
Firebreathing Kittens
361 episodes — Page 5 of 8

Ep 588We Carry Stuff And Get Paid (Salvage Union)
Nugh, Ozob, and Colette are hired to use their salvage mechs to brave rock slides, biotitans, and magic scepters to bring back valuable relics and valuable loot on behalf of their employer. We Carry Stuff And Get Paid is an actual play podcast of the Salvage Union RPG system.

Ep 587Trailer for We Carry Stuff And Get Paid
Nugh, Ozob, and Colette are hired to use their salvage mechs to brave rock slides, biotitans, and magic scepters to bring back valuable relics and valuable loot on behalf of their employer. We Carry Stuff And Get Paid is an actual play podcast of the Salvage Union RPG system.

Ep 569Colette DeWinter Interview
Colette DeWinter Interview

Ep 576Ozob Diputs Interview
Ozob Diputs Interview

Ep 586Electric Boogaloo (Salvage Union)
Electric Boogaloo is an actual play podcast of Savage Union. Join Crud and Demyan as they mount their mechs and search for artifacts and treasure. Our adventures arrive in Havas Sands after a recent earthquake uncovers a ravine. Can these two with Zahra get to the artifacts before other teams do? Listen to find out!

Ep 585Trailer for Electric Boogaloo
Electric Boogaloo is an actual play podcast of Savage Union. Join Crud and Demyan as they mount their mechs and search for artifacts and treasure. Our adventures arrive in Havas Sands after a recent earthquake uncovers a ravine. Can these two with Zahra get to the artifacts before other teams do? Listen to find out!

Ep 567How To Play Salvage Union
How to play Salvage Union. Hi everyone, this is a special episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Salvage Union. 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 Salvage Union yourselves. The sections I’ll talk about are: Writing prompt How to attack Distances Actions Initiative Character creation Pushing a mech How to salvage Writing prompt: The general idea of this system is that you and your mech are exploring the wasteland of a ruined civilization. You have friends who also have mechs and are exploring with you, which is good, because you wouldn’t want to be alone, not with all those Bio-Titan behemoth monstrosities that are amalgamations of creatures and machines, roaming the scrap filled battlefields. Can you salvage something useful from this scarred region, creating opportunity from the debris? Let’s find out, in Salvage Union. How to attack: I will describe the general idea first and then dive into specifics. The general idea is that to attack, first you choose a target you can see who is within weapon range. Next you roll to hit. If you successfully hit, then you inflict your weapon damage. The game master subtracts your weapon’s damage from your target’s either hit points or structure points. Biological things like pilots have hit points, and constructed things like mechs have structure points. Most player characters start at 10 hit points. Most level 1 mechs range between 9 and 17 structure points. Most allied non player characters have 4 four hit points. Tech level 1 weapons deal between 1 and 4 damage per hit. That means that on average it takes as few as three or as many as ten strikes to reduce something that had 10 HP to 0, at which point they fall unconscious and are at the mercy of a mortal blow or not. Now let’s discuss specifics. Salvage Union uses a twenty sided dice, also called a d20. There are no modifiers or bonuses to add onto the roll. If you get a 1, you fail horribly. You miss the target you’re attacking, you suffer something called a Setback with a capital S, and a severe consequence of the Game Master’s choice happens. Setbacks can affect your health, your reputation, your items, your environment, et cetera. For example with health: you could get hurt, such as taking two HP damage out of your 10 HP total, or roll on the critical injury table, or your module is destroyed. Some examples that affect your reputation are that you could lose an ally, a bounty could be put on your head, you could realize you broke a law and are now cast out of a community. Example setbacks impacting your inventory are that your weapon jams or runs out of ammo, you lose one of your treasured possessions, or your weapon’s effectiveness is now less than it should be. Example environmental setbacks are that your path is blocked by debris, or the town you were heading to got decimated by Bio-Titans before you could get there, or enemies are now flanking you. Those are just some of the potential consequences of rolling a 1 on the d20. If you roll between a 2 and 5, you fail and still face the Setback with a capital S, but without the severe consequence. If you roll between a 6 and a 10 on the dice, then you succeed at what you were trying to do, but you face a tough choice. Your gamemaster will give you a choice between setbacks. If you were attacking, you still hit, but you’re also going to have to make a tough choice. If you roll an 11 to 19 on the dice, you succeed! If you were attacking, you hit your target and deal standard damage. If you weren’t attacking, you achieve your goal without any compromises. And lastly if you roll a twenty on the twenty sided dice, you nailed it. You manage an outstanding success, and may achieve an additional bonus of your choice as well as your intended action. If you were attacking, you can choose to double your damage or do an appropriate bonus effect. Here is an example of how to attack. You’re approaching a scrap heap, preparing to harvest it in your mech. You reach out your mech’s left hand. Like a pit trap spider, an amalgamation of machine and biology clamps down upon your mech’s left hand! It starts to drag you into its pit! You attack the enemy bio-titan with your mech’s chainsaw arm. You roll a d20 to see if you hit. You roll a 10, so you do succeed and hit, dealing two damage with your chainsaw arm to the pit trap creature-machine, but your game master gives you two Setbacks with a capital S to pick from. Either the module on your left hand was damaged by the bite, and your rigging arm now takes three energy to use instead of its normal two energy, or something unspecified and negative has happened in the town you were heading to. That’s an example of an attack in Salvage Union. You can also roll that d20 to do most

Ep 584Friends, Fables, And Puff Pixies (Witch Scouts)
A precious familiar is missing from Camp Fable and it's up to the Firebreathing Kittens to find it! Join Arby, Bill, and Mary as they search for Puff and unlock the true power of friendship in this Witch Scouts actual play.

