Step 6: Find Derived Stats
Your Skills, Combat Stats, and more feed into a number of other stats that are used in Combat as well as Capabilities that determine how much your character can lift, how fast they can move, and more. For more details on how Capabilities are used in playing the game, see the section on Capabilities on page 222.
Action Points, or AP, are a resource Trainers use to power their Features. Trainers have 5 AP plus 1 more for every 5 Trainer Levels. A Level 10 Trainer has 7 AP, for example. AP refreshes at the start of each Scene. See the Playing the Game chapter for more (page 221).
Hit Points determine how much punishment you can take in battle. If a Pokémon or Trainer ever reaches 0 Hit Points, they are unable to take any actions and are unconscious. Hit Points are derived from HP and are calculated differently for Pokémon and for Trainers. See page 198 for Pokémon Hit Points.
Trainer Hit Points = Trainer’s Level x 2 + (HP x 3) +10
Evasion helps Trainers and Pokémon avoid attacks. There are three types of Evasion: Physical Evasion, Special Evasion, and Speed Evasion. To calculate these Evasion values, divide the related Combat Stat by 5 and round down. You may never have more than +6 in a given Evasion from Combat Stats alone.
These derived stats and their uses will be described in further detail in the Combat chapter (page 226).
Power is measure of raw physical strength and ability to lift heavy objects. A Trainer’s Power starts at 4 but is changed by several factors.
» If your Athletics Skills is at Novice Rank or higher, increase Power by +1.
» If your Combat Skill is at Adept Rank or higher, increase Power by +1
High Jump determines how high a Trainer or Pokémon can jump in meters. A Trainer’s High Jump starts at 0, but is raised by several factors.
» If your Acrobatics is Adept, raise High Jump by +1.
» If your Acrobatics is Master, raise High Jump by an additional +1.
» If you have a running start when jumping, raise High Jump by +1.
Note that a High Jump of 0 doesn’t mean you can’t jump; it just means you have to make a Skill Check to determine how high you can jump and whether you breach 1 meter.
Long Jump is how much horizontal distance a Trainer or Pokémon can jump in meters. This value for Trainers is equal to half of their Acrobatics Rank.
Overland Movement Speed is how quickly a Trainer or Pokémon can move over flat land. For Trainers, this value is equal to three plus half the sum of their Athletics and Acrobatics Ranks. By default, this value is 5.
Overland = 3 + [(Athl + Acro)/2]
Swimming Speed for a Trainer is equal to half of their Overland Speed.
Features and other bonuses that grant general boosts to Movement Speed only grant it to Movement Speeds which you already have; giving a Trainer a +4 bonus to all of their Movement Speeds does not suddenly grant them flight. However, Features and Abilities that grant specific movement boosts do. A Feature that grants +4 Levitate Speed causes that trainer to have a Levitate Speed of 4, if they did not already have a Levitate Speed.
Throwing Range is how far a Trainer can throw Poké Balls and other items. It’s equal to 4 plus Athletics Rank.
Size is how big you are. Trainers are Medium by default. Your Trainer’s weight matters too. A Trainer between 55 and 110 pounds is Weight Class 3. Between 111 and 220 is WC 4. Higher than that is WC 5.