
Firebreathing Kittens
376 episodes — Page 1 of 8
The Sword And The Metronome (Behold The Holy Grail)
Trailer for The Sword And The Metronome
Scamantha In The Sky (Nice Marines)
Trailer for Scamantha In The Sky
Arthur 331 Interview
May 2026 Rules Feedback Chat
My Girl Scamantha (Alloyed)
Trailer for My Girl Scamantha
Back To Futures Past (Tunnel Goons)
Trailer for Back To Futures Past
Kairos SaybTass Interview
Professor Tinkerton Shellton Interview
Dreamwalk Estate (Call of Cthulhu 7e)
Trailer for Dreamwalk Estate
Adraias HowlThorne Interview
My Best Friend Cthulhu (Call of Cthulhu 7e)
Trailer for My Best Friend Cthulhu
Caiyra Daevi Interview
Spiders And How To Care For Them (Tiny Dungeon 2e)
Trailer for Spiders And How To Care For Them
Ep 790April Fools Day 2026
Happy April Fool's! Surprise! We have a collection of solo play adventures for you. These are games played with just one person. They can be journaling games, games played against an oracle or a table, by flipping cards, etc. This year we have The Tower of Icarus, O Patron Mine, Exclusive Interview, and The Eternal Duel. We hope you enjoy this unusual episode. We did.
Ep 786Midterm Monsters (Kaiju Girls)
Varek, Meg, and Muse are attending New Inthera Community College when the moon suddenly turns red and hydra heads start bursting out of the ground around campus. Turns out night classes are a lot more dangerous than advertised. Join the Firebreathing Kittens for an actual play of Kaiju Girls.
Ep 785Trailer for Midterm Monsters
Varek, Meg, and Muse are attending New Inthera Community College when the moon suddenly turns red and hydra heads start bursting out of the ground around campus. Turns out night classes are a lot more dangerous than advertised. Join the Firebreathing Kittens for an actual play of Kaiju Girls.
Ep 770Varek Ashen Interview
Varek Ashen Interview
Ep 782Snap Back To Reality (Ecryme)
In this actual play of the Ecryme system, Morning Mist, Sir Barnabas, and Belladonna Amrille come together to protect factory workers but find themselves faced with versions of their pasts.
Ep 781Trailer for Snap Back To Reality
In this actual play of the Ecryme system, Morning Mist, Sir Barnabas, and Belladonna Amrille come together to protect factory workers but find themselves faced with versions of their pasts.
Ep 764How To Play Ecryme
How To Play Ecryme Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m the game master for an upcoming session using the rules for Ecryme. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Ecryme game at home. I’ll organize this how to play guide into sections. Game category Traits, skills, and specializations Rolling dice Spleen and ideal Difficulty and margins Self transcendence How to attack Impacts and dying Armor Effects Surprise Healing Helping allies Building a character Game category. The first edition of Ecryme was released in French in 1994. Twenty years later, a second edition was released, which is what I’ll be talking about today. The word ecryme is the name of a mercury like liquid that covers most of the surface of the planet. Only small dotted islands of land are left. This game’s world has 1800’s technology: mass production, steam power, and dirigibles. Air ships and steam trains link the industrial cities on the islands. Bridges lift the trains above the ecryme. The people of this world try to avoid falling in. Most people who come into contact with the dense, motionless ecryme, the flat silver ocean that lacks waves, are corroded by the contact, blistering like being splashed with acid. Those who survive sometimes get unpredictable cephalic powers, which is the game’s magic system. The general mechanic of Ecryme is that you roll six sided dice, add modifiers from your character build, and compare that to the difficulty of the situation or to an opponent’s roll. Outside of combat, you roll two six sided dice, add them together, and add the skill from your character sheet that most closely matches what you’re trying to do. If a trait applies, add it, too. When your character has a specialization that applies, you get plus two to your roll. The sum is compared to the difficulty of the task. Eight is the lowest and sixteen is the highest difficulty score. If your dice roll plus skill plus trait plus specialization is lower than the difficulty, then you failed. If your dice roll plus skill plus trait plus specialization is equal to the difficulty, there is some kind of complication. If your dice roll plus skill plus trait plus specialization is higher than the difficulty, you succeeded. Combat is similar, except you roll four d6 and add your skill. Pick two dice to put into success, which is their word for attack, and two dice to put into reserve, which is their word for defense. If your success attack is higher than your opponent’s reserve defense, you hit them. The amount your success attack went over their reserve defense becomes the damage impact of the attack. The Ecryme rule book comes with a ton of prebuilt character sheets for you to play as or use as pre statted non player characters. I’ll list some. There’s an aeronaut, an archivist, a sword duelist, a wandering mapmaker, a military officer who specializes in explosives, a courtesan, a stilt walker, a glider pilot, a wealthy