TEXT: rulebook
  Matthew J Hanson, Justin Alexander, Michelle Nephew
  Matthew J Hanson, Justin Alexander, Michelle Nephew
  
  D
  anger lurks around every corner. Witches hide in the 
  forest, waiting for children to stray from the path. 
  Aliens wear masks to look human and take over the 
  Earth. Children move to a new school where nobody wants to 
  be their friend. The humans can’t save themselves! They don’t 
  even notice the danger!
  It’s a good thing they have magical kitties.
  
  3
  What is magical  
  kitties save the day?
  Magical Kitties Save the Day is a game of imagination and 
  roleplaying. It works best with a group of four to six people, 
  but it’s okay to play with more or less. One player, called the 
  Game Master (GM), has a very special job. They describe the 
  world where the magical kitties live:
  “As you peek around the corner, you see three raccoons wearing 
  goggles rummaging through a pile of garbage on the ground. Then 
  a fourth pops out of the tipped trash can. He jams a bit of an old, 
  broken remote into a strange gizmo triumphantly!”
  Now you and the other players can all tell the Game Master what 
  you want to do. But you aren’t playing as yourself! You get to act 
  as your own magical kitty character, who’s part of the kitty krew. 
  You can join in the story and the world described by the Game 
  Master through your kitty’s actions.
  Do you use your Magical Power to hypnotize one of the raccoons? 
  Do you pounce on one of the raccoons and demand they leave your 
  human’s garbage alone? Do you wait and follow the raccoons back 
  to their secret lair? Or will you try something else entirely? The 
  choice is yours!
  guiding the game
  The Game Master guides the game. They make up the events that 
  happen in the story. The GM also decides how difficult it is for the 
  kitties to do tricky tasks, describes what happens when the kitties 
  succeed or fail, and acts out what all the other creatures in the 
  story are doing. That includes the humans the kitties live with, the 
  scary dog down the road, the feather-headed sparrow that shows 
  up whenever trouble’s brewing, and more.
  But Magical Kitties Save the Day isn’t just Make Believe or Let’s 
  Pretend. It’s also a game with rules. Your kitties will face big 
  problems, and when they try to solve them the GM will use the 
  rules of the game to figure out the result. Because each player 
  takes on the role of a character in the story — like an actor on 
  television or in a movie — Magical Kitties is called a roleplaying 
  game, or RPG for short.
   KITTY TIP! KITTIES FOR ALL AGES
  Magical Kitties Save the Day is designed to be played by kitty 
  lovers of all ages. As long as children can count to six and compare 
  numbers to know which is bigger, they can handle everything they 
  need to in the game.
  The cooperative storytelling of Magical Kitties can be just as much 
  fun for adults, but a group of adults might focus on different types of 
  stories. Younger players tend to focus on external threats like aliens 
  and monsters, while older players often try to help humans solve 
  internal problems like loneliness.
  Being a Game Master can be a big responsibility. We recommend that 
  when you first start playing Magical Kitties Save the Day, you have 
  an older player — like a parent, a big brother or sister, or a babysitter 
  — be the GM at first.
  
  4
  winning the game
  Unlike other games, roleplaying games like Magical Kitties Save the 
  Day aren’t about winning or losing. Instead, they’re about having 
  fun and creating a story with your friends. That’s not to say you 
  don’t have goals, but while other games tell you what the goals are, 
  Magical Kitties lets you create your own. One player might want to 
  help their kitty’s owner make new friends, while another player could 
  want their kitty to track down the alien who stole a favorite toy.
  Good things and bad things will happen to the kitties as you play 
  the game, but these are never the end of the game. They’re just 
  another episode in the series. As long as you and your friends keep 
  describing what your kitties are doing and saying, the game keeps 
  going. And along the way you’ll make a world together!
  Example of Play
  You’ll need dice to roll when you do things, and a pencil and paper to 
  track details. But for the most part you play Magical Kitties Save the 
  Day by just describing what you want to do and listening to how your 
  friends reply. Here’s an example of what a game might sound like. 
  Abdul, Josie, Jimmy, and Maria are playing a game of Magical 
  Kitties. Abdul is the Game Master, while Josie, Jimmy, and Maria 
  each play a kitty they created. Josie plays a cuddly flying kitty 
  named Snowball. Jimmy is an easily-frightened kitty named Tiger, 
  who can move things with his mind. Maria has an adventurous, 
  super strong kitty named Lady Monster Truck.
  The kitty krew has followed some clues to a run-down building on the 
  outskirts of town. Now they’re in the heating vent system, exploring.
  Abdul (GM): You hear moaning from behind the grate of a nearby 
  vent cover, in one of the rooms.
  Maria (Lady Monster Truck): I bet it’s a ghost! Let’s check it out!
  Jimmy (Tiger): Eek! A ghost! Tiger hides!
  Josie (Snowball): I want to use my telekinesis to open the grate 
  with my mind.
  Abdul (GM): Great! You easily push out the cover from its clip, and it 
  falls to the floor.
  Josie (Snowball): I’ll carefully walk into the room.
  Abdul (GM): You see a girl, about seven years old, sitting in the 
  corner and crying.
  Josie (Snowball): Oh no!
  Jimmy (Tiger): What is it? What do you see? I go into the room, too. 
  Want to come, Maria?
  Maria (Lady Monster Truck): Of course!
   KITTY TIP! WHEN NOT TO ROLL DICE
  When a kitty does something really easy, like opening a vent cover 
  with a Magical Power to help, we don’t need to spend time rolling 
  dice. Save that for things that matter more.
   
   KITTY TIP! START PLAYING RIGHT NOW!
  When you opened this game, sitting under this Rulebook was The Big 
  Adventure. This action-packed comic book is also a full episode for one 
  player! That’s called a solo adventure. Open it up now, and you’ll be able 
  to create your magical kitty and go on an amazing adventure that will 
  also teach you the basics of playing the game!
  HOW TO BE A MAGICAL KITTY
   
  Ø You must keep your magic hidden from humans.
   
  Ø You pick your human, even when it seems like the humans 
  pick the kitties.
   
  Ø You want to help your human.
   
  Ø You can understand humans, but they can’t understand you.
   
  Ø You can understand other animals, and they can 
  understand you, too.
   
  Ø You can read human writing, but it’s very difficult and 
  sometimes you get it wrong.
   
  Ø You have a special spot in your home that the humans 
  can’t reach. This spot lets you get in and out of your 
  home without being seen.
   
  Ø YOU MUST KEEP YOUR MAGIC HIDDEN FROM HUMANS!
  (There are a small number of humans who already know 
  the secrets of magical kitties. Witches, for example. These 
  humans can often understand you, and it’s okay to use 
  your Magical Powers in front of them.)
  
  5
  Josie (Snowball): I want to cheer the girl up. I’ll nuzzle against her leg.
  Abdul (GM): Sounds good! Make a Cute check difficulty 3.
  Snowball has Cute 3, so Josie rolls three dice. She rolls 1, 3, and 4. 
  Two of her dice are a 3 or above.
  Josie (Snowball): I got two successes!
  Abdul (GM): Things go just the way you wanted. The little girl dries 
  her eyes and pets you. “Nice kitty,” she says. “Where did you come 
  from? You better leave before she comes back.”
  Maria (Lady Monster Truck): We have to get her out of here! But 
  she can’t come through the vent. Can I use my Super Strength to 
  break down the door?
  Abdul (GM): You can, but remember that you can’t show the girl 
  your Magical Powers.
  Maria (Lady Monster Truck): Tiger, distract her so she doesn’t see 
  me do it.
  Jimmy (Tiger): How?
  Maria (Lady Monster Truck): Chase your tail, or do a dance or 
  something!
  Jimmy (Tiger): Okay! Tiger does a tail-chasing dance to distract her.
  Abdul (GM): That sounds like a Cute check difficulty 4.
  Jimmy (Tiger): Can I add my Dancer Talent?
  Abdul (GM): Of course!
  Tiger has Cute 2, and his Dancer Talent adds another die, so Jimmy 
  rolls three dice. He rolls 4, 6, and 6. All three dice are at or above a 4.
   KITTY TIP! WHAT YOU KNOW & DO
  Jimmy pretends his kitty, Tiger, doesn’t know what only Snowball 
  can see behind the grate. He also asks Maria if she wants to come 
  along, instead of just saying they both go. That’s because you get to 
  decide what your own kitty does in this game, and what you tell the 
  others about it. Only the GM can override you, never other players.
   KITTY TIP! CUTE CHECKS
  Cute is one of the three numbers we use to describe what each kitty 
  is naturally good at. We call them Attributes in this game. Cute is used 
  for social skills, like when you talk with other kitties or cuddle up to  
  a human.
   KITTY TIP! SUCCESS
  How many successes you roll decides how well you do. If you don’t roll 
  any successes, your kitty fails and a complication likely happens. One 
  success does it, but there’s still a complication. Two successes means 
  everything goes just the way you want. If you roll more successes 
  than that, things go even better than expected!
   KITTY TIP! TALENTS
  A Talent is the one thing that your kitty is extra good at, which you 
  get to pick when you make your character. When your kitty does 
  something you have a Talent for, you get to roll an extra die!
   KITTY TIP! WHEN TO ROLL DICE
  When a kitty does something and we’re not sure it will work, we use 
  dice to figure out if they succeed or fail, and by how much. The harder 
  something is to do, the higher the difficulty the GM picks; usually it’s 
  4. Each die that rolls that number or above counts as a success.
  
