Firebreathing Kittens-logo

Firebreathing Kittens

Storytelling Podcasts

Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release. You can hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.

Location:

United States

Description:

Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release. You can hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.

Language:

English


Episodes
Ask host to enable sharing for playback control

The Show Must Go On (Dicing With Death)

4/23/2024
Embark on a thrilling journey with Demyan, Nugh, and Maeve in a Dicing with Death adventure! Watch as they cast roles, conquer fate, and spice up the stage to save the play!

Duration:02:18:54

Ask host to enable sharing for playback control

Trailer for The Show Must Go On

4/23/2024
Embark on a thrilling journey with Demyan, Nugh, and Maeve in a Dicing with Death adventure! Watch as they cast roles, conquer fate, and spice up the stage to save the play!

Duration:00:01:09

Ask host to enable sharing for playback control

Aura Of Mishui (Cascade Effect)

4/16/2024
Bartholomew, Fennis, and Sadie respond to a request for help from Mishui to investigate an epidemic of memory loss. This episode uses the gameplay mechanics from the system Cascade Effect.

Duration:02:30:31

Ask host to enable sharing for playback control

Trailer for Aura Of Mishui

4/16/2024
Bartholomew, Fennis, and Sadie respond to a request for help from Mishui to investigate an epidemic of memory loss. This episode uses the gameplay mechanics from the system Cascade Effect.

Duration:00:03:20

Ask host to enable sharing for playback control

Fennis Lightwall Interview

4/16/2024
Fennis Lightwall Interview

Duration:00:18:45

Ask host to enable sharing for playback control

Can't Be Hot And Guilty (Pirates of the Bone Blade)

4/9/2024
Marty, Demyan, Tord, and Sadie use the Pirates of the Bone Blade system to rescue a bad boy who might not be so bad.

Duration:02:31:14

Ask host to enable sharing for playback control

Trailer for Can't Be Hot And Guilty

4/9/2024
Marty, Demyan, Tord, and Sadie use the Pirates of the Bone Blade system to rescue a bad boy who might not be so bad.

Duration:00:04:39

Ask host to enable sharing for playback control

Tord Unfrid Interview

4/9/2024
Tord Unfrid Interview

Duration:00:10:15

Ask host to enable sharing for playback control

Dreamscape Divers (Ludus Nightmares Into Reality)

4/2/2024
Bo, Marty, and Sadie use the Ludus: Nightmares Into Reality system to dive through layers of dreamscapes and rescue someone from Bo's forgotten past.

Duration:01:56:17

Ask host to enable sharing for playback control

Trailer for Dreamscape Divers

4/2/2024
Bo, Marty, and Sadie use the Ludus: Nightmares Into Reality system to dive through layers of dreamscapes and rescue someone from Bo's forgotten past.

Duration:00:01:14

Ask host to enable sharing for playback control

How To Play Ludus Nightmares Into Reality

4/2/2024
How To Play Ludus: Nightmares Into Reality. Hello! I’m the GM running the game Ludus: nightmares into reality in an upcoming episode of Firebreathing Kittens. This is a brief introduction to the game’s mechanics to help familiarize our players and listeners with the game before we play. Ludus is a game where the players influence a dream using “twists” and try to turn it into a true nightmare. There is no character sheet, nor weapons nor magic. Technically, it doesn’t even really need a GM. The players are in charge and it’s very improvisation-heavy. That’s not to say there isn’t a mechanic. There is, but it’s rather tricky to explain so I’ll do my best. The game starts with the characters establishing a dream. Then, they take turns adding a twist to the dream until they reach 20 twists or they decide they’re done. A twist is basically “yes, and…”-ing. So if the dream is sheep hopping over a fence, a twist would be “the fence has barbs”, then another twist is “the fence starts to grow and the barbs get closer to the sheep”, etc. etc. until the players decide to stop. This is where the game’s core mechanic comes in. The mechanic to determine whether or not the dream successfully turns into a nightmare is a cursed formula. The best way I can describe it is this: x(y@zD#w). I encourage you to write this down, so I’ll repeat it: x(y@zD#w). Where x = the number of twists; y = the dice to roll based on the number of twists to the dream; z = the number of players; and w = the number of dice values that equal the wild die’s value. @, D, and # are placeholders within the formula and hold no alternative meaning. The equation will be explained further in a second, but with the addition of twists, we get three values to plug into the formula: x (the number of twists), y (the dice to roll based on x), and z (the number of players). The game rules include a table that tells you which dice to use for what number of turns. So, we have three values. Now we roll the dice, represented by the variable y. This can be anywhere from one to three dice; no matter what, one of the lowest dice Must be designated as the wild die. If the wild die hits its maximum value, then it explodes and you roll another die of the same value. If that die also explodes, you repeat the process until it no longer explodes. For example, if your wild die is a d6 (or your common six-sided die) and you roll a 6, you roll another d6. If that die also rolls a 6, you roll another d6, etc. etc. until you don’t roll a 6. Next, you sort the dice from lowest face value to highest face value going from left to right. Count the number of dice that have the same face value as the wild die, including the wild die itself. This number is the w variable in our equation which again, is x(y@zD#w). We’ve finally finished writing our equation. Now we have to resolve it. Starting with the lowest die, count, from left to right, the number of dice equal to our w variable. The die you land on is the number of Rounds you have to do things in the Ballad section (more on that in a bit). Next, starting from the highest die value, count, from right to left, the number of dice equal to the z variable. Add up the face values of the dice you counted. This sum is the Success value. Now, compare your Success value to the number equal to your x variable. If the Success value is greater than x, the dream is twisted into a true nightmare. If the Success value is less than x, the dream gets weird but resolves as a dream normally would. After the resolution of the Success value, we move into the Ballad section. This is where the dream fully manifests into a failed or true nightmare. The players go around taking turns describing what happens, again using “yes, and…” to craft the nightmare. This “yes, and…” is known as a verse in the Ballad section, rather than a twist like it was in the dream section. A round is made up of each player contributing one verse, and the entire Ballad...

Duration:00:06:38

Ask host to enable sharing for playback control

April Fools Day 2024

3/31/2024
Actual play podcasts of the solo play role playing games "You, Beyond The Pale", "Artefact", and "Thousand Year Old Vampire".

Duration:02:08:28

Ask host to enable sharing for playback control

We Carry Stuff And Get Paid (Salvage Union)

3/26/2024
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.

Duration:02:39:40

Ask host to enable sharing for playback control

Trailer for We Carry Stuff And Get Paid

3/26/2024
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.

Duration:00:06:05

Ask host to enable sharing for playback control

Colette DeWinter Interview

3/26/2024
Colette DeWinter Interview

Duration:00:09:04

Ask host to enable sharing for playback control

Ozob Diputs Interview

3/26/2024
Ozob Diputs Interview

Duration:00:25:47

Ask host to enable sharing for playback control

Electric Boogaloo (Salvage Union)

3/19/2024
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!

Duration:02:03:10

Ask host to enable sharing for playback control

Trailer for Electric Boogaloo

3/19/2024
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!

Duration:00:05:07

Ask host to enable sharing for playback control

How To Play Salvage Union

3/19/2024
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...

Duration:00:23:38

Ask host to enable sharing for playback control

Friends, Fables, And Puff Pixies (Witch Scouts)

3/12/2024
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.

Duration:01:56:48