Pokexalted/Itemdex

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Pokeballs: You know 'em, you love 'em.

Pokeball (1) A basic Pokeball.
Great Ball (2) Diff 2 to the Willpower check.
Ultra Ball (3) Diff 4 to the Willpower check.
Master Ball (4) Diff 6 to the Willpower check.
Dive Ball (3) Diff 6 to the Willpower check of Water-types.
Luxury Ball (2) Still a basic Pokeball, but the Compassion of a Pokemon caught will automatically rise to 3 instead of the base of 2.
Nest Ball (2) The difficulty of the Willpower check is 5-Growth.
Net Ball (3) Diff 6 to the Willpower check of Fighting-types.
Premier Ball (2) Still a basic Pokeball, but looks sharp and high-quality.
Repeat Ball (3) Diff 6 to the Willpower check of any Pokemon you've previously captured.
Safari Ball (3) Diff 6 to the Willpower check of Grass-tyeps.
Timer Ball (2) Starts at Diff 1, but rises by 1 for every turn the battle has lasted.

Artifacts: Some non-Pokeball gear for the prospective trainer. Artifact costs were pulled from my technicolor butt - these items are generally given to one at the start of the game, occasionally upgraded by fetch-quests.

Pokedex (X) An electronic encyclopedia of Pokemon-related information.  The quality of the Pokedex determines the rarity of information available, c.f. a Pokedex (3) would have information on common, uncommon, and unusual Pokemon.  Despite their absence, information on rare Pokemon is not difficult to come by.  Legendary Pokemon, on the other hand...
Pokegear (2) A general-purpose tool for Pokemon trainers, in watch or amulet form.  Combination wristwatch, cellphone, map, and radio.
Pokemon Digital Assistant (2) a.k.a. PDA, a digital organizer similar to an upgrade to the Pokedex, with e-mail functionality.
Pokenav (1) A general-purpose communication and navigation tool, keeping profiles of other trainers defeated, watching the condition of one's Pokemon, acting as map and cellphone.
Snag Machine (3) A rare gauntlet-like device that provides +2 to throw checks when trying to tag a Pokemon with a Pokeball.

Use Items: Most of these are single-use items. The ones with asterisks* can be used repeatedly. Unless otherwise allowed by the GM, these items are only for use on Pokemon. If accidentally ingested, consult your physician.

Antidote (1) Negates Poisoned
Awakening (1) Negates Asleep
Black Flute* (3) Prevents encounters with wild Pokemon for one day
Blue Flute* (2) Negates Asleep
Burn Heal (1) Negates Burned
Calcium (2) For duration of scene, +1 to Pre
Carbos (2) For duration of scene, +1 to Dex
Dire Hit (2) For duration of scene, Pokemon has ability: Huge Power.
Elixir (2) Restores 1 WP
Energy Root (2) Restores 5 HLs
Energypowder (1) Restores 2 HLs
Escape Rope (2) An intriguing magical rope that immediately finds its way to the surface, allowing the user to follow it out of caverns, dungeons and the like
Ether (2) Restores 10 motes
Fire Stone (3) Evolves Eevee, Growlithe and Vulpix
Fluffy Tail (2) Escapes from a wild Pokemon battle
Fresh Water (1) Restores 2 HLs
Full Heal (2) Negates all Status Conditions, except Fainted
Full Restore (4) Restores full health and negates all Status Conditions, except Fainted
Guard Spec (2) Negates all stat changes
Heal Powder (2) Negates all Status Conditions, except Fainted
HP Up (2) For duration of scene, +2 HLs
Hyper Potion (2) Restores 5 HLs
Ice Heal (1) Negates Frozen
Iron (2) For duration of scene, +2 to Sta
Lava Cookie (2) Negates all Status Conditions, except Fainted
Leaf Stone (3) Evolves Exeggcute, Gloom, Nuzleaf and Weepinbell
Lemonade (1) Restores 2 HLs
Max Elixir (3) Restores all WP
Max Ether (3) Restores all motes
Max Potion (3) Restores all health
Max Repel (3) Prevents encounters with wild Pokemon for one week
Max Revive (4) Restores to full health from Fainted
Moon Stone (3) Evolves Clefairy, Jigglypuff, Nidorina and Nidorino
Paralyz Heal (1) Negates Paralyzed
Potion (2) Restores 5 HLs
PP Max (3) For duration of scene, increases mote maximum by 10
PP Up (2) Restores 10 motes
Protein (2) For duration of scene, +1 to Str
Rare Candy (3) For duration of scene, +1 to Growth; evolution cannot be attained this way
Red Flute* (2) Negates Attracted
Repel (1) Prevents encounters with wild Pokemon for one scene
Revival Herb (2) Restores to next lowest HL from Fainted
Revive (3) Restores to -2 HLs from Fainted
Soda Pop (2) Restores 5 HLs
Sun Stone (3) Evolves Gloom and Sunkern
Super Potion (2) Restores 5 HLs
Super Repel (2) Prevents encounters with wild Pokemon for one day
Thunderstone (3) Evolves Eevee and Pikachu
Water Stone (3) Evolves Eevee, Lombre, Poliwag, Shellder and Staryu
White Flute* (2) Summons nearby wild Pokemon
X Accuracy (2) For duration of scene, +1 to Perception
X Attack (2) For duration of scene, +1 to Brawl
X Defend (2) For duration of scene, +1 to Dodge
X Special (2) For duration of scene, +1 to Presence
X Speed (2) For duration of scene, +2 to Init
Yellow Flute* (2) Negates Confused
Zinc (2) For duration of scene, +1 to Willpower

