their
wrestler.
Cut A Promo
»» Who’s asking me for tips to add something LOOK Wrestling
fresh to their act?
»» Feat Of Strength
POWER Wrestling
»» Who was my tag team partner before I found
my true niche? Break Kayfabe
»» REAL Work Real Stiff
»» Who thinks my in-ring talent is being wasted
Wrestling
in this role? WORK
»»
»» Who thinks I’m a waste of a roster slot?
»»
Whenever you work a match with a character
you have +4 Heat with, gain +1 Audience. ROLES
When you finish a feud, reset Heat to +1. »» Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone who’s the opposite Role.
❏❏ 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 | updated 4.25.16
WORLD WIDE WRESTLING SEASON ONE: THE CLOWN
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 obviously stall for you to hit it. Choose: they’re 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: it’s 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 ❏❏ FUNNY IS MONEY: Take +1 Look (max +3). You can still
WRESTLING Move and hit it with a 10+, gain +1 Heat with Work the Audience even if you’ve Botched it in this Episode.
your opponent. ❏❏ CELEBRITY PROMO: When you carry a guest celebrity
❏❏ COMIC RELIEF: When you insert yourself into a tense through a segment, roll +Look. On a 10+ it goes great, gain
situation, on or off-camera, roll +Real. On a 10+ it’s perfectly +2 Momentum and you choose who Creative books the
timed, pick 2; on a 7-9, pick 1: take +2 Momentum, add or celebrity into a match with. On a 7-9, gain +1 Momentum
remove a stipulation to a match, gain a concession you’ve and choose whether you’re booked against them in a match,
wanted, gain +1 Heat with someone. On a Botch, it was the or with them as their tag team partner. On a Botch, you
absolute worst thing you could have done in that moment. 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 you’re 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.
»» 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
time you hit +4 or 0 in an Episode. ADVANCES:
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, with a new Gimmick
STATS (cannot pick Golden Boy), and/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 | updated 4.25.16 Veteran can advance to the Clown as well.
WORLD WIDE WRESTLING SEASON ONE: THE GATEKEEPER
You’re 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 STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name. »» Look -1, Power 0, Real -2, Work +1
On your turn, ask 1 question per other player. »» Then add 1 to one stat
When answered, gain +1 Heat with their
wrestler. Cut A Promo
»» Who am I allied with? (If you aren’t allied with LOOK Wrestling
another player’s wrestler, decide which NPW
Feat Of Strength
you are allied with and start with Heat +3) POWER Wrestling
»»
»» Who have I had to put in their place most Break Kayfabe
recently?
REAL Work Real Stiff
»»
Wrestling
»» Who is my best buddy backstage? WORK
»»
»» 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. ROLES
When you finish a feud, reset Heat to +1.
»» Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone who’s the opposite Role.
❏❏ 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 | updated 4.25.16
WORLD WIDE WRESTLING SEASON ONE: THE GATEKEEPER
MOVES
❏❏ FINISHING MOVE:

When you’re 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: it’s sloppy and you lose -1 Audience; or they’re 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 ❏❏ LOYAL WORKER: When you go to the boss with a great
instead of +Real when you WORK REAL STIFF. 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
❏❏ STRONG RIGHT HAND: When you and your ally are in the
don’t get the credit, take +1 Heat with whoever does. Either
same segment, you can use their +Look and +Real stats
way, you get to set up the relevant segment or match. On
instead of your own for any Move you make. If you Botch a
a botch, you overstepped your bounds and get dressed
roll while doing this, you both lose -1 Heat with each other.
down on camera. Choose whether you lose -1 Audience,
❏❏ CARRY THESE KIDS: You can spend your Momentum on or all Heat with your ally.
anyone’s roll made in the ring, in addition to your own. ❏❏ :
❏❏ :

INJURY
When you get injured, check an Injury box. While injured, you INJURY
gain +1 Momentum at the beginning of every match, and lose all
Momentum at the end of each match.
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 Gatekeeper 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 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
time you hit +4 or 0 in an Episode. ADVANCES:
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, with a new Gimmick
STATS (cannot pick Jobber or Golden Boy), and/or in an Advanced
Role. Erase all Injury checks. You no longer need to run
LOOK POWER REAL WORK 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
ndpdesign.com/wwwrpg | updated 4.25.16
Monster can advance to the Gatekeeper as well.
WORLD WIDE WRESTLING SEASON ONE: THE GIANT
You’re one of the largest athletes on the planet. You
can draw full houses and lots of attention, but it’s a
continual struggle to hold yourself back and make NAME & LOOK
others look good. How long can you be a team
player?
HAILING FROM
❏❏ Parts Unknown
❏❏ The Caucasus
❏❏ “The Land of Giants”
❏❏ Elsewhere:

ENTRANCE
❏❏ Hard & Brutal
❏❏ Silly & Circuslike
❏❏ Ethnically Specific
❏❏ Something Else: STATS
HEAT Start With:

