Explore every episode of the podcast Firebreathing Kittens
| Title | Pub. Date | Duration | |
|---|---|---|---|
| Pew Pew (Gun Craze) | 19 Aug 2026 | 02:22:57 | |
Markely and Withered Wing find themselves on a dangerous expedition to a desert observatory, battling sand elementals, cranky robots, and their own past! Pew Pew is an actual play podcast of GunCraze. | |||
| Trailer for Pew Pew | 19 Aug 2026 | 00:02:52 | |
Markely and Withered Wing find themselves on a dangerous expedition to a desert observatory, battling sand elementals, cranky robots, and their own past! Pew Pew is an actual play podcast of GunCraze. | |||
| Dreams Of Electric Honey (Messerspiel) | 05 Aug 2026 | 03:03:07 | |
Being a King is tough. Servants being drained, magic items going haywire, assassins, cursed statues?! Join Arthur, Kairos and Lia in this actual play podcast of Messerspiel as they battle against honey. | |||
| Trailer for Dreams Of Electric Honey | 05 Aug 2026 | 00:01:54 | |
Being a King is tough. Servants being drained, magic items going haywire, assassins, cursed statues?! Join Arthur, Kairos and Lia in this actual play podcast of Messerspiel as they battle against honey. | |||
| Coffin Cough (Discworld) | 22 Jul 2026 | 02:48:27 | |
A wealthy industrialist skips out on a tiny tax bill? Not on FBK's watch! Join Arthur, Sofia, and Stewart as they solve a missing magnate mystery. Coffin Cough is an actual play episode of Discworld. | |||
| Trailer for Coffin Cough | 22 Jul 2026 | 00:01:47 | |
A wealthy industrialist skips out on a tiny tax bill? Not on FBK's watch! Join Arthur, Sofia, and Stewart as they solve a missing magnate mystery. Coffin Cough is an actual play episode of Discworld. | |||
| How To Play Discworld | 22 Jul 2026 | 00:18:17 | |
How To Play Discworld
Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m a player in an upcoming session using the rules for the official tabletop roleplaying game of Terry Pratchett’s Discworld. 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 fellow players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Discworld game at home.
I’ll organize this how to play guide into sections.
Game category. Sir Terry Pratchett’s Discworld book series has sold more than one hundred million copies worldwide. In the 1990’s, Pratchett was the UK’s best selling author. Fans adore these forty one books, and their characters such as Rincewind, Sam Vimes, Granny Weatherwax, Tiffany Aching, Moist von Lipwig, and the anthropomorphic personification of Death. This is the official Discworld tabletop roleplaying game. Mechanically, this game uses opposed rolls to determine outcomes. Players cite one of their traits that they feel gives them experience at what they’re attempting to do. The Game Master thinks about how well prepared the player character is, and how this specific situation affects the difficulty, and tells the player to use either a four, six, ten, or twelve sided dice as their outcome dice. The Game Master always rolls a d8 for their narrativium dice. If the player outcome dice result is higher than the Game Master narrativium dice result, they influence the story as they intended. On a tie they still do, with a complication. When the GM’s narrativium dice result is higher, the story is influenced all right but in a way the player might not have been anticipating. The GM describes the complication. That’s a quick summary of the rules. Let’s go into more detail.
Tests. When your character tries to influence the narrative, they will make a test. If you pass the test, you influence the story in the way you intended. If you fail the test, you influence the story in a different way than you intended. Whether you succeed or fail depends on an opposed dice roll. You will roll a dice called the outcome dice that could have four sides, six sides, ten sides, or twelve sides. The words d4, d6, d8, d10, d12, and d20 refer to which dice you’re rolling, with the letter d meaning dice and the number meaning how many sides. The Game Master will roll a dice called the narrativium dice that has eight sides each time, a d8.
Traits. Every character has a few traits that define them. These traits are your character’s organization, background, species, niche, quirks, core and luck. During a test, you will cite one of your character’s traits as a reason why they should be good at doing something. The GM will consider how much experience the character has with the situation and what they’re trying to do, and will tell the player which outcome dice to roll, a d4, d6, d10, or d12. The GM can compel you to use a trait you’d rather not for a test if it’s more appropriate. If your character has a trait that fits the situation perfectly, lots of experience in what they’re doing, and it’s a well justified action, the GM will tell you to roll with a d12 outcome dice. If you’re trying to do something you’re entirely unprepared for, the GM will tell you to roll with a d4 outcome dice. For example, a character with the trait Hits Like A Troll will probably be told to use a d12 when smashing into a locked door with their shoulder, but a d4 when finely picking the lock. The difficulty of the situation can affect which dice gets used. The rule book uses the example that if a thief who is used to scaling roofs normally would be granted a d12 by the GM, the dice could be decreased to a d10 or even a d6 if the roof is covered in goose fat and the thief is having saucepans thrown at them while they carry a heavy bag of gold.
Core traits are different than other traits. Every character can only have one core trait. You don’t start out with one. When you have a particularly meaningful moment with your character, you can state what narrative trigger formed your core trait or brought it to the surface. If you’re using the core trait as part of a test in the moment of identifying it, use a d12 dice for that first test where it’s being formed. Not every character will claim a core trait. Don’t try to force the moment. Similarly, if someone is forming a core trait, let them have their moment. The rule book says, quote, “Don’t butt in. Butts are for goats, after all. Let them have their moment as their character realizes just who they are and what they stand for. Then, after a sufficient pause, crack that witty one-liner you’ve been holding back.” End quote.
Rolling dice. The Game Master and the player will both roll dice during the test to see what happens. If the player’s outcome dice is a higher number than the Game Master’s narrativium dice, then the player influenced the story in the way they intended. If the GM’s narrativium dice is higher, then a capital c Consequence happens. A Consequence is a twist in the narrative. A complication. If the outcome dice and narrativium dice are the same number, then both happen: the character is successful and there’s a Consequence. Consequences can be things in the story, and they can also be that the character gains a new, less than positive trait. Traits gained from capital c Consequences are temporary. If your character takes the time to deal with them, they go away.
Luck. All player characters start with four luck. Four is your maximum luck, too. There are two ways to spend luck during a test. The first way is that a player character may spend one luck to avoid the capital c Consequence of their action. The second way to use luck is that before a player rolls their outcome dice, their fellow players can offer that they’re going to spend one luck to help. The first player may accept or reject this offer of help. If accepted, the second player spends their one luck, then asks the GM what outcome dice they’d get if they rolled this particular trait from their character. The GM’s narativium dice does not get rerolled. The second player’s outcome dice then replaces the first player’s outcome dice, whether it was better or worse. By helping, the second player has opened themselves up to the consequences if this test fails. Because only one luck may be spent per test, there is no way to spend a luck to avoid the consequence if a player helped on a test. Luck doesn’t recover on its own. When the GM feels you’ve done a particularly ridiculous plan or excellent roleplay or wants to reward you in some way, they might tell you you’ve gained one luck.
