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    [SEASON 3] The Stalkers RPG - Rules and Gameplay [WARNING: HORROR THEMES]


    WARNING: The Stalkers RPG contains mature, horror-themed content, themes, and imagery that some people may find disturbing.

    Table of Contents



    Introduction

    For those new to this, Stalkers RPG is a Pokémon Mystery Dungeon-setting/styled horror and mystery game where you, the player, become a Pokémon and get to the bottom of a series of grizzly crimes happening in Pokémon worlds by finding clues, solving puzzles, interviewing Pokémon, and piecing the components and findings together to determine who is guilty and how you want to deal with them. Teamwork, ingenuity, and sharp decision making are the whole idea here!

    This originally started as a 2016 Halloween event and was an instant hit with the community. Round 3 has been modified to be a more condensed and feasible version of Round 2.

    It isn't necessary to have played in Rounds 1 and 2 to take part in Round 3. There are some minor references and a simple ongoing storyline throughout the series, but new characters are always welcome at all times to join in. If you read the Background Storyline below, you'll be perfectly caught up.

    Background Storyline

    In the past, legendaries have reluctantly sent humans disguised as Pokémon to other Pokémon worlds in order to do what other Pokémon could not resolve on their own. These formerly human Pokémon are known as Emissaries, and despite their history of causing confusion with the arrival of these "fairytale humans," apocalyptic disasters were prevented and millions of lives were saved.

    Some time ago, there was an incident upon the Pokémon world of Aryia in a small farming community known as Serenity Town. It was a much darker and twisted case than incidents in the past where Pokémon were the victims of horrific, macabre murders. It marked the first time an entire group of Emissaries were sent by Mew to work as a team to coordinate efforts to get to the bottom of the incident. Despite their success, what they found was a much darker truth.

    Dark, malicious spirits known as Enthrallers were the reason for the incident, causing the wildest dreams and desires of Pokémon to be rendered into a dark, twisted perversions that were used to kill innocent victims. By taking over the bodies and minds of these Pokémon, they became infiltrator murderers known as Stalkers. It was later uncovered that Abyss, the hellish underworld afterlife of Pokémon, has been "seeding" these worlds of the living with these dark spirits.

    Despite these dark presences, the Emissaries found the necessary materials left behind by Adis, the town priest of Serenity Town, to complete the Sin Purge ritual using relics and artifacts from Utopia, the heavenly afterlife realm of Pokémon that continues to wage a secret war with Abyss. By completing the Sin Purge ritual, the Stalkers were eliminated and the Enthrallers were destroyed, but the Pokémon they inhabited were killed in the process. The dark war continues, however. Abyss is out to find out why their first attempt failed, and they'll stop at nothing to get to the bottom of it.

    Now, the world of Barendal has been targeted, and the Abyss has begun its dark work in the industrial city of Southwarren. You must now go there in secret, keep the work of the Emissaries in the shadows, and eliminate this new batch of Stalkers before it's too late.

    Joining

    Everyone is on the same team and you're all working together. You either all win together, or you all lose together. When you join PMD Stalkers, think of yourself and what Pokémon best resembles you. There are also a few other things that you get to decide on as well, but overall, the sign up includes these components:

    Pokémon: Any type, any evolution stage, any form, and even legendary Pokémon are permissible. Just pick the one you feel you really are. And yes, this decision plays a big impact on many features of the game. As a quick heads up, playing a larger Pokémon gives more health, but makes you more susceptible to getting hurt by traps and such due to your larger size.
    First Chosen Skill: This includes Restrain, Escort/Protect, Rescue/Escape, Investigate, and Exorcism. More details on these later. Check to see what each of these do before making your choice. You will have the ability to learn a second skill during the course of the game, but you get your first one for free.
    Perk: Includes Lockpicking, Repair, First Aid, Diplomacy, Science, and Security. More details on these later. Be sure to read all the details before deciding what you want to go with! And it's also important to see what other players have chosen, because you'll do much better if you diversify with your team.

    Objectives

    The main, overall core objective is to eliminate all of the Stalkers before they kill too many additional innocent civilians (as the storyline goes, there's quite a few that are already dead). However, there are many other things going on as well.

    How to win

    There are a multitude of different ways to win the game. Depending on what you and your team does and how they deal with certain situations, there are various different ways the ending will be determined for better or for worse.

    METHOD 1: ASSASSINATE OR EXORCISE ALL OF THE STALKERS - This involves manually discerning who the Stalkers are out of the list of civilians and killing all of them successfully with either the Assassinate skill (which every player has to start with) or the Exorcise skill (which has to be learned during the course of the game and cannot be chosen at start). However, two failed assassinations will cause you to be removed from the game, so be careful when you do this.

    METHOD 2: COMPLETE THE RITUAL - As before, there is a way to complete a Sin Purge Ritual within Southwarren, but things have changed. After the disaster that happened upon Valdyne and the death of Sinis upon Aryia, Utopia has had to work much deeper within secrecy.

    Losing

    Unfortunately, there's ways your team can lose, also.

    DARK EVENT 1: STALKERS KILL TOO MANY CIVILIANS: It is estimated that the Stalkers only need 20 more kills before some infernal ritual is accomplished by the Enthrallers are seeking to accomplish. You must avoid this outcome before it happens in this race against time.

    DARK EVENT 2: THE ENTHRALLERS COMPROMISE THE MISSION: Mew, the legendaries, and other allied mysterious forces involved cannot afford to allow whoever is behind the Emissaries to learn about the Emissary mission. The way to avoid this from happening is to be careful and do not be too reckless. Remember, the Enthrallers are trying to figure out who the Emissaries are and how these undercover operations have been working. Don't let them learn too much or the mission will be over.

    DARK EVENT 3: HIDDEN DARK EVENT: Details about this potential outcome may be revealed later.

    Ending variances

    The ending is very dynamic, which means certain events, outcomes, and decisions will affect exactly how the story ends. It's best to make your choices wisely and talk things out with your team if you want to shoot for the most ideal ending.

    How to Play

    The way to finding out what you need to win is by searching locations for clues, interviewing NPC Pokémon, and making resourceful use of the items you find to get to the bottom of what's going on. There are also other means to get the information you need and to protect your team and innocent Pokémon during the course of the game.

