Conversion Guide and Extra Enemy Pokémon for Into the Oddish
If you are playing Into the Oddish (no longer in pre-order, you can just straight up order it now), chances are you are going to eventually want to include a Pokémon that was not in the books. Some might say, “Why weren’t all 151 original Pokémon, or for that matter all however many thousand we are at now, in the books in the first place?!” The answer is obviously page count. I could have made it a 300 page book, but I don’t want to have to sell a $50+ book full of IP that I am using only by the grace of god, fair use and the benign ignorance of Nintendo. However, it is pretty easy to make your own Pokémon stats because Pokémon themselves have stats! Here are some formulae (although these are rough approximations):
STR: Take their base Attack stat and divide by 6.66, round to the nearest whole number
DEX: Take their base Speed stat and divide by 6.66, round to the nearest whole number
WIL: Take their base Special* stat and divide by 7.66, round to the nearest whole number
HP: Take their base Hit Points stat and divide by 5.44, round to the nearest whole number
Armor: Take their base Defense stat and divide by 50, round down to the nearest whole number
* “Special” was split into Special Attack and Special Defense in Generation 2, but we are un-spliting it. For non-generation 1 Pokémon (I generally look at the oldest version of a Pokémon for their stats), take the average of their Special Attack and Special Defense and use that for their “Special” stat.
Let’s try an example: Porygon-Z
In its earliest iteration (generation 4), it has the following base stats:
HP: 85
Attack: 80
Defense: 70
Special Attack: 135
Special Defense: 75
Speed: 90
This gives us an implied Special score of 105.
Using our formulae results in the following stats:
STR 12, DEX 14, WIL 14, 16 HP, Armor 1.
Cross-checking it against Pokémon from the base Into the Oddish books, it has the same Strength as Golbat, which also has an 80 Attack, the same Dexterity as Pikachu, which also has a 90 Speed, the same Willpower as Vaporeon, which has a nearly identical 110 Special, HP between Aerodactyl’s (80 hit points, translating to 15 HP) and Zapdos (90 hit points, translating to 17 HP), and the same Armor as Golbat, which also has a 70 Defense.
Moving, Grooving
The moves are a bit more involved. Essentially, each move has 3 stats: Power, Accuracy and PP (PP being how many times a move can be used). In Into the Oddish (like most Oddlikes), Power and Accuracy is represented by a single value: the damage die. To determine the damage die for a move, multiply its Power by its Accuracy and divide by 100. If it is a move that hits multiple times when it lands, like Double Kick or Doubleslap, then first multiply base Power by the average number of hits. E.g., for Double Kick multiply it by 2 whereas for Doubleslap, which hits 2 to 5 times, multiply it by 3.5. If resulting value (Power x Accuracy) is less than 40, use a d4; if it is between 41 and 60, use a d6; if it is between 61 and 80, use a d8; if it is between 81 and 100, use a d10; if it is between 101 and 150, use a d12. And if it is 151 (the Pokémon number), then use a d20.
Next, take the PP for all the moves and total them together. Divide the PP for each move by that total, multiply by 20, round it to the nearest whole number and that is the X-in-20 chance for that move. Then you use those results to turn the list of moves into a d20 table. Sometimes the rounding will give you a total higher than 20 across all the moves. In that case, just find the one that was rounded up the most and round it down instead. Sometimes some jiggering is does post-hoc, but that’s just seasoning. Flavor to taste.
And that’s just the easy math part. Each move has its own effects beyond just dealing damage. For those, first just look in the rulebook for something analogous that you can modify. But for some moves, especially newer ones, you may have to think about how to translate it to an Into the Odd-ish philosophy. This is the fun part of game design. Well, figuring out the math is fun (for me, okay, for me!) too, but once it’s been figured out its just a matter of application. If you want to automate the math and focus on the more unique aspect of moves, these calculators should work (I tried like 5 examples and they all seemed to work, but surely there are going to be edge cases that break it).
Into the Oddish Pokemon Converter Machine
Enter all the stats you have. Leave the rest (e.g., Special or Special Attack and Special Defense) blank.