merchant, an ecryme diver, a preacher, a fugitive, a scholar, an ecryme flower harvester, and more. Traits. Characters in Ecryme have traits that describe their physical appearance, personality, and social connections. Trait numbers range between negative and positive three. A normal person who is a nonplayer character averages about zero. A plus one means that your character has a little bit more of that trait than the average person. A plus two means they have a lot more than a normal person. A plus three means your character is extremely whatever that trait is. A negative one means that your character has a little bit less of that trait than the average person, a negative two means they have a lot less, and a negative three means they’re extremely lacking in whatever that trait is compared to someone normal. For example in the trait of height, a tall person would have the number one, a very tall person positive two, and an abnormally tall person positive three. Every character in Ecryme has two points overall in traits. This can be any combination that equals two. For example, your character could have a single plus two trait. Or they could have two plus one traits. Or you could have three plus one traits and one negative one trait. As long as the character has two points in traits overall, you’re good. There isn’t a set list of defined trait words in the Ecryme rule book that you’re limited to using. A trait can be anything you want. You the player name the trait that best defines your character, and you pick which combination of traits equals plus two overall. Skills. Every character in Ecryme has fifteen skills. Unlike a trait which can be anything you want, every character has the same list of skills, just different personalized numbers in each of them. The fifteen skills are
Ep 780The Quartet Resumes (Pride and Extreme Prejudice)
Dante, Muse and Sofia get an invite to a garden party hosted by the enigmatic Mr. Darcy, where shenanigans involving giant robots fighting and lighting fast betrothals occur. It really was handled with Pride and Extreme Prejudice.
Ep 779Trailer for The Quartet Resumes
Dante, Muse and Sofia get an invite to a garden party hosted by the enigmatic Mr. Darcy, where shenanigans involving giant robots fighting and lighting fast betrothals occur. It really was handled with Pride and Extreme Prejudice.
Ep 777This Old Guild Hall (Cottages and Cerberus)
This Old Guild Hall is an actual play podcast of Cottages and Cerberus where Stewart and Sofia are hired to fix up the New Inthera Guild Hall by defeating dangerous monsters and making cozy objects.
Ep 776Trailer for This Old Guild Hall
This Old Guild Hall is an actual play podcast of Cottages and Cerberus where Stewart and Sofia are hired to fix up the New Inthera Guild Hall by defeating dangerous monsters and making cozy objects.
Ep 775February 2026 Rules Feedback
Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we discuss the rules in the past few games we’ve played, for February 2026. We’ll discuss the tabletop roleplaying games The Walking Dead, Blade Runner, LURPS, The One Ring, Never Stop Blowing Up, Ultimate Hyper Fantastic Magical Girls, and Sad Vampire Boyfriend.
Ep 774The Undrinkables (Sad Vampire Boyfriend)
Join the Firebreathing Kittens as they play Sad Vampire Boyfriend! In The Undrinkables our three Firebreathing Kittens Queenie, Kamos, and Meru find themselves contracted as security members for the 47th National Remembrance Festival. As they peruse the colorful shops and stalls they start to get a sinking feeling that all is not as it seems. On a quest to investigate they find adventure, cows, and… hey is that blood? And why does it smell so good?!
Ep 773Trailer for The Undrinkables
Join the Firebreathing Kittens as they play Sad Vampire Boyfriend! In The Undrinkables our three Firebreathing Kittens Queenie, Kamos, and Meru find themselves contracted as security members for the 47th National Remembrance Festival. As they peruse the colorful shops and stalls they start to get a sinking feeling that all is not as it seems. On a quest to investigate they find adventure, cows, and… hey is that blood? And why does it smell so good?!
Ep 772Bee Plus Students (Ultimate Hyper Fantastic Magical Girls)
Bee Plus Students is an actual play podcast of Ultimate Hyper Fantastic Magical Girls, following Meg, Queenie, and Muse as they uncover a deadly cosmetics plot and insect impostors.
Ep 771Trailer for Bee Plus Students
Bee Plus Students is an actual play podcast of Ultimate Hyper Fantastic Magical Girls, following Meg, Queenie, and Muse as they uncover a deadly cosmetics plot and insect impostors.
Ep 758How To Play Ultimate Hyper Fantastic Magical Girls
