TEXT: ndpdesign.com/wwwrpg | updated 8.15.16
  WWW: INTERNATIONAL INCIDENT MATCH STIPULATIONS REFERENCE SHEET
   
  ❏ TWO OUT OF THREE FALLS:This match proceeds per the 
  standard rules, except Creative reveals the booking for 
  each fall individually during the match. The wrestler who 
  wins two falls first wins the match. Each fall can be swerved 
  or overridden by Moves as normal. Once a fall is counted, 
  the losing wrestler takes control of the match.  A wrestler 
  who’s booked to win a multiple falls match only makes 
  their Finishing Move on the fall that wins them the match. 
   
  ❏ STRAIGHT MATCH:The winner of this match is not booked 
  beforehand by Creative. Add this rule to determine the 
  outcome:
   » WHEN SOMEONE ROLLS A 10+ FOR THE WRESTLING MOVE, 
  THIS IS THE RESULT LIST: 
   
  ⚪ gain +2 Momentum
   
  ⚪ gain +1 Heat with your opponent
   
  ⚪ go for the victory
  Going for a victory entails anything which would win the 
  match per its stipulations. When you go for a victory, 
  your opponent can use interrupt or another appropriate 
  Move to kick out or otherwise break the pin; if they 
  cannot do so (or choose not to), then you roll for your 
  Finishing Move and abide by that result (remember 
  that some Finishing Moves may end up with the other 
  person winning the watch!)
  If someone uses a Move that overrides Creative’s 
  booking before a pin attempt is made (such as the 
  Heel Move or making a Run-In), then that becomes the 
  booking for the match, and can thus be overridden 
  in turn by other Moves. Whoever’s booked to win still 
  needs to go for the victory to end the match and roll 
  their Finishing Move. 
  Creative still has the general oversight to swerve the 
  match as it progresses through their use of Soft and 
  Hard Moves.
   
  ❏ EXHIBITION MATCH: In an Exhibition Match, the wrestlers 
  display a spectrum of strategies to gain an advantage. 
  Replace the standard Wrestling Move result list with this one:
   » When you roll on a stat (+Work, +Power, +Look or 
  +Heat), make a checkmark next to it.
   
  ⚪ If you have a Move that allows you to roll +real 
  for the Wrestling Move, check off one of the other 
  Stats instead
   » On a 10+, you hit it great, retain control and choose 
  whether you gain +1 Heat with your opponent or cash 
  in your checks for Momentum (see below)
   » On a 7-9, you hit it pretty well, give your opponent 
  control and gain +1 Momentum.
   » On a Botch, you get countered. Erase a check and 
  your opponent gains control of the match.
  The 10+ result introduces a new rule, cashing in checks. 
   » When you cash in your checks for Momentum, gain 
  Momentum equal to the stats you currently have 
  checked, and erase all checks. You only check off 
  each Stat the first time you roll on it during the match.
   » When someone makes their Finishing Move, they roll 
  +Stats Currently Checked. 
   » After the match concludes, both wrestlers gain 
  Momentum equal to the Stats they had checked at 
  the end of the match (and erase all checks).
   
  ❏ CATCH-AS-CATCH-CAN: Under this stipulation, wrestlers 
  can roll +real for the Wrestling Move when they use their 
  legitimate grappling skills. Wrestlers only gain Momentum 
  from the Wrestling Move for rolling on +Work, +real or 
  +heat (ignore any Momentum that would be gained from 
  rolling +poWer or +look).
  Notes
  
  ndpdesign.com/wwwrpg | updated 8.15.16
  WWW: INTERNATIONAL INCIDENT MATCH STIPULATIONS REFERENCE SHEET
   
  ❏ MOUNTEVAN’S RULES MATCH:  Use the standard Wrestling 
  Move, but replace the results list with this one:
   » ON A 10+ YOU HIT IT GREAT; RETAIN CONTROL AND PICK ONE: 
   
  ⚪ gain +2 Momentum
   
  ⚪ gain +1 Heat with your opponent
   
  ⚪ you trick your opponent into taking a Public Warning
   » ON A 7-9 YOU HIT IT PRETTY WELL; PICK ONE: 
   
