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  1. September 1, 1998
  2.  
  3. This date... this date I know very well. This date is the beginning of the end, the start where man's and pokemon’s will bond slowly break. Hm... That boy... that boy’s names... what was his name again? Or was it Red? Was it Red hat kid? No, that was his general name... oh, I remember; it was Ash Ketchum, that unneeded human. I knew something wasn't right in Pallet Town when I was walking pass it on one of my many vacations, one of them being in Kanto at the time.
  4.  
  5. I felt something abnormal about that town; I knew I should have 'clean' Pallet off the map, level it or something. Damn my cursed kind heart at that time. I couldn't help myself, I didn't want to take down any humans at that time, if only I did and I wouldn't be making this note now.
  6.  
  7. Signed
  8. Yoshi, the shinxtails
  9.  
  10. October 15, 2000
  11.  
  12. Ever gotten the feeling of déjà-vu before? I knew something wasn't right. I knew word of mouth gets around, namely about some kid becoming the Elite Four member or something, I can't remember off the top of my head. But still, I knew the Ketchum kid was moving around the world for some reason, most likely a dumb one. I can clearly see that boy would be a pain in my side, but I didn't gave it much mind, I didn't knew it, but he'll slowly bring the world down from his actions, which will come back to get me.
  13.  
  14. Signed
  15. Yoshi, the shinxtails
  16.  
  17. March 19, 2003
  18.  
  19. I couldn't turn a blind eye to the Ketchum kid anymore, that kid was messing with things that he clearly shouldn't. Namely, they’re slowly getting pokemons into the rolls of the hard workers in towns, cries, villages and other areas. Man and human could easily keep themselves inline if that kid just kept himself in that Kanto area. That kid shouldn't have been born... Humans always take the easiest way out of things; this wouldn't be much different here.
  20.  
  21. Signed
  22. Yoshi, the shinxtails
  23.  
  24. October 22, 20010
  25.  
  26. That boy... that boy, Ash Ketchum, had gone too far. I can understand man and pokemon becoming friends and all and using some of their powers, but finding and using powers that's be-yard human understanding is another thing. The following is the list of prove that I found to back myself up with;
  27.  
  28. November 12, 1999 - New Island
  29.  
  30. First of the many facts that man can't handle the power of mons is on a island, oddly name, New Island, where a laboratory had made a named a work of theirs, in my opinion is lazy, 'Mewtwo' was born. That pokemon, in-of-itself, is a corrupt work of man that shouldn't have seen the light of day. I knew 'Mewtwo', clearly, wasn't happy being made by man's hand. But, sadly, he put his hopes in controlling his powers by a human who called himself Giovanni. This Giovanni guy is another proves that man will take anything and bend and break things to suit themselves. As time gone pass where Mewtwo was under the control of Giovanni, he slowly became fed up and hit the round, but to be right, the air. To make a long story short; Mewtwo's actions that were obviously pushed by man push him to call out any humans to fight against his own works. Lives were lost, many were hurt and some of the injured had ruined their lives.
  31.  
  32. All of this could have been avoided if he wasn't made, and all of the other Mewtwos that was made by other labs for one reason or other. This was back up by the fact of a Mewtwo info is in the pokedex.
  33.  
  34.  
  35. July 21, 2000 - Shamuti Island, Orange Islands
  36.  
  37. This is another fact that man can't handle what's around them. The three birds, Moltres, Zapdos, and Articuno, (which I don't know what their real job in this world is for) had slept for many years before man wanted to bring them out of their slumber for, not something new by man, to have power that they can't understand. Man is known for using overpowered, unneeded bots into do something that's fairly easily done. Had man really spoiled themselves to the point where the words 'Hard work' is an act of murder to them? But I digress.
  38.  
  39. A man that goes by the name of Lawrence, whose goal was, takes a guess as to why; to have power. As I said before in my little rant, the Lawrence guy took an overpower work of engineering to catch the three. As the humans fight with one another, along with the threesome birds having an unneeded fight to have control of three islands? I don't understand others at times like this. But still, the humans had to fail, like good little 'Heroes' some of them are to 'fight the forces of evil'. But sadly, all humans are evil deep down, killing one another for their own deeps, for nothing more than a sad and selfish reason; for the better good.
  40.  
  41. April 6, 2001 - Greenfield
  42.  
  43. This is an odd event, from the fact that the Unknown is in this mess. I can't tell you what use they were made for, but I can tell you Arceus were high when he made them. I shell get to him in due time. Now, onto the topic at paw; a male human name Spencer Hale, which I shell refer to just as 'Hale' from this point on.
  44.  
  45. Hale is a research scientist who is researching on the elusive Unown. Hale had came across some Unown letters in his researching of a site. In my opinion of the Unknown, I would classify them as the 2nd most useless pokemon in the world, for the only reason they know the move; Hidden Power. The most useless is being Magikarp, don't get me started on that pokemon. Back onto Topic.
  46.  
  47. Hale disappears from this world and left his kid behind, in my opinion should have been eaten by wolfs so this event wouldn't have happen. The Unown seem too had given the girl her wish, who was name Molly, which I like to call 'A waste of meat and blood'. The Unknown, for some reason, made a fake Entei, if I remember right, the only being that can make mons is this so call 'God' name Arceus. Something isn't right about this and I shell find out. As this girl's mind starts to slowly move away from the real world by the help of the Unown, the area where she live started to become disarray by crystal-like egg shell which was slowly ever growing as the girl's feelings started to become wild like the wind.
  48.  
  49. The events in that crystal-like egg shell can be cut down to something like this; a girl who's father were too preoccupied by some work that would end up in a fail, humans have too much pride for their own doing. Hale shouldn't have had a kid if he wasn't giving his kid any time where she wanted a fake dad to care for her, which I think is a bad sigh. Oh well, the events happen and they're set in stone.
  50.  
  51. October 11, 2002 - Arborville, Johto
  52.  
  53. This is a good fact that shows that humans will always misuse the powers of mons, one of two, which I shell get to later. This event takes in the past, with the human of a nuisance to me, which I love to see gone; Ash Ketchum, who was sent into the past with a pair of humans as well; Misty Williams and Brock Parker, both of which should stay in their own home towns if they know what's good for them.
  54.  
  55. For this event to had happened, a male human named Samuel Oak, who is often called just; Professor Oak, for short. Oak, as a kid, had gone through time and space, which can easily be rips to bits and tossing this world and unknown number of worlds as well into a black hole or something. Humans so easily misuse and abuse things they have.
  56.  
  57. Ash, being the human with the IQ of a door knob that he is gets the idea of 'he should do something about this'. When will humans learn that the end result doesn't justify the means? Oh well. Now, Celebi was the pokemon who was running away from a human who called himself just 'Hunter'. I couldn't get any more info on this man.
  58.  
  59. Now Celebi, for some unknown reason as it appears to me, who gone back to the past with the four humans to take care of the human with Hunter and his pokemon. I find it rater hypocritical of the four humans want to 'free' the mons from Hunter, but have mons trap in small, steel balls. Common sense is toss out the window.
  60.  
  61. As the bottle gone on, Celebi died when the Ash tried to free... him, or Celebi it a girl? Who in hell knows? But anyways, those humans had gone to Celebi's home lake call; Lake of Life. For some unknown reason to me, Suicune was there. Don't ask me why.
  62.  
  63. May 16, 2003 - Altomare, Johto
  64.  
  65. This date... this date shows that Ash Ketchum's true colors. The dirty human, he should have been locked away. This event takes place in water-themed, Altomare. The short story behind this city is about; 'Latios, I don't know his name, fought against a human who was attacking the city with a Kabutops and an Aerodactyl to terrorize the citizens, until the original Latios came to the city, using his powers to drown the Pokémon and turning the streets into canals. However, Latios died and his children were left orphans. His soul is within a special jewel, the Soul Dew.' That's all I'm able to fish up, no pun intended.
  66.  
  67. Now, back to this date, Ash Ketchum, the human walking bag of rocks, takes part in an event with Misty, and Brock are visiting Altomare on their travels. Ash and Misty participate in the Tour de Altomare, a water chariot race. Latias and Latios, for some reason, softly pulled Ash off the water way by the invisible pair.
  68.  
  69. Now, let’s skip ahead a bit to the event I want to draw your mind to; the Soul Dew, the one from the story I told you about in the back-story of this city. There was a battle where the Latios was catch by a pair of humans, Annie and Oakley (no shock there) and was force to attack his family and the humans.
  70.  
  71. As time goes on, Latios was free, but was greatly injured when he was in the human’s control. When they gotten their hands on the Soul Dew, they used it to try and flood the city. But Latios and Latias use their psychic powers to destroy the tidal wave that was coming to the city. The Latios gave his life to save the city, I don't know why, though.
  72.  
  73. One thing bugs me from all of this; if the first Latios made give his life to save the city and left behind the Soul Dew, why in hell when it lost it power make a tidal wave? So you save the city in life, but give it the middle finger in death?
  74.  
  75. 6th to 7th November 2009 - Alamos Town
  76.  
  77. Let’s go to the 2nd newest event, I'm still working on that one as I take this down to send to you, My Goddess. I have to apologize to you my Goddess, I wanted to list every bit of information and prove that the humans, in the world you've sent me too, need to be 'restarted'.
  78.  
  79. Now, the first of three events;
  80.  
  81. This all started in the town call 'Alamos Town', with, (no bloody shock to anyone, unless someone who's reading this lives under a rock) Ask and his human friends come to the town for the same old reason Mr. Ketchum had been going all over the world; Pokémon contest. Goddess, this kid needs a life, ASAP.
  82.  
  83. Now, This event, the 6th, take part with three mons; Palkia (who's said is able to control space, Dialga (who's said to control time) and Darkrai (said who can make nightmares... sounds like a load to me, sad). I seen and heard that Palkia and Dialga fight with one another number of times. I don't know why, but I think it's because one of the fallowing reason; 1) those two need to get yiff, big time. 2) They're around the age of three, both of them. And lastly, 3) someone can't keep it up in bed, I wonder who.
  84.  
  85. The story behind this event is that Dialga and Palkia fight with one another, from what I've heard, they get into one another space. But my understanding of time and space, from when in training as a young kit, finding and much info on anything in the world of the kitsune world, my 2nd home, first being the pokemon. Now, Time and space is one of same thing, two sizes of the same coin. One can't live without the other. There wouldn't be anywhere to life without space and nothing happens without time. So, something is fishy about this.
  86.  
  87. The two was slowly breaking the town, bit by bit as the two locks horns. Now, a human name Alice uses some song from his grandma. Sometimes, the humans get luck, but this is too lucky.
  88.  
  89. 6th November - same day
  90.  
  91. The very same day, a small, grass type pokemon name 'Shaymin'. I'm not 100% sure why Shaymin was in this, but I have to say 'Thank you' to that pokemon, I was able to get a form that I enjoyed using. Now, let’s return back to the topic.
  92.  
  93. As the two fight with one another, Dialga and Palkia, the feeling I gotten that something fishy rang true. In this event, a pokemon name 'Giratina', something about being the anti-matter pokemon or something. This world doesn't make much sense, but oh well.
  94.  
  95. Now, from what I can put together, from fallowing the human with a rock for a brain, (Ash Ketchum), and his friends that when the events from that dead, the fighting between Dialga, Palkia and Darkrai, left some dark mist. This doesn't make sense, seeing as humans blow things up like hills before. The reasoning behind this isn't here.
  96.  
  97. A human, name Zero, I hope to you that he named himself that. Now, Zero wants this power to blow up the world using Giratina's power, (blah, blah, blah, same old thing like beating your head against a wall). In the world where Zero, Ash, the other humans and I was sent to a world called 'Distortion World', more like boring world to me with a lot of bubbles there. I've seen a bubble popped and was told that an explosion where ever the bubble was showing. Now, there was this battle, most of it just same old pokemon battle you'll see where in this world.
  98.  
  99. As the battle, mostly boring, Giratina was bong to his knees by Zero. Zero gotten his power that he wanted, don't know why make a power to be steal-able is be-yard my understanding. Giratina was healed by the Shaymin, which shouldn't have gotten in the middle of this by the humans.
  100.  
  101. Zero was beaten and the world was happy, that was end of the event on that date.
  102.  
  103. 7th November 2009 - Michina
  104.  
  105. This date is the 2nd to last of the proof, kind of wish I can give the latest to you now, it's about the humans forcing a mother to fight for her kid by the humans, sad, I know. Humans can be so low, it's unbeliever.
  106.  
  107. Now, this event is about so called 'God', Arceus. My input on this; more of a disappointment, pathetic, a waste of blood and flesh pokemon if you ask me for my honest opinion about it, but that’s just me on the matter. Now, this is the other prove that humans will misuse anything given to him, no matter where or when. The human mule - Mr. Ash - is met up with the pair of sexless lovers; Dialga and Palkia. The two was didn't get their sexual relaxation, I guess, and are back at fighting with one another. Maybe we can send them some toys to help? Hah. And Giratina, but who cares about that emo pokemon? But with all kidding aside, the two kept on fighting till Arceus, the more sexual starve pokemon, came into the show.
  108.  
  109. Some human, name Sheena said to be able talk to pokemon’s hearth, I think that's a load, Goddess. The reason why they're attacking is from Arceus waking up... which make no sense to me. It's like me setting a town on fire when an eevee is waking up. Sheena said about something going in the past or something, didn't gave much mind as I just fallowed along, making sure I watch them closely from the shadows. I know the rules with kitsunes and humans; we mustn't mess with human's life at any cost and have as little as contact with them.
  110.  
  111. Now, a human in the past name Marcus made the betrayal with Arceus. Something about the Jewel of Life made from five out of the sixteen plates Arceus own. If he wasn't to give life to the land, why not just wave a hand and make plant life? Some 'God', hah, why would a so called 'God' give up his power to a human, which, not shocking, ran off with it? Damn ass.
  112.  
  113. In closeting, I want to sum everything up before giving my input on all of this.
  114.  
  115. 7th November 2009 - Michina
  116.  
  117. Proof that man will steal anything when helped.
  118.  
  119. 6th to 7th November 2009 -
  120.  
  121. Man is willing to end their own world by any means.
  122.  
  123. May 16, 2003 - Altomare, Johto
  124.  
  125. Man, said to care for mons, is willing to cut down their so called 'friends' for their own well being.
  126.  
  127. October 11, 2002 - Arborville, Johto
  128.  
  129. Man is willing to go back through time to end the many lives for their own means.
  130.  
  131. April 6, 2001 - Greenfield
  132.  
  133. Man shows that their need for power is the only think on their mind, their kids are last.
  134.  
  135. July 21, 2000 - Shamuti Island, Orange Islands
  136.  
  137. Man unable to stay away where they aren't needed, let sleeping mons lie.
  138.  
  139. November 12, 1999 - New Island
  140.  
  141. Man's first step into self-destroying.
  142.  
  143. My input:
  144.  
  145. I been told I'm mad for wanting to start the world over, wanting to fix everything from the ground up. But I don't think I am. I was told to 'Fix what we have now', but how can you first something that is unable to be fix and its hold on the world won’t let go if now first? What then I ask them?
  146.  
  147. All I have to say to this is; every day, humans come one step closer to self destruction! I'm not destroying the world, I'm saving it.
  148.  
  149. Signed
  150. Yoshi, the shinxtails
  151.  
  152. March 4, 2011 – Ruins of Chargestone Cave
  153.  
  154. This letter will enclose my report of the Pokémon-human world I had restarted, as ordered too. It were an exquisite experience, if I do say so myself. The reason behind that it is something you do not get to see this kind of thing any day of the year, Holy Goddess, Inari.
  155.  
  156. Now, onto the report, at 9:54 AM in the woods near Driftveil City - near the city's market, I set my plan into action. First, I have to scan the area, making sure I take down any points of escape that the humans may have to use; the Driftveil's Drawbridge that connect Driftveil to Unova Route 5 that goes to Nimbasa City, one of my hits later on in the day. In addition, Unova Route 6, which leads back to my home base, Chargestone Cave.
  157.  
  158. Knowing the facts that Driftveil City is a fishing port, import and export of goods, I knew I had to take that out along with the drawbridge as well as the route there. However, the only question I had to ask myself, "How will I close this city off to the world as well as keep the humans here before I take them out?" Then, I got my answer, my shamanism powers!
  159.  
  160. I started out my attack by chanting the shamanism ritual, which allows me to get in touch with my shaman powers and spells. Four totems appear that been crafted out of enchanted wood by the elements of the kitsune world. This, reasonability, had drawn the humans' eyes to where I was. It is reasonable for them to be shock by what they had seen; you do not see a shinx hybrid any day of the year. However, I had something for them to be really being shock about as I started to use the earth's power to rip up Route 6! The humans started to scream out of fear as the route becomes impassable now by massive boulders.
  161.  
  162. Now, the humans were trying to fight back, more like using their mons for their fighting, the little rats. Now, this male human, name Clay, try to take me down, thinking he having the type advantage over me. The only advantage he had were nothing against me, seeing as spells beat out types any day of the week. I just giggle at him, talking down to him. He was shock about this fact about me, but he did not had much time to wonder about it as a lava burst, a ball of lava that was form on my paw. I knew I would not have much time with him so I slow the ball down, about haft its speed as I enjoy the look on his face before the spell wrap him off the face of the Earth, only leaving behind a crater that were about ten feet deep and forty feet wide and left behind a burning hat. The humans in that city had lost their hope, I guess seeing their hero being slaughter by a hybrid can do that to you.
  163.  
  164. I was nearing the time I had set myself to level the city before moving along. Therefore, to save time for myself, I open the Earth up below the city to sallow the area up as I walk over to the bridge. I giggled softly as I started to level the island that holds up one end of the drawbridge as well, enjoying the fun run against the clock as one haft of the bridge slowly sinking into the sea. (Note to self; make sure to get rid of the bridge at the bottom of the sea.)
  165.  
  166. Now, I have taken it easy on me, seeing as I just use a spell called 'Earthquake', it easily rips up the route ahead of me for fun. Now, you will be by now asking yourself 'why?' Well, I could not allow any human to spot me and plan attack again me, so, common sense tells me, "Attack first before they can attack you." Hah, the sound of the humans crying for help, oh, the lovely sounds they make as they run for their lives fills me with happiness.
  167.  
  168. Now, I had arrived at Castelia City at, from what my watch tells me, 10:49 AM. Castelia City, one out of the many cities that I wanted truly to level down to the ground when I've sent my first letter. Ha. Unlike other cities, Castelia is a huge, sprawling metropolis, sporting many towering skyscrapers and other tall buildings. It is the heart of business and economy of the Unova region. Most of its city streets are crowded with different people rushing around, trying to get to work, home, or other places, making it a rather good hit.
  169.  
  170. The city has only two possible entrances on foot, from Route 4, a harsh desert in the north, and from Skyarrow Bridge, a large suspension bridge that connects the southern part of the eastern peninsula to the central peninsula and provides scenic views of Castelia's vast skyline, which spans off in the east. There are several other ways to enter the city, which I shell take out so the humans would not have a shot to get away. Let the Pokémon revolution start!
  171.  
  172. Now, my first act in the city was to hide myself in the shadows of the city's alleyways. The humans knew about me being in the area, which, for me, made it more of a cat and mouse game, but just that the cat were outnumbered by the vermin of the city. The whole idea of the humans is trying to hunt me down and rid me of this world made it even more enjoyable for me, oh joy.
  173.  
  174. In this event, being a kitsune really came in handy. I took upon a normal pokemon in the area, an Emolga, with a collar on saying I was someone's pet. Taking the human's panicking to my use as I take off into the air, seeing the city is lock down and the humans, some who haven't lock themselves in a car, bulling or whatever, are in heavy gear. Going with the 'being a cute pokemon' look help me, get around the city on foot before changing back into my shin tails form. This, within reason, gotten the humans looking at me without own mons like; Luxrays, Raichus, Arcanines, so on in the hopes to stop me. However, as I said before, spells beat types any day of the week.
  175.  
  176. I easily use my spells to take them all out, showing them that mons should not be in human's control, at all and how easily the humans relay on mons too much. I watch the humans flee, leaving most of their mons behind. I just sigh to myself as I watch them run. Just to put the idea in their head to make sure they remember, I started to slowly bring the sea's level up, flooding the city's streets as I cast a spell on myself called 'Water Walking' on myself. As the name say, it allows me to walk on the water.
  177.  
  178. I am truly happily as I had gotten rid of the human. Taking down any sighs of the human's hold on the land. Now, in my closing of my letter, I want to say this:
  179.  
  180. I shell keep all the copies of the letters I have sent. The human-Pokémon world as we knew it is gone. The world of mons shell is born from the ashes of human kind. I shell not let you down!
  181.  
  182. Sigh
  183. Yoshi, The shinxtails
  184.  
  185. February 28, 2011 - Chargestone Cave, Unova
  186.  
  187. I had received your letter with your seal of approval, my Goddess, Inari. I shell get to work at once! I am greatly ecstatic about this, or is the right word for this is 'blissful'? I am not sure, but I am very happy to be allowed to do this. I cannot tell you how revolted this whole world of humans had made me felt. The sheer, incomprehensible, fact that the humans try to play off as 'a good idea', it is truly hypocritical for them to say that. What I'm referring to is the fact the humans catches mons in balls, which can open up and trap any pokemon, of any size and shape; a pokeball.
  188.  
  189. The pokeball, a thing that they have made to make their life easier on themselves, come in many different size and types. Some of the type of pokeballs they had made is:
  190.  
  191. Cherish Ball - Some kind of ball that the humans with a lot of money buy, it looks nice, but a normal ball.
  192.  
  193. Dusk Ball - A ball that was made for mainly catching mons at night. I do not know why they cannot just go in the daytime and do it. Why are humans letting their kids out at night by themselves?
  194.  
  195. Luxury Ball - This ball just forces the pokemon to less their free will and 'like' the human more when they were catch.
  196.  
  197. Master Ball - This ball represent all of man's most vile works. I shell get back to this.
  198.  
  199. The ones that I've listed are the ones that stand out the most from the others for one reason or another like; one being a tool to enslaved wild mons for their low brow needs. A good example, a lab, called Season Research Lab, is researching the seasons, I do not know why for the most part. The scientists there ask any Pokémon trainer to go and enslaved mons, name Deerlings, and put them in cages to be poke and look at as if they are zoo animals. We mons have feelings too!
  200.  
  201. Now, the Master Ball I have listed before is the most terrible of them all, for the main, soul reason; it is fully, without fail, enslaved a pokemon on the first hit. I do not know why humans have to force mons into rolls that shows the humans only think of their own needs like the power plant in Kanto, South of Rock Tunnel.
  202.  
  203. This plant, where some files they had kept there say that the first Master Ball was made, had mons caged up and linked up to their power generator there. Why would they even do this to a Pikachu or a shinx? Why force a living being to force them to give power to a city where they would not even be thanked for it?
  204.  
  205. I have enclose this letter with all of the listed balls along with the other balls that I haven't talked about to be research, I don't know for what, but it should give the kitsune world a much more better understand of the Pokémon world.
  206.  
  207. Sigh
  208. Yoshi, the shinxtailes
  209.  
  210. March 4, 2011 – Ruins of Chargestone Cave
  211.  
  212. This letter will enclose my report of the Pokémon-human world I had restarted, as ordered too. It were an exquisite experience, if I do say so myself. The reason behind that it is something you do not get to see this kind of thing any day of the year, Holy Goddess, Inari.
  213.  
  214. Now, onto the report, at 9:54 AM in the woods near Driftveil City - near the city's market, I set my plan into action. First, I have to scan the area, making sure I take down any points of escape that the humans may have to use; the Driftveil's Drawbridge that connect Driftveil to Unova Route 5 that goes to Nimbasa City, one of my hits later on in the day. In addition, Unova Route 6, which leads back to my home base, Chargestone Cave.
  215.  
  216. Knowing the facts that Driftveil City is a fishing port, import and export of goods, I knew I had to take that out along with the drawbridge as well as the route there. However, the only question I had to ask myself, "How will I close this city off to the world as well as keep the humans here before I take them out?" Then, I got my answer, my shamanism powers!
  217.  
  218. I started out my attack by chanting the shamanism ritual, which allows me to get in touch with my shaman powers and spells. Four totems appear that been crafted out of enchanted wood by the elements of the kitsune world. This, reasonability, had drawn the humans' eyes to where I was. It is reasonable for them to be shock by what they had seen; you do not see a shinx hybrid any day of the year. However, I had something for them to be really being shock about as I started to use the earth's power to rip up Route 6! The humans started to scream out of fear as the route becomes impassable now by massive boulders.
