
Firebreathing Kittens
361 episodes — Page 2 of 8

Ep 735How To Play Dragonbane
How to play Dragonbane 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 Dragonbane. 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 Dragonbane game at home. I’ll organize this how to play guide into sections. Game category Attributes Skills Pushing Conditions Dragons, demons Boons, banes Initiative How to attack Zero hit points Sneak attacks Actions and reactions Armor Weapon durability Movement Terrain Encumbrance Resting Magic Building a character Game category. Dragons, demons, and player characters of fantasy races. Magic, mystery, and adventure. Dragonbane is a tabletop roleplaying game designed in the mirth and mayhem roleplaying style. Mirth and mayhem means there is room for laughter and a pinch of silliness, and also brutal challenges for adventurers to face in combat. Dragonbane is a translated and updated version of the Scandinavian game Drakar och Demoner, first released in 1982. Its main author Tomas Harenstam intended Dragonbane to facilitate fast and furious play, with less prep time than other d20 based ttrpg systems. Players embody characters whose professions give them specialized skills and weapons, to roll four, six, eight, ten, twelve, or twenty sided dice to fight against enemies such as harpies, minotaurs, giants, manticores, griffins, wights, trolls, and of course, dragons. Attributes. Your character has six attributes: strength, constitution, agility, intelligence, willpower, and charisma. The character’s ability to do everything from wield their weapon, to sneak undetected, to barter with a shop keeper, to how many hit points they have, is derived from their numbers in these core attributes. You’ll determine those attribute numbers by rolling dice during character creation, and I’ve gone through an example of character creation at the end of this how to play guide to show you how attribute points are rolled. But basically, the higher the number, the better your character is at that thing. Here’s an example of the attribute number ranges. A five in the strength attribute would mean you’re not great at lifting or carrying things. Your inventory would be scant, and you’d get over encumbered easily. A ten is pretty average for an attribute. A sixteen in the strength attribute means you’re really strong, and are way better than a regular person at brawling and axes. Skills. Every Dragonbane character has a number in thirty skills. Some example skills are the agility attribute based acrobatics skill, the charisma attribute based persuasion skill, the intelligence attribute based languages skill, and the strength based brawling skill. To see if you succeed when doing one of your skills, roll a twenty sided dice, also called a d20. If the dice result is the same as or lower than your skill level, you succeed at what you were trying to do. If the dice shows a number higher than your skill number, then you failed. Here is an example skill roll. You want to spot something hidden. Your spot hidden skill is a 14. You roll a d20. If the dice is a 14, 13, 12, 11, etc, down to 2, you see the hidden thing, yay. If your dice is a 15, 16, 17, 18, or 19, you don’t see the hidden thing. The higher your skill number, the more likely you are to succeed. If you fail, that might impact the story. Not only do you not see the hidden thing, which could allow an enemy to deal extra ambush damage to you, but also it might cost you more time, risk, or gold to achieve your goals. Failure never stops the story completely, but it is expensive to some of your consumables. Pushing. Failing a skill roll doesn’t have to be the end. You could choose to push, which means gaining a condition in exchange for rerolling the dice. To push, first explain how the condition you’re choosing to gain results from the action you’re performing. You can’t choose a condition you already have. And then roll your dice again. Whether or not your new roll succeeds, you have gained that condition. A small note, if the first dice was a twenty, a demon roll, it can’t be pushed. Conditions. There are six conditions, one for each attribute. The conditions are: exhausted for strength, sickly for constitution, dazed for agility, angry for intelligence, scared for willpower, and disheartened for charisma. For as long as you have the condition for that attribute, roll it with bane, meaning roll two dice and keeping the higher of the two numbers, whichever is worse. You can recover from conditions by resting. Here is an example of pushing to gain a condition. You went fishing as part of a diplomatic delegation with a prince. The fishing roll was an 11, and you have a 10 in fishing, it’s a failure of a fishing trip. The prince is getting pretty frustrated

Ep 740Death Comes To Market (Fudge Lite)
Wilford, Hefty, and Deli have been invited to a special opening of a market but something else has also arrived, and it's draining the life out of the place. Death Comes to Market is an actual play podcast of the Fudge Lite system.