    The flow of the game is divided into Day and Night cycles, and certain events happen during each. Depending on the current cycle, certain actions are available. You get to choose one action during each cycle. Note that you will only have a limited amount of time to submit your action before the outcomes of each player's action are resolved by the narrators and game masters. Once you've made your move, simply wait until the action submission time is done and then wait for a narrator to resolve the outcome. In the meantime, you can still talk things out with your teammates in the discussion thread. If you don't make a choice during the action submission period, your action will be defaulted to the Rest action. While Resting is beneficial in certain circumstances, it's not the kind of thing you want to be doing all game!

    Talk things out with your teammates and diversify how you will go about your cycle actions to make best use of what you have. Also, you will only have a limited amount of time to submit your choice before time runs out.

    Understanding the Main Action and Team Status Thread

    The Main Action and Team Status Thread will be where most of the action will happen. Here's how it will be laid out so when you see it in the first post, you know where everything is and what they mean.

    PLAYERS
    The Players area is a list of all the Emissaries that are in the game. These will be your teammates for the duration of the game. Each player's name, what Pokémon they are, what Learned abilities they have, what Perk they have, what their Health and Sanity levels are, and how many failed Assassinations they have. All this will be displayed in this format for each player:

    Neo the Emolga (S: Flying/Electric)
    Health: 4/4
    Sanity: 4/4
    Perk: First Aid | Learned Abilities: Escort/Protect, Rescue/Escape
    Failed Assassinations: 0/2

    Don't worry about all these details for now, they all get explained later. As long as you're familiar with the format for now, it's all good.

    DOOM TRACKER

    The Doom Tracker counts down two different things:

    Dark Event #1: Remaining Kills
    Dark Event #2: Mission Disclosure
    Dark Event #3: ???

    You definitely don't want either of these to fill up and while Dark Event #3 starts hidden, it's not something you want to have happen either, but you won't need to worry about it until it becomes apparent. Nonetheless, bad, bad, very bad things happen if you let any of these three events happen. It's Game Over for everyone.

    With "Dark Event #1: Remaining Kills," there will be a "X/20" tally, where "X" is the current total of civilians the Stalkers have killed. You definitely don't want to see a 20/20 appear, because then everyone's going to have a really, really bad day.

    With "Dark Event #2: Mission Disclosure," there will be a "X%/100%", where "X" resembles how much the Enthrallers have learned about the Emissary mission. If the known percentages hits 100%, the Enthrallers fully realize what's going on and very bad things happen with that also.

    "Dark Event #3" is hidden for now. At the moment, there's no telling what might result in this being completed, but it's bound to be really bad, also. Just do what you can to make sure it doesn't happen.

    STALKERS ELIMINATED

    This is a record of how many Stalkers have been successfully eliminated. Both their Enthraller's name and their regular name will be displayed.

    TEAM INVENTORY

    All players share the same inventory, and any items in the inventory can be used by any player at any time. As soon as an item is found, it is added here. Note that some items are added by Searching locations, but other item can be created after a player submits a successfully completed puzzle.

    SOUTHWARREN INVESTIGATION STATUS

    In this section, the map of Southwarren will appear, as well as a list of all the city locations. This also serves as the Team Records. It will log what locations have been searched, what was found there (if anything at all), and links to the post where the Search happened will be provided for reference.

    SOUTHWARREN CIVILIAN REPORTS

    This will be a directory of all the potential suspects in Southwarren. Just note that you may encounter Pokémon that aren't on this list while exploring the city. All of these civilians will start with only having "<UNQUESTIONED>" by their name. By using Interview, Investigate, and Diplomacy on them, you'll uncover more details about them, such as if they have a Perk that the team can employ or if they handed an item to the team. Links to Interviews and Investigations will be added once these actions occur.

    Some civilians on the Suspect List will have requests and side missions for the Emissaries, which will be marked with a green exclamation mark "! by the Pokémon's name, such as this example:

    "!32. Jandi the Raichu"

    To learn about the mission that Pokémon has, you must state "Interview (Mission) 32. Jandi the Raichu." When you perform this kind of interview, you will learn about the mission details and what that Pokémon wants you to do. Once this happens, the side mission title and reference link will be posted next to the Pokémon's name, like in this example:

    "! A MOTHER'S HOPE (Mission Details) - 32. Jandi the Raichu"

    However, you can use the Investigation action to learn about the details, or you can use the Diplomacy perk to perform both kinds of interviews at once.

    These side missions are optional and it's up to you if you want to do them or not. Once they have been completed, the side mission will be struck out. These side missions will remain with the Pokémon on the Suspect List until either the side mission is completed or the Pokémon giving the side mission is killed by the Stalkers.

    Just note that not all Pokémon that have side missions for the players are on the Suspect List. There are Pokémon hidden throughout Southwarren that might have a request for you if you find them. Once these Pokémon are found by Searching, they will automatically give you the side mission.

    These will appear at the very bottom of the Suspect List in a secondary sub-list. It will be used for tracking, but it's safe to rule these Pokémon out as Stalkers. Also, these Pokémon are not available for Interviews.

    Dealing With Puzzles

    There are many puzzles buried within the Stalkers RPG. Some of them take the form of word or number puzzles, audio puzzles, decryption puzzles, and the like. Very often, completing these puzzles successfully yields key items that are necessary to progress and get to the bottom of finding out who the Stalkers are. For example, one item that might be created from a number puzzle might be something like [Code 3814] for a four digit lock, such as {Locked Footlocker: Four Digit Combination Lock}.

    When you find a puzzle, anyone on the team is allowed to solve it at any time and it doesn't take an action to submit it. You can either choose to solve it as a group or designate someone on the team to handle it. However, instead of posting the solution in the Team Discussion thread, you need to submit the results to the game moderators through PM. If you completed the puzzle successfully, a notice about the successful completion will be announced in the Team Discussion thread and the new key item will be added to the Team Inventory.



    Default Actions
    These actions can be performed by any player.

    SEARCH (ANY CYCLE)
    This action allows you to search any location on the map (see below). This will allow you to locate items, locked doors/containers, and objectives of interest. Because of your special power as an Emissary, you will be able to distinguish these important items from everything else. Meanwhile, your Emissary powers allow you to search any location from the shadows, undetected by any Pokémon around you.

    While using the Search action, if you happen to come across a situation where a perk, Pokémon attack, and/or Pokémon size condition (more on these later) is needed and your character already has the necessary means to fulfill those conditions, they will be automatically fulfilled. Such as if your character knows the Lockpick Perk and while searching you come across a container that requires the Lockpick skill, you will automatically use the Lockpick perk on it.