How To Play Ultimate Hyper Fantastic Magical Girls Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m the game master for an upcoming session using the rules for Ultimate Hyper Fantastic Magical Girls. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Ultimate Hyper Fantastic Magical Girls game at home. I’ll organize this how to play guide into sections. Game category D3 minus 1 Stats Checks Abilities Empowering abilities Perks Moods Movement rules Combat Going all out Status effects Temporary hit points Dying Healing Daily routines Clubs Building a character Game category. Ultimate Hyper Fantastic Magical Girls is a tactical grid tabletop roleplaying game themed around the topic of magical girls. Sailor Moon, Cardcaptor Sakura, and Puella Magi Madoka Magica are some examples. Although the genre is called magical girl, you don’t have to role play as a female character to play this game. Sailor Moon has Tuxedo Mask, Cardcaptor Sakura has Syaoran Li, there is even Magical Girl Ore. The genre is about how a regular school kid meets a small cute magical creature such as a cat, a winged bear, et cetera, which leads to her ability to transform and use magical powers. Like how glasses prevent people from realizing Clark Kent is Superman in the superhero genre, the costume change into her magical girl alter ego protects her secret identity, letting her keep her daily routine of a normal school life. Fighting evil by moonlight, attending classes by daylight. In Ultimate Hyper Fantastic Magical Girls, each magical girl has an aspect, sort of like a class in other games, and your specialized abilities from that aspect let you do different things in combat than your team mates. To play this game, everyone should have some sort of way to look at a grid that is twenty squares left to right and fifteen squares top to bottom. When combat starts, magical girls draw half as many cards as their smarts stat rounded down. You spend cards to use and then further empower your abilities. To use an ability, roll as many six sided dice as you have in your stat, dividing the result by two and subtracting one. So ones and twos give you plus zero, threes and fours give you plus one, and fives and sixes give you plus two. To empower your ability, spend additional cards. Empowerment gives a bonus to the ability’s number of dice rolled, area it effects, or duration, based on the value of the card you spend. Apart from combat, there are also mechanics for your daily life, where how you roleplay to balance magical girl combat with attending classes and extracurricular clubs will affect your mood and your report card. D3 minus 1. This game uses standard six sided dice to generate zeroes, ones, or twos, to use from each dice rolled. To get a zero, one, or two from a six sided dice, you will roll the dice, divide by two, then subtract one. So if you rolled a one or a two, the result is zero. If you rolled a three or a four, the result is one. If you rolled a five or a six, the result is two. The game calls this the three sided result. In this game, every time you round a number, round down. Numbers can’t go negative in Ultimate Hyper Fantastic Magical Girls, including hit points. Stats. Each magical girl has stats you will use in checks to see if your character accomplishes or fails at what they try to do. These stats are power, style, smarts, guts, and spirit. Power is how strong you are and how much damage you do. A jock who plays sports is an example of a high power character. Style is your speed, agility, and if you can succeed at things that need finesse. Style is your movement speed, unless it’s less than four, and then your movement speed is at least four. Smarts is how intelligent your magical girl is. The honors student is a good example of a character with high smarts. Each magical girl can use their smarts stat number of abilities from their aspect and from the non-aspect abilities list. At the start of combat, each magical girl draws as many cards as half their smarts score rounding down, with a minimum of one. Your smarts number is also your maximum hand size, how many cards you can hold before discarding. Guts is how much damage your magical girl can take. Guts tends to be a higher number for no-nonsense type characters. Each magical girl starts with ten plus one half of their guts score of hit points. When you gain milestones, guts determines how many hit points you gain with the milestone. Spirit is the range of your magical abilities. You can affect things as many squares away from yourself on the battle grid as your spirit number. A moody sullen character might have low spirit while a cheerleader might have high spirit. Checks. When succeeding or failing at what your character is trying to do w
Ep 769Memory Lane Robbery (Never Stop Blowing Up)
Hired as movie extras, paid in pizza, neither Josiah nor Sofia raise an eyebrow when asked to withdraw cash from the bank's till. Cameras are rolling in Memory Lane Robbery, an actual play podcast of Never Stop Blowing Up, the role playing game.
Ep 768Trailer for Memory Lane Robbery
Hired as movie extras, paid in pizza, neither Josiah nor Sofia raise an eyebrow when asked to withdraw cash from the bank's till. Cameras are rolling in Memory Lane Robbery, an actual play podcast of Never Stop Blowing Up, the role playing game.
Ep 759Josiah McCoy Interview
Josiah McCoy Interview
Ep 767Hot Bugs And Heists (Never Stop Blowing Up)
Responding to a casting call, Kyyyvvvyynn and Sir Barnabas get suspicious. Why is the Director more concerned with the vault than the camera? An actual play of the Never Stop Blowing Up system.
Ep 766Trailer for Hot Bugs And Heists
Responding to a casting call, Kyyyvvvyynn and Sir Barnabas get suspicious. Why is the Director more concerned with the vault than the camera? An actual play of the Never Stop Blowing Up system.