  219.  
  220. Now, the humans were trying to fight back, more like using their mons for their fighting, the little rats. Now, this male human, name Clay, try to take me down, thinking he having the type advantage over me. The only advantage he had were nothing against me, seeing as spells beat out types any day of the week. I just giggle at him, talking down to him. He was shock about this fact about me, but he did not had much time to wonder about it as a lava burst, a ball of lava that was form on my paw. I knew I would not have much time with him so I slow the ball down, about haft its speed as I enjoy the look on his face before the spell wrap him off the face of the Earth, only leaving behind a crater that were about ten feet deep and forty feet wide and left behind a burning hat. The humans in that city had lost their hope, I guess seeing their hero being slaughter by a hybrid can do that to you.
  221.  
  222. I was nearing the time I had set myself to level the city before moving along. Therefore, to save time for myself, I open the Earth up below the city to swallow it up as I walk over to the bridge. I giggled softly as I started to level the island that holds up one end of the drawbridge as well, enjoying the fun run against the clock as one haft of the bridge slowly sinking into the sea. (Note to self; make sure to get rid of the bridge at the bottom of the sea.)
  223.  
  224. Now, I have taken it easy on me, seeing as I just use a spell called 'Earthquake', it easily rips up the route ahead of me for fun. Now, you will be by now asking yourself 'why?' Well, I could not allow any human to spot me and plan attack again me, so, common sense tells me, "Attack first before they can attack you." Hah, the sound of the humans crying for help, oh, the lovely sounds they make as they run for their lives fills me with happiness.
  225.  
  226. Now, I had arrived at Castelia City at, from what my watch tells me, 10:49 AM. Castelia City, one out of the many cities that I wanted truly to level down to the ground when I've sent my first letter. Ha. Unlike other cities, Castelia is a huge, sprawling metropolis, sporting many towering skyscrapers and other tall buildings. It is the heart of business and economy of the Unova region. Most of its city streets are crowded with different people rushing around, trying to get to work, home, or other places, making it a rather good hit.
  227.  
  228. The city has only two possible entrances on foot, from Route 4, a harsh desert in the north, and from Skyarrow Bridge, a large suspension bridge that connects the southern part of the eastern peninsula to the central peninsula and provides scenic views of Castelia's vast skyline, which spans off in the east. There are several other ways to enter the city, which I shell take out so the humans would not have a shot to get away. Let the Pokémon revolution start!
  229.  
  230. Now, my first act in the city was to hide myself in the shadows of the city's alleyways. The humans knew about me being in the area, which, for me, made it more of a cat and mouse game, but just that the cat were outnumbered by the vermin of the city. The whole idea of the humans is trying to hunt me down and rid me of this world made it even more enjoyable for me, oh joy.
  231.  
  232. In this event, being a kitsune really came in handy. I took upon a normal pokemon in the area, an Emolga, with a collar on saying I was someone's pet. Taking the human's panicking to my use as I take off into the air, seeing the city is lock down and the humans, some who haven't lock themselves in a car, bulling or whatever, are in heavy gear. Going with the 'being a cute pokemon' look help me, get around the city on foot before changing back into my shin tails form. This, within reason, gotten the humans looking at me without own mons like; Luxrays, Raichus, Arcanines, so on in the hopes to stop me. However, as I said before, spells beat types any day of the week.
  233.  
  234. I easily use my spells to take them all out, showing them that mons should not be in human's control, at all and how easily the humans relay on mons too much. I watch the humans flee, leaving most of their mons behind. I just sigh to myself as I watch them run. Just to put the idea in their head to make sure they remember, I started to slowly bring the sea's level up, flooding the city's streets as I cast a spell on myself called 'Water Walking' on myself. As the name say, it allows me to walk on the water.
  235.  
  236. I am truly happily as I had gotten rid of the human. Taking down any sighs of the human's hold on the land. Now, in my closing of my letter, I want to say this:
  237.  
  238. I shell keep all the copies of the letters I have sent. The human-Pokémon world as we knew it is gone. The world of mons shell is born from the ashes of human kind. I shell not let you down!
  239.  
  240. Sigh
  241. Yoshi, The shinxtails
  242.  
  243. Reputation system
  244.  
  245. The Reputation system, (Reputation shell hereby now, from now on, be refer to as ‘Rep’), in this Pokémon D&D game, is one of the many reason how and why any Non-Player Character (which can be refer to from this point on out as ‘NPC’), react to PCs and if they are willing to help or not.
  246.  
  247. Rep, in the long and story of it, will carry a big effects on whatever or not a NPC is willing to give you help your slap you in the face and run you out of town. Rep can easily be gain or lost with a slip of the tongue, making a once friendly NPC whom willing to go out of their way to give you a cut on items to a NPC who want to ring every bit of money out of you.
  248.  
  249. Rep within this game has many different levels from Hated, being attack on the spot, to Exalted, being able to get discount on items, be able to purchase items that are not on the show floor, to being shown areas within towns, cities, villages, etc. On the hand, the having a Hated rep with a group, town, city, villages or any other areas in which have word of mouth passing along foul and awful things about the PCs or the party members with the PC.
  250.  
  251. Rep comes in many levels, as said above, slowly changing over time as the PCs do small quests, take down big foes that want to level and/or kill mons in a given area or beat a big villain. As the PCs go through with their jobs, they will slowly build up rep within areas. Most areas will care and show respect to the PCs by giving them rare items or relaxing areas that common PCs are not allow into.
  252.  
  253. The following are the level of witch rep is basic upon. You will find how NPCs will react to PC with an X rep with them. The listing will be in an order from most appreciated to being downright hated. There will have explanations on each rep level.
  254.  
  255. Exalted – The empire, town, village, city, etc, believe that they had found a true hero within you. You will be given many lovely things for your works, and some areas the town’s NPCs may even put up statues in honor the PC’s work.
  256.  
  257. Revered – The word of your works had been surpass your wildness dreams, your battles, your great feats of daredevil like acts like; facing outstanding numbers of enemies, slain great and powerful monsters, freed a small village of a curse that slowly been making monster to carry off the village’s kids no matter how well they lockdown their homes.
  258.  
  259. Honored – Your works is slowly getting around outside the empire that you have grown up in. You can hear, on occasionally, of your name or a general nickname of your party that the NPCs had gave for you. Sometimes walking down a road, block, dirt road, and so on, of the NPCs pointing to you, or your party, and talk of your kind deeps.
  260.  
  261. Friendly – The word of your work had somewhat gotten around, you are not that well know, nor many of the NPCs even know what you look like or even what’s your surname is. For the post part, some of them just think you are made up so some NPC can have a story to tell.
  262.  
  263. Neutral – No one knows your name, let along give a flying rotten berry about you for the most part. The NPCs will just pay you no mind or just deal with you like any other being that is passing by. The common NPC will just give you some looks and now say much, if anything, about the area or some NPCs. The common way to get info from NPCs, who are not talking, will open up for some money, if given the right amount.
  264.  
  265. Unfriendly – You have gotten yourself in some hot water with someone, you have kept it up for some time, and you have gotten to a point where they do not want you around, but are willing to put you up for your money.
  266.  
  267. Hostile/Hated – You are only put in only the darkness of the dark lights, you are very often attacked on the spot as you have gotten yourself a wanted poster for that area and often get attack by bounty hunters. You’re often only allow with the outlaws handout, most, if not all, are hidden away and kept out ear shot of anyone who can get in and turn them in for the money on their heads, that include you, too.
  268.  
  269. Rep is very similar to experience. Rep is divided into a number of different levels for which PCs must earn rep points to progress through. Higher rep levels generally require more points than the previous level to progress. The exception is hated, which spans a very large number of rep points. Rep points, just like experience points, are gained through quests and killing various mobs. Unlike experience, it is possible to lose rep points with some factions, either by killing members of the faction or by assisting rival factions.
  270.  
  271. For rival factions, gaining rep with one will normally decrease rep with the other, but at a greater rate. For instance, if you kill a shopkeeper or an innocent bystander whom from True Green Empire, you will gain two (2) points of rep from the Plague Force Empire, but will lose five (5) points from the True Green Empire.
  272.  
  273. Currently there are two of these rival-faction pairs: True Green Empire (grass) vs. Plague Force Empire (poison) and Shadow claws Empire (dark) vs. Celestial Empire (psychic).
  274.  
  275. The fallowing is how much rep it takes to get from one level to another. Rep cannot surpass Exalted, nor does it go past Hated. The rep with X empire, once hit cap on Exalted will not have any ‘overflow’ to other empires. It is lost for good.
  276.  
  277. Exalted – 1 to 100 (max)
  278. Revered – 1 to 750
  279. Honored – 1 to 500
  280. Friendly – 1 to 250
  281. Neutral – 1 to 100
  282. Unfriendly – 1 to 150
  283. Hostile – 1 to 300
  284. Hated – 1 to 500 (max)
  285.  
  286. Various quests and faction-specific rewards are available across the levels, but the player must be able to interact with the faction NPCs to gain access to these rewards. This usually requires Neutral or better standing.
  287.  
  288. The following is a list of a general list of each level of rep gives. Once the rep had gotten to a point to where they is willing to tell the PCs anything they want without rolling is revered and up. The list below is by no means the real items or rewards the given level of rep offers.
  289.  
  290. Exalted – Discount up to 20% on items within that area. Access to racial and faction mounts and items.
  291. Revered – Discount up to 15% on items, nothing more.
  292. Honored – Discount up to 10% on items, nothing more.
  293. Friendly – Discount up to 5% on items, nothing more.
  294. Neutral – Nothing, they do not really think of you yet.
  295. Unfriendly – Cannot buy or sell to NPCs.
  296. Hostile/Hated – You will always be attacked on sight
  297.  
  298. Populations’ types
  299.  
  300. The population of cities, towns, villages, etc, is how many beings live, (that is rather obvious), or pasting through, on any given day of the week. The given population of an area has a number of things like banks, farmer’s markets, town halls, inns, etc. Now, not all areas have some of the things that listed were, or not have them all together and may just be an area that a group of NPCs lives in.
  301.  
  302. The common thing that the population areas is that they lock their homes, well, most of them are lock to prevent anyone from trying to get in and rob them blind at night or beat them up and steal everything they hold dear. I may not recommend this, but PCs are able to break into homes and steal the NPCs’ things. Sometimes in NPCs’ homes, the PCs can sometimes find rare times that NPCs’ kids find and keep for themselves or gifts from their family members or love ones.
  303.  
  304. Areas, in which NPCs live in, let say, cities area are more likely for PCs to get pickpocket in the middle of daylight and no one will give two damns about it. Most commonly in cities, but sometimes-found in villages and other areas are gangs. Sometimes those gangs can rule the areas in which they have settled in, like; having control of the area’s guards that meant were to keep that area safe from said gangs and other beings or things that seek to level it.
  305.  
  306. Most of the areas in which NPCs in, like cities, towns, villages, etc, are left in peace, and often-left outsiders in without any contest. The following list are common things that can be found in cities and bigger, (this does not mean the same things cannot be sound in smaller areas):
  307.  
  308. The Mafioso – This is commonly refer to as ‘The mob’ or just ‘Mod’. The mob is a criminal gang, especially one involved in drug trafficking, extortion, etc. They are often having their powers going far and wide, having their hold on some cities, mostly towns, where they can do their trading without any fear of the arm guard coming after them.
  309.  
  310. Gangs/Turf wars – This group of ‘outlaws’, (that is putting it kindly), can be seen fighting without or just outside of the area. Sometimes when the gangs start having a turf war in an area, let say a town, the gangs may level the area in attempting to control it for their members.
  311.  
  312. The cults – The cults within this world can be seen if one keeps their eyes open. Most, if not call are banned from cities and, sometimes hit and miss in some villages. The only cults that are allow are closely watch by the areas they settle themselves in and seeming to have countless rules on what they can and can’t out or use.
  313.  
  314. Now, on the other side of the coin is the law obeying groups that fallow the law and keep their noses clean. Most NPCs that fallow the law can offer up information on a group that you are looking for or may know a way into their hideout or point you to the right way of said hideout.
  315.  
  316. The fallowing listing is, by no means, all of the good or neutral-aligned groups. This list shell is updated over time as the author. The listing will show the common things one would find in areas that the PCs would find.
  317.  
  318. The general guards – Those NPCs can be found in all areas of any area like cities who stand at gates, watches everyone who comes and goes, walking through the sheets, making sure everyone is fallowing the law of the land that they been sent to as their new homes.
  319.  
  320. The churches – The churches in this game have seventeen different churches that’s home for statue for each Gods or Goddesses. The NPCs can often help the PCs on whatever quest they are from time to time. Sometimes they have to turn the PCs away for reasons unknown to the common NPC.
  321.  
  322. Inn keeps and Shopkeepers – NPCs who runs the shops and/or inns keeps records of who comes and goes in and out of their shop or inn. They normally ask a customer to sign in and out of their inn, or ask for their names for their logbooks to make sure who is buying what.
  323.  
  324. Town/Village’s crier – The criers can often in the middle of towns, cities (which is somewhat uncommon to see one there), villages (which they are found rather often here), etc. The criers are often able to give info about areas of other NPCs. Moreover, if given the right amount of money, they can give some more info that they are not allow to talk about. However, in doing this that NPC will be putting their life on the line for the info that they are giving. So pick when you want to talk about the dark deeps of a given area.
  325.  
  326. Now, sometimes there are NPCs who do not follow the rules or follow it when it benefit for them. They are often being known for their deeps in some areas if one would know where to look. They can often be found in inns for the most part, playing cards, betting money, so on.
  327. Watchdog – NPCs who wishes to take this job are often known for a fact that they are not the kind to follow the rules that did not give them the gold they seek. The watchdogs used to be guards that were lay-off or fired when they have tried stealing and selling files that were meant to be kept safe or another reason.
  328.  
  329. Hair gun – NPCs whom have this title used to deal with the general arm guards. They normally get items that ‘fell of the cart’. Most of the time their items are ‘hot’ and will get any PCs in hot water if found with the items.
  330.  
  331. Now, with all of what that been said above, it would be reasonable to give a warming about what may or may not happen between areas. The common thing that happens, other than monster and crazy mons, is bandits.
  332.  
  333. The bandits are your common thefts that like to enter the PCs sleeping are and go through their bags and steal whatever they can carry with them. The common way to stop this is to hide one’s goods away in holes or hiding them, or sleeping on top of them.
  334.  
  335. Currency
  336.  
  337. Money in this game is set in different level, which is value differently of each. The game has four different kind of money, each coming from the less value to most, Copper, Silver, Gold and Platinum. Each of hoes coins are use, silver and gold being used as the common most used coin in the markets, shops, inns, etc, anywhere money is needed for tending.
  338.  
  339. The following are the listing will show the coins and each of their worth and how each will be reacted to while in game.
  340.  
  341. The Copper coin – Ten Copper coins is equals one Silver coin –The copper coin is the most useless of all the coins. They are worth one of one- hundred of a silver coin. The copper coin can sometimes be found on the ground or side of the roads if the PCs look around for a bit. Most NPCs will toss copper coins at beggars if they ask money.
  342.  
  343. The Silver coin – Ten Silver coins is equals one Gold coin– The silver coin is the second most used coin in the world. The silver coins are often used in shops, commonly used for small items like healing items, herbs, and repair kits, so on, that one can be hold in one hand or can fit in a pocket.
  344.  
  345. The Gold coin – Ten Gold coins is equals one Platinum coin. One Gold coin is equals one hundred Copper coins– The gold coin is the most used coin within shops, sometimes inns, and bars, so on. The gold coin are often used in inns, they are being just one to three gold coins a night (depending on where one would go to sleep it might drop down to silver coins). At shops, items like tents, sleeping beds, large amount of food, etc, can sometimes be between one to four gold coins. The items that are rare, or hard to find, will be sky high like two-hundred gold for a rare orb.
  346.  
  347. The Platinum coin – One Platinum coin is equals to one thousand Copper coins. One Platinum is equals one hundred Silver coins. One Platinum is equals ten Gold coins. – The platinum coins are the most valuable coins out in the game. They are often found in banks or in the back rooms that is inside safes from being stolen.
  348.  
  349. The common way for a PC to change their, let say PC have ten silver coins, is to head over to a bank and get it change into one gold coin in the exchange of the silver coins. The act of exchanging of the larger number of less value coins for one that is wealth more can be done at any shop. The standard coin weighs about a third of an ounce (fifty to the pound).
  350.  
  351. In this game, gems are normally used as another way to carry around money without it slowly a PC down. Gems come in many different color, size and shapes. The gems only are gotten at a bank, and vice versa, the banks in different area are not link and will not be able to give the PC their items from one city from another city.
  352.  
  353. The following is a list of gems and how much one would cost a PC if they want to have a lighter load for their money than before. The listing below will be listed from top to bottom, from common gem to rare gems. The gems can not only be change back into coins at banks, the shop NPCs will NOT take them as money, nor will they will sell any gems. It is like selling money for money.
  354.  
  355. Average Examples
  356. Twenty gold – Agate, Agate, Almandine Garnet, Aquamarine, Cassiterite, Citrine, Color-change Garnet, Coral, Dendritic Agate, Goshenite, Hemimorphite, Hessonite Garnet, Hiddenite, Labradorite, Lapis lazuli, Lepidolite, Malachite, Opal Doublet, Opals, Pyrope Garnet, Quartz, Rhodonite, Rose Quartz, Rutile Quartz, Scapolite, Seraphinite, Spodumene, Sunstone, Tashmarine Diopside and Tourmaline.
  357.  
  358. Forty gold – Andesine Labradorite, Beryl, Calcite, Carnelian, Chrome Diopside, Chrome Tourmaline, Chrysocolla, Color-Change Diaspore, Hackmanite, Hambergite, Howlite, Imperial Topaz, Jasper, Kunzite, Maw-sit-sit, Moss Opal, Obsidian, Peanut wood, Peridot, Rhodolite Garne, Serpentine, Smithsonite, Smoky Quartz, Snowflake Obsidian, Tanzanite, Tiger's Eye, Turquoise and Verdite.
  359.  
  360. One hundred – Amethyst, Ametrine, Ammolite, Aventurine, Bloodstone, Chalcedony, Chrysoprase, Danburite, Dumortierite Quartz, Fire Opal, Hematite, Idocrase, Iolite, Larimar, Nuumite, Onyx, Paraiba tourmaline, Quartz cat's eye, Rhodochrosite, Ruby-Zoisite, Rutile Topaz, Spessartite Garnet, Sphene, Spinel, Strawberry Quartz, Tsavorite Garnet and Zircon.
  361.  
  362. Five hundred – Andalusite, Apatite, Axinite, Boulder Opal, Fire agate, Fluorite, Grossularite Garnet, Moldavite, Morganite, Pearls, Pietersite, Prehnite, Rainbow moonstone, Rubellite Tourmaline, Sodalite, Star Diopside, Star moonstone and Sugilite.
  363.  
  364. One thousand – Amazonite, Amber, Cat's Eye Scapolite, Cat's Eye Tourmaline, Chrysoberyl Cat's Eye, Colorful Mystic, Fossil coral, Jadeite, Kyanite, Orthoclase, Rainbow Pyrite, Sillimanite Cat's Eye, Tiger's Eye Matrix and Zotic Topaz.
  365.  
  366. Five thousand – Alexandrite, Cat's Eye Aquamarine, Cat's Eye Diaspore, Charoite, Chatoyancy, Chrysoberyl, Clinohumite, Color-Change Sapphire, Demantoid Garnet, Diamond, Emerald, Gaspeite, Melanite, Mystic Quartz, Ruby, Sapphire, Sphalerite, Star garnet, Star Rose Quartz, Star Ruby, Star Sapphire, Star Sunstone, Topaz, Variscite and Zircon.
  367.  
  368. In this market of gems trading and buying, (one has to go to a black market to get their hands onto some ‘dirty’ gems). The market for gems that is often hard to learn, and even near impossible for someone to master it. The gems often generally know, like, normally what kind of gem a PC have if they do a knowledge roll.
  369.  
  370. The only things that the PCs do not know about the gems are the size and the carat count of the gem. The only way for a PC to know what kind of gem they own is to take it to a bank to get it appraised, the NPC will tell the PC what size and count the gem is how much would it give them as money if they turn it in for coins.
  371.  
  372. Generally seeking, gems’ sizes will determine how much a gem will give the PC. The common thing to remember of how much gold one will get is how much carat of the gem has. The carat of a gem, let say a Topaz, which is listed at five thousand gold coins. The coins will be different, maybe lower or higher then what one would think.
  373.  
  374. If a Zircon were taken to a bank and shown to a banker NPC, the NPC will tell the PC the carat Topaz make it same cost, two times, two and a haft times, three times, so on. The only down size to this is that the bigger the gem is, the most likely the gem will have mistakes which will drop the gold coins for it down fast.
  375.  
  376. In the act of selling, one items works like this: In general, a PC can sell something for half its listed price. Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
  377.  
  378. Different type of areas
  379.  
  380. Areas is that general way to say towns, cities, villages or any other area in which NPCs and PCs are able to say in and live. Now, the areas of which the NPCs can be found are rather different between each area. Some of the different can change from a great deal that make one wonder what happen in that area to the small details that one can easily over look them.
  381.  
  382. The following are some of the areas and their different. This is not something to use as a full ref for any storyline and should be used as to get ideas from.
  383.  
  384. Hamlets – This kind of area is cannot be called a ‘village’, but it have many things that make it look like a village. The only thing that keeps it from being call a village is the fact that it small and mostly has homes. The area has one shop or inn. When one of these areas has a shop, it will most likely be a general shop. The area is not able to be a good trading port to get more shops to buy things from.
  385.  
  386. Villages – Villages are a rather good idea to stay at when the night had fallen and the PCs need to sleep when their sleeping gear area worn out and useless to them or they’ve ran out of food to feed themselves for the night or one of the many reasons to stay at a inn. Villages normally have at least an inn and at least one shop. A village is able to have open-air shop keeps, but their items will be limit and may run out of one buy out the NPCs’ things like food.
  387.  
  388. Small towns – Small towns are normally underdeveloped full cities. Most of the time the towns have town halls, farmer’s market (if they have the area for it), police departments, etc, for a well run area. The shops and inns in this are well known to be here. The shops in this area are often offering many things to the common PC like armor, weapons, herbs, etc.
  389.  
  390. Large towns – Large towns are much better than the smaller ones (that is given). The large towns are well known to get many things from areas around them like herbs or finishes. The large towns have much more in the way of NPCs, offering some of the outlaws a way to keep their HQ low on the radar.
  391.  
  392. Small cities – Small cities used to be small towns, going onto becoming big cities to become a big trading post for that area. The small cities had grown to the point that they had made more homes, shops inns and any other things that one will need. The small cities and gone and underground areas, growing down rather than out to keep the land around them safe. With said underground areas, the outlaws NPCs can be more easily be found there and pay for their skills.
  393.  
  394. Large cities – Large cities had made a name for themselves, the cites had many floors underground, being able to keep the ground top for business areas, most of the time. The underground areas will seem to be like a living hive where NPCs live and do their thing without worrying about the land being hurt.
  395.  
  396. Metropolises – Metropolis are a shy step away from being kingdoms. The metropolises are often be seen as busy areas, night or day, always NPCs delving something or taking away the unwanted things like haft eaten food or the drunken NPCs away. The NPCs who work and live here are often know to have back doors when the main gates are being used for things that ask for the gate being use for them only for them.
  397.  
  398. Pokémon
  399.  
  400. Benefit for Pokemorph and feral Pokémon
  401.  
  402. In this D&D game, the PCs are able to pick between rather or not they want to be a Pokemorph (which shell be call ‘morph’ from this point on), or a normal pokemon. Within the game world, it has many morphs and mons, which live side by side. Within this world, the common thing that can be seen at any given area, or home, is that they are able to master one thing or another. The things that any given morphs and mons will be listed before as one reads one.
  403.  
  404. In this world, morphs are anthro form of mons, like an anthro Pikachu or an anthro eevee. The long and short of it all, morphs have human like bodies and mons details. For example, a morph Pikachu will have a human body, (the height of this anthro will depends on the morph itself, each morph, even if two morph are the same pokemon, their height will be different.), with the characteristics like the red cheeks, ears with black tips, the thunderbolt shape tail, etc.
  405.  
  406. Now, for normal mons, it is rather straightforward in this area; the pokemon will get any normal things like their height, weight, stats, so on. Some of the mons would not be on the list below, some of them falling in the morph listing for having human-like characteristics that wouldn’t be able to fall under as ‘feral’ or ‘normal’ pokemon.
  407.  
