Builder's Manual · Chapter 7

Gear & the Economy

Equipment is the world's tool kit, and the schema keeps it simple on purpose: a name, a category, a price in ₽, a consumable flag, and a description. The category is the design; everything else is execution.

The categories

The category enum is the taxonomy of what gear does:

  • Poké Balls — capture. Quality tiers (Poké, Great, Ultra) map to roll bonuses in the Player's Handbook.
  • Medicine — condition recovery: potions, status cures, revives, full heals.
  • Berries — field medicine and held items; cheaper than potions, more limited, and great for the wild.
  • Held Items — carried, not consumed; part of a creature's identity and fighting style.
  • Field Gear — travel and exploration: Repel, Escape Rope, rods, shoes.
  • Key Items — story items that are never sold: Pokédex, Town Map, Badge Case, Partner Carrier, Journal, badges.
  • TM Discs — teach moves; consumed on use.

When you invent new gear, ask which category it serves and write the description in the same concrete voice as the existing items — the Poké Ball's entry tells you the mechanism, the weight, and the indicator light, and that's the standard.

The economy

Money is the one number the fiction runs on, so keep it honest:

  • value is the price in ₽. Set it from the existing list as your anchor — a Potion, a Poké Ball, and a berry establish the scale. New gear should price against those, not drift.
  • consumable marks what vanishes on use. Balls, medicine, berries, and TMs are consumed; held items, field gear, and key items are not. The flag matters at the table — it's what makes money real.
  • Medicine and balls are the everyday drain. Held items and TMs are the luxury tier. Key items never have a price.

Badges as gear

Badges live in the Key Items category — earned, never bought, carried in the Badge Case. Each badge is a milestone that opens doors in the fiction, and the Badge Case file is the natural place to track them. When a gym is beaten, the badge appears in the case; when the league matters, the case matters.

Writing an item

A good item entry answers three questions: what it is (shape, weight, mechanism), what it does (use, limits, side effects), and what it costs (price and, for consumables, what using it takes). The existing entries model this exactly — read the Poké Ball and the Potion before you write your own. Keep items specific enough that a GM can run them without a rule lookup; the fiction-first promise means the description is the rules.

Manual updated Aug 22, 2026.