TEXT: The Road | Page 1 | Last Revised 3.8.16
  WHY THE ROAD?
  BECAUSE YOUR MATCH IS 
  NEVER LONG ENOUGH.
  BECAUSE KENTUCKY DESERVES 
  LIVE WRESTLING.
  BECAUSE YOU’RE SOMEONE WHEN 
  YOU TAKE OFF THOSE TIGHTS.
  CREDITS
  The Road is a mini supplement to the World Wide Wrestling 
  Roleplaying Game and requires that game to play.
  Concept, Writing & Design by Adam Ultraberg  
  @AdamUltraberg 
  Development & Layout by Nathan D. Paoletta
  Art by Gregor Hutton
  This supplement was made possible by the backers of the 
  World Wide Wrestling: International Incident Kickstarter. 
  Thank you backers!
  For more: ndpdesign.com/wwwrpg
  ndpdesign
  ©2016 Nathan D. Paoletta/ndpdesign
  
  The Road | Page 2 | Last Revised 3.8.16
  POWER (or FORCE, see sidebar!) is your 
  physical strength, but also getting your 
  way through your air of danger and intim-
  idation. Getting the ice-chains added to 
  your rental car or pulling out of a ditch 
  both need the former; arguing your way 
  past state troopers or getting a room 
  in a sold-out hotel when everyone’s too 
  tired for sweet-talking requires the latter. 
  Those with high Power get what they 
  want; some are so intimidating outside 
  the ring, they get main event pushes. 
  Holler if you hear me.
  LOOK is your celebrity. Childrens’ hospital visits, talk show interviews, buying 
  costumes for your new gimmick; Look gets you through it. Your Look lets you 
  charm  a courtroom, run for Senate, or even act in a B-movie.
  Those with high Look can transition their fame into other forms of book-
  ing, mass entertainment or politics.
  NEW BASIC MOVE: DEAL WITH IT
  When you face an obstacle on the road that requires Look, Power, Work or 
  Real as described above, roll + the stat. On a 10+, you get what you want, 
  and choose: gain +1 MoMentuM or ask a leading question about the situation 
  for Creative to answer. On a 7-9 Creative offers a tough choice, a hard bar-
  gain or an unwanted complication to get what you want. On a Botch, you 
  don’t get what you wanted, and you face shame, injury or aggravation. 
  If something comes up on the road that isn’t covered by a more relevant 
  move, use this one.
  The World Wide Wrestling RPG gives you the two core aspects of profes-
  sional wrestling. The wrestler and the person, the show and the behind the 
  scenes story, the wonder and the pain. 
  Leaving the venue adds new dimensions to both sides: pride and embar-
  rassment, pranks and diners, the right to roam the world or be stuck in traffic, 
  the chance to learn from the greats, to raise a family, to visit sick kids and 
  sign autographed headshots in a union hall. 
  In games where you focus on the road, your position on the card matters 
  more. Everyone has to schlep from Stamford to Pittsburgh, so you might as 
  well be the main eventer! And if they get a tour bus and you’re taking rental 
  cars, forget about it. You need that tour bus!
  REVISITING STATS
  While Work, Real, Power and Look will get you through a wrestling show, life 
  is more than a show. 
  When you’re on the road, think of the stats thusly:
  WORK is your skill at wrestling, but also your dedication to the craft. Use Work 
  when focusing on the career of wrestling, explaining to loved ones what it 
  means to you, keeping kayfabe, and maintaining a (semi-)healthy lifestyle 
  between matches.
  Those with high Work scores can make wrestling their life’s work, defined 
  by technical excellence and the longevity of their career.
  REAL is your sincerity, who you are as a person while straddling the line of 
  your character. Social media, actual fistfights, separating El Odio from Diego, 
  the-guy-just-having-a-beer, those are all Real. If you’re rolling +Real for an 
  interview, you’re either doing great with your company or they screwed you 
  over bad. 
  Those with high Real can move on after wrestling, leaving it as part (but 
  not all) of their past. They can take the character off at the end of the night.
  POWER AND GLORY
  Hey, Adam here. In my games, I 
  replace Power with Force and let it 
  represent both physical strength and 
  the power of personality. Some moves 
  that ask you to roll on +Power here 
  make more sense when framed this 
  way - they don’t mean you literally 
  have to use physical strength to trigger 
  them.
  HOW TO USE THIS SUPPLEMENT
  The situations and Moves presented here represent snapshots of the most 
  important or influential moments the wrestlers have between normal tele-
  vised Episodes. Creative, ask the players what their wrestlers have been up 
  to between shows, or perhaps directly frame a scene or two based on what 
  you have On Deck for the upcoming Episode. Alternately, cut to off-camera 
  scenes as flashbacks or real-time backstage interactions, resolve the seg-
  ment using a Move from The Road, and then cut back to the arena. 
  Every so often you may want to play an entire Episode on the road; in 
  that instance, keep a record of any Move results that will impact the next 
  televised Episode of play. 
  Each section includes some sample NPWs and Troubles to use to add 
  context and give some guidance for how to frame Hard Moves for Creative.