  408. Generally speaking, it would be reasonable to see different between the mons and the morphs. Within this game, the differences are that the morphs are skill in some areas like weapons and the mons gets benefits in their rolls like hiding. Now, some mons that can be found in the pokedex will be classify as morphs, even though they are not truly anthro, but cannot be fully called feral for some facts like having hands with fingers, human like body, etc.
  409.  
  410. The benefits for the morphs are that they get a weapon specialization whatever they pick as long as the class they pick allows said weapons. One of the others perks for morphs is the fact that they can get cheaper armor made from NPCs for themselves along with being able to get a plus one (+1) to their damage rolls when holding a weapon in battle.
  411.  
  412. However, in exchange for the rewards, the morphs will have to take some handicap for this like; having their normal, pokemon attacks like Ice Beam, Water Gun, Guard Split, etc. Which is extremely cripple to the point that their attacks are twenty-five percent (25%) weaker due to the fact they, (one would say), that they lost their wildness within them, becoming more human-like and cannot tap into the gifts that they were born with.
  413.  
  414. For the mons, they are wilder then their morphs brothers and sisters, being able to hone their animal side of themselves much more easily. The benefit for being a pokemon is rather simple; Mons will get a plus to their hiding rolls. Getting a plus one (+1) to their dodge rolls in melee attack areas. Mons will be able to carry more items the morphs for their body shape and gear. The mons will get a ten percent (10%) increase to their pokemon attacks like Ice Beam, Cross Poison, Bubble beam, etc, giving a plus one to their pokemon attacks. Along with that, the mons will get a skill called ‘scent’, which shell be noting below;
  415.  
  416. The pokemon can detect opponents within thirty feet by sense of smell. If the opponent is upwind, the range increases to sixty feet; if downwind, it drops to fifteen feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as Skuntank's musk or Weezings stench, can be detected at triple normal range.
  417.  
  418. When a creature detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. The pokemon can take a move action to note the direction of the scent.
  419.  
  420. Whenever the being comes within five feet of the source, the mons pinpoints the source’s location.
  421.  
  422. A pokemon with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is ten (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of beings, and the age of the trail. For each hour that the trail is cold, the DC increases by two. Mons tracking by scent ignores the effects of surface conditions and poor visibility.
  423.  
  424. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing mons that has the scent ability, however, can use it in the water easily.
  425.  
  426. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify mons, morphs or other beings, and the base Survival DC to track becomes twenty rather than ten.
  427.  
  428. The down sides for being a mons are the following; the pokemon's armor cost more coins then the morphs because of their size and body shape, taking more time and materials to make for them, namely, the higher the armor type, the more it cost than normal. They take a minus two (-2) to their melee attack rolls with weapons.
  429.  
  430. The following listing is of feral mons, having mainly animal like looks within the Pokémon world.
  431.  
  432. A
  433. Absol, Accelgor, Aerodactyl, Alomomola, Altaria, Amoonguss, Anorith, Arbok, Arcanine, Arceus, Archen, Archeops, Ariados, Aron, Articuno and Azurill
  434.  
  435. B
  436. Bagon, Baltoy, Barboach, Basculin (both colors), Bastiodon, Bayleef, Beartic, Beldum, Bellsprout, Bidoof, Blitzle, Boldore, Bonsly, Bouffalant, Braviary, Bronzong, Bronzor, Budew, Buizel, Bulbasaur and Burmy
  437.  
  438. C
  439. Camerupt, Carnivine, Carvanha, Cascoon, Castform, Caterpie, Celebi, Chandelure, Charmander, Chatot, Cherrim, Cherubi, Chikorita, Chimecho, Chinchou, Cinccino, Chingling, Clamperl, Claydol, Cleffa, Cloyster, Cobalion, Combee, Corphish, Corsola, Cottonee, Cradily, Crawdaunt, Cresselia, Crustle and Cryogonal
  440.  
  441. D
  442. Darmanitan, Deerling, Deino, Delcatty, Delibird, Dewgong, Dialga, Diglett, Ditto, Dodrio, Doduo, Donphan, Dragonair, Drapion, Dratini, Drifblim, Drifloon, Ducklett, Dugtrio, Dunsparce, Duosion, Durant, Dusknoir , Duskull and Dwebble
  443.  
  444. E
  445. Eelektrik, Eelektross, Eevee, Ekans, Electrike, Electrode, Emolga, Entei, Escavalier, Espeon, Exeggcute and Exeggutor
  446.  
  447. F
  448. Farfetch'd, Fearow, Feebas, Ferroseed, Ferrothorn, Finneon, Flareon, Floatzel, Foongus, Forretress, Frillish, Froslass and Furretm
  449.  
  450. G
  451. Galvantula, Gastly, Gastrodon, Geodude, Gigalith, Gible, Girafarig, Giratina, Glaceon, Glalie, Glameow, Gligar, Gliscor, Golbat, Goldeen, Gorebyss, Grimer, Grotle, Growlithe, Grimer and Gyarados
  452.  
  453. H
  454. Haunter, Heatran, Herdier, Hippopotas, Hippowdon, Honchkrow, Ho-Oh, Hoothoot, Hoppip, Horsea, Houndoom, Houndour and Huntail
  455.  
  456. I
  457. Ivysaur, Igglybuff
  458.  
  459. J
  460. Jellicent, Jolteon, Joltik and Jumpluff
  461.  
  462. K
  463. Kabuto, Kabutops, Kakuna, Keldeo, Kingdra, Kingler, Klang, Klink, Klinklang, Koffing, Krabby, Krokorok, Kyogre and Kyurem
  464.  
  465. L
  466. Lairon, Lampent, Landorus, Larvitar, Lanturn, Lapras, Larvesta, Latias, Latios, Leafeon, Ledian, Ledyba, Liepard, Lileep, Lillipup, Linoone, Litwick, Lotad, Lugia, Lumineon, Lunatone, Luvdisc, Luxio and Luxray
  467.  
  468. M
  469. Magcargo, Magby, Magikarp, Magnemite, Magneton, Magnezone, Mamoswine, Mandibuzz, Manectric, Mantine, Mantyke, Mantyke, Mareep, Meganium, Meowth, Metagross, Metang, Metapod, Mew, Mightyena, Milotic, Minccino, Misdreavus, Mismagius, Moltres, Mudkip, Muk, Munna, Murkrow and Musharna
  470.  
  471. N
  472. Natu, Nidoran (male and female), Nidorina, Nidorino, Nincada, Ninetales, Noctowl, Numel, Octillery, Oddish, Omanyte, Omastar and Onix
  473.  
  474. P
  475. Pachirisu, Paras, Parasect, Patrat, Pelipper, Persian, Petilil, Phanpy, Phione, Pichu, Pidgeot, Pidgeotto, Pidgey, Pidove, Pikachu, Piloswine, Pineco, Poliwag, Ponyta, Poochyena, Porygon, Porygon2, Porygon -Z, Probopass, Pupitar, Purrloin and Purugly
  476.  
  477. Q
  478. Quilava and Qwilfish
  479.  
  480. R
  481. Raikou, Ralts, Rapidash, Raticate, Rattata, Rayquaza, Relicanth, Remoraid, Reshiram, Reuniclus, Rhyhorn, Roggenrola, Rotom and Rufflet
  482.  
  483. S
  484. Salamence, Samurott, Sandile, Sawsbuck, Scolipede, Seadra, Seaking, Sealeo, Seedot, Seel, Sentret, Serperior, Seviper, Sewaddle, Sharpedo, Shaymin, Shedinja, Shelgon, Shellder, Shellos, Shelmet, Shieldon, Shinx, Shroomish, Shuckle, Shuppet, Sigilyph, Silcoon, Skarmory, Skiploom, Skitty, Skorupi, Skuntank, Slakoth, Slowpoke, Slugma, Solosis, Solrock, Spearow, Spheal, Spinarak, Spiritomb, Spoink, Squirtle, Stantler, Staraptor, Staravia, Starly, Starmie, Staryu, Steelix, Stoutland, Stunfisk, Stunky, Suicune, Sunkern, Surskit, Swablu, Swadloon, Swalot, Swanna, Swellow, Swinub and Swoobat
  485.  
  486. T
  487. Taillow, Tangela, Tauros, Tentacool, Tentacruel, Tepig, Terrakion, Thundurus, Tirtouga, Togekiss, Togepi, Torchic, Torkoal, Tornadus, Torterra, Totodile, Tranquill, Trapinch, Tropius, Turtwig, Tympole, Tynamo and Typhlosion
  488.  
  489. U
  490. Umbreon, Unfezant and Unown
  491.  
  492. V
  493. Vanillish, Vanillite, Vanilluxe, Vaporeon, Venipede, Venusaur, Vespiquen, Victreebel, Virizion, Volcarona, Voltorb, Vullaby and Vulpix
  494.  
  495. W
  496. Wailmer, Wailord, Walrein, Weedle, Weepinbell, Weezing, Whirlipede, Whiscash, Wingull, Woobat, Wooper, Wormadam and Wurmple
  497.  
  498. X
  499. Xatu
  500.  
  501. Y
  502. Yamask and Yanmega
  503.  
  504. Z
  505. Zapdos, Zebstrika, Zigzagoon, Zorua, Zubat, and Zweilous
  506.  
  507. The following is a list of morphs, having human like bodies or seem ‘human’.
  508.  
  509. A
  510. Abomasnow, Abra, Aggron, Aipom, Alakazam, Ambipom, Ampharos, Armaldo, Audino, Axew, Azelf and Azumarill
  511.  
  512. B
  513. Banette, Beheeyem, Bellossom, Bibarel, Bisharp, Blastoise, Blaziken, Blissey, Breloom and Buneary
  514.  
  515. C
  516. Cacnea, Cacturne, Carracosta, Chansey, Charizard, Charmeleon, Chimchar, Clefable, Clefairy, Cofagrigus, Combusken, Conkeldurr, Cranidos, Croagunk, Croconaw, Cubchoo, Cubone and Cyndaquil
  517.  
  518. D
  519. Darkrai, Darumaka, Deoxys, Dewott, Dragonite, Drilbur, Drowzee, Druddigon and Dusclops
  520.  
  521. E
  522. Electabuzz, Electivire, Elekid, Elgyem, Emboar, Empoleon, Excadrill and Exploud
  523.  
  524. F
  525. Feraligatr, Flaaffy and Fraxure
  526.  
  527. G
  528. Gabite, Gallade, Garbodor, Garchomp, Gardevoir, Genesect, Gengar, Gloom, Golduck, Golem, Golett, Golurk, Gothita, Gothitelle, Gothorita, Granbull, Graveler, Groudon, Grovyle, Grumpig and Gurdurr
  529.  
  530. H
  531. Happiny, Hariyama, Haxorus, Heatmor, Heracross, Hitmonchan, Hitmonlee, Hitmontop, Hydreigon and Hypno
  532.  
  533. I
  534. Illumise and Infernape
  535.  
  536. J
  537. Jigglypuff, Jirachi and Jynx
  538.  
  539. K
  540. Kabutops, Kadabra, Kangaskhan, Karrablast, Kecleon, Kirlia, Kricketot and Krookodile
  541.  
  542. L
  543. Leavanny, Lickilicky, Lickitung, Lilligant, Lombre, Lopunny, Loudred, Lucario and Ludicolo
  544.  
  545. M
  546. Machamp, Machoke, Machop, Magmar, Magmortar, Makuhita, Manaphy, Mankey, Maractus, Marill, Marowak, Marshtomp, Mawile, Medicham, Meditite, Meloetta, Mesprit, Mewtwo, Mienfoo, Mienshao, Miltank, Mime Jr., Minun, Monferno, Mr. Mime and Munchlax
  547.  
  548. N
  549. Nidoking, Nidoqueen, Nosepass and Nuzleaf
  550.  
  551. O
  552. Oshawott
  553.  
  554. P
  555. Palkia, Panpour, Pansage, Pansear, Pawniard, Pignite, Pinsir, Piplup, Plusle, Politoed, Poliwhirl, Poliwrath, Primeape, Prinplup and Psyduck
  556.  
  557. Q
  558. Quagsire
  559.  
  560. R
  561. Raichu, Rampardos, Regice, Regigigas, Regirock, Registeel, Reuniclus, Rhydon, Rhyperior, Riolu, Roselia and Roserade
  562.  
  563. S
  564. Sableye, Sandshrew, Sandslash, Sawk, Sceptile, Scrafty, Scraggy, Seismitoad, Servine, Shiftry, Simipour, Simisage, Simisear, Slaking, Slowbro, Slowking, Smeargle, Smoochum, Sneasel, Snivy, Snorlax, Snorunt, Snover, Snubbull, Spinda, Sudowoodo, Sunflora and Swampert
  565.  
  566. T
  567. Tangrowth, Teddiursa, Throh, Timburr, Togetic, Toxicroak, Treecko, Trubbish, Tyranitar and Tyrogue
  568.  
  569. U
  570. Ursaring and Uxie
  571.  
  572. V
  573. Venonat, Victini, Vigoroth, Vileplume and Volbeat
  574.  
  575. W
  576. Wartortle, Watchog, Weavile, Whimsicott, Whismur, Wigglytuff and Wynaut
  577.  
  578. Z
  579. Zangoose, Zekrom and Zoroark
  580.  
  581. Size different
  582.  
  583. Diminutive Pokemon
  584.  
  585. Pokemon in this list takes a hit in the 'Speed' stat, only able to go at 15 feet (3 squares), burrow 20 feet (4 squares) and climb 10 feet (2 squares). As well, the pokemon takes a hit in attack power, having whatever attack power they had is cut in haft (X divide by 1/2 = new attack power).
  586.  
  587. The pokemon in this list gets a plus two (+2) in dodge stat and hide skill. Pokemon in this list is able to group with up to three (3) mons on this lift in one square, but be unable to attack adjacent squares.
  588.  
  589. A
  590. Azurill; Azelf
  591.  
  592. B
  593. Budew; Burmy
  594.  
  595. C
  596. Castform; Caterpie; Chingling; Cleffa; Combee; Cottonee
  597.  
  598. D
  599. Diglett; Ditto; Drilbur; Durant; Dwebble
  600.  
  601. E
  602. Eevee
  603.  
  604. F
  605. Foongus
  606.  
  607. J
  608. Jirachi; Igglybuff; Joltik
  609.  
  610. K
  611. Klink; Kricketot
  612.  
  613. L
  614. Litwick
  615.  
  616. M
  617. Magnemite; Manaphy; Mesprit
  618.  
  619. P
  620. Paras; Pichu; Pidgey; Pidove
  621.  
  622. R
  623. Rattata; Roselia; Rotom
  624.  
  625. S
  626. Sewaddle; Shaymin (Landform); Shellder; Shellos; Solosis; Spearow; Starly; Sunkern
  627.  
  628. T
  629. Taillow; Togepi; Tynamo
  630.  
  631. U
  632. Uxie
  633.  
  634. W
  635. Weedle; Wurmple
  636.  
  637. Tiny Pokemon
  638.  
  639. Pokemon in this list takes a hit in the 'Speed' stat, only able to go at 20 feet (4 squares), burrow 25 feet (5 squares) and climb 15 feet (3 squares). As well, the pokemon takes a hit in attack power, having whatever attack power they had is cut in haft (X divide by 1/2 = new attack power).
  640.  
  641. The pokemon in this list gets a plus one (+1) in dodge stat and hide skill. Pokemon who's in this list are able to group up with one (+1) another pokemon on this list. They are able to hit adjacent squares, but at haft power.
  642.  
  643. A
  644. Aron
  645.  
  646. B
  647. Baltoy; Barboach; Bellossom; Bidoof; Bonsly; Bronzor; Buneary
  648.  
  649. C
  650. Cacnea; Chatot; Cherrim; Cherubi; Chimchar; Chinchou; Cinccino; Clamperl; Cubchoo; Cubone; Cyndaquil
  651.  
  652. D
  653. Drifloon; Ducklett
  654.  
  655. E
  656. Elgyem; Emolga; Exeggcute
  657.  
  658. F
  659. Finneon
  660.  
  661. G
  662. Geodude; Glameow; Gothita; Gulpin
  663.  
  664. H
  665. Hoppip; Horsea
  666.  
  667. J
  668. Jigglypuff
  669.  
  670. K
  671. Kabuto; Karrablast; Krabby
  672.  
  673. L
  674. Lillipup; Linoone; Lotad
  675.  
  676. M
  677. Mankey; Marill; Meowth; Mew; Minccino; Minun; Mudkip; Murkrow
  678.  
  679. N
  680. Nidoran (Male and female); Nincada
  681.  
  682. O
  683. Oddish; Oshawott
  684.  
  685. P
  686. Pachirisu; Patrat; Pawniard; Petilil; Phanpy; Phione; Pikachu; Piplup; Plusle; Poochyena; Purrloin
  687.  
  688. Q
  689. Qwilfish
  690.  
  691. R
  692. Ralts; Roggenrola; Rufflet
  693.  
  694. S
  695. Sableye; Seedot; Shaymin (sky form); Shelmet; Shieldon; Shinx; Shroomish; Smoochum; Spinarak; Squirtle; Stunky; Surskit; Swablu; Swadloon; Swinub
  696.  
  697. T
  698. Tepig; Torchic; Torkoal; Treecko; Turtwig; Tympole
  699.  
  700. U
  701. Unown
  702.  
  703. V
  704. Vanillite; Venipede; Victini; Voltorb; Vullaby
  705.  
  706. W
  707. Woobat; Wooper; Wormadam
  708.  
  709. Y
  710. Yamask
  711.  
  712. Z
  713. Zigzagoon
  714.  
  715.  
  716. Small Pokemon
  717.  
  718. Mons in this list is able to attack their foes in adjacent squares for their max reach from their body size. Mons in this listing can hit while in the shadows, but is only able to do this once before their foe finds them. Drawbacks for the mons in this listing is that they are unable to use two handed swords, axes, or anything that goes past their max height by one and a haft. (I.E. a Charmander using a two handed sword that's over three feet tall). If a pokemon in this list use a sword or anything that goes past their one and haft height max, it will give their foes a free attack of opportunity every turn as long as they're in melee reach.
  719.  
  720. A
  721. Amoonguss; Anorith; Archen; Axew
  722.  
  723. B
  724. Bagon; Beldum; Bellsprout; Buizel; Bulbasaur
  725.  
  726. C
  727. Cascoon; Celebi; Charmander; Chimecho; Clefairy; Corphish; Corsola; Croagunk
  728.  
  729. D
  730. Darumaka; Deerling; Dugtrio; Duosion
  731.  
  732. E
  733. Electrike; Elekid; Excadrill
  734.  
  735. F
  736. Feebas; Ferroseed
  737.  
  738. G
  739. Gible; Goldeen; Gothorita; Growlithe
  740.  
  741. H
  742. Happiny; Hoothoot; Houndour
  743.  
  744. I
  745. Illumise
  746.  
  747. K
  748. Kakuna; Klang; Klinklang; Koffing
  749.  
  750. L
  751. Lampent; Larvitar; Luvdisc
  752.  
  753. M
  754. Magby; Mareep; Marshtomp; Mawile; Meditite; Meloetta; Metapod; Mime Jr.; Misdreavus; Munchlax; Munna
  755.  
  756. N
  757. Numel
  758.  
  759. P
  760. Panpour; Pansage; Pansear; Pineco; Poliwag; Porygon2
  761.  
  762. R
  763. Raticate; Remoraid; Riolu
  764.  
  765. S
  766. Sandile; Sandshrew; Scraggy; Shuckle; Shuppet; Silcoon; Skiploom; Skitty; Slugma; Snivy; Snorunt; Snubbull; Spoink; Staravia; Stunfisk; Swellow
  767.  
  768. T
  769. Teddiursa; Timburr; Tirtouga; Togetic; Totodile; Tranquill; Trapinch; Trubbish; Tyrogue
  770.  
  771. V
  772. Volbeat; Vulpix
  773.  
  774. W
  775. Whimsicott; Whismur; Wingull; Wynaut
  776.  
  777. Z
  778. Zorua
  779.  
  780. Fine Pokemon
  781.  
  782. Pokémon in this listing are able to have much more natural reach then any smaller mons, (I.E. they are more likely to hit). They get only one attack of opportunity for each battle, if the role fails, they are unable to try that again unless they give their foes a free attack of opportunity role(s) as well, if they kept trying after their first failed role.
  783.  
  784. Mons in this listing are able to duel wield short weapons, short swords, one-handed axes, one-handed maces, etc. They are also able to use swords and shields very well. They also fall under the 'no weapon that is one and a haft your height' rule.
  785.  
  786. A
  787. Abra; Accelgor; Aipom; Azumarill
  788.  
  789. B
  790. Basculin; Beautifly; Beedrill; Beheeyem; Bibarel; Blitzle; Boldore
  791.  
  792. C
  793. Carvanha; Chandelure; Chikorita; Combusken; Cranidos
  794.  
  795. D
  796. Deino; Delibird; Dewott; Drowzee; Duskull
  797.  
  798. E
  799. Escavalier; Espeon
  800.  
  801. F
  802. Farfetch'd; Ferrothorn; Flaaffy; Flareon; Fraxure
  803.  
  804. G
  805. Galvantula; Gastrodon; Glaceon; Gloom; Golett; Graveler; Grimer; Grovyle; Grumpig
  806.  
  807. H
  808. Herdier; Hippopotas; Honchkrow
  809.  
  810. I
  811. Ivysaur
  812.  
  813. J
  814. Jolteon; Jumpluff
  815.  
  816. K
  817. Kecleon; Kirlia; Kricketune; Krokorok
  818.  
  819. L
  820. Lairon; Leafeon; Ledyba; Lileep; Loudred; Lunatone; Luxio
  821.  
  822. M
  823. Machop; Magcargo; Magneton; Makuhita; Mantyke; Maractus; Marowak; Masquerain; Mienfoo; Mightyena; Mismagius; Monferno; Mothim
  824.  
  825. N
  826. Nidorina; Nidorino; Ninjask; Nosepass; Nuzleaf
  827.  
  828. O
  829. Octillery; Omastar
  830.  
  831. P
  832. Palpitoad; Parasect; Persian; Pignite; Poliwhirl; Ponyta; Porygon; Porygon-Z; Primeape; Prinplup; Psyduck; Purugly
  833.  
  834. Q
  835. Quilava
  836.  
  837. R
  838. Raichu; Relicanth; Reuniclus; Rhyhorn; Roserade
  839.  
  840. S
  841. Sandslash; Sentret; Servine; Shedinja; Simipour; Simisear; Skorupi; Skuntank; Slakoth; Sneasel; Snover; Spheal; Spiritomb; Staryu; Sunflora; Swoobat
  842.  
  843. T
  844. Tangela; Tentacool
  845.  
  846. U
  847. Umbreon
  848.  
  849. V
  850. Vaporeon; Venonat
  851.  
  852. W
  853. Wartortle; Weepinbell; Whiscash; Wigglytuff
  854.  
  855. Z
  856. Zubat
  857.  
  858. Medium pokemon
  859.  
  860. Pokémon in this list are able to use two hand weapons and not fall under the 'No weapons that's one and a haft times your height' rule, but is unable to dual wield that way, (I.E. need both hands to hold your weapon). Mons in this listing is somewhat able to hide in the shadows, until themselves, or their party members gets into a fight. They are only able to stay within the shadows if one or more the fallowing are met; they have skill points in hiding or the room is mostly dark, I.E. 3/4 the room is in shadows.
  861.  
  862. A
  863. Absol; Alomomola; Altaria; Ambipom; Ariados; Audino
  864.  
  865. B
  866. Banette; Bayleef; Breloom; Butterfree
  867.  
  868. C
  869. Carracosta; Chansey; Charmeleon; Crawdaunt; Croconaw; Cryogonal
  870.  
  871. D
  872. Delcatty; Donphan; Drifblim; Dustox
  873.  
  874. E
  875. Eelektrik; Electabuzz
  876.  
  877. F
  878. Fearow; Floatzel; Forretress; Frillish
  879.  
  880. G
  881. Gligar; Grotle; Gurdurr
  882.  
  883. I
  884. Infernape
  885.  
  886. L
  887. Lanturn; Larvesta; Leavanny; Lickitung; Liepard; Lilligant; Lombre; Lopunny; Lucario; Lumineon
  888.  
  889. M
  890. Magnezone; Mandibuzz; Metang; Miltank; Muk; Musharna
  891.  
  892. N
  893. Ninetales
  894.  
  895. P
  896. Pelipper; Pidgeotto; Piloswine; Politoed; Pupitar
  897.  
