World Wide Wrestling RPG
World Wide Wrestling RPG
World Wide Wrestling RPG
of narrative action
Nathan D. Paoletta
ndpdesign
Credits
Game Design, Writing & Layout by Nathan D. Paoletta
Cover Art by Eric Quigley
Gimmick Art by Ramon Villalobos
Maneuver Art by Gregor Hutton
Editing by Ian Williams
Contributors
Original Design for "The Jobber" Gimmick by Bret Gillan
Original Design for "The Hardcore" Gimmick by Ian Williams
Original Design for "The Wasted" Gimmick by Alex Isabelle
Original Design for "King of the Hill" match by Willow Palacek
Essays by Nathan D. Paoletta, Ian Williams, Aubrey Sitterson,
Epidiah Ravachol & Black Cat
Season One Wrestlers and Promotions by backers of the Kickstarter
campaign. Individuals are listed with their contributions.
Powered By
Apocalypse World, by D. Vincent Baker
Simple World, by Avery McDaldno
Acknowledgments
I am indebted to many authors, designers and creators of both games
and wrestlingrelated media, for the final form of this game. Some specific acknowledgments:
Games: Apocalypse World and the culture of Powered by the Apocalypse
Shoot Retro; Cheap Heat; The Art of Wrestling; Wrestling With Depression.
Columns: David Shoemaker's writing for Grantland.com; Brandon
Special Thanks
There have been so many playtesters, readers and commentators on
this game through its development process that I cant list everyone
here. Thank you! Particular thanks go out to:
Liz, for taking me seriously.
Table of Contents
About The Game
How To Play This Game
The First Episode
page 7
page 12
page 16
THE BASICS:
EVERYTHING TO GET
STARTED
page 34
page 50
page 56
page 64
page 71
page 78
THE DETAILS:
EVERYTHING FOR
LONGTERM PLAY
page 84
page 90
page 95
page 98
page 101
THE EXTRAS:
CUSTOMIZATION,
BACKGROUND,
ADVICE AND
CONTEXT,
AND EXAMPLE
WRESTLERS AND
PROMOTIONS
page 104
page 107
Season One
The Season One Roster
Un Pueblo Guerrero
Husman Extreme Wrestling
Pacific Wrestling
The Gimmicks
The Moves
The Glossary
page 111
page 119
page 121
page 122
page 125
page 148
page 156
REFERENCE:
EVERYTHING YOU
NEED DURING PLAY
chapter one
ABOUT THE
GAME
Player Roles
Players take on three broad roles during this game:
Most of the players create and play wrestlers. There can be from
2 to 8 of these players involved in a given Episode of play. The
term player or players throughout this book refers to those
playing wrestlers.
The creative and writing staff of your games promotion, played
as one collective entity. A single player, called Creative, takes on
this role. This is the game master or master of ceremonies
role you may be familiar with from other games.
During individual wrestling matches, one of the players not
present in the match becomes the Announcer, providing color
commentary and generally helping to describe the impact of
whats going on in the ring. The Announcer role moves around
to different players during each Episode, depending on whos
involved in which scenes.
In most groups, the player who owns the game and has arranged the
session of play tends to also take on the Creative role, but this isn't
necessary. Whoever feels most comfortable being in a directorial role
should feel free to try being Creative. Everyone else plays a wrestler.
The Hardcore
You sacrifice your body for your fans.
The Jobber
You make everyone else look good.
The Monster
You scare people.
The Manager
You're the brains of the operation.
The Technician
You're the master of the canvas.
The Veteran
You show them how it's done.
The Wasted
You have a problem.
ABOUT THE
GAME
Chapter One
10
This is the core dynamic of the game: Creative makes plans and
books storylines, but the actions and agendas of the wrestlers will alter
(swerve) Creative's plans. Creatives primary job is to take those
swerves and incorporate them into the game in such a way as to
make it look like it was planned that way all along. While the players
at the table are working together to make an entertaining wrestling
show, their various characters can and will come into conflict about the
best way to do that. The efforts to entertain, and the conflict about how
do it, are where the game's rules kick in, pushing the story to unforeseen places.
11
ABOUT THE
GAME
Chapter One
chapter two
irst, the logistics of play. A game of the World Wide Wrestling RPG
requires:
what you do say so that your conversation goes to places you never
would have expected. You know how, in a board game, the rules tell
you where to place your pieces, what to do on your turn, and what
happens when you play a certain card at a certain time? Instead of a
board, you have descriptions of whats in your imagination, and the
rules guide you in detailing them and sharing them with your friends.
The basic rules of the game are summarized on the reference sheets
that youll have on the table during play. They're all listed together at
the end of this book as well (starting on PAGE 125). The rest of the text
here is primarily educational, in that its intended to explain the reasoning behind and implications of the design decisions, and instructional,
by specifying which rules apply in which situations. Because conversations can go all over the place, particularly when the subject is pro
wrestling, there are rules in place to help guide and support many different areas of interest. Its not expected that youll need to use every
single rule in this book when you play, but most of the things that will
probably come up in your conversation are covered. Instructions on
how to generate new rules for your specific group are also included.
How To Start
If youre a wrestling fan whos experienced with roleplaying games
already, this should all make sense to you; you can go right to The Big
Picture, on the next page.
If youre experienced with roleplaying games but not as knowledgeable about wrestling, there's an essay included here called How
Wrestling Works (PAGE 90), as well as guest essays on wrestling from
various fan perspectives. Read or skim those before coming back for
The Big Picture.
If youre a wrestling fan who hasnt played roleplaying games,
there's an essay included here called How Roleplaying Works (PAGE
95) for a clearer picture of how all this stuff actually comes together.
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HOW TO
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13
14
The Big Picture, below, gives a highlevel overview of how this game
goes in play, and Chapter Three: The First Episode (PAGE 16) is a
walkthrough guide for how to structure an Episode of play, which
should help teach the game as you go.
For video examples of the game in play, check out ndpdesign.com/
wwwrpg for archived live actual play episodes on Youtube, as well as
written play reports and more resources.
Ready To Play?
If you're going to be Creative, read over The First Episode (starting on
the next page), take a look at the inplay reference sheets and Gimmicks, and schedule a time for your friends to get together. Pick some
wrestlers that seem cool to you from the Season One Roster (PAGE
111) to use as antagonists, or come up with some of your own. You
may want to read over the How Wrestling Works (PAGE 90) and How
Roleplaying Works (PAGE 95) essays if you dont consider yourself
knowledgeable about those things. Block out a 23 hour span of time
for the first session, cue up some of your favorite wrestling clips to get
inspired, and get to the action!
15
HOW TO
PLAY
Chapter Two
chapter three
he first Episode is a stage for the players to show off their wrestlers
and for Creative to kick off the storylines for the ensuing Episodes.
You are all meeting these characters for the first time, so its best to
keep things simple and make obvious choices. As you play, storylines
will change, characters will grow, and the promotion will become its
own unique version of World Wide Wrestling.
Generally, Creative guides the rest of the group through this
Episode, so the rest of this section is addressed to them.
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17
THE FIRST
EPISODE
18
Heating It Up
Once everyone has made their choices, set the wrestlers initial Heat
ratings. Heat represents how much the Imaginary Viewing Audience
responds to the interactions between two characters, ranging from 0
(no heat) to +4 (the crowd goes wild every time they face off). All of the
player's wrestlers start with Heat with each other. Individual wrestlers
can gain Heat with nonplayer wrestlers (NPWs) during play.
All the players write down the other character's names on their
sheet. Then, pick one player to start. The first player looks at the Heat
questions for their Gimmick, picks a number of them equal to the
number of other wrestlers in play, and then asks each question in turn.
One of the other players volunteers to answer each question after it's
asked and then the original player adds +1 to the Heat they have with
the answerer's wrestler. Spaces are provided to note which character
answered which question.
If one player wants to answer multiple questions, thats fine! As
questions are answered, take a moment to fill out more context about
the relationship; this helps to give some backstory to the wrestlers as
we meet them for the first time. If a question doesnt fit someones character concept, they can ignore it. However, encourage them to throw
it out there anyway and see if someone else sees some potential in
itwrestlers often have complicated backstories or segments of their
career that dont quite match up with their current character. If theres
more than five players, ask all four questions (and not everyone will
have extra Heat with each other).
During this process, Creative should keep their own notes on the
relationships created and implied by the Heat questions as they are
answered. This is a great resource for you to start thinking about future
storylines. Setting initial Heat will give you a sense of the basic alliances
among the characters, mentormentee relationships that you can seek
to enhance or strain, and who has legit beef with who.
Once the players have answered the questions, everyone decides
whether they're starting as a Babyface or a Heel. Often, players have
already decided before this point but this is the time to make a final
decision for anyone who hasn't yet. Every wrestler starting as a Heel
takes an additional +1 Heat with every Babyface and vice versa. Generally, you want a roughly even split of Heels and Babyfaces for the
first Episoderemind everyone that they can change role whenever it
makes sense for them to do so during play.
Chapter Three
19
THE FIRST
EPISODE
Ed volunteers. I think I could. I mean, big guys always make high flyers look good."
20
Chapter Three
21
is a list of wrestlers. You can use the Season One Roster presented on
PAGE 111 or make up your own.
Booking this first Episode is pretty simple:
Decide which wrestlers will have matches with each other: player
vs. player, or player vs. NPW. All NPW vs. NPW matches are
handled by simple narration.
Whos going to win each match.
What segments will take place between matches (vignettes,
backstage or inring promos, candid segments and the like).
A good default is to plan to interview each wrestler before their
match, either backstage or in the ring.
THE FIRST
EPISODE
22
Chapter Three
23
THE FIRST
EPISODE
24
Chapter Three
25
THE FIRST
EPISODE
26
Creatives Moves are divided into Soft and Hard Moves. Soft
Moves are the things you say whenever the players look at you expectantly, waiting for you to move the action along.
Soft Moves:
Put a microphone in their face (a scheduled interview, an interruption, a request for an opinion, an accusation of wrongdoing).
Take the next step for a storyline (as your dramatic sense dictates).
Book them in a match (challenged by an inferior, scheduled by
management, showcase a weakness or a strength).
Bring in something On Deck (prep this in between sessions).
Put something they value at risk (a championship, a partner, a
friend, a mask).
Announce kayfabe badness (a bad guy is underhanded, a good
guy makes a mistake, management punishes someone).
Give them a difficult decision to make (a choice between two
things they want to keep or save).
Swerve the storyline (as circumstances dictate).
Create backstage intrigue (a plot, a betrayal, an affair, a poor
decision, a rumor, a mistake).
Hard Moves are the things you say when players Botch (by rolling a 6 or
lower) or position themselves such that they're really just asking for it.
Hard Moves:
Turn the audience on them (they lose -1 Audience).
Turn a wrestler on them (they lose -1 Heat with the character).
Announce legit badness (someone is injured, someone is in
trouble, someone has disappeared, something important is
broken, something important is missing).
Give them a nowin situation (a choice between their career and
their integrity).
Hire or fire someone important (hire someone they hate, fire
someone they love).
Push an NPW ahead of them (because of their failure).
Steal their victory (preferably via their worst enemy).
Chapter Three
27
Nathan: So it's not really a runin, you're not interfering with the match. Uh... He
doesn't have a particular goal in mind with this match, he was just throwing it in as
background. This is clearly a moment where something interesting should happen,
though, so he takes a look at the Soft Move list, and sees Announce kayfabe badness.
This gives him an idea to put Keystone in a bad spot based on Keith's sudden interest
in the match. OK, so Luke notices you watching him, and it's starting to distract him.
He manages to put Schism in a sleeper hold, and just stands there looking at you while
Schism struggles.
Keith: I applaud and walk down towards the ring.
Nathan: Perfect. You walk down, Luke releases the hold to come to the ropes and say
something to you, but before he can open his mouth Schism pops up, scoops him up
and slams him in the Separator, his musclebuster finisher.
Keith: Oh no! I'm going to run in and break up the pin!
Nathan: OK, now you're interrupting a match in progress, so that's definitely the
RunIn Move. You're coming in after Schism, right? Roll +Heat with Schism.
Keith: I don't have any, so that's +0. He rolls a 1 and a 2 for 3, total. Oh, crap. Botch,
and I don't have enough Momentum to bring that up...
Nathan: Hah, great! He looks at the Hard Moves list. RunIn doesn't have a particular Botch effect, so he picks a Hard Move off the list that he thinks will make the
most drama. He wants to introduce more antagonistic NPWs, so he goes with Steal
Their Victory, pulling the trigger on an idea that he was going to wait to introduce until
later in the Episode. You go to slide under the ropes, and you hear the crowd pop
for something happening behind you...you feel hands on you, pulling you back, and
you fall to the floor to see the boots of the People's Hero himself, Travis Mealmaker.
In the ring, the ref counts the 123 and Schism gets the victory that you were trying
to prevent. Travis, a downhome veteran wrestler from Arkansas, is one of the most
popular babyfaces on the roster, and he just waves his finger in your face as you lay at
his feet. 'Not today, Keystone. Not today.' And he walks away to cheers as you lie there.
Keith: ...I already hate that guy.
THE FIRST
EPISODE
Keith: I'm keeping an eye on Cool Hand Luke and nodding approvingly, clapping when
he hits moves, stuff like that. Uh, I don't have any particular action in mind, I just want
everyone to know that I'm keeping an eye on him.
28
back when you want to (or when the player uses the Interrupt Move to
take it back from you).
Its generally your call when the match ends, based on its place on
the card and your sense of narrative pacing. However, if all competitors
are out of Momentum, that's a trigger to end the match. When you're
ready, announce who's booked to win the match. If a player's wrestler is
booked to win, they make their Finishing Move from their Gimmick sheet
and use the results to guide the narration of the end of the match.
Several Moves have the potential to override Creative's bookingif
a player ends up making one of these Moves, whatever outcome they
narrate becomes the finish instead of what you had planned. It's your
job to take these overrides and roll them into the ongoing storyline, as
though the new finish was the plan all along.
29
THE FIRST
EPISODE
Chapter Three
30
Chapter Three
31
Keith: I see my style as a little more wrestley than Bruto's. Once I'm back to my
feet I drop an elbow on him to keep him down, then grab his leg and pull him into a
submission hold. He looks at the maneuver reference sheet. Ooh, Boston Crab! I put
him in that. I pull him out the middle of the ring and really lean into it.
Nathan: Cool. You're showing off your technical skill, it sounds like, so roll +Work.