Group tests. There are two types of group tests. Seeing if one person failed is a type of group test where everyone in the group is doing an activity and one person’s failure can stop the group from achieving their goal. For example, if the whole group is sneaking and one person’s lack of stealth would alert the guards. For seeing if one person failed, everyone rolls dice and the lowest outcome dice is compared to the GM’s narrativium dice. Seeing if one person succeeded is a type of group test where one person’s success lets the group achieve the goal.For seeing if one person succeeded, everyone rolls dice and the highest outcome dice result is compared to the GM’s narrativium dice. People involved in the group test can’t help one another because they’re all rolling.
How to attack. Physical fights and contests of wits are like other tests. Say what you want to do, what trait you’re using to do it, and roll the outcome dice the GM tells you is appropriate for your level of experience and the difficulty of the situation. If your result is higher than the d8 narrativium dice you succeeded. If lower, you impacted the story in a way you weren’t intending. If equal, then both things happen.
Magic. Some characters can do magic. There are lots of types of magic. The type performed by wizards is called jommetry. People of any gender can be wizards, which is the topic of the Terry Pratchett book Equal Rites. If your character can do jommetry, it goes like this. Step one, state what you want to do with your jommetry magic. Step two, name the trait you’d like to use, and why it will get you the largest outcome dice. This is usually your niche trait or quirk trait. Step three, spend luck. How much luck depends on the impact to the story. If the story isn’t impacted, there is no luck cost. If you minorly impact the story, the spell costs 1 to 2 luck to attempt. If you’re trying to majorly impact the story, that will cost either 3 or 4 luck. Huge impact spells could cost more, like a spell affecting the whole Discworld is estimated to cost 10 luck in the example in the rule book. Any character helping can contribute any amount of luck to help the spell get cast. So you spend the luck amount the GM says is required. The last step to casting jommetry magic is to roll the outcome dice and compare to the GM’s narrativium dice. If you succeed, name the spell and suffer a capital C Consequence because magic has consequences. Magical consequences can’t be avoided because you already spent luck on the test. If you fail, you didn’t cast magic and there is no capital c Consequence. Remember, you can’t magic another wizard without knowing their name. And you’re very very unlikely to permanently change someone’s shape.
Dying. The mechanic for dying in the official Discworld tabletop roleplaying game is that if you fail a roll so astronomically badly that the Consequence would see your character removed from the scene or possibly the story, this is called a capital e capital c Exceptional Consequence. There are two types of Exceptional Consequence: a near death experience, and a magical mishap. Examples of magical mishaps are that your character could become quote, “an orangutan, a talking dog, or pile of something particularly unpleasant.” Another magical mishap is teleportation, such as being hurled through the dungeon dimensions. The player should be involved in deciding how their characer changes, and help come up with an appropriate new or changed trait with which to return to the table. A near death experience is that Death, the person, not the state, appears. Wizards and cats can always see and interact with Death. Now you can, too. Everything fades to gray and all the other characters freeze as Death arrives on the scene. Death speaks in all capital letters. The player now has a choice. Do you take Death’s hand and let Death guide you to where you need to go? Or do you talk to Death about why you need to return tot he story to finish what you started? The decision is up to the player. If you choose to return to the party, then your character will have a new or permanently changed trait to reflect their near death experience. If you choose to take Death’s hand, then the player can continue in the session as a different character, for example a non player character who appeared earlier in the session.
Helping allies. The major ways that you can help allies in the official Disworld tabletop roleplaying game are that you can spend luck to help them on a test or when they cast magic. The person who spends luck to help their friend also suffers from any capital C Consequence if there is one.
Building a character. There are nine steps to filling out a character sheet. Consequences, Luck, Name, Picture, Organization, Background, Niche, Quirks, and Core. Consequences. Your character doesn’t start with any Consequences, so, you’re done. Voila. You’ll acquire Consequence traits when you fail rolls during gameplay. Luck. All player characters start with 4 luck, so write a 4 here. Name. Write your name here. Picture. You’re welcome to put a picture of your character here. The picture is called an iconograph on the example character sheet. The organization is the group your character travels with. For us, that’s Firebreathing Kittens. Background is where you’re from. Most people write their species and where they’re from here. Niche is something that you can uniquely do, compared to the other people your party. Each character gets three quirks. There are tables for them on pages 73 to 90 to give you ideas. Here are six examples. What is the first thing people notice about you? What is your favorite hobby? What class did you struggle with and why? What was the tipping point that caused you to take action? Why did you pick your career? What do you wish you weren’t? Lastly, leave core blank. You can gain a core trait during a defining character moment during the roleplay of the game.
Here is an example character sheet. Consequences start blank. Luck: 4. Name: The Luggage. Iconograph: there’s a picture of a wooden chest with many feet. Organization: Twoflower is mostly unaware of his Luggage’s habits, and would not believe you if you told him. Rincewind on the other hand is all too aware. Background: A large sapient pearwood chest supported by far too many legs. Niche: Dog-like righ tup until it becomes much more eldritch. Three quirks. Half suitcase, half homicidal maniac. More legs than most are comfortable with. Bigger on the inside. Core starts blank.
