Please note: Although it is most unlikely that you will experience any problems responding to this form, certain non-standard browsers will not respond properly. If you experience any difficulties, (or if you are not using a forms-capable browser) you may email your response to this form to: Joel Tennuchi and Robert Winters

To submit a wrestler for entry into the CROW, simply fill out the form below and send it. It's very important that you type your email address correctly; failure to do so will result in no reply. To submit a tag team, fill out the tag team application. Every application is judged on its own merits, and as of now, applications tendered without a sample role-play will be rejected.
 
Personal Details
Name: 

Age: 

E-Mail:

AIM Name:

ICQ PIN:

Experience:

IRC(Select One Only): YesNo
 Wrestler Information :Part One
Name: 

Age: 

Experience: 

Weight: 

Height: 
 
 
Wrestler Information: Part Two
Define a score out of 100 which best suits your wrestler in the following categories.

Too do this will depend on your wrestler's style. If for example, you have a wrestler which is a skilled Martial Artist, then you'd probably not have such a high score in brawling as that of agility and technique. So choose wisely, as we do like to see creativity amongst my athletes.

Strength: 
Technique:
Agility:
Brawling:
Toughness:
Stamina:
Savvy:

Style: (Chose one from the list below)


 
 
Part Three: Wrestler Traits
Merits are special bonuses a wrestler can have away from his attributes, maneuvers, and build. Merits help to build the wrestler's character.  You may Choose Up to SIX merits.

Flaws are opposite of Merits. These are special weaknesses or defects that still manage to build the wrestler's character and make him more challenging. Flaws add character, color, and interest to a wrestler, giving him something dramatic to overcome in his quest for fame, wealth, titles, or whatnot. They also balance out a wrestler's abilities.

You may only choose up to FOUR Flaws. It should be noted when filling out this application that it does NOT matter how "good" or "bad" you make your character's abilities. The bulk of this application is structured so that your character can be written realistically in comparison to himself, and other wrestlers. You should remember this -- you will win based on your participation in the league, not how invincible you've tried to make your wrestler.

MERITS

DOUBLE
The wrestler looks strikingly similar to another character. The pair must each adopt this Merit. In addition, they must both be within 1" in height, and within 25 lbs. in weight (Note: these can cross weight/height ranges). If the pair acts as a tag team, they have an easy time pulling off the Blind Wrestler Trick. The Bodydonnas (Skip & Zip) were Doubles, as were the Texas Hangmen. Doink the Clown unveiled a non-tag team Double during his rulebreaking days.

IRONHEAD
The wrestler has an incredibly hard head. Fatu has an IronHead.

MANAGER
The wrestler is accompanied to ringside by an advisor, coach, trainer, valet, significant other, bodyguard, director, roadie, business associate, or some other form of ringside assistance.

MANAGER'S LICENSE
The character is licensed by the promotion to /be/ an advisor, coach, trainer, valet, etc. This allows the character to act at ringside with greater authority, to speak on behalf of other wrestlers both on camera and to league officials. If you want your manager to be able to do any of these things, I would suggest picking this up when
creating them.

MENTOR
The wrestler was trained by another wrestler (or manager), and benefits from the added experience. The wrestler gains an extra three manuever slots, but may only spend the extra slots on maneuvers known to the Mentor. Bret and Owen Hart, Chris Benoit, and "Lionheart" Chris Jericho are all noted for having Stu Hart as a Mentor.

MIRACLE MAN
The wrestler recovers quicker from injuries (torn ligaments, sprained joints, broken limbs) that would keep him hospitalized and out of action. When taken out of commission due to severe injury, the wrestler will recover at double rate. Sting and Ric Flair both have this Merit.

REFEREE SLACK
Certain people are blessed by referee apathy, and never seem to get disqualified despite obviously illegal tactics. In addition, penalties are often lightened even if they are caught (a manager being sent to the locker room instead of DQ'ing his wrestler, for example). Jerry 'The King' Lawler enjoys this Merit.

RICH
The wrestler seems to have incredible financial resources of some type. "Diamond" Dallas Page and Ted Dibiase are both Rich.