  6
  Jimmy (Tiger): Yes! Three successes!
  Abdul (GM): Since you got more than two successes, pick a bonus.
  Jimmy (Tiger): Can I give Lady Monster Truck a bonus on her check 
  to break the door down?
  Maria (Lady Monster Truck): The dance was so inspiring that it 
  gave me extra confidence!
  Abdul (GM): Awesome. But it’s a really strong metal door, so it’ll 
  take a Fierce check difficulty 6 to break it.
  Maria (Lady Monster Truck): Good thing I get that extra die from 
  Tiger! I’m also using my Super Strength to force it open.
  Lady Monster Truck has three dice for Fierce, two from her Magical 
  Power, and an extra die from Jimmy’s success bonus. That’s a total 
  of six dice, but she rolls 1, 2, 2, 4, 5, and 6.
  Maria (Lady Monster Truck): Oh no! Just one success!
  Abdul (GM): Okay, because you only rolled one success there’s a 
  complication. You push on the door until the lock breaks and it swings 
  out, but it makes a lot of noise. You hear a raspy voice call out from 
  the next room, “Penny, is that you? What’s going on in there?”
  Jimmy (Tiger): Eek! Tiger hides!
  Abdul (GM): A woman with green skin and a huge wart on the end 
  of her nose stands in the doorway. She’s dressed all in black with a 
  pointy hat on top of her head, and she’s carrying a broom in one hand.
  Josie (Snowball): Another witch! That’s the third this month! 
  Maria (Lady Monster Truck): We need to get Penny out of here, but 
  we can’t use any of our powers in front of her! What do we do?
  Simon (Tiger): Tiger takes a big breath. He knows he needs to be 
  brave right now. I dash across the room and hiss at the witch. 
  Maybe I can scare her back out of the room!
  Abdul (GM): That will be another Cute check. She has Cute difficulty 
  4, so that’s your target number.
  Tiger has Cute 2, so he rolls two dice. He gets a 2 and a 3.
  Simon (Tiger): Aww. Zero successes. But I still have a Kitty Treat left!
   KITTY TIP! COMPLICATIONS
  Complications happen when you get zero or one successes. They’re 
  things like taking an Owie, giving a Foe a Reaction, being unable to 
  act, getting into a sticky situation, losing a die on your next roll, or 
  even having to use your Flaw.
   KITTY TIP! FLAWS
  Tiger has the Flaw of Scaredy-Cat. A Flaw is a fault your kitty has, 
  which you pick when you make your character. When you use your 
  Flaw in an interesting and fun way, the GM can give you an extra 
  Kitty Treat token that can help you later in the episode. Jimmy 
  doesn’t get one here, because he just mentions his Flaw, but it 
  doesn’t really impact the game.
   
   KITTY TIP! BONUSES
  When you get two or more successes, you get a bonus! Bonuses are 
  things like getting an extra die for the next roll, getting rid of an Owie, 
  accomplishing a second goal, or keeping a Foe from acting. Or you and 
  your GM can make up a new one!
   KITTY TIP! FIERCE & CUNNING CHECKS
  Fierce is another of the Attributes used to describe your kitty. It’s 
  used for physical tasks, like breaking this door. Cunning is the third 
  Attribute, which you use for doing things that take smarts.
   KITTY TIP! MAGICAL POWERS
  When your kitty uses your Magical Power, you get to roll two extra 
  dice! You only get the extra dice once per scene, but you can describe 
  using your power in the story as much as you want.
   
   KITTY TIP! ALL THE DICE
  +1 to +4 dice for Cute, Cunning, or Fierce 
  +1 die for your Talent 
  +2 dice for your Magical Power 
  +1 die for an earlier success bonus 
  –1 die per Injury
  If that equals 0 dice, you can’t roll it.
  
  Abdul (GM): Do you want to take the Experience Point for a failure, 
  or reroll?
  Simon (Tiger): Reroll, please!
  Tiger gets a 4 and a 6 on the reroll. That’s two successes this time 
  for Tiger!
  Abdul (GM): The witch takes a few steps back out of the room, 
  around the doorframe and out of Penny’s sight.
  Maria (Lady Monster Truck): That’s perfect! Good work, Tiger! And 
  it doesn’t matter if the witch sees us, since she’s magic, too. 
  Josie (Snowball): I’m going to buy time for everybody else to 
  escape! I’ll use a Kitty Treat to add something to the story … an old 
  blanket lying in the corner. 
  Abdul (GM): Sure. That’s no problem.
  Josie (Snowball): Now that I’m free to fly, I’ll float up and wrap it 
  tight around her!
  Abdul (GM): Clever! So that’s Cunning, and the witch’s Cunning  
  difficulty is 4. 
   KITTY TIP! FOE DIFFICULTIES
  Characters who the GM controls are called Foes. Foe stats list their 
  Cute difficulty, Cunning difficulty, and Fierce difficulty. You need to 
  meet or beat that number when your kitty tries a roll against a Foe.
   KITTY TIP! KITTY TREATS
  At the start of each episode, you get Kitty Treat tokens from the game 
  box equal to the Kitty Treat value on your character sheet. You can 
  give one to the GM during the game to reroll any or all of your dice, 
  avoid taking an Injury, boost your Magical Power, or add something to 
  the story beyond your kitty’s control.
  
  8
  kitty name
  player name
  TALENT: +1 DIE
  MAGICAL POWER: +2 DICE
  kitty description
  SAVE THE DAY!
  KITTY TREATS
  STARTING
  STARTING
  New Owie > Owie limit = +1 Injury
  CURRENT OWIES
  LIMIT
  -1 dice 
  -2 dice
  -1 dice 
  -2 dice
  -3 dice
  X
  X
  CURRENT INJURIES
  CUTE
  CUNNING
  FIERCE
  FLAW: +1 KITTY TREAT
  SPEND ONE KITTY TREAT TO:
  • Reroll any or all dice for one check.
  • Avoid taking an Injury.
  • Use a Magical Power bonus feature you don't have, once.
  • Add something to the story beyond your kitty’s control. 
  CURRENT XP
  LEVEL
  LEVEL 1 2 3 4
  5 6 7
  8 9 10
  XP  0  5 6 6
  7 7 8
  8 9  9
  Snowball has two dice for Cunning, plus two dice for her Magical 
  Power. She rolls a 1, 3, 3, and 5.
  Josie (Snowball): Just one success. So I manage to wrap her up in it…
  Abdul (GM): … but she gets a Reaction as your complication. She 
  has Whack, which causes one Owie. So Snowball takes an Owie 
  when the witch falls on top of her!
  Maria (Lady Monster Truck): We’ve got to get Penny out of here! I 
  push on her legs to get her moving out of the room past the witch.
  Abdul (GM): She goes with you! But the witch is super angry, and 
  as you race down the next hallway you hear her chanting some 
  sort of spell!
  Jimmy (Tiger): Eek! Tiger hides!
  Making Your Kitty
  In Magical Kitties Save the Day, most players take on the role of one 
  special kitty. The first thing you do in the game is create this kitty.
  In a lot of ways, creating your kitty is just like making up a character 
  in a story. You decide what your kitty looks like, how old they are, 
  and what they like and dislike. But because Magical Kitties is a 
  game, part of creating your kitty includes assigning numbers to the 
  kitty that are part of the game’s rules. These are called your stats.
  You create a kitty by following these steps. As you complete 
  them, write down the information on one of the character sheets 
  included in the game’s box. 
   KITTY TIP! EXPERIENCE
  Kitties can get Experience Points in a lot of ways. Learning from your 
  mistakes by failing a check is one of the most important! Every time 
  your kitty fails a dice roll (and you don’t use a Kitty Treat to reroll), you 
  gain an Experience Point. When you have enough Experience, you level 
  up and get new abilities.
   KITTY TIP! FOE REACTIONS
  Each Foe also has special Reactions written in their character stats. 
  The GM can use these when a kitty suffers a complication from not 
  getting enough successes on a dice roll versus a Foe.
   KITTY TIP! FOE OWIES
  Owies hurt, but they won’t slow a determined kitty down. If your kitty 
  takes an Owie over your Owie Limit, though, you’ll suffer an Injury. 
  Each Injury makes you roll one less die on checks.
   KITTY TIP! FIGHTING IS OPTIONAL
  Wait a second, couldn’t they just fight the witch with a Fierce check? 
  Yes, but magical kitties have lots of other ways to defeat Foes. Players 
  and their GM can decide what works best for them.
  17
  1
  3
  11
  6
  5
  12
  13
  4
  9
  2
  14
  15
  16
  10
  8
  7
  
