Trainer Creation

A Pokémon Trainer is a person who catches, trains, cares for, and battles Pokémon. Many Trainers leave home at about the age of 10. Many will travel around one or more regions, doing such things as gathering information for a Pokédex, perfecting their technique, collecting badges, and working to become a Pokémon master.

First, you should decide what type of person you want to be. Are you a Gung-ho wide-eyed youth that just got her first Pokémon, or are you a Pokémon photographer? Come up with an idea and talk it over with your GM and start building your trainer.

When you create a trainer, you start with 250 “Trainer Points”. These points are used to buy Stats and Advantages.  This gives you the ability to make whatever you would like (within reason).

You also receive a Starting wealth of 2,000 Pokédollars to spend how you like.

Stats

Four numbers called Stats are used to define your basic abilities. These are:

Strength (STR)
A measure of your trainer’s muscle. This includes your physicality and overall health.

Agility (AGI)
A measure of your trainer’s agility and coordination.

Intelligence (INT)
A measure of your trainer’s mental abilities, brainpower, and alertness.

Spirit (SPR)
A measure of your trainer’s social abilities, empathy, and willpower.

Stat Values

Stats range from 1 to 100, with a 50 set as an average trainer. Ratings under 20 indicates decreased capability and ratings over a 70 indicates superiority.

Stat Value Description
20 Inept
30 Significantly below average
40 Below average
50 Average
60 Above average
70 Significantly above average
80 Highly capable
90+ Extremely capable

Stat Cost

For every trainer point you spend your trainer gets one stat point. Thus a Strength stat of 50 would cost 50 trainer points.

Derived Stats

There are 3 secondary stats that are determined by your main stats.

Health Points (HP)
Health Points or HP is a value used to determine how much damage the trainer  can withstand before passing out or dying (yes people can die in the Pokémon universe). To find out how much HP the trainer has just add your STR and SPR stats together and then double that ((STR+SPR)*2=HP).

Example: Kira’s STR is 50 and her SPR is 60, so her HP would be 220. (50+60)*2.
Once the trainer’s HP hits zero she faints. If the trainer’s HP drops below -50% she is banged up and for the next few days be bruised and not feeling so hot, but rest and time will take care of her. If the trainer’s HP drops below -100% she is in trouble and needs to go to the hospital or suffer some permanent damage to her body. If the trainer’s HP drops below -200% she is dead, and its time to make a new character.

Endurance Points (EP)
Endurance Points or EP is a value used to determine how much mental/physical strain the trainer can take before needing rest or passing out. To find out how much EP the trainer has just add your trainer’s STR, AGI, INT, and SPR together then divide by 4 ((STR+AGI+INT+SPR)/4).

Example: Jen has a STR of 40 an AGI of 60, an INT of 70, and a SPR of 40. Her EP stat will be 52. (40+60+70+40)=210 divide by 4 is 52.5 Round that down to 52.
This stat is used in crunch time, when the trainer needs to push herself past her limits to get something done. But doing this is straining and rough on your body and you will need to recuperate after. If your trainer reaches zero EP she will be strained, unable to do most actions and receiving a -20 to all stat rolls until she rests. To recover lost EP you need rest. For every hour of rest your trainer will gain back 10 EP, up to her max.

Movement
Movement represents how far a trainer can move each round in yards. To determine a trainer’s Movement take the trainer’s AGI and divide by 10 rounded down.

Appearance

You are free to set the physical appearance of your trainer in any way you like, as long as it is appropriate for their background.