Ep 583Trailer for Friends, Fables, And Puff Pixies
A precious familiar is missing from Camp Fable and it's up to the Firebreathing Kittens to find it! Join Arby, Bill, and Mary as they search for Puff and unlock the true power of friendship in this Witch Scouts actual play.

Ep 577Trailer for Ferris Whee
Ferris Whee is a Horrible Henchmen actual play podcast oneshot episode.

Ep 578Ferris Whee (Horrible Henchmen)
Ferris Whee is a Horrible Henchmen actual play podcast episode.

Ep 575Be A Doll (Adventurous)
When did this old parchment arrive on the jobs board? Join Armando, Sadie, and Bartholomew as they investigate. Be A Doll is an Adventurous actual play podcast.

Ep 574Trailer for Be A Doll
When did this old parchment arrive on the jobs board? Join Armando, Sadie, and Bartholomew as they investigate. Be A Doll is an Adventurous actual play podcast.

Ep 560How To Play Adventurous
Hello listeners! This is a short episode of firebreathing kittens where I am going to quickly describe the rules of the TTRPG Adventurous. You can find Adventurous that is spelled A-d-v-e-n-t-u-r-o-u-s by Dawnfist games on drivethrurpg.com. I will be going over the Core Mechanics Aiding other players How to roll for initiative Actions and Movement Attacking and Defending How to sneak Injuries and Death The Core Mechanic: In Adventurous the core mechanic is attributes which range from 1 to 5. Your primary attributes are: Strength: Physical strength, Dexterity: Nimbleness and agility, Willpower: Mental strength and composure, Knowledge: Accumulated Knowledge of the world, and Charisma: or your force of personality. When forced to attempt something risky, challenging, or dangerous you make a check based on an attribute and roll that number of dice. A single 5 or 6 is a weak success. More than one 5 or 6 is a strong success. No 5's or 6's rolled is a failure, although you receive 1 exp. For example: Mindy wants to try and hit a very menacing goose with a baseball bat so she makes a strength check, her strength is 4. Mindy rolls: 5, 6, 3 and 3. A strong success! We will explain damage later. This type of check is the core mechanic of the game. Rolling double 6's for some abilities grant special effects so keep that in mind and results in gaining 1 exp and the party gains momentum. Advantage and Disadvantage: Advantage and Disadvantage may apply due to environment, abilities, or perhaps the assistance of other players. Advantage grants you an extra 1d6 on a test to a max of 6d6, and disadvantage reduces your dicepool by 1d6 to a minimum of 1d6. Momentum is a binary party wide resource, the group simply has momentum or does not have momentum. It may be used to fuel certain abilities and may also be used to grant the reroll of a single die in a check. Influencing NPC's: You can influence NPC's by making a Charisma test, often this might be made easier by offering or negotiating with NPC's. Whether a weak success or strong success is required to influence an NPC is ultimately up to the GM. Aiding other players: There are a few ways to assist other players for example you can, encourage them to use any available momentum, assist them and grant them advantage, and finally in the unfortunate situation that they begin to bleed out you may make a Knowledge test and mark supply in order to stabilize them and save them from an untimely demise. Initiative: In Adventurous, turn order is determined by rolling initiative by making a Knowledge test. All PC's that succeed go before the opponent. Those who fail go after the opponent. Initiative is re-rolled at the beginning of each round. Actions and Movement: Each turn a creature gets to make a move and an action Examples of an action: attacking, using an ability, or drinking a potion. In Adventurous distance is measured in zones, the zones are: Close, Near, Far, and Distant in that order. A creature may move one band and make an action or move two bands and take no action on its turn An example: An angry goose wants to get in melee range with Mindy. It is Distant from her, so it will move twice. It moves from distant, to far, and ends its turn near her. It is unable to act because it moved twice. Attacking and Defending: Melee attacks are made with Strength tests, and ranged attacks use Dexterity tests. Damage for weapons and abilities is described such as W2/S4 this stands for Weak 2/Strong 4. When an attack is made: On a weak success the weak damage is inflicted on an opponent. On a strong Success the strong damage is inflicted. If it is a failure your character misses and nothing happens. When a Player is defending: Strength is used to defend against melee attacks, Dexterity is used to defend against ranged attacks, and will is used against magic attacks. If the defensive test is a weak success: the Player takes the enemies weak damage to its HP. On a strong success: The player avoids all damage On a Failure: The player takes the enemies strong damage to its HP. Armor in this game is a value from 1-3 that subtracts from the damage a creature receives. However damage can only be reduced to 1 HP, never to zero. Massive Damage: Certain situations such as a sneak attack might grant a player's attack Massive Damage. Massive Damage doubles the damage dice of the weapon attack so a W4/S8 damage sword would instead deal W8/S16 damage. Sneaking: In order to sneak a PC makes a Dexterity test. It is up to the GM to decide if a strong or weak success is needed to succeed in sneaking. Sneak Attacks: Attacking a creature from stealth that is not engaged in combat may inflict massive damage, this may only be done with a one handed weapon. Massive damage doubles the weak or strong damage of the weapon based on the result of the attack. Example: W4/S8 becomes W8/S16 Injuries and Death: When a PC is reduced to 0 HP it becomes wounded and rolls on the Injury chart using a 1d6: on a 1-2 the cha

