Friday, August 28, 2026

Vitamins - Stat Gain for Into the Oddish

 

It whispers to me like the Green Goblin mask. It says... "Pikachu... Pika pika." 
Which I think translates to either "Drink from me, Gadda" or "oh god i'm a disembodied head"
.

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands!

    Into the Oddish handles Pokemon Evolution in a very interesting way. Gone are the traditional methods of experience and levels, as Into the Odd does not handle advancement with those mechanics. One might still be surprised by this design choice because Pokemon very much hinges advancement on those mechanics specifically. 

     Here's how it works - Once a player Pokemon reaches a set requirement, usually having completed a number of "dangerous expeditions" or gained a number of Gym Badges, they are allowed to evolve. Evolving increases HP, Armor, and rollable Stats by an amount set by the specific evolution, usually with a die roll relative to how the Pokemon's stats would change in the original video game. Ivysaur gains 2d4 Hp, while Venusaur gains 2d6. Charizard gains 1d8 Dexterity, while Blastoise only gains 1d4. This setup does a couple of things- the first is incentivizing specific playstyles. "Dangerous Expeditions" means "go into dungeons and come back out alive." Gym Badges means "Engage with combat, specifically in organized competition." Either way, this is pretty clear direction for what the game assumes the player will be doing, without demanding they do both. 

    On top of that, the guided increase in stats using die rolls keeps a level of randomness in play while still making individual Pokemon different enough from each other; it's possible to roll 1 for every stat when you evolve, and you're stuck there. But it's also possible to roll max value and come out with the best odds for whatever you do. You're still better off being a Pokemon that naturally has better odds of rolling those higher numbers, but even the mightiest of Mons could suck shit with bad enough RNG. Notably, these stats do not translate into your ability to inflict damage as each Move has it's own specific damage die assigned to it. Adventuring in search of the TM that will let your Pokemon rise above it's peers is still viable for even the unluckiest of saps.

    The problem, if it even is one, is that once you reach your final evolution, this advancement stops. You can't evolve past your final stage, and while your Move pool can be changed via TMs and HMs, your stats become static. Only Pokemon with three stages are statted out as player options in the core book, but one of you fucks are going to homebrew in the remaining 103 eventually; Two-stage Pokemon will have the chance to change their fates Once, while Single Stage Pokemon are just fucked. The limited triggers for advancement, along with the chance that things could go horribly wrong with no recourse in the rules as written had me thinking. Weren't there mechanics in the original pokemon games to slightly nudge your stats in a certain direction? Something that required input from the player, performing specific actions that slowly but surely enhanced the stats on top of the already set in stone numbers related to a specific monster? ...Wait. Oh god no, I'm thinking of-

EFFORT VALUES 

    No, I'm not hacking EVs in 1 to 1, that'd be fucking insane. However, I did spend time researching exactly what this mechanic looked like during Gen 1 in particular, to see if there was something here I could use to guide my adaptation. You can read the entire article on bulbapedia here, but as a very quick tl;dr, "Stat Experience" as it was called in Gen 1 and 2 was a secret data set every pokemon had. When defeating another Pokemon, the value of their base stats were converted into points that were quietly applied to the relevant stat of the Pokemon that defeated them. When said Pokemon leveled up, the amount by which that stat increased was altered based on the amount of effort points they'd quietly accrued. This system was never meant to be player facing, but a way to simulate Pokemon being living creatures that weren't 100% under control by the player, and honestly it sounds pretty neat on paper. Obviously the mechanic has been dissected and hardcore competitive players know how to play it like a damn fiddle, but that's not what we're doing here today. Adding secret XP bars for individual stats will not work in a game like Into The Oddish. 

    On top of gaining these effort points from combat, there were a handful of items that could be purchased and given to your Pokemon, known as Vitamins. These items, when given, increase a relevant stat's EV by a set amount, though the equivalent items that affect HP and PP have different math due to their focus. Games in  Generation 3 and onward set this amount at 10 EV with a total cap of EV's acquired through vitamins to prevent abuse, but in Gens 1 and 2, each Vitamin could be used up to 10 times per stat, making cramming them down your Pokemon's gullet the mathematically best way to set them up for success. 

    What does this have to do with our relatively rules light elfgame adaptation of the Pokemon franchise, though? How can we use this to make our make believe better? Here's my completely untested pitch.

 

VITAMINS

    Rarely in the ruins of Human homes and convenience stores, bottles of liquid with strange markings can be found. Those Pokemon who remember walking side by side with Human trainers may recognize the labels, each marked with the name of a Nutrient humans had isolated to keep their Pokemon healthy. They don't taste good, being un-refrigerated and well past their expiration date, but the effect is still the same.