Eric: "I'll put you over on this one, it's a cool move! 'OK folks, Keystone is taking advantage of Bruto's excessive force earlier in the match and leveraging the bigger mans
weight against him. See the pressure he puts on those knees! If Bruto doesn't do something to break this hold he could face serious injury here!' The Announcer's putover
bumps Keystone's 79 result to a 10+ result, so the move looks great.
Keith: Awesome, thanks! I can gain +2 Momentum, or +1 Heat with Bruto...I think I
want the Momentum, I'm still hurting for it, and I still have control of the match."
After two more exchanges, Ron is back in control of the match. He takes the action
outside the ring and narrates how he throws Keystone into the ring steps.
Nathan says OK, I think we're getting to the end of the match...and Keystone is booked
to win! Ron, how do we get there?
Ron: Oh, OK. Um, I think I roll him into the ring and then...oh, how about this. I go up
to the top rope, which I never do.
Eric: Keystone is dazed, and Bruto...the California Hardcore is going to the top rope,
what is this! He is not known for leaving his feet, what a big risk!
Ron: Yeah, so I'm on the top, I throw my hands up and yell Haaaaardcoooore! then
just jump straight into whatever Keystone has waiting for me. Keith?
Keith: Oh, nice. Yeah, while Bruto is climbing the ropes I get my breath back and get
my feet under me, but I'm still kind of crouching down. He jumps, and I jump up to
meet him, grab his head and flip him over in midair into my finishing submission, the
Brainwasher.
Nathan: Rad! OK, roll for your Finishing Move ...unless, Ron, you want to B reak
K ayfabe or something to interfere? Ron shakes his head, and Keith rolls. He gets a 7.
Finishing Moves are rolled on a straight 2d6, are you going to spend Momentum?
Keith: Oh yes. I spend all 3 to bring this to a 10, so I get to pick whether I gain +1
Audience or he does...I'm going to take that for myself.
Nathan: Nice, and the finisher looks great. The crowd pops when you lock it in. Ron,
how do you sell it?
Ron: Bruto swings his arms and tries to get to the ropes, but he just sags lower and
lower until Keystone is basically lying on his back, keeping him in the headlock. His face
turns all purple and he finally taps just before losing consciousness.
Keith: Yeah you do. Awesome.
THE FIRST
EPISODE
Keith: Sighs OK, that's a -1, of course. He rolls a 10 for a total of 9. Damn, so close!
32
Chapter Three
33
When a player at the table makes the X in real life (it doesnt
need to be over your head, you can simply cross your wrists over
your chest or over the center of the table) its a sign to everyone
that you arent cool with something that just happened in the
game, and you should rewind the moment and start over.
A player can narrate their wrestler making the X, which generally
means they're breaking kayfabe. Make the Break Kayfabe Move.
Creative can narrate the ref or an NPW making the X as part of
the ongoing story, as events dictate (for example, some Moves
can result in a match participant getting legit injured).
Playerlevel use of the X could because the content triggers them
in some way, its just lame and inappropriate to the situation at hand,
or it's otherwise harming their fun. When a player makes the X, its a
sign for everyone else to elide the content that just happened and
restart the scene from the last logical point. Players are under no
obligation to explain why they made the X, though they may want to
say something so that everyone
knows whats up.
Making the X is adopted from "The X
Creative should explain
Card" by John Stavropoulos, a system
Making the X to the players at
agnostic tool for editing uncomfortable
the beginning of the Episode, so
content in improvisational games. More
info: http://tinyurl.com/xcardrpg
everyone knows it's a tool they
can use during the game.
Wrapping Up
Those are the basics of playing through the first Episode! The rest of
this text is devoted to more fully describing how the rules work and
interact with each other, the nuances of applying them, fleshing out
Creatives job and how to approach building multiEpisode storylines,
and providing inspirational resources to use for your games of World
Wide Wrestling!
THE FIRST
EPISODE
In this game, use "the X" to signal that something has crossed your
line without bringing the game to a halt. This dovetails with the traditional wrestling trope of the referee holding their arms up above their
head, crossed like an X, to indicate to the producers backstage that a
real injury has occurred and medical attention is needed. In this game,
anyone can make the X, as per these guidelines:
chapter four
his chapter details all of the elements you will see as you create
your wrestling character. Your Gimmick sheet lists all the pertinent information you need in play, but if you want more details on the
various aspects of your wrestler, thats all in here.
The complete text of each Gimmick is summarized for reference
starting on PAGE 125. The full Gimmick sheets are available for free
download from ndpdesign.com/wwwrpg, where they can be updated
in the inevitable case that errors in them are discovered. If you notice
discrepancies between the downloadable sheets and this book, the
download should be considered the correct version.
Gimmicks
The first step to make your wrestler is to pick your Gimmick. This
describes a broad archetype of wrestler, which you can expand on
with your choice of look, move set, and ingame Moves. Your Gimmick
is unique to the Season you'll be playing with your groupwhile
there may be many monsters, whoever picks The Monster Gimmick
is the one we care about and the one most attractive to the Imaginary
Viewing Audience.
THE ANTIHERO: You are the badass everyone loves. Whether youre
sticking it to the man or telling it like it is, the audience identifies with
your rejection of conformity. A babyface AntiHero is the peoples
champion, representing the everymans rejection of the stultifying bullshit they have to put up with every day. A heel AntiHero
is a nasty, conniving jerk, a mercenary whos always
looking for the maximum profit for themselves.
Play the AntiHero if you want to struggle
with management, use underhanded
tactics to your own advantage, or have
others be unsure whether they can
trust you.
The AntiHero is best at blurring the
line between kayfabe and legit and
is generally not as strong or sophisticated as others in the ring.
ion
ston Crab submiss
The dramatic Bolling wrestler on their
keeps the controcing the crowd
feet fa
THE GOLDEN BOY: Youre the next big thing, whether the audience
and the rest of the roster want to admit it or not. Someone backstage
is putting all of their weight behind you, and you just have to hold up
your end in the ring. A babyface Golden Boy is the squeaky
clean good guy who obeys all the rules and is just
trying to do their best. A heel Golden Boy knows
exactly how far they can push before suffering
consequences for their poor sportsmanship and
bad form, always stopping just short of that line.
Play the Golden Boy if you want to have
management at your back and have
lots of screen time. You may need to
rely on others to get you through
your lack of inring experience.
The Golden Boy is best at talking
and looking great, while bad at breaking kayfabe in any way that helps them.
The title "Golden Boy" is used because it's the most precise phrase to get the idea
across, but like all the Gimmicks it can be taken for any gender of character.
THE HARDCORE: Youre not the best grappler 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 subset of the audience. How long can that
fact be ignored? A babyface Hardcore invites the audience to live vicariously through their painful triumphs as well as bloody defeats. A heel
Hardcore engages in wanton violence far, far beyond what a situation
calls for, leaving bodies and even careers in their wake.
Play the Hardcore if you want to engage in violence, gain popularity by sacrificing your physical wellbeing, and have others be
nervous about whether or not youre going to hurt them.
The Hardcore is either compelling because of their selfcreated
mystique or because they just have so little regard for their own
physical safety. The Hardcore is generally not good at technical
wrestling.
MAKING
THE ROSTER
35
36
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. A babyface High Flyer is the greatest crowd pleaser in the
company, hitting their big finishers at the perfect times to get everyone
on their feet. A heel High Flyer uses their moves to punish the mistakes
of their opponents, show off when its
uncalled for, and otherwise preen
and posture.
Play the High Flyer if you
want to be popular right
off the bat, balance your
career with your longterm
health, and have others be
jealous of what you can
do that they cant.
The High Flyer is generally great in the ring
but not very good at
breaking the fourth wall
or being intimidating.
THE JOBBER: Youre a nobody. Youre there to lose and make the
other wrestlers look good. You may not have the fans, but you have
a job to do and you can do it well. But what if you want something
more? A babyface Jobber is sympathetic, just trying to do their best
and always getting the short end of the stick. A heel Jobber is bitter
and vengeful, angry about not being good enough and always having
that shoved in their face.
Play the Jobber if you want to be the support character, make
others look great, and have to really work hard to transcend your
role on the roster.
The Jobber is actually generally one of the better wrestlers in the
company, with great job security, but theyre not trusted to talk
or carry a storyline on their own.
The Jobber is always booked to lose matches theyre in (though that booking can be
swerved by the events of play). The appeal of playing the Jobber is in how you make
the other wrestlers look good and the drama of trying to build a definable character.
THE MANAGER: Youre the sizzle on the steak. You dont compete, but
you have the talk, the walk, and the ideas to keep your client/companion in the spotlightin and out of the ring. A babyface Manager always
stands behind their client, shields them from harm and gives the audience the entertainment they want. A heel Manager is an outspoken ass,
cheats every time they can get away with it and always stacks the odds
in their clients favor.
Play the Manager if you want to be in the spotlight but not in the
ring, work closely with other characters, and be on the hook for
failures that may not be under your control.
The Manager is hot garbage in the ring, but great on the mic and
can easily have creative power behind the scenes.
workhorse, you have all the skills. Even though your wrestling ability
stands out, youre continually fighting the perception that thats all you
are. A babyface Technician is humble on the mic but stands up for
themselves in the ring, letting their talent speak for itself. A heel Technician uses their superior knowledge of wrestling to make up for their
lack of ability on the stick, making it clear that theyre taking advantage
of their opponents whenever they can.
Play the Technician if you want to show off your technical excellence, battle your way into the spotlight, and have others ignore
you until they need your help.
The Technician is great in the ring, but has almost no presence
on the mic; getting fans is an uphill battle.
37
MAKING
THE ROSTER
Chapter Four
38
THE VETERAN: You are an established name. You work almost every
night, have a dedicated fan base, and are ready to create an enduring
legacy. A babyface Veteran is an old favorite, someone the audience
feels that they know well. A heel Veteran has abandoned the fans,
turned inward as they see their best days slipping away and vengefully lashes out to preserve something of their former glory.
Play the Veteran if you want to be instrumental to getting others careers off the
ground, show off your experience in the
business, and find a way to gracefully
exit that doesnt destroy your legacy.
The Veteran is generally good at everything, with a lot of discretionary ability
to help or hurt other wrestlers, but has
few advancement options.
a Powerslam
can be a simple
transitional
move or a huge
finisher
Fundamentals
Your wrestler, regardless of Gimmick, is described by:
Name & Look: this is entirely up to you, though you can pick a
character off of the Season One Roster (PAGE 111) if you want
to make a quick decision.
Hailing From: each Gimmick has some options that thematically
support that archetype, or you can pick your own.
Entrance: each Gimmick has some options that thematically
support that archetype, or you can describe your own.
Stats: the four key descriptive qualities of your wrestler, ranging
from -2 (the worst) to +3 (the best). The Stats are: Look, Power,
Real and Work.
Heat: a positive number representing the entertainment value to
the audience of your characters relationship with another wrestler. Ranges from 0 to +4.
Role: whether youre a good guy or a bad guy (Starting Roles
of Babyface and Heel) or have transcended that divide (to the
Advanced Roles of Celebrity, Legend or Icon).
Moves: specific archetypal actions for your wrestler with an array
of possible consequences. You have some Moves automatically
(already checked on your sheet), and then you pick some Moves
as the sheet directs.
Injury: When you get injured, certain options become available
(or closed off) to you to represent how youre handled by the
company while you recover.
Momentum: a positive number that represents a buildup of
intangibles and entertaining energy. You spend Momentum to
give you bonuses on die rolls. There is no limit on Momentum
but you lose any you haven't spent at the end of each Episode.
Audience: a positive number representing your wrestlers popularity and how much the audience wants to see them. Audience
goes both up and down and ranges from 0 to +4.
Advances: certain thresholds you hit in the game give you
Advances. You can spend Advances to raise your Stats or Audience, gain new Moves, gain a Manager, change Gimmick, and
other things that reflect your increasing value to the company.
39
MAKING
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Chapter Four
40
Stats
Your wrestler has four Stats: Look, Power, Real and Work. Each Stat has a
number between -2 and +3. Most characters start with scores between
-2 and +2. Your Stats describe the core abilities of your character as a
professional wrestler.
Look: your charisma, it factor and ability to inhabit your character and "live the Gimmick." Look is most important for you if you
want to cut exciting promos and create a memorable character
for the fans to follow.
Power: your raw strength, aggression, and impressiveness.
Power is most important for you if you want to enjoy physical
dominance over other wrestlers and stand out for your extraordinary physical presence and abilities.
Real: your ability to "break the fourth wall," bring in realworld
concerns, and deal with legit issues. Real is most important for
you if you want to blend the line between character and performer and captivate the audience with your actual personality.
Work: your ability to tell a story in the ring, execute moves correctly, and make others look good. Work is most important for
you if you want to use your ring work to create your legacy.
Your Gimmick will give you initial scores, and then instructions for
making an adjustment by adding or subtracting from those scores.
When a Move tells you to roll +Stat, that means to roll 2d6, add
or subtract the Stat number, and then look to the results of the Move
based on the total you just rolled. If your total is a 6 or less it's a Botch,
if it's a 79 it's a partial hit, and a 10+ is a full hit.
Role
Choose whether youre starting as a Babyface (good guy) or a Heel
(bad guy). Generally, every feud is between a babyface and a heel.
Each Role gives you access to the Role Move of the same name. You
can transition from one to the other (called making a Face Turn or a
Heel Turn) during the game whenever you narrate how your character
breaks with their current Role and embraces their new one.
Babyface and heel can be defined many different ways. Heres how
Ive chosen to do it in this game: Babyfaces stand up for things they
believe in, while Heels do underhanded things to get what they want.
This doesnt mean that a babyface has to believe in something honorable or wholesome per se, but they do believe in something and take
action to stand up for it. Similarly, a heel can have a perfectly understandable goal, but its the willingness to break the rules (letter or spirit)
that makes them a bad guy.
You also have access to three Advanced Roles, which you can only
take later in your characters career (see Advancement on PAGE 46).
Advanced Roles are for wrestlers who transcend the basic good guy/
bad guy division and represent something more within the company.
41
MAKING
THE ROSTER
Chapter Four
42
HeatStarting Heat
Heat is a number ranging from 0 to +4, representing how much your
relationship with another wrestler gets an audience response. You
could have high Heat with both your tag team partner and your bitter
rival, as long as those relationships are entertaining.
When you make initial characters, you ask some or all of the questions on your sheet to generate initial backstory between your characters and establish starting Heat. Write down the other wrestlers' names
on your sheet and start their Heat at 0. On your turn, select a number
of questions equal to the other players and ask them. The other players
volunteer to answer and you take +1 Heat with those players wrestlers.