You can choose to randomly roll your trainer’s appearance using the following tables:

Die Roll Skin Color
1-12 Black
13-24 White with freckles
25-36 White, tanned
37-48 White
49-60 Brown
61-72 Light golden (Oriental)
73-84 Golden
85-96 Red-bronze
97-100 Albino
Die Roll Hair Color
1-6 Blue
7-12 Black
13-18 Blond
19-24 Red-brown
25-30 Light brown
31-36 Brown
37-42 Dark brown
43-48 Strawberry blond
49-54 Pink
55-64 Bright red
65-70 Orange
71-76 Golden blond
77-82 Purple
83-88 Silver
89-94 Gray
95-100 Pure white
Die Roll Eye Color
1-6 Purple
7-12 Pink
13-18 Black
19-24 Ice-blue
25-30 Gray
31-36 Blue
37-42 Brown
43-48 Hazel
49-54 Green
55-64 Dark blue
65-70 Dark green
71-76 Golden
77-82 Red
83-88 Orange
89-94 Teal
95-100 Different colors! Roll again for each.

Note: To make a character image online go here.

Advantages

These are traits that are innate to the trainer. There are many different trainer Advantages, each representing a particular talent, ability, skill, or attribute. Advantages range from Level 1 to 5 with a cost to increase the level.  Some can only be taken once and have a fixed cost.

Acute Sense
Cost: 2 per level

You receive a plus 5 bonus on all your rolls to a chosen sense. You can choose one of the 5 categories: Hearing, Touch, Vision, Taste and Smell.

Alertness
Cost: 5 per level

You get a plus 5 bonus on all your Sense rolls. This advantage can be combined with Acute Sense.

Attractive
Cost: 2 per level

 The Trainer is attractive by most standards. People are more inclined to do things for an attractive person. An attractive trainer receives a plus 5 on all reaction rolls made by the same sex and a plus 10 on rolls made by the opposite sex each level.

Common Sense
Cost: 10

A trainer with common sense has the ability to look ahead and figure out if what they are doing may lead to harm. If the GM thinks you are doing something stupid they will roll the trainers INT plus 15. If they roll under that number then they must inform you of the potential consequences of that action.

Fame
Cost: 5 per level

Some Trainers have done so well that they are already known by the public in various ways.  Perhaps it’s the Trainer’s skill, or their honor, or maybe even the costumes that the Trainer dresses in during matches!  In any case, there are some times in which opponents and other people may have heard about a Trainer with the Fame ability. For every level of fame the trainer gets plus 10 to reaction rolls.

Luck
Cost: 2 per level

The Trainer is lucky.  So lucky that Fate seems to bend to their wishes. The trainer can re-roll any one of their dice per gaming session per level.

Move Relearner
Cost: 1 per level
A move relearner is a trainer who allows Pokémon to relearn any move that they previously knew. For each level of move relearner, you can choose one type (Water, Grass, etc.). From that point on, you can reteach any Pokemon in your team any move of that type, as long as they knew that Move previously. You can only retrain one move per Pokemon, per day.

Organizational Ties
Cost: 2

The Trainer is a member of some sort of organization that may be able to lend assistance at certain points. The most prevalent example of this would be Team Rocket. Organizational Ties is inexpensive because it always comes with strings attached. The character must follow the goals of the Organization to gain the use of its resources. The other members are assumed to be loyal to the organization itself (not necessarily the trainer).

Partner Link
Cost: 15 per Pokémon

A Partner Link is a matter of partnership. The Trainer and the Pokémon in question have battled together, developed their abilities together, and spent so much time together that they are “in tune” with each other. This means that they are alike in their thinking, as they can determine what the other is planning to do, they can also understand each other when talking. The chosen Pokémon will gain a stat increase of 10 to 3 stats of the trainers choice.

Pokédex
Cost: 2

The Pokédex is one of the small “gems” in the Pokémon world.  The brainchild of the legendary Professor Oak, the Pokedex keeps track of Pokémon that the Trainer has seen, and owns.  It can also give the Trainer information of the type of Pokémon, its temperament, and possible attacks it could use.
 Pokémon Professors also use this as a method of collecting information about Pokémon around the world.  Users of the Pokédex regularly send the collected data.

PokéGear
Cost: 4

The PokéGear is a high-tech item in the Pokémon world.  It is also an extremely high-tech device that can change depending on which upgrade “cards” are inserted into the Gear.

