Gear, Medicine & Money
Your gear is a tool kit for the fiction — capture, healing, travel, and the key items that carry your story. Everything has a price in ₽, and most of it is consumable, which is the real reason money matters.
Poké Balls
The standard capture device: a red-and-white sphere that fits in the palm and expands when thrown. The better the ball, the better the throw — Poké Ball (+0), Great Ball (+1), Ultra Ball (+2). Carry at least two; you will always need one more than you brought.
Medicine
Condition is the only health meter in the game, and medicine moves you back up the ladder:
- Potion / Super Potion — restore condition: winded back to fresh, struggling back to winded.
- Antidote, Burn Heal, Ice Heal, Paralyze Heal — each cures a specific affliction: poison, burns, frost, paralysis. Statuses are fiction-first conditions: a paralyzed creature is stiff and slow, a poisoned one is sick and failing, and the right cure is a story beat, not a number.
- Full Heal — clears everything at once. Expensive, and worth every ₽.
- Revive — brings a creature back from down, winded and shaken.
Berries do the same work in the field — Oran for a little condition, Pecha for poison, Rawst for burns, Sitrus for more. A Pokémon Center will heal your team for free if you can get to one; the road is where the cost lives.
Field gear
Repel keeps the small and persistent wildlife off you when you need to move. Escape Rope gets you out of a place you should not have gone into. Old Rod, Good Rod — fishing is a way to meet creatures, and some of them only meet fishermen. Running Shoes are the difference between walking and travelling.
Held items
Some items aren't used — they're carried. A held item is part of how a creature fights and lives: a berry for emergencies, a tool that suits its nature. Equipping a held item is a decision about who your partner is, and it shows up in the fiction.
Key items
Your story lives in key items: the Pokédex that catalogs what you've met, the Town Map that keeps the world legible, the Badge Case that fills as you earn each gym's respect, the Partner Carrier that lets your partner travel beside you instead of inside a ball, and the Journal where you keep the parts of the story that matter. Key items are not bought and sold. They're earned, found, or given.
TM Discs
TM Discs teach moves — the ones worth paying for. A disc works once, teaches a move that fits the creature, and the learning still needs its moment in the story. Discs are the closest thing this world has to a power-up, and they're priced accordingly.
Money
Keep your money honest. Earn it, spend it, run out of it. The price list is the world's price list — the same ball costs the same in every town, and a trainer who haggles with Charm can stretch a thin wallet. When you're broke, the world offers you work, and work offers you threads. That's not a punishment. That's the game.