If youre playing with only two wrestlers, you each pick a single
question. Youre demanding that the other player answer the question,
as opposed to looking for a volunteer, so you should pick the question
that leads to most interesting relationship between the two of you.
If youre playing with more than five wrestlers, ask all four questions
and then move on. Some characters wont have much Heat with one
another, which is fine. Players can answer more than one of your questions, so you may build up more initial Heat with some characters than
others for the beginning of the game.
Once all the questions have been answered, all Babyfaces take +1
Heat with all Heels and vice versa. Heat is not symmetricdepending
on who answers who's questions, your wrestler may not have the same
amount of Heat with another wrestler that they have with you.
If you're joining a game in progress, you write down the other wrestlers' names on your sheet and ask your questions, but they won't ask
you questions (since they've already established their relationships and
backstory). They do write down your wrestler's name, and you all apply
the Role adjustment. Generally, you'll start the Episode with more Heat
with the established characters than they have with youthis is fine!
HeatDuring Play
Sometimes a Move will ask you to roll +Heat with another character,
in which case you add it to the 2d6 roll. Many Move results tell you to
add or subtract Heat with a character. You can never have more than
+4 or less than 0 Heat with someone, so if a Move result would push
you past one of those thresholds simply ignore it (and you should feel
free to pick another option, if one is available, so as not to "waste" your
choice). You can have Heat with NPWs as well. Write the NPWs name
down on your sheet when it comes up and start their Heat at +1.
Heat is an important part of your wrestlers popularity, as the Imaginary Viewing Audience pays the most attention to the wrestlers whose
relationships they've invested in. If you finish a match and have +4 Heat
with your opponent, you gain +1 Audience immediately, regardless of
who gets the win! If you have +4 Heat with more than one opponent in
a multiopponent match, you still gain only +1 Audience.
When you finish a feud with someone (as the storyline naturally dictateswhen in doubt, its Creatives call as to whether the feud is over),
you both reset your Heat with each other to +1.
HeatCooling Off
At the end of each session, check to see if you interacted with everyone on your Heat list. If you didnt interact with someone (no matches,
promo segments, vignettes, or anything else, on or offcamera), lower
your Heat with them by 1. Sometimes theres a bit of a judgment call
to make. If you're in doubt, ask the other players whether they think
you interacted or not, and go with the overall sense of the table. This
represents how if you're out of the audience's sight for too long, they
stop being as invested in your rivalries.
Audience
Audience tracks how popular you are with the Imaginary Viewing Audience. Are you a major draw, middle of the card, or on your way out?
Each Gimmick starts with a specific Audience score; this is the value
you start the game at. In the event that the promotion gains popularity
(something Creative tracks), you reset to this score as well.
Audience +4: Mark an Advance the first time you hit +4 Audience
in an Episode. When you hit +4, any other character with +4 bumps
down to +3, as theres only one top spot on the roster and you just
claimed it. If you have +4 Audience at the beginning of an Episode,
you make the Over Move (a Top of the Card Move, PAGE 150).
Audience +3: You're hot! Start the episode with +2 Momentum.
43
MAKING
THE ROSTER
Chapter Four
44
Moves
Moves are signature skills that your character demonstrates during
each Episode. You have some Moves automatically, based on your
Gimmick. You also have the option to pick another Move or two. Pick
whatever you think is cool for your character! Youll have opportunities
to get more as you gain Advances. All Gimmicks have a Finishing Move
(or equivalent), which is the Move you make when youre booked to
win a match. The finishing moves are similar across Gimmicks but they
emphasize different wrestling styles.
Most Moves will tell you to roll +Stat, which just means roll 2d6 and
add your relevant Stat, comparing your result to the Moves outcomes.
Some Moves are contingent on something happening, ask you to
spend Momentum, or have other triggers. For more detail on basic
Moves, see Chapter Six: Moves (PAGE 56).
Chapter Four
Momentum
Momentum measures your potential to get over in the current Episode.
You start the Episode with either 1 or 2 Momentum, depending on
your current Audience score, and many Moves give you the option to
increase your Momentum during play.
You spend Momentum to add a bonus to a roll equal to the amount
you spent. You choose to spend after you make the roll. Sometimes a
Move will call for you to give someone Momentum or take Momentum
from someone, which is what it sounds likeyou lose 1 and they gain
1, or vice versa. If youre called upon to spend or give Momentum and
you are at 0 already, you simply stay at 0. Theres no negative Momentum. If youre supposed to give someone Momentum and you have
none, they still gain 1. If youre called upon to give Momentum to a
NPW, you just lose 1, it doesnt go to anyone.
When you wrestle a match, Momentum helps because it's the only
bonus you'll potentially have to spend on your Finishing Move (in addition to generally helping you out if you roll poorly).
Whenever you have the chance to gain Momentum and you have
no more compelling choice, go for the Momentum. It can only help
you. However, you lose all unspent Momentum at the end of each
Episode. Spend it!
Injury
You can get injured as the result of some
Moves (yours or your opponents). Creative
can also inflict injury upon you when its the
obvious outcome of a sequence of events.
You have a certain number of Injury boxes on
your sheet; whenever youre injured, check
one off. Your Gimmick has a set of conditions that activate when youre injured; as
long as you have at least one Injury check,
you play with those conditions in effect.
When youve checked off all of your
Injury boxes, you can no longer compete.
Creative can no longer book you in matches
at all. If you want to get into a match, youre
going against the company to get in the
ring; this generally means you have to make
the Break Kayfabe Move.
a Northern
Lights Bomb
requires trust
and cooperation
between both
wrestlers
MAKING
THE ROSTER
45
46
Advancement
Over the course of your career, your wrestler will grow and change.
Advancement comes from having rivalries, getting the audience
behind you, and closing out storylines. Whenever your wrestler hits
certain thresholds, you takes an Advance. You can spend Advances
whenever you want to gain one of the effects listed on your sheet.
Some Gimmicks have modified advancement options. Treat the Advancement information printed in the Gimmick as superseding this list if they conflict.
gain an advance:
The first time your Audience hits +4 or 0 in an Episode.
When you gain a Championship Belt.
When you end a feud satisfactorily.
New Gimmicks
Starting with your fourth Advance, you have the option to take a new
Gimmick. Each Gimmick has its own selection of other Gimmicks you
can select, representing the progression of your wrestler through different stages of their career. When you take a new Gimmick, it represents
the character's whole image being reconsidered and repackaged
backstage. This is why the character takes an Episode offyou can
play an NPW already introduced, try out a new character entirely, spend
the session as an audience member, or take the session off yourself. If
you want to give the character multiple Episodes off, thats fine too.
When the character returns:
Keep your Stats.
Keep all Moves youve purchased with Advances (from the original Gimmick, or any other).
Keep any Custom Moves you've created.
Lose the old Gimmicks automatic Moves, including the Finishing
Move (or equivalent).
Take any Moves you automatically get for your new Gimmick,
including the Finishing Move.
47
MAKING
THE ROSTER
Chapter Four
48
You can trade the Gimmick Moves you selected when you first
made the character for Moves on your new Gimmick's sheet on
a 1for1 basis.
Lower your Heat with everyone by -1.
Pick whether you come back as a Babyface, a Heel or in an
Advanced Role (Legend, Icon or Celebrity).
Make the Heat adjustment (Babyfaces takes +1 Heat with all
Heels, Heels take +1 Heat with all Babyfaces, Advanced Roles
take +1 Heat with any other Advanced Roles).
Take -1 to your Audience (If this would take you to 0, mark the
Advance, but remember you look for whether youre fired at the
end of the Episode, not the beginning).
If you want to come back in an Advanced Role but in the same
Gimmick, you return with all of your same Stats and Moves. Make the
same Heat and Audience adjustments as listed above.
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49
MAKING
THE ROSTER
Chapter Four
chapter five
Concept
All wrestlers have a core concept. While your Gimmick describes an
archetype, it's up to you to decide on what the deal is with your character. The goal of your characters ring attire, entrance music, and even
moveset is to communicate to the viewing audience what that "deal"
is as smoothly as possible, so they can get to understanding the story
you're telling quickly and without a lot of exposition. This is why wrestling outfits are so frequently literal and obvious. Cowboy hat, jeans
and boots? Well, that's a cowboy character. Come out in a robe and
glasses holding a book? Educated, or at least thinkshesmarterthan
you character. Explosions and fog machines heralding your entrance?
Someone supernatural or bizarre, with the entrance already signaling
to the audience suspend your disbelief a little more, this is
going to be a different kind of character.
Be obvious in your choices and pick a concept that
you would be excited to see in front of you if you
were a viewer. The game is built to allow
you to evolve your character over time,
so you're not locked into your initial
choice in any way. Doing the obvious
things (especially for the first Episode
or two) makes it easier for everyone
to interact with one another as they
gain familiarity with how the game
works. Even if you copy your favorite realworld wrestler, the events
of play will quickly push them
into new storylines and you'll have
the DDT is so crowdpl
your own ideas of how they should
ing because it can be hit eas
develop, making them unique to you.
of almost any pos out
ition
51
Get into your characters head. What do you want? This can be simple:
I want to win the World Wide Wrestling PanOceanic Championship
or complex: I want to build a stable of cronies, then trade them to
Uncle Money for his support in getting me named to the Management
Council; abstract: I want to show that I'm the greatest high flyer of
all time or specific:I want to make Mammoth Marco tap out with my
submission finish.
Having a goal for your character is important for two big reasons.
First, it's a way to give yourself a direction for any interaction you have.
Because of how booking works, you aren't always going to have storylines that focus directly on what you want. Often, Creative decides
your immediate direction and you'll be playing off of what opportunities you're given on camera. Sometimes, you'll end up in a match or a
feud that comes out of left field and you'll need something to fall back
on. You will often be able to use your goal as something to tap into
these situations and make them more interesting.
Second, a goal means you have something to agitate for as a player.
Many of the Move results give you the opportunity to book a specific match or demand a certain segment, and you should use those
to advance towards your goals. Don't worry about whether you're
ruining anything or messing with what Creative has plannedthat's
the whole point! Creative's job is to take the swerves you serve up and
work them in, not to steamroll you with their agenda.
When things slow down and you don't feel a sense of urgency
about addressing the situation in front of you, take action in service of
your agenda. Not only will this be more fun for you as a player, it's how
you develop the idea of your character as having an inner life as a
fully realized persona outside of the ring, as well as in it. Use your goals
and agenda to add dimensions to your character over time.
Cutting Promos
You'll have ample opportunities to cut promos in this game. Not only
will Creative cast you into plenty of talking segments, there is always a
mic available to your wrestler. Just say that you want to say something,
and you'll be given time to talk.
What makes a good promo? A good promo engages the audience,
communicates something new about you, your opponent, or your
feud, and creates an opportunity for response.
PLAYING A
WRESTLER
52
Chapter Five
53
PLAYING A
WRESTLER
54
Note that they still roll for the Finishing Move on their Gimmick sheet,
even if they don't literally hit their wrestlers finisher in the narration.
What happens when the finish is revealed and you want a different ending to the match? This is where you should look at your Moves
which have effects that change or override Creative's booking. The Heel
Move, in particular, is built for doing this, but many Gimmicks have
Moves which allow you to override Creative's booking. Whenever you
override Creative's booking, their job is to make it look like the new
ending was the original planthere may be backstage fallout or other
consequences, but Creative abides by the results of your Moves along
with everyone else. If you have nothing that applies, or can't make any
of the narrative triggers work in the context of the moment, you can
narrate how your wrestler ignores the booking entirely to do what they
want. This triggers the Break Kayfabe Move.
55
PLAYING A
WRESTLER
Chapter Five
Moves
chapter six
oves are the discrete, consequential actions taken by your wrestlers. Any player's wrestler can use the General Moves (the basic
things all wrestlers do) and InRing Moves (used to play out wrestling
matches). Each wrestler has their own Gimmick Moves, noted on their
Gimmick sheets. Only Creative uses the Creative Moves.
The General and InRing Moves are provided for reference starting on PAGE 148.
Download the most updated Moves reference sheets at ndpdesign.com/wwwrpg
General Moves are available to all of the players all of the time
things like cutting promos and working the audience. InRing Moves
are available to all players whenever they wrestle. Both the General
and InRing Moves are grouped together on their own reference
sheets, and you should have a couple of those sheets on the table
during play so everyone has access to them. For easy reference they're
subdivided by the part of the game they apply to (Top of the Card
Moves only apply to certain wrestlers, Stipulation Moves only apply to
matches with those stipulations, and so on). Gimmick Moves are the
Moves listed on each individual Gimmick sheet. Each player can only
use the Gimmick Moves theyve selected from their initial picks, as well
as any taken with Advances.
Creative has their own list of Moves, used in response to the player's
actions. Players usually announce their Moves when they make them,
while Creative picks a Move in reaction to the game's circumstances,
making decisions and announcements in accordance with the Move
they picked.
Most of this section focuses on the Moves that players make. Creative has their own guidance for their Moves in Chapter Nine: How To
Be Creative (PAGE 79).
To Make a Move
Take a look at some Moves (PAGE 148). They list a trigger condition, in
the name of the Move (like "Work The Audience") and/or in the description (like B abyface : When you stand up for something you believe
in). To make the Move, you can just narrate the action called for,
or specify which Move you want to make and then narrate how your
character fulfills the trigger condition. Usually, youll just be saying what
your character says and does, then resolve any Moves made during the
narration (whether you were aiming to make one, or you realize that
youre triggering one partway through). Sometimes Creative will ask if
youre making a specific Move based on what youre saying, as one of
Creative's jobs is to pay attention and tell players that theyre triggering
a Move if they don't notice.
Once a Move is triggered, simply take the listed action. Most Moves
ask you to Roll +Stat, which just means roll 2d6+Stat indicated;
compare the total to the results listed on the Move, making whatever
decisions you need to make. A result can be a strong hit (10 and above),
a partial hit (79) or a Botch (6 and below). Often it matters whether you
get a strong hit or a hit, but not always. It always matters whether you
hit or Botch.
Anatomy of a Move
Cut a Promo: When you take the mic and speak your mind, roll +Look.
On a 10+ you connect with the audience, gain +1 Momentum and pick 1 from
the 79 list
On a 79 you get them to pay attention, pick 1:
make Creative book you in a match
add a stipulation to a relevant match
gain +1 Momentum
gain +1 Heat with the subject of your Promo.
The trigger is "when you take the mic and speak your mind." This Move triggers almost
every time a wrestler says anything important on camera. You could say "I'm cutting a
promo," narrate it and then roll, or just naturally launch into one when a mic is put in
your wrestlers face. Either way, you trigger the Move and make the roll.