  ⚪ retain control and transition into the next sequence
   
  ⚪ give your opponent control and gain +1 Momentum
   » ON A BOTCH, GIVE YOUR OPPONENT 1 MOMENTUM AND 
  PICK ONE:
   
  ⚪ take a Public Warning and retain control of the match
   
  ⚪ your opponent counters you and takes control of 
  the match
  In addition, when you make the Interrupt Move, you can 
  choose to take a Public Warning instead of spending 1 
  Momentum.
   » When you take your third Public Warning, your 
  opponent is awarded a fall. 
   » If someone takes 3 Public Warnings, it overrides 
  Creative’s booking for the match and their opponent 
  gets the victory (and makes their Finishing Move if this 
  is the deciding fall of the match). 
  Mountevan’s Rules matches are often also Two Out Of 
  Three Falls matches, but can also be wrestled to one fall.
   
  ❏ DEATH MATCH: When a Death Match starts, each competitor gains +1 Momentum. The match proceeds using the 
  standard rules, with the following additions:
   » The element of danger (barbed wire, glass, etc) is called the Bad Shit. When someone is throw into the Bad Shit they 
  can spend 1 Momentum to avoid it. This counts as the Interrupt Move if the wrestler going into the Bad Shit wants to 
  take control of the match as a result.
   » Once each wrestler has paid 1 Momentum to avoid the Bad Shit, the cost goes to 2. Once each wrestler has paid 2, 
  it goes to 3, and so on. 
   » Once someone goes into the Bad Shit, they immediately take an Injury, gain (1+ Current Injuries) Momentum and take 
  control of the match. If this is their last Injury box, the match ends in a no contest.
  Whoever is booked to win a Death Match adds their +Real or +Audience to their Finishing Move, whichever is higher.  
  After a Death Match, all participants roll +Real:
   » On a 10+, the wounds were mostly superficial or you’re just tough enough that you can deal. Erase down to 1 Injury 
  check if you have more than 1. Choose 1- 
   
  ⚪ you and your opponent both gain +1 Heat with each other 
   
  ⚪ appear in the next segment of the Episode and gain +1 Audience. 
   » On a 7-9, you survived. Erase 1 Injury check if you have more than 1 (if you have only 1, you keep that Injury). Gain +1 
  Heat with your opponent.
   » On a Botch, you need serious medical care. You are evacuated to a local medical facility immediately and you must 
  miss the next Episode as you recover (play a NPW if appropriate). When you return, you make the Over Move even 
  if you’re not in the Top Spot, and erase 1 Injury check.
   
  ❏ SPOTFEST: A Spotfest ignores two of the standard rules 
  for wrestling matches: 
   » At the beginning of the match, Creative does not book 
  the finish. Rather, the wrestlers attempt to use their 
  Finishing Moves to win the match, but can interrupt 
  or otherwise swerve, making unsuccessful attempts 
  false finishes (see below).
   » At the end of the match, ignore the +4 Heat Audience 
  gain rule (even if you have +4 Heat with your opponent, 
  you do not gain an Audience). 
  This match proceeds using the standard Wrestling Move. 
  In addition, anyone in control can go for their Finishing 
  Move instead of making the standard Wrestling Move. 
  Any of their opponents in the match can interrupt after 
  a Finishing Move is rolled and continue the match (the 
  results of the Finishing Move are still applied), making it 
  a false finish. If a Finishing Move is Botched, the interrupt 
  happens automatically without any Momentum spent, 
  after the Botch effect is chosen or applied, and the 
  match continues.
  A successful Finishing Move (any 7-9 or 10+ result) means 
  that that wrestler wins the match in addition to its specific 
  effects, unless interrupted or otherwise swerved immediately 
  following the roll. Using other Moves to change the 
  booking (like the Heel Move) can give that wrestler control 
  and the opportunity to hit their Finishing Move.
  The match ends once someone hits a Finishing Move 
  without it being interrupted or otherwise swerved, thus 
  winning the match.
  
