Trainer Stats

When creating your Trainer, you’ll notice on the Trainer character sheet that a Trainer has six stats. These stats are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. These are abbreviated throughout the Handbook into STR, CON, DEX, INT, WIS, and CHA.

Strength

Strength measures your physical power. Trainers who possess great physical prowess can actively involve themselves in battle while training alongside their Pokemon to inspire their Pokemon’s power as well.

Trainers who excel in Strength become…

  • Ace Trainers, inspiring their Pokemon’s power with their own.
  • Martial Artists, using their muscles to punish those who would harm their friends.
  • Mystics, combining their souls with Pokemon and overcoming their will with their own.

Constitution

Constitution measures the body’s concentration, stamina and life force. Those with great deals of stamina find themselves lasting much longer while exploring and are more likely to survive a hostile encounter with wild Pokemon.

Trainers who excel in Constitution become…

  • Ace Trainers, lasting long enough to command their Pokemon towards victory.
  • Coordinators, using their body’s make up to influence a judge’s opinion.
  • Psychics, sacrificing their life force to cause harm to those who would harm them.

Dexterity

Dexterity relates to a Trainer’s reflexes, balance, hand-eye coordination and speed. The most nimble Trainers can avoid trouble, or bypass it, by using their skills in inventive ways.

Trainers who excel in Dexterity become…

  • Capture Specialists, directing Poke Balls towards desired targets in perfect ways.
  • Martial Artists, using their body’s perfect training to combat foes acrobatically.
  • Rangers, directing their Stylers in order to best restrain wild foes.

Intelligence

Intelligence is a measure of mind and reason. Those Trainers without Intelligence may find it hard to learn new things or retain valuable information. However, with more smarts, one could memorize the Pokedex.

Trainers who excel in Intelligence become…

  • Capture Specialists, using their knowledge of technology to modify their inventions.
  • Psychics, using their mind to impact the world in a literal manner.
  • Researchers, memorizing thousands of bits of information to lead a team.

Wisdom

Wisdom is used to keep one’s mind aware to the world around them. It is one’s common sense, intuition, perception and ability to empathize with humans and Pokemon alike. Minor details and the intention of others are clear to one with great Wisdom.

Trainers who excel in Wisdom become…

  • Breeders, raising their Pokemon as children in order to empower their family.
  • Mystics, synchronizing their souls with nature itself to perceive in ways unmatched.
  • Researchers, using their intuitive sense to master all forms of information.

Charisma

Charisma is likened to one’s charm, persuasiveness, and general force of personality. With enough Charisma, one could influence others into letting them do whatever they please.

Trainers who excel in Charisma become…

  • Breeders, becoming a parent with a great deal of authority and trust among team mates.
  • Coordinators, using their charms to cheat their way through any conversation.
  • Rangers, who are respected law enforcers who serve their fellow man.

Using Trainer Stats:

After making your Trainer with the 64 points you can distribute across the Trainer’s stats, you’ll be able to calculate modifiers.

Modifiers are used for checks, that your GM may ask you to make to see if you are successful in a particular endeavor, and Features. Features will constantly ask you to use Modifiers to measure the effectiveness of the Feature.

To find a Stat’s Modifier, add 1 point for the Modifier for every 2 points the stat is above 10 or subtract 1 point for the Modifier for every point the stat is below 10. For example, if a stat is 10, it does not have a Modifier; if a stat is 9, its modifier is -1; if a stat is 12, its modifier is +1.

More examples:

Stat Modifier
5 -5
7 -3
9 -1
10 0
13 +1
16 +3
17 +3
20 +5

Strength

STR modifier is added to any improvised attack. Also, whenever performing an athletic act or one that requires great strength, your GM may ask you to make a STR check. Add or subtract your STR modifier from this check.

Constitution

A Trainer’s HP is calculated by multiplying their Constitution stat by 4. Each time a Trainer levels up, they also gain 4 HP. [(CON Stat X 4) + (Trainer Level X 4)]

Dexterity

DEX modifier is added to your Evasion bonus, unless it’s a negative number. Whenever you are targeted by a hostile attack with a Damage Dice Roll, the attacker must roll your Evasion bonus higher than their usual Accuracy Check to hit (the Evasion bonus from DEX caps at 6). Also, whenever performing an act that requires aim, balance, flexibility or speed, your GM may ask you to make a DEX check. Add or subtract your DEX modifier from this check.

Intelligence

Whenever performing an act that requires academic knowledge, experience, or general intellect your GM may ask you to make a INT check. Add or subtract your INT modifier from this check.

Wisdom

WIS modifier is your Perception Bonus and your Reflex Bonus. Whenever you are targeted by a hostile attack without a Damage Dice Roll, the attacker must roll your Reflex bonus higher than their usual Accuracy Check to hit (the Reflex bonus from WIS caps at 6). Whenever your GM asks you to make a perception check, you must roll and apply your WIS modifier to that check. The better you roll, the more aware you are of a particular situation surrounding you.

Charisma

Whenever performing an act that requires bluffing, diplomacy, or how you present yourself in general your GM may ask you to make a CHA check. Add or subtract your CHA modifier from this check.

Derived Stats

Movement

Trainers have an Overland Capability of 5, or 3 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.
Trainers have an Surface Capability of 4, or 2 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.
Trainers have an Underwater Capability of 4, or 2 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.

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