Hopefully this little rules chat helps my players build their characters and understand how to play. For everyone listening, if you’d like to hear an example adventure, the episode of Firebreathing Kittens podcast right after this is a demonstration of us playing Discworld in a oneshot game session. We invite you to listen to it to hear an example of Discworld in action. We encourage you to find the official tabletop roleplaying game of Terry Pratchett’s Discworld rule book yourself, and play a game with friends. | |||
| Suit Yourself (Gates of Krystalia) | 15 Jul 2026 | 03:06:08 | |
Just dropped: a floating island east of New Inthera! Join Barnabas, Belle, Lia and Markely as they explore this new land and whiffs of their past. This is an actual play podcast of Gates of Krystalia. | |||
| Trailer for Suit Yourself | 15 Jul 2026 | 00:02:19 | |
Just dropped: a floating island east of New Inthera! Join Barnabas, Belle, Lia and Markely as they explore this new land and whiffs of their past. This is an actual play podcast of Gates of Krystalia. | |||
| Merlinus "Markely" Katsaar Interview | 15 Jul 2026 | 00:11:30 | |
Merlinus "Markely" Katsaar Interview | |||
| Songbirds From Hell (Reverse Beastmaster) | 01 Jul 2026 | 02:52:34 | |
A shadow, rockstar and undercover dragon go BEAST MODE! Tune into an actual play podcast of Reverse Beastmaster as Withered Wing, Muse, and Lia dismantle relics of oppression and follow animals’ whims. | |||
| Trailer for Songbirds From Hell | 01 Jul 2026 | 00:01:55 | |
A shadow, rockstar and undercover dragon go BEAST MODE! Tune into an actual play podcast of Reverse Beastmaster as Withered Wing, Muse, and Lia dismantle relics of oppression and follow animals’ whims. | |||
| Withered Wing Interview | 01 Jul 2026 | 00:14:34 | |
Withered Wing Interview | |||
| Gaslight It Up (Call of Cthulhu) | 17 Jun 2026 | 03:04:16 | |
The Firebreathing Kittens Guild members find themselves in possession of a mysterious package that points to the death of a famous and acclaimed member. Varek finds himself in a leadership position of two new initiates, Lia and Kairos, to discover what eldritch horrors have both killed such a high ranking adventuring veteran and also made villagers near the Tzu River disappear. Gaslight It Up is an actual play podcast of Call of Cthulhu. | |||
| Trailer for Gaslight It Up | 17 Jun 2026 | 00:01:53 | |
The Firebreathing Kittens Guild members find themselves in possession of a mysterious package that points to the death of a famous and acclaimed member. Varek finds himself in a leadership position of two new initiates, Lia and Kairos, to discover what eldritch horrors have both killed such a high ranking adventuring veteran and also made villagers near the Tzu River disappear. Gaslight It Up is an actual play podcast of Call of Cthulhu. | |||
| The Sword And The Metronome (Behold The Holy Grail) | 03 Jun 2026 | 02:45:02 | |
Reports of werewolf attacks bring Varek, Tink, Barnabas, and Arthur to Castle Madrigal. Sadly, silver bullets will not solve this particular problem. An actual play of Behold The Holy Grail! | |||
| Trailer for The Sword And The Metronome | 03 Jun 2026 | 00:02:02 | |
Reports of werewolf attacks bring Varek, Tink, Barnabas, and Arthur to Castle Madrigal. Sadly, silver bullets will not solve this particular problem. An actual play of Behold The Holy Grail! | |||
| Scamantha In The Sky (Nice Marines) | 27 May 2026 | 02:24:50 | |
In this actual play podcast of Nice Marines, the Firebreathing Kittens return to Blutburg on a diplomatic mission. Join Arthur, Lia and Muse as they… fix things? Sow the seeds of chaos? Why not both? | |||
| Trailer for Scamantha In The Sky | 27 May 2026 | 00:05:37 | |
In this actual play podcast of Nice Marines, the Firebreathing Kittens return to Blutburg on a diplomatic mission. Join Arthur, Lia and Muse as they… fix things? Sow the seeds of chaos? Why not both? | |||
| Arthur 331 Interview | 27 May 2026 | 00:13:27 | |
Arthur 331 Interview | |||
| May 2026 Rules Feedback Chat | 20 May 2026 | 00:36:03 | |
May 2026 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 few games, for May 2026. We’ll discuss the tabletop roleplaying games Cottages & Cerberus, Pride & Extreme Prejudice, Ecryme, Kaiju Girls, Tiny Dungeon 2nd edition, Call of Cthulhu 7th edition, Tunnel Goons, and Alloyed version 2.2. | |||
| My Girl Scamantha (Alloyed) | 13 May 2026 | 03:04:56 | |
Join Sofia, Belle, and Queenie as they save the town of Blutburg from Scamantha's nefarious... oats? This adventure is an actual play podcast using the mechanics from Alloyed. | |||
| Trailer for My Girl Scamantha | 13 May 2026 | 00:01:58 | |
Join Sofia, Belle, and Queenie as they save the town of Blutburg from Scamantha's nefarious... oats? This adventure is an actual play podcast using the mechanics from Alloyed. | |||
| Back To Futures Past (Tunnel Goons) | 06 May 2026 | 02:46:21 | |
Join Professor Tinkerton Shellton & Kairos SabyTass as they explore ancient Turtle Tunnels, musical puzzles, a mysterious scroll, and something darker lurking below. Back To Futures Past is an actual play of the Tunnel Goons tabletop roleplaying game. | |||
| Trailer for Back To Futures Past | 06 May 2026 | 00:03:20 | |
Join Professor Tinkerton Shellton & Kairos SabyTass as they explore ancient Turtle Tunnels, musical puzzles, a mysterious scroll, and something darker lurking below. Back To Futures Past is an actual play of the Tunnel Goons tabletop roleplaying game. | |||
| Kairos SaybTass Interview | 06 May 2026 | 00:16:38 | |
Kairos SaybTass Interview | |||
| Professor Tinkerton Shellton Interview | 06 May 2026 | 00:13:01 | |
Professor Tinkerton Shellton Interview | |||
| Dreamwalk Estate (Call of Cthulhu 7e) | 29 Apr 2026 | 02:10:51 | |
Gadzooks! Adraias and Belle try to keep their wits about them within the insanity-inducing Ashford manor. Join them in the adventure Dreamwalk Estate - an actual play podcast of Call of Cthulhu. | |||
| Trailer for Dreamwalk Estate | 29 Apr 2026 | 00:05:27 | |
Gadzooks! Adraias and Belle try to keep their wits about them within the insanity-inducing Ashford manor. Join them in the adventure Dreamwalk Estate - an actual play podcast of Call of Cthulhu. | |||
| Adraias HowlThorne Interview | 29 Apr 2026 | 00:06:59 | |
Adraias HowlThorne Interview | |||
| My Best Friend Cthulhu (Call of Cthulhu 7e) | 22 Apr 2026 | 02:10:35 | |
Caiyra, Dante and Sofia take a job to clear out a spooky mansion of its unwanted guests. Certainly nothing strange or mysterious is going to happen with this investigation. My Best Friend Cthulhu is an actual play podcast of Call of Cthulhu 7e. | |||
| Trailer for My Best Friend Cthulhu | 22 Apr 2026 | 00:05:16 | |
Caiyra, Dante and Sofia take a job to clear out a spooky mansion of its unwanted guests. Certainly nothing strange or mysterious is going to happen with this investigation. My Best Friend Cthulhu is an actual play podcast of Call of Cthulhu 7e. | |||
| Caiyra Daevi Interview | 22 Apr 2026 | 00:08:15 | |
Caiyra Daevi Interview | |||
| Spiders And How To Care For Them (Tiny Dungeon 2e) | 15 Apr 2026 | 02:00:54 | |
Spiders And How To Care For Them is an actual play podcast using the mechanics of Tiny Dungeon 2nd edition. Join Kyyyvvyynn, Sofia, and Muse as they battle other worldly arachnids in the silence of the library. | |||
| Trailer for Spiders And How To Care For Them | 15 Apr 2026 | 00:01:46 | |
Spiders And How To Care For Them is an actual play podcast using the mechanics of Tiny Dungeon 2nd edition. Join Kyyyvvyynn, Sofia, and Muse as they battle other worldly arachnids in the silence of the library. | |||
| April Fools Day 2026 | 01 Apr 2026 | 02:01:05 | |
Happy April Fool's! Surprise! We have a collection of solo play adventures for you. These are games played with just one person. They can be journaling games, games played against an oracle or a table, by flipping cards, etc. This year we have The Tower of Icarus, O Patron Mine, Exclusive Interview, and The Eternal Duel. We hope you enjoy this unusual episode. We did. | |||
| Midterm Monsters (Kaiju Girls) | 25 Mar 2026 | 02:41:28 | |
Varek, Meg, and Muse are attending New Inthera Community College when the moon suddenly turns red and hydra heads start bursting out of the ground around campus. Turns out night classes are a lot more dangerous than advertised. Join the Firebreathing Kittens for an actual play of Kaiju Girls. | |||
| Trailer for Midterm Monsters | 25 Mar 2026 | 00:04:26 | |
Varek, Meg, and Muse are attending New Inthera Community College when the moon suddenly turns red and hydra heads start bursting out of the ground around campus. Turns out night classes are a lot more dangerous than advertised. Join the Firebreathing Kittens for an actual play of Kaiju Girls. | |||
| Varek Ashen Interview | 25 Mar 2026 | 00:13:21 | |
Varek Ashen Interview | |||
| Snap Back To Reality (Ecryme) | 18 Mar 2026 | 02:28:00 | |
In this actual play of the Ecryme system, Morning Mist, Sir Barnabas, and Belladonna Amrille come together to protect factory workers but find themselves faced with versions of their pasts. | |||
| Trailer for Snap Back To Reality | 18 Mar 2026 | 00:00:58 | |
In this actual play of the Ecryme system, Morning Mist, Sir Barnabas, and Belladonna Amrille come together to protect factory workers but find themselves faced with versions of their pasts. | |||
| How To Play Ecryme | 18 Mar 2026 | 00:53:07 | |
How To Play Ecryme
Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m the game master for an upcoming session using the rules for Ecryme. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Ecryme game at home.
