Success Mode Story Lines 2007

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This is an incomplete list of the story lines in Success Mode. Story lines are started either by fate cards or random events, from which the player can then progress, halt, or change the story with his own decisions.

Contents

Romantic story lines (Dating)

Becky

Annabelle Hunter

Sarah

Tulip Captain

Dad

Employment

  • Fast Food / Pizza place (First Job upon first using job command)
    • Server ($5 and hour to start, $6 if you used a challenga card; player is assumed to work 20 hours - thus totals are $100 OR $120, respectively)
    • Deliveries - results in $1 per hour - $20 a week raise; challenge card here will raise it an additional dollar to $2 or $40 a week raise
      • If Boss gives his "another day, another dollar" speech (random), a challenge card will sometimes give another $1/$20 raise a week. A Marvin card gives the same raise, but does not stay for the next week. Thus, if utilized well, a bunch of challenge cards at work, you weekly salary can reach nearly $300 - especially with the raise from level 1 Moneyman.
  • Lawnmowing/Maintenance (use Challenge card when your dad asks you to help him work) - default job if pizza job is quit. Occasionally, an ability may be gained, points gained, or an item (Pot of Gold Necklace) may be found.
  • Tutor (must have high Bookworm rating; ends at some point) - after a job is quit and your player gets the highest score on the exams. $100 salary to start - $150 if challenge card is used. Later in job when asked how the kid (Eddie) is doing, a challenge card will net $100 extra. After quiting the job, a few months later, another $300 is received. Little Vitality is used.
  • Mob runner (ends at some point, typically after 5 uses) Little Vitality is used.
  • Grocery Store (Chance that Dad will show up and practice with you using produce. Multiple skill gains with no loss of pay)

Willy

In the first week of March in the first year, you will meet Bison, the traveling shopkeeper. He will offer you a cheap wooden bat for $50, which becomes a fate card decision. If you choose a positive Fate Card (Yes or Challenge), then you will get the bat; it will break, but release the spirit of Willy Legend, a former major league star who died before his time.

Willy is your companion for several random events, possessing your body sometimes for baseball, and sometimes to pick fights or hit on unsuspecting women. The outcomes vary; sometimes he helps you impress scouts and teammates, and other times he gets you in trouble.

Willy stays with you throughout the game; any College Kings game that you take part in, Willy will offer to take over your body and compete for you. You can choose to accept or decline via Fate Card (Yes or No), or you can redirect Willy to possess someone else - Marvin (using a Marvin card - will possess Marvin or another teammate), or even Patrick (challenge card used will have him possess someone from opposing team) from the rival team. Results from several games played show that Willy hitting for you is not advisable, as he does not make the most of your character. Pitching, however, is a different story; Willy brings his own stamina (very high) and an arsenal of good pitches, which easily surpass most character's. The big drawback is that if Willy is used in the first year, the captain position will not be offered in the second year. Willy will offer to take pitching duties for every game up until the All-Stars game, which he will not offer to partake in.

Dr. Goodjob

Ghost Boy

It takes many times to get something out of the boy. Agree to play catch with him the first two times. Choose to NOT play catch with him the third, and he play catch with you (if you choose otherwise, he won't play). The fourth time you'll meet a girl who tells you the boy went to AAA Hospital. When you get there the doctor's tell you he died months ago. Later, you'll see the boy and call him a ghost. He'll tell you he was in CCC Hospital.

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