Gear and Items

**PTU Quick Navigation**

Trainer Essentials

A number of items are absolutely essential to a Trainer’s

journey though the world of Pokémon. Usually, a Trainer

given a Pokémon for the first time by a sponsoring

Professor or the Pokémon League organization will

be given a small package of gear to begin with. Other

times, Trainers scrape up the money themselves to buy

the basics before they begin their adventure.

Poké Balls

Poké Balls are specialized pieces of technology that

capture Pokémon by transforming them into an energy

form and storing them in a shrinkable metal ball. They

come in many varieties, designed for different situations.

Some are better suited for capturing particular Types of

Pokémon while others have special effects upon capture.

Throwing Poké Balls is an AC6 Status Attack, with a

range equal to the Trainer’s Throwing Range: 4 plus

their Athletics Rank. Resolve the attack like you would

any other. If it misses, the Poké Ball lands harmlessly in

the terrain beyond the target. If it hits, and the Pokémon

is able to be Captured, you then make a Capture Roll by

rolling 1d100 and subtracting the Trainer’s Level. The

Type of Ball will also modify the Capture Roll. Poké

Balls can recall Pokémon into them from 8 meters away.

Poké Balls cannot ever capture a Pokémon that’s been

reduced to 0 Hit Points or less. The energizing process

is too dangerous for seriously injured Pokémon and

is thus halted by a failsafe built into all Poké Balls and

Poké Ball parts sold on the market for self-assembly.

And of course, Poké Balls fail to activate against owned

Pokémon already registered to a Trainer and Ball!

Pokédex

This hand-held computer with an advanced camera and

image recognition software is given out to new trainers

at the start of their journey. As a Standard Action, a

Trainer can use their Pokédex to identify a Pokémon

within 10 meters using the Pokédex’s scanner. Doing

so reveals the average height and weight of the species,

height and weight of the individual being targeted,

Moves that the Species learns through Level Up, and

some brief facts about the species’ typical behavior.

These machines may also function as mobile phones,

radios, and hand-held internet browsers, much like

typical smartphones. Other apps may be installed to

grant them further uses. They cost $12,000 or more, but

in most circumstances they should be made available

for free to starting characters.

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Poké Ball Chart

Basic Balls are sold for $250, Great Balls for $400 and Ultra Balls for $800. All Special balls are
usually sold for

$800 as well, though they
may not always be available in every shop.

Why are Poké Balls so cheap for pieces of advanced technology,
especially compared to other items available in the

Pokémon Tabletop United handbook? Well, it’s largely because the
game is so dependent on their easy accessibility.

If you need an in-setting reason, Poké Ball production is likely
subsidized by the government due to their ubiquity.

**Ball # Spr Ball Name Modifier Special**

**01 Basic Ball** +0 Basic Poké Ball; often called just a “Poké Ball”.

**02 Great Ball** -10 A better Poké Ball with no special effects.

**03 Ultra Ball** -15 The best generic Poké Ball.

**04 Master Ball** -100 Incredibly Rare. Worth at least $300,000. Sold nowhere.

**05 Safari Ball** +0 Used during Safari hunts.

**06 Level Ball** +0 -20 Modifier if the target is under half the level your active
Pokémon

is.

**07 Lure Ball** +0 -20 Modifier if the target was baited into the encounter with
food.

**08 Moon Ball** +0 -20 Modifier if the target evolves with an Evolution Stone.

**09 Friend Ball** -5 A caught Pokémon will start with +1 Loyalty.

**10 Love Ball** +0

-30 Modifier if the user has an active Pokémon that is of the same

evolutionary line as the target, and the opposite gender. Does not
work

with genderless Pokémon.

**11 Heavy Ball** +0 -5 Modifier for each Weight Class the target is above 1.

**12 Fast Ball** +0 -20 Modifier if the target has a Movement Capability above 7.

**13 Sport Ball** +0 Used during Safari hunts.

**14 Premier Ball** +0 Given as promotional balls during sales.

**15 Repeat Ball** +0 -20 Modifier if you already own a Pokémon of the target’s
species.

**16 Timer Ball** +5 -5 to the Modifier after every round since the beginning of the
encounter,

until the Modifier is -20.

**17 Nest Ball** +0 -20 Modifier if the target is under level 10.

**18 Net Ball** +0 -20 Modifier, if the target is Water or Bug type.

**19 Dive Ball** +0 -20 Modifier, if the target was found underwater or
underground.

**20 Luxury Ball** -5 A caught Pokémon is easily pleased and starts with a raised
happiness.

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273

**21 Heal Ball** -5 A caught Pokémon will heal to Max HP immediately upon capture.

**22 Quick Ball** -20 +5 to Modifier after 1 round of the encounter, +10 to Modifier
after

round 2, +20 to modifier after round 3.

**23 Dusk Ball** +0 -20 Modifier if it is dark, or if there is very little light
out, when used.

**24 Cherish Ball** -5 A decorative Poké Ball often given out during special events.

**25 Park Ball** -15 Used during Safari hunts.

**GM Tip**: A good way to give towns in your campaign a little flavor is to
make different kinds of Special Poké Balls

be available in each. This can be based on what sort of Apricorns
grow nearby, or simply due to the location of the

town; a town next to a large cave system may produce Dusk Balls,
while a town by the beach may produce Lure or

Dive Balls.

You may even want to invent your own custom Poké Balls for your
campaign. Think about what kinds of

customizations would be useful to the locals or visitors. A snowy
mountain town may have invented a variation of

the Net Ball that catches Rock and Ice Type Pokémon more easily,
for example.

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274

**Bait**: Bait is a tasty, strong-smelling morsel of food

designed to attract Pokémon. It may be used in two

ways; to lure Pokémon, or to distract Pokémon. Bait can

be bought for $250.

To lure Pokémon, set the bait on a route. Every 15

minutes thereafter, roll 1d20 until you roll 15 or higher.

If you roll 3 times without success, the bait loses its

potency and fails. If you succeed however, a random

Pokémon, based on your GM’s discretion will appear.

The Pokémon attracted with bait should usually be of a

Level comparable to the party’s Pokémon. Bait is often

used for Fishing in this way.

To distract Pokémon, throw it at a Wild Pokémon as a

Standard Action. The target must then make a Focus

Roll with a DC of 12. If they fail, the Pokémon gives up

its next Standard Action to eat the food.

**Collection Jar**: A simple sealable glass jar. Useful when

collecting Items from Pokémon, such as Honey from

Pokémon with the Honey Gather Ability, or MooMoo

Milk from Pokémon with the Milk Collection Ability.

Available almost everywhere, and cost $100.

**First Aid Kit**: Required to use the First Aid Expertise

Feature. By Draining 1 AP, any Trainer can make a

Medicine Education Check on a target as an Extended

Action. The target gains Hit Points equal to the result,

and is cured of Burn, Poison, and Paralysis. Costs $500.

**Fishing Lure**: Instead of Bait, some trainers may opt

to use a Fishing Lure when attempting to Fish. Fishing

Lures work just like Bait, but can be used multiple times.

If the line snaps or the fish gets away, they may take your

lure with them, however. Fishing Lures cost $1500.

**Saddle**: Saddles help Trainers ride Pokémon. They are

created with a specific Pokémon species in mind, and

only Pokémon with that body type can wear the saddle.

A common Saddle type fits Ponyta, Rapidash, Blitzle,

and Zebstrika, for example. Saddles grant a +3 bonus to

all Skill Checks made to mount Pokémon, or to remain

on the Saddle when hit by an attack. Costs $2000.

**Rope**: Rope has many different uses, and is thus popular

gear for explorers, campers, and hikers. Rope can only

be damaged by Fire-Type attacks, or attacks made with

sharp objects – knives, swords, sharp teeth, and Moves

like Scratch, Slash, Leaf Blade, Razor Leaf, etc. The

Move Cut ignores all Damage Reduction against Rope.

Rope can be bought in any length of 25 Feet up to 300.

The listed prices below reflect 25 feet of rope; simply

multiply the price appropriately for more.

»**» Basic Rope**: Basic Fiber Rope. Has a tensile strength

of 35 kg or 77 lbs. It has 5 Hit Points. Costs $100

»**» Utility Rope**: Braided Utility Rope. Has a tensile

strength of 80 kg or 176 lbs. It has 20 Hit Points and

10 Damage Reduction. Costs $200

»**» Sturdy Rope**: Sturdy Rope with a tensile strength

of 225 kg or roughly 500lbs. 30 Hit Points and 20

Damage Reduction. Costs $400

**Sleeping Bag**: A standard sleeping bag. Costs $1000 for

a single, or $1800 for a double.

**Tents**: Standard outdoor tents. Provide protection from

the elements of nature. Costs $400 per meter cubed.

(A small one person tent would be about 1m x 1.5m x

1.5m, or 2.25 cubic meters– meaning 900 in price. )

**Lighter**: For creating flames in a hurry. A regular

convenience store lighter costs $150; a waterproof

lighter costs $1000.

**Flashlight**: For, you know, seeing. In the dark. Yes.

Costs $200 for a regular Flashlight; + $400 to make it

Waterproof.

**Water Filter**: Can ensure that river or pond water is

clean to drink after being filtered. Costs $500.

