
Firebreathing Kittens
376 episodes — Page 3 of 8

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!

Ep 691Trailer for Salty Sea Shanties
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!

Ep 682How To Play Pirate Borg
How to play Pirate 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 Pirate 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 Pirate Borg game. I’ll organize this how to play guide into sections. Game theme Attacking and defending Zero hit points Abilities Devil’s luck Ash Naval combat Sea shanties How to build a character Pirate Borg is a pirate themed role playing game where you and your friends can pretend to be pirates in the dark Caribbean. Maybe you’re a British imperialist or a French courtesan. Or perhaps you’re a Spanish inquisitor, a merchant from the Yucatan, or a cultist worshiping the sunken one. Whoever you are, the discovery of ash, valuable intoxicating remnants of the undead after they’re destroyed, has forever changed the Caribbean markets as this fabled resource is astronomically expensive. Or will you use it yourself, and risk its mystical, addictive effects? Find where X marks the spot, in Pirate Borg. This game is a melee, ranged, and naval combat simulator where you the player will roll a twenty sided dice, or d20, to attack and defend against undead enemies who have shambled up out of the ocean depths. You can play as a swashbuckler, a voodoo ritualist, a buccaneer, a mermaid, a landlubber, a rapscallion, and more. There are mechanics for singing sea shanties, chugging grog to heal, brewing alchemical potions, testing the devil’s luck, and more. Let’s talk about attacking and defending in Pirate Borg. Enemies don’t roll dice in combat. The players are the ones who roll to attack and defend. Players will be rolling a twenty sided dice, also called a d20, and adding their ability modifier to their roll. For melee attacks, add the strength ability modifier. For ranged attacks, roll the presence ability modifier. Both are tested against a difficulty rating of 12. If you hit, which is if you got a twelve or higher, roll with the weapon’s damage dice to see how much damage you dealt the enemy. The party also rolls for initiative. Initiative is a word that means the turn order, or who goes first and who goes second in a battle. A player rolls a d6 dice to represent everyone. If it’s a 1, 2, or a 3, the enemies go first. If it’s a 4, 5, or 6, the players go first. If you want to play using individual initiatives, players roll a d6 and add their agility modifier to it. For example, Hayden rolls a four on the dice and subtracts 1 agility modifier to get a three overall. Amaya rolls a two on the dice and adds zero agility modifier to get a two overall. Three is greater than two, so Hayden’s turn happens before Amaya’s in combat. Let’s roll an example of melee attack with a cutlass. A chandelier is suspended from the ceiling above the corrupt governor’s ball and you want your character Hayden to cut that rope to cause some mayhem at a party you weren’t invited to. To see if Hayden hits, roll a d20 dice and add your strength modifier. That’s a 10 plus your 2 strength modifier, which meets the difficulty rating of 12. Hayden’s cutlass hits the rope. Now roll for the cutlass’s damage, which is a d6. Hayden dealt four damage to that rope, and the chandelier plunges to the party below. Let’s roll an example of ranged attacking with a flintlock pistol. Your character Amaya sees a kraken’s tentacle rise from the sea and wants to shoot it before it reaches the ship. This weapon has a thirty foot range, nine rounds of remaining ammunition, and takes two actions to reload. To see if the bullet hits the tentacle, roll a d20 dice and add Amaya’s presence modifier. You rolled a 15, minus the negative one modifier, for a 14 overall. You beat the difficulty rating of 12 and hit the target. Now roll for the pistol’s damage, 2 d4 dice. Amaya dealt five damage to the kraken tentacle, and can attack eight more time before needing to spend two actions reloading. Sometimes an enemy you’re attacking will be wearing armor. Tier three armor reduces incoming damage by a d6. Tier two armor reduces incoming damage by a d4. Tier one armor reduces incoming damage by a d2. For example, here’s what would happen if Hayden were swinging that cutlass against a skeleton pirate who was wearing a fancy British coat that has the stats of tier two armor. First Hayden’s player would roll a d20 and add Hayden’s strength modifier. That’s a sixteen plus two for eighteen total. Excellent, that meets or beats a twelve difficulty rating so the cutlass hits the skeleton pirate. Next roll for damage, which with a cutlass is a d6. The dice shows a four. Lastly, roll for armor to absorb some of that damage. The fancy British coat makes Hayden’s player roll a d4 for tier two armor, and Hayden rolls a three. The damage Hayden deals with the cutlass is