ROUT
The character can take some action to cause anyone in his immediate area (such as the ring) to scatter. Jake "The Snake" Roberts uses this Merit when he releases his various snakes (Damien, Lucifer, and currently Revelations); the chainsaw used by the USWA's Leatherface has much the same effect. Note that if this Merit is used in the context of an actual match, it will draw a Referee Warning.

SCRAMBLE
The character is quicker on his feet than his Agility would indicate. His Agility may be increased by 10 points (disregard limitations). Vader had this Merit, as did the Ultimate Warrior.

SIGNATURE MOVE
The wrestler has a maneuver that he's well known for, but is not his finisher. Signature maneuvers usually have their own special name, which sets them apart from just anybody using the move. The Stinger Splash and the Steinerline are Signature Maneuvers of Sting and Rick Steiner, respectively.

Notes: When selecting one of these moves, you disqualify anyone else in the federation from using the move. It is almost a "second finisher" or generally a move leading to the finisher (IE Goldberg's Spear). The wrestler must also have this move in their arsenal (More about this in the Moves Section).

TANDEM MANEUVER
The wrestler has a special double team maneuver he performs with a partner (usually as part of a tag team). This is how to create those special tag team "finishers", usually by attaching Tandem to one's solo finisher. The Eliminators' Total Elimination (Leg Sweep / Jumping Crescent Kick Combo) is a well-known Tandem move. NOTE: Both members of a tag team must purchase the Tandem Maneuver but may split the cost.

TENACITY
The wrestler has reserves of will beyond his stamina, and is unusually resistant to submission holds and knockout maneuvers. Ric Flair is famous for his Tenacity.

WINNING APPEARANCE
The wrestler is strikingly good looking. Shawn Michaels has a Winning Appearance, as does Sunny.

WRESTLING HERITAGE
The wrestler is related to a famous wrestler, and thus his accomplishments have the air of legacy. Bret Hart enjoys the benefits from this Merit due to his father, the legendary Stu Hart.

Out Of the merits above, please adapt these too your particular wrestler.
 
1. 
2.  
3.  
4.  
5.  
6. 
FLAWS

BAD TEMPER
The wrestler has a tendency to lose his cool when frustrated, and forget his training. The handler must define a "trigger" for this Flaw at creation time. The President must approve the trigger. When the flaw is triggered, the wrestler will only use brawling maneuvers for at least a minute; he also may not go for pins until the anger subsides. Hunter Hearst Helmsley has a Bad Temper. "Wildman" Marc Mero also has a Bad Temper, with a trigger of "Threats on Sable".

Note: This trait is usually written up and chosen incorrectly. This is NOT an advantage. This is NOT a general Bad Temper for being outside of the ring. This is something that would happen in the ring that would anger the wrestler. This trait is chosen more often than it should be, and most don't provide a sufficient reason for choosing it -- it's generally "He gets mad when somebody makes fun of him" .. and that is not sufficient. It MUST be more specific.

BOND
The wrestler will not wrestle without another person at ringside, be it a tag team partner or manager. If someone attempts to force his Bond away from ringside, he will risk losing the match to prevent this. The Road Warriors are bonded together. With the Promoter's permission, a wrestler can Bond to an object instead of a person. The Undertaker was, at one time, Bonded to both Paul Bearer and the urn.

FINISHERLESS
For one reason or another, the wrestler really doesn't have just one maneuver he can call his "finisher". The Sandman is finisherless.

FOREIGN
The wrestler is obviously from a nation other than the United States of America, and wrestling fans are typically patriotic towards the home of their favorite promotion. Fan favorites with this Flaw earn less Popularity Points from each match; rulebreakers allow their opponents a easy opportunity for Comeback (the inevitable "USA!" chant). Yokozuna and the British Bulldog are both Foreign.

GLORY HOUND
The wrestler needs to be the center of attention at all times. He'll spend time posing for the crowd and/or mugging for the camera. A wrestler with this Flaw must Play For Crowd after any of his Favorite Moves (more about this in
the Moves Section).