Ep 739Trailer for Death Comes To Market
Wilford, Hefty, and Deli have been invited to a special opening of a market but something else has also arrived, and it's draining the life out of the place. Death Comes to Market is an actual play podcast of the Fudge Lite system.

Ep 738Deli Kincaid Interview
Deli Kincaid Interview

Ep 737Dust To Dust (Into The Odd)
A silent monk exhorts Belle, Hefty and Newson to visit a remote monastery in search of a powerful, cursed relic. They’ll lose their memory and their voice, but will they keep their life? 'Dust To Dust' is an actual play podcast of Into The Odd.

Ep 736Trailer for Dust To Dust
A silent monk exhorts Belle, Hefty and Newson to visit a remote monastery in search of a powerful, cursed relic. They’ll lose their memory and their voice, but will they keep their life? 'Dust To Dust' is an actual play podcast of Into The Odd.

Ep 734What A Maroon (Tiny Pirates)
Join Freya, Bobby and Edgar as they try to solve the clues and escape being marooned on a deserted island using the play mechanics of Tiny Pirates.

Ep 733Trailer For What A Maroon
Join Freya, Bobby and Edgar as they try to solve the clues and escape being marooned on a deserted island using the play mechanics of Tiny Pirates.

Ep 732Grandma Cricket And The Library Of Truth (Sexy Battle Wizards)
Bombs at the ready, Alastair, Edgar, and Divan go on an adventure to find what they really desire, finding the truth and a few bombs along the way.

Ep 731Trailer for Grandma Cricket And The Library Of Truth
Bombs at the ready, Alastair, Edgar, and Divan go on an adventure to find what they really desire, finding the truth and a few bombs along the way.

Ep 730Shape Of Swampwater (DC20)
Join Freya, Hefty and Grumm as they help solve mysterious disappearances in the town of Briairfen using the DC20 game system.

Ep 729Trailer for Shape Of Swampwater
Join Freya, Hefty and Grumm as they help solve mysterious disappearances in the town of Briairfen using the DC20 game system.

Ep 727Rewind To Remember (Tales From The Loop)
Wilford and Norbert reunite for the first time in years after the fateful summer they met as kids. Instantly, they are transported back to rediscover events that left indelible marks in their lives. Rewind To Remember is an actual play podcast of the Tales From The Loop TTRPG.

Ep 726Trailer for Rewind To Remember
Wilford and Norbert reunite for the first time in years after the fateful summer they met as kids. Instantly, they are transported back to rediscover events that left indelible marks in their lives. Rewind To Remember is an actual play podcast of the Tales From The Loop TTRPG.