The action is "roll +Look," so you roll 2d6 and add your wrestler's Look score (positive
or negative) to the result.
Once you have your result, you see if it's 6 or less, 79 or 10 or above. For this Move a
10+ is just a little bit better for your wrestler, since it gives you a Momentum in addition
to the choices on the 79 result.
This Move does not have a specific Botch result, which means if you get a 6 or less,
it's time for Creative to pick one of their Hard Moves that applies to the situation. You
could get booked in a punitive match, lose the confidence of management backstage,
or perhaps be stripped of an opportunity because of your characters failure to connect
with the audience on their promo! It's up to Creative.
Remember, you spend Momentum to gain a bonus on your roll after you see the result,
so if you get a total of 6, you might want to spend a Momentum to bring it to a 7 in
order to avoid the Botch.
MAKING
MOVES
57
Making Moves
58
Judgment Calls
Some Moves ask you to make a judgment call, either about the trigger
condition or about the result. For example, the Babyface Role Move:
Babyface
When you stand up for something you believe in, spend 2 Momentum and pick 1 of
the following:
Chapter Six
59
MAKING
MOVES
Which Move?
Making Moves
60
Using Moves
Like the Gimmicks, the general Moves are listed in their entirely at the
end of this book for easy reference (PAGE 148). Reference sheet downloads are available at ndpdesign.com/wwwrpg and will be updated
as needed. The downloadable sheets should be considered to be
the correct ones if you notice any discrepancy between them and the
material in this book. Presented here are some expanded thoughts on
the best way to implement the Moves, and some corner cases that can
come up in play. Since Creative is generally the one with authority over
how the Moves interact, the following notes are addressed to them.
Basic Moves
CHEAP HEAT: Even when the insult or compliment is buried inside
a Promo or an attempt to Work The Audience, it still triggers (this is an
exception to the "one Move at a time" rule).
WORK THE AUDIENCE: The most obvious place to Work The Audience
CUT A PROMO: The trigger uses the phrase take the mic but a promo
doesnt require a literal mic if the context doesnt include it. Cutting a
Promo is one of the most common Moves. It triggers after anything a
wrestler says which demands a response or pushes a feud forward (as
noted above in Work the Audience). If a player is having trouble coming
up with the content of their promo, they can describe the basic points
that the wrestler is trying to get across and the dice result will tell you
whether the audience gets it or not. A Botch on this is generally a good
time to push a NPW over the character, announce legit badness (like
someone backstage turning sour on them), turn the audience on them,
or change your booking on the fly to give them a loss.
Chapter Six
61
for a player who feels like they havent had enough screen time, and
is the best way for a player to get their character into a storyline with
someone they haven't been booked with yet. The storyline reasons for
running in can range from a Heel taking advantage of a Babyfaces
weakened state to get the jump on them to an intentional drawing of
a DQ in order to advance the agenda of the wrestler running in. The
logic behind the set of 79 options is rooted in a wrestling trope that
nonfans may not be familiar with, so here it is:
When Abracadabra and Blockhead are wrestling a standard match with no special
rules and Crusher runs in to attack Abracadabra, Crusher is technically interfering on
Blockheads behalf; Blockhead may be disqualified and Abracadabra wins the match.
If Blockhead is DQed, he may be (understandably) irate that Crusher lost him a match
that he had well in hand. If Crusher runs in on a match that has a noDQ stipulation (like
a Hardcore Match), the match still ends in a no contest, with no winner declared, and
Blockhead is still unfairly denied a victory by Crusher. Thus, a runin often ends with
the wrestler who was not the target of the interference starting a feud with the wrestler
who ran in to disrupt their match.
MAKING
MOVES
BREAK KAYFABE: The key question for this is, are you breaking
Making Moves
62
Role Moves
Both of these Moves are completely within the players control. Often,
when the character is obviously doing something meaningful but none
of the other Moves seem to cover it, it'll fall under this Move. Creative
should prompt players when they seem to be triggering these Moves.
rules and restrictions in play at the time and should generally be clearly
telegraphed by the player. Note that this Move lets you just win a match
by cheating, as long as you have the 2 Momentum to spendyou can
do this before the end of the match is announced, or after (in order
to swerve the booking). If multiple players used the Heel Move to win
a match, apply them in sequence. Sometimes a match result will be
subject to multiple attempts to change it from various characters.
Whether it's appropriate to continue using the Move to cheat out a win
multiple times in one match is up to Creative.
Chapter Six
63
them and introduce them later. The Botch is an opportunity for you to
try to kill their popularity by putting them against a nobody, but it could
be used to introduce a new, legitimate challenger as well.
MAKING
MOVES
Wrestling
chapter seven
atches show off your wrestlers inring abilities, advance storylines, and are the basic draw for your audience. The promise of
a good wrestling match is why the audience pays hardearned money
to see your show! This chapter goes over the mechanics of applying
the InRing Moves to a wrestling match. For more about narrating a
match in a productive and entertaining matter, see the Narrating Wrestling Matches section in How To Play A Wrestler (PAGE 53) .
Matches are generally announced and booked ahead of time by
Creative. Some Moves enable players to make matches during an
Episode. Matches can also be created through roleplaying interaction
(though Creative has to sign off on them). Matches can be booked
between players, or between a player and a NPW. Any match between
multiple NPWs is simply narrated in broad strokes by Creative. Play
time should always focus on the player's wrestlers.
The key concept for playing out a match is narrative control, or just
control. During a match, one player at a time has control, so they
narrate the majority of the action between the ropes. Their opponent
helps out, narrating their characters contributions.
The mechanical core of the match is the Wrestling Move, which determines how well the character in control executes their big maneuvers
and key spots. Once a player narrates their exchange, they pick the Stat
(Look, Power, Real or Work) that best fits their wrestlers actions, make
the roll, and chooses the appropriate result from the Wrestling Move (a
full breakdown of the Wrestling Move is on PAGE 66).
Control transitions between players as a result of the dice, players
using the Interrupt Move to jump in and take control for themselves,
or the player with control choosing to hand it off. This backandforth
narration continues until the end of the match is called or triggered,
whereupon Creative reveals their prearranged finish.
65
As the match starts, Creative designates one of the players not in the
match (if any) as the Announcer for the match. Use a prop (like a physical
microphone) or a notecard with Announcer written on it to keep track
of the Announcer. The Announcers job is to call the match as if they
were color commentary at ringside, recapping the action and putting
their own spin on things as the match progresses. The Announcer also
has a very specific ability: they can Put Over the wrestlers whenever
they feel like the action needs a boost.
The Announcer can Put Over each wrestler once per match. To put
a wrestler over, the Announcer recaps something they just did in the
most glowing light; this bumps the wrestlers die roll up to the next
result level, from a Botch (6-) to a partial hit (79), or from a partial hit
to a full hit (10+). The Announcer should generally wait to see what
the player rolls before deciding whether to put them over or not, and
theres often some negotiation on a failed roll between whether the
player wants to spend Momentum or the Announcer should put them
overthis is fine! Just remember that the Announcer can only put over
each wrestler once per match.
Once the Announcer has put over a wrestler, they are free to hand
the mic off to someone else whose character isnt yet present. If there
are no eligible players, the mic just goes back to Creative for now.
Creative can act as the color commentator, but they do not have the
power to put over wrestlers. Other players who aren't participating
in the match can also take on color commentary roles, but until the
Announcer mic is passed to them they can't Put Over anyone either. If
the Announcer's character appears in the scene, the Announcer must
hand off the mic even if they haven't Put Over anyone yet.
WRESTLING
The Announcer
66
Wrestling
are appropriate to your actions (like Work The Audience or a Gimmick
Move that applies to inring action). When you get to your big signature move, thats when you make the Wrestling Move and find out the
consequences.
Chapter Seven
67
r
ens up the arm fo
the Armbar softission attempts
later subm
WRESTLING
Wrestling
68
The Rewards
Once the end of the match is settled, each player checks to see whether
their wrestler has +4 Heat with any of their opponents. Everyone who
does gains +1 Audience, as the intensity of their issues with their opponent draws the crowd further into the feud. This applies both to wrestlers who started a match at +4, and those who gain Heat during
the match to bring them to +4. Everyone in the match
checks, regardless of who won or what happened to
end the match in the event of a nocontest.
If a wrestler hits +4 Heat with multiple opponents (like in a tag team match), they still only gain
+1 Audience. In the unlikely event that a wrestler
hits +4, loses Heat and then hits +4 again, they
still only gain +1 Audience.
"Opponent" is defined broadly, and applies to
anyone involved in the match on the opposing side from your wrestler. For example, if
your wrestler hits +4 with their opponents
manager (who was present at ringside) you
still gain the +1 Audience even though the
manager didn't get in the ring.
If a wrestler would gain Heat and they're
already at +4, nothing happens, they simply
remain at +4 Heat.
the Powerbomb is easy to customize for a
single wrestler, or as a tandem tag maneuver
Chapter Seven
69
In a tag team match, players have access to the Tag Team Moves.
These Moves give options for building Momentum and passing control
between teammates. Tag matches can be a little more complicated to
keep straight because theres more wrestlers involved. However, its
still one continuous backandforth conversation, just with more participants. The booking for a tag match may be for specific wrestler to win,
or just for one of the teams. In the latter case, the legal wrestler when
the end of the match is called is the one who makes their Finishing Move.
To use the Tag Team Moves (Hot Tag and Tag Turn) appropriately,
you do need to keep track of the legal wrestler for each team. In a standard tag team match, the wrestler in the ring is the legal wrestler. They
need to make a tag to their partner in their corner to switch out with
them, whereupon their partner becomes the legal wrestler (or their
partner can tag themselves in if they have a chance). Only the legal
wrestler can get the pinfall or submission victory in a tag team match.
Any match with more than two participants (Triple Threat, Fatal Four
Way, etc) follows the same basic logiceach wrestler has narration until
they lose it, have to pass it on, or get interrupted. Creative still calls the
end of the match and will let you know whos booked to win. In the
case of multiple NPWs being involved, Creative should narrate their
business together, keeping the main spotlight on the player's wrestlers.
WRESTLING
Wrestling
70
Other Stipulations
Many stipulations are simply dramacreating devices to add additional
obstacles for wrestlers to overcome. For example, a cage match is
more interesting because of the lack of a way to escape the ring, while
a 2outof3falls match creates drama through the pursuit of the multiple falls (for more about how limits enhance matches, see PAGE 81).
If a match stipulation doesn't fundamentally change the core back
andforth nature of a match, it probably doesn't need a special Stipulation Move. However, if the stipulation presents a greater risk of physical
harm or relies heavily on chaotic interactions (or both), you should consider using or creating one.
Some Stipulation Moves are already included on the Moves Sheet,
including Hardcore/Violence, the Regal Wrangle (a timedaddition over
thetoprope battle royal), and the King of the Hill elimination match.
See Chapter Ten: Building Your Promotion (PAGE 86) for guidelines
on making new Custom Moves for your special stipulation matches.
A Word of Advice
Before making a new Stipulation Move, think about whether the style of the match is
already covered by existing Stipulations. One reason that there arent many Stipulations presented here is that the Hardcore Stipulation already covers, in effect, most of
the outcomes of any match involving objects or violence. A Ladder Match, a Street Fight,
and a No Holds Barred match all present the same potential outcomes of extra Audience if you do well, injuries and drastic drops in Audience if you do poorly. That said, if
the circumstances of your game demand a different take on the core Stipulations, have
fun coming up with new twists on the formula!
Continuing a Season
chapter eight
ou're Creative. Youve constructed a roster of entertaining wrestlers, played out a couple of matches, had some backstage segments, and kicked off the first stage of some storylines. Now what?
General Structure
Each Episode of play follows the same basic format: establish some
matches, bracket them with other segments, take the results of each
segment, and use them to inform everyone what happens next (always
with an eye towards entertaining the Imaginary Viewing Audience).
CONTINUING
A SEASON
Matches (wrestling!).
Continuing A Season
72
One of the most important things for you to do before each session
is to come up with your own agenda for play, listing the characters and
setpieces you need in order to pursue them. Your main tool for this is
putting things On Deck.
On Deck
In between Episodes, you should take some time to think about the
events of play and come up with some exciting, dynamic swerves which
could drive the game onwards. These elements are On Deck, waiting
to be sent out when the action slows or you have a good opportunity
to complicate what the wrestlers
are doing.
Bangs
Below are some guidelines
Putting things On Deck is an implemenfor making wrestlingappropritation of a technique called Bangs, as
ate elements for this game. One
described by Ron Edwards in his 2001
convenient thing to keep in mind
RPG Sorcerer. There, he says, Bangs
is that the things On Deck dont
are those moments when the characters
necessarily need to make sense;
realize they have a problem right now
rather, they are a great place for
and have to get moving to deal with it.
In the 2012 Annotations he says, The
you to place the NPWs and feuds
essence of a Bang is that it may not be
that youve come up with but
ignoredwhen the Bang hits, you have
havent had a chance to surface
no idea where things will go now.
in the course of playerdriven
For this game, this means you should
play yet. After all, the creative
come up with beginnings, not endings;
staff of the promotion always has
complications, not resolutions.
a new character to debut or a
new angle to try out.
For each player, come up with one element On Deck, and spread
them out across the following categories:
it could get split up. Offer one member something they really want or
insert the influence of a third party. Make the benefits of enacting a
betrayal clear (if youre splitting up two player's wrestlers) or have the
betrayal be sudden and brutal (if you have an NPW to use).
Chapter Eight
73
stables at your whim. Again, creating a stable with characters who have
conflicting agendas or interests creates the most dynamic tension.
CONTINUING
A SEASON
Continuing A Season
74
Booking Matches
Each wrestling match has a different story to tell. Some are quick affairs
to showcase a new character or demonstrate a monster's dominance.
Some are key to a single storyline, but otherwise not relevant to the
overall Episode. Some are filler between the highlights of the show. And
some are the big deal, ultimate clash, stuffoflegends confrontations.
Chapter Eight
75
CONTINUING
A SEASON
While the feuds in your game can sprawl across many segments,
Episodes, or a whole Season, they should ultimately be settled in the
ring. Here are some basic finishes for matches that you can book,
depending on how you want to encourage a storyline to develop or
complicate what's going on between the wrestlers.
76
Continuing A Season
A countout means that the loser stays outside of the ring, or is
unable to rise, for a certain count of time (usually 10, sometimes
20). Titleholders can use the Champion's Advantage Move to get
intentionally counted out but retain their championship (as titles
generally do not change hands on a countout).