  898. S
  899. Scrafty; Seadra; Sealeo; Seel; Shelgon; Simisage; Slowpoke; Smeargle; Solrock; Spinda; Staraptor; Starmie; Stoutland; Sudowoodo
  900.  
  901. U
  902. Unfezant
  903.  
  904. V
  905. Vanillish; Vespiquen; Vibrava; Vileplume
  906.  
  907. W
  908. Watchog; Weavile; Weezing; Whirlipede
  909.  
  910. Large Pokemon
  911.  
  912. Pokémon in this list are able to Dual wield, but cannot use two-handed weapons in that form. The mons in this listing is unable to hide at all. They, however, are able to attack .5 time faster than smaller mons.
  913.  
  914. A
  915. Ampharos; Archeops
  916.  
  917. B
  918. Bastiodon; Bronzong
  919.  
  920. C
  921. Cacturne; Carnivine; Clefable; Crustle
  922.  
  923. D
  924. Darmanitan; Doduo; Drapion
  925.  
  926. F
  927. Froslass
  928.  
  929. G
  930. Gabite; Gastly; Genesect; Golem; Granbull
  931.  
  932. H
  933. Heatmor; Hitmonchan; Hitmontop; Houndoom
  934.  
  935. J
  936. Jynx
  937.  
  938. K
  939. Kabutops; Kadabra; Keldeo; Kingler
  940.  
  941. L
  942. Latias; Ledian; Luxray
  943.  
  944. M
  945. Magmar; Medicham; Mienshao; Mr. Mime
  946.  
  947. N
  948. Nidoking; Nidoqueen
  949.  
  950. P
  951. Poliwrath; Probopass
  952.  
  953. W
  954. Quagsire
  955.  
  956. S
  957. Sawk; Seaking; Shiftry; Sigilyph; Stantler; Swanna
  958.  
  959. T
  960. Tauros; Throh; Toxicroak
  961.  
  962. V
  963. Vanilluxe; Vigoroth
  964.  
  965. W
  966. Walrein; Wobbuffet
  967.  
  968. Z
  969. Zangoose; Zweilous
  970.  
  971. Lanky Pokémon
  972.  
  973. Pokémon in this group can dual wield long weapons, along with being able to do it with two-handed weapons. They cannot hide that well, if at all. From their big size, would set of traps more easily, unless they are skill in disarming them, and gets a minus one (-1) to trap seeing.
  974.  
  975. A
  976. Aerodactyl; Alakazam; Armaldo; Articuno
  977.  
  978. B
  979. Bisharp; Blastoise; Blissey; Bouffalant; Braviary
  980.  
  981. C
  982. Charizard; Claydol; Cloyster; Cofagrigus; Conkeldurr; Cradily; Cresselia; Crobat
  983.  
  984. D
  985. Darkrai; Deoxys; Dewgong; Dodrio; Dratini; Druddigon; Dunsparce; Dusclops
  986.  
  987. E
  988. Electivire; Emboar; Empoleon; Exploud
  989.  
  990. F
  991. Furret
  992.  
  993. G
  994. Gallade; Gardevoir; Gengar; Gigalith; Girafarig; Glalie; Golbat; Golduck; Gorebyss; Gothitelle
  995.  
  996. H
  997. Haunter; Haxorus; Heatran; Heracross; Hitmonlee; Huntail; Hydreigon; Hypno
  998.  
  999. K
  1000. Kingdra; Krookodile
  1001.  
  1002. L
  1003. Lickilicky; Ludicolo
  1004.  
  1005. M
  1006. Machamp; Machoke; Magmortar; Manectric; Meganium; Metagross
  1007.  
  1008. N
  1009. Noctowl
  1010.  
  1011. P
  1012. Pidgeot; Pinsir
  1013.  
  1014. R
  1015. Rampardos; Rapidash; Regice; Regirock
  1016.  
  1017. S
  1018. Salamence; Samurott; Sceptile; Scizor; Scyther; Seismitoad; Sharpedo; Skarmory; Slowbro; Swalot; Swampert
  1019.  
  1020. T
  1021. Tentacruel; Togekiss; Typhlosion
  1022.  
  1023. U
  1024. Ursaring
  1025.  
  1026. V
  1027. Venomoth; Victreebel; Volcarona
  1028.  
  1029. X
  1030. Xatu
  1031.  
  1032. Z
  1033. Zapdos; Zebstrika; Zoroark
  1034.  
  1035. Huge Pokémon
  1036.  
  1037. Pokémon in this list takes a hit for percentage of hitting someone, but gets a plus four for his or her attacks. They are easily seeable and unless they have skills in hiding, but still take a hit on hiding by 1/4 when skilled. The percentage of being seeing increased when more skilled points are in hiding, but cost more for them to hide better.
  1038.  
  1039. They get a two hit move in one turn, only being able to do this once every three turn to get their mind on to attacking more than one fur.
  1040.  
  1041. A
  1042. Abomasnow; Arcanine
  1043.  
  1044. B
  1045. Beartic; Blaziken
  1046.  
  1047. C
  1048. Camerupt
  1049.  
  1050. D
  1051. Dragonite; Dusknoir
  1052.  
  1053. E
  1054. Ekans; Exeggutor
  1055.  
  1056. F
  1057. Feraligatr; Flygon
  1058.  
  1059. G
  1060. Garbodor; Garchomp; Gliscor; Golurk
  1061.  
  1062. H
  1063. Hariyama; Hippowdon
  1064.  
  1065. J
  1066. Jellicent
  1067.  
  1068. L
  1069. Lapras; Latios
  1070.  
  1071. M
  1072. Mamoswine; Mewtwo; Moltres
  1073.  
  1074. R
  1075. Raikou; Registeel; Rhydon; Rhyperior
  1076.  
  1077. S
  1078. Sawsbuck; Scolipede; Seviper; Slaking; Slowking; Snorlax; Suicune
  1079.  
  1080. T
  1081. Tangrowth; Terrakion; Torterra; Tropius; Tyranitar
  1082.  
  1083. V
  1084. Venusaur; Virizion
  1085.  
  1086. Y
  1087. Yanmega
  1088.  
  1089.  
  1090. Gargantuan Pokémon
  1091.  
  1092. Pokémon in this list is seeable no matter the event or room, even if they have points in the hiding stat. The mons in this are the 3rd slowest group out of the others, they have to go last, even if they got the highest role, but is only allow to move first or move out of the last to move with a spell or another pokemon’s move.
  1093.  
  1094. They are the near most powerful attackers, but they only get to attack once every three turns. They get one more special attack then the others, but take .5 times as long for their special attacks to be ready again.
  1095.  
  1096. A
  1097. Arbok; Arceus
  1098.  
  1099. D
  1100. Dialga; Dragonair
  1101.  
  1102. G
  1103. Giratina (Altered Form); Groudon; Gyarados
  1104.  
  1105. H
  1106. Ho-Oh
  1107.  
  1108. K
  1109. Kyogre; Kyurem
  1110.  
  1111. L
  1112. Lugia
  1113.  
  1114. M
  1115. Milotic
  1116.  
  1117. P
  1118. Palkia
  1119.  
  1120. R
  1121. Regigigas; Reshiram
  1122.  
  1123. S
  1124. Serperior
  1125.  
  1126. Z
  1127. Zekrom
  1128.  
  1129. Colossal and Colossal+ Pokémon
  1130.  
  1131. Mons in this list are the slowest of all the groups, they are able to attack three foes in one go, but they are only able to attack four times. They can get a very powerful again, but they are only able to do this between 5 to 8 turns at random. They cannot hide for jack; they get to take a hit much better than the other groups, somewhat better heath as well.
  1132.  
  1133. G
  1134. Giratina (Origin Form)
  1135.  
  1136. O
  1137. Onix
  1138.  
  1139. R
  1140. Rayquaza
  1141.  
  1142. S
  1143. Steelix
  1144.  
  1145. W
  1146. Wailord
  1147.  
  1148. List of perks/feats of groups
  1149.  
  1150. List of perks
  1151.  
  1152. Perks or feats with a (*) next to them means that your character(s) have to pick that Empire from the start to be able to use a perk and/or feat.
  1153.  
  1154. Types, in this Pokémon, (which shell be hereby be refer to as ’Mon’), D&D games, allows any Players Character, (shorten to PC), to change their type from one type to another. The ways to changes one type within a storyline is to have parents who hail from different empires, see the examples below to see what types can a PC change their time to and what they can get for picking said empire. Another way for a PC to change their type is to hail from an empire and/or have parents who hail from different empires and have a kid in one spot.
  1155.  
  1156. Here are some given ways for PCs have given reason for why their type change or why they have a third type.
  1157.  
  1158. Example number one:
  1159.  
  1160. A male Charmander who were born in the Infernal Empire of the Fangs, son to the mother who came from Empire of the Superstitions, a Zebstrika, and a father who hail from his birthplace. The Charmander’s mom had gave him control over his electro-magnetic force around himself, giving him somewhat power over how he is able to get from one tree to another by using the electro-magnetic to repel down onto the ground slowly.
  1161.  
  1162. Example number two:
  1163.  
  1164. A female Riolu, whom were born in the Plague Force Empire, is the daughter to a Lucario mother and a Serperior father. The town within the Riolu who had grown up in the streets, had given her knowledge of different poisons, allowing her to keep herself safe. As time passes, her body learn how to deal with poisons, somewhat becoming part of it as it runs through her body without hurting her at all.
  1165.  
  1166. The fallowing is what a normal multi-type pokemon would look like if a PC picks to have more than one type of have their type change.
  1167.  
  1168. (Species name); type one, type two and type three
  1169.  
  1170. Example
  1171.  
  1172. Shinx; Fire, water and ground type.
  1173.  
  1174. 1) Rune Empire
  1175.  
  1176. Perks:
  1177.  
  1178. Basic tracking: Mons with this perk had learned how to find food and start a fire allowing them to keep themselves warm and dry. Mons with this reward had learned how to catch their own food and cry it over a roaring fire.
  1179.  
  1180. Mons who picked will get a plus two (+2) to their cooking skill, allowing them to fish in shallow waters like rivers.
  1181.  
  1182. * Basic housing: Mons with this reward had learned in school, most likely, out in the wildness when watch by others, had learned how to find things to make a roof over their heads or find somewhere to sleep. The time they acquire slept out there had given them skills on which they can fall back upon.
  1183.  
  1184. Mons will get a plus two (+2) to finding a cave, a hole in a tree, or hole in the ground that’s able to keep them safe from the weather outside, etc.
  1185.  
  1186. *Abnormal settings: Mons who picked this is able to get used to a area that normally isn’t lived in, Ex: Being able to lower the damage from a sandstorm, or making able to find dry land or shallow waters in a swampland.
  1187.  
  1188. Gate watcher: Mons who picked this will be able to understand how locks work is able to pick it open. Mons who picked this will get a plus two (+2) lock picking.
  1189.  
  1190. Combing through the sands: Mons who had picked this benefit will be train in this skill to be able to find hidden things much more easily in sandy areas than others. The pokemon who had picked this will get a plus two (+2) to their finding things skill, but only in sandy areas.
  1191.  
  1192. *Harden skin: Mons who has picked this will have a skill that gives them immunity to sandstorms, even if they are not ground, rock or steal type. They get a damage reduced skill from this benefit as well, but the skill sub-side if it is raining or in water.
  1193.  
  1194. This benefit also makes the pokemon twenty-five percent (25%), weaker to only to water moves or water basic spells. If the pokemon who have this perk is a water type and gets hit by a water attack, they get a power up for one (1) water attack in return by point five (.5), but will not have this skill if they wouldn't use a water attack. However, if the water type pokemon has not use a water type by the end of the day, they lose the plus attack bonus by the next day and get their 'Harden skin' perk back again.
  1195.  
  1196. Additional to this perk, the pokemon will have a sub-type of ground to them with this perk, in and outside of battles. Mons with this perquisite will get any other factors that a normal ground type would get like; being powerful against electric, fire, poison, rock and steel types mons, as well as get a weakness to fire attacks along with their normal weaknesses.
  1197.  
  1198. (Note: You are unable to pick this skill as well as 'Abnormal settings' unless you pick the 'Master of the wildness' benefit to learn both. You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.))
  1199.  
  1200. 2) Empire of the Chaotic Fox
  1201.  
  1202. Master of the chitchat: Mons who picked this benefit makes it much easier for themselves to milk others for info without setting the talkie’s suspiciousness signs off. The pokemon will get a plus two (+2) to their charisma skill.
  1203.  
  1204. However, this skill will not kick in again on the same NPC if the pokemon failed to meet what is need or the talkie gets a higher role that the NPC does to try to see through the PC's lies. The NPC will become less likely to give the PC a cut in item cost or tell the PCs what they need to know. The Mon with this benefit will only get one shot to use on each NPC.
  1205.  
  1206. (Note: If the PC want to get the NPC to change their mind on something, they need to level this up to change this benefit to 'Silver tongue devil' benefit, which give the pokemon endless shots to try their paws at with this benefit.)
  1207.  
  1208. *Street smart: Mons who picked this perk will be able to see a fight coming from a mile away. Mons is able to intimidate a group of four (4), mons up to three (3) times a day. The pokemon will get plus one (+1) to their Charisma skill and plus one (+1) to their Strength skill.
  1209.  
  1210. Mons with this skill is able to intimidate NPCs to give up some info if given the intimidator have the skill to pull it off. The down side to this skill is when the pokemon uses this on a shop owner, they will lose rap with that shop, and if the pokemon keeps this up, the town/city/village will keep that pokemon out until they get the rep back up with that area.
  1211.  
  1212. (Note: This benefit cannot pair along side with the 'Master of the chitchat' benefit.)
  1213.  
  1214. Street rules: Mons who has picked this perk will be able to be dirtier in attacking in the outside areas. Mons will get a plus two (+2) to hiding in the shadows in the outside, like around the coroner. This skill does not kick in inside areas. (I.G. If a pokemon, who have this perk can get the drop on someone who is walking outside down the block. However, this perk does not kick in if the pokemon is trying to hide inside a home).
  1215.  
  1216. Know the law: Mons who has picked this perk will offer a few shots at learning from their ways when given the chance by NPCs when found red-handed. Mons who has picked this benefit will get a plus two (+2) to their diplomacy stat.
  1217.  
  1218. (Note: NPCs will only be give the PC only three (3) shots in a short time window, (seventy-four hours (74), or three (3) days) before the PC is toss in a cell and hold their till the PC pay to get out or break out.)
  1219.  
  1220. *Go and pay a visit: Mons who has picked this perk will be more in-touch with their past family members. Mons will learn much about believes in the area, or make believe of their God, Eumus, much better. Mons who had picked this will get a plus one (+1) to their wisdom stat and a plus one (+1) to their intelligence stat.
  1221.  
  1222. Head is hard as a stone: Mons with this perk will have their minds set on the nobility of their city, family and friends had been nailed into their head from birth. Mons with this perk will get a plus two (+2) to their diplomacy skill checks.
  1223.  
  1224. Mons will get a damage-reduced bonus from this benefit to all rock type attacks by twenty-five percent (25%), but the skill sub-side if the area is raining or they are in water. This benefit also makes twenty-five percent (25%) weaker to only to fighting moves or fighting basic spells. If the pokemon who have this perk is a rock type and gets hit by a rock attack/move, they get a power up for one (1) rock attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a rock attack. However, if the rock type pokemon has not use a rock type by the end of the day, they lose the plus attack bonus by the next day and get their 'Head is hard as a stone' perk back again.
  1225.  
  1226. Additional to this perk, the pokemon will have a sub-type of rock to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal rock type would get like; being powerful against bug, fire, ice, and flying type’s mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1227.  
  1228. 3) Unholy Spirit Empire
  1229.  
  1230. *Where did you go: Mons who picked this perk will have an unearthly power that hangs around them as if it is an aura. Mons wanted this perk would get a skill that will allow them to past through walls, allowing any pokemon to past through, even if they are not ghost tight. The only few drawbacks to this perk are; Mons with this perk will only be able to use this skill at night or in dark areas; I.E: Dark caves. A forest that is able to blocks out the sun. An area in which a spell had been cost to block out all signs of the sun light out, etc.
  1231.  
  1232. Mons will get a damage-reduced bonus from this benefit to all ghost type attacks by twenty-five percent (25%), but the skill sub-side if the area is holy ground. This benefit also make the pokemon twenty-five percent (25%) weaker to only to dark moves or dark basic spells. If the pokemon who has this perk is a ghost type and gets hit by a ghost attack/move, they get a power up for one (1) ghost attack in return by twenty-five (25), but will not have this skill if they would not use a ghost attack. However, if the ghost type pokemon has not use a ghost type by the end of the day, they lose the plus attack bonus by the next day and get their 'Where did you go' perk back again.
  1233.  
  1234. Additional to this perk, the pokemon will have a sub-type of ghost to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal ghost type would get like; being powerful against ghost and psychic types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1235.  
  1236. Dancing on your grave: Mons who has picked this perk would is not the kind type to be respectful to the fallen mons from the past. Mons will have a plus one (+1) against ghost type mons, even if the attack is a fighting or normal move. However, being able to hit ghost type mons with this perk, the pokemon will only does haft as much damage it would do to any other type.
  1237.  
  1238. *Talking to the dead: Mons who has picked this perk is known to being seen talking to oneself, when asked who are they are talking to, they would answer about someone from long forgotten. Mon with this perk will get a skill that will allow them to talk to a long forgotten pokemon, once a day, only at night when the undead can talk to the living, but they have to have this perk first.
  1239.  
  1240. Hide and seek: Mons who has picked this perk are the type to hide in the shadows and jump their prey, tie them up and take them back to their home for whatever the catcher wants. Mon with this perk will get a plus one (+1) to their Hide stat and a plus one (+1) to their Use Rope stat.
  1241.  
  1242. Unholy ghost: Mons with this perk is known to go with the darker road with learning about the dead. Mons will be able to cast one (1) more summon spell monster to the caster's side, but the monster will only be haft as powerful as the normal monster summons, namely, all of its stats are cut in haft, but will give the cast a plus ten (+10) hit points (HP) as long as the monster remains alive. If the caster's monster were killed when the caster's HP would have the pokemon being down. (I.E. a caster who have 40/30 (How much HP one have/the max HP) with the once a day monster out. If the cast is at 10/30 with the monster out, and the monster gets killed, the caster's HP will drop down to one (1).)
  1243.  
  1244. * What an odd being: Mons who has picked this perk is born with something that is odd about them. Mons with this perk are able to get a second shot at try o stay alive once their hit points (HP) hit negative ten (-10). The pokemon will go into what is called ‘Death Shroud’. Instead of entering a downed, or death, state when his/her/hir health is reduced past zero (0), the pokemon will automatically activates the ‘Death Shroud’ ability and assumes a spectral form.
  1245.  
  1246. In the Death Shroud, the pokemon will have to tap into a life force (HP) of their foes to bring themselves back to life. If the pokemon does not get to take the life force out of only unfriendly beings, they will be force out of that state and return to being dead. This perk will only works every three (3) days. In that time window where the perk is on cold down, the pokemon are unable to use it.
  1247.  
  1248. 4) Empire of the Five Holy Eagles
  1249.  
  1250. *Take to the air: Mons with this perk has been around the clouds, felt the wind against them, the freedom they can have from the ground walking mons. With this perk, mons is able to fly or somewhat gliding over an area of land, even if they are not flying types.
  1251.  
  1252. Mons will get a damage-reduced bonus from this benefit to all flying type attacks by twenty-five percent (25%), but the skill sub-side if the area is underground or cave-like. This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or flying basic spells. If the pokemon who have this perk is a flying type and gets hit by a flying attack/move, they get a power up for one (1) flying attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a flying attack. However, if the flying type pokemon has not use a flying type by the end of the day, they lose the plus attack bonus by the next day and get their 'Take to the air' perks back again.
  1253.  
  1254. Additional to this perk, the pokemon will have a sub-type of flying to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal flying type would get like; being powerful against grass, bug and fighting types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.) Mon will get a plus two (+2) to their Climb stat. Part flying type mons is given a plus two (+2) squares to their action turn if one of the following is happening or in an area that would allow them to do this: The wind is blowing, (does not matter which way the wind is blowing.)
  1255.  
  1256. 1) Diminutive and tiny size pokemon is able to climb up to a maximum of ten (10) feet up in one turn, use this perk, and attack in the same, full turn. (I.E.: Is able to role to climb up a wall, if the role was good, the pokemon is able to role for their stat.)
  1257.  
  1258. 2) Small size mons is somewhat able to do the same as the diminutive and tiny size mons. However, Small size mons is only able to do climb role and glide, but not able to attack. In doing so, this will give an attack of opportunity for their foe if they land in melee range. Mons of this size is able to glide up to a maximum of fifteen (15).
  1259.  
  1260. 3) Fine and medium size mons, from their size, is unable to do the same thing as the diminutive and tiny size mons. Mons of this size are only able to use this skill, but only in big dungeons, but is free to glide up to a maximum of twenty (20) in one go.
  1261.  
  1262. 4) Large and lanky mons is unable truly able to glide like the smaller mons for their size. They cannot do a climb role that is not the normal number. Mons of this size has to get a hit on their dice role to see if they can lift their weight up. Mons of this size is able to glide up to twenty-five (25) feet in one go.
  1263.  
  1264. 5) Huge, gargantuan, colossal and colossal (plus) size mons is fully unable to glide within dungeons, no matter the size of the dungeon, nor the area within said dungeons. Mons of this size can only use this skill if used on top of areas that is two-hundred plus (200+) in one go.
  1265.  
  1266. Birds of a feather: Mons with this perk is seen in groups with mons that they would not normally get along with in the world. Like a Zangoose and Seviper getting along very well, as if they are the best of friends. The pair of mons that is best known for their hatred for one another, will get more along with this perk. Mons with this perk will get a plus two (+2) to their Diplomacy.
  1267.  
  1268. Peck, peck, peck: With this perk, the pokemon can hen peck their mates into submission (writer’s note: I am kidding with that one. :P. Now onto what the perk really means). Mons with this perk has the fury of the mother bird inside of them, wanting to catch for the kids. With this perk, mons will get a plus two (+2) to their throwing weapons skill, as well get a shot at attacking again in the same turn if only they roll a seventeen-plus (17+), they will not get a second shot at that in the same turn.
  1269.  
  1270. *The fury of the best: Mons with this perk will be filled with rage in a tight pick place and attack much more and more powerful when their life’s is on the line. Mons with this perk will get an increased in their Strength stat by plus four (+4), but in using this perk, their Armor Class (AC) decreased by eight (8) for the power they get within that raging time.
  1271.  
  1272. Leader of the pack: This work calls upon the pokemon’s inner, wild animal that they been born with. Mons with this perk will be more likely to block more attacks as long as they are able to wear a shield will get a plus one (one) to their Armor Class (AC) stat in a given battle.
  1273.  
  1274. Early bird gets the worm: Mons with this perk is more the kind to get up early in the morning everyday to get their to-do list done. Mons with this perk will get am second (2nd) Fortitude saving throw to wake up when their first rolled failed.
  1275.  
  1276. 5) Empire Cyborgs Of Eternity
  1277.  
  1278. *Looks like someone tech happy: Mons with this perk have a think for building and fixing broken bots or toys. With this perk, mons will be more likely to learn and find blue plans for their engineering job. The mons will get a head start on their engineering skills by four (4) and start with three (3) more recipes from the start.
  1279.  
  1280. *Mon or robot: Mons who pick this perk are often know to enjoy the idea of becoming a robot like their God, Gailyrim, to be closer with him or become part of his robot ‘family’, some would say. Mons with this perk will be taking upon more of a living style look to them as they were made to look like the real thing. Mons will have a steel type- sub type to them, namely, being fully immune to any and all poison Pokémon attacks, poison attacks of any kind (I.E. Contact, ingested, inhaled and injury) and spells.
  1281.  
  1282. Mons will get a damage-reduced bonus from this benefit to all steel attacks by twenty-five percent (25%), but the skill sub-side if the area is highly heated or lava is around. This benefit also make the pokemon twenty-five percent (25%) weaker to only to fire moves or dark basic spells. If the pokemon who has this perk is a steel type and gets hit by a steel attack/move, they get a power up for one (1) steel attack in return by point twenty-five percent (25%), but will not have this skill if they would not use a steel attack. However, if the steel type pokemon has not use a steel type by the end of the day, they lose the plus attack bonus by the next day and get their 'Mon or robot' perk back again.
  1283.  
  1284. Additional to this perk, the pokemon will have a sub-type of steel to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal steel type would get like; being powerful against Ice and rock types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1285.  
