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Shadow Pokémon

If a Pokémon has the door to its heart artificially closed, it becomes a Shadow Pokémon. Shadow
Pokémon are dangerous, because they are more willing and able to attack people than other Pokémon.
A Shadow Pokémon has a Loyalty score somewhere between -1 and -6, inclusive. When a
Shadow Pokémon’s loyalty is raised to 0 or greater, it becomes a normal Pokémon. This process is known
as purification. There are many ways to raise the Loyalty score of a Shadow Pokémon.
At a Loyalty of -6, a Shadow Pokémon can only use Shadow Rush. For every Loyalty point gained,
up to -1, the Pokémon remembers a move that it could learn before. These moves can be any moves that
the Pokémon could know at its level. At the GM’s discretion, some moves that are normally impossible
on that Pokémon might also be allowed.

Detecting Shadow Pokémon


Shadow Pokémon are indistinguishable from normal Pokémon to most people and Pokémon.
Pokémon with the Aura ability can immediately recognize Shadow Pokémon, as can the extremely rare
humans who possess this ability. They can also tell the Loyalty of a Shadow Pokémon. The Snagger’s
Shadow Monitor and similar features tell the user the Pokémon’s Loyalty, and therefore whether or not
it is a Shadow Pokémon.

Shadow Rush
Shadow Rush is a move known by all Shadow Pokémon. Whenever a Shadow Pokémon tries to
use Shadow Rush, it rolls 1d20 and adds its Loyalty to the roll (lowering the resulting value, since the
Loyalty is negative). If the value is less than 7, the Pokémon enters Hyper Mode instead of using the
move. Shadow Rush is considered to be super effective against humans, and does double damage to
them.

Shadow Rush – Shadow


1d10+6 – At-Will – 3
Attack – Melee
Effect: 1 Target, Recoil 1/3
While in Hyper Mode, critical on 16-20

After Shadow Rush deals damage, Recoil.

Hyper Mode
A Shadow Pokémon, when ordered to use Shadow Rush, will sometimes enter Hyper Mode.
While in Hyper Mode, a Shadow Pokémon will often ignore its orders, unless it is ordered to use Shadow
Rush. When the Pokémon is issued a command that isn’t to use Shadow Rush, roll 1d20 and consult the
following table for the results.
Roll Result
20 The Pokémon obeys its order.
16-19 The Pokémon uses Shadow Rush on an enemy
trainer.
11-15 The Pokémon uses Shadow Rush on an enemy
Pokémon.
7-10 The Pokémon refuses to act.
4-6 The Pokémon uses Shadow Rush on an allied
Pokémon.
2-3 The Pokémon takes 1d6+Attack-Defense damage.
1 The Pokémon uses Shadow Rush on its trainer.

A Pokémon can be released from Hyper Mode by calling its name or using Cologne on it.

Purification
A Shadow Pokémon can be turned into a normal Pokémon again through a process called
purification. Through various means, a Shadow Pokémon’s Loyalty can be increased from -6 to -1. When
the Pokémon’s Loyalty score reaches -1, the final door to its heart can be unlocked, and the Pokémon
can be purified.
Every Shadow Pokémon has a Purify Resistance (or PR) value. PR makes it more difficult to purify
that Pokémon. It is applied to most rolls that increase a Shadow Pokémon’s Loyalty. PR usually ranges
from -5 or so, for Pokémon that are extremely easy to purify, to 30, for Pokémon that are very difficult to
purify. A Pokémon like XD001 would have a PR of 100.

With the exceptions of calling to the Pokémon and using Cologne, none of these methods can be
used on a Pokémon in Hyper Mode.

Simply spending time with a Shadow Pokémon can open the door to its heart. For every day that
a Shadow Pokémon spends in your party, roll 1d% and add half the Pokémon’s PR (rounded down). If the
result is 10 or less, the Pokémon’s Loyalty increases by 1, to a maximum of -1.
Using a Shadow Pokémon in battle is the most straightforward way of opening its heart.
Whenever a Shadow Pokémon is sent out in battle, or defeats an opponent, roll 1d% and add the
Pokémon’s PR. If the result is 20 or less, the Pokémon’s Loyalty increases by 1, to a maximum of -1.
When a Shadow Pokémon enters Hyper Mode, calling its name can release it from Hyper Mode,
and open the door to its heart in the process. If the trainer does this, she cannot issue a Command to
that Pokémon in that round. Roll 1d% and add the Pokémon’s PR. If the result is 35 or less, the
Pokémon’s Loyalty increases by 1, to a maximum of -1. Even if the check fails, the Pokémon is released
from Hyper Mode.
Leaving a Pokémon in the Purification Chamber can be a very efficient method of purifying it.
The rules on the Purification Chamber can be found below.
Using Cologne on a Shadow Pokémon can relax the door to its heart enough for it to open. When
Cologne is used on a Shadow Pokémon, roll 1d% and add the Pokémon’s PR. If the result is less than or
equal to the Cologne’s Relaxation Score, the Pokémon’s Loyalty increases by 1, to a maximum of -1.
Cologne also releases a Shadow Pokémon from Hyper Mode.
Cologne Name Price Relaxation Score
Joy Scent 600 30
Excite Scent 800 45
Vivid Scent 1200 60