  step 1: describe your kitty
  Who is your kitty and what are they like? You’re free to describe your 
  kitty any way you want, but here are a few things to think about.
  Name
  1
  What’s your kitty called? Do they have one name their human uses 
  and another name other magical kitties call them? Do they have a 
  secret name only they know? Do they have an old name they don’t 
  use anymore? Their name could be a word for something else (like 
  Snowball or Tiger). It could be a human name (like Aaron or Susan). 
  Or it could be a made-up name that combines two different words 
  (like Fireheart or Leafblossom).
  Hometown
  2
  Where does your kitty live? Your GM will tell you what the setting 
  of the game is, and you should write it on your character sheet.
  Description
  3
  Appearance: What does your kitty look like? They can look like 
  whatever you want, but if you’re looking for inspiration, look at the 
  Power, Talent, and Flaw cards for the game. They each feature a 
  different breed of cat. Pick one at random and see what your kitty 
  looks like!
  History: How old is your kitty? When and how did they choose 
  their human? What’s the scariest thing that ever happened to 
  them? What was their happiest moment?
  Personality: Is your kitty just like you? Or do they have a very 
  different way of seeing the world and interacting with other 
  kitties? You might also want to just jump in, start playing, and fill 
  this out once you’ve seen who your kitty becomes!
  Drawing
  4
  Now that you know who you are, you can draw your kitty in the 
  picture space so everyone else can see what you look like! 
  step 2: owie limit 5  
  kitty treats 6  & level
  7
  Write down that your kitty has an Owie Limit of 2. That shows how 
  hard it is for your kitty to get hurt (p26). 
  Your kitty also starts each episode with two Kitty Treat tokens 
  (p26). So write a 2 in the box for it. Then take two Kitty Treat 
  tokens from the game box, or else mark off the kitty faces on the 
  character sheet as you use them.
  Now write down 1 in the box for your level.
  step 3: attributes
  Each kitty has three Attributes: Cute, Cunning, and Fierce. These 
  are the way your kitty interacts with the world of the story. 
  Everything your kitty does will be tied to one of them, and you roll 
  dice based on their values (p29).
  Cute
  8
  This describes how appealing your kitty is and is used for social 
  interactions. Your kitty can use Cute to get a human to feed her, to 
  befriend a strange kitty, or to cheer up a sad friend.
  Cunning
  9
  This describes how smart and tricky your kitty is, and is also used 
  for tasks that need patience or awareness. Your kitty can use 
  Cunning to find a good hiding spot, to outwit a dog, or to operate a 
  human machine. Kitties also make a Cunning check any time they 
  try to read human writing.
  Fierce 10
  This describes how strong, quick, and courageous your kitty is, and 
  is used for most physical tasks. Your kitty can use Fierce to catch a 
  mouse, to win a race, or to leap onto the back of a terrible monster.
   KITTY TIP! TRUE NAMES
  Although some magical kitties prefer to have a secret name, many 
  have just one true name. As part of being magical, they can share 
  that name with their humans. The humans just think they came up 
  with the name themselves.
  9
  
  10
  Attribute Values
  Each kitty starts with one Attribute that has a value of 3, one with a 
  value of 2, and one that has a value of 1. You can either choose these 
  yourself, or roll one die and look at the table below.
  step 4: talent 11
  Your Talent is something your kitty is good at, whether it’s a 
  natural gift or a skill you got from lots of practice. Unlike Magical 
  Powers, Talents are things that could happen in the real world, 
  although some might be a stretch for non-magical kitties. Talents 
  are more specific than Attributes, and they usually only come into 
  play a few times per episode (p24).
  You can either choose your Talent or you can roll on the table on 
  page 13. Roll two dice to get a two-digit number. For example, a 5 
  on the first die and a 6 on the second would be 56 on the table.
  step 5: flaw 12
  Your Flaw is another thing that makes your kitty unique. Flaws 
  might seem negative or problematic for your kitty, but they make 
  the story more interesting and earn you Kitty Treats (p26). As 
  with Talents, you can choose a Flaw or roll randomly on the table 
  on page 14.
   KITTY TIP! NEW TALENTS! NEW FLAWS!
  You shouldn’t feel limited to the talents listed here! Work with your 
  Game Master to create new Talents or Flaws for your kitty.
   KITTY TIP! ADULTS PLAYING KITTIES
  Flaws can help make sure an adult player doesn’t take over the 
  adventure when playing with kids. In particular, these Flaws are 
  especially good for adults, since they encourage other players to 
  take the lead in many situations: Forgetful, Gullible, Indecisive, Lazy, 
  Shy, and Sleepy.
  Roll
  Attributes
  1
  3 Cute, 2 Cunning, 1 Fierce
  2
  3 Cute, 1 Cunning, 2 Fierce
  3
  2 Cute, 3 Cunning, 1 Fierce
  4
  2 Cute, 1 Cunning, 3 Fierce
  5
  1 Cute, 3 Cunning, 2 Fierce
  6
  1 Cute, 2 Cunning, 3 Fierce
  
  11
  step 6: magical power 13
  Each kitty has a Magical Power. Like Talents, Magical Powers are 
  fairly specific and they only come up a few times each episode. 
  Unlike Talents, these powers let kitties do things that aren’t 
  possible in the real world.
  You can either choose a Magical Power for your kitty, or you can 
  roll on the table on page 15. The next chapter gives details about 
  what kitties can do with their powers.
  step 7: choose your human
  Now it’s time to decide who your kitty’s human is, and write it 
  down on your character sheet. 
  Your human is the person you live with and who you care most 
  about helping. You’ll want to check with your GM before deciding, 
  so you know a little bit about where your kitties are living and 
  what kinds of humans would work best. Your GM might also give 
  you specific requirements for your human.
  It’s also a good idea to talk to the other players. After all, it’s 
  easiest if all the kitties’ humans live near each other, and it’s often 
  fun for them to all be friends or family members.
  Just like your kitty, your human can be almost anyone you can 
  imagine! Resist the urge to start with someone who’s already 
  happy and comfortable, though. It’s the kitties’ jobs to make their 
  people’s lives better. Here are some things you might think about 
  while creating your human.
  Name 14
  Come up with a name that fits the character well.
  Description 15
  Appearance: What do they look like? What color is their hair? 
  What kind of clothes do they like wearing? Is there some physical 
  feature they have that’s really notable — like a tattoo or a scar or a 
  big nose? You can draw your human with you in the portrait space 
  on your character sheet, if you like.
  Age: Are they a child? Teenager? College student? An adult? An old 
  man or woman?
  Family: Do they live by themselves? With their parents? Are they 
  married? Do they have kids of their own?
  School or Job: If they’re young, where do they go to school? If 
  they’re older, what do they do for a living?
   KITTY TIP! CHOOSING WITH CARDS
  Some young kids want to choose their powers, but get overwhelmed 
  by the number of choices. If you’re using the Magical Kitties Save 
  the Day card decks, try dealing out just five or six cards of each 
  type to each player and letting them choose from that smaller set 
  of options. You can also easily eliminate Magical Powers, Talents, or 
  Flaws you don’t want to include in your game by taking them out of 
  the deck.
  
  12
  Human Problems 16
  Every human has a Problem. Sometimes they have lots of 
  Problems! Even as a magical kitty, you’re going to work hard to 
  help the humans solve their Problems.
  Every Problem has a rank. Your human starts with 4 ranks of 
  Problems, that you write on your character sheet. That can either 
  be one big Problem with rank 4, or several smaller Problems with a 
  total rank of 4. The rank of a human’s Problem shows how hard it 
  is to solve (p35).
  Humans struggle with endless Problems, and you’re free to 
  suggest any Problem for your kitty’s chosen human. If you’re 
  looking for an idea, you can roll on the tables below to find both 
  the source of your human’s Problem and the emotion they’re 
  feeling about it. You’ll still need to figure out exactly what the 
  Problem is, but this should point you in the right direction.
  So if your human is angry about school, maybe a bully is bothering 
  them and they’re angry that the adults aren’t helping. Or if they’re 
  anxious about work, perhaps they’re struggling with an important 
  business project that’s not going well.
  Hometowns also have Problems, which start with 4 ranks, but the 
  GM keeps track of these for the players.
   KITTY TIP! SAVE YOUR HUMANS (FOR LATER)
  If you’re a Game Master introducing Magical Kitties Save the Day to 
  new players, consider speeding things up by skipping human creation at 
  first. Once the players have created their kitties, have them encounter 
  a hometown Problem (p34) while they’re all out together somewhere. 
  After they’ve had a chance to play the game and deal with that first 
  Problem, you can have them make their humans as they head home.
  Roll 1 Die
  Problem Source
  1
  Money
  2
  Health
  3
  Family
  4
  Friend/Enemy
  5
  Work/School
  6
  Neighborhood
  Roll 2 Dice
  Emotion
  11–13
  Sad
  14–16
  Angry
  21–23
  Scared
  24–26
  Disappointed
  31–33
  Guilty
  34–36
  Anxious
  41–43
  Apathetic
  44–46
  Ashamed
  51–53
  Jealous
  54–56
  Confused
  61–63
  Frustrated
  64–66
  Depressed 
  
