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Using Items in Battle

Before battling please state in your battle topic which items you will be bringing with you to battle. You may only bring items you have already purchased in the store before the battle begins.

You may only use or attach one item to a Pokemon per turn. See the catalog for information on how specific items affect game play. In general, there are considerations when attaching an item to an active Pokemon, but you may attach items to benched Pokemon without having these same restrictions.

When a trainer brings an item into a battle, the item is removed from his inventory. If it is not used up or destroyed in the battle, it will be put back into his inventory at the completion of the battle.

Other Rules Regarding Items

Trading - If you find yourself in a situation where you have run out of money and have extra stuff, you can create an auction to sell your stuff. You can set the terms for the auction. The staff will update the topics to reflect the trade once it has been completed.

Homemade Goods - You can make your own items and offer them for sale. To develop an item, you must roleplay its development and details in your Participant topic. Once it is completed, post a note in the topic stating that your object is finished and can the GMs approve it. Once it is approved, you can create a topic to sell it. Note: Since nobody has yet tried to make a homemade good, we have not defined how one would do this. Before we allow any item to be approved, we will need to set prices on raw materials, like Wood, Stone, Metal, Gold, etc.

The Catalog

Potions | Berries | Heals | Sprays | Tools | PokeBalls | Stones

ItemSizeCostPurpose
PokéFood 7 DU
20 DU
35 DU
50 DU
10
25
40
55
Each DU (daily unit) feeds 1 Pokémon for 1 day.
Moo-Moo Milk 1 pint
1 gallon
5
30
Heals damage (1d20 per pint). Moo-Moo Milk spoils after 7 days of purchase. 1 gallon = 8 pints.
PokeBalls
See Capturing Pokemon for the rules on using Pokemon balls.
PokéBall 60 Can capture Pokémon at levels 2-20. One success roll.
Great Ball 160 Can capture Pokémon at levels 2-40. Two success rolls.
Ultra Ball 420 Can capture Pokémon at levels 2-60. Three success rolls.
Master Ball 1000 Can capture any Pokémon. Four success rolls.
Safari Ball Details coming soon.
Specialty Balls Details coming soon.
Potions
Heals damage or provides other effects. The effect occurs at the beginning of the turn after which the Potion is consumed.
ItemSizeCostPurpose
Potion 1 dose
5 doses
20 doses
12
50
190
Removes 14+1d11 damage per use.
Super Potion 1 dose
5 doses
20 doses
21
95
350
Removes 28+1d22 damage per use.
Mega Potion 1 dose
5 doses
20 doses
30
120
460
Removes 42+1d33 damage per use.
Ultra Potion 1 dose
5 doses
20 doses
40
150
500
Removes 56+1d44 damage per use.
Health Potion
Attack Potion
Defense Potion
Speed Potion
5 doses
20 doses
35
125
Increases the corresponding stat(s) by 10 in the turn in which the dose is applied.
Berries
Heals damage or provides other effect. Berries are purchased and consumed by the bunch. A Pokemon may consume Berries at any time during a battle. (This does not take up a turn.) The effect lasts for one turn per bunch consumed on the turn(s) after which they are consumed.
ItemSizeCostPurpose
Bronze Berries 1 bunch 5 Heals 1d5 damage.
Silver Berries 1 bunch 8 Heals 1d10 damage.
Gold Berries 1 bunch 15 Heals 1d20 damage.
Platinum Berries 1 bunch 25 Heals 1d40 damage.
Titanium Berries 1 bunch 35 Heals 1d60 damage.
Miracle Berries 1 bunch 5 Prevents special conditions from occuring.
Random Berries 1 handful 10 See description below.
Heals
Heals take effect in the turn in which they are used. If an effect that prevents a Pokemon from attacking is removed by a Heal, the Pokemon can attack in the turn in which the Heal is used.
ItemSizeCostPurpose
Full Heal 1 use
5 uses
10 uses
12
55
100
Heals all special Conditions.
Poison Heal
Burn Heal
Ice Heal
1 use
5 uses
10 uses
5
24
45
Heals Poisoning, Burning and Freezing conditions, respectively.
Heal Sample Pack 1
5
10
12
55
99
Each Sample Pack contains 1 Poison Heal, 1 Burn Heal and 1 Ice Heal. The Pack is recorded in the inventory as its separate items.
Sprays
Sprays take effect in the turn in which they are used.
Item Size Cost Purpose
Goop Gas 50 units
100 units
50
88
Purchase by the canister. See description below.
Grenade 1
5
20
20
90
350
Do 1d20 damage to each Pokémon on your opponent's bench.
Perfume 5 doses 45 Purchase by the bottle. Neither Active Pokémon can retreat for 1d3 turns (including this one).
Sleep Gas 50 units
100 units
50
88
Purchase by the canister. See description below.
Pokémon Tools
A Pokémon Tool must be attached to a Pokemon in order to be used. Pokemon Tools can be attached before the battle and available for use immediately. Otherwise, if you attach a tool to a Pokemon during a battle, the Pokemon loses a turn.
Focus Band 40 See description below.
Counterattack Claws
- Regular
- Heavy Duty
 