  1286. My first kit: Mons who pick this kit are normally given to as gifts or something as an ‘Thank you’ within this Empire for kits, or outsiders. Mons with this perk will be able to fix or make tools to use for themselves or their party members like a pokemon made housing, a camp fire pit, tools like a axe, etc. (Note: This perk can be level up to the max skill, changing this perk into ‘Master Engineer’, allowing the pokemon to make/fix/take away high end works. )
  1287.  
  1288. And the gears keep turning: Mons with this perk like to work on things and fix them, as any normal engineer would do. Mons with this perk will get a plus one (+1) to their Intelligence and a plus one (+1) to their Wisdom. Along with this perk, the pokemon will be given a pair of goggles to be able to see how much hit points (HP) their foes have now, as well as to see if their enemies have any status at any time in battle. (I.E. If the opponent is poison, asleep, burn, etc.)
  1289.  
  1290. A new part arm/leg does not hurt, much: Mons with this perk had picked to get a new body part or have something to fix. Mons with this perk are able to, if willing, to substitute a arm, leg, tail, ear, etc, to better themselves in many different ways. Mons with this perk will get a plus two (+2) to their Strength stat. Along with this, mons are able to give up, forever, a limb to give themselves or other party members buffs in exchange for tails, ears, eyes, arm and/or legs. (Note: Once this is done, this act cannot be undermined by spells at all.)
  1291.  
  1292. Technology is the future: Mons with this perk like to build and make things that is far, far outside the realm of possibility that one would think. Nevertheless, for the time being, they will use their technology and engineering know how for now. Mons with this perk will get a plus two (+2) to their Craft and plus one (+1) Profession skills.
  1293.  
  1294. 6) Infernal Empire of the Fangs
  1295.  
  1296. *Raging inferno: Mons who had picked this perk will feel the fury and rage of the fire that holds within itself that would take any chance it can get. Mons with this perk will get a plus six (+6) to any of their Strength checks and a minus four (-4) to all of their Dexterity checks (I.E. Ranged attack rolls, Armor Class (AC), Reflex saving throws, Balance, Escape Artist, Hide, etc.,) in exchange for more power. When this two-part perk kicks in, (the first being within battle perk.)
  1297.  
  1298. Mons will get a damage-reduced bonus from this benefit to all fire attacks by twenty-five percent (25%), but the skill sub-side if the area is raining or within water. This benefit also make the pokemon twenty-five percent (25%) weaker to only to water moves or water basic spells. If the pokemon who have this perk is a fire type and gets hit by a fire attack/move, they get a power up for one (1) grass attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a fire attack. However, if the fire type pokemon has not use a fire type by the end of the day, they lose the plus attack bonus by the next day and get their 'Raging inferno' perk back again.
  1299.  
  1300. Additional to this perk, the pokemon will have a sub-type of fire to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal fire type would get like; being powerful against grass and steel types mons, as well as get a weakness to water attacks along with their normal weaknesses.(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main dual types to pick a new type.)
  1301.  
  1302. *Hell has no fury: Mons with this perk are the ones that been blessed by their God, Henthernis, as they set forth fear in any of their hostile parties. Their battle cry filled their companions with that fiery rage. Mons with this perk will get a plus one (+1) to their Constitution stat. Including with the perk, the pokemon will be able to give a hit points (HP) buff that depends on the pokemon’s Constitution stat. Mons will be able to give about roughly ten percent (10%) of their total, or max HP.
  1303.  
  1304. Example: Mon A have ten (10) HP, and pokemon B have twenty-five (25) HP. Mon B have this perk and is grouping with pokemon A to get a lost item or some payback to another pokemon. Mon B has this buff and uses it for pokemon A to get a buff to stay alive a bit longer. When pokemon B uses this buff, he, she or hir give an, approximately, about two point five (2.5) to pokemon A, making their HP to twelve point five (12.5) HP now, when rounded up becomes thirteen (13) HP.
  1305.  
  1306. (Note: This buff only takes effect for a full day, or until the pokemon with the buff dies. If one or the other events happen, the mons will return to their normal max hit points (HP). In addition, this buff does not stack with one another as to get a far big HP pool to use. This buff can only be done once for each battle.)
  1307.  
  1308. Hack and slash, hack and slash, etc: Mons with this perk is more likely to have a bit too much of, let just call it ‘fun’ for now. Mons with this perk will get one (1) more attack roll, but they will get a negative four (-4) on their second roll after the modifiers are put in.
  1309.  
  1310. Light the fire: Mons with this perk works deep within their mining tunnels, rock pits, or other work areas that ask the workers to be putting overtime work throughout the night time. Mons with this perk will get a passive perk, this one allowing them to see additional twenty (20) feet ahead of them in low light areas.
  1311.  
  1312. A taste for blood: Mons with this perk is not the type to shy away from a goo battle, let along now jump into the middle of one them. Mons with this perk will get a passive buff that allows them to rejuvenate slowly their hit points (HP) after a killed had been made for two (2) to four (4) turns. Mons will rejuvenate about, depending on how much HP the pokemon has.
  1313.  
  1314. The pokemon will depend about ten percent (10%) for every turn. If they get attack as this perk slowly bring back the pokemon’s HP, the perk will keep going until it is done or the pokemon dies. This perk will keep working past it goes past negative one (-1), that will make them down or into unconsciousness.
  1315.  
  1316. *This weapon is an extension of me: Mons with this perk have been trained in the way to make their weapons apart of themselves to give them skills in how to fight for their rights and/or friends/family members/home/etc. Mons with this skill will get a plus two (+2) to their Listen and Profession skills.
  1317.  
  1318. 7) True Green Empire
  1319.  
  1320. *Mother Earth: Mons with this perk can connect to the plants around themselves , seeming to be able to understand the plants and is able to fill the needs of herb(s) as see fit. Mons with this perk will get a plus three (+3) to their Search skill. In conjunction with the search skill, the pokemon will also get a plus one (+1) to their Listen skill when it comes to understanding plants and trees around them. They are two (2) times more likely to be able to find herbs to heal themselves.
  1321.  
  1322. *Having a green paw: Mons with this perk seem to be part plant, seeing as if they came out of a seed pads from outer space seeming as they seem unearthly powers to them when it comes to plants. Mons with this perk will get a plus two (+2) to their Dexterity and a plus one (+1) to their Intelligence stats.
  1323.  
  1324. Furthermore, Mons with this perk will get a sub type of grass to them, allowing them to walk into overgrown areas that is unable to be past by normal means like, swords, claws, or pokemon’s attacks. Mons will get a damage-reduced bonus from this benefit to all grass attacks by point twenty-five percent (25%), but the skill sub-side if the area is hot or heated that would make a normal pokemon sweat, around hundred degrees Fahrenheit.
  1325.  
  1326. This benefit also make the pokemon twenty-five percent (25%) weaker to only to ice moves or ice basic spells. If the pokemon who have this perk is a grass type and gets hit by a grass attack/move, they get a power up for one (1) grass attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a grass attack. However, if the grass type pokemon has not use a grass type by the end of the day, they lose the plus attack bonus by the next day and get their 'Having a green paw' perk back again.
  1327.  
  1328. Additional to this perk, the pokemon will have a sub-type of grass to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal grass type would get like; being powerful against ground, rock and water types mons, as well as get a weakness to ice attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main dual types to pick a new type.)
  1329.  
  1330. Master of the wildness: The mons with this perk will take part in fighting for themselves, learning how to find food, and make their own clothing as well to other things. Mons with this perk will get a plus two (+2) to their Survival checks, plus one (+1) to their Knowledge inspections and a plus one (+1) to their Fortitude saving throws, for resisting poison and similar threats. (Note: Mons with this perk is able to pick up the fallowing pair of perks; ‘Harden skin’ and ‘abnormal settings’.)
  1331.  
  1332. May I have a pet: Mons with this perk has a drive within them to get a companion, or friend, to beside them and take care of as if it is their own child that fights along side of them within the heart of combat. Mons with this perk will get a plus two (+2) to their pet’s attack rolls and a plus one (+1) to their Armor Class (AC) factors.
  1333.  
  1334. From bad to good: Mons with this perk want to help and heal all the living beings that is around them from the smallest bug, to the biggest dragon. Any pokemon that wishes to clean out the poison from others bodies. Mons with this skill is able to find plants and make any-poison/venom from other mons or monsters. Mons with this skill is able to get the skill ‘Treat Poison’ earlier then other mons.
  1335.  
  1336. *Hurting for berries: Mons with this perk like to go about in their farms or outside in the woods to pick some berries for a side food for a feast. Mons with this perk is more likely to find up to two (2) to four (4) more food items when doing a Search and Survival checks when outside in a grassy areas or in a forest.
  1337.  
  1338. 8) Celestial Empire
  1339.  
  1340. *Higher learning: Mons with this perk will be have this need to feed their minds on whatever they can get their hands/paws/claws/whatever on to better themselves for the better good, well, most of them would go for good. Mons with this benefit will get a plus one (+1) to their Gather Information and their Perform checks skills.
  1341.  
  1342. Working at the library: Mons with this benefit have tutored themselves for many, many hours in the quiet halls of the library, learning about the past and make better plans from the mistakes of others. Mons with this perk will get a plus two (+2) to their Gather Information and a plus two (+2) to their Use Magic Device checks.
  1343.  
  1344. Learning about the Arcane: Mons with this perk learns how to master the raw power of spells that spell all magical spells feed on. Mons take a far higher learning about, taking a plus four (+4) to their Intelligence stat, but get a negative two (-2) points from their Wisdom stat in exchange for more knowledge.
  1345.  
  1346. *Out of body experience: Mons with this perk are able to look within themselves and found the key to open their minds and allow their inner self to fly and understand more then what meets the eye, seeing them with their third (3rd) eye. Mons with this perk will get a plus two (+2) to their Appraise skill and a plus one (+1) to their Craft. Mons with this perk will take upon a sub-type of ‘Psychic’ as their third (3rd). Mons with this perk are able to control, for a short time (about ten (10) minutes of raw magic to only to see the area around them (that’s about seeing into four (4) rooms without going in them). Once the pokemon had used that raw magic, they are unable to do it again for four (4) days.
  1347.  
  1348. Mons will get a damage-reduced bonus from this benefit to all psychic attacks by twenty-five percent (25%), but the skill sub-side if the area has a spell to give a dark area. This benefit also make the pokemon twenty-five percent (25%) weaker to only to dark moves or dark basic spells. If the pokemon who have this perk is a psychic type and gets hit by a psychic attack/move, they get a power up for one (1) psychic attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a psychic attack. However, if the psychic type pokemon has not use a psychic type by the end of the day, they lose the plus attack bonus by the next day and get their 'Out of body experience' perk back again.
  1349.  
  1350. Additional to this perk, the pokemon will have a sub-type of psychic to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal psychic type would get like; being powerful against Fighting and poison type’s mons, as well as get a weakness to dark attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1351.  
  1352. Everything has a place: Mons with this perk have a habit of putting things in nice and neat order, grown and/or learn this from work or a school area. Mons with this perk will have a plus two (+2) to their Gather Information skill.
  1353.  
  1354. *Knowledge is power: Mons with this perk has a thing that drive them want to learn in school, outside, from others, etc. Like the old saying goes, ‘Knowing is haft the battle’. Mons with this perk will get a plus two (+2) to their Will saving throws. Along with this, mons is able to learn about things much faster, getting a plus one (+1) to their Decipher Script when faced with some old and/or odd languages.
  1355.  
  1356. 9) Hive of Order Empire
  1357.  
  1358. The music soothes the savage beast: Mons with this perk had learned how to bring the heart and soul out of their instruments, allowing one’s soul to fly free, forgetting their worries or fears for the time being. Mons with this perk will get a plus two (+2) to their Perform checks, (but will get a minus three (-3) if the pokemon wants to use their Perform checks in all areas that Perform checks are needed. They will also get another minus two (-2) when doing another Perform check on a group that the last rolled failed. Nevertheless, the pokemon will get another plus two (+2) to their Perform checks if they pick a specialization in one area.)
  1359.  
  1360. *Bugs, why does it have to be bugs: Mons with this perk are In a group that shows a odd habit when left along to their own doing, like seeming to know what to do without saying anything, even if one of them are new to the group. Mons with this perk will get a plus two (+2) to their Balance checks; in addition to that, that pokemon will get a roll check to soothing a hive of bugs and avoid the hive from attacking the party and themselves.
  1361.  
  1362. Mons will get a damage-reduced bonus from this benefit to all bug attacks by twenty-five percent (25%), but the skill sub-side if the area is on fire or heated to the point a normal Pokémon would sweat. This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or fly basic spells. If the pokemon who have this perk is a bug type and gets hit by a bug attack/move, they get a power up for one (1) bug attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a bug attack. However, if the bug type pokemon has not use a bug type by the end of the day, they lose the plus attack bonus by the next day and get their 'Bugs, why does it have to be bugs' perk back again.
  1363.  
  1364. Additional to this perk, the pokemon will have a sub-type of bug to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal bug type pokemon would get like; being powerful against Grass, Dark and Psychic type’s mons, as well as get a weakness to flying attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1365.  
  1366. The wild dance to its own beat: Mons with this perk can sit and listen to the wind blowing, blowing around and/or through thing, allowing the world around them rock them to sleep at night at the bugs of the nightlife start, awaking up from their slumber and sing their love songs to one another. Mons with this benefit will get a plus two (+2) to their Handle Animal skill.
  1367.  
  1368. *Animal handler: Mons with this benefit very well known about dealing with big hives, like bees, to the point that the handler is able to move a horde of bees from one area to another without making them hostile at all. Mons with this benefit given a plus two (+2) to their Handle Animal checks and gets an reduce teaching skill. The pokemon will get one (1) reduce teaching to their ‘Rear other creature’ skill checks.
  1369.  
  1370. Clothing makes the pokemon: Mons with this perk is more the kind to go and dress themselves up in the best clothing, materials, hats, etc. Mons with this perk will get a plus two (+2) to their Disguise; alter self, namely. Along with this, mons will have ‘Starter’s disguiser kits’ for free from the start and get ten percent (10%) discount to clothing shops, most shops.
  1371.  
  1372. *Honey from that hive: Mons with this perk have sweet tooth for sugary things like cakes, pies, cookies, and the like. Mons with this perk is skilled within the kitchen and is able to produce lovely bake goodies. Mons will get a plus two (+2) to their Knowledge (cocking), when it comes to learning new recipe from others or get a plus three (+3) to their Knowledge (cocking), when it comes to learning others cook books which all starter cooks get.
  1373.  
  1374. 10) Empire of the Two South Otters
  1375.  
  1376. *The water is home to many beings: Mons with perk is very well known to have homes in, or around bodies of water. Some of them even have villages in a lake. Even some areas a city has been found at the bottom of the sea, if given the right conditions like the land and witch the city is being made on can handle the weight of the huts, house, building, etc. Mons will get a plus two (+2) to their Swim checks, and they get a ten percent (10%) more reputation (or rep for short), with any water basic civilization area.
  1377.  
  1378. Take a deep in the water: Mons with this perk have classes to help any non-water type pokemon to swim around in body of water, helping them to come over any fears of the water they may or may not had before the class. Mons with this perk will get a plus four (+4) to their Swim up Waterfall skill and get four (4) more hit points (HP) when holding their breath.
  1379.  
  1380. Let go fishing: Mons with this perk has a thing for taking their time and fish up their dinner for the day. Mons with this perk will get a reduced cost on traders in fishing ports or any other finish areas like inns or farmer’s market where the main food is fish by about ten percent to twenty percent (10% to 20%) off when dealing with those kinds of items.
  1381.  
  1382. *Ship deck boy/girl: Mons with this perk is the lowest on the totem pole of the job list, the top being the ship master/owner. Mons with this perk is able to talk their way onto ships, if given they have some links to that area first like friends or family members. Mons with this perk will get a discount of about five percent (5%) on ships and nothing on other transportable vehicles. (Note: Mons with this perk will get far more discounts as they level up with this perk, changing this perk to ‘Master of the ship’ where they will get discounts up to forty-five percent (45%) off on all ships.)
  1383.  
  1384. *The sea is a monster that cannot be master: Mons with this perk live in or around bodies of water, like lakes or river and the like. The mons are able to fish with skill that been train for years from the waters that they live near or next to. Mons with this skill will get a plus three (+3) to their Gather Information when it comes to the sea lives. Mons with this skill is able to make homes in muddy areas and get a plus one (+1) to their Search checks when it comes to fishing and underwater plants lives. Mons will get a damage-reduced bonus from this benefit to all water attacks by twenty-five percent (25%), but the skill sub-side if the area is very dry or desert like areas.
  1385.  
  1386. This benefit also make the pokemon twenty-five percent (25%) weaker to only to grass moves or grass basic spells. If the pokemon who have this perk is a water type and gets hit by a water attack/move, they get a power up for one (1) water attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a water attack. However, if the water type pokemon has not use a water type by the end of the day, they lose the plus attack bonus by the next day and get their 'The Sea is a monster that cannot be master' perk back again.
  1387.  
  1388. Additional to this perk, the pokemon will have a sub-type of water to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal water type pokemon would get like; being powerful against Fire, Ground and Rock type’s mons, as well as get a weakness to Grass attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1389.  
  1390. Try to find somewhere dry: Mons with this perk is kind of the type that they would like to get in and out of the water, getting what they need before getting their butts out of the water and get back to whatever they have to do on their to-do lists. Mons is able to get a plus two (+2) to their Concentration Checks within battles.
  1391.  
  1392. 11) Shadow claws Empire
  1393.  
  1394. A ‘Hello’ from the grave: Mons with this perk had already gone and past away from this world, but shell not sleep in the great after life. Mons with this perk is more dark, hate filled to any other being that is not part of its group. They prefer to stay in the obscurity of the shadows, waiting for their prey to show themselves before they start their assault. Mons with this perk will get a plus two (+2) to their Hide stat, namely ‘Creating a Diversion to hide’.
  1395.  
  1396. Unholy ritual: Mons with this perk is often a part of one of the many cults that is very well known within that empire. The cults there has be seen summing things from the great be yawn or bringing back the dead to life. Mons with this will get a plus two (+2) to their Read Magic skill when rolling.
  1397.  
  1398. *The dead has return: Mons with this perk has been dragged out of their eternally slumber by necromancer forces to do their deeds, if they want to or not. As time gone on, the fallen pokemon soon turn on their master for one reason or another like; the necromancer’s powers had weaken with time and age, or the necromancer’s pet’s will power slowly grown to the point that he or she or hir turn on the being who bring it back to live this hellish life.
  1399.  
  1400. Mons will get a damage-reduced bonus from this benefit to all dark attacks by twenty-five percent (25%), but the skill sub-side if the area is holy ground or have a spell to weaken undead or dark beings.
  1401.  
  1402. This benefit also make the pokemon twenty-five percent (25%) weaker to only to bug moves or grass basic spells. If the pokemon who have this perk is a dark type and gets hit by a dark attack/move, they get a power up for one (1) dark attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a dark attack. However, if the dark type pokemon has not use a dark type by the end of the day, they lose the plus attack bonus by the next day and get their 'The dead has return' perk back again.
  1403.  
  1404. Additional to this perk, the pokemon will have a sub-type of dark to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal dark type pokemon would get like; being powerful against Ghost and Psychic type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1405.  
  1406. Waking up the dead: Mons with this perk is the top to go about into graveyards and normally have parties or have a meeting of spell casters testing their powers out on the graves of the departed. Mons will get a plus two (+2) to their damage rolls against any dark type mons, but will get a negative two (-2) against psychic type mons in Armor Class (AC) checks.
  1407.  
  1408. *Bringing you to hell with me: Mons with this skill is sometimes seen using dark spells like using a spell that allows the caster to drain the life force (HP) from their targets. Alternatively, enslave the undead or demon mons. Mons with this skill will get a plus four on (+4) to their dark spells. However, in getting that power-up, they give up a negative two (-2) to the pokemon’s Decipher Script, namely, a written spell (such as a scroll) without using read magic.
  1409.  
  1410. *Can the undead think: Mons with this perk may or may not be or correspond in one of the ‘dead’ villages or towns. Mons with this benefit is able to talk to the undead, friendly, mons (NPCs) that the players can find along their way to areas, homes, friends, etc.
  1411.  
  1412. Mons with this benefit is able to get a ten percent (10%) discounts to some items like meat or some weapons. When they mons had gotten enough reputation to the point that they mons there will be able to show the party members (PCs) some rare items like magic devices or shown to a area(s) that isn’t open to the public or common pokemon that walks through the town, village, city, etc.
  1413.  
  1414. 12) Plague Force Empire
  1415.  
  1416. Something hides within the shadows: Mons with this perk is known for being, (well, most are); Hiding in the shadows, waiting for the prey to show themselves. The dark shadows obscuring them as the common pokemon’s eyes as the unknowing pokemon steps into their lair and have things, unknown things, done to them. Mons with this perk will get a plus two (+2) to their Hide, namely, total concealment skill.
  1417.  
  1418. *You got something in your back, pokemon: Mons with this perk are normally know as the rogues or killers for hire for the most part. Mons of this group or groups, the number is unknown as of this time, are be seen, if one have an good eye to spot one of the mons sliding murder weapons into a innocent pokemon’s bag. Mons with this skill gets a plus two (+2) to their Sleight of Hand skill, namely, being able to make their friends and/or party members ‘disappear’ while in plain view of anyone watching the two. The higher the roll, the better the ‘disappear’ pokemon can hide. Along with this, the pokemon will get a plus two (+2) to being able to take, or this group(s) normally put things in the pokemon’s bags.
  1419.  
  1420. Poison master: Mons with this perk are known to be trying to make the most powerful, deadliest, fast moving poison that the world had ever seen. Trying to get the best poison out there, as they fight against the True Green Empire’s lab as they try to make the anti-poison to their poison every day. Mons with this perk are able to make their own poisons, given that they know how to make the poison from the ground up, or they can learn from working on a poison that they have on paw to make it more powerful. Mons will get a plus two (+2) to their Craft (poison making).
  1421.  
  1422. *Come to my lair, you will stay there, forever: Mons with this perk are often know to take jobs that most, if not, mons turn their backs on. Mons of this group likes to go about and lay traps and pits to catch their prey that falls for their well place ill-gotten good to draw them on top of.
  1423.  
  1424. Mons will get a plus two (+2) to their Disable Device Check against simple and tricky traps. Moreover, they get a plus one (+1) to their Craft (trap making) skill in this area.
  1425.  
  1426. Within the shadows, there is always a way out: Mons with this benefit can sometime seem to disappear from their cell or holding room. With arm guards at all the exits, watching the room like a hawk that is waiting for their prey to show themselves before they fly down and grab them. The caged pokemon seeming to had gotten out through a hole or something within the shadows, even though the cell, cage, box, etc, is deep underground with water on the outside of the waters.
  1427.  
  1428. Mons with this benefit will get a plus two (+2) to their Escape Artist (extremely tight space) checks, and may get haft the Check when going through long and tight spaces.
  1429.  
  1430. You had better not turn around: Mons with this benefit is the type to go around and rob any pokemon that they want to or feel like doing it for the hell of it. The mons love to play around with daggers or other smell, easily hide able weapons on themselves. The pokemon will get a plus two (+2) to their Thrown Weapons skills, namely; one (1) handed weapon like, Daggers, shurikens, throwing axes, etc.
  1431.  
  1432. Mons will get a damage-reduced bonus from this benefit to all poison attacks by twenty-five percent (25%), but the skill sub-side if the area is grassy area, namely, the True Green Empire.
  1433.  
  1434. This benefit also make the pokemon twenty-five percent (25%) weaker to only to ground moves or ground basic spells. If the pokemon who have this perk is a poison type and gets hit by a poison attack/move, they get a power up for one (1) dark attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a poison attack. However, if the poison type pokemon has not use a poison type by the end of the day, they lose the plus attack bonus by the next day and get their 'You had better not turn around' perk back again.
  1435.  
  1436. Additional to this reward, the pokemon will have a sub-type of poison to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal poison type pokemon would get like; being powerful against Bug and Grass type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
  1437.  
  1438. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1439.  
  1440. 13) Empire of the Diamond Skulled Coyote
  1441.  
  1442. Dance the dance of the soul: Mons with this perk are seen dancing for hours, letting their inner self out, let their song takes over them and put their worries to bed for the time being. Each step they take that feels like they are walking on air, flying through the skies overhead as the song plays. Mons with this benefit will get a plus two (+2) to their Perform, namely, Dance (ballet, waltz or jig), in the streets and get a two more silver paces each hour. As the pokemon slowly master this benefit, the more money they make.
  1443.  
