From MLB Power Pros Wiki
Tables
Dr Goodjob
Fielders
FateCard
| Operation
| Stats
| Exp Points
|
TRJ
| CON
| PWR
| SPD
| ARM
| FLD
| ERES
| Str
| Tec
| Qck
| Men
|
Yes
| Success
|
|
| +20
| +1
|
|
|
| ?
| ?
| ?
| ?
|
Failure
|
|
| -??
| -?
|
|
|
| ?
| ?
| ?
| ?
|
Challenge
| Success
| +1
| +1
| +30
| +1
| +1
| +1
| +1
| ?
| ?
| ?
| ?
|
Failure
| -?
| -?
| -??
| -?
| -?
| -?
| -?
| ?
| ?
| ?
| ?
|
Pitchers
FateCard
| Operation
| Stats
| Exp Points
|
TSPD
| STAM
| CTRL
| Str
| Tec
| Brk
| Men
|
Yes
| Success
| ?
| ?
| ?
| ?
| ?
| ?
| ?
|
Failure
| ?
| ?
| ?
| ?
| ?
| ?
| ?
|
Challenge
| Success
| +3mph
| +20
| +15
| +40
| +20
| +100
| +60
|
Failure
| -3mph
| -20
| -15
| -?
| -30
| -60
| -50
|
Original Pitch
Modification Choice
| Late Life
| Sharpness of Break
| Vertical Movement
| Horizontal Movement
| Velocity
|
0~4
| 0~7
| 0~30
| 0~30
| −30~0
|
Less slowdown!
| +1
| 0
| -1
| -1
| +2
|
A sharper pitch!
| 0
| +1
| 0
| -1
| 0
|
A stronger changeup!
| -1
| 0
| 0
| +3
| -1
|
A better slow ball!
| -1
| -1
| +1
| +1
| -7
|
A better breaking ball!
| -2
| 0
| 1
| -1
| +4
|
Modification Choice
| Pitch Parameters
|
Init Speed
| Spd Retain
| V.Movement
| H.Movement
| Srp Brk
|
Less slowdown!
| +2
| +1
| -1
| -1
| 0
|
A sharper pitch!
| 0
| 0
| 0
| -1
| +1
|
A stronger changeup!
| +4
| -2
| +1
| -1
| 0
|
A better slow ball!
| -7
| -1
| +1
| +1
| -1
|
A better breaking ball!
| -1
| -1
| 0
| +3
| 0
|
Starting Stats
Skill
| Health
| Stats
|
↑
| Good Sense
|
| G
| ↓
|
Worldly
|
| F
|
|
|
Clumsiness
| Laziness / Timidity
|
Loner
| Tooth Decay / Insomnia
| E
|
Poor Sense
|
| D
|
Logging Template
EXP
|
Str
| 0+1
|
Qck
| 0
|
Tec
| 0+12
|
Brk
| 0+13
|
Men
| 0+7
|
Training
|
Str
| Qck
| Tec
| Brk
| Men
|
0+1
| 0
| 0+12
| 0+13
| 0+7
|
Gamble
|
Required
| Str
| Qck
| Tec
| Brk
| Men
|
36
|
| 10
|
|
|
Acquiring Abilities Efficiently
0-Turn Acquisition
Best way to acquire abilities
- Acquisition though Random Events, including using books acquired through RE.
- Unlocking from Baseball gear
1-Turn Acquisition
Fair trade
- Dating or working one turn for an ability
- Training one turn, gamble on the next for an ability
- Secrets of Hitting/Pitching book via completing Professor's Homework or going on a Holiday date
2+Turn Acquisition
Generally should be avoided
- Practicing more than one turn to gamble on an ability
- Girlfriend arcs
Half-Turn Acquisition
Won't happen often but very efficient
- Get two (or more) abilities on one date. Ex. Annie / Amusement Park / Challenge on Year 3 Valentine's to get Rally Hitter (Gyroball) + SoH (SoP) book.
- Any combination of a 1-Turn Acquisition and RE.