  Roll
  Talent
  Roll
  Talent
  Roll
  Talent
  11
  Animal Friend: You like and get along 
  with squirrels, robins, and other non-
  magical critters. Even dogs, most of 
  the time.
  31
  Escape Artist: You know how to get 
  yourself — and your friends — out of 
  tight spot.
  51
  Reader: Human language comes easily 
  to you, and you enjoy reading books 
  and other writing.
  12
  Artistic: You are good at visual arts like 
  painting and sculpting.
  32
  Helper: You love working as part  
  of a team and helping others reach 
  their goals.
  52
  Runt of the Litter: You’re smaller than 
  most other kitties, so you can squeeze 
  into places where they can’t follow.
  13
  Athletic: You are good at physical 
  activities like running, jumping, and 
  climbing.
  33
  Historian: You know a lot about the 
  past, including both human history and 
  ancient magicks.
  53
  Scientific: You know a lot about 
  science, including chemistry and 
  physics.
  14
  Balance: You have a great sense of 
  balance and can easily walk along a 
  tightrope, window ledge, or tree branch.
  34
  Hunting: You’re a skilled mouser and 
  enjoy stalking things.
  54
  Scrounging: You’ve always been good 
  at digging up the stuff you need, 
  including food and shelter.
  15
  Bargainer: You’re good at getting what 
  you want, but even more importantly 
  you enjoy helping people who are 
  arguing come to an agreement.
  35
  Investigation: You love a good 
  mystery. Finding all the clues and then 
  figuring out how they fit together is 
  like licking up a bowl of cream.
  55
  Sense of Hearing: You have sharp ears, 
  and can easily hear things others miss.
  16
  Big Kitty: You’re larger than most other 
  kitties, and you can throw your weight 
  around.
  36
  Musical: You are talented at singing 
  and playing musical instruments.
  56
  Sense of Smell: You have a keen sense 
  of smell and can identify things you’ve 
  smelled before.
  21
  Calculator: You understand numbers 
  and math easily, and you like applying 
  them to real life.
  41
  Naturalist: You know a lot about 
  nature and are good at growing things.
  61
  Sense of Vision: You can see things far 
  away and are good  at spotting things 
  out of the corner of your eye. 
  22
  Claws: You are very proud of your 
  razor-sharp claws, and can use them in 
  all sorts of clever ways.
  42
  Navigator: You hardly ever get lost and 
  you know how to find your way from 
  here to there, wherever there happens 
  to be.
  62
  Sleight of Paw: You make small objects 
  vanish and appear as if by magic, but 
  it’s really because you’re so quick with 
  your paws.
  23
  Dancer: You know how to move to the 
  music and get your groove on. Your 
  dancing looks good, and it’s fun, too!
  43
  Night Vision: The night is your friend. 
  You can easily see where you’re going, 
  even in total darkness.
  63
  Snaring: You’ve got a knack for setting 
  snares and other traps.
  24
  Daredevil: You love taking really big 
  risks and leaping into danger.
  44
  Planner: You think ahead, and can come 
  up with a strategy for any situation.
  64
  Sneaky: You’re good at moving quietly 
  and hiding.
  25
  Dramatist: You’re a talented actor who 
  can spin a good story that entertains 
  others.
  45
  Puzzler: You enjoy solving problems, 
  answering tricky riddles, decoding 
  messages, and untangling baffling 
  mysteries.
  65
  Tinkerer: You know how human 
  machines work. You can easily work 
  with technology and cobble together 
  your own inventions.
  26
  Empathic: You have a knack for 
  understanding the feelings of others.
  46
  Quick Reflexes: You react quickly, 
  particularly when you’re threatened.
  66
  Trouble Seeker: You’re good at finding 
  and dealing with the supernatural 
  troubles that bother magical kitties. 
  TALENTS
  
  Roll
  Flaw
  Roll
  Flaw
  Roll
  Flaw
  11
  Amnesia: You are missing a part of 
  your past, having lost some or all of 
  your memory.
  31
  Hallucinations: You often see or hear 
  things that are not really there.
  51
  Pessimistic: You see the worst in 
  everything. You know good times can’t 
  last, and bad times always get worse.
  12
  Arrogant: You think you can do 
  anything, even when it’s clearly beyond 
  your ability.
  32
  Hyperactive: You are full of boundless 
  energy, and aren’t satisfied unless 
  you’re doing something.
  52
  Scaredy Cat: You are mildly afraid of 
  just about everything, or extremely 
  afraid of one specific thing.
  13
  Big Mouth: You talk a lot and often say 
  things when you shouldn’t, or reveal 
  things that should be kept secret.
  33
  Impulsive: You tend to rush into things 
  without thinking them through.
  53
  Secrets: You have a really important 
  secret (or many secrets) that you are 
  keeping from your friends.
  14
  Careless: You are clumsy and 
  inattentive. You often break things, 
  perhaps because you don’t know your 
  own strength. 
  34
  Indecisive: You have a hard time 
  making up your mind, and then worry 
  you made the wrong decision.
  54
  Show-Off: You always feel like you 
  need to prove how awesome you are.
  15
  Cry Baby: Anything remotely sad 
  makes you break down in tears.
  35
  Jumps to Conclusions: You often 
  assume you know what’s going on, 
  even when you don’t.
  55
  Shy: You feel awkward around other 
  people, and have a hard time talking to 
  strangers.
  16
  Distractable: You are easily 
  sidetracked by shiny things.
  36
  Kittylexia: You can’t read human 
  languages at all.
  56
  Sleepy: You really like taking naps, and 
  sleep whenever you have the chance.
  21
  Dizziness: Sometimes, things seem to 
  spin around you when they shouldn’t.
  41
  Lazy: You always prefer taking the 
  easy way, or making someone else 
  work for you. 
  61
  Snobby: You are conceited, always 
  looking down on people who are not as 
  good as you.
  22
  Forgetful: Often, you don’t remember 
  important information.
  42
  Loud: You make a lot of noise, often at 
  the worst possible time.
  62
  Soft-Hearted: You feel compassion for 
  those in danger or discomfort, and are 
  willing to help them in any way you can.
  23
  Gluttonous: You really like food. Even 
  when you’ve just eaten, you find it 
  hard to resist a quick bite.
  43
  Nosey: You have a thirst for knowledge 
  and are eager to investigate anything 
  unusual, even if this annoys others.
  63
  Squeamish: You feel faint or sick when 
  confronted with anything that’s totally 
  gross.
  24
  Greedy: You want things, and you  
  think you deserve more stuff than 
  everyone else.
  44
  Obsessive Collector: There is a specific 
  item (or type of item) that you simply 
  must have.
  64
  Stubborn: Your dogged determination 
  means you refuse to change your mind.
  25
  Grumpy: You are often in a bad mood 
  for no reason.
  45
  Overactive Imagination: You 
  frequently imagine things to be far 
  different than what they really are.
  65
  Superstitious: You believe in myths, 
  urban legends, and bad luck.
  26
  Gullible: You are too innocent and 
  trusting. You believe just about 
  anything somebody tells you.
  46
  Paranoid: You worry that everyone is 
  plotting against you.
  66
  Vanity: You are very proud of 
  your appearance. Grooming and 
  presentation are very important to you.
  FLAWS
  
  Roll     Magical Power
  Roll        Magical Power
  Roll    Magical Power
  11
  Alter Body: You alter your body to take 
  on the properties of a material you are 
  touching, like wood or stone.
  31
  Hypnosis: You can hypnotize one 
  animal at a time, making them willing to 
  perform non-dangerous tasks.
  51
  Sound Master: You can create sounds or 
  make things sound like something else, 
  as long as the sounds are natural.
  12
  Bouncing: When jumping or being 
  thrown against a surface, you bounce 
  off it like a rubber ball.
  32
  Illusion: You create an illusionary image 
  of a single object/creature in a location 
  you can see. The image can’t be touched.
  52
  Stretching: You can stretch out any part 
  of your body, making it nearly as long as 
  a grown-up human is tall.
  13
  Burrowing: You can tunnel through dirt 
  or similar substances as fast as you  
  can walk. 
  33
  Invisibility: Nobody can see you, although 
  they can still hear, smell, and touch you. 
  Objects you carry remain visible.
  53
  Super Senses: With infrared vision and 
  super vision, you can “zoom in” to see 
  things at great distance or tiny scale.
  14
  Catfish: You are completely amphibious, 
  able to breathe underwater and swim as 
  effortlessly as other kitties walk.
  34
  Laser Eyes: You shoot lasers out of 
  your eyes! Your lasers can cut through 
  material or just make small dots of light.
  54
  Super Speed: You can run really fast, 
  only slightly slower than the speed 
  of sound! You can’t carry other kitties 
  while running.
  15
  Copycat: You can create a duplicate of 
  yourself who shares your memories. You 
  can also re-merge with your duplicate.
  35
  Mind Transfer: You can take control 
  of another nonhuman creature that 
  you can see. Your own body lies 
  unconscious.
  55
  Super Strength: You can easily pick up 
  anything weighing as much as a horse 
  or less.
  16
  Detecting: You can find any specific 
  object (or type of object) within 50 
  feet, knowing when you move closer or 
  further away.
  36
  Nullify: You can cancel the magical 
  powers of Foes and other kitties, 
  including suppressing ongoing effects 
  they might be using.
  56
  Technocat: You control machines with 
  your thoughts. You can also talk to 
  intelligent machines with your mind.
  21
  Dreamwalker: You can watch the dream 
  of one sleeping person you know or can 
  see, by entering a trance.
  41
  Phasing: You can walk through solid 
  objects. You can’t take friends or items 
  with you when you do so.
  61
  Telekinesis: You can move one small 
  object just by thinking about it.
  22
  Energy Deflection: You can harmlessly 
  deflect energy attacks or energy 
  emissions that you touch.
  42
  Pyrokinesis: You can create and control 
  fires as large as a campfire with your 
  mind. The fire still needs a fuel source.
  62
  Telepathy: You can see and hear 
  whatever others are currently thinking 
  about, including humans.
  23
  Flight: You can fly! While flying, you can 
  carry as much as you can while walking.
  43
  Shadow Form: You can merge with and 
  emerge from your own shadow. As a 
  shadow, you can’t physically interact 
  with the world.
  63
  Teleport: You can instantly teleport to 
  any spot in the same room (or a similar 
  distance outside, roughly twenty feet).
  24
  Force Field: You create a bubble of force 
  that protects you from physical harm.
  44
  Shapechanging: You can change into 
  any land animal from half your size to 
  double your size.  But not a human!
  64
  Time Freeze: You can stop time for 
  everyone but you for one minute. You can’t 
  affect time-frozen creatures or objects.
  25
  Frost Breath: You exhale a gust of 
  freezing wind that can knock over small 
  objects and freeze liquids.
  45
  Sight Beyond Sight: You can see visions 
  of things that are happening right now 
  anywhere within the same city.
  65
  Undead: You exist in a realm halfway 
  between life and death. Pick the 
  unnatural hunger you must sate.
  26
  Healer: Once per scene, remove one 
  Owie or Injury from another kitty or 
  yourself.
  46
  Size Master: You can shrink to the size of 
  a hamster or grow to the size of a tiger. 
  Items don’t grow or shrink with you.
  66
  Zap: You can control electricity. You 
  can shoot lightning from your paws, or 
  power small appliances. 
  MAGICAL POWERS
  
