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Hey, everybody! I present to you with no further introduction, the Pokemon Fanfiction Team Stats Spreadsheet! Title pending.
There's a readme on the spreadsheet itself that links to another document, but here are the main bits to explain how the scoring system works.
The spreadsheet is compatible for up to six team members. If there are extremely special circumstances to need more, I can technically configure it, but I set it to six because that's the canon max size for trainer teams, while most PMD teams hover around 2~4 members. Six was a good choice.
In other words, this sheet is compatible with rescue teams, trainer teams, and any other combat team alike!
Each individual member will need to have nine stats. The stats are described as follows:
Alright, those are pretty broad. So now let's get into some examples on what each stat means on a practical level, because--and this is important--you have to put these to a universal scale. And that's a big scale to fill. We have to be able to handle characters that can shoot holes through mountains and a character that struggles to break a twig on the same scale. Therefore, this scale, from 1 to 100, is somewhat logarithmic in how you should treat it. I think after reading the examples, you'll understand what I mean.
As an aside, if anybody can give me examples or better examples for the 95+ stat, let me know so I can paint a clearer picture. Same goes for any of the other metrics if we can use canon references to either Pokemon or other series to help put this scale to something more concrete!
And now, finally, here's the actual spreadsheet. Sorry for the detailed explanation, but this is it!
The Pokemon Fanfiction Team Stats Spreadsheet
Now then, onto the final piece of information. If you want your team on this, post them below! I am going to have to trust you as the author to give accurate numbers for your team, as the only person you'll be lying to is yourself! And also potentially misleading curious readers.
I'm still working on the heuristic for this, but to prevent things from getting too crowded, I'm limiting this to one team per story, per snapshot in time. In other words, for any given time period of your story, you can only have one team have a snapshot at that point. Longer stories get more snapshots, simply because longer stories tend to have more dynamic changes going on. Typically something <150k words would only need one snapshot near the middle at some iconic moment. Behemoths that are >500k words may need up to three snapshots. In between, mid-sized stories can probably go for two snapshots, one near the beginning and end. I'll leave that up to your discretion.
And... that should be it!
If you want to submit something for this, I'd prefer if it was in the format like so to make it easier to parse. Note, list out the character's original species no matter what point in the story it is. That way, you avoid outright spoiling when/if they evolve, unless they're introduced fully evolved, etc.
Example:
Username: Namohysip
Author alias: Namo
Story: Hands of Creation
Time period: Beginning/Chapter 1
Member 1: Owen
Starting Species: Charmander
Offense: 45
Endurance: 45
Affinity: 70
Improvisation: 55
Intelligence: 65
Agility: 45
Skill: 60
Will: 65
Support: 55
There's a readme on the spreadsheet itself that links to another document, but here are the main bits to explain how the scoring system works.
The spreadsheet is compatible for up to six team members. If there are extremely special circumstances to need more, I can technically configure it, but I set it to six because that's the canon max size for trainer teams, while most PMD teams hover around 2~4 members. Six was a good choice.
In other words, this sheet is compatible with rescue teams, trainer teams, and any other combat team alike!
Each individual member will need to have nine stats. The stats are described as follows:
Offense: The ability to harm the enemy with your raw power. Goes for both distance and melee fighting. Punches, shots, flames, and their raw intensity go here, as well as how long you can keep it up. Also includes how long you can keep up the offensive assault. Not to be confused with skill.
Endurance: The body’s ability to go on. It is the general strain that the body is capable of enduring before it starts to break. The ability to take blows when your guard is down. General durability to take attacks and not flinch when taking them. If you’re paralyzed and unable to block, how well can you handle the incoming blows?
Affinity: The ability to work with others on the team. Victory can be make-or-break depending on how well you can work with your team members and communicate in the heat of battle. How in-sync are you with your team?
Improvisation: The ability to improvise in new situations effectively. Plans rarely go accordingly, and in the heat of battle, you need to know how to work things through on the fly.
Intelligence: The ability to plan and follow a plan, including its conditions and premises. Before a fight, sometimes you have to know what to do, when to do it, and how it’s done. The ability to remember instructions and the conditions that follow them.
Agility: The ability to move well and move quickly. Also the ability to react, dodge, and block effectively. This is the first line of defense before you actually take a blow, where you can actually try to dodge, nullify, or deflect an oncoming attack. In addition, it is how long you can keep the dodging and running up.
Skill: The efficacy of your strikes and the efficiency of movement. It isn’t just raw power that gets in the way, but also how well you use it, and how precise your techniques are. Also how often and how rapidly you can strike consecutively and effectively.
Will: The mind’s drive / the spirit’s ability to push beyond. This is when the body feels broken and pushed to its very limit, yet you refuse to give up and continue to go on regardless. Mind over matter; willpower; the spirit’s force. (If you don’t believe in this or don’t implement such a system, set all of these values to 50)
Support: The ability to provide more to your team than punches and kicks, beams and blasts. This is where you can shine for less tangible efforts, like healing, strengthening, or motivating your party, or halting, distracting, or otherwise messing with the opposing team in ways that aren’t just direct attacks. This is also where you can cover your own weaknesses and the shortcomings of the rest of your team.