Travel Gear

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275

**Repels**: Repels can be sprayed on one’s self in order to

ward off wilds with a subtle smell that greatly annoys

Pokémon. It’s best to not make your own Pokémon

endure the smell while using Repels yourself. Most wild

Pokémon won’t bother you when you spray Repel on

yourself, and will make themselves scarce before you

even approach.

Spraying a wild Pokémon directly with Repel will cause

that Pokémon, if the Repel can affect Pokémon of that

level, to immediately shift away from the user as far as

the Pokémon is able as an Interrupt, forfeiting their next

Shift Action. Spraying a Pokémon with a Repel is an

AC6 Status Attack.

**Strength Effect Price**

**Repel** Lasts 1 hour; causes Pokémon

of level 15 or lower to flee. $200

**Super Repel** Lasts 2 hours; causes Pokémon

of level 25 or lower to flee. $300

**Max Repel** Lasts 5 hours; causes Pokémon

of level 35 or lower to flee. $400

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Medicines

Potions and other **Basic Restorative Items** are

a useful way for Trainers to keep their Pokémon

in fighting shape without needing to return

to a Pokémon center every single time they

run into an angry wild Pokémon. Potions are

sold in small, one time use spray bottles that

when sprayed on a Pokémon, sterilize and heal

wounds.

Potions and other Basic Restoratives can be

used on Pokémon and Humans alike to repair

damaged tissue and seal wounds. If the entire

bottle of Potion isn’t used, it cannot take effect

on the Pokémon.

Be careful with “**Repulsive**”
medicines! They

decrease a Pokémon’s loyalty with repeated use.

Most of these items are available for sale at

PokéMarts. They are essential equipment that

adventuring Trainers need to have access to

while they are out on the road, far from any

Pokémon Centers.

**X-Items** on the other hand are a bit rarer, often

sold only in specialty shops or large shopping

centers. Unlike Basic Restorative items, they

only function on Pokémon – not on Trainers –

and are used for augmenting Combat Stages in

battle rather than healing wounds. Their effect

lasts until the end of an encounter.

Using Items

Applying **Restorative Items,** or **X Items** is a

**Standard Action**, which causes the target to

forfeit their next Standard Action and Shift

Action, unless the user has the “Medic Training”

Edge. The target of these items may refuse to

stay still and be healed; in that case, the item is

not used, and the target does not forfeit their

actions.

If you use a Restorative Item on yourself it is a

Full-Round action, but you do not forfeit any

further actions.

Some Items may operate under different rules,

if stated in their description.

Basic Restoratives

**Item Effect Cost**

**Potion** Heals 20 Hit Points $200

**Super Potion** Heals 35 Hit Points $380

**Hyper Potion** Heals 70 Hit Points $800

**Antidote** Cures Poison $200

**Paralyze Heal** Cures Paralysis $200

**Burn Heal** Cures Burns $200

**Ice Heal** Cures Freezing $200

**Full Heal** Cures all Persistent Status Afflictions $450

**Full Restore** Heals a Pokémon for 80 Hit Points

and cures any Status Afflictions $1450

**Revive** Revives fainted Pokémon and sets to

20 Hit Points $300

**Energy Powder** Heals 25 Hit Points - Repulsive $150

**Energy Root** Heals 70 Hit Points - Repulsive $500

**Heal Powder** Cure all Persistent Status Afflictions

– Repulsive $350

**Revival Herb** Revives Pokémon and sets to 50%

Hit Points - Repulsive $350

X-Items

**Item Effect Cost**

**X Attack** Increases the Pokémon’s Attack by two

Combat Stages $350

**X Defend** Increases the Pokémon’s Defense by two

Combat Stages $350

**X Special** Increases the Pokémon’s Special Attack

by two Combat Stages $350

**X Sp. Def** Increases the Pokémon’s Special Defense

by two Combat Stages $350

**X Speed** Increases the Pokémon’s Speed by two

Combat Stages $350

**Dire Hit** Increases Critical Hit Range of all moves

by +2. $600

**X Accuracy** Increases Accuracy by +2 $600

**Guard Spec** Prevents reduction of Combat Stages or

Accuracy on the Pokémon for 5 Turns $700

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277

Bandages and Poultices

**Bandages** are important medical supplies for

traveling Trainers that aren’t quite the same as

other Restorative Items.

Bandages are applied as Extended Actions

on Pokémon or Trainers. Bandages last for 6

hours; while applied, they double the Natural Healing

Rate of Pokémon or Trainers, meaning a Pokémon or

Trainer will heal 1/8th of their Hit Points per half hour.

**Bandages also immediately heal one Injury if they**

**remain in place for their full duration**.

If a Pokémon is damaged or loses Hit Points in any way,

the Bandages immediately stop working.

Bandages can be found in even minor convenience

stores for $300. Poultices have the same effect as

Bandages, but are itchy and irritating to the skin – they

may lower the loyalty of Pokémon if used too often,

much like Repulsive medicine.

**Note**: Multiple Bandages may be used throughout the

day to heal injuries, but only 3 Injuries can be removed

per day through any combination of Items, Features, or

Natural Healing.

Bandages are incredibly helpful for extended treks in

the wilderness where you might accrue multiple injuries

over days without seeing a Pokémon Center.

**Item Effect Cost**

**Bandages** See attached Section $300

**Poultices** See attached Section - Repulsive $225

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278

Food Items

Food Items are just

what they sound like.

By far the largest

category of Food Items

is **Berries**, but many

other kinds of food

exist too. Candy Bars

and Refreshments are

commonly sold in

PokéMarts. Leftovers

or Black Sludge must

be found in more

specialized shops.

Snacks

**Item Effects Cost**

**Candy Bar** Snack. Grants a Digestion Buff that heals 5 Hit Points. $75

**Honey** Snack. Grants a Digestion Buff that heals 5 Hit Points. May be

used as Bait $100

**Leftovers**

Snack. When their Digestion Buff is traded in, the user recovers

1/16th of their max Hit Points at the beginning of each turn for

the rest of the encounter.

$350

**Black**

**Sludge**

Poison-Type Pokémon may consume the Black Sludge as a

Snack Item; when the Digestion Buff is traded in, they recover

1/8th of their Max Hit Points at the beginning of each turn for

the rest of the encounter.

$500

Snacks may be consumed at any time by a Pokémon or

Trainer as an Extended Action to grant a **Digestion Buff**.

A Pokémon or Trainer may only have one Digestion Buff

stored at a time unless they have the Gluttony Ability,

and they made trade in this Buff during battle to

use the effect of the Snack. **Berries are considered**

**snacks.**

Some Snacks require a certain condition to be

met before a Digestion Buff can be traded in. For

example, Digestion Buffs from Berries cannot be

traded in unless the user is at 50% Hit Points or

lower or unless the user is suffering from a Status

Affliction the Berry’s Digestion Buff can cure. Some

Berries specify alternate conditions instead, such as

being dealt a certain kind of damage or being hit by a

Type of attack.

Candy Bars and Leftovers are the two other most common

forms of snacks. Chefs however, are capable of creating

diverse varieties of Snacks by using ingredients.

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279

Refreshment Items

Pokémon and Trainers alike love to relax and have some food.
Refreshments are Items that grant their effects when

**they are consumed as an Extended Action outside of**
combat**.**

While they can’t heal in a pinch like Potions do,

they are a cheaper alternative for healing while

outside of battle. **A Pokémon or Trainer can**

**only consume one refreshment per half hour,**

**unless they have the Gluttony Ability**.

Miscellaneous Food

Food under this category is basically only food fluff-wise; they
are consumable items that require an Extended

Action to consume, have varying effects, and do not affect how
many Snacks or Refreshments you can eat or drink.

**Baby Food**: A nutritious food that causes young Pokémon to grow quickly.
When consumed, increases Experience

Gain of Pokémon at level 15 or lower by 20% for the rest of the
day.

**Item Effects Cost**

**Enriched Water** Heals 20 Hit Points. $75

**Shuckle’s Berry Juice** Heals 30 Hit Points. ---

**Super Soda Pop** Heals 30 Hit Points. $125

**Sparkling Lemonade** Heals 50 Hit Points. $250

**MooMoo Milk** Heals 80 Hit Points. $500

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280

Apricorns, Berries, and Herbs

**Berries** and **Herbs** are a particular kind of snack food item which grow
naturally throughout the world. Some

berries, like Oran Berries, are very common, while others are very
rare. Herbs in general tend to be rare in the wild.

Common Berries are easily found in Pokémon supply stores, grocery
stores, and similar. Rare berries and herbs

may only be found at specialty shops.

**Apricorns**, **Berries**, and **Herbs** may be grown by a Trainer
with the appropriate Features or Edges, assuming they

have access to enough space to plant their Plants.

Once planted, it takes two days for a Plant to **Mature**. After becoming Mature, a plant’s caretaker should roll the

plant’s Yield Roll every day. They gain a number of Berries (or
Herbs, Apricorns, etc.) equal to the result of the

Yield Roll; if the result is zero or a negative number, no Berries
are received that day.

**Yield Rolls** may be modified by **Soil Quality** however.
The Yield Rolls above assume a +0 Soil Quality. Portable

Growers, or exceptionally fertile natural spots have a Soil
Quality of +1 instead, which means all Plants growing

there increase Yield Rolls by +1. And many places have
considerably WORSE soil quality (good luck growing

berries in sand; hint it’s not going to work).