    How to use:
    When using the Search action, simply state what location you are searching, such posting "Search (32) The Boland Building" or "Search (12b) Terry Hill Apartments Floors 11-20."

    INTERVIEW (ANY CYCLE)
    This action allows you to question an NPC regarding anything suspicious they've seen with regards to the Stalkers. Thanks to the power given to you by Mew, the interviewee will believe you are a Pokémon. However, interview responses also depend on the interviewee's personality and what Pokémon you are.

    Each civilian has a designation regarding which cycle they're awake and active. A "[D]" means they're active during the Day, a "[N]" means they're active during Night, and "[D/N]" means they're active during both. As such, you can only Interview a Pokémon if they're active during the current cycle.

    There are three types of Interviews. The first is a Regular Interview that helps the Emissaries by getting information. These Interviews are subject to a Rapport check, which is based on the type chart and evolution stage. Shared types generate positive reactions, not very effective relations generate a more modest reaction to the NPC, super effective relations generate a more intimidating reaction to the NPC, and having an evolution stage that's closer to the stage of the interviewee creates a more positive reaction, while having very different evolution stages generations a more negative reaction. Being the same species as part of the same evolution line (like a Raichu talking to a Pichu) automatically creates a very positive reaction.

    The second type of Interview is a Mission Interview to get details about a side mission. If a Pokémon has a side mission that they want the players to help with, there will be a green exclamation mark "! by their name. This is the only time you can use this type of Interview. Otherwise, it will be treated as a Regular Interview. Unlike regular interviews, Mission Interviews can be done during any cycle and Rapport does not apply.

    And lastly, the third type of interview is a Learn Interview that can be used to Interview a known Skill Teacher to acquire a second Action Skill. Just note that once you learn a second Action Skill, it cannot be forgotten or changed for something else. Also, note that you can only have two Action Skills, so once you have picked one to learn, you will have those for the remainder of the game.

    How to use:
    When using the Interview action, simply state what Pokémon from the civilian list you are interviewing and what type of interview you're going for, such as posting "Interview (Regular) #27, Dalex the Bulbasaur" or "Interview (Mission) #49, Vlye the Pikachu." During Regular Interviews, you are also allowed to take the interview a few questions further, such as "Interview (Regular) #27, Dalex the Bulbasuar about (35) The Hilltop Diner and #49 Vlye the Pikachu." A few additions are okay, but don't make too many additional requests.

    USE ITEM/PERK (ANY CYCLE)
    This action allows you to use any item(s) in the Team Inventory and/or perks an object or Pokémon of interest. This includes using keys on locked doors or certain perks on things they can be applied to (more on Perks later).

    How to use:
    When using this skill, simply state something like "Use [ABC Key] on {Locked Steel Door: ABC Emblem} at (32) The Boland Building" This is considered the use of the item "[ABC Key]" on the locked door "{Locked Steel Door}" at the Boland Building location. If the item fits and belongs there, chances are good you'll come across something helpful that adds to the team's progress.

    The use of a Perk can be done by stating something like "Use Lockpick Perk on {Locked Steel Door: <Lockpick>} at (32) The Boland Building" or "Use First Aid Perk on {Wounded Marill: <First Aid>} at (35) The Hilltop Diner." What's within the <> brackets will signal an instance where a Perk can be used.

    REST (ANY CYCLE)
    This action allows your character to rest in bed, which restores Sanity by one point and Health by one point (more on these later). In the event that your character has had their Health fully depleted, the Rest Action must to be used after they've been helped with the Rescue/Escape action. As a word of advice, pushing your characters too far after serious damage has been done to their Health and Sanity is dangerous and undermines the mission. Use Rest to recover after taking injury and coming across traumatizing findings, especially if you suspect your next areas to head into may be dangerous.

    How to use:
    Simply state "I'm using Rest." Your Health and Sanity will be recovered by one point apiece.

    ASSASSINATE (ANY CYCLE)
    Mew's power has given you the ability to deal a powerful death blow to any Pokémon the Emissaries believe is a Stalker. If they are a Stalker, the Pokémon's soul isn't saved, but it stops that Stalker from killing any more innocent Pokémon. However, if it turns out the Pokémon assassinated was completely innocent, the Pokémon died and one point gets added to the Doom Tracker. Two wrongful Assassinations results in the player being eliminated, so be careful and talk things out before you use this.

    How to use:
    Simply state something like "Assassinate #27, Dalex the Bulbasaur." If they really are a Stalker, you'll come across telltale signs in the outcome post to follow that there really was an Enthraller residing within them.



    Learned Actions
    These actions need to be chosen as the first skill during sign up or learned during the course of the game before they can be used.

    RESTRAIN (NIGHT ONLY)
    This skill action holds one NPC Pokémon for very advanced interrogation. Rapport is ignored, meaning the Pokémon you are becomes irrelevant. Also, if the Pokémon being Restrained is a Stalker, they will be unable to perform any kills during the Night Cycle.

    Using Restrain on a Pokémon will inflict a -1 negative rapport effect on them for all future interviews. However, you can clear these penalties by using Diplomacy on them.

    How to use:
    Simply state something like "Restrain #27, Dalex the Bulbasuar." You're also free to add some additional questions to the interrogation, more than you normally would with a standard Interview.

    ESCORT/PROTECT (ANY CYCLE, DIFFERS FOR DAY AND NIGHT)
    This skill works in two ways depending on which cycle you use it for.

    Escort - During the Day Cycle:
    This will allow you to talk an NPC Pokémon into using a Perk they have at a certain location or a Pokémon Attack. However, in order to do this, someone on the team would have had to either obtain a Rapport with them that is above neutral or someone with the Diplomacy Perk put that NPC into Compliant state. Also, you would have to know that NPC has the Perk available.

    This is useful for the fact that if they have a Perk or Pokémon Attack type that you do not, you'll be able to use their know-how to aid in the completion of your objectives.

    How to use:
    Simply state "Escort #27, Dalex the Bulbasaur. Use his Lockpick Perk on {Locked Steel Door: <Lockpick>} at (32) The Boland Building." This will persuade NPC Dalex the Bulbsaur to use his Lockpick Perk on the door. As another example, "Escort #27 Dalex the Bulbasur. Use Vine Whip on {Briar Patch: +Grass Type+} at (32) The Boland Building."