Ep 687Season 2024 Epilogues
Season 2024 Epilogues

Ep 684Of All Things (Here, At The End)
Eighty years in the future, Addam, Henry, and Professor Pimento reminisce on their glory days; pulling cards, trading stories, and waiting for the end. Of All Things is an actual play podcast of Here, At The End.

Ep 683Trailer for Of All Things
Eighty years in the future, Addam, Henry, and Professor Pimento reminisce on their glory days; pulling cards, trading stories, and waiting for the end. Of All Things is an actual play podcast of Here, At The End.

Ep 686Tis The Seasons (Action 12 Cinema)
Marty Sadie and Maeve team up with the other spirits of the seasons to put a stop to Ivy's plan to engulf the world with her toxic jungle. In the process, they learn to accept themselves and see their true value. Tis The Seasons is an actual play podcast of Action 12 Cinema.

Ep 685Trailer for Tis The Seasons
Marty Sadie and Maeve team up with the other spirits of the seasons to put a stop to Ivy's plan to engulf the world with her toxic jungle. In the process, they learn to accept themselves and see their true value. Tis The Seasons is an actual play podcast of Action 12 Cinema.

Ep 680Agent Bee (Alien the RPG)
Nugh, Bill, and Sadie try to save the town of Hardingwood using the mechanics from the official Alien movie franchise's roleplaying game.

Ep 681Trailer for Agent Bee
Nugh, Bill, and Sadie try to save the town of Hardingwood using the mechanics from the official Alien movie franchise's roleplaying game.

Ep 678When A Tree Falls (Dicing With Death)
This Week we join Armando, Sadie, and Yarnak as they play Dicing with Death. We start at the end as this group Grapples with being dead and try to find a way back.

Ep 677Trailer for When A Tree Falls
This Week we join Armando, Sadie, and Yarnak as they play Dicing with Death. We start at the end as this group Grapples with being dead and try to find a way back.

Ep 664Yarnak Verras Interview
Yarnak Verras Interview

Ep 676Fall 2024 Rules Feedback Chat
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 Fall 2024. We’ll discuss the ttrpgs 24 Hour Crime Scene, Dicing With Death, Honey Heist, Twisted Wishes, CBR+PNK, Darksome Delve, Lost Roads of Lociam, Exuviae, Sexy Battle Wizards, Roll For Shoes, and LURPS. Let’s dive right in, reading these reviews written by our Firebreathing Kittens players and GMs.

Ep 674Into Hot Air (LURPS)
Rusty, Leo and Tord rush to the docks of Niqamui when fireworks declare an annual contest. After sign up the group is whisked away and dropped into a winner-takes-all battle to the finish! They encounter many familiar faces as they mow through the competition only to have to face their most deadly threat yet!

Ep 675Trailer for Into Hot Air
Rusty, Leo and Tord rush to the docks of Niqamui when fireworks declare an annual contest. After sign up the group is whisked away and dropped into a winner-takes-all battle to the finish! They encounter many familiar faces as they mow through the competition only to have to face their most deadly threat yet!

