Pokemon Tabletop Adventures: Beige Version
Healing + Buff 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 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.
|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|
|Paralyze Heal||Cures Paralysis||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!
|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|