**Mulch** may be used to temporarily increase soil Quality; it may be
applied to a Plant to increase the Soil Quality

of a plant by +1 for the following day. This cannot make a Soil
Quality go above +2. Mulch costs $200 per unit.

**Plant Type Yield Roll**

Tier 1 Berries 1d3-1

Apricorns 1d2-2

Mental Herbs, White Herbs, Power Herbs,

Tiny Mushrooms & Tier 2 Berries 1d3-2

Revival Herbs, Energy Roots, Big

Mushrooms, Balm Mushrooms& Tier 3

Berries

1d4-3

**Tier Berry List Cost**

**1**

Cheri Berry, Chesto Berry, Pecha Berry,

Rawst Berry, Aspear Berry, Oran Berry,

Persim Berry, Razz Berry (and similar).

$150

**2**

Lum Berry, Sitrus Berry, Figy Berry (And

similar), Liechi Berry (and similar),

Pamtre Berry (and similar), Enigma

Berry, Lansat Berry, Micle Berry, Cornn

Berry, Magost Berry, Rabuta Berry,

Nomel Berry, Spelon Berry, Jaboca Berry,

Rowap Berry, Starf Berry

$250

**3**

Leppa Berry, Pomeg Berry (and similar),

Occa Berry (and similar), Custap Berry,

Kee Berry, Maranga Berry

$500

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281

**Apricorn Type Poké Ball**

**Red Apricorns** Level Ball

**Yellow Apricorns** Moon Ball

**Blue Apricorns** Lure Ball

**Green Apricorns** Friend Ball

**Pink Apricorns** Love Ball

**White Apricorns** Fast Ball

**Black Apricorns** Heavy Ball

**Herb Type Effect Price**

**Energy Root\*** Heals 70 Hit Points -

Repulsive $500

**Revival Herb**

Revives Pokémon and

sets to 50% Hit Points -

Repulsive

$350

**Mental Herb** Cures all Volatile Status

Effects. $300

**Power Herb**

Eliminates the Set-Up turn

of Moves with the Set-Up

Keyword.

$300

**White Herb** Any negative Combat

Stages are set to 0. $300

**Tiny**

**Mushroom\*\***

The user loses 5 HP, and

gains +1 Combat Stage in a

random Stat.

**Big**

**Mushroom\*\***

The user becomes

Poisoned; if they do, they

gain +1 Combat Stage in

two random Stats.

**Balm**

**Mushroom\*\***

The user is cured of Burn,

Paralysis, or Poison. If they

are, they lose 1 Combat

Stage in a random Stat.

\*Energy Roots can be grown and harvested like Herbs,

but are not Snack Items.

\*\* Mushrooms may be identified with a DC 20 Survival

Check. If identified, you may roll to see which stats that

mushroom affects ahead of time.

Apricorns

Apricorns are fruit that can be turned into Apricorn

Poké Balls. Finding a smith to make them isn’t always

easy. It’s usually simpler to buy the Poké Balls in stores.

Herbs

Herbs have varied effects, ranging from acting as

repulsive restorative items to giving Pokémon unique

advantages in the middle of battle. Energy Roots and

Revival Herbs are used as restorative items in battle.

Mental, Power, and White Herbs are Snack Items.

Mushrooms are Held Items and consumed as a Shift

Action in combat.

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282

Berry Chart

**Tier Spr Name Effect**

**1** Cheri Berry Cures Paralysis, Cool

Poffin Ingredient

**1** Chesto Berry Cures Sleep, Beauty

Poffin Ingredient

**1** Pecha Berry Cures Poison, Cute

Poffin Ingredient

**1** Rawst Berry Cures Burn, Smart

Poffin Ingredient

**1** Aspear Berry Cures Freeze, Tough

Poffin Ingredient

**1** Oran Berry Restores 5 Hit Points

**1** Persim Berry Cures Confusion

**1** Razz Berry Cool Poffin Ingredient

**1** Bluk Berry Beauty Poffin Ingredient

**1** Nanab Berry Cute Poffin Ingredient

**1** Wepear Berry Smart Poffin Ingredient

**1** Pinap Berry Tough Poffin Ingredient

**2** Lum Berry Cures any single status

ailment

**2** Sitrus Berry Restores 15 Hit Points

**2** Figy Berry Spicy Treat\*, Cool

Poffin Ingredient

**2** Wiki Berry Dry Treat\*, Beauty

Poffin Ingredient

**2** Mago Berry Sweet Treat\*, Cute

Poffin Ingredient

**2** Aguav Berry Bitter Treat\*, Smart

Poffin Ingredient

**2** Iapapa Berry Sour Treat\*, Tough

Poffin Ingredient

**2** Liechi Berry +1 Attack CS.

**2** Ganlon Berry +1 Defense CS

**2** Salac Berry +1 Speed CS

**2** Petaya Berry +1 Special Attack CS

**2** Apicot Berry +1 Special Defense CS

**2** Lansat Berry

Increases Critical Range

by +1 for the remainder

of the encounter.

**2** Starf Berry

+2 CS to a random Stat.

May be used only at

25% HP or lower.

**2** Enigma Berry

User gains Temporary

HP equal to 1/6th of

their Max HP when

hit by a Super Effective

Move.

**2** Micle Berry Increases Accuracy by

+1.

**2** Jaboca Berry

Foe dealing Physical

Damage to the user

loses 1/8 of their

Maximum HP.

**2** Rowap Berry

Foe dealing Special

Damage to the user

loses 1/8 of their

Maximum HP.

**2** Cornn Berry Cures Disabled

Condition.

**2** Magost Berry Cures Enraged

condition.

**2** Rabuta Berry Cures Suppressed

condition.

**2** Nomel Berry Cures Infatuated

condition.

**2** Spelon Berry Cool or Beauty Poffin

Ingredient

**2** Pamtre Berry Cute or Beauty Poffin

Ingredient

**2** Watmel Berry Cute or Smart Poffin

Ingredient

**2** Durin Berry Smart or Tough Poffin

Ingredient

**2** Belue Berry Cool or Tough Poffin

Ingredient

**3** Leppa Berry Restores a Scene Move.

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283

**3** Kasib Berry

Weakens foe’s super

effective Ghost-type

move\*

**3** Haban Berry

Weakens foe’s super

effective Dragon-type

move\*

**3** Colbur Berry

Weakens foe’s super

effective Dark-type

move\*

**3** Babiri Berry

Weakens foe’s super

effective Steel-type

move\*

**3** Chilan Berry Weakens foe’s Normaltype

move\*

**3** Roseli Berry

Weakens foe’s

supereffective Fairytype

move\*

**3** Custap Berry

Grants the Priority

keyword to any Move.

May only be used at

25% HP or lower.

**3** Kee Berry

+1 Defense CS.

Activates as a Free

Action when hit by a

Physical Move.

**3** Maranga Berry

+1 Special Defense

CS. Activates as a Free

Action when hit by a

Special Move.

\* **Treat Berries** heal 1/8th of the Pokémon’s Max HP. If

the user likes the Treat’s flavor, it heals 1/6th instead. If

the user dislikes the treat’s flavor, the user is Confused.

\* **Suppressant Berries** lower the indicated Base Stat by 1

when consumed by a Pokémon. This effect only works if

the Pokémon’s trainer wishes it to.

\* Berries that **Weaken**
a Type of Move **allow the user to**

trade in their Digestion Buff to grant one step of resistance

when hit by a Move of the indicated type.

**3** Pomeg Berry HP Suppressant\*

**3** Kelpsy Berry Attack Suppressant\*

**3** Qualot Berry Defense Suppressant\*

**3** Hondew Berry Special Attack

Suppressant\*

**3** Grepa Berry Special Defense

Suppressant\*

**3** Tamato Berry Speed Suppressant\*

**3** Occa Berry

Weakens foe’s super

effective Fire-type

move\*

**3** Passho Berry

Weakens foe’s super

effective Water-type

move\*

**3** Wacan Berry

Weakens foe’s super

effective Electric-type

move\*

**3** Rindo Berry

Weakens foe’s super

effective Grass-type

move\*

**3** Yache Berry Weakens foe’s super

effective Ice-type move\*

**3** Chople Berry

Weakens foe’s super

effective Fighting-type

move\*

**3** Kebia Berry

Weakens foe’s super

effective Poison-type

move\*

**3** Shuca Berry

Weakens foe’s super

effective Ground-type

move\*

**3** Coba Berry

Weakens foe’s super

effective Flying-type

move\*

**3** Payapa Berry

Weakens foe’s super

effective Psychic-type

move\*

**3** Tanga Berry

Weakens foe’s super

effective Bug-type

move\*

**3** Charti Berry

Weakens foe’s super

effective Rock-type

move\*

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284

Crafting Kits

These items are either required to use certain crafting

Edges and Features or greatly aid in their use by finding

raw material items.

**Chemistry Set**: Used to create Repels, Potions, and

other objects. Costs $1000.

**Cooking Set**: Used by Chefs to create Snacks and

Refreshments. Costs $1000.

**Dowsing Rod**: Dowsing Rods have been attuned to

the energy resonance given off by Shards. They may be

used while in any route, cave, or outside area and can be

bought for $2000. They may be activated by spending

10 minutes searching an area, and may be activated a

number of times per day equal to half of the trainer’s

Occult Education Rank.

