Crafting Skills: Medicine Edu.Crafting Scrap: Medicine
Steroids are medicinal items that are capable of giving a Pokemon a short-term power boost. They are generally considered League-legal and have turned the tide for many a belabored Trainer. All Steroids are used as a Standard Action and are of “N-12” weight. They may only be used on Pokemon unless you make them with the Conversion Enhancement.
Beware, giving a creature too many Steroids in a short time is a recipe for disaster. For every Steroid you give a creature beyond the first while within a 10 minute period, it takes 1 Injury. So make it count!
Item
Effect
DC
Value
X-Item 0(M)
Raises a chosen Stat by +1 CS for the remainder of the encounter.
9
20
X-Power 0(M)
Increases Power by +1 for the remainder of the encounter.
9
20
Dire Hit 0(M)
Raises Crit Chance by +1 for the remainder of the encounter.
9
30
X-Accuracy 0(M)
Increases Accuracy by +1 for the remainder of the encounter.
9
30
Guard Spec. 1(M)
Prevents reduction of Combat Stages or Accuracy for 3 turns.
12
50
Guard Reset 1(M)
Sets all CS to their Default stages.
12
50
X-Intelligence 2(M)
Increases Intelligence by +1 for the remainder of the encounter.
15
75
Ability Urge 2(H)
Triggers one of the target’s Abilities, chosen when used.
16
100
X-Evade 3(E)
Increases Evasion by +1 for the remainder of the encounter.
17
140
X-Boost 3(M)
Raises all Stats by +1 CS for the remainder of the encounter.
18
200
X-Resist 3(M)
When hit by a Super Effective attack, you resist it one step further. This lasts for the remainder of the encounter.
18
1
X-Cap 4(M)
Choose a single Capability upon creation. This item increases the level of that Capability by 1 for the remainder of the encounter, but does not grant it if the target does not already have it.
20
1
Berserk Gene 4(H)
The target’s Default Attack & Special Attack CS are set to +4 and they become Enraged. If they are Tier 3 or lower, they are also Confused.
21
1
Enhancement
Effect
DC
Value
Combat Stage Boost
When crafting, choose a non-HP Stat. This item raises that stat’s CS by 1 for the rest of the encounter. Can be stacked two times.
+4
15
Power Boost
Increases the user’s Power by +1 for the remainder of the encounter. Can be stacked once.
+4
15
Critical Boost
Increases the user’s Critical Hit Range by +1 for the rest of the encounter. Can be stacked once.
+4
30
Accuracy Boost
Increases the user’s Accuracy by +1 for the rest of the encounter. Can be stacked once.
+4
30
Guard Boost
The user cannot have their CS or Accuracy reduced for 1 turn. Can be stacked to increase duration.
+3
14
Conversion
The Steroid now affects humans, but not Pokemon.
+4
40
Guard Reset
Sets all CS to their Default stages.
+6
50
Smart Boost
Increases Intelligence by +1 for the remainder of the encounter.
+6
75
Evasion Boost
Increases Evasion by +1 for the remainder of the encounter. Can be stacked once.
+8
140
Combat Stage Boost EX
Raises all Stats by +1 CS for the remainder of the encounter. Can be stacked once.
+10
200
Resist Boost
When hit by a Super Effective attack, you resist it one step further. This lasts for the remainder of the encounter.
+12
1
Capability Boost
Choose a single Capability upon creation. This item increases the level of that Capability by 1 for the remainder of the encounter, but does not grant it if the target does not already have it.
+14
1
Duration Boost
The Steroid now lasts for 8 hours instead of 10 minutes. Giving it additional Steroids during this time will incur Injuries as normal.