    Protect - During the Night Cycle:
    There are several NPC Pokémon that have pretty important skills and storyline value that you may want to protect at all costs from being killed by the Stalkers. Using this action allows you to protect them and keep them alive during the time when the Stalkers strike. However, this will only be effective during the Night Cycle it's used for.

    How to use:
    Simply state "Protect #27, Dalex the Bulbasaur." This makes it impossible for the Stalkers to kill Dalex during that particular Night Cycle. However, if he becomes a target during any following Night Cycles and he isn't Protected then, he will become a victim.

    EXORCISE (ANY CYCLE)
    This skill offers an alternative way for eliminating a Stalker. While the outcome is more favorable and saves the Pokémon's soul, it is very taxing on the exorcist and will drain an Emissary of three of their Sanity points due to the strain and the intense spiritual fight they will have with the Enthraller. However, if it is used on an innocent Pokémon, the Pokémon still dies and the fatality still adds one point to the Doom Tracker.

    An Emissary with 4/4 Sanity can Exorcise, as can an Emissary with 3/4 Sanity. However, if you only have three points, you will enter Berserk Mode upon falling to 0 Sanity. This will require you be Rescued, when you are then able to Rest. It's strongly recommended that you only attempt an Exorcism when your Sanity is full.

    How to use:
    Simply state something like "Exorcise #27, Dalex the Bulbasaur." If they really are a Stalker, you'll come across telltale signs in the outcome post to follow that there really was an Enthraller residing within them. You would have also saved Dalex's soul from being dragged into whatever ungodly underworld the Enthraller came from.

    RESCUE/ESCAPE (ANY CYCLE)
    This is used to save a player character that has fallen to the clutches of the Stalkers, returning them back to home base so they can start recovering with the Rest action. This can only be used if the targeted Player is in the "Downed" state (when their Health has been fully depleted) or if they're in the "Berserk" state (when their Sanity has been fully depleted). Only once these states have been removed can the player begin to use the Rest action. Rescue is the term when it's used on another player and Escape is the term when it's used on yourself as a result of your own Health and Sanity dropping to zero.

    How to use:
    Once a player has fallen into the "Downed" or "Berserk" state, you can then target them with the Rescue action. Simply state something like "Rescue Freddy the Pikachu" if that's a teammate who has fallen into the "Downed" or "Berserk" state and needs to be saved so he can follow up with the Rest action and then back into the game. Meanwhile, if it is yourself that has fallen into "Downed" or "Berserk" state, simply state "Escape on myself." You won't need another player to come save you then.

    INVESTIGATE (ANY CYCLE)
    This action provides a highly advanced amount of intel on what an NPC does on a day to day basis as you watch and record everything they do while hidden from scrutiny. Using Investigate will allow you to fully learn where that Pokémon lives, where they work, their personality traits, their likes, dislikes, profession, what their hobby is, and if they have any items of interest within their possession. As a result of the time needed to conduct this level of work, taking this action will take two Cycles to complete, which means if you started an Investigate action during a Day Cycle, it will carry over as your action for the Night Cycle as well and vice versa. Also, if the Pokémon has any side missions, you will learn about all those details as well.

    LUCKY STRIKE: It's possible to get what I call a "Lucky Strike" with Investigate, and yes, this is a wonderful thing. This will happen when you use Investigate on a Pokémon and it just so happens that they're either the Stalker who makes an attack during the Night Cycle OR they just so happen to be the victim during that particular Night Cycle. This will mean your character will be a eyewitness to the murder and you'll have everything you need to take action against the Stalker. It's unlikely that it will happen, but there is definitely that potential.

    How to use:
    Simply state something like "Investigate #27, Dalex the Bulbasaur." You won't get the outcome results until AFTER the second Cycle has passed, however. You're also free to abort the Investigation early if you feel the need to take a different action during what would have been the second Cycle, but you won't get any Investigation details in the following outcome post.



    Perks

    Perks are like proficiencies that characters can use to accomplish objectives and gain access to areas. Using a Perk works the same way as using an item. Your character starts with one of these Perks, and this is the only one they can get during the course of the game.

    LOCKPICK
    The Lockpick Perk allows you to bypass certain locks without a key. Just note that this cannot be used for all locked doors and containers. Some of the more complex locks may have components that go beyond normal picking tools.

    How to use:
    As an example of when the Lockpick perk can be used, something like "{Steel Lockbox: <Lockpick>}"would be a container where only the Lockpick perk can get it open. The key for it doesn't even exist within the context of the game..

    REPAIR
    The Repair Perk is often used to fix machines and mechanisms that have been damaged. In many cases, this Perk is necessary to continue making progress.

    How to use:
    An example where the Repair perk is needed would be something like "{ONS Computer: <Repair>}" In this case, the ONS Computer is an object of interest, but it cannot be used until it is repaired.

    FIRST AID
    The First Aid Perk is a medical ability that can be used on sick or injured NPCs or on players, including yourself. If used on NPCs, they recover and may provide helpful assistance. If used on other players, it restores two points of Health.

    How to use:
    While out searching, you may come across an NPC that needs medical attention. As an example, you might find something like "{Injured Pikachu: <First Aid>}." This will signal that using First Aid on this NPC will trigger some kind of event. In most cases, these Pokémon highly appreciate this assistance and will provide a reward of some kind to assist.

    You can also use it on teammates that have taken heavy Health damage. As an example, you would simply state "Use First Aid Perk on Freddy the Pikachu" if Freddy is one of your teammates and needs healing. When the First Aid Perk is used on teammates, they recover two Health points.

    DIPLOMACY
    Having trouble with interviews? Diplomacy makes the process a lot easier by putting an NPC Pokémon into Compliant State, which means all future Interviews with them will be Positive and helpful to all players regardless of what kind of Rapport score they would have gotten otherwise. In addition, Diplomacy encourages those Pokémon to fork over any items that are of interest to the Emissaries, as well as allows the players to learn if that NPC has certain Perk skills of their own that the players could use for later. Also, if the Pokémon has a side mission available, a player with the Diplomacy Perk does not need to conduct a separate interview; interviewing a Pokémon will automatically double as a mission interview, so the player will be able to conduct both at once. A Pokémon in a Compliant State will divulge mission details in any interview conducted by a player, regardless of whether or not they have Diplomacy. It's a very versatile perk!