Ep 672How To Play LURPS, Lewis' Unified Role Playing System
How to play LURPS 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 LURPS, Lewis’ Unified Roleplaying System. 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 LURPS game. I’ll organize this how to play guide into sections. Classless point-buy d6 game Target numbers Critical successes and failures How to use a skill How to attack Armor Distances How to cast magic Flaws How to build a character LURPS is a classless point buy system that uses only normal six sided dice. Classless means any character can learn any skill. Contrast that with a game where only rogues can learn how to pickpocket, or only clerics can learn how to heal, or only fighters can wield swords. Any LURPS character can wield any weapon and learn any skill. Point buy means you spend character points to buy and learn new weapons and skills. The more points you spend, the better you are at that activity. And lastly, LURPS uses only six sided dice, which I will also call d6 going forward. You will determine your success or failure in LURPS by rolling six sided dice and counting how many of them meet or beat the difficulty. The standard difficulty check, also called a DC, is four. For a DC of 4, each dice you roll that lands on a one, a two, or a three, is a failure. Each dice that lands on a four, a five, or a six, is a success. Every weapon, spell, and skill that you use will have a target number. The target is how many individually passing dice you need to overall succeed at the thing you’re trying to do. For example if your target number is two, then you need at least two of the dice you roll to be a four or higher. The more dice you roll, the more likely you are to hit your target number. If you only rolled one dice, it would be impossible to achieve a target of two. If you were rolling two dice, then it’s possible for both of them to be a four or higher, and for you to be successful, but the odds aren’t great. The higher the target number is, the more dice you need to roll. The probability math is pretty straightforward because each dice you roll has a 50/50 chance to hit a 1, 2, or 3, compared to a 4, 5, or 6. So for each one target number, you’ll want to roll two dice, in general. Of course, the more dice you roll, the more likely you are to hit your target number. It’s reasonable to expect to hit a target number of two rolling four dice. It’s even more likely if you roll six dice. There are some in-game ways to change the difficulty number, for example lock picking tools make the lock picking DC 3 instead of 4. Rolling a six or a one on the dice are special occurrences. Ones are special because they cannot be rerolled. When you roll a six, you can choose to reroll a failed dice. If you reroll a four and it becomes a six, that’s another chance to re roll one of your other dice. It can get very exciting. The more sixes you have, the better because if you roll more sixes than the target number, that is a critical success. A critical success in combat means you deal full damage. Here is an example. Your target number is two. You are rolling four dice. You roll a one, a two, a three, and a six. The one is a bit of a bummer, it cannot be rerolled. The two and the three are failures, but with your six, you can reroll one of them. So you choose to reroll the three. The dice with a three on it, when rolled again, becomes a six! That’s awesome. Now you have two successes, you meet your target number of two, and you’re going to succeed. You currently have the same number of sixes as your target number, and one reroll left. There’s a chance that you will roll a critical success. That second six entitled you to rerolling one more failed dice. You reroll that dice that had a two on it. It’s also a six, oh my goodness! Now, with three sixes, you have more sixes than your target number of two, so you critically succeed on your hit and deal full damage. Every damage dice your weapon deals is a six of damage. Yaaay. Do always keep in mind: if half of any dice pool you roll are ones, that is a critical failure. How to use a skill. There are thirty skills in the base free LURPS rule book. You can put character points into a skill to first initially gain access to the skill, and then to level it up. The maximum skill level is seven. To use a skill, roll as many dice as your level. That means the most dice you can roll for a skill is seven dice. Here is an example of rolling your skill level number of dice. If your skill in identifying spells and arcane items is four, then you would roll four dice. If your skill in sailing and vehicles is three, then you’d roll three dice. Each skill has a table that tells you how to interpret how many successes you got, ranging from one to

Ep 667Leo Bogg Interview
Leo Bogg Interview

Ep 671Nod Again (Roll For Shoes)
A familiar face brings troubling news. The veil between what is real and what isn't risks being torn asunder! Join Nugh, Anne, and Armando as they "do anything" to prevent calamity. Nod Again is an actual play podcast of Roll For Shoes.