After the 10 minutes, roll 1d6 per Occult Education

Rank. If the area being searched is a beach, cave, desert,

or any other sandy or rocky area, roll +1d6. If you have

Skill Stunt (Dowsing), you roll an additional 1d6.

For each die that results in 4 or higher, you find 1 Shard

of a random color: Red, Orange, Yellow, Green, Blue, or

Violet. You may reroll any die that result in 6, gaining

that shard and potentially more.

**Poffin Mixer**: A Poffin Mixer can be used by any Trainer

to create Poffins. You simply insert cooking ingredients

worth $500, and at least one of the listed berries. You

create two Poffins that raises the Contest Stat most

represented by the berries used by +1 Contest Die. Some

Berries can raise multiple Contest Stats; you choose

which to raise when using these Berries to make Poffins.

Cheri, Figy, Razz, Spelon and Belue Berries raise Cool;

Chesto, Wiki, Bluk, Spelon and Pamtre Berries raise

Beauty; Pecha, Mago, Nanab, Pamtre, and Watmel

Berries raise Cute; Rawst, Aguav, Wepear, Watmel,

and Durin Berries raise Smart; Aspear, Iapapa, Pinap,

Durin, and Belue Berries raise Tough. Poffins can be

purchased for $500 in bakeries and Contest halls, and

Poffin Mixers cost $500 as well.

**Poké Ball Tool Box**: These tool boxes let those with the

know-how craft and repair Poké Balls. They cost $500

and can be found in most Poké Marts.

**Portable Grower / Berry Planter**: Portable Growers can

be used to grow berries and herbs. Portable Growers

protect the plants within them from external weather,

and never need to be fertilized. Each Grower holds one

plant. Portable Growers cost $2000.

**Shards**: Shards are bits of colored energized crystal

and are used for various crafting purposes. Each color

is associated with three Types. Red is Fire, Fairy, and

Psychic; Orange is Normal, Fighting, and Dragon;

Yellow is Electric, Rock and Steel; Green is Bug, Grass,

and Ground; Blue is Water, Ice, and Flying; Violet is

Poison, Dark, and Ghost.

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Scrap and Crafting Items

**Scrap** is a mechanic that allows Trainers with Crafting

Edges and Features to make better use of them without

causing other items to be too easily acccessible due to

the amount of money they have on hand. Put simply

Scrap is money that can only be used to pay for a certain

category of Crafting Edge or Feature.

For example, a Chef taking home leftover ingredients

from a restaurant at the end of a day might have Scrap

to pay for $500 of Chef Features. A gadgeteer rooting

through a junkyard might be able to salvage parts equal

to $1000 worth of Poké Ball crafting. This lets a GM to

regularly reward players who rely on Crafting with the

resources they need to function without tempting players

with extra crash to buy TMs or other luxury items.

Trainers can also disassemble any item they are capable

of crafting to gain Scrap equal to half the cost they

would pay to create the item. For example, a Fashionista

can cut up Fancy Clothes for cloth Scraps worth $1250

for using their other Features.

Scrap is always tied to a particular item category. Here

are some suggestions for those categories.

»**» Food**: Snack Items, Refreshment Items, Bait Items,

Baby Food

»**» Medicines**: All Basic Restoratives, X-Items, Dire

Hit, Guard Spec, Vitamins

»**» Repellents**: All Repel Items, all Pester Balls

»**» Poké Balls**: All Poké Balls

»**» Fashion Items**: Items the Fashionista creates

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Equipment

Trainers can don equipment to help protect them on their journeys
or grant them special effects. They may only

equip one piece of Equipment per Equipment slot though; the slots
are Head, Main Hand, Off-Hand, Body, Feet,

and Accessory.

“Held Items” and “Equipment” share many similarities. “Equipment”
is usable only by Trainers. Most Held Items

are usable by Trainers as well; most Held Items are accessory-slot
items when used by Trainers, but some may differ

according to their description. See the next section for details
on Held Items.

Equipping an Item or switching one for another takes a Standard
Action. Handing another Trainer an item or

equipment piece is similarly a Standard Action, but this does not
equip the item for them, only grants them

the ability to equip it themselves. Equipping a Held Item onto a
Pokémon is a Standard Action that causes the

Pokémon
to forfeit their next turn.

Weapons

**Weapons** are perhaps the most common type of

Equipment. Weapons are Main Hand Equipment pieces

that modify Struggle Attacks. Weapons may also allow

Trainers to use Moves as long as they have a high enough

Combat Skill Rank. Weapons come in three quality

categories, **Crude**, **Simple**, and **Fine**. **Crude Weapons**

do not grant Moves but instead only modify Struggle

Attacks. **Simple Weapons** grant a single Move that can

be used if the wielder has Adept Combat or higher, and

**Fine Weapons** grant two Moves, one at Adept Combat

or higher and another at Master Combat or higher.

Roughly speaking, Crude Weapons are usually more

everyday items that have been adapted to use as

weapons, Simple Weapons are “proper” weapons but

unexceptional, and Fine Weapons are weapons of a

quality you may expect on law enforcement or anyone

else wielding a weapon in a professional capacity.

There are four kinds of Weapons; **Large Melee Weapons**,

**Small Melee Weapons**, **Short-Range Weapons**, and

**Long-Range Weapons**. If a Weapon is One-Handed, it

simply takes up the Main Hand slot – if it’s two handed,

it takes up the Off-Hand Slot as well. When wielding a

One-Handed Weapon in the Off-Hand slot, Trainers do

not gain a Master Move from that Weapon and take a -2

penalty to Accuracy Rolls for all Weapon Attacks made

with that Weapon.

**Large Melee Weapons** raise the AC of the Attack by +1,

and raise the Damage Base by +2. Large Melee Weapons

are two-handed.

**Small Melee Weapons** raise the Damage Base by +1.

These weapons are obviously one-handed!

**Foot Weapons**: Hey, if someone wants to make Steel-

Toed Boots or similar as Weapons and equip them in

the Foot Slot … let them go for it. These are Small Melee

Weapons, but also raise the AC of the attack by +1.

**Short Range Weapons** have a Range of 4 meters. Short-

Range weapons are one-handed.

**Long Range Weapons** raise the AC of the Attack by

+1, have a range of 12 meters, and raise the Damage

Base by +1. Long Range Weapons can’t target Pokémon

or Trainers that are closer than 4 meters from the user.

Long Range Weapons are two-handed.

**Improvised Weapons**: If your Trainers make attacks

with unconventional objects, let them benefit from

having a weapon, but impose a penalty based on the

item. Perhaps the item can only attack once and then

breaks. Perhaps an item is badly balanced, like a thrown

stone, and takes a -1 penalty to AC. Or perhaps it’s just

not very good at dishing out pain; lower the Damage

Base by -1 or more. Hitting with a Pillow might be a

DB1 attack no matter how strong you are, for example.

Weapons may also have additional characteristics based

on what they are, such as a spear granting the Reach

Capability for attacks made with the weapon or sword

breakers giving a bonus to Disarm Maneuvers.

All modifications that a Weapon makes to Struggle

Attacks also apply to the Moves they grant and to Moves

granted by Features with the [Weapon] tag. However,

these Moves can never benefit from STAB. For example,

a Large Melee Weapon with an AC 2 DB 4 Move would

cause the wielder to use it as if it had AC 3 and DB 6.

A Long or Short Range weapon granting a Move would

use the Move as if it had a range equal to the Weapon’s.

**GM Tips**: The cost of weapons should be very dependent

on the region. However, Crude Weapons are universally

cheap and can be bought for $500 or less, assuming one

doesn’t simply go into the kitchen and grab a knife there

or take a crowbar from the tool box.

Simple Weapons and Fine Weapons are unmistakably

designed to be used as weapons and nothing more,

so their prices are more subject to the legality and

treatment of weapons in your setting. If weapons are

commonplace and legal, Simple Weapons may be

as cheap as $2000 and Fine Weapons $4000. If all

weapons are very illegal, Simple Weapons may cost

$5000 and Fine Weapons $10,000 or more. On average,

they should cost about $3000 for Simple Weapons and

$6000 for Fine Weapons.

Another thing to think about is what sort of weapons

are allowed. Maybe the police is going to show up very

quickly at the sight of teenagers traveling with swords,

bows, and spears – definitely Simple or Fine Weapons.

But what about baseball bats, slingshots, and hockey

sticks as Crude Weapons? Establishing the framework of

what constitutes a common ‘weapon’ in your campaign

is important, and can help set the tone of the campaign.

Gear and Items

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Weapon Moves

How do you determine what Moves a Simple or Fine

Weapon grants? Weapons actually have a whole list of

Moves all to themselves, which are designed for you to

mix and match to best fit a given weapon’s fluff. Simply

look through the list and pick Moves that make sense.

For example, Pierce! would go well on a spear, but Bash!

would not.

Weapon Moves are read in the same format as regular

Moves, though there is a bit of extra notation for them.

»» “**WR**” is short for “Weapon Range” refers to the

Weapon’s innate range. That is, Melee for Large and

Small Melee Weapons, 4 meters for Short Range

Weapons, and 12 meters for Long Range Weapons

with a restriction that they can’t target anyone closer

than 4 meters.

»**» Limitations** refer to the kinds of weapons that can

be granted the Move. For example, Backswing can

only be found on Large Melee Weapons.