I’ll organize this how to play guide into sections.
Game category. The first edition of Ecryme was released in French in 1994. Twenty years later, a second edition was released, which is what I’ll be talking about today. The word ecryme is the name of a mercury like liquid that covers most of the surface of the planet. Only small dotted islands of land are left. This game’s world has 1800’s technology: mass production, steam power, and dirigibles. Air ships and steam trains link the industrial cities on the islands. Bridges lift the trains above the ecryme. The people of this world try to avoid falling in. Most people who come into contact with the dense, motionless ecryme, the flat silver ocean that lacks waves, are corroded by the contact, blistering like being splashed with acid. Those who survive sometimes get unpredictable cephalic powers, which is the game’s magic system. The general mechanic of Ecryme is that you roll six sided dice, add modifiers from your character build, and compare that to the difficulty of the situation or to an opponent’s roll. Outside of combat, you roll two six sided dice, add them together, and add the skill from your character sheet that most closely matches what you’re trying to do. If a trait applies, add it, too. When your character has a specialization that applies, you get plus two to your roll. The sum is compared to the difficulty of the task. Eight is the lowest and sixteen is the highest difficulty score. If your dice roll plus skill plus trait plus specialization is lower than the difficulty, then you failed. If your dice roll plus skill plus trait plus specialization is equal to the difficulty, there is some kind of complication. If your dice roll plus skill plus trait plus specialization is higher than the difficulty, you succeeded. Combat is similar, except you roll four d6 and add your skill. Pick two dice to put into success, which is their word for attack, and two dice to put into reserve, which is their word for defense. If your success attack is higher than your opponent’s reserve defense, you hit them. The amount your success attack went over their reserve defense becomes the damage impact of the attack. The Ecryme rule book comes with a ton of prebuilt character sheets for you to play as or use as pre statted non player characters. I’ll list some. There’s an aeronaut, an archivist, a sword duelist, a wandering mapmaker, a military officer who specializes in explosives, a courtesan, a stilt walker, a glider pilot, a wealthy merchant, an ecryme diver, a preacher, a fugitive, a scholar, an ecryme flower harvester, and more.
Traits. Characters in Ecryme have traits that describe their physical appearance, personality, and social connections. Trait numbers range between negative and positive three. A normal person who is a nonplayer character averages about zero. A plus one means that your character has a little bit more of that trait than the average person. A plus two means they have a lot more than a normal person. A plus three means your character is extremely whatever that trait is. A negative one means that your character has a little bit less of that trait than the average person, a negative two means they have a lot less, and a negative three means they’re extremely lacking in whatever that trait is compared to someone normal. For example in the trait of height, a tall person would have the number one, a very tall person positive two, and an abnormally tall person positive three.
Every character in Ecryme has two points overall in traits. This can be any combination that equals two. For example, your character could have a single plus two trait. Or they could have two plus one traits. Or you could have three plus one traits and one negative one trait. As long as the character has two points in traits overall, you’re good. There isn’t a set list of defined trait words in the Ecryme rule book that you’re limited to using. A trait can be anything you want. You the player name the trait that best defines your character, and you pick which combination of traits equals plus two overall.
Skills. Every character in Ecryme has fifteen skills. Unlike a trait which can be anything you want, every character has the same list of skills, just different personalized numbers in each of them. The fifteen skills are clustered into three categories: physical, mental, and social. The physical category’s five skills are athletics, driving, fencing, brawling, and shooting. The mental category’s five skills are anthropomechanology, ecrymology, traumatology, traversology, and urbanology. The social category’s five skills are quibbling, creativity, loquacity, guile, and performance. The skills are all used offensively and defensively, so for example the medicine skill traumatology can be used to heal or to make someone sick. The guile skill is used both to hide and to search.
Each skill has a number between zero and ten. Starting characters have thirty points distributed amongst those fifteen skills. This is the same pool of points that can be spent on specializations. You can perform a physical or social task that your character has zero skill points in, you’re just less likely to be successful than a character with five or ten points in that skill. Mental skills represent your knowledge in that area, so if your number is zero you know nothing about it and can’t attempt a roll. For starter level characters, no skill will be above five points.
Traumatology? Traversology? I didn’t find some of the skill words self explanatory, so here is what the fifteen skills are used for. Athletics is used when your character runs, climbs, jumps, etc. Driving is used when your character drives a car, pilots an airship, rides a horse, etc. Fencing is when your character is dueling or fighting with any sword, dagger, or bladed weapon. Brawling is used for weaponless combat and fighting with improvised weapons like wrestling, boxing, arm locking, or tripping an opponent. Shooting is the skill used to fire long range weapons. Anthropomechanology is used for understanding, using, and repairing machines such as clocks, locks, vehicles, etc. Ecrymology is the skill used to understand the natural world like flora, fauna, geology, meteorology, etc. Traumatology is medical knowledge and the character’s ability to do surgery, know pharmacology, take the right dose of medicine, etc. Traversology is your character’s skill at knowing about the traverses, the bridges that span the world, and also includes geography, map making, and the construction of bridges. Urbanotechnology is how much the character knows about the city, such as the local slang and dress codes, the richness of their social and professional contacts, knowledge of local history and religion and culture, etc. Quibbling is the skill you use when arguing with or persuading another person, giving commands, interrogating, intimidating, bartering, etc. Creativity is how much your character values creating and crafting, and includes activities like painting, throwing clay on a wheel, forging, sculpting, writing stage plays, etc. Loquacity is the suave counterpart of quibbling, when your character tries to be charming, tries to make a good impression, collects gossip, investigates, lies, spreads false information and is believed, etc. Guile is how well your character can camouflage themself, hide, search without being detected, sneak down an alley, pick a lock, perform sleight of hand, etc. Guile is used both to hide and to search. Lastly, performance is the skill your character uses when singing, acting, playing instruments, etc actions in front of an audience.