    How to use:
    Simply select what NPC Pokémon from the list you want to put into Compliant State and say something like "Use Diplomacy Perk on #24 Moxie the Espeon." In this case, Moxie will become Compliant and will be a lot more helpful for interviews regardless of her personality traits.

    SCIENCE
    The Science Perk focuses mainly around the use of technological and scientific skills such as chemistry, biology, and physics. In many instances, it is used to gain more information or used as a means of computer hacking.

    How to use:
    An example where the Science Perk may be used could involve something like "{Locked Computer Terminal: <Science>}." In this case, the Science Perk would be used as means of hacking the computer. Another example could be "{Meowth Corpse: <Science>}." Using Science in this case could provide more information, such as determining cause and time of death as a kind of forensics analysis, which may provide more details than what a standard Search action provided.

    SECURITY
    First and foremost, picking Security as your Perk will increase your chances of avoiding a booby trap by 50%. This gets tacked onto whatever bonuses your Pokémon's size provide. This perk also allows you to disarm traps that are marked with ## indicators. Note that this does NOT affect hazardous areas (@@ indicators). Security can also be used for other scenarios, such as disabling security equipment like cameras, motion sensors, and alarms.

    How to use:
    Security is used both Passively and Actively. It works passively in the sense that if you happen to walk into a trap but you're carrying the Security perk, you'll always carry that additional 50% chance to evade the trap and disarm it so no one else has to worry about it in the future. It can also be used actively in the sense that you could say "Use Security on {Motion Detector Alarm: <Security>} to disable it. You can also use Security on trapped items to disarm their effects. If your team picked up a [Demonic Bracer] #Dark Presence: 2 Damage to Sanity#, you could use Security on the item to remove the trap effect so the player who uses it next doesn't have to worry about that effect hurting them.



    Health and Sanity

    The Health and Sanity stats that each player has determine your overall wellness and mental state. During the course of the game, these stats can go up and down depending on things that happen.

    HEALTH

    Health represents how injured your character is. It can be restored by use of the First Aid Perk, by use of consumable items, by Rest, and other similar means. However, it can be reduced by booby traps, Stalker attacks, and other injury-inflicting threats.

    Health will be displayed by your character's name as #/#, where the first number is the current health value and the second number is the maximum health value.

    Small sized Pokémon have a base value of 4 Health (which will appear at 4/4), medium size Pokémon have a base value of 5 Health (as 5/5) and large size Pokémon have a base value of 6 Health (as 6/6). The trade off here is smaller Pokémon are nimble and tend to be better at dodging traps and attacks (Small Pokémon get +40% evasion while Medium Pokémon get +20% evasion).

    If Health falls to 0...
    You die. Just kidding.

    Generally, you'll obviously want to avoid this, but if it happens, the player falls unconscious and enters the "DOWNED" state, which means they can't do anything until another player with the Rescue action helps them or another player with Escort uses it on an NPC to perform the Rescue action instead. However, if the player has the Rescue/Escape skill themselves, they can get out of DOWNED by themselves. However, even after Rescue or Escape the damage will still be there as 0/4 by the character's name and it will need to be healed above 0 before they can get back to doing things.

    SANITY

    Sanity resembles how your character is faring mentally and how much stress and strain they've undergone. It can be restored by Resting or using curative items. However, it can be reduced by coming across macabre sights, Stalker attacks, booby traps, calculus exams, and the like.

    Sanity will always be X/4. No matter what Pokémon you are, your max Sanity is 4.

    If Sanity falls to 0...
    The player enters the "BERSERK" state, which means everything they try to do (even Rest) has very screwy results and could possibly do more damage than good. Under this level of mental trauma, items could be missed during Searches, bad Interview results are almost a guarantee, and other actions fail or result in mishaps also. Here, they have to be Rescued by someone who has the skill before they can start using Rest or items to remove the insanity.



    Game Component Markings

    The Stalkers RPG is all about interactive components, and here is a legend that explains what all these mean:

    [] Brackets : This signify an Item such as a [Silver Key] or [Computer Parts]. When items like these are found, they're usually immediately added to the Team Inventory and can then be used by other players.

    <> Brackets : These signify when a Perk can be used, such as <Repair> or <Lockpick>. You must have the corresponding Perk to activate these when they occur.

    == Marks : This signifies detailed clues, puzzles, or visual image links that usually include important details.

    ++ Marks : These signify when a Pokémon typing comes into play, such as using +Electric Type+ or +Fire Type+ attack or needing to dive underwater in a +Water Type+ instance. Note that you must be the same type Pokémon to bypass these barriers. Even though a Flying and Fire type Charizard can use Dragon Claw, a Dragon-type attack, Charizard isn't a Dragon type, so it wouldn't be able to bypass a +Dragon Type+ condition. However, when the condition is satisfied, such as an Electric Type Pokémon such as Pikachu overcoming a +Electric Type+ condition, it doesn't matter if he uses Thunderbolt, Volt Tackle, or Volt Switch, just so as long as it's an Electric-type attack.

    ^^ Marks : These signify a condition where Pokémon size comes into play and only Pokémon of certain sizes can access these areas. Some examples include ^Large Pokémon^ to access something on a higher elevation and ^Small Pokémon^ to access something in a tight, claustrophobia-inducing area.

    Note that if your character already satisfies the size condition when searching that spot for the first time, they will automatically explore what's there.

    ## Marks : These signify a booby trap. More details on these below.

    {} Brackets : These signify something that can be interacted with, such as a locked container or an object that can have something done to it to "activate" it. More details on these below.

    Traps: ## Markings

    Generally, booby traps are hidden threats and in most cases are engineered to cause harm, but in some cases, they can be environmental hazards, such as a collapsible floor. Some traps are persistent while others are only activated once.

    Each trap has a type. If found by someone who has the Security Perk, a trap will be marked in this format:

    Active Trap: #Trap description label: Trap Type#
    Triggered/Deactivated Trap: #Trap description label: Trap Type#

    A trap that has been triggered or deactivated by someone with the Security perk will be struck out and no longer poses any threat.

    Some examples of traps that can be found include:

    #Acid Trap: Poison#
    #Spring-blade Trap: Steel#
    #Collapsible Floor: Ground#

    When a trap is triggered, the trap's type is weighed against both the size of the Pokémon (small Pokémon are more able to avoid them due to their small and nimble sizes) and their types. A #Flame Jet Trap: Fire# would do very little, if any, damage to a Fire type Flareon, while a #Electric Discharge Trap: Electric# would do additional damage to a Flying or Water type Pokémon like Pidgey or Squirtle.