Into the Oddish Move Calculator
Enter Power, Accuracy, and PP for any Moves you want to use. If fewer than 4 Moves, leave the others blank. If a move hits multiple times, multiply its Power by the average number of hits first (e.g. ×2 for Double Kick, ×3.5 for Doubleslap).
| Power | Accuracy | PP | |
|---|---|---|---|
| Move 1 | |||
| Move 2 | |||
| Move 3 | |||
| Move 4 |
| Damage Die | Odds | |
|---|---|---|
| Move 1 | — | — |
| Move 2 | — | — |
| Move 3 | — | — |
| Move 4 | — | — |
Here are a handful of extra Pokémon I have made stats for while running it for an online group in my discord server, pulled directly from my notes with not as much editing as I did for the ones in the book (you wouldn’t believe how many typos we caught, but I’m not sure we Caught ‘Em All).
Pidgey
STR 7, DEX 8, WIL 4, 7 HP.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-9 | Gust: Deals highest 1 of 1d4 Normal-type damage to the target. |
| 10-13 | Sand-Attack: The target’s accuracy is lowered by 1 stage. |
| 14-20 | Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals highest 1 of 2d4 Normal-type damage to the target. |
Pidgeotto
STR 9, DEX 11, WIL 6, 12 HP, Armor 1.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-3 | Sand-Attack: The target’s accuracy is lowered by 1 stage. |
| 4-9 | Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals highest 1 of 2d4 Normal-type damage to the target. |
| 10-13 | Whirlwind: The target is blown out of range of the user and must spend a turn moving back into range to resume combat with the user. |
| 14-20 | Wing Attack: Deals highest 1 of 2d4 Flying-type damage to the target. |
Pidgeot
STR 12, DEX 14, WIL 9, 16 HP, Armor 1.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-5 | Quick Attack: Moves first in combat this turn regardless of Dexterity save results. Deals highest 1 of 2d4 Normal-type damage to the target. |
| 6-11 | Wing Attack: Deals highest 1 of 2d4 Flying-type damage to the target. |
| 12-16 | Agility: Has double Advantage on Dexterity saves until they fail a Dexterity save. |
| 17-20 | Mirror Move: Performs the Move that the target used most recently, regardless of whether they could ordinarily use it. |
Spearow
STR 9, DEX 11, WIL 4, 7 HP.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-8 | Peck: Deals highest 1 of 2d4 Flying-type damage. |
| 9-16 | Growl: The target’s attacks are Impaired for the remainder of the encounter. |
| 17-20 | Fury Attack: Deals highest 1 of 2d4 Normal-type damage to the target. On a Critical Hit, if the additional damage die rolls its highest possible value, roll an additional damage die. If that additional damage die rolls its highest possible value, roll an additional damage die. Ad infinitum, if the damage dice keep rolling their highest possible values. |
Fearrow
STR 14, DEX 15, WIL 8, 12 HP, Armor 1.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-6 | Leer: The target’s Armor is reduced by 1 for the remainder of the encounter. |
| 7-10 | Fury Attack: Deals highest 1 of 2d4 Normal-type damage to the target. On a Critical Hit, if the additional damage die rolls its highest possible value, roll an additional damage die. If that additional damage die rolls its highest possible value, roll an additional damage die. Ad infinitum, if the damage dice keep rolling their highest possible values. |
| 11-14 | Drill Peck: Deals highest 1 of 2d8 Flying-type damage. |
| 15-20 | Agility: Has double Advantage on Dexterity saves until they fail a Dexterity save. |
Arbok
STR 13, DEX 12, WIL 8, 11 HP, Armor 1.
Type: Poison
Resistances: Grass, Fighting, Poison
Vulnerabilities: Ground, Psychic, Bug
| 1d20 | Move |
|---|---|
| 1-6 | Bite: Deals 1d6 Normal-type damage to the target. If any damage dice match, the target flinches and misses their next turn. |
| 7-12 | Acid: Deals highest 1 of 2d4 Poison-type damage to the target(s) (Blast damage). If rolling multiple damage dice and any match, the target’s Armor is reduced by 1 for the remainder of the encounter. |
| 13-14 | Mega Drain: Deals 1d8 Grass-type damage to the target and restores their own HP by half the damage inflicted on the target. |
| 15-20 | Glare: The target suffers the Paralysis Status. Also affects Ghost-type Pokémon. |
Oddish
STR 7, DEX 4, WIL 10, 8 HP, Armor 1.