  Overall, it’s up to you how much to use the content of The Road, de-
  pending on how important it is to your roster to see what happens to their 
  wrestlers off camera.
  WHY THE ROAD?
  
  The Road | Page 3 | Last Revised 3.8.16
  NPWS AT THE CONVENTION
  THE SILICON VALLEY GIRL: Tasha Hen-
  dly was on television for about five 
  years a decade ago, but something 
  about her gimmick caught fire. (She 
  was very smart, but very stupid, and 
  said “Honest to Blog”. It was a different 
  time.) She did TV cameos, a line of cell 
  phone commercials, and a made-for-TV movie about Roller Rink culture. She 
  married a childhood sweetheart and left wrestling (some argue before giv-
  ing back to younger stars.) She still goes to local conventions for the cash 
  and attention, with some speculating she still has One More Match in her. Of 
  course, convincing a mother of two to put on the boots again isn’t going to 
  be easy.  
  BADDINSKY SANGHEV: He used to work an evil Russian gimmick; one of the 
  PCs may have had a legendary feud with him. Now he’s in a pyramid scheme. 
  He’s a great friend to have if you like vitamin supplements or dog shampoos. 
  Otherwise, this is going to be a long, long day. 
  LAURA/LARS SPRI: Laura was a midcard talent. Of course, it’s hard to find a 
  spot when you’re not main event worthy, but not so bad you can lose ev-
  ery week. So now Laura does a lot less savory “wrestling” online. No nudity 
  (probably!) but there’s such a thing as guilt-by-association. If your Season 
  features wrestlers in their prime, perhaps they catch wind of Laura’s moon-
  lighting, or an auction where she’s selling used gear. Is it worth blackmailing 
  her? Should the players turn her in, or get in on the action? After all, it’s just 
  a few old singlets and the cash is superb.
  MEL KIM: Mel knows your match history. If you ever tweeted about changing 
  finishers, Mel knows it. A lottery win lets Mel attend all your shows, which is 
  annoying...except Mel knows the dirt about every other wrestler. Dealing 
  with Mel means unpleasant questions (“in March 2010, were you going to 
  feud with Jekyllman before his DUI?”) but it means useful information. For 
  example: nobody told you Jekyllman had a DUI.
  THE CONVENTION SHOW
  If your federation is top tier, you don’t have to worry about these things. But 
  for those smaller clubs (or those wrestlers living in semi-retirement), there’s a 
  delicate balance between preserving your legacy and profiting off it.
   ...WITH SPECIAL GUEST:
  When you trade off your legacy to earn cash, roll +Work. On a 10+, choose 
  three; on a 7-9, choose one. 
   » The event leaves you feeling good
   » You don’t give away something valuable (a secret, an heirloom, your dignity)
   » You earn enough not to have to do this again soon
   » You catch wind of a beneficial booking
   » Take +1 momentum. Explain how the event invigorated you. 
  On a Botch, nobody cares and you come out worse off than before. 
  If you have an Advanced Role, you can spend 1 Momentum to treat a 
  Botch as a 7-9 instead.
  The most common place to profit off your dignity is a signing event at a 
  convention. Creative should clue the players into the agony and ecstasy 
  of fandom if they’re not active wrestling fans or WWWRPG is their first ex-
  perience with pro wrestling. In other countries, fans can be respectful, but 
  Americans range anywhere from reverential (with odd gifts, stories of your 
  influence, and embarrassing awe) to confrontational (explaining your career 
  to you, challenging you to a fight, or begging for favors.) In a sillier game, the 
  whackadoodle fans are the standouts, and adventure can be had interacting 
  with other Convention Stars. Who’s that headlining the 5:30 Classic TV Pan-
  el? The guy who made fun of you, in 1996, on MTV’s WRESTLEJOX! 
  In more serious campaigns, you’ll run into NPWs who are just as broken 
  as you are, desperate for one last match, or, worst of all, completely happy 
  with their situation.
  NPWS: Use these NPWs as reference 
  points and as-needed characters to 
  populate your scenes on the road. For 
  NPWs with gendered name options, 
  pick whichever you like, best serves 
  as a foil for the wrestler in question or 
  generally best suits the scene.
  
  The Road | Page 4 | Last Revised 3.8.16
  SOCIAL MEDIA PRESENCE
  When you share something you find personally meaningful with the inter-
  net, roll +audience. (If you could normally replace +audience with another stat, 
  you may do so online as well.)
   » On a 10+, it connects; you count as having +1 Audience at the top of the 
  next Episode, and you start with the Momentum for that Audience rating; 
  if this takes you to +4, you take the TOP SPOT and make the OVER Move. Go 
  back to your normal Audience after Creative checks for audience reset.
   » On a 7-9 gain +1 Momentum and pick one. Your true fans love it, but: 
   »
  … it doesn’t really fit your character, gain another +1 Momentum 
  and lose  -1 Heat from your main feud.
   »
  … it makes someone else look good, they also gain +1 
  Momentum
   »
  … it exposes you to ridicule, inside or outside your promotion. 
