World Wide Wrestling: The Anti-Hero: Stats
World Wide Wrestling: The Anti-Hero: Stats
World Wide Wrestling: The Anti-Hero: Stats
HAILING FROM
Detroit, Michigan
Brooklyn, New York
Alligator, Mississippi
Elsewhere:
ENTRANCE
STATS
Start With:
Look 0, Power -2, Real +1, Work -1
Then add 1 to 1 Stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you gain +1
Audience, or whether your opponent does. On a 7-9, they make you work for it. Chose: you win clean, and you both
gain +1 Momentum, or win via countout, disqualification or interference, and gain +1 Heat with your opponent. On a
botch, choose: you lose -1 Audience (but get the win) or youre screwed out of victory by an authority figure.
and pick 2
INJURY
When you get injured, check an Injury box, and note who did it.
While injured, you can interfere in any of their matches without
Creatives approval or consent, and they gain +1 Momentum
when you do so.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look +1, Power 0, Real -2, Work -1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
The Golden Boy cannot take an Advanced Role.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they
make you work for it. Choose: they obviously allow you to get the win and gain +1 Heat with them; they push you,
you both gain +1 Momentum. On a Botch, choose: an authority figure interferes and calls the match in your favor on
a technicality, losing you -1 Audience; or there was a last-minute change to the booking from backstage and your
opponent wins the match.
and pick 2
INJURY
When you get injured, check an Injury box. While injured, you can
refuse to compete when booked in a match; if you do so, gain +1
Heat with the character you would have faced.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
Youre not the best wrestler or the best looking, but you know how to get a pop through naked aggression
and rampant bloodshed. Some in the business look down on you, but youre a legend in the making for a small
subset of the audience. How long can that fact be ignored?
HAILING FROM
Peoria, Illinois
Manchester, England
Union City, New Jersey
Elsewhere:
ENTRANCE
STATS
Start With:
Look 0, Power -1, Real 0, Work -1
Then add 1 to either Look or Real
LOOK
HEAT
Run-In, Wrestling
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean (or bloody). Choose whether you or
your opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you win clean, and you both gain +1
Momentum, or sacrifice your body to make it happen - you gain +1 Heat with them and take an injury. On a botch, you
still get the win, but pick one: you lose -1 Audience, or you injure your opponent.
TABLES AND LADDERS AND CHAIRS, OH MY: Whenever youre booked in a match, you can add the Hardcore stipulation:
no disqualification, no count out, and weapons allowed. The match uses the Hardcore/Violence Stipulation Move.
HIGH PAIN TOLERANCE: Take +1 Real (Max +3)
and pick 1
INJURY
When you get injured, check an Injury box, and gain +1 Heat with
the wrestler you were working with.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Guadalajara, Mexico
Black Hawk, Colorado
Daytona Beach, Florida
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look 0, Power -2, Real -1, Work +1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a 7-9,
they make you work for it. Choose: they counter and you have to resort to a roll-up, gain +1 Heat with them; or you
execute another high spot, and gain +2 Momentum. On a Botch, you still get the win, but pick one: it looks terrible and
you lose -1 Audience; injure your opponent; injure yourself.
and pick 2
INJURY
When you get injured, check two Injury boxes. While injured,
any time an opponent uses your injury against you to gain an
advantage, they gain +1 Momentum and you gain +1 Heat with
them.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Hillsboro, Iowa
Rumford, Maine
Right Here!
Elsewhere:
ENTRANCE
None
Silly & Overblown
Strangely Sympathetic
Something Else:
HEAT
Run-In, Wrestling
STATS
Start With:
Look -2, Power 0, Real 0, Work +1
Then add 1 to one stat and subtract
1 from one stat.
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
The Jobber cannot take an Advanced Role.
DO THE JOB: You are always booked to lose your matches. When your opponent pins you for the win, roll 2d6: On a
10+, you make them look great. They gain +1 Audience. On a 7-9, you do OK. Gain +1 Momentum or +1 Heat with them,
your choice. On a Botch, you dont sell it right. You both lose -1 Audience. If your opponent is another players wrestler,
you roll for this Move when they make their Finishing Move. If its an NPW, you roll at the end of the match.