Type: Grass/Poison
Resistances: Water, Electric, Grass x2, Fighting
Vulnerabilities: Fire, Ice, Flying, Psychic, Bug x2
| 1d20 | Move |
|---|---|
| 1-5 | Absorb: Deals highest 1 of 2d4 Grass-type damage to the target and restores their own HP by half the damage inflicted on the target. |
| 6-13 | Poison Powder: Rolls 1d20. On a 6 or higher, the target suffers the Poison Status. |
| 14-20 | Stun Spore: Rolls 1d20. On a 6 or higher, the target suffers the Paralysis Status. |
Gloom
STR 10, DEX 6, WIL 11, 11 HP, Armor 1.
Type: Grass/Poison
Resistances: Water, Electric, Grass x2, Fighting
Vulnerabilities: Fire, Ice, Flying, Psychic, Bug x2
| 1d20 | Move |
|---|---|
| 1-4 | Absorb: Deals highest 1 of 2d4 Grass-type damage to the target and restores their own HP by half the damage inflicted on the target. |
| 5-11 | Poison Powder: Rolls 1d20. On a 6 or higher, the target suffers the Poison Status. |
| 12-14 | Sleep Powder: Rolls 1d20. On a 6 or higher, the target suffers the Sleep Status. |
| 15-20 | Acid: Deals highest 1 of 2d4 Poison-type damage to the target(s) (Blast damage). If rolling multiple damage dice and any match, the target’s Armor is reduced by 1 for the remainder of the encounter. |
Venonat
STR 8, DEX 7, WIL 5, 11 HP.
Type: Bug/Poison
Resistances: Grass x2, Fighting x2
Vulnerabilities: Fire, Flying, Psychic, Bug, Rock
| 1d20 | Move |
|---|---|
| 1-7 | Tackle: Deals 1d4 Normal-type damage to the target. |
| 8-11 | Disable: Rolls 1d20. On a 1-8, nothing happens. On a 9-13, the target must choose one of their Moves that still has usage left. On a 14-20, the user chooses one of the target’s Moves that still has usage left. The chosen Move cannot be used again for the remainder of the encounter. |
| 12-17 | Poison Powder: Rolls 1d20. On a 6 or higher, the target suffers the Poison Status. |
| 18-20 | Leech Life: Deals highest 1 of 2d4 Bug-type damage to the target and restores their own HP by half the damage inflicted on the target. |
Diglet
STR 8, DEX 14, WIL 6, 1 HP.
Type: Ground
Resistances: Poison, Rock
Vulnerabilities: Water, Grass, Ice
Immunities: Electric
| 1d20 | Move |
|---|---|
| 1-8 | Scratch: Deals 1d4 Normal-type damage to the target. |
| 9-17 | Growl: The target’s attacks are Impaired for the remainder of the encounter. |
| 18-20 | Dig: Digs underground, evading all non-Ground-type attacks except Swift. On the next turn, emerges and deals the highest 1 of 2d10 damage to the target. |
Dugtrio
STR 12, DEX 19, WIL 9, 6 HP.
Type: Ground
Resistances: Poison, Rock
Vulnerabilities: Water, Grass, Ice
Immunities: Electric
| 1d20 | Move |
|---|---|
| 1-4 | Dig: Digs underground, evading all non-Ground-type attacks except Swift. On the next turn, emerges and deals the highest 1 of 2d10 damage to the target. |
| 5-9 | Sand-Attack: The target’s accuracy is lowered by 1 stage. |
| 10-16 | Slash: Deals 1d8 Normal-type damage to the target. The attack is a Critical Hit if it rolls a 7 or 8. |
| 17-20 | Earthquake: Deals highest 1 of 2d10 Ground-type damage to the target(s) (Blast damage). |
Machoke
STR 15, DEX 7, WIL 6, 15 HP, Armor 1.