  Creative books you in a match designed to mess with you. 
   » On a Botch, you managed to turn yourself into a meme. A bad one. Lose 
  -1 Audience.
  TROUBLES IN EVENT PROMOTION
   » The match you’re shilling doesn’t make sense, or requires an intricate 
  knowledge of Puro history.
   » “Wrestling’s fake, right?”
   » Your social account is actually hacked.
   » You’re about to be bumped from a morning show show for the zoo’s 
  Snake Guy.
   » Online posts get co-opted by weirdos; you’ve been memed.
   » You somehow start a feud with a local celebrity.
   » Someone lower in the card (but better at promotion) weasels their way 
  into your dream feud.
  NPWS IN EVENT PROMOTION
  THE ROBUSTERS: Keith and Zan Robust were huge tag team wrestlers...in the 
  late 90s. Unfortunately, their hard partying ways have caught up to them, 
  and they’ve gone from top tier promotions to barely being on television. 
  Their way of getting on top? Creating Twitter Accounts with “™” at the end 
  and starting cyber feuds with you. The question is: could you wring a one-
  last-match series with them? Or are these West Virginia siblings more trou-
  ble than they’re worth? 
  EVENT PROMOTION
  It’s time to hit the streets. If you’re lucky, you won’t have to hit the people.
  In larger feds, Event Promotion means morning TV appearances, drivetime 
  radio, and minor red carpet events (think Country Music Television awards). 
  Maybe you’ll fill a spot on Conan during a slow week.
  WORK THE MEDIA CIRCUIT
  When you hype an upcoming show (without denying the reality of wres-
  tling), CUT A PROMO. If the event isn’t live, you can spend 1 Momentum to 
  do another take; reroll the dice. Mythic Moments are possible outside the 
  ring, whether you’re utterly derailing a rumor (by coming out of the closet as 
  Darren Young did in 2013) or attacking someone (you’ve heard of what Jerry 
  Lawler did to Andy Kaufman on Letterman, right?)
  Please, please do not injure the hosts. Especially on the radio.
  In smaller companies, “Promotion” means in person. On the high end, you’re 
  appearing at a car dealership event; on the low end, you’re on the street with 
  a stack of flyers and a staple gun. 
  HIT THE STREETS
  When you promote your art outside the ring, roll on the most appropriate 
  stat (see REVISITING STATS, above).
   » On a 10+, you do phenomenally. Gain +2 Momentum. The next time you 
  Work The Audience, gain an additional +1 Momentum on a hit as you 
  appeal to the fans you personally pulled out for the show. 
   » On a 7-9, the crowds will come, but you have to either lie about a match you’re 
  in or you have to debase yourself to impress them. Gain +1 Momentum.
   » On a Botch, they stay away in droves. Choose whether you lose -1 Audi-
  ence, or you get booked into a dumb promotional stunt at the show that 
  keeps you from pursuing your current in-ring storyline.
  SOCIAL MEDIA
  Because of course you should roll dice to tweet.
  If your wrestler was an early adopter of social media (or your game is set 
  before 2009, say), treat Social Media as a form of BREAKING KAYFABE. On a 
  7-9, instead of Creative booking you in a punitive match, you can select: 
   » your words are twisted and taken out of context; at the start of the next 
  Episode, take 1 less Momentum for your Audience rating than normal.
  If social networking sites are well established in your game’s timeframe, use 
  the following Move:
  
  The Road | Page 5 | Last Revised 3.8.16
  PROBLEMS WHILE TRAVELLING 
   » The local police hate pro-wrestling.
   » The local police LOVE pro-wrestling...do you want to show them some of 
  your moves? Sign some merchandise? Take a photo for the kids? Kendra 
  here could definitely escape your ankle lock, she studies Judo. 
   » There’s a snow storm coming. Do you push through a blizzard or risk get-
  ting stuck in town for days?
   » Where’d the gas money go? No, we gave it to Fyre. Fyre isn’t using, is he? 
  ...Did we leave him back at the Waffle Palace?
   » On the way to a show in Scotland, the entire federation is caught in a mag-
  ical fog. Turns out Brigadoon really, really likes wrestling. 
   » Your mentor, who you’re always compared to, ate 73 ounces of steak in 
  an hour. Can you?
  NPWS  WHILE TRAVELLING
  SHORNBY: “Shornby” (is that a first or last name?) is the sweetest person you’ll 
  ever meet. They’ve wrestled all over the world and can give you tips on any 
  style you’d care to learn. They’re also grievously unlucky - car-towed-on-
  Christmas-Eve unlucky. Riding with Shornsby is a series of apologies, but 
  they’re a really great graphic designer. So if you don’t mind getting lost out-
  side Poughkeepsie (again) or discussing Hulk vs. Thor (again), it’d be worth 
  it for some new merch.