MUTE
The wrestler does not speak for himself. This might be because the wrestler actually does not understand English (except for a few words like "No" and "One, Two, Three"), or perhaps the wrestler is just the strong and silent type. The wrestler is thus barred from making interviews and/or taped comments; if he had a manager, he can have the manager speak on his behalf, and earn half the usual Prestige bonus. Kensuke Sasake, the Great Muta, and the Sultan are all Mute.

NAGGING INJURY
The wrestler has suffered a severe injury to one Target area which never healed completely. Note that, if you take this Flaw, the announcers will probably mention it frequently. Shawn Michaels recently gained a head injury, and Arn Anderson possesses an injured neck thanks to an STF from Erik Watts.

NON-WRESTLER
The character has little to no actual wrestling experience or training. This Flaw is most common among managers like Sunny, but ECW's 911 also possessed it. Purchasing this flaw cuts your wrestler's move slots in half. IE .. if you have 10 move slots, you will have 5 after purchasing this trait.

PERSONALITY QUIRK
The wrestler has some psychological deficiency that hampers his performance in the ring and/or his ability to deal in league business; these must be defined at character creation. Some examples might include: The wrestler has an overwhelming hatred of another character, slanting all his plans towards "getting" his nemesis ("Stone Cold" Steve Austin)

The wrestler is gullible and/or impulsive, and can be tricked into nearly anything (Rick Steiner) The character is blindly patriotic, getting dragged into feuds with everyone who badmouths America The wrestler is so proud of/confident in his Finisher that he refuses to win a match without using it. When a wrestler is in a situation that is affected by his Personality Quirk (for example, if Bret Hart was at ringside during a match of Owen's), he may react irrationally upon his Quirk (Owen may have abandonded the opponent in the ring to attack Bret, for example). This is subject to Promoter arbitration. A wrestler may not take more than one Personality quirk -- more psychological flaws don't serve to limit the wrestler's performance, they merely make him quirkier. The Promoter may refuse to allow certain submitted quirks, either because he does not expect they will be very limiting, or because they do not fit the tone or style of the league.

POOR
The wrestler is perpetually short on cash for some reason, be it mismanagement of funds, prior debts, etc.

PURE
The wrestler has a strong respect for the formal rules of wrestling -- or at least wants you to believe so. He will overreact to referee warnings, taking a greater penalty than normal. The Patriot (Del Wilkes) is a Pure wrestler.

RITUAL
The wrestler must perform some action before every match. Rulebreakers with this Flaw might not be able to make a ambush prior to a match; fan favorites with this Flaw can be ambushed without using one of their opponent's Cheapshots. The ritual is presumed to use up as much time as the ring entrance itself, during which the character is preoccupied and essentially defenseless. If the character voluntarily does not perform his Ritual, he is considered "off his game." Bret Hart had a Ritual of giving his sunglasses to a fan at ringside.

SIGNAL
The wrestler has a certain action that he always takes which signals his finishing maneuver is coming. As such, the opponent has more time to prepare for it. Undertaker's drawing his thumb across his neck and Shawn Michaels's leg shaking are both Signals.

Out of the Flaws Above, Adapt Four to your Given Style:
 
1.  
2. 
3. 
4. 

 
Part Four: Wrestler Moves
This Section is split into three subsequent parts. Part A contains basic moves such as an atomic drop etc.. Part B contains general moves, such as powerbombs, bodyslams etc and Part C contains Suplexes/Pinning combinations.
 
A) Choose 5 Basic Moves B) Choose 10 General Moves
1.  1.
2.  2.
3.  3.
4. 4.
5. 5.
6. 6.
7. 7.
8. 8.
9. 9.
10. 10.
 
C) Choose 3-5 Suplex/ Pinning Combinations
1.
2.
3.
4.
5.

 
Ending of the Match: Part Five
Wrestler Finisher

Description


 
Part Six: Wrestler Description
Plese give a detailed description of your wrestler. Include looks, muscular status, is your wrestler grey haired or blonde? Does your wrestler have any scars, facial features etc.. I guess you get the point I'm making here.. Be descriptive as possible..

Wrestler Entrance

As this is used on all cards, it is much easier for me to just copy this entrance into the product, rather then just change it around. Therefore I'd like a good idea of how your wrestler enters an arena.. Yet a full example is below..