Ep 670Trailer for Nod Again
A familiar face brings troubling news. The veil between what is real and what isn't risks being torn asunder! Join Nugh, Anne, and Armando as they "do anything" to prevent calamity. Nod Again is an actual play podcast of Roll For Shoes.

Ep 669The Wench's Road (Sexy Battle Wizards)
In this not safe for work adults-only adventure, Chian and Sadie play the tabletop roleplaying game Sexy Battle Wizards. Intended for mature audiences only.

Ep 668Trailer for The Wench's Road (Sexy Battle Wizards)
In this not safe for work adults-only adventure, Chian and Sadie play the tabletop roleplaying game Sexy Battle Wizards. Intended for mature audiences only.

Ep 666Fight Of The Bumblebee (Exuviae)
Fight Of The Bumblebee is an actual play podcast using the Exuviae mechanics. Join Bill, Sadie, and Nugh as they investigate a Bee murder in Hardingwood. What will they uncover?

Ep 665Trailer for Fight Of The Bumblebee
Fight Of The Bumblebee is an actual play podcast using the Exuviae mechanics. Join Bill, Sadie, and Nugh as they investigate a Bee murder in Hardingwood. What will they uncover?

Ep 663Pumpkin Ale (Lost Roads of Lociam)
Nothing a good beer can't fix? Join Ailbh and Ivy on another quest as they search for Todd and a replacement for the addictive LifeBru. Using mechanics from Lost Roads of Lociam, the Firebreathing Kittens survive quite a scare as they cross the Fubi Plains.

Ep 662Trailer for Pumpkin Ale
Nothing a good beer can't fix? Join Ailbh and Ivy on another quest as they search for Todd and a replacement for the addictive LifeBru. Using mechanics from Lost Roads of Lociam, the Firebreathing Kittens survive quite a scare as they cross the Fubi Plains.

Ep 638How To Play Lost Roads Of Lociam
How to play Lost Roads of Lociam 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 Lost Roads of Lociam. 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 Lost Roads of Lociam yourselves. I’ll organize this how to play guide into sections. Every roll is a d100 In opposed contests the greatest difference wins Ten traits Gain 1 experience per trait if succeed with that trait during the session Professions Weapon and armor proficiencies increase your martial trait Items Exertion reduces trait by 10 to roll a guaranteed 2 Status effects reduce traits Ranged combat Lost Roads of Lociam is a d100 based tabletop roleplaying game system. Roll dice to randomly generate a number between 1 and 100. A 100 is a botch resulting in personal injury. A natural 1 is a success the rule book calls almost divine in its flawless execution. For any other number between 1 and 100, subtract the roll from the trait. You succeed if the difference is equal to or greater than the task difficulty secretly set by the Game Master before you rolled. Tell your result to your Game Master so they can consult a difficulty table and tell you if you succeed or fail. For example, your trait is 80. You roll a 20. You tell your Game Master that your trait minus your roll equals 60. The Game Master looks at the table and sees that a 60 succeeds at a "hard" task, which needed a 50 or more. But a 60 fails at an "impossible" task, which needed a 75 or more. The Game Master tells you if you succeed or fail, depending on how difficult the task was set before you rolled. When you are opposing someone else, for example in combat or arm wrestling or horse racing or sneaking, you both roll dice and compare to see who has the greater difference between their trait and roll. Both people roll a number between 1 and 100, and subtract it from their trait. The person with the greatest difference wins. If both people have a negative difference, neither person was skilled enough to do anything. For example, person A and person B are in a sword fight. Person A has a martial trait of 60 and rolled 10. Person A's difference is 50. Person B has a martial trait of 70 and rolled higher than their trait, rolling an 80. Person B's difference is -10. Because 50 is larger than -10, person A wins the contest and deals a sword wound of an effect size based on the two peoples' martial trait number to person B, consult the table on page 47. If person A and person B had tied, then the one with the highest trait number would have won. If both person A and person B had gotten a negative difference, neither would have been skilled enough to injure anyone. There is a table on page 47 showing how much damage people are left with after a combat. A combat might leave your character pained (-20 to rolls), hurt(-30 to rolls), injured(-40 to rolls), or maimed(-50 to rolls). How quickly you can recover from injuries depends on your martial trait number. For example, a character with 40 martial would recover from being pained in a half hour. A character with 90 martial would recover from being pained in five minutes. The recovery table is on page 52. There are ten traits that every character in Lost Roads of Lociam will have a number in that ranges from 0 to 100. These traits are: Academic, Athletic, Communication, Faith, Forester, Knowledge, Magic, Martial, Perception, Street-smarts. You can use your character's traits to do things. Each trait chapter contains tables of modifiers you can apply to various activities you might attempt using that trait. These include: Academic: literacy, mathematics, access to reference books, access to geographical maps, ability to recognize heraldry flags, book learning of history, law, customs, and etiquette. Athletics: climbing, falling, guard duty, long distance travel, poison resistance, disease, weather exposure, starvation, dehydration, riding a horse, running long distance, and athletics can also be used for sneaking. Communication: communicating in a foreign language, charming, bluffing, and intimidating. Faith: praying for advice, praying for creation, praying for destruction, praying for influence, asking for divine favor, or asking for a blessing which adds between 5 and 20 to the next roll. A person can only be the recipient of a single blessing at a time. Forester: familiarity with a place, camouflage, stealth, trapping animals and enemies, wilderness survival, tracking and concealing tracks. Knowledge: common sense, regional knowledge, historical knowledge, and becoming insane. Magic: your odds of success when casting spells, and your ability to sense magic which is called Fathom. To see if you cast a spell successfully, subtract your roll from your magic trait and consu