No contest means that the neither wrestler is able to continue
the match. This could be a double countout, the two knocking
each other out, or another wrestler taking them both out. This
generally leads to a rematch.
A dusty finish is when one wrestler is declared the winner, followed by the referee reversing the decision due to a technicality
(another ref or wrestler shows them that a foot was on the rope,
the original ref was knocked out, a second ref makes the 3 count,
and then the original ref revives and reverses the decision, etc).
This finish is traditionally used to allow a babyface to win a championship, but then immediately hand it back due to the second
ruling, and almost always leads to a rematch.
A shmoz occurs when a bunch of wrestlers rush the ring and the
whole thing devolves into a brawl, with no winner declared.
There are plenty of other finishes, with their own unique details and
variations. Book the finish you think provides the most drama for any
given match, and be ready to change it on the fly if need be.
The winner of a match rolls for their Finishing Move, even if their
victory is due to outside interference or the like. For matches that end
in no contests or a shmoz with no clear winner, nobody should roll for
their Finishing Move.
Chapter Eight
and prove themselves again to
fresh eyes.
If you have fluctuating player
attendance, perform this check
in relation to just the wrestlers playing in that Episode;
if attendance does grow, any
wrestler whos not present for
that Episode still resets their
Audience value at their next
appearance.
77
Gaining Audience
# of Players
6+
9+
12+
15+
18+
21+
24+
NPW Audience
Multiple Seasons
You've completed a Season of play and you want to start another one.
That's great! Players can continue playing their wrestlers from an earlier
Season or use the opportunity to start fresh with new characters. At
the beginning of your first Episode, erase all Heat from the previous
Season and do the first Episode Heat setting process with all the characters together (some answers may refer to the events of the previous
Season). Any continuing characters start the new Season at their "start
and reset to" Audience value.
CONTINUING
A SEASON
NPWs can have an Audience score, though they never make Moves.
However, players can "target" NPW rivals with Move results that raise
or lower Audience. When this happens to a NPW with no current score,
give them +1 (a minor or background character), +2 (a regular on the
show) or +3 (a current titleholder or otherwise a big deal). NPW Audience does not factor into the gaining new audience calculation, but
they should be factored in when ordering the card, if present.
How To Be Creative
chapter nine
MAKE IT LOOK LIKE YOU HAD IT PLANNED THAT WAY ALL ALONG: This
your storylines. These are the people who will turn off the TV if they
dont see narrative resolution. If it wouldnt make sense to them, use
the tools at your disposal to make it make sense. And of course, at the
end of the day, you and your friends playing the game are your own
imaginary audience.
Each decision you make, from booking to the order of segments to
which NPW to introduce should be accordance with at least one of
your Agendas, preferably all three.
Chapter Nine
79
BEING
CREATIVE
How To Be Creative
80
Soft Moves
Put a microphone in their face (a scheduled interview, an interruption, a request for an opinion, an accusation of wrongdoing).
Take the next step for a storyline (as your dramatic sense dictates).
Book them in a match (challenged by an inferior, scheduled by
management, showcase a weakness or a strength).
Bring in something On Deck (prep this in between sessions).
Put something they value at risk (a championship, a partner, a
friend, a mask).
Announce kayfabe badness (a bad guy is underhanded, a good
guy makes a mistake, management punishes someone).
Give them a difficult decision to make (a choice between two
things they want to keep or save).
Swerve the storyline (as circumstances dictate).
Create backstage intrigue (a plot, a betrayal, an affair, a poor
decision, a rumor, a mistake).
Hard Moves
Turn the audience on them (they lose -1 Audience).
Turn a wrestler on them (they lose -1 Heat with the character).
Announce legit badness (someone is injured, someone is in
trouble, someone has disappeared, something important is
broken, something important is missing).
Give them a nowin situation (a choice between their career and
their integrity).
Hire or fire someone important (hire someone they hate, fire
someone they love).
Push an NPW ahead of them (because of their failure).
Steal their victory (preferably via their worst enemy).
During a wrestling match, players are already giving up narration and/or losing
mechanical resources when they Botch a roll. You should be selective about adding on
an additional Hard Move, and wait for particularly appropriate circumstances.
Chapter Nine
81
Your Agendas, Principles and Moves are the framework to help you
keep focused. Everything you say during the game should be productive from the perspective of giving the wrestlers an entertaining world,
within which they get to show off and perform.
The rest of this chapter concerns structural advice for how to make
an engaging wrestling universe for you and your friends.
BEING
CREATIVE
Stakes
How To Be Creative
82
Limits
Limits are the rules of the match, especially in a game where youre
free from budgets and production concerns. The rules governing the
match are important, not because of what they specifically allow or
forbid but because of the audience expectations they set. In a standard
wrestling match, the limits include: the match ends with a pinfall (the
losers shoulders are held to the mat for a count of three) or submission
(the loser taps out to their opponent); all action must occur inside the
ring; certain dangerous holds and moves are disallowed; and use of
foreign objects or outside interference will get
you disqualified.
Because of the rules in a normal
match, the audience is prepared for
the heel to skirt the letter of the rules
(applying an illegal hold as long as
possible without getting disqualified, for example). If the action spills
to the outside, we know that the competitors are more interested in hurting
each other than winning the match.
The limits set the expectations for the
match, allowing for more vibrant
storytelling.
As the limits change, so do the
expectations. In a No Disqualifierally illegal outChair Shots are gen
other nodisand
re
dco
cation Match, we expect to see
har
of
e
sid
es
qualification match
Chapter Nine
83
BEING
CREATIVE
Personal Stories
chapter ten
hether you start your game with an entire roster and style planned
out or you let the events of play determine the wrestlers world,
in this game you build the kind of professional wrestling promotion
you've always wanted to see.
Promotions
The default promotion style for World Wide Wrestling is that of a
modern, televised weekly show, but the rules are relatively agnostic as
to the details of your promotion. As long as there's an audience, you
can play a game as a glorified backyard fed, an oldschool territory, a
stationary indy promotion, or any particular combination of these you
want. Does your show travel from city to city or does it have a single
home arena? Does it have payperview supercards every month, a
couple times a year, or not at all? Are there different weight classes,
gender splits, or other roster divisions? What signature match styles
or kinds of wrestling does it privilege over others? You can make all of
those decisions in play, have one player map them out ahead of time,
or have a discussion at the beginning of the first Episode about them.
No matter the choices, you should use this game to reflect the kind of
wrestling you enjoy the most!
One structural element should be kept consistent in order for the
progression of the wrestling characters to make sense; the player's
wrestlers should generally start out in middle of the pack, so that they
can move up or down the card as they develop.
Championship Belts
The kayfabe goal of every wrestler is to be the champion. Your game
should start with NPWs holding title belts. Wrestlers generally have to
earn #1 Contender status, then win the belt in a match set up through
the events of play. Come up with compelling names and meanings for
your titlesis it a classic World Championship Title or is it the Heavyweight Master of Wrestling Championship? Is it the Americas Belt
or the Cup of Champions? Womens Championship or Lady Lucha
Campeona? The belts and championships flavor your World Wide
Wrestling promotion.
The Card
Most wrestling promotions have multiple belts, at least two for singles
competition and one for tag teams (and one for each gender, if theres
a gender split for competition in your promotion). The two singles belts
correspond to the lower and upper cards. "The card" refers to old
school schedule cards, where the main event was listed at the top of
the bill, and the matches were ranked under it in essentially descending order of how famous, experienced, or important the wrestlers were.
Today, the notion of lower and upper is much more amorphous.
A division certainly exists between newer, less experienced, and
less popular wrestlers, and older, more established, fan favorite, and
betteratwrestling performers. It's a division enforced more by overall
booking, rather than specific matches on a single show.
Starting characters are on the lower midcard. This is so the wrestlers
have somewhere to grow as they gain more Audience, Advances, and
accolades. When a wrestler hits +4 Audience, they get an Advancethis
represents the idea that the Audience regards them as more important
and deserving of a higher spot on the card. If a wrestler keeps hovering in the +1 to +2 Audience area, theyre still considered midcard. If
their Audience hits 0, of course, the Imaginary Viewing Audience just
isnt interested in seeing them at all. The Advance earned for hitting 0
represents the wrestler's last chance to improve.
Those are the basics. I improvise details in play depending on what the group I'm
playing with is interested in.
For a link to a series of Actual Play videos featuring World Wide Wrestling as a promotion, visit ndpdesign.com/wwwrpg.
YOUR
PROMOTION
85
86
The card, in these terms, is infinitely divisible. While players mechanically mark an Advance when you hit +4 or 0 Audience, fictionally, it
means the audience has promoted or demoted the characters overall
standing in their collective eyes.
Being at a certain place on the card has no mechanical weight, but
the idea that theres always somewhere to go in the characters career
is an important one. Keeping the card metaphor in mind should help
support that progress.
on a 10+
Gain +2 Momentum
Gain +1 Heat with someone
Gain +1 Audience
Book a specific segment, including a match
Get something you want with no cost or drawback
Create an advantageous fictional position for yourself
Injure someone
Pick 2 options from a list shared by 79 results
on a 79
Gain +1 Momentum
Gain +1 Heat with someone
Add or remove a stipulation to a match
Get something you want at a cost or drawback
Create a beneficial fictional position for yourself that's vulnerable to disruption
Put someone at the risk of injury
Pick 1 option from a list shared by 10+ results
on a Botch
Lose -1 Audience
Lose -1 Heat with someone
Face negative, legit repercussions for your actions
Take an injury
Custom Moves should be focused narrowly on the specific wrestling moment you want to emulate, and the outcomes should be the
typical kinds of fallout you would expect to see in a wrestling show
from that moment happening. Focus on the fictional outcomes first.
Then add one or two mechanical outcomes alongside them in order
to bring the Move into line with the General or Gimmick Moves that it
seems to be most closely aligned with.
87
YOUR
PROMOTION
Chapter Ten
88
* Limited edition Season One Gimmicks: The Athlete, The Clown, The Gatekeeper, The
Giant and The Provocateur. Check the ndpdesign.com/wwwrpg for availability.
89
YOUR
PROMOTION
Chapter Ten
essay one
rofessional wrestling is equal parts performance art, athletic competition, and scripted drama. Its origins lie in traveling carnivals
and circus performance (the performance art part), GrecoRoman
amateur wrestling (athletic competition), and parting fools from their
money (the scripted part). Theres a deep and fascinating history to the
development of professional wrestling, but Im going to focus on the
story that starts in the late 1970s, where the trends that leads directly
to todays product starts. Im also going to primarily focus on wrestling in the United States. Professional wrestling, along with the blues
and comic books, can arguably
be called one of Americas truly
There are equally fascinating histories to
the development of lucha libre in Mexico,
original art forms.
puroresu and puroresu joshi in Japan,
In the 1970s, the USA was
and the parallel growth of professional
still divided into the territories.
wrestling in the United Kingdom and
Regional wrestling promoters
continental Europe. Despite the unique
had control over geographic
cultural resonances and stylistic differareas, which meant that they
ences, however, most of modern wresarranged the shows, booked the
tling had developed from the historical
trends considered here.
talent, promoted events to get
audience in the door, and generally ran their area how they saw fit. The organization that a promoter
created is what the term promotion refers to, with multiple promotions sometimes banding together into a federation. Some promotions had a home arena where they hosted shows on a regular basis,
while others traveled from city to city in their area, acting as a special
attraction.
In both cases, the promoters needed two things to get people in
the door: a big name that people would pay to come to see and the
promise that they would see something special. However, there were
This history is drawn from multiple sources and general genre osmosis, but the single
clearest summary of early wrestling history I've read is in David Shoemakers The
Squared Circle: Life and Death in Professional Wrestling. For more about the mythological appeal of "the spectacle of excess," look up Roland Barthes' classic essay The
World Of Wrestling.
ESSAY:
WRESTLING
91
92
Body Ventura, and Baron Von Raschke all exemplified different kinds
of characters that audiences would recognize regardless of geography.
To make it even easier to follow the action, matches would almost
always be booked between a good guy, the babyface (or just "face"),
and the bad guy, the heel. Audiences read narrative into legitimate
athletic competitions all the time; the insight of professional wrestling
as a performance art was to make the narrative explicit, thus controlling
the audiences reaction to the contest. In almost every match, the babyface is the one the audience identifies with, cheers for, and wants to
see succeed. Conversely, the heel is the one who insults and mocks
the audience, terrorizes the babyface, and makes the audience want to
see get whats coming to them. Of course, only in the broadest strokes
does this apply to every match. Even in the 1980s, audiences would
go crazy for the cowardly, conniving Ric Flair as he cheated his way to
another victory over the good guy challenging him.
The babyface/heel division also went hand in hand with the idea
of outside talent coming in as special attractions. A wrestler might be
a babyface in their own territory, but booked as the heel threatening
the home champion in another promotion. This basic structure made
it easy to debut new wrestlers, develop them through opponents that
the audience already knew, and (in the best cases) become draws for
their personality, not just their role on the card.
Kayfabe
Kayfabe originally referred to the notion that wrestlers would not reveal
the truth about how their sport worked. If two friends were booked
in a feud, they would make sure not to travel together, and go to great
lengths to preserve the idea that they legitimately hated each other.
Kayfabe gradually eroded as the form developed into the 1990s, and
was functionally obliterated with the advent of the Internet. However,
the concept remains valuable in its modern sense of the scripted reality
of the stories being told. Two wrestlers might be kayfabe brothers, presented to the audience as siblings, but theyre in actuality not related.
Kayfabe marriages are storytelling devices, not actual unions of the
performers. Kayfabe injuries are played up with bandages and pained
expressions, but the wrestler can still compete in the ring.
A kayfabe element is also referred to as a work, as in the audience is being worked to believe something that isnt actually true.
The opposite of a work is a shoot (referring back to the act of shooting someone in the ring: actually hurting them). In contemporary pro
Essay
93
InRing Work
Thats a lot about the promoters and the audience, but what about the
wrestlers? The actual wrestling is what powers the whole enterprise.
The main thing to remember is that wrestlers are professionalstheyre
not there to win, to demonstrate that they know more holds, or to gain
accreditation. Those things are all important, but the performers are
primarily pulling a paycheck. Professional wrestlers are very good at
making what they do entertaining without actually hurting each other.
Entertaining matches makes them more popular, which makes them
more attractive to bookers, because more people will pay to see them
wrestle; keeping each other safe means they can keep making those
dates and keep their income streams going. When a wrestler steps in
the ring, their safety is literally in their opponents hands, and vice versa;
stories abound of wrestlers with legitimate hatred for each other who
managed to stay professional and work together between the ropes
without hurting each other.