Hold Items: While Pokemon are rarely capable of using armor or weapons - it's against their nature - they can be given items to hold, many of which are beneficial. A Pokemon will only hold one item at a time. (Resource costs have been arbitrarily assigned - Hold items are quest items in the games, given to the player after completing some task or reaching some area.)

Amulet Coin (1) Doubles monetary earnings from battles
Black Belt (2) +1 to the Brawl of Fighting-types
Blackglasses (2) +1 to the Brawl of Darkness-types
Blue Scarf (2) +1 Appearance
Bright Powder (2) -1 to opponent's Perception
Charcoal (2) +1 to the Presence of Fire-types 
Choice Band (2) +1 free specialization in the Technique of user's choice
Cleanse Tag (1) Reduces wild Pokemon encounters
Deepseascale (2) +1 to Clamperl's Willpower
Deepseatooth (2) +1 to Clamperl's Presence
Dragon Fang (2) +1 to the Dodge of Fighting-types
Everstone (1) Prevents evolution
Exp Share (3) Allows training without participation
Focus Band (2) Adds one extra HL at -4
Green Scarf (2) +1 Manipulation
Hard Stone (2) +1 to the Sta of Fighting-types
King's Rock (3) Opponent's Flinch checks are at +1 to diff
Lax Incense (3) -1 to opponent's Brawl
Leftovers (3) Recover one HL per turn, up to -2 penalties
Light Ball (2) +1 to Pikachu's Presence
Macho Brace (2) +1 to Brawl, but -2 to Init
Magnet (2) +1 to the Brawl of Electric-types
Mental Herb (1) Negates Attracted
Metal Coat (2) +1 to the Brawl of Metal-types 
Miracle Seed (2) +1 to the Dodge of Grass-types 
Mystic Water (2) +1 to the Dodge of Water-types
Nevermeltice (2) +1 to the Brawl of Water-types
Pink Scarf (2) +1 Appearance
Poison Barb (2) +1 to the Brawl of Grass-types
Quick Claw (2) +2 to Init
Red Scarf (2) +1 Charisma
Scope Lens (1) Prevents botches on attack rolls
Sea Incense (2) +1 to the Brawl of Water-types
Sharp Beak (2) +1 to the Brawl of Grass-types
Shell Bell (2) Absorb one HL when damage is caused
Silk Scarf (2) +1 to the Brawl of Normal-types
Silverpowder (2) +1 to the Dodge of Normal-types
Smoke Ball (1) Reduces wild Pokemon encounters
Soft Sand (2) +1 to the Brawl of Grass-types
Spell Tag (2) +1 to the Brawl of Darkness-types
Twistedspoon (2) +1 to the Brawl of Psychic-types
White Herb (2) Recovers lowered stats to original 
Yellow Scarf (2) +1 Wits

Berry Items: These are single-use Hold Items that can be given to Pokemon to use - unlike complex tools, berries are familiar enough for Pokemon to munch as their action. Berries earmarked as a "Pokeblock ingredient" are useless in combat and have a specific in-game purpose (making candy, if you must know). Resource costs were arbitrarily assigned - in the game, they were either quest items or just picked freely alongside the road. Here, rather than reflecting any effects they may have, they represent the difficulty of growing them. Any effects that don't involve healing or recovery are scenelong.