  16
  Magical Powers
  This section of the book gives details about Magical Powers for 
  kitties. Though magical, these powers have limits, so kitties can’t 
  always do everything with their powers. For example, they can 
  only be used once per scene. See the individual descriptions for 
  more limitations.
  bonus features
  As kitties gain experience and level up, their Magical Powers may 
  get stronger and more flexible, or they might learn new ways to 
  use their powers. In game terms, you earn Bonus Features. Each 
  power has different Bonus Features, and when your kitty levels 
  up (p28) you can pick one or more of these Bonus Features. You 
  can also use a Bonus Feature that you don’t have one time only by 
  spending a Kitty Treat (p26).
  magical power descriptions
  Your kitty gets one Magical Power when you make your character. 
  Choose from the ones listed here, or create your own!
  Alter Body
  You can change your body into any one substance. Choose the 
  material when you take this Magical Power. You keep your size 
  and shape, and can move as normal, but get the substance’s other 
  qualities like hardness and weight. At first you can only mimic 
  a solid, like wood or stone or metal. Things you’re carrying don’t 
  change with you.
  BONUS FEATURES
  Any Solid Body: You can turn into any solid material you like, 
  rather than being limited to one, if you touch a sample of the 
  material you want to copy.
  Liquid Body: You can turn your body into any liquid, like water, 
  tree sap, or milk. You aren’t limited to one, but you must have a 
  sample to touch.
  Gaseous Body: You can turn your body into a kitty-sized cloud 
  of gas. This gas is non-toxic and visible to others. While acting 
  as a gas cloud you’ll generally look like yourself, but you can also 
  squeeze through any gap that isn’t airtight.
  Bouncing
  When jumping or being thrown against surfaces, you bounce off 
  like a rubber ball. You might roll up into a ball or blow up like a 
  balloon to help make this happen. This won’t stop you from getting 
  hurt if you fall from an extreme height or are thrown with Super 
  Strength, but it does prevent Owies from normal bounces.
  BONUS FEATURES
  Endless Fall: You can fall from any height, or be thrown with any 
  amount of force, and bounce off the ground without suffering 
  an Owie or Injury. This means the GM can’t inflict an Owie as a 
  complication from falling or being thrown, even if you roll a failure 
  when using your power.
  Hyper-Bouncing: In addition to simply bouncing off a surface, 
  you actually gain speed as you bounce. The more you bounce, the 
  faster and faster you go. You can’t go quite as fast as someone 
  with the Super Speed power, but if you can line up enough 
  bounces you can get pretty close.
   KITTY TIP! CUSTOMIZING POWERS
  It’s super easy to customize your powers. Maybe a kitty with the 
  Phasing power is actually an incorporeal ghost kitty who can pass 
  through walls. Or your Frost Breath could instead be Flame Breath! 
  Talk with your GM about making changes that suit your kitty.
  
  17
  Burrowing
  You can tunnel through the ground as fast as you can walk. You 
  can only burrow through dirt or similar substances, digging like a 
  worm and pushing back material that closes up the tunnel behind 
  you, leaving no trace.
  BONUS FEATURES
  Open Tunnel: While burrowing you can choose to leave an open 
  tunnel behind you, allowing others to follow.
  Rock Digger: In addition to dirt, you can also tunnel through solid 
  rock and concrete.
  Catfish
  You are completely amphibious, able to breathe underwater and 
  swim as effortlessly as other kitties walk. You may even grow a 
  fish tail when you touch water, or have one all the time.
  BONUS FEATURES
  Super Swimmer: You can swim as fast as a kitty with the Super 
  Speed power can run. This only works in water, but you can also 
  select Super Speed bonus features (22) to improve your Catfish 
  super swimming.
  Water Warping: You can mentally command water to move as you 
  will it. You can control a small amount of water (as much as would 
  fit in a bucket), but it can float through the air and move very 
  quickly in response to your commands.
  Advanced Water Warping: You can command large bodies of 
  water, up to the size of a swimming pool. (You must take Water 
  Warping first.)
  Copycat
  You can create one perfect duplicate of yourself. This copy shares 
  all your memories and experiences. You may actually disagree 
  about which of you is the duplicate and which is the original. If 
  you’re touching your copy, you can merge back together, gaining 
  all of the experiences your duplicate had while separated from you.
  If you have Owies or Injuries before you duplicate, your duplicate 
  is also affected by those wounds. If copies have different numbers 
  of Owies/Injuries when merging back together, the merged version 
  has Owies/Injuries equal to whichever duplicate had the fewest 
  Owies/Injuries.
  BONUS FEATURES
  We Are Many: You can create up to six duplicates simultaneously.
  I Am Legion: There is no limit to the number of copies you can 
  create. (You must take We Are Many first.)
  Mindlink: You and all your duplicates share a telepathic link. You 
  know where they are at all times (and vice versa), and you can also 
  telepathically speak with each other freely.
  Detector
  You can find any specific object or type of object that you want, as 
  long as it’s within fifty feet of you. Detecting feels like playing hot-
  and-cold within your own mind.
  BONUS FEATURES
  Long-Range Detecting: Your power can detect objects as long as 
  they’re within one mile of you.
  Limitless Detecting: There’s no limit to the distance at which you 
  can detect an object. (You must take Long-Range Detecting first.)
  
  18
  Dreamwalker
  By entering a trance-like state, your kitty can watch the dream of 
  one sleeping person they know or can currently see.
  BONUS FEATURES
  Dream Interaction: As well as simply watching a dream, the 
  Dreamwalker can now enter that dream and interact with the 
  dreamer, and the creations of the dreamer’s mind.
  Dreamweaver: The Dreamwalker can observe multiple dreams at the 
  same time. They can weave those dreams together, so the dreamers 
  can enter each others’ dreams or the Dreamwalker’s own dream.
  Dream Companions: The Dreamwalker can let others who are 
  touching them observe or enter the dream along with them. Their 
  dream-selves don’t need to keep touching each other, only their 
  physical bodies have to stay in contact.
  Energy Deflection
  When energy attacks, like lightning bolts or laser beams, would 
  normally hit you, you can instead deflect them harmlessly away. 
  You can also deflect energy sources that you touch, like beams  
  of energy. 
  BONUS FEATURES
  Energy Reflection: As well as deflecting energy, you can also 
  reflect them back to their source.
  Energy Redirection: You can choose to aim your Energy Reflection 
  not at the source of the effect, but at another target you can see, 
  instead. (You must take Energy Reflection first.)
  Telekinetic Redirection: You don’t have to touch an energy source 
  to change its direction or cause it to move. (You must take Energy 
  Redirection first.)
  Force Field
  You can surround yourself with a bubble of force that moves with 
  you and stops anything from penetrating it. At first, the Force Field 
  is big enough to protect yourself and a few friends. A Force Field 
  won’t protect you from things that don’t need to physically reach 
  you, like a witch’s sleep spell or a hypnotist’s mesmerizing gaze. 
  It also won’t stop anything that can’t be stopped by a physical 
  barrier, like a ghost that can walk through walls.
  BONUS FEATURES
  Big Force Field: The bubble of force you create is big enough to 
  protect a house.
  Force Trap: Instead of centering the Force Field on yourself, you 
  can place a bubble of force over somebody else.
  Magical Sphere: Your Force Field glows with magical runes and 
  prevents all magical effects and supernatural spirits from passing 
  through or affecting those within the Force Field.
  Wall of Force: You can use your Force Field to create a movable, 
  realizable Wall of Force instead of just a bubble surrounding you. 
  If you make this wall horizontal, it can be a platform that you or 
  others can walk across.
  Frost Breath
  With this power, your kitty breathes out a strong gust of freezing 
  wind. At first, the wind is powerful enough to knock over small 
  objects or send papers scattering through the air, and it’s cold enough 
  to freeze room-temperature liquids and cause humans to shiver.
  BONUS FEATURES
  Freeze Breath: The kitty can also breathe so that a layer of ice 
  covers people and animals, freezing them in place for the scene.
  Knock-Back Breath: The wind is so strong that it sends creatures 
  and objects as big as a horse flying through the air.
   KITTY TIP! ROLL TO “STOP ANYTHING”
  Defensive powers like Force Field can “stop anything”… but only if the 
  kitty succeeds on an appropriate check. If they fail the check, then 
  their power wasn’t strong enough. For example, their Force Field 
  shatters under the pounding fists of an ogre.
  
