Angles

## Freestyle Angles

When booking an angle the user has the choice between selecting a pre-existing angle or going freestyle. Freestyle angles allow you to invent an angle on the fly; this dispenses with the need to find the exact angle you want but has the disadvantage that the segment will only have generic text for its output.

Freestyle angles are rated in exactly the same way as regular angles and so there are no advantages or disadvantages in terms of the ratings you can get from it.

## Angle Filters

When booking or pre-booking angles, a filter system is across the center of the screen to aid your booking.

With gender and disposition, left clicking cycles forwards through the list, right clicking cycles backward. With the perception filters, you can either click All Perception to include everyone, left click a specific perception level to toggle it on or off, or right click a specific perception to set only that one.

Every time you alter the filters, it will impact the workers available in any dropdown box that has the Filter box ticked. When you untick a filter the current selection will stay as it is and will no longer be affected by your filter choices.

The way you would use this therefore, is to use the filter to find the workers you want in each role, untick the Filter box for those people so that they're no longer being impacted, and then continue using the filters to select the rest of the participants.

## Angle Lengths

Angles have a minimum and maximum duration that must be obeyed, except in the case of freestyle angles which do not have any limit.

Angles that are under four minutes in length are considered 'inconsequential.' This means that although their rating can affect the show's overall grade, their effects on the workers involved (such as skill boosts, momentum changes, etc) are either extremely limited or completely negated.

All angles of three minutes or below are capped at a rating of 75, all angles of five minutes or below are capped at 88; this is because there isn't enough time to have a legendarily good segment.

## Angle Tags

Each angle has an attached 'tags' text of up to 100 characters. The text entered here allows users to quickly search for the angle they want. The database maker is free to use this for whatever text he wants in whatever format he chooses.

When booking an angle, the user can type in any text he likes to search with; each angle then has its name, description, and tags checked for matching text. For example, you may add tag text that reads 'wedding, romance, heel turn.' If the user searches for 'wedding' (or even 'wed') then that would be one of the angles that gets found.

It is worth noting that as the name, description, and tags get searched, there is no need to repeat data. For example, if the angle is called 'Backstage Brawl' then there's no point in having 'backstage' mentioned in the tags too.

## Angle Impact

An angle can have either minor major impact. If an angle is set to be minor then it means that it is not very important; this is for things like cut-scenes and video recaps. These sort of angles are not recorded in the show's history and have no impact at all on the show's rating. Major angles are recorded and can affect the show's rating.

## Angle Risk

An angle's risk level refers to how likely the content of the angle is to offend. This is used within the game in relation to workers refusing to take part in angles they disagree with.

## Angle Participants

Every angle can have between one and eight participants, each of whom is identified by a role name - this has no bearing on the game, it is purely to help the user identify which worker is playing which role.

Each participant is set to be rated on something. This tells the game how their rating should be calculated. The average of all the participant's ratings then form the initial overall rating for the angle (which can then be modified by other factors such as announcing, etc).

Each participant can be either on-screen or off-screen. If they're off-screen, they do not count as actually being on the show and so would not get paid - this is for times when a worker appears in a prerecorded segment or is mentioned by someone else.

Each participant is given a 'storyline change' rating. This refers to how the participant does in kayfabe terms - that is, how the fans see his character being treated. For example, if he is verbally cut down by an opponent in an interview he might take a Minor Defeat whereas if he lays a beatdown on someone that may be considered a Major Success. These settings tell the game what the general idea behind the angle is and primarily affect storylines.

## Rated On Overness

This means that the worker is literally being assessed only on his or her popularity - this effectively means that they're not doing anything at all. This is designed to be used primarily with off-screen roles (such as if a worker is being show on video) or angles that are being used to simulate special entrances.

The worker's popularity is the major factor in calculating their contribution to the angle's rating. This is then adjusted up or down based on the worker's current momentum.

This type of rating is designed for short appearances. If the angle goes for more than four minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Entertainment

This means that the worker is talking but it's not just a straight interview (that would be Rated On Microphone) as it also includes some elements of reaction or interaction (whether to / with the crowd or another worker).

The worker's contribution to the angle is made up of 40% entertainment rating and 60% their popularity. The entertainment rating section is created as a mix of their Microphone Skills and Charisma (the ration can be up to 70:30 in either direction; whatever makes the highest rating is chosen), which are then further adjusted by comparing it to their Acting, Sex Appeal, and Star Quality.

The length of time a worker can entertain for before getting penalized depends on his Microphone Skills; the higher it is, the longer he can talk. At the very lowest level a worker may struggle to fill two minutes whereas skilled talkers can talk for up to 20 minutes before starting to get penalized. (These are the same limits as used in Rated On Microphone.)

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Fighting

This means that the worker is involved in an out-of-match brawl

The worker's contribution to the angle is 40% their fighting rating and 60% their popularity. The fighting rating is defined as being the highest rating they have for Brawling, Puroresu, or Hardcore.

