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Manager characters are created using the same method that normal characters are created with. For a manager to be considered to be managing a given wrestler, the wrestler must have the Manager Merit. Of course, there has to also be a definite agreement between the wrestler and the manager that that manager is managing him (talk about your screwy sentences :)).
Managers generally have three purposes : (a) to interfere in matches, (b) to prevent interference in matches, and (c) to act as a spokesperson for the wrestler.
Manager interference is done by simply adding on as a note to
your wrestler's strategy "My manager will interfere by
Your manager acting as a spokesperson occurs in two different times. When you write your flashes, your manager may do the talking for the wrestler (ala Jim Cornette and Yokozuna). Not all managers do this, though (Elizabeth never really spoke for Randy Savage, for example), so whether or not your manager does the talking for the wrestler is up to you. The second time your manager acts as a spokesperson is when something screwy happens (or something that should be screwy doesn't happen) and someone needs to talk to the referee. This will be done automatically by the GM.
Note that all of the above is "bare bones" of manager actions. The more creative and specific you are, generally the better your manager will be.
Managers get paid for what they do. The more successful their wrestler, the more money they make. Also, the better at doing their job they are, the more money they make. Mechanics-wise, this is reflected by taking a percentage out of the winnings of the wrestlers managed by a particular manager. This percentage is equal to the SAV of the manager divided by 3 (rounded up). So, Jim Cornette (SAV 80) gets a 27% cut of any money made by the British Bulldog, Yokozuna, or Owen Hart. As always, this amount is rounded up to the nearest $250.
Managers can spend their money in one of two different ways. Manager money may be used to increase the stats of the manager. It may also be used to pay the fines of any wrestlers. For example, Jim Cornette has $25,000 (mostly skimmed from YokoOwen's successful tag team run). The British Bulldog is fined $10,000 for attacking Bret Hart. The British Bulldog may pay all of the money, Jim Cornette may pay all of the money, or any combination thereof.
Managers gain fan support for their actions, and for their wrestler's success. For their own actions (interference, flashes, etc.) they gain fan support as normal. They also gain a proportion of their wrestler's fan support changes wins and losses (i.e. Jim Cornette will receive a Fan Support bonus or penalty equal to 1/3 of the gains and losses Vader gets for winning and losing, 1/3 of what Owen Hart gets, and 1/3 of what the British Bulldog gets).
Note, however, that the manager does not get FS for the character's actions, unless he participates. For example, Jim Cornette does not get anything for Vader beating up Shawn Michaels, unless he puts himself in the line of fire and gets some hits in also.
Managers that also wrestle get Money and Fan Support as a wrestler and as a manager. So Stevie Richards got Money and Fan Support both as manager of the Pit Bulls and for his own matches during the time Richards managed the PitBulls. However, note that, since the wrestler's skills will have to be divided among both managerial skills and combat skills, he or she probably won't be as efficient as someone who specialized in one or the other.
There are five ways to gain money : Wrestling matches, taking new flaws, dropping old Merits, dropping Manuevers from your arsenal, and lowering your stats. All Merit / Flaw changes must be approved by the main GM.
Match | Win | Loss | Draw |
---|---|---|---|
Preliminary Match | $1,250 | $0 | $0 |
Regular Matches | $5,000 | $2,500 | $3,750 |
Secondary Title Matches | $6,500 | $3,250 | $4,750 |
World Title Matches | $7,500 | $3,750 | $5,750 |
Supercard Bonus | $2,000 | $1,000 | $1,500 |
Specialty Match Bonus | $1000 - $2000 | $500 - $1000 | $750 - $1500 |
Getting a new flaw or dropping a Merit requires GM permission. Usually, there must be an in-character reason for this flaw. If the GM approves, the character receives $15,000 for each CP the Flaw or Merit is worth.
Example: Mr. Bob Backlund's player decides to turn Bob from a really nice goody-goody to a crazy-old-man kinda heel. Part of this change is that he'll always try to win with the Cross-Face Chickenwing now. With GM permission, he can take Compulsion (Win by Cross-Face Chickenwing), and get an immediate $15,000.
Your character may decide to simply stop performing a certain manuever. Every manuever without a bonus that is dropped gains $2,500. Every +5% dropped gains $2,500.
In some cases, characters may move backwards instead of forwards. This may be due to many reasons, the most common of which are injuries. A character may lower his stats and gain money equal to one-half of the cost of raising his stat to its current rating.
Example: The player of the 1-2-3 Kid (70 DEX) really wants money so he can buy the Million Dollar Man as his Manager. He decides that the Kid has slowed down quite a bit due to his injuries, so his DEX isn't quite what it used to be. It would normally cost the Kid $75,000 to raise a 65 DEX to a 70 DEX (the Kid has Fast Learner). With GM permission, the Kid's DEX can be lowered to 65, and he gets a quick $37,500.
There are six ways to spend money -- (a) Advancing your stats, (b) Buying new moves (c) Improving existing moves (d) Getting rid of flaws, (e) Buying new Merits, and (f) Paying Fines.
From | To | Slow Learner |
Normal | Fast Learner |
---|---|---|---|---|
25 | 30 | $40,000 | $30,000 | $20,000 |
30 | 35 | $40,000 | $30,000 | $20,000 |
35 | 40 | $40,000 | $30,000 | $20,000 |
40 | 45 | $40,000 | $30,000 | $20,000 |
45 | 50 | $40,000 | $30,000 | $20,000 |
50 | 55 | $40,000 | $30,000 | $20,000 |
55 | 60 | $80,000 | $60,000 | $40,000 |
60 | 65 | $80,000 | $60,000 | $40,000 |
65 | 70 | $110,000 | $90,000 | $75,000 |
70 | 75 | $120,000 | $90,000 | $90,000 |
75 | 80 | $130,000 | $120,000 | $120,000 |
Buying a new manuever costs a mere $7,500. This manuever is added to your Arsenals and treated just like any other manuever. Fast Learners pay $6,000. Slow Learners pay $9,000.
It costs $7,500 to add a +5% chance to execute any given manuever. Note that the maximum percentage chance of any manuever is 90% at Level One. So, for example, say the British Bulldog wants to advance his Press Slam (currently with no bonuses). Since the Bulldog has an 75 STR, he can add at most +15% to his Press Slam. Fast Learners pay $6,000. Slow Learners pay $9,000.
With GM permission, you can remove flaws from or add new Merits to your character sheet by "buying" them off. This usually requires a good in-character reason. If the GM approves, you must spend $15,000 for each CP the Flaw or Merit is worth.
Example: Razor Ramon's player decides that, upon losing the second ladder match to Shawn Michaels, Razor has lost his weird fascination with gold. Yes, he still wears his chains, but his verbal threats to ringside personnel will be no more. He can spend $30,000, and lose the Ritual (Badmouthing Ring Attendant).
Fines may be levied by the Administration onto a wrestler for any number of reasons, including unnecessary and blatant violence against another wrestler, interference in matches, and attacking league officials. The exact amount of a fine is determined by the GM, but, as a rough guide:
If a wrestler is fined, he/she must pay the fine by
the end of the rankings period. If they cannot, they
must reduce stats to get the money to pay the fine. Be
certain you want to be the crap out of
When calculating Ranking, each wrestler starts off with 1/4 the Contender Points he gained from the previous period. From there, add the following:
Note: " ~ " indicates the amount is positive for faces, negative for heels.
Contents & Credits | Wrestler Overview |
Character Generation | Combat |
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