As with other Pokémon, a Shadow Pokémon’s Loyalty can be raised through triumphant or
otherwise exciting events. These can never raise a Shadow Pokémon’s Loyalty above -1, however. This
type of Loyalty increase carries over to after the Pokémon is purified.

Once a Shadow Pokémon’s Loyalty score reaches -1, it is ready to be purified. By taking it to the
Relic Stone in Agate Village, or the Purification Chamber at the Pokémon HQ Lab, a trainer can unlock the
final door to the Pokémon’s Heart. The Pokémon’s new Loyalty score depends on its PR, as shown below.
Also add any Loyalty gained by the Pokémon through previous exciting events to this number, to a
maximum of 4. The Pokémon forgets Shadow Rush and learns a new move that it could know at its level.
At the GM’s discretion, some moves that are normally impossible on that Pokémon might also be
allowed.

Purification Resistance Loyalty


5 or less 1d2+1
6-10 1d2
11-20 1
21 or more 0

At the Relic Stone, a Time Flute can be used to purify a Shadow Pokémon regardless of its
Loyalty. This sets the Pokémon’s Loyalty score to 1 and otherwise functions as normally purifying the
Pokémon. The Time Flute is destroyed in the process.

Purification Chamber
The Purification Chamber is a device invented by Professor Krane of the Pokémon HQ Lab in
northwestern Orre. It is a system that allows non-Shadow Pokémon to help in the process of purifying a
Shadow Pokémon.
The Purification Chamber has 9 Sets. Each Set can contain up to 4 pure Pokémon and 1 Shadow
Pokémon. The types and arrangement of these Pokémon determines how fast the Pokémon can be
purified using the system.

Each Set has a Tempo score. The Tempo is a score from 0 to 12, determined by the number,
types, and arrangement of the pure Pokémon in the set. The pure Pokémon are arranged in a ring, facing
clockwise. If one or more of the Pokémon’s types is super effective against one or more of the types of
the Pokémon it is facing, the Tempo is increased by 3. If one or more of its types are neutral against the
Pokémon it is facing, the Tempo is increased by 2. If all of its types are not very effective against the
Pokémon it is facing, the Tempo is increased by 1.

For example, a Set contains a Mawile, a Mightyena, and a Tyrogue. Mawile is facing Mightyena.
Steel is neutral against Dark, to the Tempo increases by 2. Mightyena is facing Tyrogue. Dark is not very
effective against Fighting, so the Tempo increases by 1. Tyrogue is facing Mawile. Fighting is super
effective against Steel, so the Tempo increases by 3. The total Tempo of the Set is 6.
Each Set also has a Flow value. This value is based on the Tempo of the Set, in addition to three
other factors. The Shadow Pokémon in the Set is placed in the center of the circle formed by the pure
Pokémon, facing one of these Pokémon. If one or more of the Shadow Pokémon’s types is super effective
against one or more of the types of the pure Pokémon it is facing, the Flow increases by 15 (no value is
subtracted for being not very effective or neutral). If there are no two Pokémon in the set that share a
type, the Flow increases by 15. Finally, for each Set in the Chamber with a Tempo score of 12 (including
the one for which Flow is being calculated), the Flow increases by 1. To determine the Flow of a Set,
multiply the Tempo by 5 and add these values, if appropriate. If the Tempo of the Set is 0, its Flow is
always 0.

For every day that a Shadow Pokémon spends in the Purification Chamber, roll 1d% and add the
Pokémon’s PR. If the result is less than or equal to the Flow of the Set it is in, the Pokémon’s Loyalty
increases by 1, to a maximum of -1. Once a Shadow Pokémon’s Loyalty reaches -1, the Purification
Chamber can also be used to open the final door to the Pokémon’s heart.
A Shadow Pokémon in Hyper Mode cannot be purified in the Purification Chamber.