CAREER WRESTLER: If you end an Episode with Audience +3 or higher, you can change to any other Gimmick, per the
changing Gimmick rules. If you end an Episode with Audience 0, you arent fired - instead, your Audience is reset to +1.
and pick 1
INJURY
When you get injured, check an Injury box. If you play up your
injury during a match, your opponent gains +1 Momentum.
INJURY
AUDIENCE
ADVANCEMENT
+3
+2
+1
MOMENTUM
Cheap Heat, Do The Job, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
ENTRANCE
None
Generic & Celebratory
Uses Clients Entrance
Something Else:
HAILING FROM
HEAT
Run-In, Wrestling
Memphis, Tennessee
New York City
Las Vegas, Nevada
Elsewhere:
STATS
Start With:
Look +2, Power -1, Real 0, Work -2
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
MEAL TICKET: When you interfere on your clients behalf to win them a match, roll 2d6. On a 10+, you pull it off and they
get the win. Choose whether you gain +1 Audience, or your client does. On a 7-9 the ref notices your attempt, choose:
your client uses your distraction to get the win, they gain +2 Momentum; or you interfere but their opponent still wins, you
gain +1 Heat with your client. On a Botch, choose: your effort is hilariously obvious, losing you -1 Audience (though your
client still wins the match); or the ref tosses you out of the match and DQs your client. The results of this Move overrides
Creatives booking.
MOUTHPIECE: When you speak for your client, they can roll on your stat instead of theirs for any Move they would
normally make. (If your client is an NPW: Gain +1 Momentum whenever you speak for your client.)
ALWAYS HAS A PLAN: Take +1 Look (Max +3)
and pick 1
INJURY
When you get injured, check an Injury box. When you use
your injury as an excuse to help out your client, they gain +1
Momentum.
INJURY
When you spend an Advance, erase an Injury check. If all boxes are checked, youre too injured to appear on camera.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Meal Ticket, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Parts Unknown
Dead Horse, Alaska
Kill Devil Hills, North Carolina
Elsewhere:
ENTRANCE
STATS
HEAT
Run-In, Wrestling
Start With:
Look 0, Power +1, Real -2, Work -1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, they
make you work for it. Choose: they showcase your strength, and you both gain +1 Momentum, or theyre unwilling to
take your finisher and flee the ring, gain +1 Heat with them. On a Botch, you still get the win, but choose whether you
lose -1 Audience or injure your opponent.
and pick 2
INJURY
When you get injured, check an Injury box. When an opponent
uses your injury against you, they gain +1 Momentum and you
INJURY
gain +1 Heat with them. When you erase your last Injury check,
you can demand, and be granted, a revenge match with anyone who won a match against you while you were injured.
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
ENTRANCE
HAILING FROM
STATS
Start With:
Look -2, Power 0, Real -1, Work +1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a
7-9, they make you work for it. Choose: they counter and you have to slap a real submission hold on them, gain +2
Momentum; they no-sell your finish and you have to hit them with it again, gain +1 Heat with them. On a Botch, pick
one: its sloppy, lose -1 Audience and win the match; or you go overboard and really crank in a hold, you injure your
opponent, and end the match in a no contest.
and pick 2
roll
INJURY
When you get injured, check an Injury box. Whenever you lose a
match due to your injury, lose all Momentum. Whenever you push
through your injury to win a match, gain +2 Momentum.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Hollywood, California
Toronto, Ontario Canada
Charlotte, North Carolina
Elsewhere:
ENTRANCE
Classic Orchestral
Solemn & Dignified
Iconic Symbolism
Something Else:
STATS
Start With:
HEAT
Run-In, Wrestling
Who is my protg?
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you use your veteran skills to force a win,
and gain +1 Heat with them; or you let them look strong in defeat, and they gain +1 Audience. On a Botch, you win by
countout, disqualification or interference (Creatives choice), and you lose -1 Audience.