  1444. *One-two step: Mons with this benefit is skilled with their feet, being able to do great things with them like being able to walk on high wire or walking along the edge of a house that any other pokemon would fall off within ten sec., of trying. Mons with this perk will get a plus two (+2) to their Tumble and Balance checks. The mons will also not get the ‘Flat-Footed’ de-buff that happens when within battle on doing balancing.
  1445.  
  1446. *My fight of fire: Mons with this benefit are skilled in the unarm combat, being able to move in to their foe’s area and, is very skilled (have the ‘Sleight of Hand’ skill level), and find weak points in their enemy armor. Mons with this skill will also get a move called ‘Flurry of Blows’ that no other Empire’s trainers know. With this skill, they are able to attack from two to ten (2 to 10) hits in one turn, but have their accuracy cut from fifty percent to seventy-five percent (50% to 75%) to do this attack.
  1447.  
  1448. Dance your rival into submission: Mons with this perk had learned how to get in connect with their body, learning how much power they have behind their muscles. Learning about oneself is able allows one to do things that the common pokemon isn’t normally able to do, like break through a stone wall without getting hurt. Mons with this benefit is able to get a get a plus two (+2) to their Concentration checks and plus one (+1) to their damage, Unarmed Strike rolls.
  1449.  
  1450. *Dancing and fighting is the same: Mons with this reward has mastered the art of fighting and dance. Mixing the together two to the point that it is rather hard to tell the different between when they are dancing for fun or ready to attack. Mons with this work is able to do ‘Close Order Combat’ and allow the pokemon to attack along side of someone to allow them both to attack at the same time as if one of them had gotten a power up to their attacks.
  1451.  
  1452. Mons will get a damage-reduced bonus from this benefit to all fighting attacks by twenty-five percent (25%), but the skill sub-side if the area is grassy area, namely, the True Green Empire.
  1453.  
  1454. This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or flying basic spells. If the pokemon who have this perk is a fighting type and gets hit by a fighting attack/move, they get a power up for one (1) fighting attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a fighting attack. However, if the fighting type pokemon has not use a fighting type by the end of the day, they lose the plus attack bonus by the next day and get their 'Dancing and fighting is the same' perk back again.
  1455.  
  1456. Additional to this reward, the pokemon will have a sub-type of fighting to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal fighting type pokemon would get like; being powerful against Rock, Normal, Steel, Ice and Dark type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
  1457.  
  1458. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1459.  
  1460. Dancing is a form of expression: Mons with this perk are often hired as performer by many of the other empires for shows or events for their towns, villages, cities, etc. Mons can be on the route, always heading to their next job or heading home for some time off to let their feet relax. Mons with this reward will get discounts on things that require beasts of burden like Carriages, Carts or Wagons. The mons will get about ten to ten percent (10%) off on them. The higher their dancing skill is; they are able to get more discounts as they hone their skills.
  1461.  
  1462. 14) Empire of the Icy Animals
  1463.  
  1464. The fury of winter: Mons with this reward had face and learned how to live in snowy areas that get about four (4) or so hours of sun light before the darkness comes and the template drops below zero. Mons with this perk are very well killed with dealing with the chill of the winter’s breath as if death itself is there. Mons will get a plus two (+2) to their Survival checks, in snowy areas, that a normal pokemon who does not know the area around them.
  1465.  
  1466. *Hunting in the snow: Mons with this reward is skilled with finding prey or plant life in the snow. From the fact that the snow keeps dead things fresh for much longer then it would be if it were found in a forest or cave where the heat from the sun or area rots the food. Mons gets a plus three (+3) to their Track skill, namely, very soft ground, soft ground when in snowy areas, and still holds that buff to that skill in aged snow.
  1467.  
  1468. Walking through the snow: Mons with this reward had learned how to get through the deep a cold snow that this empire have often. The deep snow, the endless fields of white all around oneself that a common pokemon would become a part of one of the many icy food beings for the other mons to find and used. Mons with this perk will get a plus two (+2) to their Knowledge, Nature (weather).
  1469.  
  1470. *The cold chilly feeling is everywhere: Mons with this perk has a chilly force around them, feeling as if they just came out of a block of ice. The common thing that the mons if often known for is their aura that feels like death likes to hang around them.
  1471.  
  1472. Mons with this perk have a cold area around them that allows them to freezes some water to allow them to form ice under their paws or feet. This allowing them to cross bodies of water likes a lake. Mons with this perk is unable to have mons without this perk to use the same ice that was made by their paws/feet. However, the only time other mons can use the ice that were made by mons with said perk is when the pokemon is Huge and bigger, allows smaller mons; AKA, medium size mons and smaller.
  1473.  
  1474. Mons with this perk can level up this perk to allow them to make Ice Bridge from one side to another. However, the ice bridge is weak and is only able to allow the one who made it, fine size and smaller mons to cross easily without the shot the bridge will break at all.
  1475.  
  1476. Mons of medium size and up is force to roll to see if their ice bridge can withstand their size and weight. Namely, the difficulty checks (DC) for this is fifteen (15). The more items the pokemon have, about forty (40) pounds of items or so, add a five (5) to the DC. For each fifteen (15) pounds after hitting the forty (40) caps, the DC of the ice bridge is increase.
  1477.  
  1478. How snow is made: Mons with this perk is skilled with frost spell, being able to cast ice spells when some areas, towns, villages, etc, needs them. Mons from this empire can been seen being paid a lot of money as they make a long lasting houses made out of ice, most of them made underground, which cast a very shiny copper. Mons with this perk will get a plus two (+2) to their damage (or, damage for short) rolls as they mons will get one (1) free enhancing recipe that allows them to add a frost damage to their weapons that physically hit the foes to have the added frost damage to work.
  1479.  
  1480. Icy touch: Mons with this perk can often be known for the fact they are, or work for, death itself. The chilly feeling they give off to others can sometimes cheep others out, but they are normally often seen in salons, namely the muscles rubbers that work on different parts of the body. Mons with this perk will get an immunity to hail, or often known as, ice storms.
  1481.  
  1482. Mons will get a damage-reduced bonus from this benefit to all ice attacks by twenty-five percent (25%), but the skill sub-side if the area is heated or on fire.
  1483.  
  1484. This benefit also make the pokemon twenty-five percent (25%) weaker to only to rock moves or flying basic spells. If the pokemon who have this perk is a ice type and gets hit by a ice attack/move, they get a power up for one (1) ice attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a ice attack. However, if the ice type pokemon has not use a ice type by the end of the day, they lose the plus attack bonus by the next day and get their 'Icy touch' perks back again.
  1485.  
  1486. Additional to this reward, the pokemon will have a sub-type of ice to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal ice type pokemon would get like; being powerful against Dragon, Flying, Grass and Ground type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
  1487.  
  1488. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1489.  
  1490. 15) Lawful Empire
  1491.  
  1492. Holy charger: Mons with this perk had been trained in mounted combat for the most part while in the Lawful Empire’s army to, hopefully, keep order within the common areas where different mons from different empires can trade, buy, sell, met new mons, etc. Mons with this perk will get a plus two (+2) to their Ride checks, from light horses to war horses. As well with the checks, the mons no roll checks when it comes to Ride - Guide with Knees.
  1493.  
  1494. *The truth and nothing but the truth: Mons with this perk had worked in court rooms as one of the fallowing; security, work under or with judges or court’s reporter/stenographer. The time they spend at worked and learn while at their job give them a rather good idea on how to, somewhat, finds the truth from within the pile of lies that some-pokemon toss at them. Mons will get a plus two (+2) to their Sense Motive – Hunch Check rolls.
  1495.  
  1496. I fought the law and the law won: Mons with this perk is the common party; the third (3rd) party that justices what the two parties say, going off of what they say, pick whom is in the right in the matter. Mons with this perk will get a plus two (+2) to their Diplomacy checks whenever the pokemon is in trading areas, towns, villages and small towns.
  1497.  
  1498. *Cannot hide for long: Mons with this perk had been train in how to spot hidden items, or normally search for, forbidden or banned items like carrying poisons from the outside into that are not ordered from the leaders of the area. The mom(s) with this perk will get a get plus two (+2) to their Spot checks against spotter distracted rolls.
  1499.  
  1500. Clouse your mouth and listen: Mons with this perk had learn how to scan the area, learning many different languages in common areas like inns, shops, gates, etc. Mons had slowly learn bits and pieces of words that other mons of differencing empires, villages, towns, etc., living in the middle of the mixing pot of cultures from the darkness to the holiest. Mons with the perk have a plus two (+2) when it comes to Listen - Pokémon whispering.
  1501.  
  1502. *I know that you are lying, kid: Mons with this perk ha heard it all from; ‘My friend ate my homework’ to ‘I don’t know how did that got there’. The mons with this perk are rather skilled in the lying area, able to try and find holes in even the best sounding lie there a pokemon can come up with. Mons with this perk gets a plus two (+2) to their Bluff - Delivering a Secret Message and get a plus two (+2) to their Bluff - Display False Alignment.
  1503.  
  1504. Mons will get a damage-reduced bonus from this benefit to all normal attacks by twenty-five percent (25%), but the skill sub-side if the area is within a heavy war, more than fifty or so mons in one area fighting.
  1505.  
  1506. This benefit also makes the pokemon twenty-five percent (25%) weaker to only to fighting moves or fighting basic spells. If the pokemon who have this perk is a normal type and gets hit by a normal attack/move, they get a power up for one (1) normal attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a normal attack. However, if the normal type pokemon has not use a ice type by the end of the day, they lose the plus attack bonus by the next day and get their 'I know that you are lying, kid' perk back again.
  1507.  
  1508. Additional to this reward, the pokemon will have a sub-type of normal to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal type pokemon would get like; being powerful against no types, as well as get a weakness to bug attacks along with their normal weaknesses.
  1509.  
  1510. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1511.  
  1512. 16) Empire of the Superstitions
  1513.  
  1514. *Let the light show you the way: Mons with this reward had once lived in darken areas, avid of all light as if they would damned to live out their life there. The darkness had own their will to life, to fight, to stay alive. Until a day the light from their Goddess, Zeusm, had force the corrupted fog away from the area and freed her mons.
  1515.  
  1516. Mons with this perk will get a plus one (+1) to their Spot checks, as well get a smell that’s called ‘Freedom’, allowing the pokemon, (No matter the class), to be able to free their party members. The spell allows them to free the target from paralysis (spell only); Maze (spell only), temporal stasis (spell only) and imprisonment (spell only).
  1517.  
  1518. *Let me take care of that: Mons with this benefit had gone out of their way, many times, to heal their friends, their family members and even a wild animal that they found in the woods, caves, lakes, etc. The skills they had train for in the need of time likes this comes in handy.
  1519.  
  1520. Mons with this reward will get a plus two (+2) to their First aid checks, along with their Long-term care checks. Mons with this reward is skilled to the point that their time to First aid heals some-pokemon with their first aid and long-term care.
  1521.  
  1522. Preparing is the key to a successful adventure: Mons with this benefit had learned from their mistakes and others. The tools one needs that any common adventurer would need like, sleeping beds, food, campfire kit, etc.
  1523.  
  1524. Mons with this reward will get two (2) times the number of gold, not going past seven-hundred fifty (750) gold that goes for gear, but not other items like weapons or food.
  1525.  
  1526. Every adventure: Mons with this perk had learn all about the greats adventures throughout the school years that they had tests on, read up about some-pokemon, even talked to a some of the still living heroes. The tales the adventures talk of great monsters that are taller than homes, much more powerful then the warriors in inns or at gates.
  1527.  
  1528. Mons with this perk will get a plus two (+2) to their Geography (lands, terrain, climate, people) and History (wars, colonies,) whenever the pokemon comes to a landmark or get told that a area is linked to one any given heroes.
  1529.  
  1530. It is too dark here; turn on a light: Mons with this benefit had learned and trained their eyes to notice things farer within battle, locking onto their foes in an abnormal way. Over the years, they had learned how to disarm someone without injuring them at all.
  1531.  
  1532. Mons with this benefit is able to set traps and disarm foes from away. They will get a plus two (+2) to their use of a ball and chain weapons; bows, longbows, crossbows; flails when it comes to being able to disarm a trap or foe.
  1533.  
  1534. *Is not that a shocking turns of events: Mons with this benefit is often seen playing with electricity within their empire, even though some of their members are not electric types. Some of them can be seen working power generators, namely, back-up generator, in the Empire Cyborgs of Eternity. Over time, the mons with this job had learn how to (somewhat) redirect electricity for a short time, from a minute to two minutes before they are unable to do it again.
  1535.  
  1536. Mons with this benefit is given the power to be able to drain an overly chare engineering things, gears or spells. The pokemon is only able to do this up to three (3) times a day. On that note, the mons is also able to charge up an item, gears or spells. In doing so, the act of draining a things, gears or spells, will give the pokemon one of a few chooses to pick from;
  1537.  
  1538. 1) Electric hit: Gets a charge up melee attack to do one (1) power up electricity. A die will be rolled to see what damage it will do after the pokemon rolls for their normal damage after the Armor Class (AC) check(s).
  1539.  
  1540. 2) Electric healing: The pokemon is able to drain power from engineering things, gears or spells will be drain of their power, in doing so; the pokemon can use this power to heal them up to, and not surpassing more than fifteen percent (15%) of their told hit points (HP).
  1541.  
  1542. 3) Electric defense: The act of draining of engineering things, gears or spells allows the pokemon to charge themselves up and making a shied around themselves that can hurt their foes when strike, dealing one (1) damage to their opponents.
  1543.  
  1544. Mons will get a damage-reduced bonus from this benefit to all electric attacks by twenty-five percent (25%), but the skill sub-side if the area is within a sandstorm or rocks are falling around.
  1545.  
  1546. This benefit also makes the pokemon twenty-five percent (25%) weaker to only to ground moves or ground basic spells. If the pokemon who have this perk is a electric type and gets hit by a electric attack/move, they get a power up for one (1) electric attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a normal attack. However, if the electric type pokemon has not use a electric type by the end of the day, they lose the plus attack bonus by the next day and get their 'Is not that a shocking turns of events' perk back again.
  1547.  
  1548. Additional to this reward, the pokemon will have a sub-type of electric to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal electric type pokemon would get like; being powerful against flying and water types mons, as well as get a weakness to ground attacks along with their normal weaknesses.
  1549.  
  1550. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1551.  
  1552. 17) Empire of the Seventy West Dragons
  1553.  
  1554. Mother knows best: Mons with this benefit is mothers or work around kids a lot and can spot trouble coming a mile away as most of the kids in their care normally get them in hot water. The motherly love or family love that is like wings covering their kids and protecting them from harm.
  1555.  
  1556. Mons with this perk shell gets a plus two (+2) to their dodge rolls against incoming attacks from mobs. They will also get a plus three (+3) hit points (HP) whenever one of their party members are done and below zero (0). The added HP will be removed from the pokemon with this perk upon the down, a pokemon that have his, her or hir HP were below zero (0), came above that number.
  1557.  
  1558. A motherly kiss on the head: Mons with this reward has compassionate hearts and minds when it comes to caring for the elderly and youthful, diminutive to the gigantic. No matter the size, no matter the age; love have no requirements, nor does love have any restrictions when it comes to family members, friends, co-workers or any pokemon one would see walking down the block.
  1559.  
  1560. Mons with this benefit is able to blow a kiss to their party members, giving them a magical buff that dispel one magical trap spell, only if the damage of the spell trap doesn’t go past their spell resistance against the spell trap’s damage roll.
  1561.  
  1562. This buff can only be use once every twelve (12) hours a day. The Mon will get a de-buff called ‘The cold shoulder’ that stops the one who were given the buff from reapplying the buff numberless times.
  1563.  
  1564. Pick them up when they fall down: Motherly mons had enjoyed watching their kids learn how to walk after many try and failures until they have learn how to walk on their own without help from anyone. The enjoyment of seeing their child walks to them, seeing the smile on their face that can light up a room.
  1565.  
  1566. Mons with this reward has a spell called ‘Get back on your paws’ witch give the taiga pokemon back to life as full hit points (HP) as a free move within one turn and allows the caster to go and use their turn as they see fit.
  1567.  
  1568. Mons who this spell are use upon will get a de-buff called ‘Tough love’ that prevents the pokemon being able to use that spell to bring themselves back from the dead one each two (2) days at a time before the de-buff is remove and is able to be bring back from the dead again. This de-buff is share with any free move resurrection that have any association with perks that bring back dead mons.
  1569.  
  1570. *The pain will go away: Sometimes it is painful to see one’s baby falls over and hurt themselves at a young age. It is more painful when they try to learn something on their ours and see them fail at it. As parents, they always fear their kids would hurt themselves while doing something they should be learning to do in life or should not.
  1571.  
  1572. Mons with this reward is able to use first aid faster than other mons, being able to care a group of mons all at once. Mons will be able to helps stop a blooding pokemon, bring them back up to zero (0), (unconscious) point.
  1573.  
  1574. *Let us take care of the boo-boo: Mothers and fathers know that kids will get themselves into how water if they are not watches closely most, if not all the time. Kids can easily get themselves into toolboxes, armories, mining tunnels, etc. The common thing that kids get themselves hurt with it bug bites and snakes bites. Most of the animal bites are harmless or it can be easily treatment.
  1575.  
  1576. Mons with this perk had pack for the worst event that can happen while going out in the world and it’s ways good to care for it then worry about it down the line. Namely, this reward allows the caster to care poisons, of all types, all at once, as long as the caster had knowledge of the poison beforehand.
  1577.  
  1578. *The fire rage of a mother: Mothers are often known for the fact they will fight to the death for their kids’ safety, even if a city have to fall for them to get to their kids. The raging force of mothers can drive one mom to do crazy things that the mom would not do on any given day.
  1579.  
  1580. Mons with this perk will goes into in rampage when he last of their party members’ HP falls below zero (0), sending them into a rage filled stat, giving them a plus four (+4) to their damage rolls against living beings. They will give up two (2) points in their dexterity rolls as long that the pokemon is in battle.
  1581.  
  1582. Mons will get a damage-reduced bonus from this benefit to all dragon attacks by twenty-five percent (25%), but the skill sub-side if the area is within a hailstorm or a blizzard is going on.
  1583.  
  1584. This benefit also makes the pokemon twenty-five percent (25%) weaker to only to ice moves or ground basic spells. If the pokemon who have this perk is a dragon type and gets hit by a dragon attack/move, they get a power up for one (1) dragon attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a dragon attack. However, if the dragon type pokemon has not use a dragon type by the end of the day, they lose the plus attack bonus by the next day and get their 'The fire rage of a mother' perk back again.
  1585.  
  1586. Additional to this reward, the pokemon will have a sub-type of dragon to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal dragon type pokemon would get like; being powerful against dragon types mons, as well as get a weakness to dragon and ice attacks along with their normal weaknesses.
  1587.  
  1588. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
  1589.  
  1590. Groups of feats
  1591.  
  1592. Swallow Whole- Same as normal monster feat.
  1593.  
  1594. Expanded Stomach 1 - Your stomach, due to training, is able to accept larger prey. You can now hold up to two preys inside you of the same size category. (Requires Swallow Whole)
  1595.  
  1596. Expanded Stomach 2 - Intense training, and many prey gurgled away later, your stomach can now stretch immensely. You can now hold up to two preys inside of you of one size category larger than you, and four preys inside of you that is the same size category as you. (Requires Expanded Stomach 1)
  1597.  
  1598. Expanded Stomach 3 - The bigger they are, the better the meal they make. You can now hold two preys inside of you that are two size categories larger than you, four-prey one size category larger than you, and eight preys the same size category larger than you. (Requires Expanded Stomach 2)
  1599.  
  1600. Through the Back Door - Just because you are not facing them, does not mean you cannot hold them. You can now anal vore an opponent. Vored opponents use the size of your stomach to determine how full it is. To anal vore an opponent, they must be behind you. (Requires Swallow Whole)
  1601.  
  1602. Swoop and Swallow - You no longer require a grapple check to swallow an opponent. Once you have an opponent grappled, you are able to swallow them as a free action. Additionally, if you are a flying or dragon type, and in the air, you can make a vore attempt as a regular attack in a turn. (Base Attack Bonus is added to this attack) If successful, the opponent is vored, unbirthed, or cock vored. (Must have the required feats to unbirth or cock vore an opponent) (Requires Swallow Whole)
  1603.  
  1604. From Below - You can now make a pin attempt with a normal attack (Weapon attack and Base Attack bonus added) if successful, the opponent is pinned. Additionally, if you are a ground-type Pokémon, and burrowed underground, you no longer need to make a pin attempt to vore, cock vore, or unbirth an opponent standing on the ground. (Must have the required feats to unbirth or cock vore an opponent) (Requires Swallow Whole)
  1605.  
  1606. Fast Breakdown 1 - Your juices become much more potent, able to break down prey faster. Digesting prey now take additional acid damage in your gut each turn equivalent to your Base Attack Bonus, rounded down. (Requires Swallow Whole)
  1607.  
  1608. Fast breakdown 2 - Your juices are able to dissolve even the toughest prey. Digesting Prey now take additional acid damage equivalent to your base attack bonus. (Requires Fast Breakdown 1)
  1609.  
  1610. Fast Breakdown 3 - Your juices are able to break down steel. Digesting prey now takes additional acid damage equal to your one and half times your Base Attack Bonus, rounded up. (Requires Fast Breakdown 2)
  1611.  
  1612. Iron Stomach - The insides of your stomach become more resilient. Taking this feat adds 1 AC to your stomach. This feat can be taken multiple times. The effects stack. (Requires Swallow Whole)
  1613.  
  1614. Healing Stomach - Not all prey are enemies. With this feat, you are able to heal prey inside of you each turn. Roll as you normally would for acid damage, and subtract half, rounding down. This amount is added to the prey's HP as healing.
  1615.  
  1616. An Extra Mouth - The character's tail grows a maw or opening that allows prey to be taken in by the tail. The Swallow Whole feat can be used on an enemy behind the character. Prey tail vored is pulled into the stomach, and uses all stomach-related feats (e.g. Iron Stomach) (Requires: Swallow Whole, Pokemon with a tail)
  1617.  
  1618. Unexpected Maw - The character's maw becomes hidden. When making a tail vore attempt, the predator goes against the prey's touch AC instead of a grapple modifier. If successful, the prey is pulled into the stomach. All further escape attempts are grapple checks. (Requires: An Extra Mouth)
  1619.  
  1620. Tail Flexibility - When making a tail vore attempt, you gain plus one (+1) to your grapple, or to your touch attack [If you have Unexpected Maw]. This feat can be taken up to three times, each time gaining an additional plus one (+1). (Requires: An Extra Mouth)
  1621.  
  1622. Tail Slam - When prey is successfully vored, instead of pulling them into the stomach, you may hold them in your tail. Each turn, as a free action, if you have prey in your tail, you may thrash your tail around, allowing you to attack the prey inside. The prey takes 1d4 damage, plus your strength modifier. If you have multiple attacks, you can attack multiple times (Requires: An Extra Mouth)
  1623.  
  1624. Motherhood - This feat enables you to pull prey into your womb. The player's womb is able to hold two (2) creatures of the same size category, four (4) creatures of a size category smaller, and eight (8) creatures of two size categories smaller, and so forth. Prey in the womb will take 1d4 bludeoning damage from the strong muscles around them, plus strength modifier. If they prey makes an escape attempt and fails, the next turn they will take 1d6 bludeoning damage due to the spasming muscles and pleasure the escape attempt made. Prey that reaches -30HP in the womb is reduced to juices. (Requires: Female gender, Herm gender)
  1625.  
  1626. Born Breeder - This feat increases the capacity of the character's womb, allowing them to pull in prey larger than they are. The womb is now able to hold two prey of a size category larger than the predator, 4 prey the same size as the predator, 8 prey a size category smaller than the predator, and so on. As well, the amount of eggs the character can hold is increased. Taking this feat multiple times further increases the capacity of the womb. (Requires: Motherhood OR Breeder)
  1627.  
  1628. Strengthened Womb - The feat increases the damage done to prey in the womb. Characters with this feat now do 1d6 damage to prey in the womb (plus STR modifier), and 1d8 damage on a failed escape attempt (plus STR modifier). This feat may be taken multiple times, each time adding an additional D6 (or D8 for failed attempts) to damage. (Requires Motherhood)
  1629.  
  1630. Resistant Womb - This feat gives a +1 bonus to resisting an escape attempt from the womb. This feat may be taken up to three times, each additional time giving an additional plus one (+1).
  1631.  
