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This section details how to create a trainer character. You can find a character sheet online here. Feel free to make a copy of it that you can personally edit.

Trainer Character Sheet

Who Are You? Edit

You are playing the role of a trainer in the pokeworld. Talk with the GM about what the campaign will be about. This game is designed to have you travelling the world, exploring new areas, capturing Pokémon, and battling trainers to become the best. Along the way you’ll probably foil some bad guys, encounter legendary Pokémon, and maybe save the world a bit while you’re at it.

But you need to figure out who you are. This starts by picking a name, an age, a gender, a physical description, and all that other stuff. But who you are on the inside is far more interesting. What drives you? What kind of Pokémon do you like? Are there Pokémon you don’t like? Who do you want to become? What kinds of things do you want to accomplish in life?

Maybe you’re training to take over your father’s gym one day as the next in the long line of gym leaders. Maybe you’re sick of running the family fighting-type gym and never want to see another fighting Pokémon again. Maybe you want to travel the world and learn everything you can to become a better scientist or doctor or artist or whatever other career you have in mind. Maybe you want to catch more Pokémon than anyone ever has so that humanity can learn as much as possible about these strange creatures. Maybe you want to make a name for yourself. Maybe you want to become a crime-fighting superhero with a team of legendary Pokémon. All of these are possible and more.

Think about who you are, because that will influence everything that happens next, from the kind of trainer you create to the kind of Pokémon you catch to every action you take in the game.

Goal Edit

One thing that will define your journey is your goal. That is, in one sentence, what your character aspires to be or do. Your goal doesn’t have to be possible, but it should be something you see yourself working toward every session. Here are some examples of good goals.

  • I will become the most powerful trainer in the world.
  • I want to discover and name a Pokémon that was previously unknown to humanity.
  • I gotta catch ‘em all.
  • My Gastly and I are going to beat the Elite Four no matter what.
  • I’m going to open the first dark-type gym.
  • I’m going to get my PHD in Pokémon Studies by capturing and battling electric Pokémon.
  • I want to learn to heal anything so that I never have to see someone suffer again.
  • I want to become an ace photographer for Pokémon Geographic magazine.

A goal should be ambitious. It doesn’t have to be possible, like catching all the Pokémon in the course of gameplay. Nobody in your game is likely to have the patience for that. But don’t pick a boring, easy goal. Sure, you could have a goal like “I want to catch a Rattata, or at least give it a decent effort.” Yawn. How about “I will breed an army of rodent Pokémon and begin my reign of squeakiness!” Is it sane? No. Are you likely to succeed? Probably not. Will it be fun to try? Absolutely!

A goal should also be fun. Fun for you as a player at least, even if your character doesn’t always enjoy pursuing it. Beyond that, every time you go out of your way to pursue your goal you earn a kudo. Any time you or one of your Pokemon are rolling dice you can spend a kudo to reroll all dice and take the higher result, and later you'll be able to do even more with them. You can have up to 5 kudos at a time.

With all we’ve said about the importance of goals, if you find out your goal isn’t working you can change it. Maybe in your adventures you find something more interesting to go after. Maybe you succeeded at your goal and want a new challenge. Maybe you just changed your mind or got bored with the old goal. If that’s so, talk with the GM, and work out a new goal that’s interesting and that you’ll be able to pursue in the game while still working alongside your friends, because there’s few worse goals than those you have to chase after all by yourself.

What Is Your Title? Edit

Your trainer ID will broadcast some basic information to your opponents, as well as to anyone watching the match either live or in its broadcast form. Chief among these are your title and name. Each trainer may choose whatever title they wish, and it's common to see titles like gambler, ace trainer, scientist, punk, or fossil hound.

Consider what your trainer does and how he or she does it. If your trainer specializes in water Pokemon you might go with swimmer, surfer, fisherman, or sailor if any of those fit other characteristics of your trainer. If you're short on inspiration, you could look through the list of classes and pick a title that suits your character.

You can change your title at any time, to suit development in your character. Titles have no direct impact on mechanics, but they give everyone a good idea of what you're about.

What Are Your Talents? Edit

In this game, attributes define your basic talent, and there are 4 of them. speed measures your raw speed and how quickly you move, as well as how deftly and gracefully you can move. Strength measures your muscles and health. Sense measures your intuition, your people skills, and your awareness. Mind measures your logic and willpower as well as your access to the mystical aura that can be used in ranged attacks.

All humans with these base attribute scores:

Speed: 20 - Strength: 30 - Sense: 30 - Mind: 40

These are known as IV’s or initial values and they rarely change. You’ll also have EV’s or effort values, and those can improve through experience. All of your EV’s will start at 10, but you can eventually raise them all the way to 60. Your IV plus your EV is your total stat. So if you’ve trained your strength EV to 30, you have a total of 60 in strength.

You will increase your EV's as you progress in the game, but you can get a head start by choosing some foibles. A foible is a flaw, not necessarily a crippling flaw, but something that holds you back. What a character is bad at can be as interesting as what they're good at, and you can have a lot of fun with them. Here are some examples of different types of foibles:

Incompetence: Terrible driver, unfamiliar with 2nd generation Pokemon,

Mental Issues: Terrified of bug Pokemon, blurts out stupid things, scared of heights, stubborn,

Physical Issues: Can't run quickly, clumsy, only one arm, too short, too tall,

Code: I always help someone in need. I will show hospitality to everyone. I never pass up a chance to take advantage of suckers. (These are drawbacks in that they limit what your character will do in a situation.)