    Some traps have no types at all, which means they do the same amount of damage (usually Sanity) no matter what the Pokémon is.

    Traps can appear on Interactive Objects (things marked with {} brackets), on Items ([] brackets), or are simply tied to a location in general. A character with the Security Perk can address these regardless of the format. However, if the character without Security discovers a trap, it will immediately go off regardless of whether it's on an item or tied to an interactive object, such as a booby-trapped door.

    Trapped items can even still be added to the Team Inventory by a person who has Security. The trap will still appear on the item, but the nature of the item cannot be revealed until the trap is disarmed. As one example, it will simply appear in the Team Inventory as [???: #Shadowy Presence: Dark#]. Only until someone uses Security will the trap be disarmed. In this case, the item might turn into something like a [Demonic Amulet], an item that could have done Dark-based damage if a player without Security had handled it. Once disarmed, it is assumed the character with Security either disarmed it or found a way to nullify the effects and make it safe to use for everyone else on the team. However, for the impatient and reckless, a character without Security could still identify the item by allowing the trap to go off on them.

    Some traps are triggered only once, such as an explosive going off, while other traps have continuous duration, such as a spike pit trap that multiple Pokémon could fall into.

    Hazardous Areas: @@ Markings

    Hazardous Areas function in a very similar way as traps, but with one big difference. They cannot be disarmed, cannot be dodged, and they persist, meaning the damage they do will happen again and again for as many times as a player encounters it. These are usually areas and places that have very dangerous hazards or very grizzly and macabre environments that a player simply cannot shield themselves from, such as @Torture Chamber: 2 Damage to Sanity@. Because your character cannot shield their eyes from the horrifying sights in such a place, there is no choice but to take the hit.

    Usually there are dark signs a Hazardous Area is up ahead, but not always. Read narration posts carefully for signs that the container or door you're about to break open may contain something nefarious.

    If you think you're coming across an area that has a Hazardous Area, make sure your Health and Sanity are as high as they can be. Things can get very grizzly if you don't go in prepared.

    Interactive Elements: {} Brackets

    Objectives and elements that can be interacted with appear with {} brackets and can involve just anything that has activation conditions. In all cases, the conditions for what is needed are included in these brackets after the ":" colon. Here's how to better understand them with some examples.

    {Locked Wooden Door (Short description label of the object): X Emblem (A condition that needs to be satisfied before the object is activated.)

    Here are some examples to help you understand these:

    Single Condition Activations:

    {Locked Wooden Door: X Emblem} - In this case, to unlock this locked wooden door, something needs to address the "X Emblem" condition. The word "Emblem" refers to a corresponding key, so in this case, the [X Key] is needed here.

    Multiple Condition Activations:

    In these cases, multiple conditions need to be satisfied before the object is activated. These are grouped together with commas "," such as in this example:

    {Locked Wooden Door: Diamond Hole, Heart Hole} - In this case, you need to satisfy both the Diamond Hole AND the Heart Hole conditions. Most likely you'll need to find items that match the description labels, such as a [Diamond Stone] and [Heart Stone] that need to be placed here.

    {Broken Computer: Missing Power Unit, <Repair>} - This case signifies that you need an item such as [Power Unit] to address the "Missing Power Unit" AND you'll need to use the Repair Perk to fix this computer to make it usable. Simply having only one or the other isn't enough. Just note that if you have the item and the Repair Perk, you can use both in the same turn. But if you only have one or the other, you can address only those conditions for the time being and have someone else come back later to finish the job. Completed conditions will be struck out, like this. So if you used the Repair Perk but you didn't have the necessary [Power Unit], the end result would be "{Broken Computer: Missing Power Unit, <Repair>}.

    Multiple Option Activations:

    Whenever a forward slash "/" appears, this signifies that there are multiple methods to activating this object. As an example:

    {Steel Security Door: X Emblem / <Lockpick>} - The forward slash serves as a separator between the methods. In this instance, there are two ways to activate and unlock this Steel Security Door. Either by satisfying the "X Emblem" condition with the [X Key], which will unlock the door, OR by having a Pokémon use the Lockpick perk on it.

    POP QUIZ!

    How could you activate something like {Locked Steel Door: Triangle Hole, Square Hole / <Lockpick> / ^Small Pokémon^}?

    If you said there are three possible methods, you're right!

    First method: Fill the Triangle Hole and Square Hole with two items. Something like [Crimson Triangle Stone] and [Azure Square Stone] would most likely go here.

    Second method: Use the Lockpick Perk.

    Third method: Have a small-sized Pokémon approach the door. This will likely mean there's a small broken window or open door ventilation grate they can slip through.

    If you understood this concept, you're totally ready to go!



    Southwarren Map



    (1) Southwarren Administration Building - The main government hub of the Southwarren District. Rancha the Breloom serves as the main government overseer here.

    (2) Jekker Park - As the only park in Southwarren, Jekker Park is an artificially-created park named after Jekker, the town's founder. It isn't in the best of shape, but it's all that the town has considering the harsh climate and the pollution output.
    (2a) Western Square
    (2b) Northern Field
    (2c) Southern Field

    (3) Simple Pleasures Diner - A local eatery owned by Vessie the Golduck. The building is old but there's a lot of history behind it as being a place for the locals and their families to gather after their shifts. The upper floor is a living area that Vessie uses herself.

    (4) Machine Depot #1 - Owned and managed by Zell the Greninja, this is where a lot of machines, equipment, and service vehicles will usually end up when they need to be repaired or go for regular maintenance. The building is old, but has been well-maintained over the years.

    (5) Machine Depot #2 - Dali the Umbreon works here and while Zell handles hardware, she handles the installation and programming of machine firmware, software, and electronics.