VETERAN INSTINCTS: Gain +1 Momentum when you start a match.
and pick 1
INJURY
When you get injured, check an Injury box. When injured, you can
pull out of any match youre booked in without repercussions, but
you gain +1 Momentum if you dont.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Meal Ticket, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
ENTRANCE
STATS
Start With:
HEAT
Run-In, Wrestling
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
MONEYMAKER: When you go for your Finisher, whether youre booked to win or not, roll 2d6: On a 10+, you hit it clean.
You gain +1 Audience. On a 7-9, you gain +1 Audience, but something goes wrong. Pick 1: your opponent no-sells it,
lose -1 Heat with them; you injure yourself; you injure them. On a Botch, you forgot the booking. You lose -1 Audience,
and your opponent gets to calls an audible and finish the match however they want (somebody had to do something).
You can go for your Finisher multiple times during a match, but if you Botch it ends the match.
ADDICT: Whenever you take something, gain +3 Momentum and lose -2 Real (minimum -2). Whenever youre on
something, roll +Real for ALL your non-Gimmick Moves (All Basic, In-Ring, Top of the Card and Role Moves).
and pick 1
STILEY: That sick style? You got it. Take +1 Look (Max +3)
THEY KNOW IT: The audience knows of your addiction
and its part of why theyre into you. Gain +1 Momentum
when you enter the ring obviously high.
COMPLETELY INSANE: You can replace any stat with
+Look when you do something thats just plain crazy.
(This overrides Addict) If you Botch, you injure yourself.
:
INJURY
When you get injured, gain +1 Audience and check an Injury box.
For every Injury box you have when you compete, your opponent
gains +1 Momentum at the beginning of the match.
INJURY
When you spend an Advance, you can erase a check. If you have 2 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Moneymaker, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Boston, Massachusetts
Amarillo, Texas
Hamburg, Germany
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look -1, Power +1, Real +1, Work -2
Then add 1 to any stat and subtract
1 from any stat (minimum -2)
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You gain +1 Audience. On a 7-9,
you need their help. They choose: they make it obvious you need them, gain +1 Heat with each other; they carry you
through it, you both gain +1 Momentum. On a Botch, you still get the win even though you messed up your move, pick
1: lose -1 Audience or injure your opponent.
and pick 2
INJURY
When you get injured, check an Injury box. While injured, you can
choose to end any match in a no contest, but if you dont you gain
+1 Momentum at the end of the match (if the match ends in a no
contest for another reason, you still gain the Momentum.)
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Kalamazoo, Michigan
Pineville, West Virginia
Edinburgh, Scotland
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look +1, Power -2, Real +1, Work -1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they obviously stall for you to hit it. Choose: theyre making you look bad, gain
+1 Heat with them; ham it up along with them, you both gain +1 Momentum. On a Botch, you still get the win, but pick
one: its so nonsensical that you lose -1 Audience; or your opponent refuses to sell it, lose -1 Heat with each other.
and pick 2
INJURY
When you get injured, check an Injury box. While injured, if you
roll on anything but +Look when youre in the ring, choose
INJURY
whether you tick another injury box, or the ref calls an audible and
ends the match in a no contest.
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Duluth, Minnesota
Kansas City, Kansas
Olympia, Washington
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look -1, Power 0, Real -2, Work +1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. You and your opponent each gain
+1 Audience. On a 7-9, they make you work for it. Choose: you have to put them in a real stiff hold, gain +1 Heat with
them; or you let them get some licks in first, and you each gain +1 Momentum. On a Botch, you still get the win, but pick
one: its sloppy and you lose -1 Audience; or theyre not prepared for your shoot hold and you injure your opponent.