  “THE MYSTIC” MIKE MAGLIN: Mike used to be known as Magic Mike; then there 
  were those movies. He’s the opposite of Shornsby in every way: he’s been 
  on the road for decades, always feeds the meter, and disagrees with you on 
  everything. He’ll even switch positions if you try to agree with him. Maybe he 
  gets off on being a contrarian; maybe he’s just achy and bored. On the other 
  hand, those who reinvigorate his love of wrestling will have a travel friend 
  who never gets lost and knows the best Thai place in 93 counties.
  TRAVEL PARTNERS
  Sharing rides means less driving and less paying for gas. And unless you 
  have someone to drive for you (perhaps a mixture of cross-country busses 
  and rideshare apps, a tour bus, or a very kind aunt), you’ll be driving with 
  other wrestlers.
  IN THE CAR
  When you share a ride with someone and open up to them, roll +Heat. 
   » On a 10+, gain +1 Heat with them as you brainstorm ways to work together
   » On a 7-9, as above, and also pick one:
   »
  You open up too much, giving them some juicy gossip
   »
  You promise a favor, one that you’re pretty sure is going to 
  cause trouble
   »
  They promise you that kind of favor.
   » On a Botch, lose -1 Heat with them (they describe why) and there’s a mis-
  adventure. 
  If wrestling school is like high school (and it is), carpooling is college. Except 
  the professors hit you, every night, with kendo sticks, in front of cheering 
  crowds. (This is uncommon except at Hofstra.)
  SENSEI
  If you travel with a master (someone who has +3 in any stat) for an Episode 
  and accept their mentorship, you can move your matching stat up (max of 
  +3) and another stat down (min of -2). 
  For NPWs, Creative will tell you what stat they embody; they may expect 
  favors, both jejune and stupid.
  
  The Road | Page 6 | Last Revised 3.8.16
  NPWS IN THE FAMILY
  Do you have a spouse? Kids? Name them. Here’s some ideas for other peo-
  ple who may be involved in your family drama:
  COUSIN BARRY: Barry knows what you’re going through. Or at least he thinks 
  he does. He has a (surprisingly popular) backyard federation, after all.
  AUNT COLETTE: She has strong opinions about what you do. She’s still not al-
  lowed to travel to Mexico after throwing a shoe at El Magnifico in ‘86.
  UNCLE LOU: An ex-Boxer, you two never got along. He’s always acted like he 
  still has something to prove.
  GRAMPS: He loves you, but you’ve never smartened him up to the business. 
  He worries about you out there.
  THE NOSY NEIGHBORS: Carol and Jim, you think? James, maybe? Something 
  with a J. Anyway, you’ve had the cops show up for noise complaints a couple 
  of times, and you’re pretty sure you know who’s keeping an ear out.
  LIFE AND FAMILY
  Some of your time, hopefully, will be spent apart from other wrestlers. You’ll 
  return to your family, the ones you do this for (or ceaselessly disappoint, or 
  both).
  Before you go home, ask: Is my family basically supportive, or basically 
  unsupportive? It’s up to you whether “neutral” means they don’t care (unsup-
  portive) or don’t harass you (salutary neglect is supportive!)
  GOING HOME
  When you spend time with your supportive loved ones, erase an injury box. 
  They’ll ask you a question:
   » If you had to choose, would you choose us or wrestling?
   » What would it take to make you quit?
   » When did the line between wrestling and reality seem the blurriest?
   » What won’t you do to get ahead?
  You can gracefully avoid answering, but lose all momentum if you do.
  When you return to an unhappy situation, you can either accept it or set your 
  house in order.
   » If you accept it, gain 2 momentum; your next roll counts as one success 
  band lower than usual (a 10+ counts as a 7-9, a 7-9 counts as a Botch). If 
  you Botch on your next roll, something happens at home that’s as sad as 
  it is inevitable.
   » If you make changes, roll +PoWer. 
   »
  On a 10+, you make positive progress to a better life; gain 
  +2 Momentum and they ask you a question above. You can 
  answer however you see fit. 
   »
  On a 7-9, gain +1 Momentum and they ask you a question 
  above. You can’t dodge the question. 
   »
  On a Botch, face a sad yet inevitable consequence.
  Some examples of consequences: 
   » You learn that your relationship is on shakier ground than you thought
   » You learn that someone else is usurping your role
   » You find out where all the money has been going
   » They’ve had enough and kick you out
   » They’ve had enough and leave you
   » There’s a terrible accident. Maybe you could have done something if you 
  had been there.
  
  The Road | Page 7 | Last Revised 3.8.16
  GET THROUGH THE NIGHT
  When you take a recovery drug, spend all your Momentum. If you spend at 
  least 2 Momentum, you can erase your most recent injury check; this can 
  keep you from retiring or being fired, if that’s on the table. Then, roll +real: 
   » On a 10+, you completely get away with it.
   » On a 7-9, pick whether you’re feeling it (take -1 to your highest stat for 
  the next Episode or until professionally treated), or someone finds out.
   » On a Botch, someone you really don’t want to find catches wind. All hell 
  breaks loose; it’ll require major work to save your job.
  After the first time you use, you can spend 2 Momentum instead of all your 
  Momentum, if you have more than 2 when you use.
