Basic Items

Healing + Buff Items


Healing/Restorative Items

Most of these items are almost always available for sale at Poke Marts. They are essential equipments that adventuring Trainers want to have access to while they are out on the road, far from any
Pokemon Centers.

Pokemon who are fainted (below 0 HP), may only be immediately revived by specific items such as “Revive” or by a Trainer Feature that applies enough healing to bring it above 0 HP. Potions and other healing items bring a Pokemon above 0 HP, but not make it regain consciousness until 10 minutes after it received the healing that brought it above 0 HP.

It is a Trainer Action to use a Healing/Restoration Item on a allied Pokemon, and the allied Pokemon that is targeted cannot Shift, use Moves, or activate Abilities during that round of combat. When using a Healing/Restoartion Item on yourself, it still takes a Trainer Action to apply the item, you may not Shift or Issue Commands, on a turn that you use a Healing/Restoration Item on yourself.

Healing another Trainer uses the healing Trainer’s, Trainer Action and the Trainer being healed loses their next Shift Action that round. A Trainer may refuse healing from an item. Trainer Class Features that heal are not restricted by this, and only use up the appropriate action of the healer.

Potions/Status Affliction Curatives

Potions are a useful way for Trainers to keep their Pokemon in fighting shape without needing to return to a pokemon center every single time they run into an angry wild pokemon. Potions are sold in small, one time use spray bottles that when sprayed on a pokemon, sterilize and heal wounds. Potions are meant for Pokemon use. When used on humans, it will sterilize or stabilize a wound, but it cannot repair damaged tissue and seal wounds. If the entire bottle of Potion isn’t used, it cannot take effect on the pokemon. Be careful with “Repulsive” medicines! They decrease a Pokemon’s loyalty with repeated use.

Item Effect Cost
Potion Heals 2d12+10 HP 200
Super Potion Heals 3d12+20 HP 350
Hyper Potion Heals 4d12+30 HP 450
MooMoo Milk Heals 8d6+25 HP 400
Max Potion Heals a Pokemon to their Max HP 800
Antidote Cures Poison 200
Paralyze Heal Cures Paralysis 200
Awakening Cures Sleep 200
Burn Heal Cures Burns 200
Ice Heal Cures Freezing 200
Full Heal Cures all Status Afflictions 450
Full Restore Heals a Pokemon to their Max HP and cures any Status Afflictions 1250
Revive Revives fainted Pokemon and sets to 20 HP 300
Energy Powder Heals 4d10+15 HP – Repulsive 300
Energy Root Heals 4d20+30 HP – Repulsive 450
Heal Powder Cure all status effects – Repulsive 350
Revival Herb Revives Pokemon and sets to 10 HP – Repulsive 200
X Attack Increases the Pokemon’s Attack by one Combat Stage 350
X Defend Increases the Pokemon’s Defense by one Combat Stage 350
X Special Increases the Pokemon’s Special Attack by one Combat Stage 350
X Sp. Def Increases the Pokemon’s Special Defense by one Combat Stage 350
X Speed Increases the Pokemon’s Speed by one Combat Stage 350
Dire Hit Increases the chance for all Moves to Critically Hit by 2 650
X Accuracy Decreases the Accuracy Check of all Moves by 2 950
Guard Spec Prevents reduction of Combat Stages on the Pokemon for 5 Turns 700

Trainer Healing Items

These special drinks will invigorate Trainers and give them the strength to carry on. They cannot mend a broken arm or cure blindness, but stablizing Trainer on the way to a city hospital is always a good idea. These are specially made drinks- not any old bottle of water will do what Enriched Water does!

Item Effect Cost
Enriched Water Heals 30 HP 300
Super Soda Pop Heals 45 HP 400
Sparkling Lemonade Heals 60 HP 500
Lumlum Juice Cures all Status Afflictions 350

Basic Items

Pokemon Tabletop Adventures: Beige Version GrizzlyHunter25