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.
Name:
Age:
E-Mail:
AIM Name:
ICQ PIN:
Experience:
IRC(Select One Only): YesNo
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Wrestler Information :Part One
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Name:
Age:
Experience:
Weight:
Height:
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Wrestler Information: Part Two
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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)
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Part
Three: Wrestler Traits
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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.
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:
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Part Four: Wrestler
Moves
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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.
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Ending of the Match: Part Five
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Wrestler Finisher
Description
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Part
Six: Wrestler Description
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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!!