  “RECREATIONAL” DRUGS: These are the ones that make you feel like a celebri-
  ty, that take the edge off or open the gates of perception. While some per-
  formers (with tie-dye singlets or amazing flips) swear by them, they don’t 
  really help you in the ring.
  In more realistic games, the risk of injury or death goes from infinitesimal 
  to enormous depending on the drug, user and quantity. For the purposes of 
  this Move, “recreational” drugs are used in the spirit of camaraderie, and are 
  legal in the state the author wrote this.
  TIME TO PARTY
  When you take something recreational, roll + your lowest Stat. 
   » On a 10+, pick 2 positives, 1 negative 
   » on a 7-9, 1 positive and 2 negatives
   » on a Botch, two negatives.
  Wrestling is a business of constant travel and getting hit. It wears on the 
  body and the mind. The Wasted is a fine gimmick for looking at drug ad-
  diction, but it assumes that your character’s drug use is their defining char-
  acteristic. Often substance abuse is a background issue. Your wrestler may 
  be ashamed of their usage, or see it as a matter of course, an occupational 
  hazard. It may not come even come up in the first few sessions of play. 
  Drug abuse is a sensitive subject, but worth addressing if your game and 
  group wants to include it. Here are some techniques that can help your 
  group include serious content in your game in a way that doesn’t create a 
  harmful or painful atmosphere for the players.
  THE X CARD: Pages 32-33 of WWWRPG cover “making the X” for in-the-mo-
  ment play. You may also want to place a formal X card on the table (an X 
  drawn on an index card) - if any player, for any reason, is uncomfortable or 
  wants to move on from what’s going on in a scene, they can just tap the card. 
  The group agrees to move on, elide or retcon the scene to get back into the 
  shared comfort zone.
  LINES & VEILS: If you’re going to bring addiction and substance abuse into 
  your game, you can establish hard lines for content that you don’t want to 
  see in play. “I’d like to explore this but I don’t want to get into people selling 
  their bodies for drugs, let’s just not go there,” is a hard line. 
  A veil describes content that you want to happen “off-screen” or have 
  a “fade to black” once it’s initiated. “Let’s not actually describe the act of 
  abuse, like shooting up or cooking drugs or whatever - we can just establish 
  whether someone is high or not at the start of a scene, cool?” 
  Usually a mix of these techniques will enable everyone to explore this con-
  tent in a healthy way. Be aware that sometimes people don’t know what their 
  lines are or that they won’t want to see certain things up-front! Remind ev-
  eryone that it’s totally ok to tap the X-Card or ask to skip a scene if it’s going 
  to a bad place for them.
  That said, drug use and abuse is absolutely part of the reality of profes-
  sional wrestling. Here’s some ways to explore that part of being on the road.
  DRUG USE
  “RECOVERY” DRUGS: Anything unusual you take to continue your career is a 
  recovery drug. It might be worthwhile to question who or how you get these 
  drugs (even as broadly as “from the company, from other wrestlers, online, 
  or from a dealer you know.”) The consequences and odds of getting caught 
  vary tremendously. Is the company undergoing a scandal where they need 
  a scapegoat? Are you too good to test, and everyone knows it? What if your 
  online-ordered pills are taken to the arena mailroom instead of your hotel?
  GETTING LOST AND GETTING FOUND; ADDICTION AND RECOVERY
  POSITIVES:
   » You find camaraderie; take +1 Heat 
  with someone unexpected.
   » You open your mind; ask others to 
  pitch ideas for your next segment, 
  and you can use them as if they were 
  your own without repercussions
   » You score a hookup; the next time 
  you make this Move, roll +0 instead 
  of on your lowest Stat.
   » Fans get involved; Gain +2 Momen-
  tum, and they end up with a great 
  story.
  NEGATIVES:
   » You phone an ex.
   » You’re caught by an authority figure 
  and booked punitively.
   » You lose control of the situation; lose 
  -1 Heat with someone.
   » The story gets out. Lose -1 Audience.
   » You lose track of time.
   » You lose financial discipline. 
   » You get in a fight you can’t remem-
  ber. Take an injury.
  
  The Road | Page 8 | Last Revised 3.8.16
  FIRST CITY SAINT
  Namedropping your recovery counts for CHEAP HEAT, for both you and your 
  opponent. Wrestlers can get CHEAP HEAT in this manner equal to your start-
  ing Momentum for your current Audience. If your opponent uses it, they 
  take +1 Momentum and count towards that limit. For example, if you are at 
  Audience +3 (and thus start at +2 Momentum) and your opponent name-
  drops your recovery before you do, you can only do it once yourself. 
  This replaces your CHEAP HEAT Move. 
  PROBLEMS WITH DRUGS AND RECOVERY
   » Someone you know is using. 
   » You THINK someone you know is using (or they think you are.)
   » A big time match is next week, and you can either enter the ring hurt...
  or look elsewhere.
   » The booker loves to party after shows. Is it worth being late to the next 
  town if it means getting her ear? 
   » Your tag team partner is much, much better when they’re “on”. 