Ep 702How to Play Tales From The Loop
How to play Tales From The Loop 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 Tales From The Loop. 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 Tales From The Loop game. I’ll organize this how to play guide into five sections. Game category Combat rules The “broken” condition Attributes and skills Building an example character Game category. Tales From The Loop is a game where the players role play as ten to fifteen year old kids solving a mystery in an alternative history version of the late 1980’s. The town you live in has an advanced science facility whose adult employee researchers are investigating a powerful phenomenon. What the scientists have learned is out of reach from the kids, and the parents don’t talk about their work with their children. Effects from the artifact they are working on have spilled out into the town, though, including escaped robots, gravity distortions, and time loops. You and your friends seek to escape the never ending homework and nagging parents of your dull everyday life to take part in something meaningful, magical, and possibly a little bit dangerous. You risk being injured, imprisoned, broken-hearted, or changed by the troubles you overcome to solve the mysteries that have captured your fascination. But in general, although the land of the loop is dangerous, kids cannot die in this game. Combat in Tales From The Loop involves describing your what you’re trying to do and then rolling multiple six sided dice, also called d6, to see if any of the rolled numbers were a six. If one or more of the dice show a six, that’s a success at normal difficulty. You rolled a six, so you accomplished what you were trying to do. If none of the dice show a six, that’s a failure. If you fail, you don’t accomplish what you were trying to do and you might get hurt or scared. The more dice you roll, the better your odds of getting a six. For example, you are more likely to succeed when rolling five dice than when rolling only two dice. Troubles can be normal difficulty, which requires one six to succeed, or extreme difficulty, which require rolling two sixes to succeed, or almost impossible difficulty, which require getting three sixes to succeed. Your game master will tell you the trouble difficulty during your roll. If you roll more than the needed number of sixes, your character sheet’s skills section might list a few special effects that you can spend the extra successes on, to buy. Spending an extra success to buy an effect is a way to get even more than you asked for from a situation, on top of succeeding you also get a fun in-game bonus. Are you unsure your roll will succeed? A friend can help your dice roll if they narrate how their character is helping in the scene. To help, describe what you do, and your friend gets an extra dice. Only one person can help per roll. The person who helps is bound to the outcome of the roll. If the roll fails, then you both suffer the same consequences from it failing. If you don’t roll enough sixes and fail a particularly important roll, it’s not the end. You can choose to spend a single luck point after seeing that your roll failed. The luck point lets you reroll a single failed dice. You can only spend one luck per roll. After each game session, your luck refreshes back to full. Sometimes getting help from a friend or rerolling a single failed dice by spending a luck point isn’t enough. What option do you have when you’ve failed a roll that you really wanted to succeed at? You can push. Pushing is when you gather up all the dice that failed and try rolling them again. You can only push once per roll, and you have to do it right away before the consequences are narrated. The cost of pushing is that you gain a condition first, and then try to push second. Conditions include being scared, being injured, etc. Your future rolls will be at negative one success for each condition you gain. If your push fails, you can’t push again that roll. Let’s do an example of a combat roll. Your character is being chased by an escaped robot. You have cleverly run up to the top of a hill. You say that you want to turn and shove the robot so that they fall down the hill. The game master says it’s a normal difficulty. That means you need one six to succeed. You roll your body ability number of dice, 2, and your force skill number of dice, 1, for 3 dice total. You get a 2, a 4, and a 6. There’s a six, so that’s a success. You shove the robot down the hill. What if you had rolled a 2, a 4, and a 5? Your friend could help you, by distracting the robot by yelling, “Hey!” When a friend helps you, add a dice. That’s now a 2, a 4, a 5, and a 6, success. Or, if your friend helpin

Ep 723Spring 2025 TTRPG Rules Mechanics Feedback
We discuss our feedback for the rules mechanics from the tabletop roleplaying games Dungeoncaster, Vaesen, the two solo play systems InkSea: The Abyss and Exclusion Zone Botanist, Risus Epic, Travel Sized Role Playing Game, Roll For Shoes, and Escape From An Endless Ikrala (a setting expansion of the game Liminal Horror).

Ep 725See Path My Father (TSRPG)
A mysterious message in a bottle leads Newson, Hefty and Alastair to a remote island, where they must confront the past, the future and themselves in order to help some orphaned children. This is an actual play podcast of Travel-Sized RPG.

Ep 724Trailer for See Path My Father
A mysterious message in a bottle leads Newson, Hefty and Alastair to a remote island, where they must confront the past, the future and themselves in order to help some orphaned children. This is an actual play podcast of Travel-Sized RPG.

Ep 722Alastair Marril Interview
Alastair Marril Interview

Ep 721Creepy Kralas (Trapped In An Endless Ikrala)
Creepy Kralas is an actual play podcast of Trapped in an Endless Ikrala featuring Muse, Wilford, and Edgar. The adventurers risk their lives in a horrific store full of hungry furniture mimics. Ikrala is compatible with the game Liminal Horror.

Ep 720Trailer for Creepy Kralas
Creepy Kralas is an actual play podcast of Trapped in an Endless Ikrala featuring Muse, Wilford, and Edgar. The adventurers risk their lives in a horrific store full of hungry furniture mimics. Ikrala is compatible with the game Liminal Horror.

