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Text of the page (random words):
e learned techniques of both types that blend and blur the physical and spiritual domains to be a spoonsinger a pokemon must be a psychic or fighting type upon commitment to the order the opposite typing will be gained as a second typing gaining an additional typing in this way is irreversible role while spoonsinger order maintains temples and training grounds to their teachings most trained members choose to wander the region in search of new techniques and young pokemon who show traits of psychic or fighting prowess they do this by seeking out sources of strife and attempting to calm them either through words or actions they act as diplomat and one mon army in turn upholding their belief in balance and insuring the continued teaching of future generations weapon proficiencies spoon recommended skills dancing etiquette juggling singing tumbling weaponsmithing equipment a spoonsinger is always identifiable by the order s weapon of choice the spoon recognizable as a tool once employed by humans spoonsingers will smith variations of it s shape and size to better suit the individual s fighting style such an item is always polished enhancing the spoonsingers appearance in battle distinctive appearance not only are they easily identifiable by their weapon of choice spoonsingers don a set of loose robes colored to match their respective temple each temple has a distinctive palette closely related to the nearest human settlement all of which were once known by colorful names these robes frequently include an outer and inner set the heavier hooded coats giving protection from the elements and the lighter inner robes allowing for freedom of movement in combat special benefits spoonsingers benefit from the harsh training afforded any acolyte as well as the combined resources of the temples dotted across kanto as a result of the harmony between mind and muscle spoonsingers move with a supernatural grace almost dancing across the battlefield this trance like state is known as spoonsong and is accompanied by a hum of psychic power interrupted by the clang of their spoons as they strike in time this display is both beautiful and haunting and triggers a morale save for the group once the first opponent falls to half health spoonsingers may find shelter and supplies at any temple regardless of minor ideological differences it is not unheard of to find a spoonsinger from the border of johto taking supper at a temple on the coast of lavender town parties who have allied with a spoonsinger are welcome though only temporarily unless they wish to become members of the order themselves accomplished spoonsingers may choose to retire from wandering and become temple masters taking the position over from their elders or choosing to found a new temple of their own while any spoonsinger can share the basic tenants and foundational trainings most believe the art of spoonsong can only be learned properly from a temple master their skills are kept sharp by the frequent challengers from both within and without the order trained pokemon who have completed the gym battles of the region choose to test their skills against greater warriors and the temple masters willingly oblige special limitations spoonsingers are expected to follow a set of restrictions in their daily lives failure to do so could mean ejection from the order not only must they attempt to advance the outreach of their temples at all times they must also lend aid to any pokemon in need unless that pokemon is proven to be an enemy to the spoonsinger way of life they may not use tms hms to develop a technique without the use of your own training is counter to the core of the spoonsinger order while non members are not begrudged their choices committed practitioners think of the practice as a disgraceful grasp for unearned power spoonsingers do not wear protective gear or finery other than their traditional robes though held items that enhance their psychic abilities are generally overlooked this is both cultural expectation and a matter of efficiency as holding a shield or wearing armor interferes with their acrobatic fighting techniques and clothing of any value goes against the tenent of limited wealth temples offer a small stipend for purchases wandering spoonsingers must make during their journey though it is largely understood that this money is primarily to maintain their weapon of choice additional money and treasures found during their adventures is assumed property of their temple of origin and is to be gifted to it s accounts upon the spoonsinger s return this means that most spoonsingers survive off the generosity of the pokemon settlements they travel to or by temporarily joining adventuring parties to clear dangerous dungeons and fund the next leg of their journey after becoming a spoonsinger players gain an additional list of moves they can learn at the end of a battle the player may roll before choosing which list they would like to learn from 1d20 move 1 3 vacuum wave the user whirls its fists to create a wave of pure vacuum that it sends flying at targets moves first in combat regardless of dexterity save results deals 1d4 fighting type damage to the target usage unlimited 4 6 psyblade the user rends the target with an ethereal blade deals 1d8 psychic damage to the target usage 1x per encounter 7 8 aura sphere the user lets loose a pulse of aura power from within its body deals 1d8 fighting type damage to the target usage 2x per encounter 9 11 zen headbutt the user focuses all its willpower into a fierce headbutt deals 1d8 psychic type damage to the target if rolling multiple dice and any two match the target flinches and misses their next turn usage 1x per encounter 13 15 psycho cut the user launches blades formed by psychic power deals 1d8 psychic damage to the target the attack is a critical hit if it rolls a 7 or 8 usage 2x per encounter 16 17 psyshield bash cloaking itself in psychic energy the user slams into the target this also boosts the user s defense stat deals 1d10 psychic type damage on a critical hit the user s armor is increased by 1 max 5 for the duration of the battle usage 1x per day 18 19 focus blast the user heightens its mental focus and unleashes its power in the form of a spiritual bullet deals 1d10 fighting type damage on a critical hit the target s armor is decreased by 1 max 5 for the duration of the battle usage 1x per rest 20 secret sword the user pushes psychic energy into their weapon extending it as an ethereal blade this odd power is solid to touch deals 1d10 fighting type damage bypassing armor usage 1x per day sources x x at september 03 2026 no comments 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 ...
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