01. Cheri (1)      Negates Paralyzed
02. Chesto (1)     Negates Asleep
03. Pecha (1)      Negates Poisoned
04. Rawst (1)      Negates Burned
05. Aspear (1)     Negates Frozen
06. Leppa (2)      Restores 5 motes
07. Oran (1)       Recovers 2 HLs
08. Persim (1)     Negates Confused
09. Lum (3)        Negates any Status Condition
10. Sitrus (2)     Restores 5 HLs
11. Figy (2)       Restores to -2 HL penalties.  Status Condition: Confused in Grass-types.  (Spicy!)
12. Wiki (2)       Restores to -2 HL penalties.  Status Condition: Confused in Water-types.  (Dry!)
13. Mago (2)       Restores to -2 HL penalties.  Status Condition: Confused in Darkness-types.  (Sweet!)
14. Aguav (2)      Restores to -2 HL penalties.  Status Condition: Confused in Fighting-types.  (Bitter!)
15. Iapapa (2)     Restores to -2 HL penalties.  Status Condition: Confused in Electric-types.  (Sour!)
16. Razz (1)       Pokeblock ingredient
17. Bluk (1)       Pokeblock ingredient
18. Nanab (1)      Pokeblock ingredient
19. Wepear (1)     Pokeblock ingredient
20. Pinap (1)      Pokeblock ingredient
21. Pomeg (1)      -1 to Sta, +1 to Str.
22. Kelpsy (1)     -1 to Str, +1 to Dex.
23. Qualot (1)     -1 to Dex, +1 to Per.
24. Hondew (1)     -1 to Per, +1 to Pre.
25. Grepa (1)      -1 to Pre, +1 to Brawl.
26. Tamato (2)     -1 to Brawl, +1 to Sta.
27. Cornn (2)      Pokeblock ingredient
28. Magost (2)     Pokeblock ingredient
29. Rabuta (2)     Pokeblock ingredient
30. Nomel (2)      Pokeblock ingredient
31. Spelon (4)     Pokeblock ingredient
32. Pamtre (4)     Pokeblock ingredient
33. Watmel (4)     Pokeblock ingredient
34. Durin (4)      Pokeblock ingredient
35. Belue (4)      Pokeblock ingredient
36. Liechi (4)     When at -2 HL penalties or below, +1 to Str.
37. Ganlon (4)     When at -2 HL penalties or below, +1 to Sta.
38. Salac (4)      When at -2 HL penalties or below, +1 to Dex.
39. Petaya (4)     When at -2 HL penalties or below, +1 to Per.
40. Apicot (4)     When at -2 HL penalties or below, +1 to Pre.
41. Lansat (4)     When at -2 HL penalties or below, +1 to Brawl.
42. Starf (4)      When at -2 HL penalties or below, raises all attributes to minimum of 2.

Technical Machines: TMs are single-use special machines that teach a Pokémon a new move, often a move it wouldn't normally learn on its own. These small devices are inserted into a port on a Pokeball, and the Pokemon inside is instantly put through a VR training regimen that develops the skill. Resource costs are generally (3) or more.

TM01 Focus Punch         TM26 Earthquake            TM51 Dynamicpunch         TM76 Nightmare            TM101 Egg Bomb
TM02 Dragon Claw         TM27 Return                TM52 Headbutt             TM77 Mega Punch           TM102 Fire Blast
TM03 Water Pulse         TM28 Dig                   TM53 Curse                TM78 Razor Wind           TM103 Swift
TM04 Calm Mind           TM29 Psychic               TM54 Rollout              TM79 Swords Dance         TM104 Skull Bash
TM05 Roar                TM30 Shadow Ball           TM55 Zap Cannon           TM80 Whirlwind            TM105 Softboiled
TM06 Toxic               TM31 Brick Break           TM56 Rock Smash           TM81 Meta Kick            TM106 Sky Attack
TM07 Hail                TM32 Double Team           TM57 Psych Up             TM82 Horn Drill           TM107 Thunder Wave
TM08 Bulk Up             TM33 Reflect               TM58 Sweet Scent          TM83 Body Slam            TM108 Psywave
TM09 Bullet Seed         TM34 Shock Wave            TM59 Snore                TM84 Take-Down            TM109 Explosion
TM10 Hidden Power        TM35 Flamethrower          TM60 Blizzard             TM85 Double-Edge          TM110 Rock Slide
TM11 Sunny Day           TM36 Sludge Bomb           TM61 Icy Wind             TM86 Bubble Beam          TM111 Tri Attack
TM12 Taunt               TM37 Sandstorm             TM62 Rain Dance           TM87 Water Gun            TM112 Substitute
TM13 Ice Beam            TM38 Fire Blast            TM63 Endure               TM88 Pay Day
TM14 Blizzard            TM39 Rock Tomb             TM64 Dragonbreath         TM89 Submission
TM15 Hyper Beam          TM40 Aerial Ace            TM65 Mud-Slap             TM90 Counter
TM16 Light Screen        TM41 Torment               TM66 Ice Punch            TM91 Seismic Toss
TM17 Protect             TM42 Facade                TM67 Swagger              TM92 Rage
TM18 Rain Dance          TM43 Secret Power          TM68 Sleep Talk           TM93 Mega Drain
TM19 Giga Drain          TM44 Rest                  TM69 Swift                TM94 Dragon Rage
TM20 Safeguard           TM45 Attract               TM70 Defense Curl         TM95 Fissure
TM21 Frustration         TM46 Thief                 TM71 Thunderpunch         TM96 Teleport
TM22 Solarbeam           TM47 Steel Wing            TM72 Dream Eater          TM97 Mimic
TM23 Iron Tail           TM48 Skill Swap            TM73 Detect               TM98 Bide 
TM24 Thunderbolt         TM49 Snatch                TM74 Fire Punch           TM99 Metronome
TM25 Thunder             TM50 Overheat              TM75 Fury Cutter         TM100 Self Destruct

Hidden Machines: HMs are similar to TMs, save that they are not single-use - they can be reused as many times as necessary. (This is generally because there are game world areas that require the move, and the designers wanted to prevent the player from getting stuck.)

HM01 Cut
HM02 Fly                 HM06 Whirlpool
HM03 Surf                HM07 Waterfall
HM04 Strength            HM08 Dive
HM05 Flash               HM09 Rock Smash