Odd Cats Core Rules
The Odd Cats stalk through the underbrush and lurk in the trees. They defend their territory from threats; cats of other clans or creatures mundane or stranger. The Odd Cats have made the forests and valleys their home for so long they have been changed by them, some primal preternatural quality reawakened. This connection to the spirits of the forest and the feline ancestors manifesting in unusual senses or even more magical powers.
An Odd-like ruleset, extremely loosely inspired by the Warrior Cats books and the Warriors Adventure Game ttrpg. More inspired by playing Warrior Cats on the playground as a child. Base rules credit to Chris McDowall's Into the Odd and Yochai Gai's Cairn.
Creating your Odd Cat
Roll 3d6 in order for your Odd Cat's Attributes. You may swap any two if you wish.
Strength (STR) The power in a cat's body, their muscle and force and power.
Nimbleness (NIM) A cat's flexibility and agility, their lithe and graceful nature.
Weird (WRD) The connection between a cat and the supernatural world.
Attribute Scores
An Odd Cat's attributes are not just a measure of their physical bodies or metaphysical connection, but also of the risk associated with attempting something an action with consequences.
When attempting something dangerous, or an action that may otherwise incur some kind of risk, roll a d20. Succeed with a roll equal to or under the appropriate attribute score.
Odd Cats begin with a d6 of Hit Protection (HP). This is not the measure of an Odd Cat's health, but their luck, skill, and ability to avoid being seriously hurt. HP is restored after an Odd Cat has reached a safe place and rests for enough to time to groom themselves.
Attribute Loss
In certain cases an Odd Cat will receive damage that directly affects one of their three attributes, lowering the score until they receive care. If an Odd Cat's strength is reduced to 0 they die, if their nimbleness is reduced to 0 they are paralyzed, and if their weird is reduced to 0 their mind is addled to catatonia.
Combat
When two Odd Cats fight, each cat makes a contested STR or NIM save - their choice. The winner is determined by whichever cat succeeds their save and, in the case of both cats succeeding, whichever cat rolled closest to their attribute saves.
The winning cat deals damage to the losing cat. If the fight continues another round of saves is rolled and damage is dealt accordingly. In the case of ties both cats deal damage.
When an Odd Cat takes damage from combat or violence they first subtract their Armor score from the damage, then apply that damage to their hit protection.
Odd Cats deal d6 damage when they engage in combat.
Odd Cats with STR 13 or greater deal d6+1 damage.
Odd Cats with a STR 16 or greater deal d6+2 damage.
When attacking from a position of overwhelming strength deal d10 damage.
When attacking from a position of restriction or extreme weakness deal d4 damage.
An Odd Cat with a NIM of 13 or greater has Armor 1.
An Odd Cat with a NIM of 16 or greater has Armor 2.
If an Odd Cat receives damage that reduces their HP to exactly 0 they will receive a scar. If the damage exceeds their HP it is applied to their STR, reducing it by the amount that rolled over. The Odd Cat then makes a STR save, if they fail they become Critically Damaged and are unable to take any actions beyond crawl and mewl until tended to by an ally.
Scars and Weird Abilities tables coming next post!
Thank you to the Baying Hogs Discord server.