    Pokemon who drink a bottle of Vitamins gain Advantage with the relevant stat for 1 full day, after which the effect ends.  The Player should mark down, in order, the last six Vitamins their player Pokemon has drank. When Advancing, the player gains additional stats as listed in the core rule book, but must also roll 1d6 against their list of drank vitamins. Landing on an empty listing gains nothing, but landing on an entry with a Vitamin grants them an additional 1d4 to the relevant stat, after which all entries are to be cleared. No Stat is allowed to go above 20, and Armor caps at 5.

    Because the entries are wiped after a successful use of a Vitamin to permanently increase a stat, but are kept when landing on a blank entry, Players will have a level of tactics wrt their usage of these items. Drinking one drink gives you a 1 in 6 chance of that boost. Drinking two increases that, but costs twice as much. Do you drink every Vitamin you find the moment you find it, or do you purposefully only drink one specific type, so that when you DO hit a result, it's exactly what you want to be increased? These items are rare and dwindling, and if they appear in shops at all should be relatively expensive.  

    "Advancing" in this scenario, includes Evolving as written, or, after exhausting your Evolution options, completing Dangerous Expeditions equal to the previous advancements' requirement +1, earning Gym Badges/Accolades equal to the previous advancements' requirement +1, or defeating 1 Legendary Foe. For a fully evolved Pokemon like Venusaur, this means they can advance and potentially gain the benefits of drinking Vitamins at 8, 14, and 23 Dangerous Expeditions, 5, 9, and 14 Gym Badges/Accolades, or by defeating in Combat, in any order, Mew, Mewtwo, Articuno, Zapdos, or Moltres. Weaker Pokemon that evolve faster as written, such as Butterfree, will have laxer requirements, making late game advancement more attainable, should you survive the lower level of play. You will note how daunting some of these numbers are, but keep in mind that the average game of Into the Oddish may not even result in players finishing their Evolutionary lines in the first place. This blogpost assumes there is a need for continued, long term play. It also, unfortunately, requires players maintain the math for each advancement, so they can calculate what their next goal is. 

    Assuming a table uses the standard Kanto setting with 8 official Gym Badges, the Elite 4, and 1 Champion, the number of chances to advance using the Gym system caps out at 13. Dangerous Expeditions can scale until the heat death of the universe, or until the Pokemon Master runs out of Dungeons, whichever is first. Including Legendary Foes as 5 additional goals to strive for outside of the previous two methods of advancement alleviates things somewhat, and will surely work as a grand final quest to cap off a campaign. Maybe once I actually play test this system, I'll have a better method of organizing these milestones that isn't just writing out a big table for every playable pokemon.

     Speaking of tables, add these to your Dungeon Loot or PokeShop lists if you'd like to include them.

Item Cost Use
Protein 980 Grants Advantage on STR checks for 1 day
Iron 980 Grants +1 AMR for 1 day, max 5
Carbos 980 Grants Advantage on DEX checks for 1 day
Calcium 980 Grants Advantage on WIL Checks for 1 day
HP UP 980 Grants 1d4 HP for 1 day, does not affect HP for the purposes of learning moves
PP UP 980 Grants 1 additional use of a Move for 1 day, within the limits established by the move

There's been some rumblings of someone making printable cards for ItOish stuff, so here's my pitch for one you could keep off to the side until it's needed, or you can just write yourself a little list, whichever floats your boat.


 

Until Next Time,

    Farmer Gadda 

Thursday, August 20, 2026

Omegamon, A Foreign Deity for Into The Oddish

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands! 

     This post is a parody of Deities and Demigods and it's later rewrite/reprint Legends and Lore, a resource for AD&D that statted up historically significant and/or religious figures for reference at the game table. I strongly considered simply paraphrasing it's DM guidance for running Gods as the only explanation for this post, but worried that the joke would be lost without an explanation. Then again, jokes requiring explanations aren't terribly funny. Alas, I am choosing to err on the side of clarity.

    Deities and Demigods' stated purpose was to provide guidance for using such figures in your games, with stats for those who wish to battle them and historical background for those who wish to have them present but untouchable. Whether or not this intent was successfully understood was dependant on the reader, and debate about godlike beings having stats at all has continued across time. In that spirit, I have statted this over powered being despite how it breaks the rules of Into The Oddish, allowing the Pokemon Master to perform the expected combat procedures even though every single move is a 1 hit kill for all but the strongest of player characters. You may choose to ignore said stats and remove the normal combat procedures entirely if your table is known to be foolhardy.