    (6) Silverdike Manufacturing - An old but large manufacturing building still in operation today. While it was originally built to make farming equipment, today it is currently active in the production of automotive machines and vehicles made to be adaptable for all Pokémon size and forms.
    Exterior:
    (6a) Floors 1-5
    (6b) Floors 6-10

    (7) Whitehill Manufacturing - An old building that has been repurposed many times for different manufacturing tasks. Today, it currently specializes in the mass-production of paper and cardboard products.
    Exterior:
    (7a) Floors 1-5
    (7b) Floors 6-10

    (8) Overland Metalworks - A large factory specialized in the production of metal alloys and metallic construction materials. The building is more than sixty years old, but has always been involved with the production of metallic components and materials since the say it was built.
    Exterior:
    (8a) Sublevels B3-B1
    (8b) Floors 1-5
    (8c) Floors 6-10

    (9) Axlin Chemicals - A specialized factory that focused on the production of chemicals and mixtures, mainly for fuel, batteries, and other liquid-energy purposes. This particular building is slightly newer than some of the others, but it still has some age to it. Most newcomers have trouble getting used to the smell.
    Exterior:
    (9a) Floors 1-3
    (9b) Floors 4-6

    (10) Senger Manufacturing - Focused on manufacturing medical devices and equipment, Senger has been operating at this particular plant for many year. This particular plant also has several labs for research and development as well as testing and prototype building.
    Exterior:
    (10a) Floors 1-3
    (10b) Floors 4-6

    (11) Dwight Manufacturing (Abandoned) - This small factory recently become abandoned after the electronics it once manufactured became obsolete and outdated, and the company had difficulty reinventing itself to keep up with the competition.

    (12) Lockland Distribution - A small distribution center that is responsible for the hauling and shipment for most of what Southwarren produces.

    (13) Goldwell Tools Manufacturing Plant - A very large factory plant that manufactures 80% of the hardware tools that Goldwell Tools Company sells throughout the world. Many of these tools consist of non-electrical tools such as hammers, screwdrivers, ratchets, saws, and so on.
    Exterior:
    (13a) Floors 1-3
    (13b) Floors 4-6
    (13c) Floors 7-9

    (14) Shalcomb Factory - This large factory specializes in the creation of solar panel and other solar-based technology. Many of these solar panels are used around Southwarren, but most of the output goes to other areas of the world.
    Exterior:
    (14a) Sublevels B3-B1
    (14b) Floors 1-4
    (14c) Floors 5-8

    (15) Rancha's House - This fairly large house is where Rancha the Breloom, overseer of the town, lives with her husband, Kexin the Sceptile. The property area is quite large, but despite Rancha's best efforts to beautify the land, the desert heat makes it near impossible.

    (16) Culton Apartment Building - This old apartment building has seen quite a few Pokémon come and go, but throughout the years, it has remained as a place for working-class Pokémon to reside. There are six apartments in this two-story building.

    (17) Dayshare Apartments - A small and old apartment building that has seen some wear and tear throughout the years. It remains as one of the cheapest places to live in Southwarren, but the quality isn't as good as most Pokémon would prefer.

    (18) Southwarren Medical Center - While smaller than most city hospitals, Southwarren Medical Center still manages to accommodate for the town's size and how many patients come in on a regular basis.

    (19) Southwarren Police Station - For many years, Southwarren's police force has worked out of this old building. A lot of renovations had to be made for new technology, but it still manages to operate even after having stood for seventy years. Chief Lexin the Flygon has been trying to keep order here despite the recent rise in crimes involving the Stalkers.

    (20) Arrowsaw Manufacturing Plant (Abandoned) - This small manufacturing plant was once used to manufacture ceramics and porcelain products, but went bankrupt from poor business and due to contracts with their raw material suppliers.

    (21) Guzzle Hustle Gas Station - A fairly large gas station usually for refueling trucks before they head off on a long haul shipment, but is more than happy to service cars as well. Lately, business hasn't been that good, but the station still remains open in the wake of the Stalker attacks.

    (22) Ferris's House - An older home owned by Ferris the Pignite. He doesn't keep it in the best condition and many renovations need to be done. Not to mention there is a lot of clutter around the house and his metalworking hobby leaves scraps and rusted bits all over the property.

    (23) Lexin's House - An refurbished older home that is owned by Lexin the Flygon. While better than Ferris's house next door, the house doesn't look as good as it did when Lexin was still married. Meanwhile, Lexin rents out the basement apartment to Vendy the Weavile.

    (24) The Tolbin House (Abandoned) - Once owned by a family of Furfrou, Tolbin took his family and left when his daughter Melly was killed by the Stalkers and the family had no choice but to bury her body in the backyard.

    (25) The Copperplate Hotel (Abandoned) - This very old hotel hasn't seen any business for a long while. When Southwarren was barely more than a stop on the highway, it used to see more clients, but now it has only begun the slow process of crumbling apart with fewer Pokémon willing to spend the night in this smoggy, industrial town.

    (26) Vlock's House - Vlock the Pangoro resides in this small, somewhat creepy house that he had to do a lot of work on to make it inhabitable once again. While he brought it in near ruined condition for very cheap, he did have to work a lot on it to fix it up. But there are still creepy vibes about it, as if it should have been left alone.

    (27) Southwarren Water Pumping Station - As the one and only source of water supply for Southwarren, this pumping station is relatively new and is one of the few reasons Southwarren can exist as it does in the first place. If something were to happen to it and the Pokémon here weren't able to fix it, they would be in big trouble.

    (28) Sandwoods Apartments - This large apartment building is a very popular place to rent an apartment due to its affordability and the difficulty in buying a house outright in Southwarren. Most Pokémon residing here are middle class.
    Exterior:
    (28a) Floors 1-3
    (28b) Floors 4-6

    (29) Dern's Delicatessen - A small two-story local deli specializing in sandwiches, wraps, and salads. Dern runs the store alone on the first floor, but shares the upstairs apartment with his brother, Sten. It's a little shabby, but they both manage to keep it going.

    (30) Jayberry School - A decently sized school building that's only a few years old. It was originally built due to the fact families were beginning to settle in Southwarren and a school system was needed, even though the pollution and climate isn't exactly ideal for raising a family. The school doesn't have much attendance yet.

    (31) Redbarrel Foods - A large food processing plant that mainly specializes in grain, oat, and corn products, mainly creating cereals, oatmeal, breads, and other similar products. Most of these products are shipped out of the city and out toward the rest of the world.
    Exterior:
    (31a) Floors 1-4
    (31b) Floors 5-8

    (32) Another Round Tavern - A local pub and brewery known for its rowdiness and crazy nightlife. Many Pokémon end up spending a lot of their disposable income on some of the stronger drinks in this place, and it's not uncommon to see a Pokémon having to be dragged home. Jaxie the Gothorita owns the tavern and lives in the apartment upstairs.