Ep 573Family Heirloom (Fantasy World)
Armando takes up a quest to find a mysterious book, recruiting Sadie and Zidane for it, inadvertently finding a relic of Zidane's past. Family Heirloom is an actual play podcast of Fantasy World.

Ep 572Trailer for Family Heirloom
Armando takes up a quest to find a mysterious book, recruiting Sadie and Zidane for it, inadvertently finding a relic of Zidane's past. Family Heirloom is an actual play podcast of Fantasy World.

Ep 554How To Play Fantasy World
How to Play Fantasy World Fantasy World is a powered by the apocalypse fantasy RPG with magic and heroic fighting. It's billed as "dramatic fantasy," which means it's about becoming heroes in a fantasy setting, and making ourselves care about their story. Like all good PBTA games, Fantasy World has some core principles that guide how we play. First, there is a One Golden Rule, which is that if anyone at the table thinks "this seems wrong, I don't like it," they can and should say so, and only one unhappy voice is a veto. It's like an X-card built into the rules of the game. The world itself has some core things that are true: Magic is Real. The Gods are Silent. Cities are Rare. Travel is Perilous. Finally, the game master, called The World, has three items in their an agenda: Play to Find Out, Make Sense, and Rock the Boat. Play to Find Out means there is never a railroad in the game. Instead, we have a setting full of interesting people and ideas and things happening, but those may be discarded at any point when the players go in a different direction. Make Sense means that all of those interesting people and ideas need to make sense in order to feel like a reasonable world in which the adventurers live. Finally, the adventurers' lives are interesting and exciting, and we accomplish that by Rocking the Boat. NPCs will act in their own self interests, and how that interacts with the adventurers is what creates an interesting story. Basic Dice Mechanics: The basic dice mechanics of a PBTA game are that you and your friends describe yourselves doing stuff, and the GM representing the World reacts to your actions appropriated. When you get to the point where you trigger a move, you roll two 6-sided dice and usually add a stat modifier. If you roll a 10 or higher, you succeed at what you were doing, and the move may tell you what happens. If you roll a 7 to 9, you succeed at a cost. Usually, the move tells you what the cost is-- it might be implied in the move, or it might be something really specific. For example, the Sway move says that when used on an NPC, on a 10, you get a YES, and on a 7-9, you learn what would get a yes. If you roll a 6 or less, the World has what's called a "World Reaction." A World Reaction is like a move that the World does-- in other games it's called a GM Move, or a reaction. The World never rolls dice. When the World makes a Reaction, it's certain and automatically succeeds. A typical reaction might be to reveal an unwelcome truth, or put the characters at a disadvantage. It's important to know that a 6 or less isn't *failure*. Whatever you were trying to do might happen-- the World is free to describe it happening, in a way that you didn't expect and probably don't want. In addition, when you roll a 6, you gain an expedience point. So, during the play session itself, every time you roll a 6 or less, you gain one of those epedience points. Character Creation and the Fellowship Characters are drawn from the playbooks, which are downloadable from fantasyworldrpg.com. There are ten playbooks, which are basic archetypes. For purposes of the Firebreathing Kittens' session, the characters are assumed to have a couple of sessions, but have not yet earned a full advancement. As a result, they start with a basic playbook and 10 expedience points. Expedience Points can be used to buy growth points, or can be spent during the session to gain advantage or use more than one utility move during a long rest. When you create a character in fantasy world, you download their playbook and then make a few choices about the character. For example, the Knight needs to state what chivalric order they belong to, who they are sworn to serve, and what their core value is that gives them some power. The second page of each playbook has their growth moves, which add special moves to the character as they advance. The Fellowship is a special way to frame the story in Fantasy World. There are four Fellowship types: Shields, who protect a local area, Knives who pursue personal wealth, Hearts who are on a single quest, and Coins, who go where the job takes them. For the Firebreathing Kittens episode, the Fellowship is the Coins, as they are a group of troubleshooters and problem-solvers for hire. Further Reading: If you'd like to play Fantasy World, and you have someone who will be running the game, read the Fundamental Knowledge and Essential Mechanics section of the rules, and then read the playbooks and Game Moves to pick your character and understand what will trigger a move in the game. Remember, anything that isn't a move can still happen, it just doesn't trigger a dice roll.

Ep 571Not Enough Duct Tape (Everything's Going To Crab)
Join Demyan, Nugh, and Mary as they try to fix a ferry and a crabby situation! Can they thwart the imitation crabs before it's too late? Find out in this Everything's Going to Crab actual play episode!

Ep 568Trailer for Not Enough Duct Tape
Join Demyan, Nugh, and Mary as they try to fix a ferry and a crabby situation! Can they thwart the imitation crabs before it's too late? Find out in this Everything's Going to Crab actual play episode!

