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- Loyalty Meter: Snagger Feature Free Action, Legal
- At-Will
- Target: Trainers and Pokemon.
- Effect: By pointing your Snag Machine at a Trainer, you may determine the Loyalty any Pokemon they currently have on them, whether out of their Pokeball or not. By pointing your Snag Machine at a Pokemon, you may determine its Loyalty and whether it is wild.
- Snag!: Snagger Feature Trainer Action, Legal
- Daily - every 5 levels gained, you may use this Feature another time per day.
- Target: Owned Pokemon with loyalty 0 or 1.
- Effect: Throw any Poke Ball using your Snag Machine as if the Target is a wild Pokemon and roll your 1d100 capture roll, subtracting an additional 5 from your check, plus an additional 5 if Loyalty 1 or 10 if Loyalty 0. If you beat the Target’s Capture Rate you have captured the Target. The Pokemon is mistrustful towards you but just as mistrusting and just as trainable as any Pokemon you would have caught in the wild.
- Shadow Pokemon: Shadow Pokemon are brainwashed to live only for combat and be perfectly obedient, though the abuse they suffer under this process leaves some erratic behavior in them. A Shadow Pokemon adds 1 additional STAB to any Shadow-type Moves it uses, but on a roll of 1 during Accuracy Check on a Shadow-type Move, it instead Targets allies with the Move as determined by the GM, and automatically hits. Upon becoming a Shadow Pokemon, the Trainer chooses a new Nature for it, the effects of which are doubled, both positive and negative, and its Loyalty is permanently set to 0, though it will never disobey orders. The process of becoming a Shadow Pokemon is incredibly difficult to reverse, normally only changing if the Shadow Pokemon would otherwise be Loyalty 4, but if it is done, the restored Pokemon will be immensely grateful to the one who did it, and may be able to retain its stronger Nature and use its Shadow moves without any risk of backfiring.
- Rescued Resolve: Snagger Feature Static, Legal
- Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you’ve Snagged
- Static
- Target: Your Pokemon with Loyalty 3 or 4 who you’ve Snagged.
- Effect: Whenever a Target deals damage, they deal an additional X damage, where X is your INT modifier.
- Rescuer: Snagger Feature Static, Legal
- Prerequisites: Snagger, an owned Pokemon with Loyalty 3 who you’ve Snagged
- Static
- Effect: When you are using Snag! on a Pokemon with Loyalty 0, it may have Loyalty 2 if you capture it and you want it to.
- Savior's Bond: Snagger Feature Trainer Action, Legal
- Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you've Snagged
- Daily
- Target: A Pokemon with Loyalty 4 who you've Snagged
- Effect: Roll 1d20 and add your INT mod. On a roll of 20 or more, the Target learns the Move Return. This Move's type is the same as one of the Target's types, and may use either Attack or Special Attack (must be decided when this feature is used and cannot be changed). You cannot use this on a Pokemon that already knows the Move Return.
- Set You Free: Snagger Feature Trainer Action, Legal
- Prerequisites: Snagger, successfully Snag a Pokemon that had Loyalty 0
- Daily
- Target: A Pokemon who you've Snagged that had Loyalty 0
- Effect: You release the Pokemon into the wild, allowing it to become a normal Wild Pokemon. If it is not immediately captured, one of your Snagged Pokemon gains one free point in a Stat that must be distributed according to base relations, and its Loyalty increases by an amount determined by the GM.
- Dangerous Snagger: Snagger Feature Static, Legal
- Prerequisites: Snagger, commanded Pokemon to use Shadow-type Moves at least 20 times
- Static
- Effect: Non-Shadow Pokemon with Loyalty 0 will not disobey Commands involving Shadow-type Moves. In addition, when your Pokemon with Loyalty 0 uses a Shadow-type Move, you may choose to activate this Feature. You may have your Pokemon lose up to X HP to gain X additional damage on the Move, where X is your INT modifier doubled.
- Hate Seeker: Snagger Feature Extended Action, Legal
- Prerequisites: Snagger
- Daily
- Effect: Roll 1d20 and add your INT modifier. On a 15 or higher, you can tell whether a person tends to mistreat their Pokemon. On a 20 or higher, you are alerted to the presence of possible Pokemon abuse or Shadow Pokemon in the area in general, through a method determined by the GM.