Endurance: The body’s ability to go on. It is the general strain that the body is capable of enduring before it starts to break. The ability to take blows when your guard is down. General durability to take attacks and not flinch when taking them. If you’re paralyzed and unable to block, how well can you handle the incoming blows?
Affinity: The ability to work with others on the team. Victory can be make-or-break depending on how well you can work with your team members and communicate in the heat of battle. How in-sync are you with your team?
Improvisation: The ability to improvise in new situations effectively. Plans rarely go accordingly, and in the heat of battle, you need to know how to work things through on the fly.
Intelligence: The ability to plan and follow a plan, including its conditions and premises. Before a fight, sometimes you have to know what to do, when to do it, and how it’s done. The ability to remember instructions and the conditions that follow them.
Agility: The ability to move well and move quickly. Also the ability to react, dodge, and block effectively. This is the first line of defense before you actually take a blow, where you can actually try to dodge, nullify, or deflect an oncoming attack. In addition, it is how long you can keep the dodging and running up.
Skill: The efficacy of your strikes and the efficiency of movement. It isn’t just raw power that gets in the way, but also how well you use it, and how precise your techniques are. Also how often and how rapidly you can strike consecutively and effectively.
Will: The mind’s drive / the spirit’s ability to push beyond. This is when the body feels broken and pushed to its very limit, yet you refuse to give up and continue to go on regardless. Mind over matter; willpower; the spirit’s force. (If you don’t believe in this or don’t implement such a system, set all of these values to 50)
Support: The ability to provide more to your team than punches and kicks, beams and blasts. This is where you can shine for less tangible efforts, like healing, strengthening, or motivating your party, or halting, distracting, or otherwise messing with the opposing team in ways that aren’t just direct attacks. This is also where you can cover your own weaknesses and the shortcomings of the rest of your team.
Alright, those are pretty broad. So now let's get into some examples on what each stat means on a practical level, because--and this is important--you have to put these to a universal scale. And that's a big scale to fill. We have to be able to handle characters that can shoot holes through mountains and a character that struggles to break a twig on the same scale. Therefore, this scale, from 1 to 100, is somewhat logarithmic in how you should treat it. I think after reading the examples, you'll understand what I mean.
You can pick any value between 1 and 100, inclusive. The following values of 1, 25, 75, and 95+ are being given here as indicators of what those values mean per stat. 100 is not meant to be a feasible value, as things start reaching incomprehensible levels at this point, so only a vague example or descriptor is given for anything above 95.
For all stats, “50” means “average.” For example, the average Lapras has fairly average offensive power. It’s not really good, but it’s not bad, either. It’d be somewhere in the ballpark of a 50 for offense.
Offense:
1: You can’t even bend a leaf.
25: You aren’t expected to do much in terms of hurting the enemy with your natural ability.
75: Most enemies fall in one or two hits with only some energy expenditure on your part.
95+: Ultimate power. You’ll destroy your foes with a flick. Example: One Punch Man
Endurance:
1: A papercut could mean the end for you.
25: You are very fragile. Generally one strike can stop you for the rest of the fight, at best.
75: You are very difficult to take down, and often are able to soak up blows.
95+: Your body can outlast the world you stand on.
Example of 95+: The Absolutely Safe Capsule from Mother 3
Affinity:
1: You are actively and brazenly trying to sabotage the team.
25: Everybody is irritating, and you can’t be bothered to listen.
75: You are very cooperative toward your team, and often know what they will do next.
95+: You can hear and sync your team’s thoughts in real-time as if they were your own.
Improvisation:
1: You’re better off following the opposite of what your gut says.
25: You basically randomly pick what to do and hope for the best.
75: Without thinking, you know what to do when things go awry.
95+: Your body moves on its own, able to do exactly the right thing no matter how unexpected.
Intelligence:
1: You can barely communicate.
25: You should not plan things. One or two-step instructions are the most you can remember.
75: You can plan out complex scenarios across many paths, and follow the same sort of complexity.
95+: No plan is too complex. You can take into account even the direction of the wind.
Agility:
1: You can move?
25: Like you just woke up, except all the time.
75: Your movements in battle are a blur. You rarely tire.
95+: Your can dodge any attack effortlessly. You move at near-lightspeed. Example: The Flash
Skill:
1: Your team fears for their lives when you try something.
25: Hit-or-miss, you aren’t reliable when you put your techniques to use.
75: Efficiency and precision is how you get the job done.
95+: Your techniques are used with perfect accuracy and efficiency.
Will:
1: Even in the midst of battle, you don’t care.
25: You are the definition of half hearted.
75: Your burning soul pushes your body to its breaking point.