Ep 699How To Play Trapped In An Endless Ikrala
How to play Ikrala 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 Ikrala. 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 Ikrala game at home. I’ll organize this how to play guide into sections. Game category Abilities: STR, DEX, CTRL Combat rules Zero hit points Building a character Game category. Ikrala is a fantasy survival horror procedural dungeon crawl through a massive artificial constructed place, resembling something like a mall, a casino, an airport, or a furniture store. On the one hand, there is a horror to a place with no natural light where every square foot has been planned to slow you down, lure you into forgetting what time it is, and not realize you are spending forever there. On the other hand, there is a fantasy aspect to being in the store overnight, jumping onto the display bed, picking up any container off the shelf and eating out of it. Ikrala melds the horror and fantasy together into a massive nearly endless store where everything is yours for the taking, but everything is also out to kill you. Like the movie Beauty and the Beast where the furniture and cutlery has a mind of its own, or like a mimic treasure chest that eats the adventurers who open it, players will fight floor after floor in their quest to find the item they’re shopping for, and then find the elusive parking garage exit. How to play. Players roll a 20 sided dice, also called a d20, and compare the result to their ability score. If the dice is equal to or lower than their ability, they succeed. For example, a dice roll of 10 and an ability of 11 would mean the player succeeded on what they were trying to do. If the dice is higher than the ability, they failed. For example a dice roll of 20, which is often a critical success in other tabletop role playing games, is always a failure in Ikrala. In Ikrala, a 1 is always a success. Here is an example of a strength ability roll. Vera is trying to lift a dresser to block the door she and her party just came through. The dresser is heavy, and will be a good barricade for the door. But, being heavy, it is not trivial to move it. Vera’s strength ability is 11. Vera’s player rolls a d20 and gets a 6. This is a success. Vera successfully moves the dresser to barricade the door. Here is an example of a dexterity ability roll. William is trying to sneak past a display couch that has ominously opened up to reveal a giant mouth with sharp teeth. His dexterity ability is 8. He rolls a 10, which is higher than an 8, so he fails to sneak past and the couch notices him. It licks its couch cushion lips in anticipation. Here is an example of a control ability roll. Rut is walking along looking at items for sale when she spots a lava lamp. Its fluid motions are mesmerizing. Her player is asked to roll a control saving roll. Rut’s control is 13. Her player rolls a 13, which meets it to beat it, and Rut is able to pull her eyes away from the very interesting lava lamp motions and keep walking. Combat rules. At the start of combat, players roll against their dexterity ability to see if they go before or after the enemies. If their dice is lower than or equal to their dexterity, they go before the enemies. If the dice is higher than their dexterity, they go after the enemies. A dexterity challenge is also used to determine if the players successfully retreat from an enemy, which is something to keep in mind. Players can make one movement and one action on their turn. All attacks hit in Ikrala. There are no missed swings of a sword or arrows flying past the target. Attacks can deal either physical damage or stress damage. Physical damage is reduced by armor. Stress damage is reduced by stability. To make an attack, roll the weapon dice. For example you roll a d6 and get a 4 on the dice. Then subtract the target’s armor or stability. For example if the target has 1 armor or stability, a 4 on the dice minus 1 armor or stability equals 3 damage. It is possible to be impaired or enhanced by combat scenarios. Examples of being impaired are when your character is trying to swing a sword while prone on the ground, or is attacking an enemy protected by partial cover, or if your character’s in a mental fog. When impaired, use a four sided dice, called a d4, for your damage dice instead of your weapon’s normal d6, d8, etc dice. If your weapon breaks and you’re suddenly unarmed, an unarmed strike also deals a d4 of damage, an impaired blow. An attack can also be enhanced. An example of an enhanced attack is, if your character is unaware they were in a combat scenario and a giant spider waits until the perfect moment to drop down from the ceiling and drive its fangs into you, that first sneak attack would be

Ep 719Edgar Luminor Interview
Edgar Luminor Interview

Ep 716Don't Go Bacon My Heart (Roll For Shoes)
Norbert, Tracey, and Hefty get roped into a dungeon delving themed cooking show! Can they avoid the traps and outcook Guy Fury? Don't Go Bacon My Heart is an actual play podcast of Roll for Shoes.

Ep 717Trailer for Don't Go Bacon My Heart
Norbert, Tracey, and Hefty get roped into a dungeon delving themed cooking show! Can they avoid the traps and outcook Guy Fury? Don't Go Bacon My Heart is an actual play podcast of Roll for Shoes.

Ep 715Midas Mayhem (TSRPG)
Join us as Oliver and Grumm do their best to swim to freedom in a labyrinth of underwater treachery in this adventure powered by TSRPG.

Ep 714Trailer for Midas Mayhem
Join us as Oliver and Grumm do their best to swim to freedom in a labyrinth of underwater treachery in this adventure powered by TSRPG.