»**» Weapon Suggestions** are simply our suggestions for

what kinds of weapons the Move makes sense for, in

case it was confusing or you need a bit of guidance.

Some Features also allow you to use Moves you learn as

a Trainer “as a Weapon Attack”. What this means is you

apply the Damage, AC, etc. modifiers from your Weapon

to the Move, and your Move gains the Weapon’s Range

instead if it is 1-Target. Line and Ranged Blast Moves

retain their area-of-effect keyword but use the Weapon’s

Range. Burst, Cone, and Close Blast Moves remain their

normal range.

Adept Weapon Moves

**Move**: Backswing

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 7**: 2d6+10 / 17

**Class**: Physical

**Range**: Melee, 2 Targets

**Effect**: None

**Limitation**: Large Melee Weapons Only

**Weapon Suggestions**: All Two-Handed Weapons

**Move**: Bash!

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 7**: 2d6+10 / 17

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: Bash! lowers the target’s Initiative to 0 for 1 full

round on 15+.

**Limitation**: None

**Weapon Suggestions**: Axes, Blunt Weapons, Throwing

Hammers

**Move**: Bullseye

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 6**: 2d6+8 / 15

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: Bullseye is a Critical Hit on 16+.

**Limitation**: Ranged Weapons Only

**Weapon Suggestions**: All Ranged

**Move**: Cheap Shot

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 5**: 1d8+8 / 13

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: Cheap Shot cannot miss.

**Limitation**: Small Melee and Short Ranged Weapons

Only

**Weapon Suggestions**: Daggers, Short Swords, Hatchets,

Throwing Weapons

**Move**: Double Swipe

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 4**: 1d8+6 / 11

**Class**: Physical

**Range**: WR, 2 Targets; or WR, 1 Target, Double Strike

**Effect**: None

**Limitations**: None

**Weapon Suggestions**: Swords, Dual-Wielded Weapons,

Throwing Knives

Gear and Items

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**Move**: Pierce!

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 7**: 2d6+10 / 17

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: Pierce deals an additional +10 damage against

targets with Damage Reduction.

**Limitations**: None

**Weapon Suggestions**: Daggers, Swords, Bows, Spears

**Move**: Salvo

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 6**: 2d6+8 / 15

**Class**: Physical

**Range**: WR, Blast 2

**Effect**: None

**Limitation**: Ranged Weapons Only

**Weapon Suggestions**: All Ranged

**Move**: Take Aim

**Type**: Normal

**Frequency**: EOT

**AC**: None

**Class**: Status

**Range**: Self

**Effect**: Raise the user’s Accuracy by +1. If the user performs

an Weapon Move on their next turn that deals

damage, add its Damage Dice Roll an extra time to the

damage.

**Limitations**: None

**Weapon Suggestions**: Daggers, Bows, Firearms

**Move**: Wear Down

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 5**: 1d8+8 / 13

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: Wear Down lowers the target’s Defense by 1

Combat Stage on Even-Numbered Rolls.

**Limitation**: None

**Weapon Suggestions**: Blunt Weapons

**Move**: Wounding Strike

**Type**: Normal

**Frequency**: EOT

**AC**: 2

**Damage Base 6**: 2d6+8 / 15

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: The target loses a Tick of Hit Points.

**Limitation**: None

**Weapon Suggestions**: Axes, Swords, Bows, Spears

Gear and Items

290

Master Weapon Moves

**Move**: Bleed!

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 9**: 2d10+10 / 21

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: The target loses a Tick of Hit Points at the start of

their next three turns.

**Limitation**: None

**Weapon Suggestions**: Axes, Swords, Bows, Spears

**Move**: Deadly Strike

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 6**: 2d6+8 / 15

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: If Deadly Strike Hits, it is a Critical Hit.

**Limitation**: Not usable by Large Melee Weapons.

**Weapon Suggestions**: Daggers, Bows, Short Spears

**Move**: Furious Strikes

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 3**: 1d6+5 / 9

**Class**: Physical

**Range**: WR, 1 Target, Five Strike

**Effect**: For each hit rolled on your Five Strike roll, the

target of the attack has their Evasion reduced by 1 for

one full round.

**Limitation**: Melee or Short Ranged Weapons Only

**Weapon Suggestions**: Claws, Nun-Chucks, Staves, Dual-

Wielded weapons

**Move**: Gouge

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 5**: 1d8+8 / 13

**Class**: Physical

**Range**: WR, 1 Target, Double Strike

**Effect**: If both hits of Gouge successfully hit the target,

the target gains an Injury.

**Limitation**: Small Melee and Short Ranged Weapons

Only

**Weapon Suggestions**: Claws, Daggers, Throwing

Knives

**Move**: Maul

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 5**: 1d8+8 / 13

**Class**: Physical

**Range**: 1 Target, Melee

**Effect**: The target is Flinched.

**Limitation**: Melee Weapons Only

**Weapon Suggestions**: Blunt Weapons, Axes

**Move**: Riposte

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 12**: 3d12+10 / 30

**Class**: Physical

**Range**: WR, 1 Target, Reaction, Trigger

**Trigger**: Your Target misses you with a melee Attack.

**Effect**: None

**Limitations**: Melee or Short-Ranged Weapons Only

**Weapon Suggestions**: Rapiers, Swords, Daggers

**Move**: Slice

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 10**: 3d8+10 / 24

**Class**: Physical

**Range**: Melee, Pass

**Effect**: None.

**Limitation**: Melee Weapons Only

**Weapon Suggestions**: Axes, Swords

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291

**Move**: Sweeping Strike

**Type**: Normal

**Frequency**: Scene x2

**AC**: 3

**Damage Base 9**: 2d10+10 / 21

**Class**: Physical

**Range**: WR, 1 Target

**Effect**: You may attempt a Trip Maneuver against the

target as a free action.

**Limitation**: Short-Range Weapons or Weapons with

the Reach Quality Only

**Weapon Suggestions**: Whips, Chains, Staves

**Move**: Titanic Slam

**Type**: Normal

**Frequency**: Scene x2

**AC**: 3

**Damage Base 11**: 3d10+10 / 27

**Class**: Physical

**Range**: 1 Target, Melee

**Effect**: On Even-Numbered Rolls, the target is Slowed

for one full round.

**Limitation**: Melee Weapons Only

**Weapon Suggestions**: Blunt Weapons

**Move**: Triple Threat

**Type**: Normal

**Frequency**: Scene x2

**AC**: 2

**Damage Base 7**: 3d8+10 / 17

**Class**: Physical

**Range**: WR, 3 Targets

**Effect**: None

**Limitation**: Large Melee Weapons and Long-Range

Weapons Only

**Weapon Suggestions**: Two-Handed Swords,

Two-Handed Axes, Bows

Gear and Items

292

Example Weapons

Crude Weapons

**Kitchen Knife**

Small Melee Weapon

**Baseball Bat**

Large Melee Weapon

**Weighted Rope**

Short Range Weapon

**Slingshot**

Long Range Weapon

Simple Weapons

**Survival Knife**

Small Melee Weapon

**Adept Move**: Cheap Shot

**Quarterstaff**

Large Melee Weapon, grants Reach for Weapon Attacks

**Adept Move**: Backswing

**Throwing Hammers**

Short Range Weapon

**Adept Move**: Bash!

**Hunting Bow**

Long Range Weapon

**Adept Move**: Pierce!

Fine Weapons

**Honed Claws**

Small Melee Weapon

**Adept Move**: Wounding Strike

**Master Move**: Gouge

**Meteor Masher**

Large Melee Weapon

**Adept Move**: Backswing

**Master Move**: Titanic Slam

**Super Lucky Throwing Stars**

Short Range Weapon

**Adept Move**: Bullseye

**Master Move**: Deadly Strike

**Twin-Needled Bow**

Long Range Weapon

**Adept Move**: Double Swipe

**Master Move**: Triple Threat

Gear and Items

293

Body Equipment

**Equipment Effect Cost**

**Light Armor** Grants 5 Damage Reduction $8000

**Heavy Armor** Heavy Armor grants +10 Damage Reduction. Heavy Armor causes the
wearer’s

Speed’s Default Combat Stage to be -1. $12,000

**Fancy Clothes**

Each set of Fancy Clothes is assigned a Contest Stat – either
Beauty, Cool, Cute,

Smart, or Tough. Trainers wearing these clothes may roll 2d6
during the Introduction

Stage of a Contest to try to generate Contest Stat Dice for the
assigned Stat.

$5000

**Stealth**

**Clothes**

Whether it’s a dark cloak and hood, a ninja suit, or spy gear,
these clothes help you

blend in. This body-slot equipment raises your modifier to Stealth
Checks made to

remain unseen by +4, to a maximum total modifier of +4.

$2000

Head Equipment

**Equipment Effect Cost**

**Dark Vision**

**Goggles**

These Goggles simply grant the Darkvision Capability while worn. $1,000

**Gas Mask**

Gas Masks are invaluable equipment when trying to breathe in toxic
environments or

heavy smoke. They not only let you breathe through environmental
toxins or smoke,

but you become immune to the Moves Rage Powder, Poison Gas,
Poisonpowder,

Sleep Powder, Smog, Smokescreen, Spore, Stun Spore, and Sweet
Scent.