  1632. Caring Mother - This feat allows unbirthed prey to be healed instead of damaged. When choosing to heal, roll as if you are going to do damage, and divide by two the result, rounding up. They prey is healed for that amount. In addition, if prey reaches -30HP in the womb, instead of being reduced to juices, they can be turned into an egg one size category smaller than the predator.
  1633.  
  1634. Overnight Stay - This feat allows a predator to hold prey inside of them without any harm coming to the prey. In addition, prey will receive the following in them remain inside the predator for a full 24 hours (Requires Swallow Whole):
  1635.  
  1636. Stomach – Temporary plus one (+1), to AC, due to becoming resistant from acids. This effect lasts 24 hours.
  1637. Womb - Temporary Fast healing one (1), due to the regenerative properties of the womb. This effect lasts 24 hours.
  1638. Cock - Temporary +2 boost to any skill requiring CHA, due to phermones coating the prey's body. This effect lasts 24 hours.
  1639.  
  1640. Breeder - This feat causes the character, whether they like it or not, to create one egg per day a size category smaller than them. The character is able to hold up to a maximum of four eggs inside of them. If there is no more room for an additional egg, the character is forced to lay however many they need to make room for the next batch. An egg can be eaten to restore 1d6 points of health, plus the character's CON modifier. This feat may be taken multiple times, each time causing the character to create an additional egg per day. Eggs will expire in a week, and must be used before then. (Requires: Female gender, Herm gender)
  1641.  
  1642. Farmer - This feat causes a character to start producing milk. Each day, the character produces enough milk to fill an average-sized bottle. Each bottle of milk is able to heal 1d10 damage, plus the character's CON modifier. A character can hold up to four bottles worth of milk within themselves. If a day passes and a character is at this four-bottle limit, no more milk is made until the character is milked. A character does not have to milk into a bottle either; it can be drank straight from the source. In this case, a character can drink one bottle's worth of milk in one round of combat. Milk in a bottle expires after one day, and must be used before then. This feat can be taken multiple times, each time allowing the character to produce an additional bottle of milk a day. (Requires: Female gender, Herm gender)
  1643.  
  1644. Born Farmer - This feat doubles the capacity of milk that a character can hold. As well, the character's breast or udder size grows accordingly. (Requires: Farmer)
  1645.  
  1646. Item listing
  1647.  
  1648. Items in this game are extremely important that all PCs will use on whatever job they have to keep themselves safe, give them a warm fire to sleep around, food to eat, etc. Items that are place in the bags, which may or is not carried due to the weight of the total weight one can hold at any given time. When one gets to the maximum limit to what they can carry, they are unable to do some of their rolls like, Dodge; Escape Artist; Tumble; Balance; Climb; Jump, and Swim checks. It is very important that PCs who wish to carry more in their bags and not get a handicap must level up their Strength stats. However, there are a few items that will make one PC’s bag load comes down to zero, regardless of what they are holding.
  1649.  
  1650. Now, items in this game have weight and each of those items will push the PC’s limit of whatever they can hold to their max. The circumstances that determines whether a PC is able to carry more or less truly depends whatever on stats, size and shape (being a pokemon or morph) of the PC. The main condition, out of them all, is the strength that a PC allowed to pick up. The reasoning behind it is that; the more strength that one has in their strength stat, the more things they can hold. Like a body builder trainer their body to life heavier things.
  1651.  
  1652. Now, with the factor, (other thing being strength), is the size factor and body type, (shape). Another difference between mons and morphs is that the mons will be able to carry bigger loads then their morphs brothers and sisters because they have a stronger back than the morphs for one reason or another. Items, even the gear when worn, will go to how much they will be able to wear at any given time.
  1653.  
  1654. A PC can lift as much as his or her maximum load over his, her or hir head. A PC can lift as much as double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the PC loses any Dexterity bonus to AC and can move only five (5) feet per round (as a full-round action).
  1655.  
  1656. A PC can generally push or drag along the ground as much as five (5) times their maximum load. Favorable conditions can double these numbers, (like pushing a load down a hill), and bad circumstances can reduce them to one-half or less, (like pushing said load up a hill).
  1657.  
  1658. To determine whether a PC’s gear is heavy, enough to slow him, her or hir down more than the armor already does that, total the weight of all the PC's items, including armor, weapons, and gear. Compare this total to the PC's Strength on table below. Depending on how the weight compares to the character’s carrying capacity, he, she or hir may be carrying a light, medium, or heavy load. Like armor, a PC's load affects his, her or hir maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the PC’s speed, and affects how fast the PC can run, as shown on the table below. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.
  1659.  
  1660. If a PC is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.
  1661.  
  1662. The figures on table below are for Medium bipedal morphs. A larger bipedal morph can carry more weight depending on its size category, as follows: Large two times, Huge four times, Gargantuan eight times, Colossal sixteen times. A smaller morph can carry less weight depending on their size category, as follows: Small times three-fourth, Tiny times one haft, Diminutive times one-fourth, Fine times one-eighth.
  1663.  
  1664. Quadrupeds can carry heavier loads than PCs can. Instead of the multipliers given above, multiply the value corresponding to the pokemon’s Strength score appropriate modifier, as follows: Diminutive times one-fourth, Tiny times one-haft, Small times three-fourth, Fine times one, Medium times one and one haft, Large times three, Huge times six, Gargantuan times twelve, Colossal times twenty-four.
  1665.  
  1666. A Pc's armor defines his, her or hir maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your PC is weak or carrying a lot of gear, that’s all you need to know. The extra gear one's PC carries won’t slow him, her or hir down any more than the armor already does.
  1667.  
  1668. If a PC is weak or carrying a lot of gear, however, then you’ll need to calculate encumbrance by weight. Doing so is most important when your PC is trying to carry some heavy object.
  1669.  
  1670. For Strength scores not shown on the table below, find the Strength score between twenty and twenty-nine that has the same number in the "ones" digit as the creature’s Strength score does and multiply the numbers in that for by four for every ten points the creature’s strength is above the score for that row.
  1671.  
  1672. (Species name); quadruped/bipedal multipliers, times Strength Score, times Size multipliers equals what a PC is able to hold with a light, medium and heavy loads.
  1673.  
  1674. Example one
  1675.  
  1676. Pikachu; quadruped (two), times Strength Score (three), times Tiny (one haft) equals three
  1677.  
  1678. Example two
  1679.  
  1680. Pikachu; (2x3) /.5 = 3
  1681.  
  1682. Example three
  1683. Pikachu; quadruped (two), times Strength Score (ten), times Tiny (one haft) equals ten
  1684.  
  1685. Example four
  1686.  
  1687. Pikachu; bipedal (one), times Strength Score (Nine), times Tiny (one- haft) equals four point five (round up to five for the strength score)
  1688.  
  1689. Pikachu; bipedal (one), times Strength Score (Nine), times Large (two) equals eighteen
  1690.  
  1691. Strength Score --- Light Load --- Medium Load --- Heavy Load
  1692. One ---- 4lbs or fewer ---- 5lbs to 8lbs ---- 9lbs to 12lbs
  1693. Two ---- 8lbs or fewer ---- 9lbs to 14lbs --- 15lbs to 24lbs
  1694. Three ---- 10lbs or fewer ---- 11lbs to 19lbs ---- 20lbs to 30lbs
  1695. Four ---- 14lbs or fewer ---- 15lbs to 22lbs ---- 23lbs to 42lbs
  1696. Five ---- 18lbs or fewer ---- 19lbs to 31lbs ---- 32lbs to 52lbs
  1697. Six ---- 21lbs or fewer ---- 22lbs to 43lbs ---- 44lbs to 63lbs
  1698. Seven ---- 24lbs or fewer ---- 25lbs to 48lbs --- 49lbs to 72lbs
  1699. Eight ---- 28lbs or fewer ---- 29lbs to 48lbs ---- 49lbs to 84lbs
  1700. Nine ---- 30lbs or fewer ---- 31lbs to 52lbs ---- 53lbs to 90lbs
  1701. Ten ---- 34lbs or fewer ---- 35lbs to 70lbs ---- 71lbs to 102lbs
  1702. Eleven ---- 38lbs or fewer ---- 39lbs or 72lbs ---- 73lbs to 114lbs
  1703. Twelve ---- 40lbs or fewer ---- 41lbs to 85lbs ---- 86lbs to 120lbs
  1704. Thirteen ---- 48lbs or fewer ---- 49lbs to 101lbs ---- 102lbs 144lbs
  1705. Fourteen ---- 56lbs or fewer ---- 57lbs to 131lbs ---- 132lbs to 168lbs
  1706. Fifteen ---- 62lbs or fewer ---- 63lbs to 134lbs ----- 135lbs to 183lbs
  1707. Sixteen ---- 72lbs or fewer ---- 73lbs to 145lbs ---- 146lbs to 216lbs
  1708. Seventeen ---- 82lbs or fewer ---- 83lbs to 167lbs ---- 168lbs to 246lbs
  1709. Eighteen ---- 96lbs or fewer ---- 97lbs to 186lbs ---- 187lbs to 288lbs
  1710. Nineteen ---- 112lbs or fewer ---- 113lbs to 210lbs ---- 211lbs to 336lbs
  1711. Twenty ---- 135lbs or fewer ---- 136lbs to 245lbs ---- 246lbs to 405lbs
  1712. Twenty-one ---- 155lbs or fewer ---- 156lbs to 289lbs ---- 290lbs to 465lbs
  1713. Twenty-two ---- 185lbs or fewer ---- 186lbs to 310lbs ---- 311lbs to 555lbs
  1714. Twenty-three ---- 200lbs or fewer ---- 201lbs to 400lbs ---- 401lbs to 600lbs
  1715. Twenty-four ---- 233lbs or fewer ---- 234lbs to 466lbs ---- 467lbs to 700lbs
  1716. Twenty-five ---- 266lbs or fewer ---- 267lbs to 533lbs ---- 534lbs to 800lbs
  1717. Twenty-six ---- 306lbs or fewer ---- 307lbs to 613lbs ---- 614lbs to 920lbs
  1718. Twenty-seven ---- 346lbs or fewer ---- 347lbs to 693lbs ---- 694lbs to 1,040lbs
  1719. Twenty- eight ---- 400lbs or fewer ---- 401lbs to 800lbs ---- 801lbs to 1,200lbs
  1720. Twenty-nine ---- 466lbs or fewer ---- 467lbs to 933lbs ---- 93lbs to 1,400lbs
  1721. Etc.
  1722.  
  1723. The following items that are listed below are commonly found items within shops, sometimes inns and (rarely) on wandering merchants, each depends on what item it is and where it can be find. There will be a note on where they can be found how common or rare an item is. Those items are commonly known used for all, or beings that wish to get from point A to point b safely, adventurers to help them live or at least get good start on whatever trip they’re talking for proof for themselves and whatnot.
  1724.  
  1725. ----
  1726.  
  1727. Standard Adventurer's Kit
  1728.  
  1729. This kit consists of basic items that the average adventurer needs.
  1730.  
  1731. Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, and Waterskin
  1732.  
  1733. Cost: 16 gold coins; Weight: 24
  1734.  
  1735. Arctic/Jungle/Desert/Dark Camouflage (Only found in general shops in;
  1736.  
  1737. This kit consists of loose-fitting garments and jars of impermanent paint. Its items are colored in a pure white and various shades of gray, different levels of green from light green to dark green, different colors of browns and yellows and darkest and dullest black, (each of which is a different set). The clothing can be worn over armor and the paint applied to any portion of the body. When in an arctic, snow-covered, dense jungle, waste land of desert, night or low-light areas terrains; characters using those kits gain a +4 circumstance bonus on Hide checks. Circumstances may change a terrain's usual appearance, illumination and creatures with dark-vision, rendering the kits useless. Camouflage kits are exhausted after ten uses. Each use lasts until the garments are removed and the paint is washed away.
  1738.  
  1739. Cost 50 gold coins; Weight 5lb
  1740.  
  1741. ----
  1742.  
  1743. Bolt Magazine (most commonly found in Cyborgs of Eternity, but sometimes found as an uncommon item outside of there).
  1744.  
  1745. Bolt Magazine: A bolt magazine is a rectangular cartridge fashioned from carefully shaped steel components and holds twenty crossbow bolts in a five by four arrangement. Bolt magazines are the feeding mechanism for crossbow repeater modules. The reloading time required for repeater crossbows is greatly diminished when preparing extra repeater modules before combat, allowing the wielder to simply replace an empty bolt magazine for another. Loose bolt magazines are for sale in most areas with sufficient technological advancement.
  1746.  
  1747. Price: 50 gold coins; Weight: 1lb
  1748.  
  1749. ----
  1750.  
  1751. Bowstring
  1752.  
  1753. This is simply a replacement string for your bow should the string become damaged or worn. It is strung onto your bow the same way as the original string. You must purchase the correct string for your bow. A shortbow string will not fit onto a longbow, and the other way around. The longbow string will fit on a composite longbow, and the shortbow string will fit on a composite shortbow.
  1754.  
  1755. Longbow Cost: 1 silver coin Weight: -
  1756. Shortbow Cost: 8 copper coins Weight: -
  1757. Crossbow Cost: 1 silver coin Weight: -
  1758.  
  1759. ----
  1760.  
  1761. K9 Whistle (uncommon to see in shops)
  1762.  
  1763. A k9 whistle is constructed to sound at a particular pitch that is particularly shrill to any and all k9 like mons ears, (doesn't matter if they're mons or morphs). When the whistle is blown, any k9-like beings within a one mile radius that succeeds at a DC 10 Listen check hears the whistle and can determine its direction. With a DC 20 Listen check, the k9 can also accurately estimate the approximate distance that the sound came from. The sound is too high pitched for most other common races to hear, but many creatures and savage monsters can easily detect the sound, including direction and approximate distance.
  1764.  
  1765. Cost: 6 gold coins
  1766.  
  1767. ----
  1768.  
  1769. Eye Patch (most general shops)
  1770.  
  1771. A mundane piece of cloth that’s were made to be worn over the eye. It can be used to cover a missing or curious looking eye. When wearing an eye patch over your dominant eye (the same side as your dominant hand, if you have no preference, assume the character is right handed), the character takes a -2 on spot checks, and -1 on all ranged attacks.
  1772.  
  1773. Cost: 5 gold coin; Weight: .2lbs
  1774.  
  1775. (Side note)
  1776.  
  1777. Variant rule: Light sensitivity
  1778.  
  1779. Eye patches can be used, by people with two working eyes, as a means of preserving vision.
  1780.  
  1781. After the patch has been worn for twenty four hours, if the user is in shadowy illumination, the character can move the eye patch from one eye to the other, using a standard action. Doing this allows the character to see as though he were in bright lighting, to represent his night adjusted eye. However, if the character, while using this ability, is exposed to bright light, he will suffer day blindness, as though he were drow. This effect can be canceled simply by switching eyes again. Removing the eye patch ends the effect completely.
  1782.  
  1783. --
  1784.  
  1785. Glasses (Can only be found in the Celestial Empire)
  1786.  
  1787. A strange invention from the far off lands, these ground glass bifocals promise to aid those afflicted with Farsightedness and Nearsightedness. They are mounted on bronze-plated-iron frames, for durability. These can only be purchased from specific craftsmen, and they are extremely expensive, but anyone who wears them swears by them.
  1788.  
  1789. Glasses correct for one level of vision impairment. So, a character with moderate farsightedness would see as though they had minor far sightedness. Masterwork glasses made specific for the character can correct completely their vision problem.
  1790.  
  1791. Characters wearing their glasses do not gain the benefits of their level of vision impairment, but rather gain the benefits from the level that the glasses correct to. So, a major nearsighted character with masterwork glasses would gain no benefits while wearing glasses and a moderate farsighted character with normal glasses would likewise gain no benefits, since minor farsightedness grants no benefits.
  1792.  
  1793. If a nearsighted character wears glasses that were meant for a farsighted character, they act as though they were completely nearsighted. The same goes for a farsighted person wearing glasses for nearsighted people.
  1794.  
  1795. If a character with glasses walks in the rain, they act as though they were not wearing glasses at all. If they walk in steam, they are blinded by the steam collecting on their glasses. While simple prestidigitation spells are sufficient to keep glasses clear of non-magical effects, glasses can also be enchanted with spells like True sight or dark vision if the wearer is going to be venturing into places where magical impairments can be expected
  1796.  
  1797. Cost: 500 gold coins, Masterwork: 1500 gold coins; Weight: .1lb to .5lb
  1798.  
  1799. ----
  1800.  
  1801. Grappling Hook Launcher (only found in weapon shops, is uncommon to find one)
  1802.  
  1803. This device looks like a crossbow with a thick stock and no prod (bow part). It uses a strong internal spring to launch a grappling hook long distances. The hook is attached to a rope that is mounted underneath the stock, which uncoils when fired.
  1804.  
  1805. The Launcher has a max range of 50 feet. It weighs 8lbs without rope, 18lbs with hempen rope, and 13lbs with silk rope.
  1806.  
  1807. To use it you must make a ranged attack, just like a crossbow. The DC is simply a touch attack for a stationary object, which is DC 4. It is very easy to use. (Of course, it might be fun to shoot something that isn't stationary, heh)
  1808.  
  1809. The Launcher makes a loud kaPWING sound that is easy to hear. Listen DC -5
  1810.  
  1811. Reloading the hook into the launcher takes a move action. Rewinding the rope takes 5 rounds, and requires a DC 10 use rope check.
  1812.  
  1813. ---
  1814.  
  1815. Ink Pen (any general shop)
  1816.  
  1817. This item is basically a quill and bottle of ink all in one! This item makes it easier to carry around a working, writing utensil that rarely leaks, so you don't get your precious Bag of Holding all messy.
  1818.  
  1819. Weight- Equal to 2oz. (Ink) (so you need 8 of these to equal a pound.)
  1820.  
  1821. Average Price per pen - 9 gold coins
  1822.  
  1823. Exotic ink color price- add 8 gold coins to regular cost (Black is standard, examples would be Red, blue, green, etc.)
  1824.  
  1825. Refill - 8 gold coins, 16 gold coins to refill an Exotic ink color.
  1826.  
  1827. (Side note)
  1828.  
  1829. Shops with inks normally have sighs that normally say this:
  1830.  
  1831. "The Ink Pen is for the most prestigious of adventurer's who wish to excel in carrying capacity, the optimal use of storage space and keeping clean those costly garb. Order yours today!"
  1832.  
  1833. ---
  1834.  
  1835. Match cord (can be commonly found for one of them, the other two can be found in a weapon shop).
  1836.  
  1837. A match cord is a hemp or flax cord, boiled in a pot of water and ash to allow the match to slowly smoulder. It was used as ignition for black powder weapons, as well as being a general-purpose source of heat and fire that you could carry with you all day long.
  1838.  
  1839. Match cord can be slow burning or fast burning, depending on the type of chemicals the match cord is boiled with. Match cord can also be known as black match, which is a type of match cord impregnated with black powder, often used as a fast-burning fuse for cannon and the like.
  1840.  
  1841. As with a flint and steel, lighting a torch or fire with a match cord is a full-round action.
  1842.  
  1843. A one-foot length of standard match cord would cost around 2 cp.
  1844.  
  1845. Match cord usually comes in sizable lengths- coils of say, 50 to 100 feet- though it's not unheard of for shorter lengths to be sold for more specialized uses. Match cord comes, typically, in three varieties: slow match, quick match, and black match, which burn progressively faster.
  1846.  
  1847. Slow match is, as suggested, the slowest form of match cord, and is usually sold cut to extremely precise lengths for precisely timed demolition (which makes them cost more; buying slow match in bulk costs the same as normal match cord). It burns at a rate of roughly six inches per round but is very difficult to light unintentionally.
  1848.  
  1849. Quick match is the standard match cord, burning at an average rate of two feet per round (depending on the mix, it can be as slow as one foot or as fast as three). This is the standard-use cord and as a result it is also the cheapest.
  1850.  
  1851. Black match is often used as a euphemism for all types of match cord, but refers specifically to the extremely quick-burning variety impregnated with black powder. The standard-mix black match burns at five feet per round, though it can be made to burn even faster, though this makes it more expensive and far more unstable.
  1852.  
  1853. One-foot for standard match cord (quick match) cost: 2 copper coins; Weight: 1lb
  1854.  
  1855. One-foot for slow match cost: 4 gold coins; Weight: 1.5lbs
  1856.  
  1857. One-foot for black match cost 20 gold coins; Weight: 2lb
  1858.  
  1859. ---
  1860.  
  1861. Mining Helmet (uncommonly found at weapon shops, commonly seen at mining shows and sometimes on the merchants randomly)
  1862.  
  1863. This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled with oil every six hours.
  1864.  
  1865. Cost: 15 gold coins; Weight: 3lb
  1866.  
  1867. ---
  1868.  
  1869. Poncho (any general shops)
  1870.  
  1871. A poncho is a blanket term for any clothing meant to keep the wearer dry. If a character wearing a poncho is caught in the rain, they remain dry for forty rounds of exposure. If they leave the rain (Step under a tree, enter a building) the water will sheet off of them, returning to its dry state in three turns.
  1872.  
  1873. Cost: 8 gold coins; Weight: 2lbs
  1874.  
  1875. ---
  1876.  
  1877. Repeater Module (Only found in weapon shops, mainly in bows shops)
  1878.  
  1879. Repeater Module: A repeater module is a reasonably compact, complex mechanism of wood and metal operating with sophisticated springs, that can be fitted to any masterwork light or heavy crossbow and that can hold a maximum of 20 bolts at any one time. A repeater module automatically spans the crossbow string and mounts a new bolt in place after the last one is discharged, as long as there are bolts left in the module itself.
  1880.  
  1881. Basically, the repeater module allows you to perform a full attack action with a crossbow. When wielding a crossbow with a repeater module installed, you can make use of the Rapid Shot feat and other feats regarding ranged attacks if you have them. Loading a crossbow with a repeater module feeds the new bolts directly into a small bolt magazine imbedded in the module in a 5 by 4 arrangement.
  1882.  
  1883. Manually reloading a repeater module, i.e. inserting the bolts in the incorporated magazine individually, takes 1d4+1 rounds, but replacing the bolt magazine itself is a much quicker process and can be done as a standard action. Non-masterwork crossbows cannot handle the strain that a repeater module puts on the mounted bow string and take (1d4) damage every time the mechanism loads a new bolt, which is not reduced by the weapon's hardness. Attaching a repeater module onto a crossbow requires 1 minute. Removing one requires half a minute.
  1884.  
  1885. Despite allowing a crossbow an enhanced rate of fire, the repeater module can make the crossbow either an automatic or semi-automatic weapon.
  1886.  
  1887. Semi-Automatic: Looses a single bolt with a single depression of the trigger. Semi-automatic fire is a full attack action.
  1888.  
  1889. Automatic: Looses multiple bolts with a single depression of the trigger. Allows the wielder to fire an extra bolt at his full base attack bonus, but you can only target a single enemy this round. The extra bolt fired may be made to stack with the effects of Rapid Shot, for a total of two extra attacks if that option is used. Automatic fire is also a full attack action, because the wielder needs to brace the weapon.
  1890.  
  1891. Every round that a crossbow with a repeater module is used in combat, there is a 1 % chance of the mechanism stalling due to miscommunication between the crossbow and the module. If that happens, the crossbow cannot be used until the repeater module is removed and reattached properly. If a crossbow is magical, this chance of stalling disappears.
  1892.  
  1893. A repeater module has hardness 8 and 10 hit points.
  1894.  
  1895. Construction: Fashioning a repeater module requires 500 gold coins worth of base materials ranging from top quality wood and steel to a carefully calibrated system of auto loading springs. Its construction requires either a DC 25 Craft (bow making) check, or a DC 25 Knowledge (architecture and engineering) check in conjunction with a DC 20 Craft (carpentry) or Craft (metalwork) check.
  1896.  
  1897. Price: 1,000 gold coins. (Includes the price of its bolt magazine)
  1898. Weight: 4lbs (includes the weight of its bolt magazine)
  1899.  
  1900. ---
  1901.  
  1902. The SLADRAM (normally found on wandering merchants only)
  1903.  
  1904. The SLADRAM (Spring-Loaded Automatic Dagger-Release Arm Mechanism) is a small, easily concealable device made for those who want to quickly draw a concealed dagger. The mechanism can hold up to 6 average daggers made for a medium sized creature, but otherwise appear as regular bracers (and are worn as such). The daggers spring into the hand of the wearer with a specific wrist movement.
  1905.  
  1906. Cost: 250 gold coins (daggers not included)
  1907.  
  1908. Effect
  1909.  