    Digimon and Pokemon both present worlds wherein the supernatural and mundane live in relative harmony, with one existing only through collaboration with the other. Digimon has questioned this relationship multiple times, and even attempted stories where Humans are completely removed from the picture (to questionable results), and the stated setting of Into The Oddish is a fantastic excuse to apply the same scrutiny to the Pokemon franchise. Not all tables will be interested in finding answers for Humanity's disappearance, or even really examining what it means that humans were once there and now are gone. For those who are intrigued by this premise and wish to dig deeper, this entry allows for a perspective from outside their world's confines to offer information, ask probing questions, and mourn what was lost.

Until Next Time,

    Farmer Gadda 

Thursday, August 13, 2026

Bibarel, A Giant Beaver for Into The Oddish

Art generously donated by HODAG, key artist of Vileplume Mountain and many other OSR works!
 
You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!

BIBAREL, THE BEAVER POKEMON: These simple Pokemon are 3 feet long when fully grown (1 meter) and weigh 69.4 pounds. Fur coloration can vary, but dark brown is the most common. Like their cousins within their Egg Group, Bibarel will generally take to the water if danger comes their way. Their moody nature means they normally flee any attack, but will fight fiercely if cornered or if their Dam is in danger. They build great dams in order to create ponds in which to build their thick-walled mud and wood "lodges." Entire communities live in this single dwelling, and when the alarm is sounded (a tail slap in the water), all Bibarel rush to defend it and their young. They can be persuaded to build dams and other earthworks in exchange for Water Stones, Pokedollars, or gourmet Berries if there is water near the building site for them to work from. 

Bibarel
STR 13, DEX 11, WIL 8, HP 15, ARMOR 1.

Type: Normal/Water

Resistances: Fire, Water, Ice, Steel (Whatever That Is)

Vulnerabilities: Fighting, Grass, Electric

Immunities: Ghost
1d20 Move
1-7 Water Gun: Deals highest 1 of 2d4 Water-type damage to the target
8-12 Headbutt: Deals highest 1 of 2d8 Normal-type damage to the target. On a Critical Hit, the target flinches and misses their next turn
13-16 Yawn: Target rolls a WIL save at the start of their next turn. On a failure, they gain the Sleep status.
17-20 Bite: Deals highest 1 of 2d6 Normal-type damage to the targer. If rolling multiple damage dice and any damage dice match, the target flinches and misses their next turn

Cold Tolerant: Bibarel fur repels water and is also a fantastic material for heat retention. - Pokemon Legends Arceus (2022)

Hold Breath: Bibarel can hold its breath for a number of rounds equal to STR before it risks drowning.

Natural Lumberjack: It busily makes its nest with stacks of branches and roots it has cut up with its sharp incisors. - Pokemon HeartGold/Pokemon SoulSilver (2009)

Skills

  • It makes its nest by damming streams with bark and mud. It is known as an industrious worker. - Pokemon Diamond (2006) 
  • A river dammed by Bibarel will never overflow its banks, which is appreciated by people nearby. - Pokemon Black/White (2010)
  • While its movements out of water are sluggish, it can swim as fast as any Feebas. - Pokemon Pearl (2006)

Carrying Capacity: A light load for a Bibarel is up to 1 Slot; a medium load, 7 Slots; and a heavy load, 13 Slots. 

Training: Although intelligent enough, Bibarel remain unaware and require training before they can act as a Ride Pokemon. To be trained, a Bibarel must have a friendly attitude toward the trainer (this can be achieved through a successful WIL save). Training a Bibarel requires six weeks of work and a saddle. A Bibarel can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DEX save.

Climate/Terrain: Lakes, Rivers, Swamps/Marsh 
Organization: Solitary or Lodge (4-40)
Treasure/Possessions: 1-5: Oran Berry, 6: Sitrus Berry, 7-10: Nothing

Sources: x,x,x,x
Art Credit: Bibarel, Bibarel(Gen 1 Custom Sprite)















BIDOOF, THE PLUMP MOUSE POKEMON: Bidoof are worth 350 P apiece on the open market. 


 


Monday, August 3, 2026

Missing? No! - Absent and Misplaced Content from Into The Oddish

 

...Well? It ain't gonna fill itself!

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands! 