- Breaking Through: Snagger Feature Static, Legal
- Prerequisites: Snagger
- Static
- Effect: When you use a Shadow Pokemon or Purified Pokemon to fight another Shadow Pokemon, subtract twice their Loyalty (or what their Loyalty would currently be if not Shadow) from your Capture Roll if you attempt to Snag the enemy Pokemon. A Pokemon caught with this bonus is slightly more trusting with you.
- Shadow Tutor: Snagger Feature Extended Action, Legal
- Prerequisites: Snagger, commanded Pokemon to use Shadow-type Moves at least 10 times
- Daily - Every 10 levels gained, you may use this Feature another time per day.
- Target: An Owned Pokemon of Loyalty 1 or 0.
- Effect: Roll 1d20 and add your INT modifier. If you roll 20 or higher, select a Move that the Target can learn that has a Shadow equivalent. Teach the Target that Shadow Move as if you had used a TM. When a Pokemon learns three Shadow Moves through the use of this Feature, it becomes a Shadow Pokemon.
- Manifest Hate: Snagger Feature Trainer Action, Legal
- Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you've Snagged
- Daily
- Target: A Pokemon with Loyalty 0 who you've Snagged
- Effect: Roll 1d20 and add your INT mod. On a roll of 20 or more, the Target learns the Move Frustration. This Move's type is the same as one of the Target's types, and may use either Attack or Special Attack (must be decided when this feature is used and cannot be changed). You cannot use this on a Pokemon that already knows the Move Frustration.
- Subtle Break: Snagger Feature Free Action, Legal
- Prerequisites: Snagger, a Pokemon who was once another Trainer’s pokemon
- Daily - Every 15 levels gained, you may use this Feature another time per day.
- Target: A Pokemon with Loyalty 2.
- Effect: Roll 1d20 and add your INT modifier. If you roll 15 or higher, you may Target the Pokemon with Loyalty 2 for the next 3 rounds with Snag!
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- Shadow Moves: Shadow-type moves are corrupted versions of normal moves. They are Super Effective against any Pokemon their secondary Type would be Super Effective against, and Resisted by any Pokemon that would normally Resist their secondary Type. STAB is added as normal if the Pokemon would get STAB on the Shadow Move's secondary Type. If a Shadow Move does not have a Secondary Type, it is always Neutral. If a Pokemon that is not a Shadow uses a Shadow Move, it takes Recoil equal to twice its base STAB value.
- Shadow Rush - Shadow
- 3d8+10 - At-Will - None
- Attack - Melee
- 1 Target, Pass
- If Shadow Rush has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Rush is a Critical Hit on 18-20 during Accuracy Check.
- *Equivalents: Scratch, Tackle, Pound, Slash, Leaf Blade, Night Slash, Psycho Cut, Shadow Claw, Poison Tail, Drill Run
- Shadow Bolt - Shadow/Electric
- 4d12+16 - Battle - 2
- Special Attack - Ranged (8)
- 1 Target, Column
- Shadow Bolt creates a Column 1 meter wide. Shadow Bolt Paralyzes all Legal Targets on 15-20 during Accuracy Check, but also Paralyzes the User if the User is not Electric on 15-18 during Accuracy Check.
- *Equivalent: Thunderbolt
- Shadow Break - Shadow
- 3d10+12 - EOT- 2
- Attack - Melee
- 1 Target, Push
- If Shadow Break has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Break Pushes the Target 1 meter. If the Target is Pushed into Blocking Terrain, it takes the User's Power capability+1d10 in additional damage. If the Target is pushed into another Legal Target, both take the damage.
- *Equivalent: Fire Punch, Ice Punch, Thunderpunch, Slam, Brick Break, Crunch, Rock Slide, Metal Claw
- Shadow Chill - Shadow/Ice
- 4d12+16 - Battle - 2
- Special Attack - Ranged (8)
- 1 Target, Column
- Shadow Chill creates a Column 1 meter wide. Shadow Chill Freezes all Legal Targets on 15-20 during Accuracy Check, but also Freezes the User if the User is not Ice on 15-18 during Accuracy Check.
- *Equivalent: Ice Beam
- Shadow Down - Shadow/Dark
- EOT - 4
- Status - Ranged (10)
- 1 Target
- Shadow Down lowers a Stat of your choice that is not HP by 2 Combat Stages. On a roll of 16-20 during Accuracy Check, Shadow Down lowers a second Stat of your choice that is not HP by 1 Combat Stage.