60
160
See description below.
Other Items
Item Cost Purpose
Fan 500 See description below.
Fossil
Aerodactyl Fossil
Kabuto Fossil
Omanyte Fossil
Root Fossil
Claw Fossil
65
100
100
100
See description below.
Hook 90 See description below.
Pokémon Doll Small
Medium
Large
50
120
210
Purchaser indicates the type of Pokémon. The doll has an effective health of 20 (small), 50 (medium) or 100 (large). You can use the Pokémon doll as a decoy in battle. If the doll takes the full amount of damage, it is destroyed.
Flute 1 40 When used in battle, revives all Sleeping Pokemon.
Minefield 1 80 See description below.
Necklace 1 30 Mount a stone on this, and a Pokemon can wear it in battle. You must use a Necklace in order for a Pokemon to waer a stone into battle.
Surfboard 100 Enables a non-Surfing Pokemon to use Surf in a body of water.
Evolution and Effect Stones
These items are not to be used during battle. You may not evolve your Pokémon during battle, you may only do this in your Pokémon topic.
Item Cost Purpose
Fire Stone 100 Evolves certain Fire Pokémon.
Water Stone 100 Evolves certain Water Pokémon.
Thunder Stone 100 Evolves certain Electric Pokémon.
Leaf Stone 100 Evolves certain Grass Pokémon.
Moon Stone 100 Evolves certain Pokémon.
King Stone 100 Evolves certain Pokémon.
Sun Stone 100 Evolves certain Pokémon.
Metal Coat 100 Evolves certain Metal Pokémon, and provides additional effects.
Darkness Stone 100 See description below.
Rainbow Stone 200 See description below.

Item Descriptions

Counterattack Claws - Each set of claws has a strength rating (CCStr) and a durability rating (CCDur). When a Pokemon directly attacks a Pokemon that is using Claws, do 1d(CCStr/X) damage to that Pokemon. X = the number of Pokemon directly attacking this Pokemon on this turn. Deduct the damage done by the Claws from its CCDur. When CCD=0, the set of Claws is destroyed. Regular Claws are rated CCStr=20 / CCDur=100. Heavy Duty claws are rated CCStr=30 / CCDur=300. Pokemon that already have Claws cannot use Counterattack Claws.

Darkness Stone - Darkness Stone causes a genetic reaction within a Pokemon that makes the Pokemon more likely to commit acts of evil and malevolence. If the Pokemon wearing a Darkness Stone in battle is not a Darkness Pokemon, it takes 1d20 damage between each turn. If that Pokemon has an attack that does damage, the strength of that attack is increased by 10. If a non-Darkness Pokemon wears a Darkness Stone througout the training of a new skill, that skill will also be of type Darkness in addition to its normal type.