Ep 661Core Delvelopment (Darksome Delve)
Hospital visiting hours, accusations, ledgers recording foul deeds, storm clouds, missing cows, church sermons, and carriages. Core Delvelopment is a Darksome Delve actual play podcast.

Ep 660Trailer for Core Delvelopment
Hospital visiting hours, accusations, ledgers recording foul deeds, storm clouds, missing cows, church sermons, and carriages. Core Delvelopment is a Darksome Delve actual play podcast.

Ep 659Wrestling With Cases (CBR + PNK)
Wrestling with Cases is an actual play episode of CBR+PNK. Bill, Nugh, and Rusty are hired to steal a case filled with unknown items that will help the town of Hardingwood.

Ep 658Trailer for Wrestling With Cases
Wrestling with Cases is an actual play episode of CBR+PNK. Bill, Nugh, and Rusty are hired to steal a case filled with unknown items that will help the town of Hardingwood.

Ep 657Your Twist Is My Command (Twisted Wishes)
Your Twist Is My Command is an actual play podcast of Twisted Wishes and Tricube Tales. Nugh, Ailbh, and Sadie fill in as temp genies, twisting the wishes to never grant exactly what the wishers want.

Ep 656Trailer For Your Twist Is My Command
Your Twist Is My Command is an actual play podcast of Twisted Wishes and Tricube Tales. Nugh, Ailbh, and Sadie fill in as temp genies, twisting the wishes to never grant exactly what the wishers want.

Ep 655Bee Lines And Bear Hugs (Honey Heist)
Nasty, Marty, and Sadie get in touch with their primal sides as they attempt to save the world (per usual) before completely losing themselves to the beast within in this actual play podcast of Honey Heist.

Ep 654Trailer for Bee Lines And Bear Hugs
Nasty, Marty, and Sadie get in touch with their primal sides as they attempt to save the world (per usual) before completely losing themselves to the beast within in this actual play podcast of Honey Heist.

Ep 653One Flew The Coup (Dicing With Death)
On a plea from an injured pigeon, Bill and Sadie take to the skies to infiltrate a dangerous mountainside fortress, with more at stake than they realise... One Flew the Coup is an actual play podcast of Dicing With Death.