$1,500

**Helmet**

The user gains 15 Damage Reduction against Critical Hits. The user
resists the

Moves Headbutt and Zen Headbutt and can’t be flinched by these
Moves. $2250

**Re-Breather**

This small partial face mask allows Trainers and Pokémon to
breathe underwater

as if they had the Gilled Capability for up to an hour. The
Re-Breather is refilled

automatically in 5 minutes while in open air.

$4000

**Sunglasses** +1 to Charm, Guile, and Intimidate Checks, to a maximum total
modifier of +3. $2000

Feet Equipment

**Equipment Effect Cost**

**Snow Boots** Snow Boots grant you the Naturewalk (Tundra) capability, but lower
your Overland

Speed by -1 while on ice or deep snow. $1500

**Running**

**Shoes**

Running Shoes grant a +2 bonus to Athletics Checks, to a maximum
total modifier

of +3, and increase your Overland Speed by +1. $2000

**Flippers** Flippers grant a +2 bonus to your Swim speed when fully submerged,
and decrease

your Overland speed by the same amount. $2000

**Jungle Boots** Jungle Boots grant you the Naturewalk (Forest) capability $1500

Gear and Items

294

Hand Equipment

**Equipment Effect**

**Fishing Rod**

Fishing Rods are used to Fish. They are two-handed items. They
come in three varieties; Old

Rods, Good Rods, and Super Rods. Old Rods cost $1000, Good Rods cost $5,000, and Super

Rods cost $15,000.

**Glue**

**Cannon**

Glue Cannons are exactly what you expect; This two-handed
Equipment piece is a hand-held

cannon that launches globs of glue. Attacking with a Glue Cannon
expends a charge, which must

be purchased. The attack is an AC8 Status Attack. If it hits, the
target is Slowed. On a critical hit,

the target is instead Stuck and Trapped. The Glue Cannon and three
charge packets cost $3000,

and additional charge packets costs $100.

**Hand Net**

A long net, usually on the end of a long stick, these pieces of
two-handed Equipment are usually

used for bug catching or fishing. As an AC6 Status Attack, you may
attempt to net a Small

Pokémon using this item. If you hit, you manage to scoop up the
Pokémon, trapping them. You

may move with the Pokémon, dragging them with you. Pokémon may
still attack from the Hand

Net using long-range attacks, or try to attack the net itself,
potentially breaking it and freeing

themselves. Capture Rolls against Pokémon in a net receive a -20
bonus.

Hand Nets with 50 Hit Points cost $100; 100 Hit Points cost $600; and 200 Hit Points cost

$1500. Nets aren’t broken
until all of their Hit Points are depleted.

**Weighted**

**Nets**

Weighted Nets are foldable nets used for trapping Pokémon. These
two-handed nets, when

Equipped, can be thrown at a target as a Standard Action, as a
Status Attack with an AC of 8.

While a Pokémon is netted, you may pull on the rope attached to
the Net to pull the Pokémon 1

Meter towards you as a Standard Action.

Pokémon hit by a weighted net become Slowed as long as the net
remains and cannot use Sky or

Levitate Speeds except to safely lower themselves back to the
ground. A Pokémon may attack the

Net to attempt to break free. Capture Rolls against Pokémon in a
net receive a -20 bonus.

Weighted Nets with 50 Hit Points cost $500; 80 Hit Points cost $850; and 150 Hit Points
cost

$1200.

**Capture**

**Styler**

A Capture Styler is a Main-Hand specialized piece of equipment
used by some certified Pokémon

Rangers in a region. It emits a string of energy that is used in a
similar fashion to a lasso but is too

weak to physically restrain a target. Instead, the energy has a
calming effect on Pokémon.

Trainers using a Capture Styler may use Survival in place of Charm
when raising the Disposition

of Pokémon. Acquiring a Capture Styler is easy for those who
become certified Pokémon Rangers;

most qualified Rangers receive one as part of the job. They are
not for sale to the general public

and may cost upwards of $7500 on the black market due to their iconic
nature – it’s easy to

assume that someone who has a Capture Styler is a Ranger.

**Light Shield**

A Shield is an Off-Hand defensive item held in one hand or braced
to an arm. Light Shields

grant +2 Evasion. They may be readied as a Standard Action to
instead grant +4 Evasion and 10

Damage Reduction until the end of your next turn, but also cause
you to become Slowed for that

duration. If used Two-Handed, light shields can also function as a
Small Melee Weapon. Light

Shields cost around $3000.

**Heavy Shield**

A Shield is an Off-Hand defensive item held in one hand or braced
to an arm. Heavy Shields

grnat +2 Evasion and may be readied as a Standard Action to grant
+6 Evasion and 15 Damage

Reduction until the end of your next turn, but also cause you to
become Slowed for that duration.

If used Two-Handed, shields can also function as a Small Melee
Weapon. Heavy Shields cost

around $4500.

Gear and Items

295

**Wonder**

**Launcher**

This strange and complicated two-handed machine can only be used
by those that have an

Expert-Level Medicine or Technology Education Skill. The wielder
can spend 1 AP to activate

it, and apply an X-Item at a Pokémon within 8 meters. X-Items
applied through the Wonder

Launcher do not cause the target to forfeit any actions. Items
combined by a Researcher may be

used in the Wonder Launcher, and do not cause the target to
forfeit any actions even if they are

also a Restorative. Wonder Launchers cost $10,000 or more.

Accessory Items

**Equipment Effect**

**Focus**

A Focus grants +5 Bonus to a Stat, chosen when crafted. This Bonus
is applied AFTER Combat

Stages. Focuses are often Accessory-Slot Items, but may be crafted
as Head-Slot, Hand or Off-

Hand Slot Items as well; a Trainer may only benefit from one Focus
at a time, regardless of

the Equipment Slot. Focuses are not usually found in stores, but
may sometimes be found for

$6000 at your GM’s
discretion.

**Snag Machine**

Snag Machines are extremely illegal machines that allow trainers
to steal another Trainer’s

Pokémon. They come in both large, immovable varieties and smaller
portable varieties. The

Portable Variety is an Accessory-Slot Item. Inserting a Poké Ball
into a Large Snag Machine

turns it into a Snag Ball permanently, but Large Snag Machines may
only turn 5 Poké Balls

into Snag Balls per day. Inserting a Poké Ball into a Portable
Snag Machine, which is a Swift

Action, turns it into a Snag Ball after one round, but only for
that round. Snag Balls have

the same properties as the Poké Ball type they were before being
inserted into the machine,

but receive a -2 penalty on all Poké Ball attack rolls, and are
capable of capturing owned

Pokémon. Snag Machines cannot be bought in stores, but may sell on
the black market for

prices of $30,000 or more.

**Mega Ring**

Mega Rings are extraordinarily rare accessories that allow a
Trainer’s Pokémon to Mega Evolve

when used in conjunction with a Mega Stone. They cannot be bought
in stores anywhere and

must usually be earned through a trial of sorts, governed by a Gym
Leader or other influential

Pokémon Trainer. They can take the form of a bracelet, a necklace,
or an actual ring.

**GM TIP: Creating Your Own Items**

You’re going to want to create your own equipment; don’t be afraid
to do so! One way to provide trainers with

useful and flavorful equipment is to provide gear that gives small
bonuses to Skills; ranging from +1 to +4 at the

maximum. Some Gear may provide these bonuses only in specific
circumstances; that kind of gear can afford to

give higher bonuses, or simply be cheaper.

Feel free to tailor these items to your PCs or NPCs, and to your
setting. A “Pokémon League Cap” could be a great

item to include to grant +2 to Command Checks in a Standard
Pokémon setting; a Pokémon War Setting might be

better off with a “Officer’s Stripes” or similar.

When creating Items, assign them to an equipment slot that makes
sense; that +2 Intimidate Eyepatch obviously

goes on the Head Slot, but that +2 Intimidate Studded Leather
Jacket could be a Body or Accessory Slot Item.

Don’t be afraid to experiment with more exotic effects! For
example, some equipment items may allow a Trainer

to use a Move, such as a fancy hat that lets a Trainer use the
Move Swagger once a Scene. These items should allow

Trainers to use Moves at a lower rate than their natural
frequency. Be careful that you don’t give out effects that are

too powerful or that step on the toes of some PC classes! Finally,
you can afford to be a little flexible with which

items go in which equipment slots. While it’d make no sense to
wear a Gas Mask and Sunglasses simultaneously, if

someone wears a Helmet in their Head Slot, you may let them wear
Sunglasses as an Accessory Slot Item.

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296

Pokémon Items

Held Items

During battle, a Pokémon may be given a single “Held Item”.
Berries, Herbs, and Snack Foods are common

consumable held items that are destroyed when used, but there are
many other items crafted especially for battle.

On the following page is a chart listing various Held Items that
grant a specific boon while held as a Static ability.

They do not need to be activated; simply holding them is enough.
Held Items may be dropped by Pokémon

on their turn as a Free Action. Many held items can be used by
Trainers as well. When this is the case, they’re

described with the associated equipment slot used by a Trainer.
Not all Held Items can be purchased. Some are rare

and must be found; these Held Items are marked with a -- in place
of a price.

**Fluffing Held Items**: Fluffing Held Items may in some cases be a
little awkward. The most convenient explanation

is to simply view them as amulets to be worn on a cord around the
Pokémon’s neck or on a collar. Or perhaps a

nice hat; everyone loves hats. Some Items like Stat Boosters may
be fluffed as armor that covers the Pokémon, or

even weapons that can be attached to the Pokémon’s natural
weapons.