    Into The Oddish, written by Prismatic Wasteland, is a heist-funded parody hack of Chris McDowell's "Into The Odd", using the chassis of the system to emulate (and poke some fun at) the Pokemon Franchise. It takes the classic dungeon-crawling fantasy and plops it directly in the center of the Kanto Region, in an era long after all Humans have mysteriously disappeared. Despite being a parody (or maybe this elevates the bit, idk) the game is fully functional and playable. The core book comes in two versions, Red and Blue. They are identical except for the Pokemon listed within it- of which only 1 of the player options changes between books. Of course I bought both, the joke isn't funny unless I did. It's only "official" adventure, "Vileplume Mountain" leans much heavier into parodying Dungeons and Dragons, specifically the module "Whiteplume Mountain", with the joke being that it retains much of the jank of the original adventure and also Pokemon are there. Isn't that fun? Isn't that hilarious?

    Yes, but unfortunately, Prismatic Wasteland has created a bit of a (pocket) monster. You see, Pokemon is an expansive series, and while Gen 1 is most definitely OSR, it's ALSO highly documented, based around completing a static collection, and incredibly formative for all the autistic millenials who might consider picking up a copy while the print run lasts. This means that when there's an omission, someone is going to notice.

     Hi, I'm someone.

    The format of the core books being what they are, there are Pokemon missing from their pages, either due to version exclusivity (which is very funny and part of the joke), or because actually printing all 151 pokemon's statblocks would balloon the size and price of the print (understandable but maaaaaaan). Similarly, while the core books have an impressive list of Pokemon moves, adapted for the system and easily referenced, there are still plenty of Moves from Gen 1 that have yet to be adapted. I like lists and completing tasks, and so I sat down to note every Pokemon that has yet to be converted, as well as every Move that is still missing. Not because I wanted to point out a flaw in the books I recieved, but as a starting point for anyone wanting to make use of Warren's incredibly permissive third party use policy:

Here is some legalese you can put in your adventure: “This is an unofficial adventure scenario for Into the Oddish, but what would make a scenario official anyway? You want me to get some certificate? My mom said I was allowed to post this and her brother works at Nintendogs.” - Prismatic Wasteland 

    I WILL however be pointing out the oversights I encountered while working on this resource. During my work, I noticed that many Moves that were "missing" from the Move Lists were actually in the books! They simply existed solely in Statblocks of specific Pokemon, meaning they could be completely missed when scanning for them. I will not be reprinting any of the Moves' mechanics, simply listing in which book and statblock they can be found. 

    Without Further Ado-

MISSING CONTENT 

LIST OF POKEMON THAT LACK CONVERSIONS 

  • Bulbasaur (and evos)
  • Squirtle (and evos)
  • Charmander (and evos)
  • Caterpie (and evos)
  • Weedle (and evos)
  • Nidoran (both genders and evos)
  • Clefairy
  • Clefable
  • Wigglytuff
  • Vileplume
  • Venomoth
  • Poliwag
  • Poliwhirl
  • Abra (and evos)
  • Machop
  • Machamp
  • Victreebel
  • Geodude
  • Graveler
  • Magneton
  • Doduo
  • Dodrio
  • Dewgong
  • Electrode
  • Exeggcute
  • Exeggcutor
  • Marowak
  • Lickitung
  • Chansey
  • Tangela
  • Kanghaskhan
  • Seadra
  • Seaking
  • Starmie
  • Tauros
  • Lapras
  • Porygon
  • Dratini (and evos)
  • Mew

    The Kanto Starters, as well as Caterpie, Weedle, and Nidoran families are in the books, but as playable options. Their "stats" are formated very differently from the enemy/wild statblocks of the rest of the 151. This may or may not make converting them easier, depending on your take. 

     Also, this list only includes the Pokemon that appeared in Gen 1, ignoring future additions to their lines. As I will add later, the books themselves do not hold TOO closely to ONLY adapting Gen 1 content, but until someone writes up a Johto expansion, I'm not going to presume such data is needed, this is about completion.

LIST OF MOVES THAT LACK CONVERSIONS

  • Barrage 
  • Bone Club
  • Clamp
  • Comet Punch
  • Constrict
  • Conversion
  • Dizzy Punch
  • Haze
  • Headbutt
  • High Jump Kick
  • Ice Punch
  • Jump Kick
  • Light Screen
  • Lovely Kiss
  • Mist
  • Roar
  • Rolling Kick
  • Sharpen
  • Sing
  • Smog
  • Soft Boiled
  • Sonic Boom
  • Spike Cannon
  • Splash
  • Spore
  • Superfang
  • Thunder Punch 