   » An international flight becomes a bacchanal, and the company’s shoot 
  master wants to wrestle.
   » Your former tag team partner has found religion and wants to convert 
  you. Are they for real or is this a scam?
   » The person you’re stuck in a dead-end feud with wants you to join them 
  at a Secular Organization for Sobriety meeting. 
  NPWS INVOLVED WITH DRUGS AND RECOVERY
  Except for the Wasted, drug use isn’t the master status of characters. It’s 
  much more effective to take a wrestler characters already know (or are at 
  least aware of) and give them screen time before issues rear their head. 
  Maybe the guy with the Sensei gimmick is a pothead. 
  FOR MORE ON ADDICTION & RECOVERY
  Clearly, none of the above is a medical resource. For information and real 
  resources on how addiction can be managed and treated, try these:
  http://www.recovery.org/
  http://www.crchealth.com/find-a-treatment-center/washington-treat-
  ment-information/5-stages-addiction-recovery/
  Or look up an addiction or crisis hotline in your area.
  RECOVERY
  When you seek to remove drugs from your life, you enter the road of recov-
  ery. (In a darker, more Playmakers influenced game, this could be a +PoWer 
  roll, but unless Creative wants to focus directly on the struggle for recovery, 
  you can simply choose to get clean.)
  The road to recovery has several stages:
   » Acknowledging the disease
   » Self-education
   » Seeking help
   » Physical recovery
   » Life change 
  There is no mechanical movement between levels, they’re more of a frame-
  work for keeping track of your wrestlers progress based on the events of 
  play. Which stage your wrestler is at should reflect their efforts, whether hid-
  den from the company, in-between Episodes while on the road, or with the 
  help of a formal sponsor or other former addict.
  However, the stage you’re in should absolutely color the Moves made by 
  Creative towards your wrestler. Soft Moves while you’re recovering represent 
  temptation, judgment, or revisiting damaged relationships; Hard Moves are 
  rock bottom, unpleasant truths about your situation or situations that force 
  you to take a step backwards.
  Other considerations while you’re trying to get clean:
   » If you perform while undergoing treatment, take -1 Work when wrestling 
  anyone who isn’t aware of your situation. 
   » If you visit an inpatient clinic, miss an Episode (and play another wrestler). 
  Next session, come back on the next stage of recovery, or recovered, as 
  appropriate.
   » If you’re playing the Wasted: When you’ve recovered, change Gimmicks. 
  Something else defines you. 
  If you tell the fans about your recovery, you can take FIRST CITY SAINT the next 
  time you gain an Advance. To do so, you must tell your fans honestly, and on 
  camera: What changed to get you past the drugs?
  
  The Road | Page 9 | Last Revised 3.8.16
  NEW BASIC MOVE: DEAL WITH IT
  When you face an obstacle on the road that requires Look, Power, Work or 
  Real as described above, roll + the stat. On a 10+, you get what you want, 
  and choose: gain +1 MoMentuM or ask a leading question about the situation 
  for Creative to answer. On a 7-9 Creative offers a tough choice, a hard bar-
  gain or an unwanted complication to get what you want. On a Botch, you 
  don’t get what you wanted, and you face shame, injury or aggravation. 
  If something comes up on the road that isn’t covered by a more relevant 
  move, use this one.
   ...WITH SPECIAL GUEST:
  When you trade off your legacy to earn cash, roll +Work. On a 10+, choose 
  three; on a 7-9, choose one. 
   » The event leaves you feeling good
   » You don’t give away something valuable (a secret, an heirloom, your dignity)
   » You earn enough not to have to do this again soon
   » You catch wind of a beneficial booking
   » Take +1 momentum. Explain how the event invigorated you. 
  On a Botch, nobody cares and you come out worse off than before. 
  If you have an Advanced Role, you can spend 1 Momentum to treat a 
  Botch as a 7-9 instead.
  IN THE CAR
  When you share a ride with someone and open up to them, roll +Heat. 
   » On a 10+, gain +1 Heat with them as you brainstorm ways to work together
   » On a 7-9, as above, and also pick one:
   »
  You open up too much, giving them some juicy gossip
   »
  You promise a favor, one that you’re pretty sure is going to 
  cause trouble
   »
  They promise you that kind of favor.
   » On a Botch, lose -1 Heat with them (they describe why) and there’s a mis-
  adventure. 
  SENSEI
  If you travel with a master (someone who has +3 in any stat) for an Episode 
  and accept their mentorship, you can move your matching stat up (max of 
  +3) and another stat down (min of -2). 
  For NPWs, Creative will tell you what stat they embody; they may expect 
  favors, both jejune and stupid.
  WORK THE MEDIA CIRCUIT
  When you hype an upcoming show (without denying the reality of wres-
  tling), CUT A PROMO. If the event isn’t live, you can spend 1 Momentum to 
  do another take; reroll the dice. Mythic Moments are possible outside the 
  ring, whether you’re utterly derailing a rumor (by coming out of the closet as 
  Darren Young did in 2013) or attacking someone (you’ve heard of what Jerry 
  Lawler did to Andy Kaufman on Letterman, right?)