  ndpdesign.com/wwwrpg | updated 8.15.16
  WWW: INTERNATIONAL INCIDENT NEW RULES REFERENCE SHEET
  THE PROMOTION
  Name:
  Description:
  Location:
  Titles:
  Notable NPWs:
  Current Roster:
  Additional Notes:
  Promotion Advancement
  The Promotion gains Audience (and all wrestlers reset their Audience):
   » At the beginning of an Episode, If the total Audience of all wrestlers is greater than (# of 
  players x3).
   » During an Episode, when all Basic Moves have had a Mythic Moment. Once a Mythic 
  Moment is checked, nobody else can have that Moment until Audience resets (and you 
  erase all checks on Mythic Moments).
  Tags
   
  ❏ Devoted Following 
   
  ❏ Mainstream Appeal
   
  ❏ Regional Reach
   
  ❏ National Reach
   
  ❏ International Reach
   
  ❏ Home Arena
   
  ❏ Touring Shows
   
  ❏ Broadcast Deal
   
  ❏ Cable Deal
   
  ❏ High-Concept
   
  ❏ Theatrical
   
  ❏ Trustworthy Management
   
  ❏ Strongly Kayfabe
   
  ❏ Inclusive 
   
  ❏ Traditional
   
  ❏ Motivated Roster
   
  ❏ Large War Chest
   
  ❏ Elite Production Staff
   
  ❏ Kid-Friendly/PG
   
  ❏ Well-Connected
   
  ❏ Social Media Expertise
   
  ❏ Unbroken Title Lineage
   
  ❏
   
  ❏
  Troubles 
   
  ❏ Niche Fanbase
   
  ❏ In Debt 
   
  ❏ Hostile Silent Partner
   
  ❏ Disgruntled Talent
   
  ❏ Green As Grass Roster
   
  ❏ Overreaching
   
  ❏ Poor Maintenance
   
  ❏ No Merch
   
  ❏ Strong Competition
   
  ❏ Unlicensed
   
  ❏ Tax Write-off For Unrelated 
  Venture
   
  ❏ Bad Sponsorship Deal
   
  ❏ Blacklisted
   
  ❏ Outlaw Federation
   
  ❏ Umbrella Federation For 
  Unrelated Companies
   
  ❏ Fractured Creative 
  Committee 
   
  ❏ Bloated Roster
   
  ❏ Behind the Times
   
  ❏ Pointlessly Bureaucratic
   
  ❏ Inmates Running the 
  Asylum
   
  ❏ Convoluted Lore
   
  ❏ Theatrical...Pretensions
   
  ❏
   
  ❏
  Audience 
  Threshold
  STROKE
  Wrestlers always have Stroke equal to current Audience. Wrestlers use Stroke to turn off-camera situations to their favor. 
  Creative sets the Stroke needed, as per this scale:
   » 1 Stroke – relatively minor situation or just for show 
   » 2 Stroke – significant situation  
   » 3 Stroke – important sitation or what you want would disrupt some serious plans
   » 4 Stroke – critical situation or dire implications
   » +1 Stroke – there’s physical injury or other harm on the line (for example, if wrestlers are getting in a shoot fight or 
  abusing substances as part of the situation)
  If you have enough Stroke, you get what you want out of the situation.
  If you don’t have enough Stroke, you can spend Momentum 2-for-1 to give yourself more Stroke for that segment (e.g. if 
  you need 3 and have 1, spend 4 Momentum to add 2 more Stroke for that segment).
  If there’s another wrestler in the scene that doesn’t want what you want, whoever has more Stroke gets what they want. You can 
  each (or all) spend Momentum 2-for-1 for more Stroke, until someone runs out of Momentum.
  Stroke is not spent, it’s just checked at the time that it’s needed (and temporarily boosted by spending Momentum).
  You lose -1 Heat with everyone who feels negativly impacted by your use of Stroke. Creative checks with everyone at the 
  end of the segment.
  
  ndpdesign.com/wwwrpg | updated 8.15.16
  MYTHIC MOMENTS
  Whenever a player rolls a straight 12+ (dice + Stat hits 12+, before spending Momentum) on a basic Move, they can 
  choose to spend all remaining Momentum to make it a Mythic Moment. If they have no Momentum, they cannot make a 
  Mythic Moment. If they have a negative stat, they can still make a Mythic Moment when they roll a natural 12 on the dice.
   