    (33) Clean Easy Laundromat - A small but still functioning laundromat that doesn't see a whole lot of business, but still continues to operate. Muruna the Clefable is the owner and general manager, and she also resides in the apartment upstairs.

    (34) Southwarren Fitness Center (Abandoned) - A gym and exercise center that used to see quite a few customers and regulars before the owner and general manager, Meckter the Grotle, was murdered by the Stalkers. Since then, it hasn't reopened, but its doors are unlocked.

    (35) ApexMart - A large Wal-Mart like store that carries home goods, electronics, groceries, clothing, and many other supplies and general store goods. If no other store in town has in, ApexMart usually will.

    (36) The Law Offices of Veckly, Jeb, and Grenner - A law office that continues to operate even though both Veckly the Oranguru and Grenner the Cutifly were murdered by the Stalkers. Jeb the Mawile and Pyra the Leafeon are the only ones working here now.

    (37) Deckler Apartment Building - A small apartment building that used to be a business and apartment before the business on the first floor was turned into a living space that Nillian, Drisha, and Daki now use. Meanwhile, other tenants use the above floors.

    (38) The Escapist Bookstore (Abandoned) - A once popular bookstore that carries all kinds of books for both fiction and nonfiction. However, ever since the store's owner, Devis the Torterra, was murdered by the Stalkers, it has closed. The doors were never locked, but out of respect for Devis, no one has stolen anything from the store. Meanwhile, Devis lived in the apartment upstairs, but unlike the store itself, that remains locked.

    (39) A Goal in One Sporting Goods - Despite the situation with the Stalkers, Ledric the Hitmontop hasn't let it deter him from running this sporting goods store that carries balls, equipment, and other supplies for outdoor recreational activity. Meanwhile, Ledric lives in the apartment on the second floor and rents out the third floor apartment to Rolia the Lurantis

    (40) Mizure Apartments - Even though the landlord, Mizure the Noctowl, was killed by the Stalkers, the tenants continue to live here and some even think it means not having to pay rent anymore. The three-story brick building is newer than most around town.

    (41) Anclyne Public Library (Abandoned) - This public library was closed years ago, even before the Stalkers had arrived, and it's a mystery as to why. The building hasn't been well-maintained either and has begun to crack and fall apart in places.

    (42) Southwarren Sunrider Auto Store - While this store sells many Sunrider brand cars, they also sell a lot of the company's commercial and industrial vehicles that a lot of the nearby factories use. Lately business has been less than idea, but the store is still surviving better than most around town.

    (43) Sunnytown Strip Mall (Abandoned) - A strip mall that would have been a row of many commercial stores if they had actually set up shop like some of the others did. However, the rich landlord, Mervy the Quagsire, who lives in another town, overcharges with rent expectations. As a result, this building continues to remain vacant with a lot of empty spaces.

    (44) Rubinelle Condominiums - A higher-end condominium building that's newer than most of the buildings around the town. Most Pokémon that have upper management positions tend to reside here.

    (45) Temple to the Light (Abandoned) - A well-maintained building that used to be used for the worship of Arceus before the arrival of the Stalkers. However, there was an incident during a mass that resulted in twelve Pokémon dead, along with the minister, Dratcher the Hippowdon. Several Pokémon went in to investigate only to come out clinically insane and frothing at the mouth. Since then, not a single Pokémon has dared to even look through the windows.

    (46) The Morning Chime Motel - This motel is usually the go-to place for those who are either passing through Southwarren or are here on business assignment. The Motel is owned by Vols the Drampa, who has been trying to remain calm despite the commotion.



    Southwarren Suspect List

    #1 Rancha the Breloom [D] Female
    #2 Kexin the Sceptile [D] Male
    #3 Vessi the Golduck [D] Female
    #4 Niki the Marill [D] Female
    #5 Vasha the Swanna [D] Female
    #6 Cray the Ludicolo [D] Male
    #7 Zell the Greninja [D] Male
    #8 Dali the Umbreon [D] Female
    #9 Ferris the Pignite [D] Male
    #10 Gorlin the Swalot [D] Male
    #11 Fen the Linoone [D] Female
    #12 Yandil the Smeargle [D/N] Male
    #13 Jeddi the Bewear [D] Female
    #14 Teccin the Poliwhirl [D] Male
    #15 Drana the Maractus [D] Female
    #16 Vella the Buneary [D] Female
    #17 Caka the Scyther [D] Female
    #18 Vuncel the Druddigon [D] Male
    #19 Vendy the Weavile [D] Female
    #20 Garen the Malamar [D] Male
    #21 Mishra the Servine [D] Female
    #22 Livesa the Snivy [D] Female
    #23 Murod the Electivire [D] Male
    #24 Shala the Mandibuzz [N] Female
    #25 Senran the Hawlucha [D] Male
    #26 Vlock the Pangoro [D] Male
    #27 Kodel the Rhyperior [D] Male
    #28 Fali the Chatot [D] Female
    #29 Franny the Mismagius [D/N] Female
    #30 Rolia the Lurantis [D] Female
    #31 Lexin the Flygon [D] Male
    #32 Britera the Braixen [N] Female
    #33 Kanja the Kecleon [N] Female
    #34 Sten the Bellossom [D] Male
    #35 Dern the Vileplume [D] Male
    #36 Cashi the Jumpluff [D] Female
    #37 Jessy the Lycanroc [N] Female
    #38 Buldaren the Exploud [D] Male
    #39 Pashay the Igglybuff [D] Female
    #40 Jaxie the Gothorita [N] Female
    #41 Deen the Timburr [N] Male
    #42 Muruna the Celfable [D] Female
    #43 Vicker the Clefable [N] Male
    #44 Ferghus the Machoke [D] Male
    #45 Tashy the Furret [D/N] Female
    #46 Kanna the Purugly [D] Female
    #47 Misa the Meinshao [D] Female
    #48 Nillian the Trumbeak [N] Male
    #49 Drisha the Staravia [D] Female
    #50 Daki the Starly [D] Female
    #51 Ninian the Numel [D] Female
    #52 Jeb the Mawile [D/N] Male
    #53 Pyra the Leafeon [D] Female
    #54 Shin the Chimecho [D] Female
    #55 Ledric the Hitmontop [D] Male
    #56 Pacha the Cinccino [D] Female
    #57 Vols the Drampa [D] Male
    #58 Edder the Sigilyph [D] Male
    #59 Salsha the Sylveon [D] Female
    #60 Nackin the Meowstic [D] Male

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