There is also another category of skills, but sort of like how in other games not every character is a spell casting wizard, not every character will have this category of skills called cephaly. Cephaly is a mind power that people in Ecryme can get by coming into contact with the liquid mercury ecryme the game is named after. The five cephaly skills are elegy that creates illusions, entelechy which is your power level and the combat skill you use for facing off against other cephalic beings, mekany that remote controls machines, psyche that remote controls living beings and people, and scoria which is divination. If you want to be a cephal in Ecryme, the different difficulties and ways you can use your cephalic skills are listed on page 267 with some examples of what you can do at different difficulty levels. For example shrinking something is a difficulty of ten, and controlling your target is a difficulty of eleven. Not every character has magic, so you might not use that list at all.
Specializations. When a skill has at least five points, you can choose to spend one point during character creation to get a specialization in that skill. Specializations are specific activities your character excels at. Some examples for the athletics skill could be running or climbing or carrying. The driving skill could have a specification in a type of vehicle, like an airship or a train. For the creativity skill, you could get specific about the type of art your character is creative in, like painting, pottery, or sculpture. A specialization adds plus two to the roll if you are doing that very narrow specialized activity.
Do you dream of shouting kamehameha in battle and ending things with your super awesome special combat move? Pages 245, 246, and 247 list some. They’re called maneuvers. You can spend one skill point to add one maneuver to your character sheet just like if you were buying a specialization. Each can only be used once per combat. Some of the maneuvers have requirements for when they can be used, like the Coup de Jarnac needs you to have a success attack margin of at least four. The same combat mechanics can be used for arguing, so pages 248 and 249 list maneuvers you can use when debating someone.
Rolling dice. In Ecryme, you determine how good a character is at something, and how likely you the player are to succeed at that action, by rolling dice, adding your character’s traits, skills, and specializations, and comparing the sum versus the difficulty number. All rolls are done using six sided dice, also called d6. One dice represents reason, logic, and planning. The other dice represents emotion, feelings, and acting impulsively with your gut. You can use two different colored dice or can roll on different areas of your table to keep track of which d6 is reason and which is emotion. When you roleplay your character’s success or failure from that roll, you can lean into the higher of the two dice. If emotion was higher, you can roleplay an intense emotion. If reason was higher, you can roleplay being logical to succeed, or roleplay how over thinking and hesitating caused your failure.
Spleen in Ecryme is a character’s driving fear. Here are some example spleens. A duelist is repelled by the idea of taking another person’s life. This spleen fear makes them only strike extremities when dueling, making them miss more. But they accept missing more because it means they won’t kill anyone while dueling. Another example is a wealthy cosmopolitan person who has heard word of a rebellion. Their spleen is their refusal to accept a rebellion’s potential for chaos and the loss of their own personal power. This spleen fear motivates them to donate to the police and to snitch when they find out where the rebellion’s meeting house is. Another example of a spleen is a young street tough, a hooligan running around with a gang of fellow hooligans at night, who becomes furious if a competitor steps foot on her turf. She will fight them viciously because her spleen, her motivating fear, is that her found family will lose its territory and disband. These are all examples of spleen, a core fear that drives the character’s actions. If spleen is relevant to a roll, roll an extra dice and discard the highest one. Discarding that extra highest dice will make your overall roll lower and worse. If you lose your spleen or ideal during a game session, all of your rolls are at negative two for the rest of the session. Then before the next game session, make a new one.
Ideal in Ecryme is a character’s motivating hope. It’s a principle they look up to that helps them overcome any challenge. Here are some example ideals. An artist aspires to create their perfect masterpiece. An archivist’s ideal is to collect a sample of all flora and fauna. A courtesan hopes to make enough money to stop working. An ambitious worker wants a promotion that comes with a large raise and more respect. An aeronaut captain loves her ship and crew above all else. These are all examples of ideal, an aspiration they feel positively towards that helps them face daily life. If ideal is relevant to a roll, roll an extra dice and discard the lowest one. Discarding that extra lowest dice will make your overall roll higher and better. If you lose your spleen or ideal during a game session, all of your rolls are at negative two for the rest of the session. Then before the next game session, make a new one.
Difficulty. Outside of combat, the difficulty of the task you’ll face will range between eight, easy, and sixteen, almost impossible. Eight difficulty tasks are the most common, while ten and twelve difficulty tasks happen uncommonly, and fourteen and sixteen difficulty tasks happen very rarely in the world in general. You’re on an adventure, so you’ll probably attempt to do actions more challenging than a normal person would succeed at.
Margins. Margin is the difference between the sum of your numbers and the difficulty rating of what you were trying to do. If your two d6 dice roll plus trait plus skill plus specialization is higher than the difficulty number, that is a positive margin. Success! You succeeded at what you were trying to do. If your two d6 dice roll plus trait plus skill plus specialization is equal to the difficulty number, that is a margin of zero. Margins of zero are up to the game master, called a conductor in Ecryme, to interpret. Both success and failure happen with a margin of zero. There could be a complication, or a compromised victory, or a defeat with some positive side to it. If your two d6 dice roll plus trait plus skill plus specialization is lower than the difficulty number, then you failed. The bigger the margin, the bigger the effect. If your negative margin was three, then the failure is more extreme than if the negative margin was one. The highest or lowest your margin can be is called your maximum margin. Your maximum margin is equal to your skill plus your specialization. For example if your number in the traumatology skill is five and your specialization in surgery is two, your maximum margin when removing your ally’s appendix to save their life is five plus two is seven. Because the highest margin a character can achieve is capped at their skill level plus specialization, that can matter for opposed rolls. For opposed rolls, each player or non player character makes a roll, and the person with the higher margin wins. For example let’s say you’re dueling an opponent whose maximum margin in fencing is seven and yours is two. If you both get a margin of three, they actually get it and win, while your maximum margin being capped at two makes you lose the duel. A minimum margin is when a conductor asks for multiple rolls that when added together will add up to a goal number. For example, the conductor can set the minimum margin at six to climb a wall, and the party will accomplish their goal as a group after a few rolls whose margins add up to six. One player throws a rope on a hook up at the top of the wall and scrambles up it, getting a margin of two. The second player climbs the rope and reaches down a helping hand, getting a margin of three. The third player grabs the offered hand and climbs to the top, getting a margin of two, reaching that six minimum margin and accomplishing the collective goal.