Type: Fighting
Resistances: Bug, Rock
Vulnerabilities: Flying, Psychic
| 1d20 | Move |
|---|---|
| 1-6 | Karate Chop: Deals 1d6 Normal-type damage to the target. The attack is a Critical Hit if it rolls a 5 or 6. |
| 7-10 | Low Kick: Deals highest 1 of 2d6 Fighting-type damage to the target. On a Critical Hit, the target flinches and misses their next turn. |
| 11-16 | Leer: The target’s Armor is reduced by 1 for the remainder of the encounter. |
| 17-20 | Seismic Toss: Deals highest 1 of 2d6 Fighting-type damage to the target. This Move affects Ghost-type Pokémon. |
Bellsprout
STR 11, DEX 6, WIL 9, 9 HP.
Type: Grass/Poison
Resistances: Water, Electric, Grass x2, Fighting
Vulnerabilities: Fire, Ice, Flying, Psychic, Bug x2
| 1d20 | Move |
|---|---|
| 1-2 | Vine Whip: Deals highest 1 of 2d4 Grass-type damage to the target. |
| 3-9 | Growth: Has Advantage on Willpower saves until they fail a Willpower save. |
| 10-13 | Wrap: Must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 Normal-type damage to the target, and the target is immobilized and does not act on those turns. |
| 14-20 | Poison Powder: Rolls 1d20. On a 6 or higher, the target suffers the Poison Status. |
Weepinbell
STR 14, DEX 8, WIL 11, 12 HP.
Type: Grass/Poison
Resistances: Water, Electric, Grass x2, Fighting
Vulnerabilities: Fire, Ice, Flying, Psychic, Bug x2
| 1d20 | Move |
|---|---|
| 1-4 | Wrap: Must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 Normal-type damage to the target, and the target is immobilized and does not act on those turns. |
| 5-9 | Stun Spore: Rolls 1d20. On a 6 or higher, the target suffers the Paralysis Status. |
| 10-15 | Acid: Deals highest 1 of 2d4 Poison-type damage to the target(s) (Blast damage). If rolling multiple damage dice and any match, the target’s Armor is reduced by 1 for the remainder of the encounter. |
| 16-20 | Razor Leaf: Deals highest 1 of 2d6 Grass-type damage to the target(s) (Blast damage). The attack is a Critical Hit if it rolls a 5 or 6. |
Tentacool
STR 6, DEX 11, WIL 13, 7 HP.
Type: Water/Poison
Resistances: Fire, Water, Ice, Fight, Poison
Vulnerabilities: Electric, Ground, Psychic, Bug
| 1d20 | Move |
|---|---|
| 1-4 | Supersonic: Rolls 1d20. On a 3 or higher, the target suffers the Confusion Status. |
| 5-8 | Wrap: Must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 Normal-type damage to the target, and the target is immobilized and does not act on those turns. |
| 9-15 | Poison Sting: Deals highest 1 of 2d4 Poison-type damage to the target. If any damage dice match, the target suffers the Poison Status. |
| 16-20 | Water Gun: Deals highest 1 of 2d4 Water-type damage to the target. |
Tentacruel
STR 11, DEX 15, WIL 16, 15 HP, Armor 1.
Type: Water/Poison
Resistances: Fire, Water, Ice, Fight, Poison
Vulnerabilities: Electric, Ground, Psychic, Bug
| 1d20 | Move |
|---|---|
| 1-7 | Acid: Deals highest 1 of 2d4 Poison-type damage to the target(s) (Blast damage). If rolling multiple damage dice and any match, the target’s Armor is reduced by 1 for the remainder of the encounter. |
| 8-10 | Surf: Deals highest 1 of 2d10 Water-type damage to the target(s) (Blast damage). |
| 11-15 | Wrap: Must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 Normal-type damage to the target, and the target is immobilized and does not act on those turns. |
| 16-20 | Supersonic: Rolls 1d20. On a 3 or higher, the target suffers the Confusion Status. |
Magnemite
STR 5, DEX 7, WIL 12, 4 HP, Armor 1.