YOU GOTTA GO THROUGH ME: When your ally is booked in a match, you may declare that their opponent must face
you first, or that you must get added to the match in some manner. Creative decides the details, but cannot deny you
this demand.
and pick 1
INJURY
When you get injured, check an Injury box. While injured, you
gain +1 Momentum at the beginning of every match, and lose all
Momentum at the end of each match.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Parts Unknown
The Caucasus
The Land of Giants
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look +1, Power +2, Real -1,
Work -2
Then
LOOK
Feat Of Strength
Wrestling
POWER
Break Kayfabe
Work Real Stiff
REAL
Wrestling
WORK
ROLES
Pick your starting Role. You can use the
Move of the same name. Gain +1 Heat
with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When Creative wants you to, you
make a turn and switch Roles. Gain +1
Heat with your next opponent, or +2
Momentum.
Gain an Advanced Role via Advances.
You can use the Move of the same name.
Celebrity - Youve gained fame outside
the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it, choose one: you have to trap them, gain +1 Heat
with them; they showcase your strength, you both gain +1 Momentum. On a Botch, you still win the match, and
choose: youre too clumsy and lumbering to look good, you lose -1 Audience; or you forget your own strength and
injure your opponent.
NOWHERE ELSE TO GO: You dont have many career options, so you do what youre told. Change Role (Heel to Babyface
or vice versa) whenever Creative demands it. Ignore the normal Heat modifier for this change. Instead, choose whether
you gain +1 Heat with your next opponent, or +2 Momentum. When you take an Advanced Role, you can tell Creative
to go screw, and pick another move from your current Gimmick to replace this one. This Move applies to you regardless
of Gimmick until you replace it.
and pick 1
INJURY
When you get injured, check an Injury box. Creative wont book
you in a non-squash match while youre injured. If you do compete INJURY
against Creatives wishes, gain +1 Heat with your opponent.
When you spend an Advance, you can erase a check. If you have 4 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Sin City
Milan, Italy
Tinseltown
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look +1, Power -2, Real 0, Work -1
Then add 1 to one stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: you get the win through guile instead, gain
+1 Heat with them; or they help you play up your unique approach, and you each gain +1 Momentum. On a Botch, it
looks terrible, choose: you still win but lose -1 Audience; or your opponent saves the match by winning it themselves,
and they gain +1 Audience.
and pick 2
INJURY
When you get injured, check an Injury box. While injured, you can
refuse to compete when youre booked in a match, and gain +1
Heat with your prospective opponent.
INJURY
When you spend an Advance, you can erase a check. If you have 3 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
WORK
HAILING FROM
Tokyo, Japan
Kagoshima Prefecture, Japan
The Kingdom of Tonga
Elsewhere:
ENTRANCE
Licensed Tie-In
High Tempo & Exciting
High-Concept & Production-Filled
Something Else:
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, you need to hit your Finisher twice. Choose whether you gain +1 Heat with each
other, or they gain +1 Audience. On a Botch, choose whether you rush through the botched move, get the win and lose -1
Audience, or you let them counter it into something that looks better, and take the loss (this overrides Creatives booking).
FIGHTING SPIRIT: When taken to the limit you dig deep and find the passion and fire to press on. Once per match, when
your opponent clearly has the upper hand and presses the attack, narrate how you ignore the pain and take control of
the match. This works as the INTERRUPT Move, but take 1 Momentum from your opponent instead of spending 1.
and pick 1
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
STATS
ADVANCEMENT
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
REAL
INJURY
POWER
INJURY
If you have any checks, if your title is on the line you can
choose not to defend it without facing any repercussions.
LOOK
WORK
HAILING FROM
ENTRANCE
Generic Rock
Generic Electronic
Generic Pop
Nothing
HEAT
Run-In, Wrestling
STATS
Start With:
Look -1, Power -1, Real -1, Work -1
Then add +1 to two Stats, or +2 to one Stat
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
You do not pick a starting Role. Rather, whenever you start a match,
you count as the opposite Role of your opponent (or pick one of
the basic roles, if they have a Legendary Role).
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you check your Role for a match, take +1 Heat with your
opponent at that time. You do NOT use the Role Move of the same
name (though you should still act to fulfill your Role in a match) as
youre still learning. Instead...