Here is an example of a roll outside of combat. You are currently arguing with a streetcar driver. The driver wasn’t paying attention when you paid, but you already did. They insist you pay again. How will you resolve this? It’s time to roll dice. You will roll two d6 and add your trait, skill, and any specializations that apply. The game master says the difficulty is twelve. Eight is lower and sixteen is higher, so twelve is in the middle, not the easiest or most difficult. You roll two d6 and get a two and a four for six on the dice. Now, which trait, skill, and specialization do you want to use to roleplay this? That depends on what your character is best at.
You could be playing as the example character Marcellin on page 206 of the rule book. Marcellin was born to parents who work in a circus and works as a strongman himself. But he dreams of running away from the circus because he believes he has a greater destiny elsewhere. His ambition is to become an important and respected person. However, he would feel guilty about abandoning his family and found family at the circus, who depend on him. Traits range between negative one and three. Marcellin has three traits. True force of nature, plus two, tall, plus one, and not very attractive, minus one. The trait that applies most to convincing a person is probably that he’s not very attractive, minus one. Skills range between zero and ten. Marcellin’s skill in quibbling is a two. Marcellin does have one specialization, brute force, which gives him a plus two when performing his strong man act in the circus, but doesn’t really help him plead his case to the streetcar driver. His overall number is six from the dice minus one from being not very attractive plus two for his skill in quibbling, which is seven overall. Seven is less than the difficulty of twelve, so with a negative margin, Marcellin fails to convince the streetcar driver that he had already paid. The streetcar driver will not let him on. Marcellin could now either pay a second time, or get off the streetcar, or try to beat up the driver and drive the streetcar himself, et cetera.
Let’s reexamine that scenario with a different example character. The difficulty is still set at twelve and you’ve rolled a two and a four for a six on the dice. You are now roleplaying as the rich merchant on page 229 of the rule book. After a convenient marriage to the Count de Mortsauf gave her seed money for investing, she began making lucrative business deals that have been an asset to her konzern, a konzern is like a company in Ecryme, and a bane to her competitors. She has two traits. One trait is that she has an image of purity of righteousness, plus one, and the other is that she has secretly made some contacts with the Black Lily group, plus one. Her skill in quibbling is five. She has two specializations: bartering and making threats. Each specialization gives plus two when doing those activities. Like the scenario with Marcellin, the streetcar driver wasn’t paying attention when the rich merchant paid, but she insists that she did. The driver wants her to pay again. The difficulty is twelve. With six on the dice and a five in the quibbling skill, the rich merchant is at eleven without adding a trait or specialization.
There are multiple different ways to role play this argument with the streetcar driver as the rich merchant and succeed. I’ll demonstrate two ways. The first, with zero margin, is to add one from the trait of her purity and righteousness, and to simply make a pure and righteous expression and insist that yes, she did pay. With a zero margin, the conductor could invent a complication or a compromised victory or a defeat with some positive aspect. The conductor could say, the driver believes you, but your insistence was noticed by a fellow rich person who had been sitting on the streetcar, who now believes are are poor. Like witnessing someone’s credit card get declined and them have to use another card, it doesn’t look good to be seen to not have enough money. The second way the player could role play this situation is to use the six from the dice plus five from the quibbling skill plus one from her contact with the Black Lily group plus two from her specialization in making threats. That scenario could look like this. The distracted streetcar driver staring out the window looks back as the streetcar dips when she steps onboard. The driver pauses her as she walks on, saying she didn’t pay. The fellow rich person on the streetcar watches as the merchant smiles insidiously, leans forward a little bit, and whispers something to the streetcar driver that their peer couldn’t hear. The streetcar driver blanches, all the blood draining from their face, eyes wide with horror, but just for a split second. The driver nervously tips their head in respect and waves the rich merchant onboard. Her mouth quirks into the slightest of smiles as she boards the streetcar, demurely greeting her peer as she walks past and takes a seat.
Two different characters, two different ways to role play the scenario. But the general idea is the same. You add the dice roll to your trait and skill and any specialization that applies. If the number is greater than the difficulty you succeed, and if the number is less than the difficulty you fail. A margin of zero is interpreted by the conductor however they want, mixing success and failure.
Self transcendence in Ecryme roleplaying-wise is when your character pushes themself past their limits. Mechanically, it’s when you spend a point from a skill to increase a roll. That point doesn’t recover until the next session you play in. Here’s an example. Your character has a three in athletics. You are teetering on the edge, way up high. To make sure that you don’t fall off, before you roll, you declare that you’re spending spend two of your skill points from athletics. You then roll your two d6 and add your trait, skill, and specialization, plus a guaranteed two from the skill points you spent. That’s a two and a three on the dice, plus a trait of positive one, plus an athletics skill of three, plus the two skill points, for eleven overall. Your athletics skill is still at three for this roll. After this roll, your skill will be lowered from three to one. It will return to three at the start of the next session. A skill can’t go down to negative values. Zero is the lowest a skill can be. If you have a specialization in this skill that also applies to this particular roll, you can do self-transcendence after rolling the dice, otherwise self-transcendence must be declared before the dice get rolled.
When you use self transcendance in combat, you pick one, either success attack or reserve defense, and apply the self transcendance to one, not both. The skill doesn’t decrease until after the attack is resolved.
How to attack. So far I’ve talked about rolls that use two six sided dice, then add your trait, skill, and specialization. Combat is similar, but you roll four dice. After seeing the results of the dice, choose where they go. Put two of the d6 into a pool called success, which means attack. Put the other two d6 dice in a pool called reserve, which means defense. The book calls it success, which really confuses me, so I’m going to say success attack every time I talk about it. Here are some example actions the success attack dice are used for: throwing a punch in a boxing match, getting away from pursuers during a chase, and charming a guard. The two reserve, defending dice, are used for actions like: dodging that punch in the boxing match, for not being charmed by someone, and for anything that protects your own safety. Together, the success attack and reserve defense for your turn are called your attitude.
If your success attack roll is higher than your opponent’s reserve defense roll, then they failed to dodge and you landed that blow. If your success attack roll is lower than your opponent’s reserve defense, then they dodged well and your punch missed.
It works the other way, too. If your reserve defense roll is higher than your opponent’s success attack, then you dodged and their punch missed. If your reserve roll is lower than your opponent’s success attack, your dodge was too slow and their punch hit you in the face. These are called positive and negative margins. Your margin is capped by your skill and specialization, just like when you roll outside of combat.
Spleen in Ecryme is a character’s driving fear. Ideal is a character’s motivating hope. Spleen and ideal normally give you one more dice for rolls made outside of combat. In combat, they still give you one more dice. The four dice you roll goes up to five. Drop the highest dice if your spleen applies. Drop the lowest dice if your ideal applies.