Type: Electric
Resistances: Electric, Flying
Vulnerabilities: Ground
| 1d20 | Move |
|---|---|
| 1-8 | Tackle: Deals 1d4 Normal-type damage to the target. |
| 9-13 | Sonic Boom: Deals 2 damage to the target. |
| 14-20 | Thundershock: Deals highest 1 of 2d4 Electric-type damage to the target. If any damage dice match, the target suffers the Paralysis Status. |
Farfetch’d
STR 10, DEX 9, WIL 8, 9 HP, Armor 1.
Type: Normal/Flying
Resistances: Grass, Bug
Vulnerabilities: Electric, Ice, Rock
Immunities: Ground, Ghost
| 1d20 | Move |
|---|---|
| 1-6 | Peck: Deals highest 1 of 2d4 Flying-type damage. |
| 7-9 | Sand-Attack: The target’s accuracy is lowered by 1 stage. |
| 10-14 | Leer: The target’s Armor is reduced by 1 for the remainder of the encounter. |
| 15-20 | Cut: Deals highest 1 of 2d6 damage to the target. |
Hypno
STR 11, DEX 10, WIL 15, 16 HP, Armor 1.
Type: Psychic
Resistances: Fighting, Psychic
Vulnerabilities: Bug
Immunities: Ghost
| 1d20 | Move |
|---|---|
| 1-5 | Hypnosis: Rolls 1d20. On an 8 or higher, the target suffers the Sleep Status. |
| 6-9 | Headbutt: Deals 1d8 Normal-type damage to the target. On a Critical Hit, the target flinches and misses their next turn. |
| 10-12 | Psychic: Deals highest 1 of 2d10 Psychic-type damage to the target. On a Critical Hit, the target has Disadvantage to Willpower saves until they pass a Willpower save. |
| 13-20 | Meditate: User’s attacks are Enhanced for the remainder of the encounter or until any of their damage dice rolls a 1. |
Weezing
STR 14, DEX 9, WIL 11, 12 HP, Armor 2.
Type: Poison
Resistances: Grass, Fighting, Poison
Vulnerabilities: Ground, Psychic, Bug
| 1d20 | Move |
|---|---|
| 1-7 | Sludge: Deals highest 1 of 2d8 Poison-type damage to the target. On a Critical Hit, the target suffers the Poison Status. |
| 8-9 | Fire Blast: Deals 1d12 Fire-type damage to the target. On a Critical Hit, the target suffers the Burn Status. |
| 10-13 | Toxic: Rolls 1d20. On a 4 or higher, the target suffers the Poison Status, except on the second turn and going forward the damage increases to 1d8. The damage from the Poison Status reverts to 1d6 if any Pokémon in the encounter uses Haze. |
| 14-20 | Smokescreen: The target’s accuracy is lowered by 1 stage. |
Horsea
STR 6, DEX 9, WIL 9, 5 HP, Armor 1.
Type: Water
Resistances: Fire, Water, Ice
Vulnerabilities: Electric, Grass
| 1d20 | Move |
|---|---|
| 1-6 | Bubble: Deals highest 1 of 2d4 Water-type damage to the target(s) (Blast damage). If any dice match, the target has Disadvantage to Dexterity saves until they pass a Dexterity save. |
| 7-10 | Smokescreen: The target’s accuracy is lowered by 1 stage. |
| 11-15 | Leer: The target’s Armor is reduced by 1 for the remainder of the encounter. |
| 16-20 | Water Gun: Deals highest 1 of 2d4 Water-type damage to the target. |
Ditto
STR 7, DEX 7, WIL 6, 9 HP.
Type: Normal
Vulnerabilities: Fighting
Immunities: Ghost
| 1d20 | Move |
|---|---|
| 1-20 | Transform: Morphs into a near-exact copy of the target. Stats, stat modifiers, type, Moves and appearance are changed; its HP remains the same and each copied Move can only be used once per encounter. |
And if you want to make your own adventures: literally no one can stop you! You don’t need my permission, ditto that for Nintendo. In fact, there are already two (2) “third party” Into the Oddish adventures available as of this writing: False Star and Mime House.
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.”
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