Ep 550Demyan Belov Interview
Demyan Belov Interview

Ep 566You Are What You Eat (Everything's Going To Crab)
Join Bart, Reg, and Crud as they crab walk their way around an island to save people from an impending tsunami! You Are What You Eat is an actual play podcast of Everything's Going to Crab!

Ep 565Trailer for You Are What You Eat
Join Bart, Reg, and Crud as they crab walk their way around an island to save people from an impending tsunami! You Are What You Eat is an actual play podcast of Everything's Going to Crab!

Ep 547How To Play Everything’s Going To Crab
How to play Everything’s Going To Crab. Hi everyone, this is a special episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Everything Is Going To Crab. 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 Everything Is Going To Crab yourselves. The sections I’ll talk about are: Writing prompt Character creation How to use skills How to attack Writing prompt: The general idea of this system is that you start in your normal forms and must turn into a crab if you want to survive a giant wave that will hit your town in 24 hours. If you can convince a Non Player Character (NPC) that they need to become a crab, too, then they’ll head to the beach and do their best, and will also survive. The more NPCs you can save, the better. How good are you at convincing people of something they don’t want to believe? This games finds out. Character creation: There are three categories of traits: eyes, hands, and feet. Each has analogies in your starting and crab forms. Eyes in your starting form, versus crab eyes stalks. Hands in your starting form, versus crab pincers. Feet in your starting form, versus crab legs. Eyes are used for guessing at how much someone believes you that they need to turn into a crab, or reading a book or a town sign. Crab eyestalks are good at seeing through disguises and spotting hidden predators. Hands are used for repairing broken items and high fiving someone, while crab pincers are good at holding on to someone against the might of the sea or snipping something small. Feet are used for driving a car, walking in high heels, and sneaking, while crab legs are good at climbing up rock walls and for scampering at speed. To create your character, put 100 percentage points each into these three categories. Split the percentage points between your current and crab form. The maximum you can start with is 79 percent crab during character creation. Please start with fewer than 80 on the crab side so you don’t have to explain why you look like a crab at the start of the game. Here is an example. Yolanda puts 70 percent into eyes, and 30 percent into crab eye stalks. She puts 60 percent into hands, and 40 percent into crab pincers. Lastly, she puts 75 percent into feet and 25 percent into crab legs. Yes, you can start with 100 percent in the starting form traits. How to use skills: Rolling lower than your trait means you succeed in what you try to do. If Jerome wants to spot a hidden lever, he’d roll a d100 and try to roll lower than his crab eyestalks, which are good at spotting things, like hidden levers. With 50 percentage points in eyestalks, a 40 would succeed and a 90 would fail. As you play, your points will change. After every roll, you can change your ratio from starting body to crab body in one category. 80% will trigger a metamorphoses into that type of form for one limb, 100% will metamorph both limbs. At the end of the game you need to have 80% in all three crab traits to survive the giant wave. For example, Jerome just finished rolling to spot a hidden lever. Because he rolled, he can choose to adjust the percentage points. He’d previously had 50 points in eyestalks. With the end of the game and the giant wave approaching, Jerome decides to bump his eyes up to 80%, triggering a form change and he describes how one eye pops out into a crab eyestalk. Because he’s above 80 in all traits now, he will survive the giant wave. If he wants both eyes to be eye stalks, he could change his number to 100%. How to attack: The wave wasn’t just a naturally occurring event, but a planned apocalypse designed to wipe the town off the face of the earth. Some of the townspeople are imposters, and are secretly crabs. You might find yourself in combat with them. Combat rolls are opposed checks. The enemy has between 40 and 70% in each trait. If both you and your enemy succeed your roll, then the person who rolled closer to their trait’s number wins. Players win ties. Here is an example. JimBob the harbormaster is secretly a crab. You want to spread a rumor about him so that everyone in the town believes the coming wave is JimBob’s fault. Seeing through lies is a starting form eyes trait, so you have to roll a d100 and try to get below your starting form eyes percentage. JimBob still looks human at this point, so he has to roll under a 70 to succeed. He rolls a 20, which is 50 points under, and passes his roll. You’ve been slowly turning into a crab this whole time, and your eyes are mostly eye stalks at this point. You’ve only got 20 point in eyes; it’s 80% eyestalk. You cross your fingers and roll your dice, and you get a 15. That’s a success. It’s five points below its trait number. Both opposed checks succeed, so the one that is closer to its trait number wins. Because you rolled five

Ep 564Puzzling Portals (Sexy Battle Wizards)
Dimension hopping, bloody trees, and seducing fire giants? Listen at your own risk! Join Arby, Guvo, and Sadie in the episode Puzzling Portals featuring the one-page RPG Sexy Battle Wizards!

Ep 563Trailer for Puzzling Portals
Dimension hopping, bloody trees, and seducing fire giants? Listen at your own risk! Join Arby, Guvo, and Sadie in the episode Puzzling Portals featuring the one-page RPG Sexy Battle Wizards!