While the outcome of the match is (generally) decided in advance
by the booker, promoter or owner, how the wrestlers get there tends
to be up to them. The contents of the match can be scripted as well (a
more common process now for mainstream wrestling), but the wrestlers generally improvise their match as they go along, sometimes
with the help of the referee. This is referred to as calling a match,
and generally the more experienced wrestler or the heel is in charge
of callingthats right, the bad guy paces the match. Calling a match
means that they literally call for moves as they go, taking into account
the audience reaction, the story theyre telling in the ring, and other
elements that might come into play.
Each match ideally has its own story which fits into the overall narrative arc of the show or of a feud. The most basic inring story goes
like this: the babyface comes out to challenge the dastardly heel, only
to find that the heel is ready for them. The heel starts inflicting violence
upon the babyface out of proportion to anything done to deserve it.
As the babyface gets more and more beat down, the audience wants
to see them come back more and more; eventually, a breaking point is
ESSAY:
WRESTLING
94
ESSAY:
ROLEPLAYING
essay two
96
97
ESSAY:
ROLEPLAYING
Essay
epidiah ravachol
play obvious.
99
This is where the magic is. Effortlessly taking down jobber after jobber
will earn you no heat. But let yourself get tossed around the ring like
a rag doll, make the crowd feel every bonecrunching impact, show
them your agony as your opponent locks you up in another impossible submission hold, and when you have finally had enough, let the
audience see just how deep down you have to reach to find that last
scrap of defiance left in youwell then youre on the edge of something
magnificent.
Resist the temptation to be one of the cool, disinterested combatants who brushes their foes aside with ease. There is no glory awaiting
you there. You will not be measured by your might, but by the might of
those you overcome.
ESSAY:
SHARED SKILLS
100
They will have you on your feet booing, chanting and cheering. And
they will have you returning again and again.
The trick is every single person in that room, from the announcer
to the refs to the wrestlers to the kid in the front row who is terrified
that the monster is going to tear the babyface apart to that one guy
who is above it all but let his friends drag him here anywayeveryone
in that room is roleplaying. Through the will and guile of their collective imaginations a spectacle is born. The wrestlers grow larger than
life, capable of transcending the mundane and physical boundaries
of the venue. Through this enthrallment the audience will imbue wrestlers with powers beyond their ken. Some will rise, seemingly, from the
dead. Some will soar beyond the confines of the ceiling. Some will be
granted monstrous might or even supernatural capabilities.
Without the cooperation of everyone in that room the magic does
not happen. You must step up and do your part, even if you are sitting
in a folding chair backed up against the farthest wall in the room. You
do not let everyone else carry all the weight. Do your damn part.
mark out.
Epidiah is an author, game designer, and publisher who resides in the rocky hills of
Western Massachusetts. He has created such roleplaying games as Dread, Vast & Starlit,
and Swords Without Master, and he is the overeditor of the sword and sorcery ezine
Worlds Without Master. WorldsWithoutMaster.com
ESSAY:
BEING A FAN
black cat
102
1 03
ESSAY:
BEING A FAN
Black Cat
Professional Wrestling:
Burlesque for Boys
aubrey sitterson
hen you think about burlesque, what goes through your brain?
Tasteful nudity? Schticky comedy? Women stripping for women?
Contemporary burlesque isn't just a performance of stripping or
comedy or comedic strippingit's a performance of femininity. That's
why today, when you can get absolutely any type of porn you can
imagine (and some you probably can't) sent directly to your phone,
burlesque is enjoying a resurgence. In the same way that burlesque
provides a romanticized, hyperbolic version of what it is to be a woman,
professional wrestling is a performance of the idea of masculinity.
Violence is a huge part of it to be sure. But wrestling doesn't have
anything near a monopoly on men hurting one another. If what you
want is violence you can watch mixed martial arts, boxing or football,
but all of these are missing something crucial: narrative. Little boys,
unless they're complete and utter psychopaths, don't just dream of
violencethey dream of righteous violence, justice of both a poetic and
karmic nature, where the bad guys lose and the good guys celebrate
together. They want a fairy tale, but one with violence as the triumphant
exclamation point.
Every problem in wrestling is solved by violence. Every. Single.
One. Someone wants your championship? Pin the jabroni. Your boss is
coming down on you unfairly? Make him so mad he agrees to wrestle
you. Someone is trying to steal your old lady? The guy's just begging
for a steel cage match. This is the crux of wrestling's appeal. Just like
contemporary burlesque showcases sensuality without sex, wrestling
offers justified violence abstracted away from the much more complex
role it plays in the real world.
This is why so much of the handwringing that goes on around wrestling isn't just unnecessary, but actually chips away at what works best
about the medium. Due to a nationwide bullying panic and WWE's
eagerness to jump on the bandwagon with their own campaign, it's
become in vogue to criticize any kind of violence outside of a match
as an example of bullying, like say, when a heroic wrestler gets a few
shots in on a villainous manager or authority figure. But this misses the
point of what a bully truly is.
ESSAY:
BURLESQUE
1 05
106
Aubrey Sitterson is a comic book writer and the host of STRAIGHT SHOOT, The World's
Smartest Rasslin Talk Show. Find everything he does online at aubreysitterson.com.
Professional Wrestling is
the American Dream
ESSAY:
THE DREAM
ian williams
108
on, leading to the famed Dusty Finish, a situation in which the babyface
triumphs only to be screwed by a technicality or rules shenanigans.
He leaned on it heavily as a way both to keep him in the public eye
and easily get out of tough booking decisions. For every innovation
he made as booker, like War Games, there were six or seven disasters.
He eventually booked his way right out of Jim Crockett Promotions.
Vincent K McMahon was only too happy to pick him up. But there was
none of his fathers fascination with Rhodes as a working class hero.
The younger McMahon was set on mocking him as a buffoon, sticking
him in polka dots and giving him skits centered on unclogging toilets.
Even up north, in the changing working class landscape of the early
1990s, Rhodes made it work as best he could. His feud with Macho
Man, whose own star was just beginning to fade, was better in retrospect than it seemed at the time. The cheers were still there, the promos
goofier but still tight. The age and the weight caught up with him and,
shortly after introducing his son, Dustin, to audiences, he retired from
inring competition.
His retirement came just as the working class of America shifted
drastically. The 1990s brought about mass deindustrialization. That it
coincided with Dustys retirement and the disappearance of the American Dream character (he still uses the name, but no fire accompanies
it) is one of pro wrestlings little ironies. Dusty Rhodes could only exist
in the South of the 1970s and '80s, where a boom time was the product
of working class pride and awareness. Neither Dusty nor the South of
those years could survive the 1990s. Hard times became desperate
times and theres no going back.
The story of Dusty Rhodes is what we want from pro wrestling and
its what the form has always delivered. No matter how corporate the
modern product may be, no matter how beholden to television deals
or the stock market the feds may get, it is the tale of the American
working class. Its fans are working class, its heroes are working class,
and it is the only form of working class entertainment which is still
visible in American life.
In Dusty Rhodes, you can see the foreshadowing for those working
class heroes who came after. Steve Austin, with his swearing, boss
hating, beerswilling badassery a few years later. CM Punk, the dumpy
kid who came up through the industry the hard way, in backyards and
hardcore feds, through sheer work ethic. Even John Cena, seemingly
more Hogan than Rhodes, is reliant on the crossracial appeals which
Dusty pioneered.
1 09
ESSAY:
THE DREAM
Ian Williams
110
Ian Williams is a freelance writer and journalist. His work has appeared in Jacobin,
The Guardian, Paste, and many others. He's also an absolute mark for Ric Flair and
Jimmy Garvin.
Adam Connor
Tony De Francisco
Aubrey Sitterson
Ralph Mazza
Arnold Cassell
Joseph Le May
Tim Rodriguez
Jason Cordova
James Privitera
Arthur Loewenkamp
Tim Jensen
Angelo Cislaghi
Joe Zantek
Joey Daly
Ryan Smith
Jonathan Moore
Tom Deterling
Andy Fix
Shervyn von Hoerl
Trey Stone
David Reichgeld
Roberto Gonzales
Andrew Rosenheim
Justin Hunt
Paul Casey
Franklin Rollins Jr.
Virgil Pederson Jr.
Stras Acimovic
Kevin Ullrich
SEASON
ONE
Season One
Season One
112
After years spent traversing "the orient", the once Pretty Prince
returned with a darkened countenance and the arcane, eldritch
knowledge of a technique banned and thought lost...The Heart
Punch! Between this devastating maneuver and his corpse
painted appearance, none know what the Dark One will
summon up next.
Bash Hammer
Earth Mover (Frog Splash)
Ben Key
OneHanded Choke (Chokeslam into a Chokehold)
Brainburg
Pollos Hermanos (Double ChickenWing Submission)
Doctor Moreau
The Mutation (Snapmare)
El Toro
Rocky Mountain Oysters (Low Blow Uppercut)
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SEASON
ONE
Season One
114
Frankie Cocheese
Toe Tagger (CrookedArm Lariat)
Alternate: The Takeover (Tiger Bomb)
The Golden Boy debuted as a furcoat sporting, goldlam wearing arrogant son of privilege, his disdain for his opponents as strong a weapon as
his devastating suplex. After an explosive
debut and middling title run, "Mr. B"
found a new calling as the "financial
manager" for upandcoming talent,
only taking to the ring when it's time to
"show the boys how it's done."
Gryla
Shot Put (Toss Over the Top Rope)
This 7'+ bearded monster from Iceland carries a giant boulder to the ring
to intimidate (and sometimes crush) his opponents. When not able to use that,
he likes to finish a match by flinging them out of the ring as far up the aisle as
he can. He's only hit the stands once or twice.
JC's long dark hair, goatee, tattered jeans and black tshirt give
a relatable air to this localboygonepro competitor. His everyman
facade conceals a savage approach to his matches and a surprising
amount of strength as he works to cut his way through the competition.
Joey Crak
The Crakshooter (Sharpshooter)
Alternate: The Overdose (Rolling Cutter)
Johnny Raike
Pleasure Seeker (Inverted Victory Roll Bomb)
Kendrik Soulbane
Savage Endings (Famouser into Armbar submission)
Soulbane's original fantasy MMO look failed to get over with the
fans, so he added the "Kendrik" and modified his approach to
a more high flying, crowdpleasing moveset and rocknroll
persona. Able to fill any role he's asked to do, his high energy
offense thrills crowds regardless of opponent.
Lee Omicron
Salt Lick Smash (Facebuster, with reverse STO
variation)
115
SEASON
ONE
Season One
116
Larry Gibson made his name in the territory days, trading on his
brawling style and lack of scruples to draw in the fans. Now on
the downside of his career, he's doubled down on his sleazy
underhanded tactics in the ring, ending more than one
match with the roll of quarters stashed in his tights.
MEGAmerican
The American Bulldog (Running Bulldog)
Mysterious Mercury
The Unseen Elbow!
Officer Annie
Busted (Double Closedfist Chop)
Oni no Tsu
Tsunami Bomb (DoubleHanded Sitout Chokeslam)
Saerin Aurora
Air Sickness (Splitlegged Cork screw
Moonsault)
Sir Justin Tyme is a proper English gentleman often accompanied by manager Lord Alfred Mayes and lackey Isaac
Quinn. He wrestles in the tradi- tional stiff brawling
and stretching style of catchas
catchcan. His technical prowess
is matched only for his love of
Queen and Country.
117
SEASON
ONE
Season One
118
The Architect
The Flying Buttress (Butt Drop)
The Reaper
The Whirlwind (Clothesline into Crucifix Powerbomb)
One of the more iconic members of the roster, The Reapers dreadlocks and skulllike face paint translate into a terrifying presence
in the ring. Sometimes surrounded by his servitor "Bones," The
Reaper's mysterious agenda is always of concern to
those around him.
Production Style
While the inring action and atmosphere is typical of a midlevel indy
promotion, the backstage segments of UPG tend to avoid backstage.
Rather, they happen mostly outside the arena, from parking lots to
back alleys to a wrestlers home. These vignettes tend to center on alliance making and influence brokering. Loose networks are continually
being formed and disbanded in UPG, and many wrestlers are as often
defined as much by these activities as by their inring actions.
UPGs four main shows take place at the end of March, June, September, and December. Traditionally, the March and September shows
take place in Mexico, and the June and December shows take place in
the US.
Each individual stop is strongly flavored by the resident Alcalde (see
next page), which sometimes extends to the ring decoration and the
setting used for prerecorded segments.
119
SEASON
ONE
Season One
120
Titles
The UPG maintains a companywide UPG World Championship and
Campeonato en Trios UPG (UPG Tag Team Championship). While the
Tag Titles were originally awarded to traditional threeman teams, the
tag division has evolved to where a team of any number of members
can hold the belts.
In addition, and completely separate from the title belts, the Alcalde
(mayoral) system provides a method by which a marquee matchup can
be inserted onto any card. Every town that UPG visits has an Alcalde,
and the position is defended every time the promotion comes through.
Some towns see frequent changes to the Alcalde, while some Alcaldes
have their position on lockdown. Regardless, the signature Lucha de
la Alcaldia demands that the challenger put something of theirs on
the line against the Alcalde, from a period of servitude to their hair or
mask, to their very existence in the company.
Notable Characters
Corrine Vega, storyline manager of UPG. An older woman in
a worn suit, she is responsible for administering the will of the
unseen Fundadores (the storyline founders of UPG).
Manuel Vega, Corrines storyline, and now reallife, husband. A
manager with a sprawling stable, an old UPG comedy spot is to
have Corrine make her entrance while Manuel is insulting a wrestler, causing him to suddenly start praising the wrestler instead.
Antonio "El Corredor" Valdez, sharpdressed UPG newcomer.
He is still relatively inexperienced, but tours extensively with UPG
and makes an appearance almost every week.
Custom Moves
ALCALDE: When a characters hits +4 Audience or +4 Heat with the
current Alcalde, they may challenge for the position of Alcalde of their
town. When you are Alcalde, you make the Over Move regardless of
your Audience at the top of the show.
tion, the challenger must put something they value on the line, and
roll +Heat with the Alcalde. On a 10+, the Alcalde accepts. On a 79,
the Alcalde adds something to the challengers stakes. On a Botch, the
Alcalde both adds to the stakes, and adds a stipulation to the match
that tilts it in their favor.
Production Style
HEW travels through the Midwestern US on a seasonal schedule, with
the majority of its events booked during the summer (when chip sales
are higher). Shows are not televised, though fan recording is actually
encouraged. It is very common for a show to feature the taping of one
or more live action segments that get turned into Husman Potato Chip
commercials aired yearround.