Ep 765Season 2025 Epilogues
Season 2025 Epilogues

Ep 763Not The Return Of The King (The One Ring)
Pulled through time and space to the Prancing Pony, Newson and Wilford race to save Tobald Heatherfoot from the curse of the Barrow-downs. An actual play of The One Ring, the official Lord of the Rings role-playing game.

Ep 762Trailer for Not The Return Of The King
Pulled through time and space to the Prancing Pony, Newson and Wilford race to save Tobald Heatherfoot from the curse of the Barrow-downs. An actual play of The One Ring, the official Lord of the Rings role-playing game.

Ep 7611000 Enter 1 Leaves (LURPS)
1000 Enter 1 Leaves is an actual play podcast of the L.U.R.P.S. game system. Follow FBK members Norbert, Grumm and Pippinprick as they navigate the hazardous environment, rabid contestants and the worst dinner bell of all time in the annual Niqamui Fight Club Contest. At stake is the most coveted prize in the land, two minutes of open mike time broadcast far and wide...oh...and something worth a million dollars. Can our intrepid guild members makes the cut, or will they be cut down? Tune in and find out.

Ep 760Trailer for 1000 Enter 1 Leaves
Trailer for 1000 Enter 1 Leaves

Ep 757How Ya Doin Champ (Blade Runner)
A priceless watch goes missing, and the Firebreathing Kittens are the likeliest culprits! Join Tracey and Hefty in this Blade Runner ttrpg mystery adventure as they try to uncover the real culprit and discover something even more important in the process.

Ep 756Trailer for How Ya Doin Champ
A priceless watch goes missing, and the Firebreathing Kittens are the likeliest culprits! Join Tracey and Hefty in this Blade Runner ttrpg mystery adventure as they try to uncover the real culprit and discover something even more important in the process.

Ep 755Working For Packing Peanuts (The Walking Dead)
An abandoned guardhouse, blood and broken glass. What befell Plant 4D, and what awaits Deli and Wilford within? Working for Packing Peanuts is an actual play podcast of The Walking Dead RPG.