Run-In, Wrestling »» Look +1, Power +2, Real -1,


Write down each other wrestlers Work -2
name. »
»Then add 1 to one stat and
subtract 1 from one stat.
On your turn, ask 1 question per
other player. When answered, gain +1
Heat with their wrestler. Cut A Promo
LOOK Wrestling
»» Who’s trusted to put on good matches
with me? Feat Of Strength
»»
POWER Wrestling
»» Who have a I hurt unintentionally? Break Kayfabe
»» REAL Work Real Stiff
»» Who tries the hardest to avoid working
with me? Wrestling
WORK
»»
»» Who have I hurt on purpose? ROLES
»»
»» Pick your starting Role. You can use the
Whenever you work a match with a
Move of the same name. Gain +1 Heat
character you have +4 Heat with, gain +1
with everyone who’s the opposite Role.
Audience.
❏❏ Babyface - You’re a good guy.
When you finish a feud, reset Heat to +1.
❏❏ Heel - You’re 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 - You’ve gained fame outside
the ring.
❏❏ Icon - You embody your style of wrestling.
❏❏ Legend - The audience will never forget you.
ndpdesign.com/wwwrpg | updated 4.25.16
WORLD WIDE WRESTLING SEASON ONE: THE GIANT
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 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: you’re 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 don’t have many career options, so you do what you’re 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 ❏❏ DOMINANT PERSONALITY: When you make a demand in no
time in an Episode you hit a +Power roll with a 7+ (before uncertain terms, roll +Real. On a 10+, you get it. On a 7-9,
spending Momentum). You can only take this Move if you you get it on one condition, pick 1: you have to humiliate
have Power +2 or greater. yourself first; you have to betray someone you care about;
you have to put over someone you hate. On a Botch, you
❏❏ “ONE OF THE BIGGEST ATHLETES IN THE WORLD TODAY”:
don’t get it and you get booked in a punitive match with
The first time you make a Move on-camera in an Episode
someone you have 0 Heat with as punishment.
and hit on a 10+ (before spending Momentum), gain +1
❏❏ :
Audience. You’re a big draw!
INJURY
When you get injured, check an Injury box. Creative won’t book
you in a non-squash match while you’re injured. If you do compete INJURY
against Creative’s 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.
»» 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
time you hit +4 or 0 in an Episode. ADVANCES:
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, with a new Gimmick
STATS (cannot pick Golden Boy, High Flyer or Technician), and/or
in an Advanced Role. (You keep your NOWHERE ELSE TO GO
LOOK POWER REAL WORK 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
ndpdesign.com/wwwrpg | updated 4.25.16
greater can advance to the Giant.
WORLD WIDE WRESTLING SEASON ONE: THE PROVOCATEUR
You’re the sui generis, the strange one, the weirdo. Whether you’ve been saddled with this role or you’ve
sought it out, you’re 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 STATS
Run-In, Wrestling Start With:
Write down each other wrestlers name.
»» Look +1, Power -2, Real 0, Work -1
On your turn, ask 1 question per other player. »» Then add 1 to one stat
When answered, gain +1 Heat with their wrestler.
»» Who helped me get to where I am now? Cut A Promo
LOOK Wrestling
»»
»» Who thinks I’m all smoke and no fire? Feat Of Strength
»»
POWER Wrestling
»» Who is trying to steal my approach? Break Kayfabe
»» REAL Work Real Stiff
»» Who’s my fan, even though we’re peers?
»» Wrestling
WORK
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
»» Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone who’s the opposite Role.
❏❏ 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 | updated 4.25.16
WORLD WIDE WRESTLING SEASON ONE: THE PROVOCATEUR
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 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 ❏❏ “STRANGELY CAPTIVATING”: When you’re the sole focus
any segment (in ring or out) and turn it into something of a segment, roll +Look instead of +Real .
about you. When you make your appearance, declare your ❏❏ PLAY TO THE CROWD: When you use your gimmick to
agenda for the segment, and continue on from there. If a highlight,address or confront a real issue real people
player’s wrestler tries to buck your plan, they B reak K ayfabe . have in their lives, roll +Real. On a 10+ you nail it, gain +1
Take +1 Momentum when you make your appearance. Audience. On a 7-9, choose whether it’s a hit backstage (gain
+2 Momentum) or whether it calls out someone to take you
❏❏ MIND GAMES: When you engage in bizarre, outlandish
to task over it (pick an opponent for Creative to book you
or mysterious behavior to psych someone out, roll +Look.
in a match with). On a Botch, you completely mishandle it.
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 Lose -1 Audience and you get booked in a punitive match.
gain +1 Heat with you; take +1 Momentum. On a Botch, ❏❏ :
it reads as silly, you lose all Momentum.

INJURY
When you get injured, check an Injury box. While injured, you can
refuse to compete when you’re booked in a match, and gain +1 INJURY
Heat with your prospective opponent.
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 Provocateur 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
time you hit +4 or 0 in an Episode. ADVANCES:
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, with a new Gimmick
STATS (cannot pick Jobber or Golden Boy), and/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 | updated 4.25.16 High Flyer can advance to the Provocateur as well.

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