HEW features a lot of tournaments, both one night and multi week
affairs that go along with new product launches. The bookers are
always trying out new and unconventional tournament structures to
keep interest in them fresh.
Titles
There are many "Flavor" champions in HEW, especially whenever a
new product line is due to debut. While the secondary titles come and
go with little fanfare, the primary titles are the premier and namesake
singles championship Extreme BBQ Championship, the American
Classic Champion (awarded at an annual tournament with fanvote
pairings) and the Double Dip Tag Team Champions, the newest title
coinciding with Husman's new "Double Dip" chip product.
Notable Characters
Delicious Tommy Vicious, the current Extreme BBQ champion, a
handsome, smarmy brawler.
Lemon Drop Kid and Triple D, the badboy fanfavorite pairing,
currently holding the Double Dip Tag titles.
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SEASON
ONE
Season One
122
Lord Alfred Mayes, a hated manager who carries his prep school
rivalry with Husman into all of his storylines.
Sir Justin Tyme, the hot new prospect who was brought in by
Mayes to win this years American Classic tournament.
Isaac Quinn, Tyme's lackey and bodyguard, notorious for snatching the phones out of fans hands as they attempt to take pictures.
Custom Moves
PRODUCT SYNERGY: When you go to management with an idea that
ties into the parent companies product lines, roll +Real. On a 10+ they
totally buy it! Gain +1 Momentum and set up a segment to enact or get
the ball rolling for your idea. On a 79, it's a hard sell. Choose whether
Creative sets up a segment to allow you to prove the viability of the
idea, or someone else steals your idea (and gain +1 Heat with them).
On a Botch, you're out of the loop. Either your idea is already in the
works, or it just doesn't make sense to those holding the pursestrings.
Lose all Momentum.
LOYAL FANS: Every wrestler picks one of their Gimmick Moves they
roll dice for to be their "fan favorite Move" (this can include their Finishing Move). Whenever you hit your fan favorite Move on a 10+ before
spending Momentum, the crowd goes wild. Gain +2 Momentum or +1
Audience, in addition to the effects of the Move. If you Botch your fan
favorite Move, the crowd is over it. You no longer have a fan favorite
Move. You can spend an Advance to change your fan favorite Move, or
to gain one if you don't currently have one.
acific Wrestling is a West Coast promotion founded by professional wrestlers who wanted to showcase their favorite aspects of
the business in an entertaining, engaging show for modern audiences.
Leaning heavily on social media and word of mouth to market each
individual shows, Pacific Wrestling tends to attract lifelong fans with a
combination of fun wrestling, highflying action and hardhitting styles.
The wrestlers on each show have a lot of autonomy to show themselves off, whether they bring in comedy, lucha libre, puroresu (Japanese "Strong Style"), traditional wrasslin', or technical grappling. Each
show tends to be booked to transition between different aspects of the
business, taking itself as seriously as the situation dictates.
The company has distinguished itself from other independent promotions by consistently delivering a fun night out that even nonwrestling fans can enjoy, leading to a devoted and evangelical audience
that welcomes new and casual fans.
Production Style
Pacific Wrestling likes to take over a venue for a whole weekend a
month, putting on two or sometimes even three shows over that
weekend. The travel circuit hits major cities along the west coast, with
occasional forays west to Las Vegas and north to Vancouver. The live
shows are the bread and butter of the promotion, alongside online
video streams and downloads. Fans constantly wonder why no cable
network has picked them up, but there's been no indication that they
want to go into TV...yet.
Vignettes tend to be prerecorded, or staged in the ring in front of
the live audience. Going outside the ring or backstage is reserved for
the more serious feuds, and tend to be memorable moments.
Titles
The Pacific Wrestling Championship is the main title. It avoids the
words "world" and "heavyweight" to showcase how any performer can
earn it, regardless of size or style. The Pacific Tag Team Championships are awarded to the star performers of the tag division, which
tends to feature adhoc alliances of singles competitors rather than
dedicated tag partners or factions.
Tag matches are run under lucha libre tag rules to increase match
energy: wrestlers can enter the ring as soon as their partner leaves
it (whether they dive out, are thrown out or any other reason), and
many matches are 2outof3 falls. One of Pacific Wrestlings signature
matches is the Four Corners of Chaos, with a tag team in each of the
four corners of the ring. Teams are eliminated as members are pinned
or submitted, until one team remains standing. These matches are
sometimes booked with three or four wrestlers per team for chaotic,
explosive major events.
The King of the Road is an honorific defended at each year's live
event of the same name. Wrestlers earn points throughout the year
based on how many matches they compete in and how often they win
(so wrestlers who travel and appear on multiple shows are generally
the ones in contention). Points determine the matchups for King of the
Road tournament, a singleelimination series of rounds culminating in
123
SEASON
ONE
Season One
12 4
a new King of the Road. The King of the Road can also be challenged
for the title midseason by anyone with equal or more points than them
at that time, which tends to become a major storyline when it happens.
Notable Characters
"The Epitome" Brady Miller, the prototypical pro wrestler in look
and ego, able to get the crowd booing with a single sneer.
Dmitri the Red, a Russian high flier known for his unique style
and overthetop (kayfabe) accent.
Tahunga, a surprisingly agile Maori big man, one of the new hot
prospects everyone's eye is on.
Connor Finnegan III, a young third generation wrestler, lean and
lanky. Still trying to make a name for himself.
Arianna Villafano, a manager looking to buy her way to fame and
her client's way to championships.
Custom Moves
FOUR CORNERS OF CHAOS: You can make a Hot Tag to anyone in the
match, not just your partner. When you do, the wrestler you tag gains
the benefit of the Move, if any (that is, the effects of the Hot Tag are not
limited to your partner).
show, gain 1 point. Every time you win a match on a Pacific Wrestling
show, gain 2 points. Whenever you're on a show with the current King
of the Road, and you have as many or more points than they do, you
can challenge them for their title. Roll +Work. On a 10+, the producers think you've earned it and Creative books you to win (this can still
be swerved by later Moves). On a 79, it's the main event, but you're
booked to lose; you do gain +1 Momentum when the match starts.
On a Botch, something happens to keep your match from happening.
If this is the first Episode of a new Pacific Wrestling Season, Creative
decides on a NPW to be the current King of the Road. They start the
game with points equal to the number of players (and gain points as
they wrestle as well). If this is a game continuing from the last Season
and a player was King of the Road at the end of it, they start the new
Season as King of the Road with points equal to their starting Audience.
The Basics
STATS: Look, Power, Real and Work.
HAILING FROM: Pick a thematic origin place, or decide on your own.
ENTRANCE: Pick a thematic style of entrance, or decide on your own.
NAME & LOOK: Come up with a performance name, and decide on
your wrestlers general look.
Heat
Write down each other wrestlers name.
On your turn, ask one of the four questions per other player. When
answered, gain +1 Heat with their wrestler.
Whenever you work a match with a character you have +4 Heat with,
gain +1 Audience.
When you finish a feud, reset Heat with that wrestler to +1.
Role
Pick your starting Role. You can use the Move of the same name. Gain
+1 Heat with everyone whos the opposite Role.
BabyfaceYoure a good guy.
HeelYoure a bad guy.
When you deliberately break out of your role, you switch to its opposite ("make a turn"). Gain +1 Heat with everyone now opposed to you.
You can gain an Advanced Role instead via Advances. When you take
an Advanced Role, you can use the Move of the same name.
CelebrityYouve gained fame outside the ring.
IconYou embody your style of wrestling.
LegendThe audience will never forget you.
GIMMICKS
The Gimmicks
126
The Moves
You have all Moves checked on your sheet automatically. All Gimmicks
have an automatic Finishing Move (or equivalent). Some Gimmicks have
another automatic Move.
Pick one or two of the remaining Moves, per your sheet.
The Rest
Injury
When your wrestler takes an injury, check an injury box. As long as you
have at least one injury box checked, your Gimmick's Injury rules apply.
Whenever you spend an Advance, you can choose to erase an Injury
check in addition to gaining the effect of your purchase.
Momentum
Start each Episode with Momentum per your starting Audience, or the
effect of the Over Move if you have +4 Audience.
Whenever you make a roll, you can spend any amount of Momentum
to add that amount as a bonus to your roll.
You lose all unspent Momentum at the end of each Episode.
Audience
Your wrestler starts the first Episode at a certain Audience rating. Whenever the overall promotion gains viewers (per Creative's guidelines),
you reset your Audience to that rating as well.
Audience +4: Mark an Advance the first time you hit +4 Audience
in an Episode. When you hit +4, any other character with +4 bumps
down to +3. Theres only one top spot on the roster and you just
claimed it. If you have +4 Audience at the beginning of an Episode,
you make the Over Move (a Top of the Card Move, PAGE 150).
Audience +3: You're hot! Start the episode with +2 Momentum.
127
Advancement
gain an advance:
The first time your Audience hits +4 or 0 in an Episode.
When you end a feud satisfactorily.
GIMMICKS
The AntiHero
The Basics
Stats
Look 0, Power -2, Real +1, Work -1; then add 1 to one Stat
Hailing From
Detroit, Michigan
Brooklyn, New York
Alligator, Mississippi
Elsewhere
Entrance
Loud &
Flashy
Downhome &
Gritty
Silent & Serious
Something Else
Heat Questions
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?
1 29
AntiHero Moves
a 10+, you hit your Finisher clean. Choose whether you gain +1 Audience, or whether your opponent does. On a 79, 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 79, 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 (these results override 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 +Audi-
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.
The Rest
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.
If you have 3 checks, you can no longer compete.
Audience
The AntiHero starts and resets to Audience +1.
Advancement
The AntiHero cannot change Gimmick to Golden Boy, Jobber or
Manager.
GIMMICKS
oure 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.
The Basics
Stats
Look +1, Power 0, Real
-2, Work -1; then add 1
to one Stat
Hailing From
Los Angeles,
California
Muncie, Indiana
Dallas, Texas
Elsewhere
Entrance
Classic & Impressive
Showy & Ostentatious
Mild & Unremarkable
Something Else
Heat Questions
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?
131
from the consequences of your actions, roll +Real. On a 10+, they cover
for you and you pick one; on a 79 they cover for you and they pick
one: 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
The Rest
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.
If you have 3 checks, you can no longer compete.
Audience
The Golden Boy starts and resets to Audience +1.
Advancement
The Golden Boy cannot change Gimmick to Veteran, or take an
Advanced Role.
GIMMICKS
The Hardcore
Original Concept by Ian Williams
oure 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?
The Basics
Stats
Look 0, Power -1, Real 0, Work -1; then add 1 to either Look or Real
Hailing From
Peoria, Illinois
Manchester, England
Union City,
New Jersey
Elsewhere
Entrance
Raucous & Aggressive
Ironic & Jokey
Sudden & Loud
Something Else
Heat Questions
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?
133
Hardcore Moves
a 10+, you hit your Finisher clean (or bloody). Choose whether you or
your opponent gains +1 Audience. On a 79, they make you work for it.
Choose: you win clean, and you both gain +1 Momentum, or sacrifice
your body to make it happenyou 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.
ARE YOU NOT ENTERTAINED: When you suffer injury, endure humili-
The Rest
Injury
When you get injured, check an Injury box, and gain +1 Heat with the
character you were working with.
If you have 3 checks, you can no longer compete.
Audience
The Hardcore starts and resets to Audience +1.
Advancement
The Hardcore cannot change Gimmick to Golden Boy, Jobber or
Technician.
GIMMICKS
The Basics
Stats
Look 0, Power -2, Real -1, Work +1; then
add 1 to one Stat
Hailing From
Guadalajara, Mexico
Black Hawk, Colorado
Daytona Beach, Florida
Elsewhere
Entrance
Fresh & Young
Loud & Fast
Rhythmic & Mellow
Something Else
Heat Questions
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?
1 35
ver, and you roll a 10+ before spending Momentum, gain +1 Audience.
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 79 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.
The Rest
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.
If you have four checks, you can no longer compete.
Audience
The High Flyer starts and resets to Audience +2.
Advancement
The High Flyer cannot change Gimmick to Golden Boy, Jobber or
Monster.
GIMMICKS
The Jobber
Original Concept by Bret Gillan
oure 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?
The Basics
Stats
Look -2, Power 0, Real 0, Work +1; then add 1 to one
Stat and subtract 1 from one Stat
Hailing From
Hillsboro, Iowa
Rumford, Maine
Right Here!
Elsewhere
Entrance
None
Silly & Overblown
Strangely Sympathetic
Something Else
Heat Questions
Who was my tag team partner before they
made it big?
Who cant remember who I am?
Who refuses to work with me?
Who is always trying to get management on
my side?
1 37
Jobber Moves
opponent pins you for the win, roll 2d6: On a 10+, you make them look
great. They gain +1 Audience. On a 79, 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, roll for this when they make their Finishing Move.
The Rest
Injury
When you get injured, check an Injury box. If you play up your injury
during a match, your opponent gains +1 Momentum.
You can compete with any number of checks, but when you have four
checks youre fired. Youre just too much of a liability to keep in the ring.
Audience
The Jobber starts and resets to Audience 0. Do not take an Advance when
you start, or when your Audience resets (you still take an Advance when
your Audience hits 0 during play).
Advancement
You cannot change Gimmick with Advances or take an Advanced Role
(use the Career Wrestler Move instead).
GIMMICKS
DO THE JOB: You are always booked to lose your matches. When your
The Manager
oure the sizzle on the steak. You dont compete, but you have the
charisma, the talk, the walk and the ideas to keep your client or
companion in the spotlightin and out of the ring.
The Basics
Stats
Look +2, Power -1, Real 0, Work -1; then
add 1 to one Stat
Hailing From
Memphis, Tennessee
New York City
Las Vegas, Nevada
Elsewhere
Entrance
None
Generic & Celebratory
Uses Clients Entrance
Something Else
Heat Questions
Who do I manage/accompany to the
ring? (If you manage a NPW instead,
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.
139
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 79 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 when you speak for your client.)
(and pick 1)
LOYAL: When you take action in your clients best interests, roll +Look.
On a 10+ pick 2, on a 79 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.
The Rest
Injury
When you use your injury as an excuse to help your client, they gain
+1 Momentum. If all boxes are checked, youre too injured to appear
on camera.
Audience
The Manager starts and resets to Audience +1.
Advancement
"Gain Another Client" replaces "Gain a Manager, Valet or Enforcer".
The Manager cannot form a Dedicated Tag Team.