[Your Wrestlers Entrance music plays from the PA.. Your Wrestler is then seen at the top of the aisle.]

JV: Ladies and gentleman, about to approach the ringside area, he  hails from [Your Wrestler's Home], he weighs in at [Yourwrestlers weight in Words.], and stands in at [Your Wrestler  Height in Words.].. Ladies and gentleman here is..

[I THEN INSERT ASCII MACRO OF YOUR WRESTLER]

[Your Wrestler then performs whatever he performs as he comes down to the ring.. Yet whatever he does, remember to make it realistic and not copied off of another TV program, such as RAW, Nitro or ECW.]

[Your Wrestler then enters the ring and awaits the bell..]

RING ATTIRE DESCRIPTION

Please be descriptive as possible, when telling me and the readers, exactly what your wrestler wears while he wrestles each match. If his attire is different each time, then please say this..

Please Type a Background of your Wrestler.. The Background is the basis of where your wrestler came from. How did he get started in the busssines of wrestling. Did he educate with any degrees or Scholaships? Was he a waiter in a dead end bar or was he a Proffessional Male in the Temptaions Bar.. Or was he just a dust cart driver? Well if he was, then tell me how he changed when he became a wrestler. Name the leagues this wrestler has been in, titles he has won.. All this and lots more.. As a detailed creative person is what I require in any of my athletes.. Just ask Shane Alexander for example.

Biography

Gimmick(Personality of Wrestler. What is he like? Is he a Chris Jericho or a Shawn Michaels.. Or is he even a mixyture of the two.. What is his trait. How will I know he is different to all the rest.. And please if an arrogant wrestler is your gimmick, then  just saying that will lead you to the back pasage.. For creativity is what counts.. What makes your wrestler jump out from the rest. Why should I employ him over somebody else.. Tell me..)

Part Seven:- Wrestler Allignment

(select ONE only)My wrestler is a:Face(Sting, Goldberg etc) Heel(Triple H, Chris Jericho etc)

Part Eight:- Tag Team Details (Only fill this out if you form part of a Tag Team)

Tag Team Name:

Tag Team Partner:

Tag Team Finisher: 

Part Nine:- Sample Role-Play

Here's the deal. So that I can get a good understanding of your character, please submit in the space below, a sample role-play. Yet, not just any sample. For this sample has to be based upon your entrance into the CROW. Sort of like an introductory role-play. And remember: "It's quality over quantity that matters.."

Note: If a sample role-play is missing from the application, then instant, no questions asked, rejection.. So it's in your best interests to apply with a sample of how you;ll be inside the realms of the Cyber Realm Of Wrestling.

Part Ten:- Contractal Agreement..

Here's the deal. Like any good fedhead, We'll listen to constructive criticism, but not moaning, whining, and complaining. The first time you do any of these .. you'll be referred to this statement. The second time, you're gone. If you lost, you lost for a reason . What needs to be remembered above all is that there is a person behind every character who is trying to have fun just like you are; that includes the fed-head.

Are you in agreement?: Yes No

Clause 431: At the discretion of the bookers, any rule can be passed. Your contract is subject to change and championship glory is only attained to those deemed worthy of it. There shall be no double booking and above all there shall be no doubt that you as an athlete in the Cyber Realm Of Wrestling are the full propety of the owner. It's up to him what happens to you in your youthful career.. Once you have signed the contract, there is no backing down from the challenges accepted. Anybody wishing to do so, without prior notice will be have their contract instantly revoked, with no questions being asked.

Clause 431b: All athletes at the time of signing have a one week prior notice. If in that week, you decide the CROW is not for you, and you tell me within that week, then I'll simply ignore the contract.

Clause 425: The Cyber Realm Of Wrestling(CROW)  is by law a registered company, trading under the banner of Wandering Drifter Productions. Therefore if you decide to be in the CROW, you sign with the understanding that during your stay, you may in no way scout any other athlete, nor shall you accept any scouting proposal, without going through me first. Anybody who does and uses the name of the CROW,  Joel R.J Tennuchi, or anything related with the Cyber Realm Of Wrestling, will by the English Judicial System be severely prosecuted. NO QUESTIONS ASKED!!

 


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