95+: Even if you died, you would still fight. Example: Protagonist from Undertale, Pacifist final battle
Support:
1: If anything, you inadvertently help the enemy. Your team must work around you.
25: There is little else beyond raw power that you contribute. You have many weaknesses.
75: You cover weak points, your team’s and your own, and also augment the team.
95+: Enemies fall and friends rise due to your mere presence.
For all stats, “50” means “average.” For example, the average Lapras has fairly average offensive power. It’s not really good, but it’s not bad, either. It’d be somewhere in the ballpark of a 50 for offense.
Offense:
1: You can’t even bend a leaf.
25: You aren’t expected to do much in terms of hurting the enemy with your natural ability.
75: Most enemies fall in one or two hits with only some energy expenditure on your part.
95+: Ultimate power. You’ll destroy your foes with a flick. Example: One Punch Man
Endurance:
1: A papercut could mean the end for you.
25: You are very fragile. Generally one strike can stop you for the rest of the fight, at best.
75: You are very difficult to take down, and often are able to soak up blows.
95+: Your body can outlast the world you stand on.
Example of 95+: The Absolutely Safe Capsule from Mother 3
Affinity:
1: You are actively and brazenly trying to sabotage the team.
25: Everybody is irritating, and you can’t be bothered to listen.
75: You are very cooperative toward your team, and often know what they will do next.
95+: You can hear and sync your team’s thoughts in real-time as if they were your own.
Improvisation:
1: You’re better off following the opposite of what your gut says.
25: You basically randomly pick what to do and hope for the best.
75: Without thinking, you know what to do when things go awry.
95+: Your body moves on its own, able to do exactly the right thing no matter how unexpected.
Intelligence:
1: You can barely communicate.
25: You should not plan things. One or two-step instructions are the most you can remember.
75: You can plan out complex scenarios across many paths, and follow the same sort of complexity.
95+: No plan is too complex. You can take into account even the direction of the wind.
Agility:
1: You can move?
25: Like you just woke up, except all the time.
75: Your movements in battle are a blur. You rarely tire.
95+: Your can dodge any attack effortlessly. You move at near-lightspeed. Example: The Flash
Skill:
1: Your team fears for their lives when you try something.
25: Hit-or-miss, you aren’t reliable when you put your techniques to use.
75: Efficiency and precision is how you get the job done.
95+: Your techniques are used with perfect accuracy and efficiency.
Will:
1: Even in the midst of battle, you don’t care.
25: You are the definition of half hearted.
75: Your burning soul pushes your body to its breaking point.
95+: Even if you died, you would still fight. Example: Protagonist from Undertale, Pacifist final battle
Support:
1: If anything, you inadvertently help the enemy. Your team must work around you.
25: There is little else beyond raw power that you contribute. You have many weaknesses.
75: You cover weak points, your team’s and your own, and also augment the team.
95+: Enemies fall and friends rise due to your mere presence.
As an aside, if anybody can give me examples or better examples for the 95+ stat, let me know so I can paint a clearer picture. Same goes for any of the other metrics if we can use canon references to either Pokemon or other series to help put this scale to something more concrete!
And now, finally, here's the actual spreadsheet. Sorry for the detailed explanation, but this is it!
The Pokemon Fanfiction Team Stats Spreadsheet
Now then, onto the final piece of information. If you want your team on this, post them below! I am going to have to trust you as the author to give accurate numbers for your team, as the only person you'll be lying to is yourself! And also potentially misleading curious readers.
I'm still working on the heuristic for this, but to prevent things from getting too crowded, I'm limiting this to one team per story, per snapshot in time. In other words, for any given time period of your story, you can only have one team have a snapshot at that point. Longer stories get more snapshots, simply because longer stories tend to have more dynamic changes going on. Typically something <150k words would only need one snapshot near the middle at some iconic moment. Behemoths that are >500k words may need up to three snapshots. In between, mid-sized stories can probably go for two snapshots, one near the beginning and end. I'll leave that up to your discretion.
And... that should be it!
If you want to submit something for this, I'd prefer if it was in the format like so to make it easier to parse. Note, list out the character's original species no matter what point in the story it is. That way, you avoid outright spoiling when/if they evolve, unless they're introduced fully evolved, etc.
Username:
Author alias:
Story:
Time period:
Member 1:
Starting Species:
Offense:
Endurance:
Affinity:
Improvisation:
Intelligence:
Agility:
Skill:
Will:
Support:
Member 2:
. . .
Author alias:
Story:
Time period:
Member 1:
Starting Species:
Offense:
Endurance:
Affinity:
Improvisation:
Intelligence:
Agility:
Skill:
Will:
Support:
Member 2:
. . .
Example:
Username: Namohysip
Author alias: Namo
Story: Hands of Creation
Time period: Beginning/Chapter 1
Member 1: Owen
Starting Species: Charmander
Offense: 45
Endurance: 45
Affinity: 70
Improvisation: 55
Intelligence: 65
Agility: 45
Skill: 60
Will: 65
Support: 55
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