Focus Band - When the Pokemon wearing Focus Band would be knocked out, roll 1dDef. If this roll is more than the damage done by the attack, the Pokemon does not faint but rather has 1 HP remaining. If the roll is even, the Pokemon retains the Focus Band; if odd, it loses it and cannot use it again this battle.

Each Focus Band has a durability rating FBDur. FBDur=60 for all new Focus Bands. Each time a Pokemon triggers a Focus Band's affect, reduce FBDur by 1d3. When FBDur = 0, the Focus Band can no longer be used and must be removed from the owner's inventory.

Fan - Creates a blast of wind so powerful it knocks the defending Pokémon back to your opponent's bench. This effect also does 1d(H/10) damage to that Pokémon. After you use Fan, your opponent must choose one of his other Pokémon and make it the active Pokémon. Fan takes effect at the end of the turn on which you use it. If your opponent does not have any Benched Pokemon, disregard all effects pertaining to benched Pokemon.

Fossil - You must have a fossil in order to get Aerodactyl, Omanyte, Kabuto, Lileep or Anorith. A fossil of unknown type can produce Aerodactyl, Omanyte, or Kabuto if found in Kanto/Johto, or Lileep or Anorith if found in Hoenn. To get your Pokemon, bring the Fossil to the Pokemon lab on Cinnabar Island and have it cloned. If the type is known, they will produce a Pokemon of the type. If not, the type is determined by 1d100: For Kanto/Johto fossils: 1-30 = Aerodactyl, 31-60 = Omanyte, 61-90 = Kabuto. For Hoenn fossils: 1-45 = Lileep, 46-90 = Anorith. If 91-100, the fossil is corrupt and cannot be cloned. The reproduction process destroys the fossil. The activation must be roleplayed. The resulting Pokemon is L0.

Goop Gas - Each can of Goop Gas provides 50 units of Goop Gas. On each turn, before he attacks, if the Trainer holding Goop Gas opts to use it, the GM rolls X=1d5+5. This uses X units of gas. (If there are fewer units remaining in the canister, use all of them). If the number of units used is 6 or more, all Pokémon Powers are disabled through the end of the opponent's next turn.

Hook - Switches your active Pokémon with one on your bench at the beginning of your turn. After using Hook, you must declare a new Active Pokemon.

Metal Coat - A Metal Coat that is used on a Pokemon without a Steel evolution (or that is not a Steel Pokemon) takes 1d20 less damage from each attack. (If the amount of damage blocked exceeds the amount of damage done, prevent all of the damage.) Reduce the strength of this Pokemon's attacks by 10. (If the attack would normally do d10 or less, it does no damage.) A Pokemon must have a Metal Coat in order to learn and use a Steel attack.

Minefield - If a player brings Minefield into a battle, it is used immediately. For the rest of that battle, when a Pokémon comes into play, or every time a Pokémon retreats, roll X=1d100. If 1-30, do 1dX damage to that Pokémon.

Rainbow Stone - The Pokemon holding Rainbow Stone takes 1d5 damage between each turn. The Pokemon can use any attack of any color. It must have the stone in training to learn the attack, and it must hold the stone in battle in order to use the attack.

Random Berries - Roll 5d6. For each number rolled, treat as follows: (X = the number of this number rolled)

  1. Bronze Berry: Remove X(1d5)/5 damage.
  2. Silver Berry: Remove X(1d10)/5 damage.
  3. Gold Berry: Remove X(1d20)/5 damage.
  4. Platinum Berry: Remove X(1d40)/5 damage.
  5. Titanium Berry: Remove X(1d60)/5 damage.
  6. Miracle Berry: For each status condition this Pokemon is under, roll 1d100. If 1-20X, this Pokemon is no longer under that condition.

Sleep Gas - Each can of Sleep Gas provides 50 units of Sleep Gas. On each turn, before he attacks, if the Trainer holding Sleep Gas opts to use it, the GM rolls X=1d5+5. This uses X units of gas. (If there are fewer units remaining in the canister, use all of them). If the number of units used is 6 or more, the defending Pokémon is Asleep at S=20X-100.

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