Injuries in Ecryme are called impacts. A character in Ecryme can be impacted in three ways: physically, socially, and mentally. Physical impacts are wounds, such as a cut, bruise, or burn. For example, a duel can use the fencing skill and impact your physical body. Mental impacts include discouragement, traumatic stress, despair, and insanity. For example, a mental attack from someone with the special cephalic abilities could impact you. Or you could witness something distressing related to your spleen or ideal that hurts you deep in your heart. Social impacts could be a fall in popularity, a loss of reputation, being discredited and no longer believed, or losing a role title. For example a debate can use the quibbling skill and impact your social standing and reputation.
There are four ranks of impacts. From least to most serious, these ranks are: superficial, light, serious, and major. A combat margin is the difference between one character’s success attack and their target’s reserve defense. The combat margin translates into the impact. If the combat margin is zero, you and your opponent bounce off each other, neither landing a blow. A combat margin of one and two causes a superficial impact, like a scratch or a bruise. A combat margin of three and four cause a light impact, like being stunned or getting a nose bleed. A combat margin of five and six cause a serious impact, like breaking a bone or losing a tooth. Having a serious impact gives all of your rolls negative two. Your conductor might tell you that your character now has a negative trait as an after effect of a serious injury, for example a limp from your broken leg if it was a physical fight, or your face on a wanted poster if it was a social confrontation. A combat margin of seven and eight cause a major impact. Major impacts are life threatening and instantly incapacitating. You can’t fight any more. All rolls are at minus four. Major impacts always leave an after effect. Also, you gain a new spleen, a motivating fear. Depending on the situation, it’s possible for a major impact to make your character lose sight of their ideal, their driving purpose. Your character is out of the game if they either get two major impacts or one impact above eight.
Hit points. Ecryme doesn’t technically have hit points, but you can’t take an unlimited number of impacts. Sort of like hit points, or tally marks, you should keep track of how many of each level of impact you’ve taken. Superficial, light, serious, and major. The fifth superficial impact you take becomes a light impact. The fourth light impact you take is a serious impact. The third serious impact you take becomes a major impact. The second major impact you take removes your character from the game. For physical impacts that means death or a coma, for mental impacts that means insanity or a coma, and for social impacts that means banishment.
Armor. If you’re wearing armor, the injury you receive is one level less severe. For example, a major impact would become a serious impact from your armor. Armor can’t reduce the impact to zero, so you’ll still take at least a superficial injury. The disadvantage to wearing armor is that it’s heavy, so you take a negative four penalty on every physical dice roll.
Effect in Ecryme is like a damage bonus in other games. Effect is a modifier to the impact of your success attack or reserve defense because of situational circumstances. Some examples are having the high ground during a sword duel, having a sword during a sword duel, knocking a chair down into your opponent’s path, and having the sun at your back. If your character has a weapon, that weapon might have an effect number. Weapons don’t affect the success attack or reserve defense rolls themselves, just the impact of the rolls.
Page 244 has a table of the different weapons and their effects. Bare hand fighting and improvised weapons have an effect of plus zero. A staff, cestus, sling, cudgel, truncheon, and razor blade have the effect of plus one. A bow and arrow, chain, dagger, knife, and dirk have the effect of plus two. A crossbow, sword, spear, pike, axe, mace, and pistol have an effect of plus three. A flail, battleaxe, halberd, and musket have an effect of plus four. Since I’m talking about weapons, I’ll mention that ranged weapons can’t be reloaded during hand to hand combat. Also, if you’re firing at something far away or a moving target or your visibility is reduced, page 248 lists how much the difficulty increases by. The extra difficulty is usually around plus two.
Here is an example of the effect number increasing the impact during combat. Eugene has a fencing skill of four and a fencing sword that has a plus three effect. His fencing skill being four means Eugene’s maximum success attack margin is four. Eugene rolls a four, five, three, and two. He puts the four dice and five dice and his fencing skill of four into his success attack. Four plus five plus four is thirteen success attack. He puts the three and two dice and fencing skill of four into reserve defense. Three plus two plus four is nine reserve defense. The opponent has a nine success attack, so with a margin of zero, the opponent misses Eugene. The opponent only has a reserve defense of five. Eugene’s success attack was thirteen. Thirteen from Eugene’s success attack minus five from the opponent’s reserve defense equals a margin of eight. But Eugene’s fencing skill is only four, so the margin is capped at four. A margin of four would be a light impact. But this is when the fencing sword with its effect of three comes in. The margin goes up by three, from four a light impact to seven a major physical impact.
What if you’re unable to hit one another? Ecryme’s combat system doesn’t let things stagnate. The difference in reserve defense carries over from one round of combat to the next, applying to the next round’s success attack. If you successfully reserve defended by two last round, that two gets added to your next round’s success attack.
Here’s an example. Eugene rolls four d6 for a round of combat and get six, five, three, and one. Eugene puts the three dice and one dice and his fencing skill of four into his success attack. Three plus one plus four equals eight success attack. Eugene puts the six dice and the five dice and his fencing skill of four into his reserve defense. Six plus five plus four equals fifteen. The opponent has a ten for success attack and also a ten in reserve defense. Eugene’s success attack of eight doesn’t get a positive margin on his opponent’s reserve defense of ten, so Eugene’s attack doesn’t hit. The opponent’s success attack of ten doesn’t get a positive margin on Eugene’s reserve defense of fifteen, so the opponent also doesn’t hit Eugene. But things don’t just stagnate. Next round, the opponent will get a bonus of plus two to their success attack because they had a two reserve defense margin on the eight success attack coming at them. Eugene would have gotten a bonus of five because his reserve defense of fifteen was five higher than the opponent’s success attack of ten, but his fencing skill is four so it’s capped at four.
Ecryme applies the combat rules to arguments, too. There’s an example on page 252 with success attack and reserve defense, where the quibbling skill is used just like how the fencing skill was used in that previous combat example.
Surprise. If you’re taken by surprise in Ecryme, you can only roll reserve defense. Roll just two d6, and apply them both to reserve defense.
Healing. How quickly you recover depends on how badly you were injured. From least to most serious, the impact ranks are: superficial, light, serious, and major. There’s a table on page 254 with the level of impact, the roll penalty, the recovery time without intervention, recovery time with intervention, and intervention difficulty. If a character has a superficial injury, there is no rolling penalty. They will recover within a day without intervention. If an intervention is done, it needs to be made within an hour and takes an hour to do, and has a difficulty level of ten. Light impact injuries have no rolling penalty. Characters recover from light impact injuries after a week on their own. If an intervention is made, it has to be done within a day of the injury and takes a day to do. The difficulty level is twelve. Serious impact injuries give you a negative two modifier to all your rolls. They sometimes cause an after effect, which never goes away. You recover from the serious impact injury enough to not have a negative two modifier after a month. If someone is going to intervene to help you, that intervention has a difficulty of fourteen, must be done within the first week, and takes a week to do. Major impact injuries make all your rolls negative four, have a difficulty of sixteen to treat, the treatment has to be done within a month and takes a month to do, and without intervention the major injury stops giving you a minus four to all rolls in one year. The intervention has the chance of removing the after effect, otherwise a major impact injury recovered on its own without intervention always leaves you with an after effect.
