Pokexalted/Itemdex
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.
Apricorns: Pokeballs are synthetic versions of the originals, which were hand-carved from apricorns (nuts which fall from apricorn trees). Some still know this craft.
Fast Ball (2) Can be used reflexively against a Pokemon trying to escape. Level Ball (2) Diff of the Willpower check is equal to 6-Growth. Lure Ball (2) Diff 4 to the Willpower check of Water-types. Love Ball (2) Diff 6 to the Willpower check if Pokemon is Attracted. Heavy Ball (2) Diff 4 to the Willpower check of Pokemon weighing over 600 lbs. Friend Ball (2) Still a basic Pokeball, but the Compassion of a Pokemon caught will automatically rise to 3 instead of the base of 2. Moon Ball (2) Diff 6 to the Willpower check of Pokemon that evolve via Moon Stone.
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.
Gym Badge (3) An item that promotes mastery of a certain Poketype, providing +2 to Prowess in that area. 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 (3) 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. (Most minor use items - negating status conditions and the like - have not been included, to prevent hoarding issues.)
Black Flute* (3) Prevents encounters with wild Pokemon for one day 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 Fire Stone (3) Evolves Eevee, Growlithe and Vulpix Fluffy Tail (2) Escapes from wild Pokemon battles Leaf Stone (3) Evolves Exeggcute, Gloom, Nuzleaf and Weepinbell Max Repel (3) Prevents encounters with wild Pokemon for one week Moon Stone (3) Evolves Clefairy, Jigglypuff, Nidorina and Nidorino; in the anime, the Moon Stone was a fragment of a unique meteor that had fallen in prehistoric times Rare Candy (3) For duration of scene, +1 to Growth; evolution cannot be attained this way Repel (1) Prevents encounters with wild Pokemon for one scene Sun Stone (3) Evolves Gloom and Sunkern 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
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 natural Hold Items that can be given to Pokemon; unlike complex tools, berries are familiar enough for Pokemon to use. At the Pokemon's will, they can take a whiff of the scent given off by the berries and enjoy the effects, but there are diminishing returns - it only works once per scene. Berries earmarked as a "Pokeblock ingredient" are useless in combat and have a specific in-game purpose (making candy for attracting wild Pokemon, 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