Ep 562Gifts Of The Past (Mall Zombies)
What can a memory hold? The joy of an old friend? The fear of a nightmare? Perhaps something even more. Join Sadie, Bartholomew, and Armando as they find out! Gifts Of The Past is an actual play of the Mall Zombies TTRPG.

Ep 561Trailer for Gifts Of The Past
What can a memory hold? The joy of an old friend? The fear of a nightmare? Perhaps something even more. Join Sadie, Bartholomew, and Armando as they find out! Gifts Of The Past is an actual play of the Mall Zombies TTRPG.

Ep 553How To Play Mall Zombies
Hi everyone, this is a special episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Mall Zombies by W.H Arthur. In this episode, I’ll share my thoughts after reading the rule book. Hopefully this episode 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 Mall Zombies yourselves. Set up Get a deck of cards, preferable a zombie themed deck for that extra narrative spark Separate the cards into three piles, all of the number cards, the court cards (aka, j, q k), and the two jokers. We now shuffle the number cards together and create 7 face down piles of 3 cards by drawing from this deck. Once we have these 7 face down piles, we turn over the top card in each pile. Each pile should now have 1 faceup card and two face down cards underneath. We’ve just created our shops for the players to scavenge from. The top card number tells us what the Prompt is for that shop. This is a list of names given in the rules. Such as, Wisdom, Luxury, Power, etc. You can come up with the rest of the name of the shop yourself. If one of the piles has 6 as the top visible card the Prompt indicates it is an Eletrical store, so we could call it, Roberts Bits and Bobs. So we know what type of items might be in that store. (We will go into what our players want later on). We take the remaining cards we didn’t draw and shuffle the two jokers into it that pile to create the “main deck”. The players will be drawing from this Main deck during the game when scavenging through the shops. The court cards are shuffled and set aside as the Zombie Deck. We draw from this deck when the players are attacked by the zombies. This completes the set up! Before we go on, let’s discuss what our players are looking for during the game. The group first discuss what things the colony needs to survive. (e.g. food, batteries, heating, clothes, medicine, entertainment). Once they have decided on 5 needs this will be the basis for your players to focus on what they are scavenging for. So lets look now at how to scavenge the mall! Scavenging examples During the game the players will be scavenging for supplies by looking through the shops. Mechanically this is by searching through the piles of cards one after another. Example. Rosie, a widowed survivor of the colony has spotted Roberts Bits and Bobs and decides to scavenge through the shop to find some useful tools for the colony. Rosie describes how she would find her husband, Barry in the shop every time they went to the mall together thumbing through the bargain bins looking for a great deal on hammers. It would annoy her at the time, but now it just makes her miss him even more. The more narrative detail the better in this game, encourage your players to really go ham in their descriptions taking as long as they want. The GM now turns over the related pile of cards with the number 6 on and shows the group what they have found with their initial scavenge. The cards turned over now read the following. 6 hearts, 6 of spades, and 10 of spades. So, what are we looking for here? The players are trying to find one of three outcomes related to a poker hand. This being a “three of a kind”, aka 3x3, or 3, 10’s, etc. A straight flush, aka, 123 of hearts. If this outcome is reached the players “You find more than what you need. Describe how the item fulfils one of the needs, and how it's better than what you expected.” Or, a Straight or flush, this is 123, in any suit or 3 cards all hearts, spades, etc. If they get this outcome, “You find what you need. Describe how the item fulfils one of the needs.” and lastly, a pair, aka, 2x2’s or 2,10s, etc. If this is the outcome, “You find something, but it is either defective or of an inferior quality. Elaborate on the details.” If none of these outcomes happen, they find nothing of use, aka, it doesn’t match any of the groups needs for the colony. Push your luck Now, what happens if the first three cards don’t give them what they want? Well, they can push their luck and draw from the main deck, (the ones with now jokes, aka zombies in..oooooo). Rosie draws “6 hearts, 6 of spades, and 10 of spades” That’s two spades, with is close to a flush, and two 6’s which is close to a three of kind. Rosie decides to draw from the main deck and “pushes her luck”. When a player pushes their luck, they must describe what they’re doing to do this. e.g. breaking down a locked door, removing rubble from a blocked corridor, etc). Rosie breaks through the employees only door at the back of the shop. The GM draws this card from the main deck and adds it to the pile. It’s a 6 of clubs. This gives Rosie 3, 6’s and a three of a kind. This means “You find more than what you need. Describe how the item fulfils one of the needs, and how it's better than what you expected”. Rosie describes finding a pile of brand-new tools from saws, hammers, and hand drills, perfe

Ep 559Jan 2024 Rules Feedback Chat
We discuss our thoughts about the rules for the tabletop roleplaying games we played in the past few weeks: Resolute 2e, Root Quick Start, Christmas Capers, The Witch Is Dead, Adventure Dice, LURPS, Desperado Quickdraw Edition, Dicing With Death, and New Edo.

Ep 558Rolls Off The Tongue (New Edo)
Zidane, now slightly seasoned, leads newcomers Nugh and Sadie through an alternate version of Niqamui to save reality. Rolls off the Tongue is an actual play podcast of the system "New Edo".

Ep 557Trailer for Rolls Off The Tongue
Zidane, now slightly seasoned, leads newcomers Nugh and Sadie through an alternate version of Niqamui to save reality. Rolls off the Tongue is an actual play podcast of the system "New Edo".

