Odd Cats Combat & Injury Table
When an Odd Cat engages in battle they make a STR or NIM save, their preference. The referee will roll an opposing save using the enemy cat's stats. Odd Cats may make a SPI save to bolster their attack, a menacing display of hissing and raised fur. If they succeed they roll their next save with advantage.
If one cat succeeds and the other fails, the cat that succeeded deals damage to their enemy.
If both cats succeed they both deal damage to each other. If both cats fail they each deal damage to each other.
When groups of Odd Cats fight, each combatant rolls their own save and deals damage accordingly, with each side rolling their damage dies and only the highest roll taken.
If a single cat is swarmed by three or more Odd Cats the group of cats deals rolls a d10 damage die and the cornered cat deals a d4 damage die.
| HP Lost | Injury. |
|---|---|
| 1 | Scarred Pelt: Roll 1d6; 1: throat, 2: paws, 3: eye, 4: chest, 5: legs, 6: ear. Roll 1d6, if higher than your max HP, take the new result. |
| 2 | Disorienting Whack: You take a powerful whack that rattles you, forcing you to refocus. Roll 1d6, if higher than your max HP, take the new result. |
| 3 | Body Slam: You hit the ground hard. Your breath is forced from your body and you are deprived until you rest for several hours. Roll 1d6, add that amount to your max HP. |
| 4 | Broken Bone: Roll 1d6; 1-2: back leg, 3-4: front leg, 5: rib, 6: skull. Once mended, roll 2d6. If higher than your max HP, take new result. |
| 5 | Festering Wound: An infection has set in, drawing flies and a foul smell. When recovered, roll 2d6. If higher than your max HP, take the new result. |
| 6 | Battered Ears: Take a mighty strike to your head. Roll 1d6; 1-2: STR, 3-4: NIM, 5-6: SPI. Roll 2d6, if higher than your max HP, take the new result. |
| 7 | Lamed Paw: One of your limbs is made useless and you can barely move until you get assistance and rest. After recovery, roll 3d6. If Higher than your current NIM, take the new result. |
| 8 | Dull Eared: You are deaf until you find a unique remedy. Make a SPI save, if you pass, increase your SPI by 1d4. |
| 9 | Rattled Cat: A strong blow shakes something deep inside you. Roll 3d6, if the total is higher than you current SPI, take the new result. |
| 10 | Dismembered: One of your limbs is shredded and torn, useless forever (the referee will tell you which). Then, make a SPI save. If you pass, increase your max SPI by 1d6. |
| 11 | Bleeding Out: You are deprived, spilling your heart's blood. You will die within the hour unless you are healed. After you are recovered roll 2d6, if higher than your max HP, take the new result. |
| 12 | Marked by Death: You brushed so close to death and yet still breath. If you fail you next save against critical damage, you die terribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result. |