https://drive.google.com/open?id=1MxQBJgO-J6xG9DZ4pu555hCllQQUCIPYENwhYQaXAD0

https://drive.google.com/open?id=1MxQBJgO-J6xG9DZ4pu555hCllQQUCIPYENwhYQaXAD0

https://drive.google.com/open?id=1MxQBJgO-J6xG9DZ4pu555hCllQQUCIPYENwhYQaXAD0

Finally got around to finishing my first draft for the homebrew gimmicks I worked on (Dirty Player, Looker, Superheavyweight). I’ll be working on another batch of gimmicks (Foreigner [One move allows for cheap heat twice in one night]),  Risk Taker (Think Hardcore mixed with High Flyer), Striker [has a move where they can roll +real instead of +work when striking, making a painful noise without causing damage,  or injuring himself or his opponent if botched] and Tag-Team Specialist [Works like a Jobber with “Jobber to the Stars” in singles matches, but has moves that lets his team mate roll with the Specialist’s high work when performing team moves]). I also wanted to work on some more Hardcore rules like a Philly Crowd (re-roll on botches and +10 to see if there is any other effect) and Blading (+10 looks great, 7-9 looks fine, botch can hurt your overall performance, result in an injury, or was too obvious)

https://drive.google.com/open?id=1MxQBJgO-J6xG9DZ4pu555hCllQQUCIPYENwhYQaXAD0

Here are some homebrew gimmicks.

Here are some homebrew gimmicks.

Here are some homebrew gimmicks. I haven’t playtested these, and they are still WIP, so some feedback will be appreciated.

The Looker

You may not always be the strongest, but you will always be the best looking. You use your good looks to get the audience on your side or to turn against you, but it’s up to you to prove to the audience that you’re more than just a pretty face.

Heat:

Who is jealous of my looks?

Who showed me how to perform better in the ring?

Who came to me to learn how to work the crowd?

Who tried to harm my looks?

Stats: +2 look, -1 Power, -2 Real, 0 Work, then add one to one stat and subtract one from another.

Finishing Move: Roll 2d6. On 10+, you and your opponent gain +1 audience. On a 7-9, choose either +1 heat with them or +1 momentum each. On a botch, choose either -1 audience (You don’t make it look good) or you injure yourself (Sacrifice your body to save your looks).

Then pick 2:

“I make it look good!”: Roll +Look for your finisher

Bark and Bite: +1 Work(Max +3)

Mr. Galaxy: +1 Power (Max +3)

Can’t stay mad at me: Can work the crowd even after a botch. Rolling 10+ when working the crowd also gives you +1 heat to you and your opponent(s) until the end of the episode, and on a 7-9 you choose who gets it.

When injured, check an injury box and gain +1 heat with the wrestler you were working with. The Looker starts and resets with +2 audience, and gets three injury boxes.

The Dirty Player

Not only are you known for your dirty tactics, but the matches just don’t seem right if you don’t try some underhanded move.  Whether to put your opponent off their game or humiliate them, you don’t shy away from less-than-honorable attacks to get the win.

Heat:

Who doesn’t appreciate my tactics?

Who did I last humiliate in ring?

Who did I help win by interfering?

Which wrestler needs to be taken down?

Stats: +1 look, -1 Power, 0 Real, -1 Work, then add one to one stat and subtract one from another.

Finishing Move: Roll 2d6. On 10+, you and your opponent gain +1 audience. On a 7-9, choose either +1 heat with them or +1 momentum each. On a botch you both lose -1 audience (Obviously botched cheap shot) or the match ends in DQ regardless of booking.

Then pick 2:

Four-and-a-half: If your character continues a submission or other illegal attack (striking the head of a downed/cornered opponent, for instance), despite the ref’s calling, roll +work.  On 10+ you let go, retain control and you both gain +1 heat. On 7-9, you pull away and your opponent takes control. Creative chooses who gets +1 heat. On a botch, the referee forces you away; your opponent takes control and no heat is given.

Slippery Devil: +1 Momentum if facing off against an opponent with a higher power or work, +2 momentum if both are higher.

Mr. Clean: +1 work (Max +3)

Cheap Heat: Roll +Real on top of +audience when working the audience

When you get injured, check an Injury box, and note who did it. While injured, you can interfere in any of their matches without Creative’s approval or consent, and they gain +1 Momentum when you do so. The Dirty Player starts and resets with +1 audience, and gets three injury boxes.

Superheavyweight

A large specimen, you are more about mass than height. To lift you is a feat of strength, and you can be surprisingly agile for your size, but the wear and tear of the business takes a greater toll on your body.

Heat:

Who can carry me (literally) in the ring?

Who failed on their last attempt to pick me up?

Who thinks I won’t last with my health problems?

Who is impressed by my athleticism?

Stats: -1 look, +1 Power, -2 Real, 0 Work, then add one to one stat.

Finishing Move: Roll 2d6. On 10+, you and your opponent gain +1 audience. On a 7-9, choose either +1 heat with them or +1 momentum each.  On a botch you either injure yourself or your opponent.

Poor Health: No matter how athletic or strong the superheavyweight may be, his size makes it hard to stay in the ring for long. When receiving an injury, roll 2d6+ (stat the roll was made in, if any). On a 10+, there is no additional effect. On 7-9, creative chooses if it wasn’t a finish: the ref calls a no-contest; the opponent must finish the match however they want (it had to end so you can get treatment). On a botch, the match is called as a no contest and you choose: -1 Audience or you receive an additional injury. If in a match with multiple opponents or a tag match, the wrestler must leave if the roll is not 10+ and also not a finish.

Then pick 1:

Mountain of Man: +1 Look (Max +3)

Flying Fortress: +1 Work when performing a feat of agility (Arial moves, enziguri, leapfrogging an opponent, ect.). Double your “Work” stat before the bonus to limit how many times you can use this (minimum of 1 time if Work is 0 or less.)

Immovable Object: You get +1 momentum whenever your opponent attempts a power move, and on a 10+ you both gain heat.

Creative won’t book you in a non-squash match while you’re injured. If you do compete against Creative’s wishes, gain +1 Heat with your opponent. The Superheavyweight starts and resets with +1 audience, and gets four injury boxes.