Ep 531Nugh The Silent Interview
Nugh The Silent Interview

Ep 555There Can Be Only One (New Edo)
There Can Be Only One is an actual play podcast using the New Edo system. Legends and Godhood are born within Arby, and a Highlander style clash unfolds as Guvo faces his alternate self in New Niqamui.

Ep 556Trailer for There Can Be Only One
There Can Be Only One is an actual play podcast using the New Edo system. Legends and Godhood are born within Arby, and a Highlander style clash unfolds as Guvo faces his alternate self in New Niqamui.

Ep 546How To Play New Edo
How To Play New Edo, a tabletop roleplaying game. Transcript: Hello! I'm the GM for an upcoming episode of Firebreathing Kittens. I'll be running using the gameplay mechanics from a game called NewEdo, a Neon Samurai role-playing game. This is a rules discussion episode meant to help teach my players and any listeners the basic mechanics of NewEdo so it's easier to begin playing. I'll be going over two main topics. The first topic is character creation, where I'll discuss Paths, Lineages, and the Priority Buy System, that’s B-U-Y buy, with its five associated Priority Abilities. I’ll explain starting equipment and cash at the end of this topic. The second topic is gameplay mechanics. Since NewEdo is a 300 page rulebook, I won't have time to go over every single mechanic, but I will go over mechanics that pertain to some of the characters playing in my upcoming episode, as well as common mechanics used in most TRPGs. I'll also discuss Legend and Fate, two important mechanics that are exclusive to NewEdo. With that said, I'll begin discussing character creation, starting with Paths and Lineages. Paths A Path is similar to a class, but instead of defining your character's archetype going forward, it sets up your character's purpose with some starting features and equipment, allowing you to build yourself however you want. You can decide which Path best suits you and what it provides starting on page 72. Lineages A Lineage is what would be considered a race in other TRPGs. With the exception of Hisanaka, you have unrestricted access to all Lineages, each with two Cultures to choose from, providing unique gameplay differences. Hisanaka is a special Lineage only available with a Priority A Ranking in Augmentations, and has no special Culture. Lineages are found starting on page 132. The Priority Buy System After deciding your Path and Lineage, you need to decide what order you prioritize your Priority Abilities. You have five Priority Abilities to consider: ● Backgrounds ● Magic ● Augmentations ● Skills ● and Core Traits You must assign Ranks A through E (highest to lowest) between these five Priority Abilities in order to determine your character building resources. Refer to the Priority Buy Resource Allocation Table on page 58 to know what you get at each Rank. Backgrounds Backgrounds are associated with your character's backstory and grant certain benefits. There are five Backgrounds you can invest points into: ● Contacts ● Followers ● Soul ● Status ● and Wealth You can study up on what each Background provides at each Rank starting on page 144. Refer to the Background Score to Rank table on the same page to know how many points are needed to increase your Rank. All Backgrounds begin with 1 point each, and no Background may be higher than 61 at character creation. Magic Depending on your Path, Lineage, and Priority Rank, you can gain access to Magic. If you’re looking for a Path with access to multiple spells, called Rotes in this system, choose Shugonshi. If you just need a single Rote, such as an attack or heal, look through TIer Zero through Three for an appropriate Rote, then choose D through A for a Magic Priority Rank that gives you access to the Rote you chose. Keep in mind the Casting Skill associated with each Rote, as you need to roll that Skill plus Shinpi Rank to cast. When you gain access to Magic through methods mentioned earlier, you should receive a bonus amount of Shinpi. Shinpi is a special Core Trait that, unlike other Core Traits, begins at zero instead of ten. You’ll need to raise your Shinpi Rank through bonuses mentioned previously and Trait points received from Priority Buy in order to cast Magic effectively. If you happen to choose the Shugonshi Path, Awakened Kitsune Lineage, or Priority A Magic, you gain access to a Mikata Kami. You can choose any Kami you have access to and gain the associated Mikata Kami bonus. A Mikata Kami is also a pet with its own character sheet. For more details, read pg. 268 through 274. Augmentations Each Augmentation, or Aug, has a Noise Rating and Biofeedback Percentage. The points from the Priority Buy System are spent on the combined Noise Ratings of each Aug you get. If you increase an Aug’s Rank, you multiply the Noise cost by the Aug’s Rank. You need to have enough Core Trait points to install any Augs. If the combined Noise of a single Trait from all Augs exceeds the associated Trait, you can’t install anymore with that Trait. For any leftover points, you can spend four points for a permanent 1d4 bonus to any Skill. This doesn’t count as a Skill Rank; rather it’s an external bonus to those Skill rolls. Any other leftover points may be added to the Wealth Background one for one. Biofeedback Percentage is added to the Fate Card for each Aug you gain. Keep in mind the percentage does not multiply with each Aug Rank. So if you install a Rank 5 Aug with 1% Biofeedback, it’s still 1%. Skills The list of Skills starts on pg. 191. You have a certain amount

Ep 552Dead Ringers (Dicing With Death)
Dead Ringers is an actual play podcast using the Dicing with Death TTRPG system. Join Arby, Bo, and Mary as they navigate through the Land of the Dead, meeting old faces and working to return home.