Ep 713The Crab With The Golden Claw (TSRPG)
A luxurious vacation resort becomes a watery death-trap when our heroes are betrayed by someone they trusted. Will Muse and Newson get out alive? ‘The Crab with the Golden Claw’ is an actual play podcast of Travel Sized RPG.

Ep 712Trailer for The Crab With The Golden Claw
A luxurious vacation resort becomes a watery death-trap when our heroes are betrayed by someone they trusted. Will Muse and Newson get out alive? ‘The Crab with the Golden Claw’ is an actual play podcast of Travel Sized RPG.

Ep 698How To Play TSRPG, Travel Sized Role Playing Game
How to play Travel Sized Role Playing Game (TSRPG) 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 Travel Sized Role Playing Game, abbreviated TSRPG. 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 Travel Sized Role Playing Game. I’ll organize this how to play guide into sections. Game category Combat rules Equipment Annoyed, wounded, disabled, killed Building an example character Game category. TSRPG is designed to be, well, travel sized. You can teach others how to play and build a character with them in under ten minutes. TSRPG can be played using any setting, anywhere, anytime. You can play it without dice, for example on a long ride, or sitting around a campfire. Combat rules. Combats in travel sized role playing game are a series of challenges. A player can attempt a challenge to harm an opponent or to defend against an incoming attack. To resolve the challenge, the storyteller either rolls a number or picks one to themself quietly, and says the difficulty range out loud. The player picks a number. If the player’s number either matches or is within their stat number’s range of the storyteller’s number, then the player succeeds at the challenge. If the player’s pick for a number is further away from the storyteller’s number than even adding or subtracting their stat doesn’t get them there, then the player failed the challenge. Here is an example of a challenge. A player says their character Ruben swings a sword at the dragon. The storyteller picks the number 2 and says out loud that this is a strength challenge with a range of 1 to 10. Ruben’s player guesses a number within the range. If they guess 2, they succeed. They also succeed if the number they guess is within their strength stat distance away from the storyteller’s number. If Ruben’s strength stat is 1, then guessing a 1, a 2, and a three will all succeed, and Ruben’s sword will strike the dragon. If Ruben’s strength stat is 4, then guessing 1, 2, 3, all the way up to 6 will succeed, because a guess of 6 minus the strength stat of 4 equals the storyteller’s number of 2. Let’s do a second example challenge. Caitlin is a halfling barbarian. She’s being attacked by a charm spell from a monster, who is singing, trying to lure Caitlin to put down her battleaxe. Defending against this attack is a challenge. The storyteller thinks of the number 5 and tells Caitlin’s player that it’s a mental challenge with a range of 10. Caitlin has a mental stat of 2, so her player thinks strategically. If they answer a 1 or a 9, they won’t be taking full advantage of their range of two. A 3 should be their lowest guess because it will cover 3, 2, and 1. An 8 should be their highest guess because that will cover 8, 9 and 10. Caitlin’s player guesses 8. The range of storyteller numbers they would have passed the challenge on is 10, 9, 8, 7, and 6. Unfortunately, the storyteller thought of a 5, so, Caitlin the halfling barbarian puts down her battleaxe and falls for the monster’s charm. Non player characters can assist on a challenge to give a +1 bonus, but they suffer from the same consequences a player character would face if they fail. Equipment. Equipment in TSRPG is either durable, and gives a +1 bonus to appropriate challenges it’s used for, or consumable, which provides a +2 bonus on two challenges and is then consumed. Masterwork items double the numbers from mundane equipment, and magical items triple the numbers compared to mundane equipment. In other tabletop roleplaying games that have hit points, a character might start at 10 hit points and after receiving 6 damage and then later 4 damage, go down to 0 hit points. Travel sized RPG does not have hit points. Instead, it has status effects. Characters can be annoyed, wounded, disabled, and killed. Falling prone is an example of being annoyed. Being prone might decrease your character’s physical stat by one for your next check, or until you stand up. If your character’s arm is slashed by claws, that is an example of being wounded. The slash wound could reduce your physical trait by two for the rest of the combat. Being disabled, such as suffering a head injury, could leave your mental stat reduced by one for multiple combats, for example all day. And lastly, a character can be killed, which removes them from the game. Recovering from being annoyed is something you can do for yourself. Spend your turn standing up from being prone, problem solved. Wounded characters can bandage themselves up after combat ends. Disabled characters, though, need to be helped by another character. To heal a disabled character, an ally will need to succed at a 10 point mental challenge. The rule book comes with a table that lists the pro