- *Equivalents: Screech, Metal Sound, Cotton Spore, Featherdance, Charm, Captivate, Fake Tears
- Shadow End - Shadow
- 5d12+18 - At-Will - 3
- Attack - Melee
- 1 Target, Dash, Push, Recoil 1/4
- If Shadow End has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. The Target is pushed back 5 meters. The Target takes an additional 1d12 if it is pushed into Blocking Terrain. If the Target is pushed into another Legal Target, instead, both take 1d6. After Shadow End deals damage, Recoil.
- *Equivalents: Take Down, Double-Edge, Submission, Volt Tackle, Flare Blitz, Brave Bird, Wood Hammer, Head Smash, Wild Charge, Head Charge
- Shadow Fire - Shadow/Fire
- 4d12+16 - Battle - 2
- Special Attack - Ranged (8)
- 1 Target, Column
- Shadow Fire creates a 1-meter Column. Shadow Fire Burns all Legal Targets on 15-20 during Accuracy Check, but also Burns the User if the User is not Fire on 15-18 during Accuracy Check.
- Shadow Half - Shadow/Normal
- Center - None
- Status - Ranged (3)
- No Target, Burst
- Shadow Half creates a 3-meter Burst. All Legal Targets lose 50% of their current HP. Shadow Half cannot miss
- *Equivalent: Pain Split
- Shadow Hold - Shadow/Normal
- Battle - 2
- Status - Ranged (6)
- 1 Target, Scatter, Trap
- Shadow Hold can hit up to 2 times. If Shadow Hold misses its first Target, you may use it a second time. Shadow Hold Traps the Target until the user faints or is recalled.
- *Equivalents: Mean Look, Spider Web, Block
- Shadow Mist - Shadow/Normal
- At-Will - None
- Status - Ranged (5)
- No Target, Burst
- Shadow Mist creates a 5-Meter Burst. For the remainder of the encounter, all Legal Targets lose their Immunities to types, and require -2 less on Accuracy Check to be hit.
- *Equivalents: Sweet Scent, Odor Sleuth, Miracle Eye, Foresight
- Shadow Panic - Shadow/Normal
- Center - 4
- Status - Ranged (6)
- Target Area, Blast
- Shadow Panic creates a 3-meter Blast. All Legal Targets are Confused.
- *Equivalents: Teeter Dance, Confuse Ray, Supersonic
- Shadow Rave - Shadow
- 3d12+14 - Battle - 2
- Special Attack - Ranged (6)
- 1 Target, Blast, Push
- If Shadow Rave has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Rave creates a 3-meter Blast. Shadow Rave lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check. All Legal Targets within the Blast's radius are Pushed outward, away from the Target, 3-meters.
- *Equivalents: Earth Power, Psychic, Surf, Bug Buzz
- Shadow Shed - Shadow/Flying
- EOT - None
- Status - None
- No Damage, Target Area
- Shadow Shed removes all Walls, Coats and Hazards placed by enemies from the area.
- *Equivalent: Defog
- Shadow Sky - Shadow/Dark
- Battle - None
- Status - None
- Field, Target Area, Weather
- For 2 minutes (12 rounds), the area is considered Hostile. At the beginning of each round, all non-Shadow Pokemon lose 1/16 of their full HP. Shadow Pokemon are treated as if their Attack and Special Attack are raised by one Combat Stage each.
- *Equivalents: Sunny Day, Rain Dance, Sandstorm, Hail
- Shadow Storm - Shadow
- 5d12+18 - Battle - 6
- Special Attack - Ranged (8)
- 1 Target, Blast
- If Shadow Storm has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Storm creates a 4-meter Blast. Shadow Storm Flinches all Legal Targets on 13-20 during Accuracy Check. If it is Hostile, Shadow Storm cannot miss.
- *Equivalents: Fire Blast, Blizzard, Thunder, Hydro Pump, Hurricane
- Shadow Wave - Shadow
- 3d10+12 - EOT - 2
- Special Attack - Ranged (2)
- No Target, Burst
- If Shadow Wave has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Wave creates a 2-meter burst. Shadow Wave Flinches all Legal Targets on 15-20 during Accuracy Check.
- *Equivalents: Discharge, Dark Pulse, Scald, Lava Plume, Air Slash
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