  1910. The Device conceals the daggers from ordinary sight; a DC 10 Search check is necessary to discover them. Grants Quick Draw to the user for daggers contained within the SLADRAM. If the wearer already has bracers confer a +1 to hit (or +2 if combined with a feint attack) in the first round in which a dagger is drawn from the device.
  1911.  
  1912. If the user has the sneak attack feat then it is automatically applied when SLADRAM is in use.
  1913.  
  1914. ---
  1915.  
  1916. Seal's Blubber (only found commonly in the Empire of the Icy Animals)
  1917.  
  1918. The collected fat of seals’ can be a good screen against cold climates. When applied all over a character’s body, it provides a +2 bonus on Fortitude saving throws against exposure to cold weather. This is in addition to the benefits of winter clothing. One jar is good for five uses and each application lasts for 24 hours.
  1919.  
  1920. Cost: two gold coins Weight ---
  1921.  
  1922. ---
  1923.  
  1924. Spring Sheath (normally found on wandering merchants, normally found in the Empire Cyborgs of Eternity)
  1925.  
  1926. Description: This device is attached to the forearm via two leather stapes. With a flick of the wrist its spring loaded action pops a dagger (or similar object) into the hand of the user. A search DC of 12 is required to discover the device with a pat down. Without semi regular maintenance the dagger 'may' accidentally release (DM's option).
  1927.  
  1928. Cost: 8 gold coins (cost of dagger not included)
  1929.  
  1930. ---
  1931.  
  1932. Steam Pressure Generator (Only sold at Empire Cyborgs of Eternity)
  1933.  
  1934. This object allows for the generation of steam pressure, it is used to power many steam weapons and other steam objects. It has a hardness 5, hit points 5 and AC 10. Each item has a specific attachment which is always compatible with this. A Steam Pressure Generator requires a personal steam engine to run.
  1935.  
  1936. Cost 100 gold coins; Weight 5lb
  1937.  
  1938. ---
  1939.  
  1940. Steam Engine, Personal (Only sold at Empire Cyborgs of Eternity)
  1941.  
  1942. This object allows for the generation of steam power, it is used to power many steam generators. It has a hardness 10, hit points 10 and AC 10. Each generator has a specific attachment which is always compatible with this. A personal steam engine uses half your backpack slot; you may still have a small pack on your back. Each personal steam engine can only power a maximum of 2 generators at any one time.
  1943.  
  1944. Cost 500 gold coins; Weight 15lb
  1945.  
  1946. ---
  1947.  
  1948. Traveling Duster (normally found in the Lawful Empire, rather uncommonly found outside that area)
  1949.  
  1950. A duster is a coat, used by horsemen to protect their outer clothes from dust. It is a long coat that stretches down to about ankle length, with a slit in the back that stretches from the hip down. A traveling duster is a duster that is more heavily re-enforced than a normal duster, with leather at all the bending points, and additional rivets on the seams. For an additional ten gold, one can have their duster reinforced even further, allowing it to act as a non-magical armor enhancements, which adds one (1) to armor class although it reduces the maximum dexterity bonus by one, and adds 5% to arcane spell failure. A duster cannot be worn over full plate armor.
  1951.  
  1952. Any small weapons hidden under a duster will gains a plus two (+2) against being found.
  1953.  
  1954. Cost: 10 gold coins; Weight: 5lbs
  1955.  
  1956. ---
  1957.  
  1958. The items below are normally found in special areas, shops or on NPCs that deal with a special set of items or have a master skill in that area, (this doesn’t mean the list above doesn’t fall under here, less clearly noted). The items will have a ‘Master level’ next to it have a better set to it when gone to a master in that area who can, and willing, do this. Some of the shops can normally be found in large cities or large towns, very uncommonly, in villages if the area have the materials approximately to there or have a trade area that obtain them.
  1959.  
  1960. The shops that have some of the items that are listed below are for the special items, which may or may not cost more if made by oneself. Some of the shops that the items can be found at are as follows; Alchemist shop; Engineer workshop; Blacksmithing; Tailor shop and Mage shop. Each of those shops sometimes can have rare items for sell or trade for something that rare as that.
  1961.  
  1962. ---
  1963.  
  1964. Adrenaline (only found in Alchemist shops)
  1965.  
  1966. A chemical that when injected into the bloodstream increases the transportation of oxygen to portions of the body providing a +2 increase to strength, dexterity, and reflexes and increase speed by 5ft for 4d6 rounds. However this also decreases the ability to focus giving a -2 debuff to concentration, wisdom, forgery for 4d6 rounds. Also upon the effects wearing off the person will suffer a temporary decrease to all of the things previously buffed by -2 for 1d4 rounds.
  1967.  
  1968. Cost: 10 gold coins per shot
  1969.  
  1970. ---
  1971.  
  1972. Alkali (sometimes found in Alchemist shops)
  1973.  
  1974. Corrosive alkalis deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of alkali), which deals 10d6 points of damage per round. An attack with alkali, such as from a hurled vial or a monster's spittle, counts as a round of exposure. The fumes from most alkalis are inhaled poisons. Those who come close enough to a large body of alkali to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.
  1975.  
  1976. Creatures immune to alkali's caustic properties might still drown in it if they are totally immersed.
  1977.  
  1978. Flask of alkali (normally found in Alchemist shops)
  1979.  
  1980. You can throw a flask of alkali as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of alkali damage. Every creature within 5 feet of the point where the alkali hits takes 1 point of alkali damage from the splash.
  1981.  
  1982. Creating alkali
  1983.  
  1984. Like acid, alkali can be made with a DC15 Craft(Alchemy) check.
  1985.  
  1986. Side note
  1987.  
  1988. Acid and alkali
  1989.  
  1990. When acid and alkali are mixed, the result is a violent reaction. The explosion deals 3d6 Fire damage to creatures on its square and 1d6 Fire damage to creatures on adjacent squares. This neutralizes one flask worth of acid and one of alkali. For large amounts of acid or alkali, the reaction may occur more than once per round as long as there is sufficient acid and alkali. This damage also occurs when a creature affected by acid arrow or a similar effect is splashed with alkali. Against an acidic Ooze, the reaction does an additional 1d6 damage + 1d4 Con damage to the ooze.
  1991.  
  1992. Cost: 65 Gold coins
  1993.  
  1994. ---
  1995.  
  1996. Acid (sometimes found in Alchemist shops)
  1997.  
  1998. Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.
  1999.  
  2000. Creatures immune to acid's caustic properties might still drown in it if they are totally immersed.
  2001.  
  2002. Flask of Acid (normally found in Alchemist shops)
  2003.  
  2004. You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  2005.  
  2006. Cost: 85 Gold coins
  2007.  
  2008. ---
  2009.  
  2010. Black Eggs (Only found in Engineer workshops and wandering merchants)
  2011.  
  2012. The Black Egg is a ninja weapon made from hollowed eggs and powdered glass. The eggs are usually painted black to help the user conceal them. The egg is also painted over many times with a glue-like substance to increase their durability. The Black Egg is used by crushing the shell and blowing the powdered glass into your opponents face. It can also be thrown into your enemies face.
  2013.  
  2014. Black Eggs can be made from eggs and a moderately sized piece of glass and a successful Craft (Alchemy) check (DC 25). If the Craft check fails the egg breaks and the glass spills out wasting all the materials.
  2015.  
  2016. A Black Egg is treated as an exotic melee weapon with a range of 10ft or as an exotic thrown weapon with a range of 30ft. On a successful attack the target and every creature within 5 feet (excluding yourself) must pass a DC 30 reflex save or take 1d6 damage, be stunned for 1 round and be for 2d8+4 rounds. Every round there-after the target takes an additional 1 damage until the blindness subsides or a successful DC 15 Heal check. The heal check also stops the blindness.
  2017.  
  2018. Other: Black eggs can never be repaired or reused. Creatures without eyes and undead are not affected by black eggs. Melee attacks made with Black Eggs receive a +4 attack bonus while ranged attacks receive a -2. On a critical hit (natural 20) the damage is not changed but the number of rounds that the target is blinded is changed to 4d8+8 rounds. On a critical fail (natural 1) the glass blows back and you are treated as being automatically hit.
  2019.  
  2020. 1 Black Egg costs 25 gold coins
  2021.  
  2022. ---
  2023. Blood Moss (rarely seen in Alchemist shops and uncommonly seen on wandering merchants)
  2024.  
  2025. Identifiers
  2026.  
  2027. Blood moss, a common plant that grows in deep forests, and is noted for its red fibers and sharp smell. It grows on rocks, and is especially common on granite. Rangers and tribal classes should have no trouble locating this plant, but it is virtually unknown outside of the back country. It grows very poorly outside of its natural forests, and is used in salads.
  2028.  
  2029. Uses
  2030.  
  2031. This plant is often used, in its natural state, to staunch open wounds. It produces a weak alcohol, which seems to act to clean the wound, and its thick fibers act like linen bandages. Once wet, it adheres fairly well to flesh, staying attached through mild exertion. It is useless for this purpose unless fresh (0-6 hours). If the bandages are kept fresh, it adds the players Healing skill to the recovery rate of a resting character (This is true for bandages in general.). 8 hours of rest is necessary to feel the actual effects.
  2032.  
  2033. Alchemical uses: Blood moss is used, in a burnt form, as a stomach settler, and instantly settles non-magical nausea. It also adds +1 on saving throws against ingested poisons. It is occasionally fermented and is a mild anesthesia. If held in front of the nose, it forces the target to take a fortitude save at DC 14 against a knockout effect. It is used in some potions as a flux, to concentrate weak potions. An alchemist can use fresh blood moss to give a healing potion 1 more point of healing.
  2034.  
  2035. Other uses: Blood moss is flammable, and occasionally is used as fire starters, although it lacks sufficient mass to be used for anything more than kindling.
  2036.  
  2037. Cautions
  2038.  
  2039. Blood moss, when applied to a wound, is still alive, and can, if left on the wound, continue to grow. This means that Blood Moss bandages must be replaced every two to three hours, to prevent the moss from becoming entwined with the body. If it grows into a wound, it will damage the subject by one hit point for every hour it was left on, capping at five damage, because after five hours the moss dies, and removing the moss will worsen the wound.
  2040.  
  2041. Blood moss is technically edible, but it is not advised with the wild variants. The wild moss acts like a weak whiskey, but has very little food value.
  2042.  
  2043. Other notes
  2044.  
  2045. Blood Moss is not a domestic-able plant, it dies.
  2046.  
  2047. It cannot be harvested, as no means of keeping it fresh have been found, and aged blood moss crumbles into dust.
  2048.  
  2049. Cost: 25 gold coins
  2050.  
  2051. ---
  2052.  
  2053. Boomer's Bile (only found in Shadow claws Empire’s Alchemist shops)
  2054.  
  2055. Description: A pungently-foul smelling and dark green tinted liquid that comes from the stomach of a boomer zombie.
  2056.  
  2057. Use: Attracts other zombies to the area upon which it is. If used on a target will result in all nearby non-sapient non-Boomer undead to swarm upon it indiscriminately unless under the control of another individual in which case a Will save must be made to retain control of the zombie in question. A vial will cover an area of 5ft by 5ft or a medium sized creature. The odor that is emitted that attracts zombies takes effect to all within a 50ft radius.
  2058.  
  2059. Cost: 80 gold coins per vial
  2060.  
  2061. ---
  2062.  
  2063. Brown Moss pellet (Normally found in Blacksmith’s workshops and uncommon to see them in Tailor shops)
  2064.  
  2065. Brown moss pellets are made from Brown Mold, a bit of poison, and magical wax. They are sold in 6,12,24,50 packs. Typically Brown moss pellets are used to protect the user from sudden bursts of fire, or to cool down a burning area. They will typically be put in pockets and for a fee can be sewn in to clothes at any tailor. When the Pellet comes in contact with fire or high heat, the wax covering the mold will melt off and the moss will suddenly expand and consume all of the fire up to 10 feet of flames will be replaced with moss every turn, deals damage to fire elements 5d10. The mold will then, after one turn wither and die. The moss dies so quickly that it will not deal any cold damage. Though once and a while the poison is weakened and takes 1d5 extra turns to die, If this happens the players will take 1d6 of nonlethal cold damage every turn after the first. The moss pellet maybe put in the characters pocket, Which will protect one side from fire damage one time with a 10% failure, it may be thrown with 0% chance of failure, or it may be sewn into your clothes for protection on one side with 0% chance of failure.
  2066.  
  2067. (Side note)
  2068.  
  2069. Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
  2070.  
  2071. Cost: 2 silver coins for 6; 4 silver coins for 12; 7 silver coins for 24; and 1 gold coins for 50
  2072.  
  2073. it will also cost 2 copper to have the pellet sown in to the jacket
  2074.  
  2075. weight: .1 ounce for every pellet
  2076.  
  2077. ---
  2078.  
  2079. Dopamine (Only found in Shadow claws Empire)
  2080.  
  2081. Dopamine is a chemical that causes pure euphoria. It is a naturally occurring chemical found in the brain of most animals. When injected into the blood stream (via cut or other means) it causes the subject to become disabled for 1d4 hours. After being injected with dopamine, the chemical takes 5 rounds to take effect.
  2082.  
  2083. Cost: 15 gold coins per vial
  2084.  
  2085. ---
  2086.  
  2087. Dream mist (Only seen in True Green Empire’s tea shops, but rarely)
  2088.  
  2089. Identifiers: made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn- tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dream mist is renowned for the beautiful visions it includes and the deadly peril of its sinister embrace.
  2090.  
  2091. Initial effect: exotic visions of incredible beauty enthrall the user for the next 1D20 hours. During this time the user has a 50% chance to lose any action he attempts, as described. Secondary effect: 2D4 points of constitution damage and 2D4 points of wisdom damage
  2092.  
  2093. Side effects: the visions of a Dream mist user are incredibly beautiful and poignant. His or her normal life seems drab and futile in comparison, and he or she aches to experience the transcendent beauty and his or her drug-induced dream again. When the dose wears off, the user must succeed at a will save (dc 18) or fall under a compulsion to do whatever is necessary to repeat the dream mist dose. This compulsion last for 1D8 hours before fading.
  2094.  
  2095. Overdose: if more than one dose is taken within the space of an hour, of if raw mordayn powder of mordayn tea is ingested. The drug is a deadly poison (ingested DC 17, 2D10 con damage). Mordayn vapor addicts sometime throw out the tea as soon as they inhale and make sure that only one dose is available at a time instead of two so they don’t unintentionally overdose.
  2096. Cost: 45 gold coins
  2097.  
  2098. ---
  2099.  
  2100. Dry-Oil (Only seen in the Shadow claws Empire’s Alchemist shops)
  2101.  
  2102. Dry-Oil is an alchemical solution that, when in contact with a liquid or a solution such as blood, causes that liquid to dry (desiccate) rapidly. One vial can dry a single gallon of liquid, but it is far more useful when coating a weapon or in use with an alchemical crossbow.
  2103.  
  2104. When a weapon coated with Dry-Oil strikes a creature, that creature becomes dehydrated unless it succeeds on a Fortitude saving throw equal to the wielder's attack roll.
  2105.  
  2106. Three light weapons or rounds of ammunition can be coated per vial. One weapon of any other size can be coated per vial. Items coated in Dry-Oil continue to be coated either until 2 hours have elapsed or until they strike an opponent.
  2107.  
  2108. Cost: 100 gold coins per vial
  2109.  
  2110. ---
  2111.  
  2112. Frost shard (Only found in Mage’s shops and Empire of the Icy Animals)
  2113.  
  2114. Description: A frost shard is a small piece of ice that does not melt and feels quite cold to the touch. It is anywhere from 3 to 6 inches in length and weighs about 1lb When broken, a Frost shard unleashes a blast of ice cold along with small ice fragments that ices anything over that isn't overly hot. Frost shards can be either made, or found in an ice environment such as a glacier.
  2115.  
  2116. Use as Weapon: A Frosts hard can be thrown at a range of 15ft. A direct hit deals 1d6 cold damage, and every creature within 5 feet takes 1 cold damage. It also ices over the surface of the target's square, requiring a DC 12 Balance check to avoid falling prone. The ice melts in 5 rounds. A Frost shard deals an extra 1d6 damage to creatures with the Fire subtype.
  2117.  
  2118. Other: A Frost shard can also be used in Resist Fire potions to increase the resistance by 2. The Craft (Alchemy) DC is 22.
  2119.  
  2120. Costs 30 gold coins; Weight 1lb
  2121.  
  2122. ---
  2123.  
  2124. Hazlar (Can be found everywhere, unknown where it came from)
  2125.  
  2126. Hazazine Polymonixide, or "Hazlar", is an expensive and highly sought-after narcotic recently emerged onto the black market. It was created by a mysterious individual known simply as "Zero". This is the name used on the streets, no one knows anymore about him as those who get close to finding him tend to disappear. The drug is sold in the form of white, powdery crystals. It can be smoked or drunk as an infusion. The effects include dramatically increased sensory perception, hallucinations and loss of coordination and mental agility.
  2127.  
  2128. A character who takes Hazlar gets +4 Wis, -2 Int, and -2 Dex for 6 hours. When the effects wear off the character is considered fatigued until he/she takes 12 hours of sleep/rest.
  2129.  
  2130. A pound of prime Hazlar, enough for 5 pipe-full’s, costs 30 gold coins.
  2131.  
  2132. ---
  2133.  
  2134. Lightning Rod (Normally found in Empire of the Superstitions, most are found in Mage’s shops that’s outside that empire)
  2135.  
  2136. Description: A Lightning Rod is a metal rod about 12 inches long with a metal ball at the end and a switch at the other end. It occasionally gives a static shock to those who touch it, it also feels slightly warm. The switch when triggered sends a small lightning bolt out the top.
  2137.  
  2138. Use as Weapon: A Lightning Rod can be shot at someone requiring a Ranged Touch Attack, a +2 Attack Bonus if the target is wearing a lot of metal (ex. wearing Full plate or Half plate Armor). The bolt deals 1d6 Electricity Damage and requires a DC 15 Fortitude Save or be Dazzled (-1 to Attack rolls) for 1 minute. After it has been used, the Lightning Rod is useless unless recharged.
  2139.  
  2140. A Lightning Rod costs 50 gold coins and takes a Craft (Alchemy) DC of 25.
  2141.  
  2142. A Lightning Rod may be recharged with a DC of 25.
  2143.  
  2144. ---
  2145.  
  2146. Luminous Water (Often seen in Alchemist shops, but generally seen in general shops if one looks hard for it)
  2147.  
  2148. This alchemical substance is created by repeated distillation of bioluminescent such as glow-worm or mushrooms. This alchemical substance is very simple to make, even for amateur alchemists.
  2149.  
  2150. This substance will glow in natural darkness, illuminating the immediate area as a light spell for an entire evening (12 hours if kept in a glass flask or other transparent container). Luminous Water can also be thrown as a splash weapon. Treat this as a ranged touch attack with an increment of ten feet. A direct hit illuminates the target, giving a +1 to attack rolls to hit the target for ten minutes. This substance will not shed light in magical darkness.
  2151.  
  2152. Luminous Water that is contained within a transparent flask or vial (so as to act like a torch) will need to be exposed to sunlight for 1 hour per day. If it is not exposed to sunlight each day, then it will no longer shed light until it is exposed to sunlight again. Instead of exposing to sunlight, it can also be heated at a low temperature for five minutes to recharge. Luminous Water that is diluted, spilled, or otherwise removed from a sealed container ceases to shed light after ten minutes.
  2153.  
  2154. Brew Potion or Craft (alchemy) 1 rank; Market Price: 15 gold coins. To Create: 3 gold coins and 1 XP.
  2155.  
  2156. ---
  2157.  
  2158. Mist Pellet (normally found in chests and mage’s shops)
  2159.  
  2160. Description: A Mist Pellet is a small silver-ish pellet an inch in diameter and mist can be seen swirling inside it. A full bag weighs about 1 pound. When thrown (or broken) it releases a cloud of silvery mist. These usually can be found in bags containing 2d4 of them.
  2161.  
  2162. Use as Weapon: A Mist Pellet can be thrown at a range increment of 10ft and creates a cloud of mist as the Obscuring Mist spell centered on the square where it was thrown. The mist lasts for 1 minute unless dispelled (see spell description).
  2163.  
  2164. A bag of Mist Pellets costs 15 gold coins and takes a Craft (Alchemy) DC 15 check to make.
  2165.  
  2166. ---
  2167.  
  2168. Red Herb ( AKA; The Burn-less Shrub) (This herb is only seen in the Infernal Empire of the Fangs)
  2169.  
  2170. Habitat: The Burn-less shrub tends to grow in and around volcanoes, where it finds little competition and grows explosively in the periods between eruptions. It grows in niches in rocks, as close to heat as it can venture, as heat causes the plants to grow faster. Burn-less Shrubs can perform chemosynthesis, allowing them to live without light, as long as there is heat.
  2171.  
  2172. Properties: The Burn-less shrub has two distinct sets of properties, depending on the temperature of the plant. Both forms are poisonous
  2173.  
  2174. Cold Shrub: The cold (0-800 Fahrenheit) form of the shrub has an extract which can be used, after alchemical treatment, as a flame retardant.
  2175.  
  2176. A potion made of this extract can prevent 30 points of heat damage, or allow the drinker to ignore flame completely, depending on the process used to make the potion. Please note: You may be immune to flames and heat, but your equipment is most decidedly NOT.
  2177.  
  2178. Hot Shrub: If Burn-less shrubs become much hotter than 800 Fahrenheit, they undergo a chemical alteration. Once the plant has been cooled, the flame retardant qualities are replaced by explosive flammability. The extract of a Hot shrub has a flash point of just 200 Fahrenheit, and will explode violently when heated to this point.
  2179.  
  2180. A potion made of this extract can deal 3d6 damage over a radius of 7 feet, or allow the drinker to breathe fire (This potion gives the drinker major, extreme heartburn).
  2181.  
  2182. Cost: 65 gold coins
  2183.  
  2184. ---
  2185.  
  2186. Smelling Salts (commonly found in Alchemist shops, namely in starter kits)
  2187.  
  2188. Smelling salts are chemical compounds used to arouse an unconscious person. Common alchemical items used as smelling salts included Sal Volatile (ammonium carbonate), Caustic Volatile Alkali (ammonium hydroxide), or a Spirit of Hartshorn (ammonia) dissolved in an alcohol solution. They are generally cheap and simple to produce for even amateur alchemists.
  2189.  
  2190. Smelling salts give a +1 alchemical bonus to Heal checks performed on headaches, or on attempts to revive or wake an unconscious person.
  2191.  
  2192. One vial costs 10 gold coins and weighs 1lb
  2193.  
  2194. ---
  2195.  
  2196. Spell Fuse Chalk (Only found in Mage's shops, commonly found in the Celestial Empire)
  2197.  
  2198. Spell Fuse Chalk is a special alchemical substance commonly used by spell casters to prepare a battlefield. This chalk allows you to draw on the ground and create a fuse for magical energies. Instead of casting the spell directly from you, you can cast the spell through the chalk dust and activate the spell at the end of the line. It can be used with a DC ten spell craft check. It takes ten minutes to fill a ten feet by ten feet square, and takes equal amount of time to draw a 100 feet. line. The chalk can be used for a ten feet square or up to 100 feet. of lines. There is no wait time, the spell reaches the selected area in the same action as casting.
  2199.  
  2200. A touch attack spell or spell like ability used with the chalk automatically strikes any desired creature or creatures in contact with an unbroken line or square. You may cast a spell you do not have a line of sight to, so long as there is a line of chalk leading from you to the desired location.
  2201.  
  2202. Spending one full round action rubbing on the chalk will break a connections of the chalk, up to a five by five feet square. By using a flask of water, acid or any other settling liquid, as a standard action will clear up to a five by five feet square.
  2203.  
  2204. Cost: 50 Gold coins
  2205.  
  2206. Craft (alchemy) DC 20
  2207.  
  2208. ---
  2209.  
  2210. Synthetic Boomer Bile (Can be found in Alchemist shops, most are in the True Green Empire)
  2211.  
  2212. As boomer bile except clear in color. To make the serum the user must succeed a dc 29 Alchemy check. However before the person can make this solution the user must see boomer bile being used and have a sample while making their first vial of synthetic bile.
  2213.  
  2214. This is considered burst damage effecting up to two (2) targets within 5ft of the burst. Damage: Necrotic damage causing 2d6 damage plus five (+5) damage per round and is blinded until a successful reflex save is made.
  2215.  
  2216. Save DC: Reflex DC13
  2217.  
  2218. Special: Any undead in a 50ft area are drawn to the effected target.
  2219.  
  2220. Cost: 175 gold coins per vial
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