EXISTING BUT ODDLY PLACED CONTENT 

 LIST OF MOVES THAT EXIST IN VILEPLUME MOUNTAIN, BUT ONLY IN STATBLOCKS

  •  Aurora Beam (Seel)
  • Crabhammer (Kingler)
  • Fire Punch (Poliwrath)
  • Guillotine (Pinsir)
  • Hyper Fang (Raticate)
  • Minimize (Muk)
  • Leech Life (Zubat)
  • Poison Gas (Grimer)
  • Pound (Grimer)
  • Screech (Voltorb)
  • Sludge (Muk)
  • Smokescreen (Koffing)
  • Stomp (Kingler)
  • Vise Grip (Krabby) 

 LIST OF MOVES THAT EXIST IN THIS BLOGPOST, BUT ONLY IN STATBLOCKS

  • Thundershock (Magnemite)
  • Transform (Ditto)
  • Peck (Spearow)
  • Meditate (Hypno)
  • Glare (Arbok)
  • Drill Peck (Fearrow)

 AND HERE'S ONE LAST GEN 1 MOVE THAT WAS ADAPTED BY MITCHELL DAILY IN ONE OF HIS TRIFOLD ADVENTURES, "MIME HOUSE". THANKS MITCHELL THAT'S REAL NICE OF YA

  • Barrier (Mr. Mime)

ADDITIONAL NOTES OF INTEREST 

Despite being primarily based on Pokemon Generation One, a number of Moves listed across ItOish come from later in the franchise. This isn't a BAD thing in the slightest, but may be a stumbling block for people attempting to complete things, so I'll list them and their locations here.

  • Calm Mind (Vileplume Mountain, Gen 3)
  • Heat Wave (Vileplume Mountain, Gen 3)
  • Razor Shell (Vileplume Mountain, Gen 5)
  • Whirlpool (Vileplume Mountain, Gen 2)
  • Wood Hammer (Vileplume Mountain, Gen 4)
  • Infestation (Mime House, Gen 6)
  • Trick Room (Mime House, Gen 4) 

 And last but not least, there's a Move that is not only not from the Gen 1 List, it's ALSO only printed as part of a statblock- Flail (Gen 2) in Sudowoodo's entry. 

OK SO NOW WHAT?

    Again, I did not do this research and make these lists as a form of critique or to tell you not to pick up the game. I, frankly, adore these books and plan to run them in relatively short order. This post exists as a quick reference for folks who may want to create more adventures and supplements, to quickly guide them to where stuff still needs some work, or for GM's who may not even notice that something that's "Missing" from the reference lists that were included in the print product they're holding. Since writing this post, I have been informed that I completely overlooked the Held Items included in Vileplume Mountain, opening the door to everything related to them being up for a list. I won't fucking be doing that here. You can do it, since you're so smart. I look forward to hearing of works that let me whittle this list down, eventually. 

    As for me, I have a couple ideas in mind for supplemental stuff I could write; mostly with regard to items that were left behind from the original video game. The cool part about this game using Into the Odd as it's chassis is that I've already been writing additional mechanics and such for games that build off the same framework since the beginning of my blog. I've got a bit of a leg up, though the specifics of ItOish's rules require a little extra care to make work. I'm not here to BREAK things.

    Until then,

        Farmer Gadda 

Thursday, July 23, 2026

A Matter of Systems

You lot, after reading the clickbaity title. You are correct to do so.
Pull the trigger, Piglet. 

 You can read this post and find links to my other works over on my static site!
 Farmhands pledging $1 or more over on patreon got to read this a week early!
 

Howdy, Farmhands!

    In 2024, I made a post titled "The Realms I Never Knew," in which I had a bit of an epiphany wrt setting design after reading Dwiz's Knight At The Opera blog series about the history and vibes of DnD's primary settings throughout the editions in quick succession to reading Seba "Moss Hut"s trio of Tri-folds efficiently adapting Knave to run adventures in The Forgotten Realms and Barovia. Neither of those two things exist on the internet anymore, so I'm having to start this follow-up/spin off from scratch. God fucking damnit. 

    To be fair to both authors, I have no right to their work, nor do they have any responsibility to continue offering me access to said work. I greatly miss the works now that I can no longer gesture towards them for others to experience, though I've long since personally archived both for private re-reading. It's simply a shame that the topic that's wormed itself between my ears builds off my previous arm flailing in their direction with the conclusion that I didn't know what to think about them, just the sense that there was something there. You can read it if you like, knowing the things it spoke about are inaccessible for context, or just pretend everything after the cut is a post on it's own.

    This will eventually sorta kinda not really be about Deathbringer, by the way. Skim this duology of blogs by Magnolia Keep to get yourself up to speed before I get there.