YOUR WHOLE CAREER AHEAD OF YOU:
Youre here to get good enough to make a real impact, not to sell
tickets. You do not gain Advances from Audience (though you still
have an Audience rating). Instead, gain an Advance when you work
a match with any opponent you have +4 Heat with, and reset to +1
Heat immediately following.
GAIN EXPERIENCE:
At the finish of the match, regardless of how its booked, roll 2d6. On a 10+, you learned something valuable,
Describe what you learned, and gain +1 Heat with your opponent. On a 7-9, its not quite clicking yet. Next
time you GAIN EXPERIENCE, add +1 (this bonus stacks, if you continue rolling 7-9). On a Botch, you learn the
wrong lesson. Lose -1 Heat with your opponent.
and pick 2
INJURY
When you get injured, check an Injury box. Add +1 to
your GAIN EXPERIENCE bonus.
If your opponent uses your injury against you in a match,
they win the match immediately, regardless of booking.
INJURY
When you spend an Advance, you can erase a check.
If you have 2 checks, you can no longer compete.
AUDIENCE
ADVANCEMENT
+4
+3
+2
+1
MOMENTUM
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Take a Move from any other Gimmick
LOOK
WORK
ENTRANCE
American N Metal
Popular Hit
Pulse-Pounding &
Frenetic
Something Else:
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name
(see reverse).
Tcnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
Rudo - Youre selfish, disobedient and disrespectful. You count
as a Heel for Heat purposes.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a
10+, you hit your Finisher clean, gain +1 Audience.
On a 7-9, the timing is off but you make it work - you
win but your opponent chooses which of you loses 2
Momentum, and the other gains +1. On a Botch, you
still win but its ugly. Your opponent chooses whether
the botch is your fault (and you lose -1 Audience) or
their fault (and they take an Injury).
MOVES
INJURY
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Tcnico/Rudo
STATS
POWER
REAL
ADVANCEMENT
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
INJURY
WORK
HAILING FROM
ENTRANCE
Custom Composition
Pop Music Tie-In
Pulse-Pounding & Frenetic
Something Else:
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name
(see reverse).
Tcnico - You obey the rules of honor and respect. You count as
a Babyface for Heat purposes.
Rudo - Youre selfish, disobedient and disrespectful. You count
as a Heel for Heat purposes.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean, gain +1 Audience. On a 7-9, its close
enough, gain +1 Momentum. On a Botch, you still win, but theyre disappointed at your lack of effort, lose -1 Audience.
ESTRELLA: Youre a multimedia star. Whenever you would lose Audience, choose: lose the Audience and Creative books
you to win your next match to get them back on your side; or lose all your Momentum instead of losing the Audience.
If you have no Momentum you must choose the first option.
check your role
TCNICO: When you demonstrate your technical prowess in the ring or make a big deal of respect, spend 2 Momentum
and pick 1: gain +1 Heat with your opponent, an ally comes to your aid, win the match (regardless of booking).
RUDO: When you do something to save yourself at the expense of another in the ring, or show disrespect for an
authority figure or teammate, spend 2 Momentum and pick 1: gain +1 Heat with your opponent, cause a legit injury,
win the match (regardless of booking).
and pick 1
MERCADERA: Your face is on everything. Gain +1 Momentum each time you enter the ring during an Episode.
LAS EXPECTATIVAS: You represent something extraordinarily
meaningful to your fans. When you change Role (including taking
an Advanced Role), roll +Real. On a 10+, it makes perfect sense to
them, gain +1 Audience next time you make a public appearance.
On a 7-9, they see the logic, but it shakes them up. Your highest
Heat opponent gains +1 Audience from your fans switching
allegiance. On a Botch, they refuse to accept it. You must stay
in your current Role instead of switching, and lose -1 Audience.
INJURY
When you get injured, check two Injury boxes, and the
referee stops the match for excessive punishment and
DQs your opponent (this overrides Creatives booking).
INJURY
When you spend an Advance, you can erase a check.
If you have 4 checks, you can no longer compete.