We recommend 3-6 foibles. For each foible you take, you can increase one of your EV's by 10, up to 30. Later on in the game if you choose to take a foible you get to train a stat. If a foible no longer suits your character, or you move past it, or you find yourself not roleplaying it, then you can choose not to train a stat when you get the opportunity and pay that as the cost to remove the foible. Talk with the GM about bigger foibles that might be worth several normal foibles.

Humans take damage and resist elements as if they were normal types. Of course, they're not Pokémon. That's ridiculous. But they have many similarities.

Your maximum hit points are always equal to twice your strength plus your mind, and each box in the upper left hand corner represents 10 HP.  

What Are Your Skills? Edit

Skills are a representation of what you’re good at. You’ll get to pick 6 skills, and you don’t have to pick them all when you start the game. If you have a blank skill slot, you can fill it in at any time.

There are a variety of skills to pick from with their associated attributes in parentheses:

Ancient (Mind) Edit

This is your ability to excavate ruins, know about history, dig up old fossils, read old nearly-forgotten languages, and generally understand things that have passed into history and legend.

Artistry (Sense) Edit

This is your ability to dance, cook, paint, draw, sculpt, perform in shows, use fashion, sing, play an instrument, and all that jazz, literally and metaphorically. Artistry is used to give Pokémon haircuts and tasty food.

Athletics (Speed) Edit

This is how good you are at running, jumping, biking, skating, gymnastics, hiking, and more. If you need to get from here to there over land, you'll want athletics for that. Athletics also covers riding Pokémon.

Awareness (Sense) Edit

This is your skill for noticing important details. It's used for finding things, detecting an ambush, tracking, spotting clues, and finding hidden items. And after the third time in a row you went to pick an item up only to find out it's another voltorb, you'll wish you put more points into this.

Climb (Strength) Edit

This is your skill for climbing trees, cliffs, buildings, ropes, and the like. It also covers spelunking.

Crafts (Strength or Speed) Edit

This is your skill for carpentry, costume-making, and all other skills related to making something by hand. Artistry covers making things look beautiful while crafts covers making them functional, and if you have both skills then you can make items that are both. Science covers making high-tech devices. Strength would be used for building a log cabin or forging a sword, tasks that require muscle and endurance, while speed is required for tasks that require working quickly or in more detail, like knitting or whittling.

Empathy (Sense) Edit

This is your ability to understand people. While awareness will tell you if a person's wearing real or fake leather, empathy will tell you what a person's fashion choices say about who they are. You can use empathy to show kindness, to help people with their burdens, to see through lies, and to resist other social skills.

Health (Strength) Edit

This is how healthy you are. It’s used to resist infection, to hold up under injury, to filter out toxins, and to see how much you can drink. That sort of thing.

Influence (Sense) Edit

This is your ability to convince people to go along with you, whether that means you charm, lie, intimidate, lead, bargain, order, or reason them into agreement. While empathy is about understanding who people are, influence is about getting them to do what you want or believe what you tell them.

Martial Arts (Speed)Edit

This is your ability to punch, kick, block, and grapple as well as wield melee weapons. If you have this skill you can deal your strength in fighting-type damage, +30 on a crit, but your target gets a speed save to dodge.

Medicine (Mind) Edit

This is your skill for healing people and Pokémon of statuses and injuries as well as diagnosing and treating patients with any ailment or malady. It covers your knowledge of all medical information.

Muscle (Strength) Edit

Muscle is used to move things around with your powerful sinews. Arms, legs, tongue, this is the skill for someone who works out a lot.

Mysteries (Mind) Edit

This is your weird stuff skill. Magic, psychic phenomena, ancient mysteries, and more. This skill only covers knowledge of all of those, but as you unlock certain classes you may gain actual mystical abilities.

Nature (Mind) Edit

This is how much you know about Pokémon and the natural world. It's how well you can survive in the wilderness. It's how much you know about biology and ecology.

Reflexes (Speed) Edit

This is how quickly you react to things. It’s used in situations where good instincts and quick reactions are key. It's also used for driving and piloting vehicles.

Science (Mind) Edit

This is your skill for building gadgets, programming computers, repairing machinery, hacking into things, mixing chemicals, engineering, charting the courses of planets, advanced mathematics, and all that other nerd stuff.

Stealth (Sense) Edit

This is your skill for moving about unseen, and for hiding. But it also covers all sorts of thievery including lockpicking, safecracking, and pickpocketing.

Swimming (Strength) Edit

This is your ability to move through water by wading, swimming, or scuba diving.

Sections Not Used Edit

As you go through your adventures you will have the chance to gather classes and badges. However, you start with neither. Those sections need not be filled in when you bring your character sheet to the game. Instead, you'll earn badges as you defeat gyms, and you'll advance and earn the right to add different classes later in the game, after you've had a chance to see what playstyle suits you.

In the course of your travels you'll likely pick up a number of Pokemon. Those that are sent directly to the PC you can record on the back of your character sheet, just listing the name of the Pokemon and its challenge rating. This section gives more about what to do with that information should you decide to see what your Pokemon is like.

Advancement Edit

At the end of every session, if you attempted to make progress toward your goal, your trainer gets to train a stat. This involves picking which stat you’re going to try to increase and rolling a d60. If you roll higher than your stat's EV, increase it by 10. You may also swap one of your skill slots out for another if you wish.

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