**Held Item Effect Cost**

**Big Root** HP stealing moves restore double HP. Cannot be used by Trainers. $1000

**Bright Powder** +2 to Speed Evasion. Cannot be used by Trainers. $2000

**Choice Item**

Choice Items are tied to a Specific Stat. While worn, the default
state of the Stat

is +2 Combat Stages instead of 0. However, the user is Suppressed
and cannot

be cured until the end of Combat, even if the item is removed.
Cannot be used

by Trainers.

$3000

**Contest Accessory** The user rolls +2d6 during the Introduction
Stage of a Contest. Cannot be used

by Trainers. $1500

**Contest Fashion**

These Items have a chosen Contest Stat; Beauty, Cool, Cute, Smart,
or Tough.

When held, once per Contest, the holder may re-roll any 1s made
when using a

Move of the chosen Type. Cannot be used by Trainers.

$1000

**Everstone** Evolution is prevented for the holder. Cannot be used by Trainers.
$1500

**Eviolite**

Only affects not-fully-evolved Pokémon of a single family, decided
when the

Eviolite is made. Grants a +5 Bonus to two different Stats, after
Combat Stages,

decided when the Eviolite is made. Prevents Pokémon from evolving
when held.

Cannot be used by Trainers.

$4000

**Expert Belt** Whenever the holder deals Super Effective Damage, they deal an
additional 5

damage (this damage is not multiplied). Accessory Item for
Trainers. $3500

**Flame Orb** Induces burn on holder. Off-Hand Item for Trainers. Standard
Action to drop. $3800

**Focus Band** Whenever the user faints, roll 1d20. Once a Scene on a result of
16+, the holder

does not faint, and is left with 1 Hit Point. Accessory Item for
Trainers. $4700

**Focus Sash**

Once a Scene, if damage from a Move would take Focus Sash’s holder’s
Hit Points

from Max to 0 or less, Focus Sash’s holder instead has 1 Hit Point
remaining.

Accessory Item for Trainers.

$4700

**Full Incense** The holder gains the Stall ability. Cannot be used by Trainers. $900

**Go-Goggles** The user does not take damage from Sandstorm. Head Item for
Trainers. $1500

**Iron Ball** The Holder’s Speed is halved, and any immunity to Ground Type is
lost. Hand

Item for Trainers. Standard Action to drop. $900

**King’s Rock** Attacks cause Flinch on a roll of 19+. This does not stack with
any abilities,

moves, or effects that extend flinch rate. Head Item for Trainers.
$2500

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297

**Lagging Item** The Lagging Items are tied to a specific Stat. When held, they set
that Stat to -4

Combat Stages. Cannot be used by Trainers. Standard Action to
drop. $900

**Lax Incense** +1 to all Stat Evasions. Cannot be used by Trainers. $2000

**Life Orb**

Whenever the holder deals direct damage, increase the damage by
+5, and then

the holder loses Hit Points equal to 1/16th of their Max Hit
Points. Off-Hand

Item for Trainers.

$3700

**Luck Incense** Grants +1 Bonus to all Accuracy Rolls. A roll of 1 always misses.
Cannot be used

by Trainers. $1800

**Quick Claw** The user adds +10 to their Initiative. Accessory Item for
Trainers. $4200

**Razor Claw** The holder’s damaging attacks have their Critical Hit Range
extended by +1. $3000

**Razor Fang** The holder’s damaging attacks cause an Injury on a roll of 19+.
Accessory Item

for Trainers. $3000

**Safety Goggles** The holder is immune to Moves with the Powder Keyword. Accessory
or Head

Item for Trainers. $1500

**Shell Bell** Whenever the user damages a foe, they gain a Tick of Temporary Hit
Points.

Accessory Item for Trainers. $5200

**Shock Collar**

Comes with a remote activator, which when pressed, causes the
Pokémon or

Trainer wearing the shock collar to lose Hit Points equal to 1/6th
of their Max

Hit Points. This may be used to activate the “Press” Feature.
Collars that work

on Ground Type Pokémon are available for an additional $500.

$3500

**Stat Boosters**

These items have a chosen Stat, either Attack, Defense, Special
Attack, Special

Defense, Speed, Evasion, or Accuracy. These items cause the
default Stage of

their linked Stat to be +1 Combat Stage instead of 0, or simply +1
for Accuracy

and Evasion. Accessory Item for Trainers.

$4000

**Toxic Orb** Induces Poison on holder. Off-Hand Item for Trainers. Standard
Action to drop. $4800

**Type Boosters**

These items come in a variety of each of the Elemental Types, and
grants a +5

Damage Bonus to all direct damage Moves of its Specific Type when
performed

by the user. Accessory Item for Trainers.

$1800

**Type Brace**

These items come in a variety of each of the Elemental Types, and
grant the

holder 15 Damage Reduction against that specific Type. Accessory
Item for

Trainers.

$2000

**Winter Cloak** The user does not take damage from Hail. Accessory Item for
Trainers. $1500

**Type Gem**

These items come in a variety of each of the Elemental Types, and
are consumed

as a Free Action to give a +3 Damage Base bonus to one attack of
their Type.

Off-hand or Accessory Slot Item for Trainers

--

**Type Plate** These Rare items come in a variety of each of the Elemental Types,
and act as

both a Type Booster and a Type Brace. Accessory Slot Item for
Trainers. --

**Mega Stone** An item that allows a Pokémon to Mega Evolve when used in
conjunction with a

Mega Ring. Each Mega Stone is specific to one species and Mega
Evolved form. --

**Metal Powder** When held by an untransformed Ditto, increases both Defense and
Special

Defense by +2 Combat Stages. Cannot be used by Trainers. --

**Rare Leek** When held by a Farfetch’d, this rare Leek increase the holder’s
critical range by

2. Rare Leeks are Wielded. Cannot be used by Trainers. --

**Thick Club** When held by a Cubone or Marowak, this rare, dense bone grants the
Pure

Power Ability. Thick Clubs are Wielded. Cannot be used by
Trainers. --

**Pink Pearl** Acts as a Psychic Type Booster. If held by a Spoink, it also acts
as a Special Attack

Stat Booster. --

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298

Pokémon Toolkits

The following Items help with various tasks related to

the raising of Pokémon.

**Egg Warmer**: Egg Warmers are insulated cases that

carry up to four Pokémon Eggs and protect them from

harm. They also cause Pokémon to hatch twice as fast;

each day spent in an Egg Warmer counts as 2 days for

the purposes of Hatch Rate. Egg Warmers cost $2500.

**Groomer’s Kit**: Used by Trainers with the Groomer

Edge to clean their Pokémon. Costs $500.

**Reanimation Machine**: Can be used to revive Fossils.

Reanimation Machines also come in a smaller but

more expensive Portable variety. Prices are up to GM

discretion, often upwards of $10,000. See the Pokémon

Fossils section for more details (page 216).

Evolutionary Items

Some Pokémon evolve upon contact with radioactive Elemental
Stones, while rarer evolutions take place only

once a Pokémon becomes bonded to a keepsake of sorts. Here are the
relevant Elemental Stones and a list of

Evolutionary Keepsake. All of these items can be bought for $3000 in major stores.

Evolutionary Stones

**Item Effect**

**Fire Stone** Evolves Vulpix, Growlithe, Eevee,

Pansear

**Water Stone** Evolves Poliwhirl, Shellder, Staryu,

Eevee, Lombre, Panpour

**Thunder Stone** Evolves Pikachu, Eevee, Eelektrik

**Leaf Stone** Evolves Gloom, Weepinbell,

Exeggcute, Eevee, Nuzleaf, Pansage

**Moon Stone**

Evolves Nidorina, Nidorino,

Clefairy, Jigglypuff, Eevee, Skitty,

Munna

**Sun Stone** Evolves Gloom, Sunkern, Cottonee,

Petilil, Helioptile

**Shiny Stone** Evolves Eevee, Togetic, Roselia,

Minccino, Floette

**Dusk Stone** Evolves Eevee, Murkrow,

Misdreavus, Lampent, Doublade

**Dawn Stone** Evolves Eevee, Male Kirlia, Female

Snorunt

Evolutionary Keepsakes

**Item Effect**

**Deepseascale/**

**Deepseatooth** Evolves Clamperl

**Dragon Scale** Evolves Seadra

**Dubious Disc** Evolves Porygon2

**Electirizer** Evolves Electabuzz

**King’s Rock** Evolves Poliwhirl, Slowpoke

**Oval Stone** Evolves Happiny

**Magmarizer** Evolves Magmar

**Metal Coat** Evolves Onix, Scyther

**Protector** Evolves Rhydon

**Razor Claw** Evolves Sneasel

**Razor Fang** Evolves Gligar

**Reaper Cloth** Evolves Dusclops

**Sachet** Evolves Spritzee

**Up-Grade** Evolves Porygon

**Whipped**

**Dream** Evolves Swirlix

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299

Vitamins

Vitamins are special nutritional drinks which can permanently
improve aspects of your Pokémon. However, you

may only get use out of up to five Vitamins per Pokémon. After you
have used five Vitamins on a Pokémon, any

Vitamins fed to a Pokémon afterwards will have no effect.