Ep 709Newson 10010 Interview
Newson 10010 Interview

Ep 711Eclectic Chocolate Dreams (Risus Epic)
Eclectic Chocolate Dreams is an 'off the books' job for Freya, Gilda and Grumm with dangers of falling lumber, poison raspberries, puns, fireballs, explosions, tigers, and more. This episode was run using the Risus Epic RPG system.

Ep 710Trailer for Eclectic Chocolate Dreams
Eclectic Chocolate Dreams is an 'off the books' job for Freya, Gilda and Grumm with dangers of falling lumber, poison raspberries, puns, fireballs, explosions, tigers, and more. This episode was run using the Risus Epic RPG system.

Ep 703Grumm Mozar Interview
Grumm Mozar Interview

Ep 718April Fool's Day Bonus Episode 2025
April Fool's Day Bonus Episode 2025. We played the solo games Inksea: The Abyss and Exclusion Zone Botanist.

Ep 708For Better Ore Worse (Vaesen)
For Better Ore Worse is an actual play podcast of the Vaesen system with Osmond, Hefty, and Arik in Miner's Hollow. Is Mayor Banks telling the truth that his family has been cursed for no reason?

Ep 707Trailer for For Better Ore Worse
For Better Ore Worse is an actual play podcast of the Vaesen system with Osmond, Hefty, and Arik in Miner's Hollow. Is Mayor Banks telling the truth that his family has been cursed for no reason?

Ep 706A Cabal Of Kobolds (Dungeoncaster)
Tracey, Freya, and Hefty are judging a music competition at the FBK guild when they discover that multiple mysterious thefts have been taking place! This game uses the Dungeoncaster TTRPG system.

Ep 705Trailer for A Cabal Of Kobolds
Tracey, Freya, and Hefty are judging a music competition at the FBK guild when they discover that multiple mysterious thefts have been taking place! This game uses the Dungeoncaster TTRPG system.

Ep 704March 2025 TTRPG Rules Feedback
March 2025 TTRPG Rules Feedback Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we discuss the rules we played in the past dozen games, for March 2025. We’ll discuss the ttrpgs Dicing With Death, Alien the official RPG, Action 12 Cinema, Here At The End, Pirate Borg, Pocket Gumshoe, CY_BORG, and Mork Borg. Let’s dive right in, reading these reviews written by our Firebreathing Kittens players and GMs.

Ep 701Tale Of Two Castles (Mork Borg)
A Mork Borg adventure that reminds one of Romeo and Juliet with prophesies, goblins, and Wilford, Muriel, and Muse working together to uncover the secrets behind two mysterious castles.

Ep 700Trailer for Tale Of Two Castles
A Mork Borg adventure that reminds one of Romeo and Juliet with prophesies, goblins, and Wilford, Muriel, and Muse working together to uncover the secrets behind two mysterious castles.