The basic design of the Gear is larger than a normal watch. Initially, that is all that it is, a watch.  So far, the following “upgrade” cards have been widely know:

  • Map (accesses a number of worldwide satellites from orbit to track your location)
  • Cell Phone
  • Radio

The cards are inserted into the side of the Gear, and the Gear is configured automatically.

PokéNav
Cost 2

 A Pokémon Navigator more often referred to as a PokéNav, is an electronic device whose main function is the map, it also provides all the latest battle results along with statistics on each competitor.

PokéTech
Cost: 6

 The Pokémon Watch or Pokétech for short, is a personal tool manufactured by The Pokétech Company for Trainers as a watch with a touch screen. It has two buttons, the top is a button to cycle backwards through the various apps, the bottom button cycle forwards through the various apps. The Apps are:

  • Digital Watch
  • Calculator
  • Memo Pad
  • Pedometer
  • Pokémon List
  • Friendship Checker
  • Dowsing Machine
  • Berry Searcher
  • Day Care Checker
  • Pokémon History
  • Counter
  • Analog watch
  • Marking Map
  • Link Searcher
  • Coin Flip
  • Move Tester
  • Calendar
  • Dot Artist
  • Roulette
  • Trainer Counter
  • Kitchen Timer
  • Color Changer
  • Match-up checker
  • Stopwatch
  • Alarm clock
  • New Apps. Anyone can with the know how can program an app for the Pokétech. So a GM or trainer (with the GMs permission) can add more apps to this list.

Psychic Link
Cost: 30 per Pokémon
A Psychic Link is demonstrated in the two animated series episodes when Ash and company encounters Sabrina and her Abra/Kadabra.  A Psychic Link is a bond in which both the Trainer and the Pokémon in question are joined telepathically to enhance their effectiveness in Pokémon battles and makes it possible for the Pokémon and trainer to communicate telepathically. The chosen Pokémon will gain a stat increase of 10 to all stats.

Psychic Powers
Cost: 20 per ability

As demonstrated by Sabrina there are powers of the mind that go beyond common understanding. This is a category of advantages that represent that great power. Of course the average trainer will not be able to exhibit powers as extraordinary as that of Sabrina, but they may have a few tricks that might come in handy. These Advantages do require a little more work on the part of the GM however, so you must speak with your GM first before taking these advantages.

Precognition:
A trainer with this advantage has the ability to see glimpses of the past, present, and future. Once per session the trainer may enter a trance and the GM must give them some sort of hint as to what is currently going on or what may happen in the future. The GM may be cryptic or vague (Visions are not always clear or easy to decipher) but should be helpful and pertain to the current events revolving around the trainer. Alternately, in battle, once per session the trainer may choose to allow their opponent to announce their move before the trainer announces their move.

Empathy:
A trainer with this advantage has the ability to peer into the minds of others to see their true intentions and feelings. Once per session the trainer may ask the GM whether or not any other person (other PC’s included) is lying to them, and what they feel towards the trainer (Whether they want to help or harm for example). Alternately, in battle, once per session the trainer may choose to allow their opponent to announce their move before the trainer announces their move.

Psychokinesis:
 Psychokinesis is the true “mind over matter” ability. With this ability, once per session the trainer may perform small tricks involving movement, heat, cold, or electricity. Examples include the ability to move small objects or draw them to you, light or put out a candle, freeze or boil a cup of water, or short circuit a small device. Alternately the trainer may increase or decrease the damage of a normal, fire, ice, or electricity type attack by x1.5 for one battle once per session.

Trainer Type
Cost: Free at level 1, 15 points at level 2

Trainers with the Trainer Type advantage chooses a Pokémon type (fire, water, Dark, Fighting, etc.) At level one of this advantage the Trainer gains plus 5 to all a Pokémon’s stats when using a Pokémon of the selected type. When the Trainer uses any other type of Pokémon they get a minus 5 to all the Pokémon’s stats.

At Level 2 the trainer can do 1 of 3 things:
They can choose to no longer have a minus 5 when using Pokémon outside of their chosen type.