The length of time a group of workers can fight before getting penalized depends on the highest Perception out of those who are being rated on Fighting; the more highly regarded the biggest star is by the fans, the longer the brawl can go before people get bored. If all the workers are Unimportant then they will struggle to hold the crowd for more than a few minutes, whereas if a Major Star is involved the brawl can go upward of 15 minutes.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Microphone

This means that the worker is doing a straight interview.

The worker's contribution to the angle is 40% the talking rating and 60% their popularity. The talking rating is defined as 80% of the Microphone skills and 20% of their Charisma, which is then adjusted by comparing it to their Star Quality.

The length of time a worker talk for before getting penalized depends on his Microphone Skills; the higher it is, the longer he can talk. At the very lowest level a worker may struggle to fill two minutes whereas skilled talker can talk for up to 20 minutes before starting to get penalized. (These are the same limits as used in Rated On Entertainment.)

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Charisma

This means that the worker is not on the microphone but is interacting with the crowd.

The worker's contribution to the angle is 40% their Charisma and 60% their popularity, with the Charisma rating adjusted by comparing it to their Sex Appeal, Acting and Star Quality.

This type of rating is designed for short appearances. If the angle goes for more than four minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Acting

This means that the worker is doing some straight acting.

The worker's contribution to the angle is 25% their Acting skill and 75% their popularity. Their Acting skill is adjust by comparing it to their Star Quality; a higher Star Quality can lift the rating slightly.

The length of time a worker can act for before getting penalized depends on his Acting skill; the higher it is, the longer he can keep people engaged. At the very lowest level a worker may struggle to fill two minutes whereas skilled actors can go for up to 20 minutes before starting to get penalized.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Selling

This means that the worker is getting beaten up (or has already been beaten up) and is selling his or her injuries.

The worker's contribution to the angle is 25% their Selling skill and 75% their popularity.

This type of rating is designed for relatively short appearances. If the angle goes for more than eight minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Star Quality

This means that the worker is doing something that is entirely about their aura as a star.

The worker's contribution to the angle is 30% their Star Quality and 70% their popularity. Their Star Quality is adjusted by comparing it to their Charisma; a higher Charisma can lift the rating slightly.

This type of rating is designed for short appearances. If the angle goes for more than four minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Sex Appeal

This means that the worker is doing something that is entirely about their looks.

The worker's contribution to the angle is 30% their Sex Appeal and 70% their popularity. Their Sex Appeal is adjusted by comparing it to their Star Quality; a higher Star Quality can lift the rating slightly.

This type of rating is designed for short appearances. If the angle goes for more than four minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Rated On Menace

This means that the worker is using his or her intimidation factor only.

The worker's contribution to the angle is 30% their Menace and 70% their popularity. Their Menace is adjusted by comparing it to their Star Quality; a higher Star Quality can lift the rating slightly.

This type of rating is designed for short appearances. If the angle goes for more than four minutes then the rating will start to decrease, with the longer it goes on the greater the rate of decay.

As with all the Rated On categories, there is a level of randomness applied to a worker's contribution rating to simulate intangibles.

## Scripted Angles

Each participant can either have his role scripted or be allowed to improvise around a basic theme. It is usually a bad idea to have an angle which has a mix of scripted and improvised content as the scripted workers can be thrown off by the improvisations.

The advantage of improvising is that it allows the worker to show more personality and react better to the crowd and anyone else in the segment thus giving a potentially better performance. The disadvantage is that if the worker has a bad night the potential for things to go very badly is much greater than with a script.

A worker's success at improvising is primarily base on his skill; the higher his skill level, the lower the chance of an 'off night' and the greater the chance of the improvisation paying off. Even a worker with excellent skills can still have occasional bad performances though. A worker's personality also comes into play, with more timid or introverted people likely to struggle.

It should be noted that scripting only applies to workers who are being rated on Entertainment, Microphone, or Acting as otherwise they don't have dialogue. For other ratings the script setting is ignored.

## Default Angles

For convenience, when a user goes to select an angle during booking he will only see the default angles to begin with as these are the most commonly used ones. The user can then further expand the selection if necessary. The user is able to customize his default angle selection during gameplay and this selection is unique to him or her (i.e. player 1's selection does not impact player 2's).

## Leads to Pre-Booking

If an angle is set to lead to a pre-booking, it means that it is intended for the angle to result in a new match being booked. As such, the user will be given a reminder or warning if he does not create a new advance booking after the angle is run.

## Uninteresting Angles

Sometimes you may see an angle penalized with the explanation that 'The lack of anything interesting happening in this segment was a problem.' This happens if the angle was entirely passive and lasted five or more minutes.

Passive in this context means that none of the participants were rated on something that actually involved action or interaction - that is, Entertainment, Microphone, Acting, Selling, or Fighting.

A passive angle is not actually doing anything interesting and is therefore dull, hence the penalty.