AUDIENCE
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Tcnico/Rudo
STATS
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
LOOK
ADVANCEMENT
WORK
HAILING FROM
Seattle, Washington
Grand Rapids, Michigan
Dubuque, Iowa
Elsewhere:
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Gain +1 Audience. On a 7-9,
they sandbag you. You still win, but choose: you gain +1 Heat with each other, or you punish them with an injury. On
a Botch, choose whether you win the match but have Creative change your finisher after (you keep this Move, just
change what it looks like), or let them counter it and lose the match (this overrides Creatives booking).
and pick 2
HUNGRY: You want this so bad you can taste it. When
youre booked to lose a match and you take action to prevent
it, roll +Work. On a 10+ you win the match instead, and pick
one from the 7-9 list. On a 7-9 you win, but your opponent
picks: you take an injury, lose -1 Heat with your opponent,
get pulled out of this feud by Creative. On a Botch, you
lose the match anyway, and lose -1 Audience for looking
like a chump. This Move overrides Creatives booking.
10-YEAR VETERAN: Youve been wrestling longer than
most of the top talent in this company. You start and
reset to Audience +2 instead of Audience +1.
:
INJURY
INJURY
When you spend an Advance, you can erase a check.
If you have 3 checks, you can no longer compete.
AUDIENCE
+4
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
LOOK
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
STATS
ADVANCEMENT
WORK
HAILING FROM
ENTRANCE
Kuwana, Japan
Wigan, United Kingdom
Rio de Janeiro, Brazil
Elsewhere:
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Gain +1 Audience. On a 7-9, it
doesnt look real enough. Choose whether you injure your opponent to clinch the win, or let it ride - you lose any
Momentum you have left, but keep the win. On a Botch, its too real! You get DQed (this overrides Creatives booking),
and choose whether you lose -1 Audience or injure your opponent.
SHOOT FIGHTER: As long as you have a higher +Work than your opponent, they have to spend 2 Momentum to use the
INTERRUPT Move instead of 1. You can choose to compare +R eal if you have MARTIAL ARTS TRAINING or +Power if you have
YOU KNOW ITS FAKE, RIGHT? instead of +Work , on a match-by-match basis.
and pick 1
INJURY
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
LOOK
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
STATS
ADVANCEMENT
+4
INJURY
WORK
HAILING FROM
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look -1, Power -1, Real +1, Work -1
Then add +1 to any Stat.
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same
name. Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn
and switch to its opposite. Gain +1 Heat with everyone now
opposed to you.
Gain an Advanced Role via Advances. You can use the Move
of the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your Finisher clean. Choose whether you or your
opponent gains +1 Audience. On a 7-9, they make you work for it. Choose: gain +1 Heat with them as your killer
instinct takes over; or you make them look mighty in defeat and they get +2 Momentum. On a Botch, choose: you look
like an amateur and lose -1 Audience or you take things too far and injure your opponent.
CALL DOWN THE THUNDER: When you CUT A PROMO on a wrestler with an Advanced Role, roll +Real instead of +Look . In
addition to the Promo result: on a 7+ Creative must book you in a match with that wrestler (or you add a stipulation, if a
match is already booked). On a Botch, lose -1 Audience as the crowd doesnt buy that youre a real threat.
and pick 1
INJURY
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
LOOK
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
STATS
ADVANCEMENT
+4
INJURY
WORK
HAILING FROM
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look 0, Power -1, Real +2, Work -2
Then add +1 to any Stat.
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6. On a 10+, you hit your finisher clean just like the good old days! Gain +1
Audience. On a 7-9, you barely pull it off. Choose: its clear that youre not the wrestler you used to be and you lose -1
Heat with your opponent; or you (mercifully) win by DQ or countout and lose all Momentum. On a Botch its an absolute
disaster! You still get the win but you lose -1 Audience, and choose whether you or your opponent takes an injury.
