SKILLS

INTRODUCING YOUR TRAINER OPTIONS

Skills, Edges, and Features are the basic building blocks for a Trainer in Pokémon Tabletop United. Skills and Edges are related components of a Trainer that are used to develop their trained abilities and interests, whether in broader and more general ways with Skills or in more specific ways with Edges. Features are bigger units for character building that are usually contained in Trainer Classes. However, some of them are available to all Trainers.   Skills represent a character’s conscious interests and training. They’re used when taking most basic actions in Pokémon Tabletop United as well as acting as the main prerequisites for Features in the system.   Skills are organized into three Categories: Body, Mind, or Spirit. While there isn’t much of a mechanical impact here outside of the Categoric Inclination Edge, it’s an easy way to think about the Skills as groups when making your character.
» The Body Skills are Acrobatics, Athletics, Combat, Intimidate, Stealth, and Survival.
» The Mind Skills are General Education, Medicine Education, Occult Education, Pokémon Education, Technology Eduction, Guile, and Perception.
» The Spirit Skills are Charm, Command, Focus, and Intuition.   Look to the following pages for a more detailed write-up of each Skill, including their various uses, common situations where each Skill is tested, and the EDGES that are associated with each Skill.   There are 6 Ranks of Skills. Each Rank causes you to roll a different number of dice when using Skills. When you “Rank Up” a Skill, it simply increases from one rank to the next. Skills begin at Untrained unless modified by a Background.   There are Level prerequisites for progressing Skill Ranks beyond Novice. Adept Rank requires Level 2. Expert Rank requires Level 6, and Master Rank requires Level 12.   Both the Rank number and the Dice Roll are important when it comes to Skills. The Skill Rank is often referred to by Edges and Features which use its numerical value. For example, Group Trainer allows a Trainer to train a number of Pokémon equal to their Command Rank. A Trainer with Adept Command could train four Pokémon at once with the Edge.   The Dice Roll is used in making Skill Checks. Simply roll the the appropriate Dice Roll value for your Skill Rank and add any modifiers associated with that Skill coming from Equipment, Edges, and other effects.   For example, a Trainer with an Expert Athletics Skill would roll 5d6. That same Trainer with a Skill Enhancement Edge applied to Athletics would roll 5d6+2.   When making general Skill Checks (that is, Skill Checks caused by a situation rather than directly called for by a Feature), your GM is the one who determines the Difficulty Check (or DC for short) for the check. A Skill Check must match or exceed its Difficulty Check to succeed the challenge.   An easy DC for most Untrained or better Trainers would be 5. 10 is a challenging DC. 15 is a hard DC that requires some Skill investment to pass. A DC of 25 would be nigh-impossible for all but masters of their craft. See the Running the Game chapter for more details on setting Skill DCs (page 465).
Rank # Rank Name Dice Roll
1 Pathetic 1d6
2 Untrained 2d6
3 Novice 3d6
4 Adept 4d6
5 Expert 5d6
6 Master 6d6
BODY SKILLS
Acrobatics 
Athletics 
Combat 
Intimidate 
Stealth 
Survival 

MIND SKILLS
General Education 
Medicine Education 
Occult Education 
Pokemon Education 
Technology Education 
Guile 
Perception 

SPIRIT SKILLS
Charm 
Command 
Focus 
Intuition