They can choose another Pokémon type to gain the plus 5 to all stats (They could choose water and ice, or fire and rock, etc.) if Pokémon type overlap, say the trainer chose  water / ice and the Pokémon is water and ice types, they will gain plus 10 to all stats.

They may choose to double up their chosen type, so instead of getting plus 5 to each stat they will receive plus 10, but they will also receive a minus 10 to all other Pokémon types.

Wealth 
Cost: 5 per level
 A Trainer with the wealth Advantage is well-off, or is a member of a family that is well-off. The Trainer with the wealth Advantage gets an extra 2,000 money per level. In addition, every month the trainer may call upon some of their resources. The trainer gets a d10 times ten per level extra money monthly.

Willpower
Cost: 10

A Trainer with this advantage fights with tenacity, and refuses to back down. This is reflected as well in their Pokémon. Once per battle, when the trainer’s Pokémon is reduced to zero HP the trainer may choose to roll. On a roll of 80 to 100 the trainer wills the Pokémon to fight harder and the Pokémon returns to battle with 20% of their HP and plus 10 to speed. Alternately if a trainer has this advantage the GM may choose to revive a Pokémon at a dramatic moment.

Skills

Cost: 1 per level
Skills are a special area of expertise that the Trainer has knowledge about. For example, the character Brock in the animated series has knowledge of Pokémon Care.  Thus, the skill would be “Pokémon Care” It’s up to the player and the GM to decide exactly what is covered in such a skill. Whenever the Trainers come across something that the Trainer may have knowledge about, the GM could ask the Trainer to make a “Skill Roll” for that area.  For every level in Skill the trainer gets a +5 to said skill.

Examples of Skills include, but are not limited to:

  • Acrobatics – stat used: AGI
  • Archery – stat used: AGI
  • Area Knowledge – stat used: INT
  • Brawling – stat used: STR
  • Boating – stat used: AGI or INT
  • Burglary  – stat used: AGI or INT
  • Climbing – stat used: STR
  • Computers – stat used: INT
  • Cooking – stat used: INT
  • Disguise – stat used: SPR
  • Driving – stat used: AGI
  • Fast Talk  – stat used: SPR
  • Guns – stat used: AGI
  • Intimidation – stat used: SPR
  • Law  – stat used: SPR or INT
  • Martial arts – stat used: AGI
  • Mechanics – stat used: INT
  • Medical  – stat used: INT
  • Melee weapons – stat used: STR
  • Navigation – stat used: INT
  • Performing Arts – stat used: SPR
  • Piloting – stat used: AGI
  • Pokémon Care – stat used: SPR or INT
  • Pokémon Knowledge – stat used: INT
  • Riding – stat used: AGI
  • Seduction – stat used: SPR
  • Sleight of Hand – stat used: AGI
  • Sports – stat used: STR or AGI
  • Stealth  – stat used: AGI
  • Street Wise – stat used: SPR
  • Swimming – stat used: STR or AGI
  • Tracking – stat used: INT
  • Visual Arts – stat used: SRP
  • Wilderness Survival – stat used: INT
  • Writing – stat used: INT

Defects

Absent-Mindedness
Cost:-10
 You have difficulty paying attention to anything not of interest. You chase after birds, you find shiny things amazing. If something is boring you feel the need to find something more interesting to do. An absent-minded trainer receives a minus 15 to all rolls whenever they are doing something that they dub is boring.

Bad Habits
Cost: -2 per level

Picking your nose, popping your knuckles, spitting in public, you do something, some or all the time, which is annoying and/or disgusting to others. You receive a minus 5 per level to all reaction rolls.

Bad Sight
Cost: -5
You may be either nearsighted or farsighted, your choice. When you do not have your glasses on you receive a minus 15 to all vision checks.

Bully
Cost: -10
You like to push people around. Whenever you have the chance you will bully someone. That could be pushing them over, or teasing them about the way someone is dressed. If it hurts someone somehow you enjoy doing it.