Ep 551Trailer for Dead Ringers
Dead Ringers is an actual play podcast using the Dicing with Death TTRPG system. Join Arby, Bo, and Mary as they navigate through the Land of the Dead, meeting old faces and working to return home.

Ep 548You Only Live Twice (Dicing With Death)
Join Maeve, Bartholomew and Armando as they punch parents, fight fish, and bribe boatmen to get back from the land of the dead before it's too late! You Only Live Twice is an actual play episode of Dicing With Death.

Ep 549Trailer for You Only Live Twice
Join Maeve, Bartholomew and Armando as they punch parents, fight fish, and bribe boatmen to get back from the land of the dead before it's too late! You Only Live Twice is an actual play episode of Dicing With Death.

Ep 545Stab The Crab (Desperado Quickdraw)
Bartholomew, Guvo and Zidane, as new members of the guild, offer to go rescue the sheriff of Karmic Hills and uncover a problem affecting the tiny town. Stab the Crab is an actual play podcast of Desperado Quickdraw Edition.

Ep 544Trailer for Stab The Crab
Bartholomew, Guvo and Zidane, as new members of the guild, offer to go rescue the sheriff of Karmic Hills and uncover a problem affecting the tiny town. Stab the Crab is an actual play podcast of Desperado Quickdraw Edition.

Ep 540How to play Desperado Quickdraw
A GM’s thoughts on how to play Desperado Quickdraw. Hi everyone, this is a special episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Desperado Quickdraw. In this episode, I’ll share my thoughts after reading the rule book. Hopefully this episode 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 Desperado Quickdraw yourselves. The sections I’ll talk about are character creation, how to move, how to attack, alternatives to character death,how to use skills, how to help your allies, and spellcasting. Character creation: Desperado Quickdraw provides some handy dandy character creation randomizers using a deck of cards. Don’t know what character you’re going to play? Draw from a standard playing card deck to generate your character’s name, background, combat stats, feats, starting items, and ammo. For example if you draw a diamond your background is the gambler, who has 2 grit, 4 wit, a firearm aim of 2d12, and a melee aim of 2d12. Here in Firebreathing Kittens, for my players, because we are the same character all season, please feel free to pick from these random lists to build your character. You can also change the flavor; a ranged weapon can be called a bullet, arrow, fireball, etc. How to move: You can move as many yards as your grit score at the start of your turn. If you move while attacking it makes you less accurate, decreasing your aim DC. How to attack: Here’s an example melee weapon, the dagger. You can either pierce or cut with a dagger. If you’re piercing, it takes one action to draw the dagger from its sheath, and one action to attack. A dagger gets plus two steps to its accuracy and has a wound DC of 3. Here’s an example attack: You are standing within a yard of an enemy. Your dagger is drawn. You try to stab the enemy with the dagger, so, being a gambler, you roll your melee aim of two d12 dice. The dice result is 12 overall. You add plus two for the dagger’s accuracy, so that’s 14. The person’s right next to you, so your aim DC was zero, so you hit them. The wound DC is plus 14. The 3 wound DC of the dagger is increased to 17. That’s not twenty over, so you didn’t insta-kill your target. They are wounded and must make a fortitude check. They roll grit and compare it versus their total wounds received overall, which so far is just this one stab. Your GM announces they failed their roll, so they take one grit damage. Remember your gambler statted player characters has 2 grit, so taking one grit damage means this NPC probably is pretty badly injured. Next, let’s talk about ranged attacks. Desperado Quickdraw requires you to draw your weapon, load it, chamber a new round, cock the weapon, fire, and eject the round. That’s about five rounds of preparation for one round of dealing damage, which is different than other tabletop roleplaying game systems you might be used to. Here’s an example weapon, the Baron Lawman single action revolving pistol. This is a short barrel weapon that can hold six shots. Its ammo is 0.44 magnum. It has a wound DC of 6. To fire this weapon, you’d need to first spend one action to draw it from the holster, three actions per cartridge being loaded (one to draw ammo, one to load, and one to rotate the cylinder), an action to fire it, and then three actions per shell expelled to open and eject and rotate the cylinder. Here’s an example of an attack with a single action revolving pistol made by the friend of the gambler. Friend of the gambler, fellow player, your target is ten yards away from the party, which is about thirty feet, so the Aim DC is 4. You make an aim check, which since you’re a gambler means you roll 2d12. The result is a 14. You beat the aim DC by 10, so your wound DC is increased by plus 10. The six wound DC of the pistol is increased to 16. The GM does the fortitude check for the enemy, and announces they’ve taken one grit damage. This is the second grit damage that NPC has taken, so they drop to zero grit. At zero grit, they fall unconscious. Alternatives to character death: When you fall to zero grit, you’re unconscious but not necessarily dead. Desperado Quickdraw has a list of lasting wounds you can take such as injured arm, leg, eye, etc, which affect your stats. I like systems that have alternatives to permanent character death. It makes me less stressed out as a GM. I don’t have to worry as much about my player needing to make a new character unless they want to. How to use skills: Desperado Quickdraw lets you hide, listen, spot, bluff, charm, use medicine, and make insight checks. Roll a size of dice based on your ability level, like d2, d4, d6, d8, etc. Then add either grit or wit as a modifier, depending on the skill. How to help your allies: You can do a first aid check. That’s the medicine skill. If your check is higher than your friend’s wound DC, they can ignore that wound for now. Beware: later f