  Please, please do not injure the hosts. Especially on the radio.
  HIT THE STREETS
  When you promote your art outside the ring, roll on the most appropriate 
  stat (see REVISITING STATS, above).
   » On a 10+, you do phenomenally. Gain +2 Momentum. The next time you 
  Work The Audience, gain an additional +1 Momentum on a hit as you 
  appeal to the fans you personally pulled out for the show. 
   » On a 7-9, the crowds will come, but you have to either lie about a match you’re 
  in or you have to debase yourself to impress them. Gain +1 Momentum.
   » On a Botch, they stay away in droves. Choose whether you lose -1 Audi-
  ence, or you get booked into a dumb promotional stunt at the show that 
  keeps you from pursuing your current in-ring storyline.
  SOCIAL MEDIA PRESENCE
  When you share something you find personally meaningful with the inter-
  net, roll +audience. (If you could normally replace +audience with another stat, 
  you may do so online as well.)
   » On a 10+, it connects; you count as having +1 Audience at the top of the 
  next Episode, and you start with the Momentum for that Audience rating; 
  if this takes you to +4, you take the TOP SPOT and make the OVER Move. Go 
  back to your normal Audience after Creative checks for audience reset.
   » On a 7-9 your true fans love it, gain +1 Momentum and pick one: 
   »
  … but it doesn’t really fit your character, gain another +1 
  Momentum and lose  -1 Heat from your main feud.
   »
  … but it makes someone else look good, they also gain +1 
  Momentum
   »
  … but it exposes you to ridicule, inside or outside your 
  promotion. Creative books you in a match designed to mess 
  with you. 
   » On a Botch, you managed to turn yourself into a meme. A bad one. Lose 
  -1 Audience.
  SUMMARY SHEET: MOVES ON THE ROAD
  
  The Road | Page 10 | Last Revised 3.8.16
  GET THROUGH THE NIGHT
  When you take a recovery drug, spend all your Momentum. If you spend at 
  least 2 Momentum, you can erase your most recent injury check; this can 
  keep you from retiring or being fired, if that’s on the table. Then, roll +real: 
   » On a 10+, you completely get away with it.
   » On a 7-9, pick whether you’re feeling it (take -1 to your highest stat for 
  the next Episode or until professionally treated), or someone finds out.
   » On a Botch, someone you really don’t want to find catches wind. All hell 
  breaks loose; it’ll require major work to save your job.
  After the first time you use, you can spend 2 Momentum instead of all your 
  Momentum, if you have more than 2 when you use.
  TIME TO PARTY
  When you take something recreational, roll + your lowest Stat. 
   » On a 10+, pick 2 positives, 1 negative 
   » on a 7-9, 1 positive and 2 negatives
   » on a Botch, two negatives.
  POSITIVES:
   » You find camaraderie; take +1 Heat with someone unexpected.
   » You open your mind; ask others to pitch ideas for your next segment, and 
  you can use them as if they were your own without repercussions
   » You score a hookup; the next time you make this Move, roll +0 instead of 
  on your lowest Stat.
   » Fans get involved; Gain +2 Momentum, and they end up with a great story.
  NEGATIVES:
   » You phone an ex.
   » You’re caught by an authority figure and booked punitively.
   » You lose control of the situation; lose -1 Heat with someone.
   » The story gets out. Lose -1 Audience.
   » You lose track of time.
   » You lose financial discipline. 
   » You get in a fight you can’t remember. Take an injury.
  GOING HOME
  When you spend time with your supportive loved ones, erase an injury box. 
  They’ll ask you a question:
   » If you had to choose, would you choose us or wrestling?
   » What would it take to make you quit?
   » When did the line between wrestling and reality seem the blurriest?
   » What won’t you do to get ahead?
  You can gracefully avoid answering, but lose all momentum if you do.
  When you return to an unhappy situation, you can either accept it or set your 
  house in order.
   » If you accept it, gain 2 momentum; your next roll counts as one success 
  band lower than usual (a 10+ counts as a 7-9, a 7-9 counts as a Botch). If 
  you Botch on your next roll, something happens at home that’s as sad as 
  it is inevitable.
   » If you make changes, roll +PoWer. 
   »
  On a 10+, you make positive progress to a better life; gain 
  +2 Momentum and they ask you a question above. You can 
  answer however you see fit. 
   »
  On a 7-9, gain +1 Momentum and they ask you a question 
  above. You can’t dodge the question. 
   »
  On a Botch, face a sad yet inevitable consequence.
  Some examples of consequences: 
   » You learn that your relationship is on shakier ground than you thought
   » You learn that someone else is usurping your role
   » You find out where all the money has been going
   » They’ve had enough and kick you out
   » They’ve had enough and leave you
   » There’s a terrible accident. Maybe you could have done something if you 
  had been there.