  ❏ BREAK KAYFABE: Your action becomes the symbol of 
  when things changed. Pick 1: 
   » You have complete creative control over your wrestler’s 
  storyline and booking until the next Audience reset. Your 
  “Audience starts and resets to” number permanently 
  goes up by 1 (Max 3).
   » You expose backstage politics. This must be 
  acknowledged on screen in some way, and you tell 
  Creative what you want to change in the promotion 
  as a result of your revelation. Creative must honor 
  this demand over the rest of the Episodes booking. 
  Gain +1 Audience.
   
  ❏ CUT A PROMO: Your promo becomes part of professional 
  wrestling canon. Pick 1: 
   » Simply referencing this promo counts for the Cheap 
  heat Move, for everyone on the roster, forever. 
   » Your promo goes viral; everybody knows it even if they 
  don’t know you. Your “Audience starts and resets to” 
  number permanently goes up by 1 (Max 3).
   » This takes you to the next level. Take an Advanced 
  Role immediately (without spending an Advance or 
  taking an Episode off).
   
  ❏ WRESTLING: This move goes into your highlight reel. 
  Keep control of the match, and pick 1:
   » You are now booked to win the match.
   » You steal the show. Gain +1 Audience.
   » You do your job. Your opponent gains +1 Audience.
   » You upstage someone. Say who comes out to interfere 
  with the match, and you both gain +1 Heat with each 
  other.
   
  ❏ RUN-IN: You’ve perfectly captured the turning point 
  in the storyline. Book the result of your run-in on the fly 
  (this overrides Creative’s booking). Both you and your 
  target gain +1 Heat with each other and you pick 1: 
   » It’s turned to a blood feud. You can only be booked 
  against each other until this thing is resolved. 
   » You’ve gained the upper hand. You can pick any 
  stipulations you want for your opponents matches 
  until the next Audience reset (whether you’re booked 
  in them or not).
   » This is going to get settled right now. Creative books 
  a match with your opponent as the new main event 
  of the Episode. You and your opponent both gain +1 
  Audience.
   
  ❏ FEAT OF STRENGTH: You’ve exceeded human capacity, 
  and with style. Pick 1:
   » The fans go bananas, and your feat becomes imitated 
  worldwide. Gain +1 Audience, and your “Audience 
  starts and resets to” number permanently goes up 
  by 1 (Max 3).
   » You become immortalized in the highlight reels of the 
  company. Describe exactly how that looks. Gain +1 
  Momentum when you make your first appearance in 
  every Episode from now on.
   
  ❏ WORK THE AUDIENCE: They’ll never forget being in this 
  crowd. Pick 1:
   » You turn them against your opponent – they can no 
  longer Work the Audience or get Cheap Heat for the 
  rest of this Episode.
   » You whip them into a real frenzy. Gain +1 Audience 
  as they storm the ring!
  LUCHA LIBRE ROLES
  WWW: INTERNATIONAL INCIDENT NEW RULES REFERENCE SHEET
   
  ❏ BASIC ROLE: Técnico. You obey the rules of honor and 
  respect. Counting as a Babyface for Heat purposes, 
  Técnicos use this Role Move instead of the Babyface Move: 
  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)
   
  ❏ BASIC ROLE: Rudo. You’re selfish, disobedient and 
  disrespectful. You count as a Heel for Heat purposes. 
  Rudos use this Role Move instead of the Heel Move: 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)
  Check off each Mythic Moment when it’s made. If a Mythic Moment is currently checked, it can’t be made again until 
  the checks are erased. When all of the Mythic Moments have been checked off, it triggers an Audience reset for the 
  Promotion (all wrestlers reset their Audience to their “start and reset to” score), and erase all checks from Mythic Moments. 
  The accumulation of amazing moments has spread your fame far and wide, bringing new fans in droves! (You do not 
  erase when Audience resets due to the standard average Audience score rule).
  
SOURCE: textdata/thevault/World Wide Wrestling (PbtA)/International Incident/WWW_II_ReferenceSheets_August2016.pdf