GIMMICKS
Manager Moves
The Monster
oure physically enormous and intimidating. You may have a supernatural edge, or simply be meaneither way, you make people
nervous, in and out of the ring.
The Basics
Stats
Look 0, Power +1, Real -2, Work -1; then add
1 to one Stat
Hailing From
Parts Unknown
Dead Horse, Alaska
Kill Devil Hills,
North Carolina
Elsewhere
Entrance
Thunderous & Impressive
Overblown & Odd
Weird & Mysterious
Something Else
Heat Questions
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?
1 41
Monster Moves
10+, you hit your Finisher clean, gain +1 Audience. On a 79, 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 79 list. On a
79, gain +1 Heat with your victim and they pick one: someone gets
injured, you lose all your Momentum, 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.
The Rest
Injury
When you get injured, check an Injury box. While injured, when an
opponent uses your injury against you, they gain +1 Momentum and
you 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.
If you have 3 checks, you can no longer compete.
Audience
The Monster starts and resets to Audience +1.
Advancement
The Monster cannot change Gimmick to Golden Boy, Jobber, High
Flyer or Manager.
GIMMICKS
The Technician
The Basics
Stats
Look -2, Power 0, Real -1, Work +1; then add 1 to
one Stat
Hailing From
St. Paul, Minnesota
Calgary, Alberta Canada
Manchester, England
Elsewhere
Entrance
Generic & Easy
Loud & Overblown
Raw & Intense
Something Else
Heat Questions
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?
143
Technician Moves
10+, you hit your Finisher clean. You gain +1 Audience. On a 79, they
make you work for it. Choose: they counter and you have to slap a real
submission hold on them, gain +2 Momentum; they nosell 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)
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.
The Rest
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.
If you have 3 checks, you can no longer compete.
Audience
The Technician starts and resets to Audience +1.
Advancement
The Technician cannot change Gimmick to Golden Boy, Jobber or
Monster.
GIMMICKS
The Veteran
ou are an established name. You work almost every night, you have
a dedicated fan base, and youre ready to create an enduring legacy.
The Basics
Stats
Look 0, Power -1, Real -1, Work +1; then add
1 to one Stat
Hailing From
Hollywood, California
Toronto, Ontario Canada
Charlotte, North Carolina
Elsewhere
Entrance
Classic Orchestral
Solemn & Dignified
Iconic Symbolism
Something Else
Heat Questions
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?
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 79, they make you
145
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.
(and pick 1)
Creative.
order to make them look good, roll +Work. On a 10+, you both gain +1
Audience. On a 79, 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.
The Rest
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.
If you have 3 checks, you can no longer compete.
Audience
The Veteran starts and resets to Audience +2.
Advancement
The Veteran can only change Gimmick to AntiHero, Manager or
Wasted.
GIMMICKS
The Wasted
Original Concept by Alex Isabelle
ou are well known for your impressive style and have a dedicated
fan base, but you have some serious reallife substance abuse and
addiction problems that could threaten your career.
The Basics
Stats
Look +1, Power -1, Real -2, Work 0; then add 1
to one Stat
Hailing From
Orange, New Jersey
Philadelphia, Pennsylvania
Holly Springs, North Carolina
Elsewhere
Entrance
Screams & Tears
Rock & Roll
XTreme & Wild
Something Else
Heat Questions
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?
147
Wasted Moves
youre booked to win or not, roll 2d6: On a 10+, you hit it clean. You
gain +2 Audience. On a 79, you gain +1 Audience, though something
goes wrong. Lose all Momentum and choose: your opponent nosells
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)
-2 Real (minimum -2). Whenever youre on something, roll +Real for ALL
your nonGimmick Moves (Basic, InRing, Top of the Card and Role).
(and pick 1)
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.
STILEY: That sick style? You got it. +1 Look (Max +3)
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
79, gain +1 Heat with them and pick one: youre booked in a punitive match, you get beaten down, you get humiliated because of your
addiction. On a Botch, all three.
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.
The Rest
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.
If you have 2 checks, you can no longer compete.
Audience
The Wasted starts and resets to Audience +2.
Advancement
The Wasted can change Gimmick to anything except Golden Boy.
GIMMICKS
The Moves
his is the list of the shared Moves used by the players of wrestling
characters. To download a set of standard printable reference
sheets, visit ndpdesign.com/wwwrpg.
Basic Moves
BREAK KAYFABE: When you expose the legit truth on camera, roll +Real.
On a 10+ its exactly what the audience was waiting for, gain +1
Audience
On a 79 you blur the line, gain +2 Momentum and pick 1:
Creative books you in a punitive match
the revelation loses you -1 Heat with someone
you lose someones support backstage.
CHEAP HEAT: When you insult or praise the audience or their hometown, gain +1 Momentum. You can only get cheap heat once per
Episode.
CUT A PROMO: When you take the mic and speak your mind, roll +Look.
On a 10+ you connect with the audience, gain +1 Momentum
and pick 1 from the 79 list
On a 79 you get them to pay attention, pick 1:
make Creative book you in a match
add a stipulation to a relevant match
gain +1 Momentum
gain +1 Heat with the subject of your Promo
On a 10+ pick 1:
you do it easily and gain +2 Momentum
you impress your opponent and gain +1 Heat with them
On a 79 its an obvious effort. Gain +1 Momentum and they
(your opponent or Creative) picks 1:
you do it with obvious difficulty (and the Audience notices)
you put yourself at risk of injury
you put them at risk of injury
On a Botch you injure yourself.
149
RUNIN: When you interrupt a match inprogress, roll +Heat with the
character youre coming after (establish Heat at +1 if necessary).
WORK THE AUDIENCE: When you pump up, yell at or otherwise work to
get the audience into your corner, roll +Audience.
Role Moves
You can use your Role Move as long as you have the Momentum
to spend on it. You can only use the Move that corresponds to your
current Role, unless you have another Move that allows otherwise.
BABYFACE: When you stand up for something you believe in, spend 2
Momentum and pick 1 of the following:
gain +1 Heat with your opponent
leave your opponent speechless
make Creative book you in a match
add a stipulation to a match
MOVES
On a 10+ it's a hot angle, you both gain +1 Heat with each other
and you pick one from the 79 list
1 50
ICON: Pick any of your Moves, including your Finishing Move, that you
roll dice for. When you make the Move, in addition to the normal result:
When you roll a 10+ on that Move, choose:
you gain +1 Audience
your opponent or the target of the Move gains +1 Audience
When you roll a 79 on that Move you gain +1 Momentum
When you Botch your iconic spot you lose -1 Audience
151
OVER: If you have +4 Audience at the top of the show, gain +2 Momentum and roll +Look.
WRESTLING: When you have control of the match, you narrate the tran-
MOVES
152
WORK REAL STIFF: When you go to legit injure somebody in the ring,
roll +Real
On a 10+ you really lay 'em out, pick 2 from the 79 list
On a 79 that sure is stiff, pick 1:
you injure your opponent
the match ends in a nocontest (this overrides Creatives
booking)
your opponent loses -1 Audience
On a Botch you screw it up, and get injured as a result
HOT TAG: When you have control of the match and you go to tag your
TAG TURN: When you refuse to tag in to a match, roll +Heat with your
partner (if theyre going for a Hot Tag, resolve this Move instead).
On a 10+ you remain outside the ring, and leave your partner to
get pinned by the opposing legal wrestler (this overrides Creatives booking). Gain +1 Heat with your partner.
1 53
On a 79 you cause them to get hit from behind. They give you 1
Momentum, then you tag yourself in as the legal wrestler.
On a Botch you get beaten down outside the ring by the other
team before your partner can reach you. Give 1 Momentum to
the legal wrestler from the other team, and they gain control of
the match.
MOVES
1 54
1 55
A Custom Move
REVOLUTION: When you take over the show lose -1 Audience, then
gain +2 Momentum.
During the show, you can spend Momentum 1for1 any time to:
book a match (Creative still books the finish)
interrupt a match or segment without having to make the
RunIn Move, ask permission or otherwise explain yourself
set up any backstage segment you want
gain +1 Heat with someone who's bucking your selfdeclared
authority
If you end the Episode without having gained any Audience, pick one:
you lose an additional Audience
you face severe backstage consequences.
If you gained any Advances this Episode, add this to the Advance list:
Extract a major backstage concession from management.
MOVES
The Glossary
Game Concepts
Agendas: What each player is trying to achieve in order to make the game
as fun as possible for everyone at the table. PAGE 55 (Player Agendas)
PAGE 78 (Creative Agendas)
Imaginary Viewing Audience: The fictional audience watching your wrestling show. PAGE 8
Making The X: A method to indicate to the other players that something
has crossed a personal line. PAGE 32
Moves: Discrete moments of play that demand resolution or push the
game forward. See Moves entry (PAGE 159) for specific references.
Principles: The guideposts that Creative uses to decide which Moves to
make in service of their Agendas. PAGE 78
Game Terms
Advances: Gained by players wrestlers from certain Audience scores,
finishing feuds and gaining championships, and spent to improve and
evolve the character. PAGE 46
Audience: The rating of how popular a wrestling character is. Both player's
wrestlers and NPWs have an Audience score, rated from 0 to +4. PAGE
43 (Player's Wrestlers) PAGE 77 (NPWs)
Botch: When a player rolls a 6 or less when they make a Move. Botches
represent the inability of the character to get what they want out of the
Move, and allow Creative to make Hard Moves. PAGE 56
Gimmick: Each individual wrestling character's unique archetype. PAGE
34 (Making Your Wrestler) PAGE 125 (The 10 Basic Gimmicks)
Heat: A score representing how engaging a wrestler's relationship with
another character is to the audience. Ranges from 0 to +4. PAGE 42
(Setting Heat) PAGE 42 (Heat In Play) PAGE 43 (Cooling Off Heat)
Injury: Checkboxes indicating how injured a character is, and the conditions in force whenever a box is checked for an individual character,
indicating their level of injury. PAGE 45
Momentum: A resource representing a character's intangibles and inten-
sity in a given Episode. Spent to add a bonus to rolls after they are made,
and to trigger some Moves. PAGE 45
157
Stats: The four basic attributes all Gimmicks share, rated from -2 to +3:
Look, Power, Real and Work. PAGE 40
Game Structure
Booking: Creative decides on the results of wrestling matches and the
One Promotions)
Roster: The list of wrestlers in your promotion, including the players wrestlers and NPWs. PAGE 16 (First Episode Roster) PAGE 34 (Making
Wrestling Characters) PAGE 111(Season One Roster)
Season: A linked series of Episodes following the set of continuous storylines involving your wrestling roster. PAGE 14 (Overview) PAGE 71
(Continuing A Season)
determines what order wrestling matches are booked in and who's in contention for title belts. PAGE 74
Wrestling Terms
Kayfabe: The concept that the audience accepts the scripted reality as
"real" in order to enjoy a wrestling show, acknowledging that there's a
legit reality behind it all. PAGE 8 (Summary) PAGE 92 (History)
Other Jargon: A reference list of commonly used wrestling terms (and
how they're used in this game) is on PAGE 11
GLOSSARY
On Deck: Creative makes a list of ideas, characters and feuds they want to
see in play in between Episodes. PAGE 72
158
Player Roles
Announcer: During a wrestling match, any player who's character isn't
booked to be in the match can serve as the Announcer, calling the match
for the Imaginary Viewing Audience and sometimes Putting Over wrestlers
in the match. PAGE 65
Creative: A single player who books matches and Episodes, creates antag-
onists for the player's wrestlers, and generally organizes and narrates the
ongoing show. PAGE 78
NonPlayer Wrestler (NPW): All of the characters in the game that aren't
Character Roles
Overview of Character Roles PAGE 41
Babyface: A good guy. Babyfaces generally have moral principles, care
about their fans and stand up for what they believe in. PAGE 149 (The
Babyface Move)
Heel: A bad guy. Heels generally are selfish, look out for their own interests first and cheat to win. PAGE 149 (The Heel Move)
(Advanced) Celebrity: A wrestler who's transcended good and bad
through fame gained outside of the wrestling world. PAGE 150 (The
Celebrity Move)
Wrestling Matches
Overview of Wrestling Matches PAGE 64
Dedicated Tag Teams: Two players can use Advances to put their wrestlers
into a Dedicated Tag Team, giving them advantages in tag team matches
over nonDedicated teams. PAGE 69
1 59
Putting Over: The ability the Announcer for a match has to describe a
wrestlers sequence in the most positive light, bumping up their die result
one level (from Botch to partial hit, or partial to full hit). PAGE 65
Stakes & Limits: The tools used by Creative to add drama to wrestling
matches, by heightening rewards or adding formal or informal stipulations. PAGE 81
Customization
Custom Moves: Moves you create to showcase unique aspects of your
games wrestling universe. PAGE 86
New Gimmicks: Gimmicks you create to represent specific archetypes of
wrestler not covered by the basic 10 presented here. PAGE 88
Moves
Overview of Making Moves PAGE 56
Basic Moves: The Moves all wrestlers can use. PAGE 60 (Using Basic
Moves) PAGE 148 (Move List)
Creative Moves: Moves made by Creative to advance storylines and chal-
lenge the players wrestlers. Soft Moves are made when it's time for something to happen onscreen. Hard Moves are made when players Botch, or
when the situation demands fallout in the legit lives of the wrestlers. PAGE
79 (Making Creative Moves) PAGE 80 (Creative Move List)
Gimmick Moves: The Moves for each individual Gimmick, chosen as each
Gimmick instructs. Gimmicks start on PAGE 125
InRing Moves: Moves used by all wrestlers during wrestling matches.
PAGE 65 (Using InRing Moves) PAGE 151 (Move List)
Other Moves: Moves can be created to cover other aspects of the game,
Top Of The Card Moves: Moves used by wrestlers who are at the top of the
card (either due to popularity or holding a championship title).PAGE 62
(Using Top Of The Card Moves) PAGE 150 (Move List)
GLOSSARY
The Promotion: The details of how your wrestling world works are up to
you, and can be decided beforehand or through the course of play. PAGE
85 (Default Assumptions) PAGE 119 (Season One Promotions)
Colophon
This publication was created with Adobe CC on a MacBook Pro. The Avenir
Next typeface was chosen for body text for its readability and humanistic proportions. Titles are set in Cassanet, a contemporary display typeface inspired
by French Art Nouveau poster type. It was chosen for its resonance with special
event title graphics from the 1970s and '80s. Incidentals are from Zaft Dingbats
and Phosphate.
This physical publication was printed in Michigan, USA on 100% postconsumerwaste, FSC certified paper.
Crafted with love in Chicago, IL.
First printing. 2015.