  FIRST CITY SAINT
  Namedropping your recovery counts for CHEAP HEAT, for both you and your 
  opponent. Wrestlers can get CHEAP HEAT in this manner equal to your start-
  ing Momentum for your current Audience. If your opponent uses it, they 
  take +1 Momentum and count towards that limit. For example, if you are at 
  Audience +3 (and thus start at +2 Momentum) and your opponent name-
  drops your recovery before you do, you can only do it once yourself. 
  This replaces your CHEAP HEAT Move. 
  SUMMARY SHEET: MOVES ON THE ROAD
  
  The Road | Page 11 | Last Revised 3.8.16
  NPWS  WHILE TRAVELLING
  SHORNBY: “Shornby” (is that a first or last name?) is the sweetest person you’ll 
  ever meet. They’ve wrestled all over the world and can give you tips on any 
  style you’d care to learn. They’re also grievously unlucky - car-towed-on-
  Christmas-Eve unlucky. Riding with Shornsby is a series of apologies, but 
  they’re a really great graphic designer. So if you don’t mind getting lost out-
  side Poughkeepsie (again) or discussing Hulk vs. Thor (again), it’d be worth 
  it for some new merch.
  “THE MYSTIC” MIKE MAGLIN: Mike used to be known as Magic Mike; then there 
  were those movies. He’s the opposite of Shornsby in every way: he’s been 
  on the road for decades, always feeds the meter, and disagrees with you on 
  everything. He’ll even switch positions if you try to agree with him. Maybe he 
  gets off on being a contrarian; maybe he’s just achy and bored. On the other 
  hand, those who reinvigorate his love of wrestling will have a travel friend 
  who never gets lost and knows the best Thai place in 93 counties.
  NPWS IN THE FAMILY
  COUSIN BARRY: Barry knows what you’re going through. Or at least he thinks 
  he does. He has a (surprisingly popular) backyard federation, after all.
  AUNT COLETTE: She has strong opinions about what you do. She’s still not al-
  lowed to travel to Mexico after throwing a shoe at El Magnifico in ‘86.
  UNCLE LOU: An ex-Boxer, you two never got along. He’s always acted like he 
  still has something to prove.
  GRAMPS: He loves you, but you’ve never smartened him up to the business. 
  He worries about you out there.
  THE NOSY NEIGHBORS: Carol and Jim, you think? James, maybe? Something 
  with a J. Anyway, you’ve had the cops show up for noise complaints a couple 
  of times, and you’re pretty sure you know who’s keeping an ear out.
  YOUR NPWS:
  NPWS AT THE CONVENTION`
  THE SILICON VALLEY GIRL: Tasha Hendly was on television for about five years 
  a decade ago, but something about her gimmick caught fire (she was very 
  smart, but very stupid, and said “Honest to Blog”. It was a different time.) She 
  did TV cameos, a line of cell phone commercials, and a made-for-TV movie 
  about Roller Rink culture. She married a childhood sweetheart and left wres-
  tling (some argue before giving back to younger stars.) She still goes to local 
  conventions for the cash and attention, with some speculating she still has 
  One More Match in her. Of course, convincing a mother of two to put on the 
  boots again isn’t going to be easy.  
  BADDINSKY SANGHEV: He used to work an evil Russian gimmick; one of the 
  PCs may have had a legendary feud with him. Now he’s in a pyramid scheme. 
  He’s a great friend to have if you like vitamin supplements or dog shampoos. 
  Otherwise, this is going to be a long, long day. 
  LAURA/LARS SPRI: Laura was a midcard talent. Of course, it’s hard to find a 
  spot when you’re not main event worthy, but not so bad you can lose ev-
  ery week. So now Laura does a lot less savory “wrestling” online. No nudity 
  (probably!) but there’s such a thing as guilt-by-association. If your Season 
  features wrestlers in their prime, perhaps they catch wind of Laura’s moon-
  lighting, or an auction where she’s selling used gear. Is it worth blackmailing 
  her? Should the players turn her in, or get in on the action? After all, it’s just 
  a few old singlets and the cash is superb.
  MEL KIM: Mel knows your match history. If you ever tweeted about changing 
  finishers, Mel knows it. A lottery win lets Mel attend all your shows, which is 
  annoying...except Mel knows the dirt about every other wrestler. Dealing 
  with Mel means unpleasant questions (“in March 2010, were you going to 
  feud with Jekyllman before his DUI?”) but it means useful information. For 
  example: nobody told you Jekyllman had a DUI.
  NPWS IN EVENT PROMOTION
  THE ROBUSTERS: Keith and Zan Robust were huge tag team wrestlers...in the 
  late 90s. Unfortunately, their hard partying ways have caught up to them, 
  and they’ve gone from top tier promotions to barely being on television. 
  Their way of getting on top? Creating Twitter Accounts with “™” at the end 
  and starting cyber feuds with you. The question is: could you wring a one-
  last-match series with them? Or are these West Virginia siblings more trou-
  ble than they’re worth? 
  SUMMARY SHEET: NPWS ON THE ROAD
  
SOURCE: textdata/thevault/World Wide Wrestling (PbtA)/Supplements/The_World_Wide_Wrestling_The_Road.pdf