Helping allies. If you help an ally with a task, and how you help makes sense, then the difficulty decreases by two. Environmental conditions can also help decrease a task difficulty by two. For example, if when you’re trying to repair a vehicle you’re doing it in a workshop, the workshop environmental condition decreases the repair difficulty by two.
You can build an Ecryme character three ways: point buy, questionnaire, or archetype. Point buy means that you have positive two points in any free form word traits of your choosing, and thirty points distributed as you like in the fifteen skills. One skill point can buy you a specialization in any skill that has at least five points. Starter level characters don’t have any skills above five points. You’ll also write a spleen and an ideal on your character sheet, a character name, and some equipment. That concludes the point buy method of character creation.
The questionnaire method of character creation is like a personality quiz. You are asked a multiple choice question about your character, and the answer gives you a point in a skill. One example question is, what was your character’s favorite past time when they were a kid? If you answer going to the theater or opera with friends, you get a point in creativity. If you answer snatching candy from marketplace stalls, you get a point in guile. If it was building models, you get a point in anthropo-mechanology. If as a kid, your character chased rats for fun, they get a point in athletics. If your character’s childhood past time was listening to phonograph records telling adventure stories, they get a point in traversology. And lastly, if your character wandered around town for fun as a kid, they get a point in urbanotechnology. The questionnaire is pretty detailed. It’s sixteen pages long and goes from page 207 to 222 in the rule book. The rule book says to pick your six favorite of the twelve questions, and only answer those six questions, not all twelve.
The third way to get a character sheet in Ecryme is to use one of the premade ones. These are called archetypes. Here’s a list of them all. There’s an aeronaut who is great at the driving skill and specializes in airships. There’s a deaf archivist whose ideal is to archive all the flora and fauna of the ecryme, and has a five in ecrymology. There is a duelist whose spleen is that they despise a lack of action, who has a five in fencing and a specialization in the foil. One archetype is a stilt walker who is as comfortable on stilts as they are on foot, who has a five in athletics. There is an ambitious metropolite who has gained favor and power through schemes but also upset some high ranking officials, and they have a five in quibbling with a specialization in blackmail. Another archetype is the raconteur daughter of a nobleman stripped of his title, whose spleen is to get revenge for her father, and has a five in urbanotechnology with a specialization in intimate details about the rich and powerful. Another premade character is a degreaser, a former military officer who was court marshalled for mistreating war prisoners. They have a five in shooting and specializations in both the musket and cannon. Another archetype is the snoop, a person who tracks government officials who have gotten rich selling state property. They have a five in urbanotechnology with specializations in one city location and two ministries of government in that city. There is a map maker with a five in traversology. Philippe is a premade character who is an Icarian, like Icarus who flew too close to the sun, who flies a glider for a specialization in the driving skill. There are also more archetypes, premade characters, including the rich merchant, the acrobatic worker, the pontiff, the ecryme diver, the renegade scientist, the courtesan, the stitch lord, the line worker, the fugitive, the syndicalist scholar, and the ecryme flower harvester.
Hopefully this little rules chat helps my players build their characters and understand how to play. For everyone listening, if you’d like to hear an example adventure, the episode of Firebreathing Kittens podcast right after this is a demonstration of us playing Ecryme in a oneshot game session. We invite you to listen to it to hear an example of Ecryme in action. We encourage you to find the Ecryme rule book yourself, and play a game with friends. | |||
| The Quartet Resumes (Pride and Extreme Prejudice) | 11 Mar 2026 | 01:45:42 | |
Dante, Muse and Sofia get an invite to a garden party hosted by the enigmatic Mr. Darcy, where shenanigans involving giant robots fighting and lighting fast betrothals occur. It really was handled with Pride and Extreme Prejudice. | |||
| Trailer for The Quartet Resumes | 11 Mar 2026 | 00:02:06 | |
Dante, Muse and Sofia get an invite to a garden party hosted by the enigmatic Mr. Darcy, where shenanigans involving giant robots fighting and lighting fast betrothals occur. It really was handled with Pride and Extreme Prejudice. | |||
| This Old Guild Hall (Cottages and Cerberus) | 04 Mar 2026 | 03:00:59 | |
This Old Guild Hall is an actual play podcast of Cottages and Cerberus where Stewart and Sofia are hired to fix up the New Inthera Guild Hall by defeating dangerous monsters and making cozy objects. | |||
| Trailer for This Old Guild Hall | 04 Mar 2026 | 00:01:29 | |
This Old Guild Hall is an actual play podcast of Cottages and Cerberus where Stewart and Sofia are hired to fix up the New Inthera Guild Hall by defeating dangerous monsters and making cozy objects. | |||
| February 2026 Rules Feedback | 18 Feb 2026 | 00:26:48 | |
Welcome to a special episode of Firebreathing Kittens. This is our rules discussion where we discuss the rules in the past few games we’ve played, for February 2026. We’ll discuss the tabletop roleplaying games The Walking Dead, Blade Runner, LURPS, The One Ring, Never Stop Blowing Up, Ultimate Hyper Fantastic Magical Girls, and Sad Vampire Boyfriend. | |||
| The Undrinkables (Sad Vampire Boyfriend) | 11 Feb 2026 | 01:59:23 | |
Join the Firebreathing Kittens as they play Sad Vampire Boyfriend! In The Undrinkables our three Firebreathing Kittens Queenie, Kamos, and Meru find themselves contracted as security members for the 47th National Remembrance Festival. As they peruse the colorful shops and stalls they start to get a sinking feeling that all is not as it seems. On a quest to investigate they find adventure, cows, and… hey is that blood? And why does it smell so good?! | |||
| Trailer for The Undrinkables | 11 Feb 2026 | 00:04:18 | |
Join the Firebreathing Kittens as they play Sad Vampire Boyfriend! In The Undrinkables our three Firebreathing Kittens Queenie, Kamos, and Meru find themselves contracted as security members for the 47th National Remembrance Festival. As they peruse the colorful shops and stalls they start to get a sinking feeling that all is not as it seems. On a quest to investigate they find adventure, cows, and… hey is that blood? And why does it smell so good?! | |||
| Bee Plus Students (Ultimate Hyper Fantastic Magical Girls) | 28 Jan 2026 | 02:46:03 | |
Bee Plus Students is an actual play podcast of Ultimate Hyper Fantastic Magical Girls, following Meg, Queenie, and Muse as they uncover a deadly cosmetics plot and insect impostors. | |||