Ep 539Guvo Strongfoot Interview
Guvo Strongfoot Interview

Ep 538Zidane Carmichael Interview
Zidane Carmichael Interview

Ep 365Novel Announcement: Masquerade Madness
Hello everyone! We have a special announcement today. Tom Maygrove has written a full novel length adaptation of the Firebreathing Kittens podcast adventure Masquerade Madness! This is great news. Now, you can find a comfy spot and experience this ballroom cat burglary mystery as written word. If you want to help Firebreathing Kittens out, please pick up a promotionally free ebook copy of Masquerade Madness between July 16th and July 20th 2022. After that time window, the ebook will return to normal price. We would really appreciate it if you could get a copy and leave a five star review. Thank you. The link is: https://www.amazon.com/dp/B0B6B8TRK2

S1 Ep 350Radio Play Announcement: Polymorph and Porcelain
Hello everyone! We have a special announcement today. Gareth John Jones has written a radio play adaptation of the adventure Mouse and Teapot: A Love Story! This is great news. Now, you can find a comfy spot and experience this shape changing adventure as written word. Or if you’ve got some friends, you could put this script on as a show! Here is the radio play’s link, description, and then I’ll play a snippet of the podcast it was based on. Link: https://www.amazon.com/dp/B0B2K7C6KC/ The radio play’s description is as follows: Blursed items and a policeman with a penchant for pottery? Join Tornan, Furious and Rollo as they investigate Niqamui police department's 1,000th crime of the year in... Polymorph and Porcelain, a radio play adaptation of the actual play podcast, "Mouse & Teapot: A Love Story". Please support us and pick up your copy of Polymorph and Porcelain from amazon.com, and tell your friends about us. Thank you! https://www.amazon.com/dp/B0B2K7C6KC/

S1 Ep 268Novel Announcement: Ice Cream Notions and Energy Potions
Hello everyone! We have a special announcement today. Gareth John Jones has written a full novel length adaptation of the Firebreathing Kittens podcast adventure All Work and No Play that is called Ice Cream Notions and Energy Potions! This is great news. Now, you can find a comfy spot and experience this urban fantasy festival adventure as written word. Here is the back of the book and then a brief excerpt; I’ll read you chapter one. The back of the book: Cults, mystery, comedy, and ice cream: something is wrong in Niqamui again. It all starts with a missing child, but the real danger could be far more insidious. https://books2read.com/u/bpaxaE and it’s also available on amazon, too. Please support us and pick up your copy of Ice Cream Notions and Energy Potions from amazon.com, and tell your friends about us. Thank you!

Ep 372Audiobook Announcement: A Bully Good Time!
Hello everyone! We have a special announcement today. We have released an audiobook for Rachel Lindley’s full novel length adaptation of the adventure A Bully Good Time on audible.com! This is great news. Now, you can put on your headphones or turn up your speakers and experience this bayou delving adventure as spoken word. Here is the back of the book and then a brief excerpt; I’ll play you the audio sample. The back of the book: Frogs, boats, and beignets! The Firebreathing Kittens venture to the south of the fantasy world of Guaso to investigate a missing persons case. There's Pidge, a plucky gnome with shapeshifting magic; Moka, an angel's daughter with miraculous healing powers; and Manford, a nihilist and would-be scoundrel with a heart of gold. Within a world of vine-choked cypress and murky water, the three discover unlikely allies, strange philosophies, and danger. They must triumph against the swamp before they disappear themselves. In her debut novel, Rachel Lindley offers a tale of exploration, mystery, and friendship, where the next good thing might be waiting a few steps beyond the river's edge. Please support us and pick up your copy of A Bully Good Time from audible.com, and tell your friends about us. Thank you!

S1 Ep 309Audiobook Announcement: An Existential Crisis
Hello everyone! We have a special announcement today. The full length novel adaptation of An Existential Crisis written by T. A. Lore now has an audiobook! This is great news. Now, you can listen to this reality bending adventure as written word. Here is the back of the book and then an audio sample. The back of the book:Entangled realities, temporal tampering, and an interdimensional sphinx: weirdness has run amok in Niqamui where sinister schemes are afoot. When Pidge, Borb, and Nesgrax wake from a strangely realistic dream, all three intrepid adventurers must set forth in search of answers. Unfortunately, in pulling at loose threads, they quickly find themselves ensnared by a more complex mystery than anything they could ever have imagined. In fact, they may be forced to unravel the very fabric of existence in order to escape. They really are in a pickle this time... or at least pickles are somehow involved. You can support us by ordering your copy of the new audiobook for T. A. Lore’s An Existential Crisis at https://www.audible.com/pd/An-Existential-Crisis-Audiobook/B09QMTF8XD Here is the audio sample, read by the narrator:[audio sample here] Once again, that’s An Existential Crisis by T. A. Lore, on audible at https://www.audible.com/pd/An-Existential-Crisis-Audiobook/B09QMTF8XD

Ep 543Season 2023 Epilogues
Season 2023 Epilogues