  19
  Flight
  Your kitty can fly, whether because you have wings or can 
  magically levitate above the ground. While flying, you can carry as 
  much as while walking.
  BONUS FEATURES
  Share Flight: You can allow other friends who are near you to fly 
  along with you, whether by carrying them or just staying within 
  your magical range.
  Healer
  You can use your Magical Power to remove one Owie or Injury from 
  another kitty or yourself.
  BONUS FEATURES
  Long-Term Care: Whenever a kitty would normally recover one 
  Owie or Injury, you can make a Cunning check (using your power’s 
  +2 dice) at difficulty 2 + the number of Injuries they’re suffering. If 
  you succeed, they can instead remove two Owies  or Injuries.
  Mass Healing: Instead of only being able to heal just one kitty per 
  scene, you can heal both yourself and all of your friends in the scene.
  Hypnosis
  You can put others in a trance that makes them very suggestible. 
  At first, this power only works on animals. You can only hypnotize 
  one animal at a time who can hear you, and you can’t make them 
  do anything that’s obviously dangerous like jumping off a cliff.
  BONUS FEATURES
  Human Hypnosis: You can hypnotize a human. While under 
  hypnosis, the human will obey your commands and won’t 
  remember you talking afterwards.
  Dangerous Hypnosis: You can hypnotize a creature to do 
  dangerous things.
  Mass Hypnosis: You can hypnotize anybody who can hear you, all 
  at the same time.
  Illusion
  Your kitty can create moving images that can fool other creatures and 
  humans into thinking they’re real. At first, these illusions are limited 
  to an image of a single object or creature, and you have to be able to 
  see the illusion to keep it going. Illusions are visual projections, like a 
  movie on a theater screen, that can’t be touched, smelled, or heard.
  BONUS FEATURES
  Persistent Images: The illusions created by your kitty no longer 
  need your attention. You can create an illusion and walk away, 
  leaving the image in place behind you.
  Full-Sensory Illusions: In addition to sight, your illusions produce 
  sound and fool other senses like hearing, taste, and smell. They are 
  still insubstantial, however, and can’t be touched.
  Invisibility
  You can turn invisible. Nobody can see you, but they can still hear, 
  smell, and touch you. Objects you wear or carry are still visible.
  BONUS FEATURES
  Share Invisibility: You can also make friends near you invisible.
  Object Invisibility: You can turn any object you touch invisible.
  See Invisibility: You can see other creatures who are invisible.
  Soundless: In addition to being invisible, you also make no sound.
  Scentless: In addition to being invisible, you also can’t be detected 
  by smell.
  
  20
  Laser Eyes
  You shoot lasers out of your eyes. You can change the strength from 
  simply making a dot of light, to being able to slowly cut through wood.
  BONUS FEATURES
  Laser Cutter: Your laser eyes can quickly cut through any non-
  living material, even metal.
  Laser Scanner: Your laser eyes can process information from laser-
  based mediums used by humans, like barcodes, DVDs, and CDs.
  Mind Transfer
  You can project your mind into that of a creature (but not a human) 
  that you can see and take control of their body. You can only 
  control one creature at a time, while your own body lies helpless. 
  BONUS FEATURES
  Human Transfer: You can take control of humans.
  Mental Projection: You don’t need to be able to see a subject to take 
  control of their body. You can mentally scan for creatures within a 
  city block of you, and try to control any creature in that range.
  Mob Mentality: You can split your consciousness, taking control of 
  as many as six different creatures at the same time.
  Nullify
  You can cancel the Magical Power of a Foe, another kitty, a magical 
  object, or a technology powered by magic. This includes ending an 
  ongoing effect, or also keeping a Magical Power from taking effect.
  BONUS FEATURES
  Block Powers: As well as nullifying a Magical Power, you can 
  prevent a kitty, Foe, object, or technology from using the power for 
  the next 24 hours.
  Power Thief: After nullifying a Magical Power, you can immediately 
  try to use that power yourself. You must succeed at an another 
  Attribute check to do this.
  Phasing
  You can walk through solid objects. You can only take yourself, not 
  friends or objects you carry.
  BONUS FEATURES
  Share Phasing: You can let nearby friends phase along with you.
  Carry Phasing: You can carry as many objects with you while you 
  phase as you can normally.
  Reactive Phasing: You can phase in reaction to something coming 
  at you. For example, bullets pass right through you.
  Pyrokinesis
  You can create and control fires with your mind. At first, you can 
  control as much as a single campfire. The fire still needs a source 
  of fuel, like wood or oil.
  BONUS FEATURES
  Fireball: You can throw balls of fire even if there is no fuel.
  All the Flames: You can control as much fire as you can see.
  Shadow Form
  You can merge your kitty’s body into its own shadow. The shadow 
  can’t physically interact with things or creatures, but it can travel 
  freely anywhere a shadow might go, including under doors or 
  through windows. Your kitty can re-emerge from your shadow at 
  any time, as long as there’s space to do it.
   KITTY TIP! POWER OWIES
  Just because a power like Laser Eyes doesn’t say “this causes one 
  Owie,” doesn’t mean that it can’t. In fact, almost any power can be 
  used to cause an Owie, the same way kitties cause any Owie: by 
  making a successful Attribute check. Of course, a power can help you 
  with this, since it lets you roll two extra dice!
  
  21
  BONUS FEATURES
  Separate Shadow: Your can detach your kitty’s shadow and send 
  it out on its own. The shadow can follow simple commands, but it 
  doesn’t have the creativity and independence of a kitty.
  Control Shadows: Your kitty can also detach and control the 
  shadows of others. (You must take the Separate Shadow bonus 
  feature first.)
  Shadow Force: Your shadow form and any other shadows you 
  control can interact with the shadows of things or creatures as if 
  they had physical form. For example, you can try to push someone 
  over by having your shadow push their shadow.
  Shapechanging
  You can change into other creatures or things. At first, you can 
  turn into any land animal that’s from half your size to double your 
  size. No matter how skilled you become, you can never turn into a 
  human (even though, yes, humans are technically animals).
  BONUS FEATURES
  Flying Animals: You can turn into any flying animal.
  Swimming Animals: You can turn into any swimming animal.
  Inanimate Objects: You can turn into any inanimate object, like a 
  rock or a table.
  Big: You can be as big as an elephant. Items and clothing you’re 
  carrying don’t grow with you.
  Small: You can be as small as a flea. Items and clothing you’re 
  carrying don’t shrink with you.
  Sight Beyond Sight
  You can see visions of things that are happening far off. At first, 
  you can see things as they’re happening right now, within the 
  same city or similar area.
  BONUS FEATURES
  See Past: You can see into the past.
  See Future: You can see into the future.
  See Anywhere: You can see things that are anywhere in the same 
  universe as you.
  Size Master
  You can reduce or increase your size. You can shrink yourself down 
  to the size of a hamster, or grow up to the size of a tiger. Things 
  you’re carrying or wearing don’t shrink or grow with you.
  BONUS FEATURES
  Extreme Size: You can be as big as an elephant or as small as a flea.
  Small and Strong: No matter how tiny you become, you remain as 
  strong as you would be as a full-grown kitty.
  Take It With You: Objects you’re carrying or wearing now shrink 
  and grow with you, if you want them to.
  Share Size: You can also make friends who are nearby shrink or 
  grow with you.
  Sound Master
  You can create noises and make things sound like things they’re 
  not. At first, these sounds have to mimic nature, and can be no 
  louder than an elephant trumpeting.
  BONUS FEATURES
  Imitate Machines: You can mimic the sounds of machines and 
  other man-made sounds.
  Imitate Speech: You can mimic a particular human’s voice.
  Sonic Boom: You can create sound so loud that it can shatter 
  objects and shake people.
   KITTY TIP! SMALL BUT FIERCE
  If you have a Magical Power that changes your size, your strength is 
  proportional to your new size. This doesn’t change your Attributes, but 
  should raise the difficulty of the checks you need to make. After all, 
  things an elephant would find easy to do may be pretty difficult for a 
  mouse, and sometimes vice versa.
  
  22
  Stretching
  You can stretch out any part of your body you choose, including 
  your neck, torso, legs, or tail. You can stretch them nearly as long 
  as a grown-up human is tall.
  BONUS FEATURES
  Super Stretching: You can stretch as far as a house is tall.
  Stretchy Sheet: You can stretch your body into a thin sheet, which 
  works as a trampoline, parachute, and other useful things.
  Super Senses
  Your kitty’s senses are incredibly powerful, letting you detect 
  things other kitties can’t. At first, this is limited to super vision. 
  Your kitty can “zoom in” to see things at almost any distance or at 
  microscopic scale. You also have infrared vision and night vision, 
  letting you see even in the dark.
  BONUS FEATURES
  X-Ray Vision: Your kitty can also see through walls. X-ray vision 
  can be blocked by thin sheets of lead or similar materials.
  Super Hearing: All kitties can hear things at very high and very 
  low frequencies, like dog whistles, that humans can’t. But with 
  Super Hearing you can also hear things at far distances, like people 
  talking quietly several rooms away.
  Super Smell: You can follow a trail that could be days or even 
  weeks old, depending on conditions. You can also detect smells at 
  far distances.
  Super Speed
  Your kitty can run really fast. At first, you can run just under the 
  speed of sound. You can carry as much as you normally could, but 
  can’t carry other kitties.
  BONUS FEATURES
  Hop on Board: You can carry other kitties or animals while you 
  run, but no more than you could normally carry. Under normal 
  circumstances, this might be one other kitty, or a small animal in 
  your mouth and one or two more on your back.
  Blink of an Eye: You can run almost at the speed of light, so fast 
  that others see you merely as a blur.
  Super Strength
  You can lift far more than a regular kitty. You’re able to easily pick 
  up anything weighing as much as a horse or less.
  BONUS FEATURES
  Pick Up a Whale: You can lift several hundred tons, enough to pick 
  up a blue whale.
  Pick Up Anything: You can pick up anything that your can get your 
  paws on. (You have to take Pick Up a Whale first.)
  Technocat
  You control machines with your thoughts. At first, you can operate 
  electronic machines, like computers or radio-controlled cars. You 
  can make them do anything a human could normally make them 
  do. If the machine is intelligent, like a robot, you can talk to it with 
  your mind. At first you can only control one machine at a time.
  BONUS FEATURES
  All the Machines: You can control as many machines as you can see.
  Any Machine: You can control any kind of machine, even if they are 
  not normally operated electronically.
  Advanced Control: You can make machines do things they can’t 
  normally do, like having a home computer press its own keyboard 
  or a light bulb change its color.
  Telekinesis
  Telekinesis lets you move things by just thinking about it. At first, 
  kitties with this power can only lift one small object, but as they 
  gain experience they can lift more and heavier objects.
  