PASS THE TORCH: You decide when its time to hang up your boots. At the top of an Episode, you can book a retirement
match with any opponent of your choice. When your opponent wins, they gain +2 Audience. If the booking is swerved
such that they dont win, the feud continues until your opponent wins a match over you. Once retired, create a new
wrestler or take over an NPW wrestler for the remainder of the Season.
and pick 1
INJURY
When you get injured, check an Injury box. You cannot
remove checks under any circumstance. When you start
a match injured, gain Momentum equal to the number of
checks you have.
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
LOOK
POWER
REAL
ADVANCES:
Spend An Advance To:
STATS
ADVANCEMENT
+4
INJURY
WORK
HAILING FROM
ENTRANCE
Stereotypical
Stereotypical (Rock Remix)
Hot Blooded & Aggressive
Something Else:
HEAT
Run-In, Wrestling
STATS
Start With:
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy, and take the LAND OF THE BRAVE Move
Heel - Youre a bad guy, and take the SUPERIORITY COMPLEX Move
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
You switch your associated Gimmick Move as well.
Gain an Advanced Role via Advances. You can use the Move of
the same name. Replace your Role-associated Move with another
one from this Gimmick.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
FINISHING MOVE:
When youre booked to win a match, roll 2d6: On a 10+, you hit your finisher strong, just as your ancestors did. You
gain +1 Audience. On a 7-9, it aint so easy. Choose: they mock you and you take a liberty, gain +1 Heat with them; or
you injure them in your rage. On a Botch, pick one: its sloppy, lose -1 Audience and win the match; or you mess up
and they sense weakness, you lose the match clean (this overrides Creatives booking).
if youre a Babyface
LAND OF THE BRAVE: You endearingly misunderstand
if youre a Heel
SUPERIORITY COMPLEX: You treat this countries language
and pick 1
INJURY
When you get injured, check an Injury Box. You are tough
and suffer no penalty from injuries.
AUDIENCE
+3
+2
+1
MOMENTUM
Cheap Heat, Finishing Move, Babyface/Heel
LOOK
POWER
REAL
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)
Form a Dedicated Tag Team
STATS
ADVANCEMENT
+4
INJURY
WORK
HAILING FROM
ENTRANCE
HEAT
Run-In, Wrestling
STATS
Start With:
Look +1, Power -1, Real 0, Work -2
Then add +1 to Look or Real
LOOK
POWER
REAL
WORK
Cut A Promo
Wrestling
Feat Of Strength
Wrestling
Break Kayfabe
Work Real Stiff
Wrestling
ROLES
Pick your starting Role. You can use the Move of the same name.
Gain +1 Heat with everyone whos the opposite Role.
Babyface - Youre a good guy.
Heel - Youre a bad guy.
When you deliberately break your role, you make a turn and switch
to its opposite. Gain +1 Heat with everyone now opposed to you.
Gain an Advanced Role via Advances. You can use the Move of
the same name.
Celebrity - Youve gained fame outside the ring.
Icon - You embody your style of wrestling.
Legend - The audience will never forget you.
MAKE A MATCH:
You dont work matches, you make em. When you make a match, roll 2d6. On a 10+ you book the finish and pick 1
from the 7-9 list; on a 7-9, Creative books the finish and you pick 1: gain +1 Heat with one of the participants; gain +2
Momentum; one of the participants gains +2 Momentum; youll be at ringside for the match. If at least one competitor
in a match you book gains +1 Audience, you gain +1 Audience. On a Botch, Creative books the finish and you lose -1
Audience as the crowd gets bored with your presence, regardless of what youre putting together for them.
and pick 2
INJURY
AUDIENCE
+3
+2
+1
MOMENTUM
Add Momentum spent to any roll you make.
Cheap Heat, Make A Match, Babyface/Heel
LOOK
STATS
POWER
REAL
ADVANCEMENT
+4
INJURY
WORK
ADVANCES:
Spend An Advance To:
Choose to erase an Injury check when you spend an Advance.
Add +1 to any stat (max +3)
Add +1 Audience
Pick another Move (from this Gimmick or any other)
Create a custom Move for your character
Gain a Manager, a Valet or an Enforcer (NPW)