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 Negligible 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 | |
| X-Power 0(M) | Increases Power by +1 for the remainder of the encounter. | 9 | |
| Dire Hit 0(M) | Raises Crit Chance by +1 for the remainder of the encounter. | 9 | |
| X-Accuracy 0(M) | Increases Accuracy by +1 for the remainder of the encounter. | 9 | |
| Guard Spec. 1(M) | Prevents reduction of Combat Stages or Accuracy for 3 turns. | 12 | |
| Guard Reset 1(M) | Sets all CS to their Default stages. | 12 | |
| X-Intelligence 2(M) | Increases Intelligence by +1 for the remainder of the encounter. | 15 | |
| Ability Urge 2(H) | Triggers one of the target’s Abilities, chosen when used. | 16 | |
| X-Evade 3(E) | Increases Evasion by +1 for the remainder of the encounter. | 17 | |
| X-Boost 3(M) | Raises all Stats by +1 CS for the remainder of the encounter. | 18 | |
| 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 | |
| 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 | |
| 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 |
| 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 | |
| Power Boost | Increases the user’s Power by +1 for the remainder of the encounter. Can be stacked once. | +4 | |
| Critical Boost | Increases the user’s Critical Hit Range by +1 for the rest of the encounter. Can be stacked once. | +4 | |
| Accuracy Boost | Increases the user’s Accuracy by +1 for the rest of the encounter. Can be stacked once. | +4 | |
| Guard Boost | The user cannot have their CS or Accuracy reduced for 1 turn. Can be stacked to increase duration. | +3 | |
| Conversion | The Steroid now affects humans, but not Pokemon. | +4 | |
| Guard Reset | Sets all CS to their Default stages. | +6 | |
| Smart Boost | Increases Intelligence by +1 for the remainder of the encounter. | +6 | |
| Evasion Boost | Increases Evasion by +1 for the remainder of the encounter. Can be stacked once. | +8 | |
| Combat Stage Boost EX | Raises all Stats by +1 CS for the remainder of the encounter. Can be stacked once. | +10 | |
| Resist Boost | When hit by a Super Effective attack, you resist it one step further. This lasts for the remainder of the encounter. | +12 | |
| 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 | |
| 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. | +14 |