  23
  BONUS FEATURES
  Heavy: You can lift an object as heavy as a horse.
  Multiple Objects: You can lift as many things as you can see at 
  one time.
  Telepathy
  You can eavesdrop on others’ thoughts, including humans. You 
  don’t control their thoughts, and you can’t force them to think of 
  particular things, at least not with your Magical Power. At first you 
  can only observe whatever they’re currently thinking about.
  BONUS FEATURES
  Mind Probe: You are no longer limited to observing what your 
  target is currently thinking about. You can delve into their mind 
  and pull out specific information you’re looking for.
  Mindlink: You can use your telepathy to transmit thoughts directly 
  into other creatures’ minds. They “hear” your voice or see images 
  you transmit. They know these thoughts aren’t their own, though. 
  You can also permanently link willing minds together, letting them 
  all telepathically communicate with each other.
  Teleport
  You can instantly travel from one place to another without passing 
  through the space between. At first, this power is limited to a 
  spot in the same room as you that you can see, or within roughly 
  twenty feet.
  BONUS FEATURES
  Teleport to the Limits of Sight: You can teleport to any place you 
  can see, including that mountain way off in the distance or the 
  plane high above your head.
  Teleport Without Limit: You can teleport to any place you know. 
  (You must take Teleport to the Limits of Sight first.)
  Dimensional Teleport: You can teleport to other dimensions or 
  planes of reality, but you have to be familiar with them already. 
  (You must take Teleport Without Limit first.)
  Time Freeze
  You can stop time for everybody but you for about a minute. While 
  time is stopped, you can’t directly affect other creatures or move 
  objects except those you were touching when you froze time.
  BONUS FEATURES
  Unfreeze: While time is frozen, you can move objects and unfreeze 
  other creatures by touching them.
  Long Freeze: You can freeze time for up to an hour.
  Undead
  You exist halfway between life and death. You might be a zombie, 
  a vampire, or some other form of undead that still has a physical 
  body. You are also driven by an unnatural hunger. Vampires, 
  for example, thirst for blood. Zombies crave brains. More-exotic 
  undead might feed on moonlight or a strong emotion. Undead 
  only recover from Injuries if they’re able to sate their unnatural 
  hunger. At first, you can’t create other undead.
  BONUS FEATURES
  Minions: You can create undead minions similar to yourself. These 
  minions generally follow your commands, but sometimes get ideas 
  of their own. Choose a secret cure for your minions.
  Supernatural Feat: Pick another Magical Power to be the 
  Supernatural Feat made possible by your undead form. This can 
  only be done once, but the selected Magical Power can be boosted 
  with its own Bonus Features.
  Zap
  You’re able to control electricity. You can create an annoying static 
  shock, shoot small lightning bolts from your paws, or provide 
  power to a single small appliance.
  BONUS FEATURES
  Blackout: You can cause an area up to the size of a city to lose power.
  Dynamo: You can give power to several objects, or as many 
  appliances as you might find in a single home.
  
  24
  Playing the Game
  Magical Kitties Save the Day is a game of shared storytelling. A 
  lot of the time you don’t need to roll any dice or use the rules at 
  all. The Game Master sets a scene for you, then you and the other 
  players describe how your kitties act. But when things get tough, 
  you’ll want to use the rules to figure out what happens next. This 
  chapter shows players how to do their part.
  making a check
  When your kitty tries something tricky or dangerous, your GM will 
  ask you to make a check. Normal actions like hopping from the 
  ground onto a chair, or waking up from a nap, don’t need checks. 
  Harder tasks like jumping off a moving train, or reading human 
  words, do need checks.
  Your Dice Pool
  Your dice pool is the number of dice you roll for your kitty to 
  overcome a challenge. Your GM will tell you whether the check 
  needs Cute, Cunning, or Fierce. The number you have in that 
  Attribute is the number of dice you start with in your pool. 
  If your kitty is using a Talent, you can add another die to the pool. If 
  your kitty is using a Magical Power, you get two more dice, once per 
  scene. You may also get a die for a success bonus, or lose one for each 
  Injury you have. If your total dice in a pool is zero, you can’t roll it.
  Difficulty
  Your GM will also tell you the difficulty of the check, depending on 
  what your kitty is trying to do. This number ranges from 3 to 6, and 
  the higher it is, the tougher the check is.
   
  ALL THE DICE
  +1 to +4 dice for Cute, Cunning, or Fierce 
  +1 die for your Talent 
  +2 dice for your Magical Power 
  +1 die for an earlier success bonus 
  –1 die per Injury
  If that equals 0 dice, you can’t roll it.
  Difficulty
  Cute
  Cunning
  Fierce
  3  
  (Easy)
  Get a human 
  to feed you.
  Open a  
  human door.
  Catch a mouse.
  4 
  (Typical)
  Cheer up a sad 
  kitty friend.
  Find a hidden 
  compartment.
  Run through  
  a door before 
  it closes.
  5  
  (Hard)
  Befriend a 
  worker-bot.
  Read a textbook.
  Fight off a 
  guard dog.
  6 
  (Extreme)
  Herd cats.
  Solve the Riddle 
  of the Sphinx.
  Fight off a 
  dragon. 
   KITTY TIP! ONCE PER SCENE?
  If you’re using the game’s cards, it’s easy to track whether you’ve 
  used your Magical Power each scene. Just take that card for yourself 
  and flip it over when you’ve used it!
   KITTY TIP! USING THE BOX!
  The white tray in the Magical Kitties Save the Day game box has 
  troughs to keep Kitty Treats during play, and bigger square pockets to 
  store up to four players’ Kitty Treats and personal dice between episodes. 
  They make good dice-rolling cups for wild rollers during game play, too!
  
  25
  Success
  Once you have your dice pool and you know the difficulty, it’s time 
  to roll your dice. Roll them all at once. Each die that gets a number 
  that’s either the same as, or more than, the difficulty counts as a 
  success. If you rolled no successes, you fail. If at least one die was 
  a success, then your kitty succeeds. The more successes you roll, 
  the better your kitty does!
  No Successes = Failure: If you don’t roll any successes, you fail 
  at your task. A lot of times this also means that something bad 
  happens to your kitty. This is called a complication. The sidebar 
  shows example complications your GM might choose, but you can 
  also help make up new ones, with GM approval.
  1 Success = Success, But… : If only one die is a success, you do it 
  but either just barely or at a cost to your kitty. If you’re attacking a 
  Foe you do one Owie, but the GM applies a complication.
  2 Successes = Success: If you roll two successes, then things 
  worked out just like your kitty wanted. If you’re attacking a Foe, 
  you do one Owie. There are no extra effects.
  3 Successes = Success, And… : If you have three successes, your 
  kitty not only succeeds, doing one Owie if you’re attacking a Foe, 
  but you also gain a bonus! The sidebar shows some bonuses your 
  GM might give you, or you can help make up a new one, with your 
  GM’s approval.
  4 Successes = Super Success!: If your kitty has four or more 
  successes, you score a super success! This means you do 
  an amazing job completing your task, deal one Owie if you’re 
  attacking a Foe, and get an even more useful super bonus! See the 
  sidebar for examples.
  Successes
  Result
  Complication/Bonus
  0
  Failure
  You don’t do what you wanted, 
  and may have a complication.
  1
  Success, But…
  You do it, and deal one Owie 
  if trying to, but there’s a 
  complication.
  2
  Success
  You do it just like you hoped, and 
  deal one Owie if trying to.
  3
  Success, And…
  You do it, and deal one Owie if 
  trying to, plus get a bonus.
  4+
  Super Success!
  You do it, and deal one Owie if 
  trying to, plus get a super bonus.
  EXAMPLE COMPLICATIONS  
  (0 & 1 SUCCESSES)
   
  Ø Foe or Disaster uses their Reaction.
   
  Ø You suffer an Owie.
   
  Ø You get into a sticky situation.
   
  Ø You are unable to act for some time.
   
  Ø You have one fewer die in your next dice pool.
   
  Ø The GM forces you to take action according to your 
  Flaw. (A Lazy kitty takes a nap, a Snobby kitty insults 
  somebody important, or a Big-Mouthed kitty reveals 
  crucial information.)
   
  Ø A new Disaster is created.
   
  Ø Something else bad happens (needs GM approval).
  EXAMPLE BONUSES  
  (3 SUCCESSES)
   
  Ø A fellow kitty gains an extra die in their next dice pool.
   
  Ø You or a fellow kitty shrug off one Owie you’ve suffered.
   
  Ø You also accomplish a second goal.
   
  Ø One Foe can’t cause trouble for some time.
   
  Ø Something else fun and exciting happens (this needs  
  GM approval).
  EXAMPLE SUPER BONUSES  
  (4+ SUCCESSES)
   
  Ø Your kitty and all your fellow kitties each gain an extra 
  die to use in your next dice pools.
   