Ep 689How To Play Mork Borg
How to play Mork Borg. 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 Mork Borg. 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 Mork Borg game. I’ll organize this how to play guide into sections. Game category Combat rules Zero hit points Abilities Magic Omens Building an example character How to level up Game category. Mork Borg describes itself as a doom metal album of a game. A spiked flail to the face. Rules light, heavy everything else. It’s set in a world driven insane by accurate prophecies foretelling the end of days. You’ll face goblins, trolls, and blood drenched skeletons. How will you react to the certain impending death of the world? By robbing graves for soil-stained wealth, or facing down the apocalypse, hoping it can be fought? You can play as character classes, such as the esoteric hermit, occult herbmaster, or gutterborn scum. Your character might be a nihilist, someone who stutters when lying, an inveterate bug eater, or maybe you’ll tap into the magic all around you and call down some arcane calamities of your own. This is Mork Borg. A tabletop roleplaying game famous for its artistic rule book. Bright yellow, darkest black, blood red. I encourage you all to check out the rule book even if only from an art perspective. You’ve got nothing to lose because if you don’t like the art style, the creators offer a free bare bones edition that has all unusual layouts removed. It’s just black font on a white background. But that would be a bit sad. I first heard about Mork Borg from a conversation about which tabletop roleplaying game had the most beautiful rule book. Mork Borg and the spinoffs it has inspired are really something special. So if you haven’t browsed this rule book, give it a try. Maybe hearing this explanation of the rules will help smooth your experience. I dunno, let’s get into it. Combat rules in Mork Borg. All the dice rolls in Mork Borg are made by the players. That includes combat turn order, players attacking an enemy, and when players are defending against being attacked. Everything. The game master doesn’t ever have to roll dice. The word initiative means turn order during combat. A player rolls a six sided dice, also called a d6, for initiative. A one, two, or three means the enemies attack first. A four, five, or six means the players attack first. If there are multiple players, they all roll a d6 and add their agility modifiers. Higher rolls can act first. Attacking an enemy goes like this. First, roll a twenty sided dice, also called a d20. Next, if you’re attacking with a melee weapon add your strength modifier to your roll. If you’re attacking with a ranged weapon, add your presence ability modifier to your roll. If the result is 12 or higher, you hit. Roll your weapon's damage dice, something like a d4, d6, etc. Lastly, if the enemy has armor, roll for the armor, which will be a d2, a d4, or a d6, and subtract the armor roll from the damage. Defending when an enemy is trying to hit you goes like this. First, roll a d20. Next, add your agility modifier. If the result is 12 or higher, they missed you. If the result is 11 or lower, they hit you. Roll for their damage (a d4, a d6, etc). If you have armor, roll for your armor (a d2, a d4, or a d6) and subtract the armor roll from the incoming damage. Rolling a twenty or a one on the d20 when attacking or defending are special. A twenty on the to-hit dice is a critical hit. A critical when attacking means you deal twice as much damage and the enemy’s armor or protection is lowered by a tier. A critical when defending means you get a free attack of opportunity. The opposite of a natural twenty critical success is a natural one critical failure, a fumble. Fumbling when attacking means your weapon breaks or is lost. Fumbling when defending means you take twice as much damage, and your armor is reduced one tier. Enemies don’t fight forever in Mork Borg. If they’re at one third of their hit points, or if their leader gets killed, or half the group is eliminated, the Game Master will prompt a player to roll two d6. If the number is greater than the morale number of the enemy, they surrender or flee. Those were the combat rules. Here is an example round of combat. There’s a prowler out, a lawless good for nothing crook banished from civilization. Low on resources, allies, and basic decency, the prowler seeks retribution, and coin. This particular one is a liar who enjoys stealing one single item from people to mess with them mentally, and they love getting the credit for other peoples’ exploits. All of those personality traits come from random tables in the rule book, which is a neat way to quickly customize your enemies. Anyway, t

Ep 697Granny's Glasses (CY_BORG)
Granny Kifo wants to ensure that she has the brand-new bio-compatible online device that looks like a normal pair of glasses so that her company has the upper hand. Using the new tech, new blood Muse Martinez joins Tracey Cavortae in a “hare” raising CY_BORG adventure that will leave you laughing and wanting more!
Ep 696Trailer for Granny's Glasses
Granny Kifo wants to ensure that she has the brand-new bio-compatible online device that looks like a normal pair of glasses so that her company has the upper hand. Using the new tech, new blood Muse Martinez joins Tracey Cavortae in a “hare” raising CY_BORG adventure that will leave you laughing and wanting more!