Dependent
Cost: -5/-10/-15

 Someone relies on you. Whether it’s a sibling, parent, grandparent, etc. This dependent needs your support, is controlled by the GM and may occasionally be put at risk. At level 1: the dependent doesn’t need you to stay too close, they only need mild financial support (d10 x 5 money / month) and they are rarely in any danger. At level 2: the dependent needs you to check in once every few weeks, they need more substantial financial support (d10 x 10 money / month) and are more likely to be put into danger. At level 3: the dependent needs to stay pretty close by, they rely heavily on you for financial support (d10 x 15 money / month) and are put into danger unusually often.

Grouch 
Cost: -2 per level
The character is generally impatient and rude toward others. The trainer has a minus 5 per level to all checks that involve personal interaction.

Heavy Sleeper
Cost: -5
 The trainer with this defect not only “needs their beauty sleep,” but it’s quite possibly their favorite activity of the day. The character has a heck of a time waking up and is invariably late for work or morning meetings or at the very least must rush to make them on time. The character can be shaken awake by another character, but even the loudest of alarm clocks go unnoticed and the character most often just keeps on snoozing. To wake up with less than ten hours of sleep the trainer must roll equal or less than 60 on a d100.

Light Sleeper
Cost: -5

 The trainer with this defect has trouble sleeping then when they finally gets to sleep they have trouble staying asleep. To get a full night sleep the trainer must roll equal or less than 60 on a d100. If the player fails that roll they have a minus 10 to all mental checks the next day.

Overconfidence
Cost: -5
You think you are the best around! You think you are far more powerful, intelligent and/or capable than you really are, and you should behave that way. If the GM decides you are showing an unreasonable degree of caution, you must roll under your INT Plus 10, if you fail you cannot be cautious.

Phobia
Cost: -5 per Phobia

Something freaks you out, a lot. This could be bugs, the dark, being alone, something that is common. You cannot have a fear of guys named Bob that tell knock, knock jokes. Whatever your fear it will send you running, or make you freeze to the spot, whatever makes sense at the moment.

Poor/Debt
Cost: -5 per level

 The trainer has expenses that drain all cash reserves (such as college tuition, or high loan payments, etc) and must work hard to ensure meager meals and keep a home. The trainer gets minus 1,000 starting money per level. The trainer must pay a d10 times ten per level money monthly.

Rival
Cost: -5
A rival is someone who is competing against you in every aspect of your life. The rival should be someone who makes the trainers’ life difficult frequently. The rival typically has the same goals as the trainer with the rival defect, and will attempt to equal or surpass the trainer at every turn.

Selfish
Cost: -2 per level

This trainer is out for number one. They have a hard time going out of their way to do something that isn’t self-centered. They must succeed an SPR check before committing any selfless deeds, or taking one for the team. These checks are taken at a -10 per level.

Selfless
Cost: -2 per level
The trainer can’t help but put people they care about before themselves. If their friends or family are in need of help, the GM may decide that the trainer must roll an INT check to resist at a -10 per level.

Shy
Cost: -2 per level

The trainer feels awkward and inept in social situations or when forced to face crowds. The trainer has a minus 10 per level to all checks that involve personal interaction.

Unluckiness
Cost: -5 per level

Things go wrong for you and most of the time your bad luck will hit just the wrong moment. Once per game session, per level, the GM will make something go wrong for you. This could be anything from your pants dropping when you are hitting on someone, or your Pokémon not hearing you in battle, whatever the GM wants to do to you at that moment.

Wanted
Cost: -15

The Trainer is wanted by the law, a powerful criminal, or private organization. Whoever is after you will show up just about every game session to capture you. You also receive a minus 20 to all reaction rolls if the person you are interacting with figures out who you are.

New Advantages/Defects

The GM (and players, with GM approval) are free to add as many new advantages or defects as they can think that they will need to balance the costs of said advantages or defects comparable to the existing ones.

Trainer Sheet

1 Response to Trainer Creation

  1. monish says:

    ok! i am ready i will be the pokemon master

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