P*DA
The Pokédex is virtually unheard of in Orre. Instead, trainers use a P*DA, or Pokémon Digital
Assistant. The P*DA automatically stores data of Pokémon seen, just as a Pokédex can. Just like with a
Pokédex, every 25 Pokémon seen give the trainer 1 level. It can also be used for e-mail, and to keep track
of all Shadow Pokémon that have been seen. Every 15 Shadow Pokémon caught grants the trainer 1 level
and every 15 Shadow Pokémon purified grants an additional level. By the DM’s discretion, Snagging or
purifying every Shadow Pokémon might also be worth additional levels.

Snagger (Revised Advanced Class)


The Snagger is identical to the one in the Player Handbook, except as noted below.

Remove Loyalty Meter, Shadow Berserk, Shadow Blaze, Shadow Bolt, Shadow Chill, and Shadow Smash
from the list of Snagger Features.

Use the following Snagger Features instead of their counterparts:

Snag!: Snagger Feature TA (T)


Daily
Target: Owned Pokémon with loyalty 1 or lower.
Effect: Throw a Poke Ball using your Snag Machine as if the target is a wild Pokémon and roll your 1d100
capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have
captured the target. The Pokémon is mistrustful towards you but just as mistrusting and just as trainable
as any wild you would have caught in the wild. If the Pokémon that you Snag has a Loyalty of less than 0,
the Pokémon maintains its Loyalty score, and this Feature’s daily use is not consumed. However, the
Feature cannot be used again this turn in any way.
Hate Seeker: Snagger Feature S (T)
Prerequisites: Snagger, 17 INT
Static
Effect: When using Snag!, subtract an additional 3 from your roll if your target has Loyalty -1 to -4 or
subtract an additional 10 from your roll if your target has Loyalty -5 or -6.

Rescuer: Snagger Feature S (T)


Prerequisites: Snagger, an owned Pokémon with Loyalty 4 who you’ve Snagged
Static
Effect: When you are using Snag! on a Pokémon with Loyalty of -2 or less, it may have 1 point more
Loyalty if you capture it and you want it to.

Add the following to the list of Snagger Features:

Shadow Warding: Snagger Base Feature S (T)


Static
Effect: When hit by Shadow Rush, the damage dealt by the attack is reduced by your Intelligence
modifier. This cannot lower the amount of damage done to below what it would have done had it not
been “super effective”. For example, a Shadow Pokémon uses Shadow Rush on the Snagger, and it gets
10 for its damage roll. This does 20 damage minus the Snagger’s Int mod, to a minimum of 10. Apply this
before applying any other damage-lowering effects.

Detect Tutor: Snagger Feature FA (T)


Prerequisites: Snagger, a Pokémon with the Move Detect, 18 INT
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokémon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, the Pokémon learns the Move
Detect. Once you successfully use Detect Tutor on a Pokémon, Detect Tutor may not target that
Pokémon ever again.

Shadow Monitor: Snagger Feature FA (T)


Prerequisites: Snagger, 16 INT
At-Will
Target: Owned Pokémon.
Effect: By pointing your Snag Machine at an owned Pokémon, you may determine the Loyalty of that
Pokémon. Loyalty is measured from -6 to 4. Pokémon with negative Loyalty are Shadow Pokémon.
Pokémon with Loyalty 0 dislike their trainers, and/or are commonly used for attacking defenseless
Pokémon or people. Pokémon with Loyalty 1 are newly caught, previously wild, Pokémon who don’t
trust their trainers and/or are used to commit crimes. Pokémon with Loyalty 2 like their trainers or were
traded to their trainers but are used to commit crimes. Pokémon with Loyalty 3 love their trainers and/or
were hatched by their trainers. Pokémon with Loyalty 4 have unbreakable bonds with their trainers.
Shadow Warding+: Snagger Feature S (T)
Prerequisites: Snagger, 16 INT
Static
Effect: When hit by Shadow Rush, the damage dealt by the attack is reduced by double your Intelligence
modifier. This cannot lower the amount of damage done to below what it would have done had it not
been “super effective”. For example, a Shadow Pokémon uses Shadow Rush on the Snagger, and it gets
10 for its damage roll. This does 20 damage minus double the Snagger’s Int mod, to a minimum of 10.
Apply this before applying any other damage-lowering effects. This ability replaces Shadow Warding.

Shadow Warding Z: Snagger Feature S (T)


Prerequisites: Snagger, Shadow Warding+, 20 INT
Static
Effect: When hit by Shadow Rush, the damage dealt by the attack is reduced by your Intelligence score.
This cannot lower the amount of damage done to below what it would have done had it not been “super
effective”. For example, a Shadow Pokémon uses Shadow Rush on the Snagger, and it gets 10 for its
damage roll. This does 20 damage minus double the Snagger’s Int mod, to a minimum of 10. Apply this
before applying any other damage-lowering effects. This ability replaces Shadow Warding.

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