**Vitamin Effect Cost**

**HP Up** Raise the user’s HP Base Stat 1. $4900

**Protein** Raise the user’s Attack Base Stat 1. $4900

**Iron** Raise the user’s Defense Base Stat 1. $4900

**Calcium** Raise the user’s Special Attack Base Stat 1. $4900

**Zinc** Raise the user’s Special Defense Base Stat 1. $4900

**Carbos** Raise the user’s Speed Base Stat 1. $4900

**Heart Booster** The Pokémon gains 2 Tutor Points. Use only one per Pokémon. $9800

**PP Up** Raise one of the user’s Move’s Frequency one level. Use only one
per Pokémon. $9800

**Note**: PP Ups work differently than they have in previous versions.

At-Will Moves cannot have their Frequency increased further. EOT
Moves become At-Will. Daily and Scene

Moves gain an additional use in their Frequency’s unit of time.
For example, a Daily Move becomes Daily x2, and

a Scene x2 Move becomes Scene x3.

The following aren’t Vitamins, strictly speaking, but they are
related to Vitamins in some way.

**Heart Scale**: This tiny rainbow scale from a Luvdisc is valued by Apothecary
Researchers, because it can be used to

create the Heart Booster vitamin. Luvdiscs will produce them
occasionally; they can be found along sandy beaches,

and ancient ones can be found in desert, caves, or underground.
Heart Scales cannot normally be bought, but

Heart Boosters are detailed in the vitamins section.

**Rare Candy**: These very rare treats are created from Shuckles that have held
a Berry for a long time. When ingested

by a Pokémon, the eater gains enough experience to reach its next
Level. Pokémon may benefit from up to five Rare

Candies in their lifetime. Rare Candies can cost $9800 or more.

**Stat Suppressants**: These medicines have an identical effect to the Suppressant
Berries – they lower one of the

user’s Base Stats by 1 point and only function if the Trainer of
the Pokémon wants them to. These cost $500.

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300

TMs and HMs

**TMs and HMs**, or Technical Machines and Hidden Machines, are objects used to
teach Pokémon Moves.

TMs are dispensable, one-time use items. HMs on the other hand can
be used once per day. TMs and HMs take

about an hour to take effect; after this time is up, the Pokémon
learns the move associated with the TM or HM.

Not every Pokémon can learn every TM though; check the Pokémon’s
TM List to see if they are capable of learning

that TM. Furthermore, be aware that **only 3 of a Pokémon’s Moves can come from TMs or**
Tutor Moves. **See the**

“Moves” section under Pokémon for more details (page 200). **TM Moves cost a Pokémon 1 Tutor Point to learn**,

though if this Move is forgotten and replaced by another TM Move
(keeping the total number of TM Moves the

same or lower than previously), the new Move does not cost an
extra Tutor Point.

**GM TIP**: As to what TMs and HMs actually ARE, well, that’s something
every GM needs to decide and establish

at the beginning of their campaign.

The easiest solution is to make them small compact discs,
activated by the TM Case itself. The Pokémon’s Poké

Ball is then inserted into the TM Case, which then digitally
transfers the Move information to the Pokémon. If

this method is used, know that using TMs on Pokémon without Poké
Balls will be impossible. Furthermore, the

Pokémon being taught the Move is unavailable for the hour it takes
to fully learn the Move.

Another solution is to make them Syringes that need to be injected
into a Pokémon. If this is the case, consider

requiring trainers to make a Medicine Education Check with a DC of
8 or so to apply Syringes; you don’t want to

inject the TM liquid in the wrong place, after all! You should
decide what failure means; is the TM simply wasted?

Or is the Pokémon injured instead? Both? Before choosing this
option, consider the barrier to entry it poses to

trainers both mechanically and psychologically; most trainers don’t
want to drive needles into their own Pokémon,

after all.

You can use one, both, or neither of the methods above. Feel free
to come up with your own solutions about the

nature of TMs. If your campaign takes place in an alternate
setting, consider adjusting TMs accordingly. In one

“Wild West” Themed setting, TMs were represented as hallucinogenic
substances designed to take Pokémon on a

“spirit quest” to teach them the new Move.

Gear and Items

301

TM Chart

**TM Cost TM Cost TM Cost TM Cost**

01 - Hone Claws $1200 26 - Earthquake $4000 51 - Steel Wing $2200 76 - Struggle Bug $1700

02 - Dragon Claw $2400 27 - Return $3000 52 - Focus Blast $4400 77 - Psych Up $2100

03 - Psyshock $2900 28 - Dig $3400 53 - Energy Ball $2700 78 - Bulldoze $2400

04 - Calm Mind $1200 29 - Psychic $3000 54 - False Swipe $1200 79 - Frost Breath $1000

05 - Roar $1000 30 - Shadow Ball $2700 55 - Scald $3000 80 - Rock Slide $4200

06 - Toxic $1900 31 - Brick Break $2400 56 - Fling $2000 81 - X-Scissor $2400

07 - Hail $1500 32 - Double Team $2500 57 - Charge Beam $2300 82 - Dragon Tail $2800

08 - Bulk Up $1200 33 - Reflect $1500 58 - Sky Drop $2800 83 - Infestation $2200

09 - Venoshock $2300 34 - Sludge Wave $4200 59 - Incinerate $1400 84 - Poison Jab $3000

10 - Hidden

Power

$1500 35 - Flamethrower $4200 60 - Quash $1000 85 - Dream Eater $3000

11 - Sunny Day $1500 36 - Sludge Bomb $4300 61 - Will-O-Wisp $2200 86 - Grass Knot $2900

12 - Taunt $1000 37 - Sandstorm $1500 62 - Acrobatics $2800 87 - Swagger $1000

13 - Ice Beam $4200 38 - Fire Blast $5100 63 - Embargo $1000 88 - Sleep Talk $1500

14 - Blizzard $5100 39 - Rock Tomb $2800 64 - Explosion $7500 89 - U-Turn $3100

15 - Hyper Beam $5000 40 - Aerial Ace $2800 65 - Shadow Claw $2400 90 - Substitute $2000

16 - Light Screen $1500 41 - Torment $1000 66 - Payback $2500 91 - Flash

Cannon

$2700

17 - Protect $2500 42 - Facade $3100 67 - Retaliate $3600 92 - Trick Room $2000

18 - Rain Dance $1500 43 - Flame Charge $2100 68 - Giga Impact $5000 93 - Wild Charge $2500

19 - Roost $2500 44 - Rest $2000 69 - Rock Polish $1200 94 - Rock Smash $1500

20 - Safeguard $1000 45 - Attract $1200 70 - Flash $1500 95 - Snarl $2400

21 - Frustration $3000 46 - Thief $2200 71 - Stone Edge $3900 96 - Nature

Power

$2000

22 - Solarbeam $4600 47 - Low Sweep $2400 72 - Volt Switch $3100 97 - Dark Pulse $2700

23 - Smack Down $2500 48 - Round $2800 73 - Thunder Wave $2200 98 - Power-Up

Punch

$2300

24 - Thunderbolt $4200 49 - Echoed Voice $1500 74 - Gyro Ball $2500 99 - Dazzling

Gleam

$2700

25 - Thunder $5100 50 - Overheat $5100 75 - Swords Dance $1200 100 - Confide $1000

A1 - Cut $75

A2 - Fly $3200

A3 - Surf $5000

A4 - Strength $3400

A5 - Waterfall $3700

A6 - Dive $2900

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302

Combat Items

The following are items that are largely consumables

to be used in combat. That isn’t to say that all of them

are strictly combat items, but their primary use will be

during fights.

**Caltrops & Toxic Caltrops**: These items let the user

use the Move Spikes and Toxic Spikes, respectively, as a

Standard Action. The item is then consumed. Caltrops

are not usually sold in stores, but may be found from

specialty shops for $500.

**Dream Mist**: Dream Mist may be used as an AC 6

Melee Status Attack, performed as a Standard Action.

If it hits, the target falls Asleep. Dream Mist is collected

from Pokémon with the eponymous Capability using a

Collection Jar but is also in rare occult shops for $500.

**Magic Flute**: Magic Flutes are rare artifacts made only

by skilled crafters with occult knowledge. They are not

usually found in stores. When a Flute is crafted, it is

tied to a particular Status Condition. Once per day, the

Flute may be played as a Standard Action. All Pokémon

and Trainers within 20 meters of the Flute are cured of

that Status. These rare artifacts cannot be found in most

ordinary stores but may cost upwards of $4000 from an

appropriate occult vendor.

**Cleanse Tags**: Cleanse Tags are small strips of paper

with a prayer or incantation written on them. When

created, the creator makes an Occult Education Roll;

this is the Cleanse Tag’s **Power Value**.

When glued, taped, or nailed to a surface, they stop

Pokémon or Trainers within 30 meters of the tag from

Phasing through that surface, as if it was solid, unless

they make a Focus Skill Check with a result greater than

the Tag’s Power Value. On a success, the tag is destroyed;

on failure, the tag holds, and the encroacher cannot try

again for at least an hour.

They may also be stuck onto a weapon or appendage to

let a Normal or Fighting-Type Attack hit a Ghost-Type

Pokémon for Regularly-Effective Damage; once damage

has been dealt, the Cleanse Tag is destroyed.

Those with an Occult Education of Novice or higher can

also burn a Cleanse Tag as a Standard Action to remove

the Cursed, Suppressed, or Disabled condition from a

single
target within 5 meters.