Ep 688How To Play CY_BORG
How to play CY_BORG. Hi everyone, this is a special how to play episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for CY_BORG. 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 CY_BORG game. I’ll organize this how to play guide into sections. Game category Combat rules Zero hit points Abilities Apps Nano powers Glitches Building an example character Game category. CY_BORG is a game where you the players are pitted against the corp, the cops, and the capitalist system. There are mechanics for your character to implant cybertech, for you to hack tech using apps, to experience glitches online via your retinal com device that transfer to reality, to use drugs, for your character to become colonized by alien bacteria riding nanobots, or to become infected with the less helpful infestations of alien crabs, gills and tubes. The class you play as will impact your abilities, and include a shunned nanomancer, a burned hacker, an orphaned gearhead, and more. CY_BORG characters have five stat abilities: knowledge, agility, presence, strength, and toughness. Ability modifiers are added to your roll on a twenty sided dice, also called a d20, to determine if you meet to beat the difficulty rating to succeed. The difficulty ratings, or DR, range from 6 for a simple test, to 12 for normal difficulty, to 16 for really hard to accomplish tasks, to 18 for hurdles that are almost impossible to overcome. Roll the dice, add your ability modifier, and see if you meet to beat the difficulty rating to hack your way through the world of CY_BORG. Let’s talk about combat rules in CY_BORG. If you’ve played Pirate Borg or Mork Borg, how to attack and defend will sound familiar. The core combat rules for the Borg games (Pirate Borg, CY_BORG, and Mork Borg) are pretty much the same. Here are the shared combat rules. I’m going to just like, read the summary of these, and then if that doesn’t make sense don’t worry, because I’ll do an actual example. All the dice rolls in the Borg games are made by the players. That includes initiative, when players attack an enemy, and when players are defending against being attacked. The game master doesn’t ever have to roll dice. The word initiative means turn order during combat. Players roll a six sided dice, also called a d6, for initiative. A one, two, or three means the enemies attack first. A four, five, or six means the players attack first. If there are multiple players, they all roll a d6 and add their agility modifiers. Higher rolls can act first. Attacking an enemy goes like this. First, roll a d20. Next, add either your strength ability modifier for melee attacks or presence ability modifier for ranged attacks. If you get a 12 or higher, you hit. Roll your weapon's damage dice (a d4, d6, etc). Lastly, if the enemy has armor, roll for the armor (a d2, a d4, or a d6) and subtract the armor roll from the damage. CY_BORG adds the aiming and autofiring mechanics. If you spend a round to aim, you can either reduce the difficulty rating by two so that you hit on tens, or you can deal an extra two damage. Hits always deal at least one damage. If your weapon has autofire, written as the letter a after its damage dice in the rule book, that means hitting the first time lets you make a second attack, against either the same target or another one nearby, up to a maximum of three attacks. Defending when an enemy is trying to hit you goes like this. First, roll a d20. Next, add your agility modifier. If the result is 12 or higher, they missed you. If the result is 11 or lower, they hit you. Roll for their damage (a d4, a d6, etc). If you have armor, roll for your armor (a d2, a d4, or a d6) and subtract the armor roll from the incoming damage. Anyone can take cover, which increases the difficulty rating by two for light cover, and four for heavy cover. Rolling a twenty or a one on the d20 when attacking or defending are special. A twenty on the to-hit dice is a critical hit. When defending, you the player can make a free attack. When attacking, you deal double damage and reduce the enemy’s armor by a tier. Rolling a d20 to get a critical is great. The opposite of a critical is a fumble, a one on the to-hit dice. If you fumble when defending, the player takes double damage and their armor is reduced by a tier. If you fumble when attacking, then roll a d6. On a one, two, or three, you’re out of ammo. You also drop you weapon or otherwise make it unusable until you spend an action fixing things. On a four or a five, your weapon breaks. It has to be repaired outside of combat. On a six, your weapon explodes and hurts you for d6 damage and is beyond repair. Fumbles are rough. After every combat, roll a d8 for each weapon you fired, or a d6 if you used autofire. A one, two,

Ep 693Muse Martinez Interview
Muse Martinez Interview

Ep 695Fugue Tracing (Pocket Gumshoe)
Oliver and Hefty must crack the case before the killer cracks any more heads in this mystery of forgotten memories. Fugue Tracing is a Pocket Gumshoe actual play podcast.
Ep 694Trailer for Fugue Tracing
Oliver and Hefty must crack the case before the killer cracks any more heads in this mystery of forgotten memories. Fugue Tracing is a Pocket Gumshoe actual play podcast.
Ep 692Salty Sea Shanties (Pirate Borg)
When new Firebreathing Kittens Gilda, Muriel, and Tracey come into a quantity of the drug known as Ash and are captured by the navy, hijinks ensue! Pirates and sirens abound as the trio sail the high seas in this Pirate Borg adventure!