  Ø You shrug off one Injury you’ve suffered.
   
  Ø You and all your fellow kitties shrug off one Owie  
  you’ve suffered.
   
  Ø One Foe suffers an extra Owie.
   
  Ø You gain the extra effect of a Kitty Treat without needing 
  to spend one.
   
  Ø Something else super awesome happens (this needs  
  GM approval).
  
  26
  kitty treats
  Kitty treats are a way you can change the story of the game in 
  your favor. At the start of each episode, you begin with Kitty Treat 
  tokens equal to your character sheet’s Kitty Treat value (2 for new 
  kitties). They don’t roll over from the last episode. You can spend 
  these during the game for the special effects listed in the sidebar.
  One of those effects is adding things to the story. It might be 
  something like deciding there’s a secret door in the house, or 
  saying that a likely foe is actually an old friend of your kitty. This 
  needs the GM’s approval, though. 
  You can earn more Kitty Treats during play by using your 
  kitty’s Flaw. When a kitty’s Flaw makes the story more fun and 
  interesting, or the kitty krew’s goal more difficult, the GM might 
  give that player another Kitty Treat token. You don’t get a Kitty 
  Treat every time you just mention your Flaw, though.
  owies
  While playing Magical Kitties Save the Day, your kitty is likely to 
  suffer Owies, usually because of complications on failed checks, 
  like setting off a Reaction from a Foe. Owies track physical harm 
  to your kitty. Your kitty has an Owie Limit on your character sheet, 
  which starts at 2. This is how many Owies your kitty can take each 
  episode before being Injured. As long as you don’t go above this 
  limit, your kitty might be roughed up, but you’re not seriously hurt 
  and you don’t get any penalties. You’ll want to mark Owies on your 
  sheet to keep track of them, though, because eventually they turn 
  into Injuries…
  Injuries
  If your kitty is at or above your Owie Limit and you take another 
  Owie, you suffer an Injury instead. Write this on your sheet. Each 
  Injury a kitty suffers means you lose one die to roll in your dice 
  pools. If this reduces the number of dice in a pool to zero, your 
  kitty can’t roll that Attribute.
  Getting Knocked Out
  If a kitty has Injuries equal to their highest Attribute (3 for starting 
  kitties, and max 4), they’re “incapacitated.” This means the kitty is 
  knocked out or otherwise unable to act for the rest of the scene.
  Healing
  At the end of a scene where a kitty suffered an Injury, the kitty 
  recovers from one Injury. Erase the Injury from your character 
  sheet. If your kitty was knocked out, this usually means you also 
  wake up, since your total Injuries no longer equal your highest 
  Attribute (3 or 4). But you might be in a whole other heap of trouble 
  when that happens!
  SPENDING KITTY TREATS
   
  Ø Re-roll any or all dice in your dice pool for one check.
   
  Ø Avoid taking an Injury.
   
  Ø Use a Bonus Feature you don’t have for one of your 
  Magical Powers, one time only.
   
  Ø  Add something to the story beyond your kitty’s control.
   KITTY TIP! DICE POOL INJURIES  
           VS KNOCK OUT INJURIES
  Dice pools are reduced by your Injuries. And if you take three Injuries 
  (four max), you’re knocked out. But those are two separate things. 
  You could actually have dice in your pool (from bonuses), but be 
  unable to roll because you’re knocked out!
  
  27
  Success bonuses and some Magical Powers and Foe Reactions can 
  also help kitties recover from Owies and Injuries. The GM usually 
  resets your Owies and Injuries to 0 when you start a new episode, 
  too, but not always.
  Causing Owies
  Kitties can also cause Owies to their Foes. Usually you describe 
  how you’re going to hurt the Foe, and then make a check against 
  the Foe’s difficulty in their stats. For example, you might use Fierce 
  to claw at a Foe, or Cunning to trick them into running into a wall.
  Magical kitties normally cause one Owie on a successful check, 
  unless they get a super success and choose to cause an extra 
  Owie as their super bonus.
  Like kitties, Foes have Owie Limits, but they don’t worry about 
  Injuries. Once a Foe reaches their Owie Limit, they’re knocked out 
  or run away.
  experience
  As kitties help out their friends and foil bad guys, they learn new 
  tricks and improve their Magical Powers. This is represented in the 
  game by Experience Points and leveling up.
  To figure out how many Experience Points you get, go through the 
  End of Episode Questions when you finish a game session. Keep 
  track of the Experience Points you earn by filling in bubbles in the 
  Experience section of your character sheet ( 
  on page 8), with 
  one bubble equaling one Experience Point. Write down any other 
  adjustments you get, too.
  Learning From Your Mistakes
  A big way to gain Experience Points is learning from your mistakes. 
  Every time you roll an Attribute check that completely fails (p25), 
  your kitty learns from the mistake and gains one Experience Point. 
  If you fail and then spend a Kitty Treat token to reroll, you do not 
  gain this experience.
   KITTY TIP! TOO MUCH EXPERIENCE
  There’s no limit to how many Experience Points per episode a player 
  can get from failed rolls. As an option, the GM can add a limit of 2 or 3 
  points if players are abusing this.
  ALL THE HEALING
   
  Ø –1 Injury at the end of the scene you suffered it.
   
  Ø –1 Owie for one player on a success bonus.
   
  Ø –1 Injury to yourself, or –1 Owie for everyone on a super 
  success bonus.
   
  Ø –1 to –2 Owies/Injuries using Healing Magical Power.
   
  Ø –1 Owie using a Foe’s Healing Reaction.
   
  Ø Owies/Injuries reset to 0 at the episode’s start (this 
  needs GM approval).
  END OF EPISODE QUESTIONS
  At the end of every episode, you and your fellow players 
  should answer these questions as a group. For every 
  question you answer “yes” to, make the adjustment noted.
   
  Ø Did the kitties save the day? (+1 XP)
   
  Ø Did everybody have fun? (+1 XP)
   
  Ø Did your kitty or her human learn a valuable lesson? (+1 XP)
   
  Ø Did you fail a roll? (+1 XP per fail)
   
  Ø Did your human’s or hometown’s Problem get better or 
  worse? (–3 to +3 ranks, usually –1)
  17
  
  Working on Problems
  Every kitty’s chosen human has one or more Problems, each of 
  which has a rank. To solve a human’s Problems, a kitty has to go on 
  an adventure aimed at solving that Problem. For example, Jenny’s 
  Problem is that she’s sad about moving to a new town with no 
  friends. Her kitty could help her up by going to Lizzy’s Ice Cream Café 
  to get a quart of her favorite Neon Blueberry Surprise ice cream.
  If a kitty’s plan to solve their human’s Problem succeeds, then 
  the rank of the human’s Problem goes down. The GM decides how 
  much it moves. It’s usually –1 rank per episode, but can be as much 
  as –3. If this reduces the rank to 0, then the human’s Problem has 
  been solved! You can remove it from your kitty’s character sheet.
  On the flip side, if you ignore a Problem, it probably won’t move at 
  all. And if a Problem actually gets worse during an episode, the GM 
  can raise its rank by +1 to +3 points. So watch out!
  The same thing applies to hometown Problems, but the GM tracks 
  this instead of the players.
  Leveling Up
  When you earn enough Experience Points for your next level, 
  according to the Level/XP chart below, then your kitty levels up!! 
  Each time you level up, choose one way to improve your kitty from 
  the list for your new level or lower. You can’t choose the same thing 
  twice from the same list, but if it’s on more than one list you have 
  access to, you can take it once for each time it appears on your lists.
  For example, you could raise your Owie Limit by +1 when you reach 
  2nd level, because it’s on the Levels 2–4 list. And you could do that 
  again at 5th level, because it’s also on the Levels 5–7 list, too.
  At higher level, you can either choose something from that list or 
  go back to an earlier list and pick an option you haven’t selected 
  yet. So at 8th Level, you could go back to the Levels 5–7 list and get 
  a new Talent if you didn’t already take it.
  UPGRADES: LEVELS 2–4
   
  Ø Gain one bonus feature for a Magical Power you have
   
  Ø Improve one Attribute +1 point (max 3)
   
  Ø Increase your Owie Limit +1
   
  Ø Increase your Kitty Treats value +1
  UPGRADES: LEVELS 5–7
   
  Ø Gain a new Talent
   
  Ø Gain one Bonus Feature for a Magical Power you have.
   
  Ø Improve one Attribute +1 (max 4)
   
  Ø Increase your Owie Limit +1
   
  Ø  Increase your Kitty Treats value +1
  UPGRADES: LEVELS 9–10
   
  Ø Gain a new Magical Power
   
  Ø Gain one Bonus Feature for a Magical Power you have
   
  Ø Improve one Attribute +1 (max 4)
   
  Ø Increase your Owie Limit +1
   
  Ø Increase your Kitty Treats value +1
  
  29
  Running the Game
  While most players in Magical Kitties Save the Day play a single 
  kitty, there’s one player who has a lot more responsibility — the 
  Game Master. This chapter shows GMs how to run the game from 
  their side of the dice.
  rolling the dice
  The last chapter set out the basic rules that players need to know. 
  The flip side of those rules is shown here, detailing how GMs guide 
  the game using the rules.
  When to Roll
  Your biggest job during the game is listening to what the players 
  want to do, following their lead, and figuring out whether or not 
  they succeed.
  Most of the time when players say they want to do something, it 
  should just happen automatically. Usually this is because what 
  they want is so simple there’s no risk of failure. If one of the 
  kitties wants to walk down the street to the Old Clock Tower, you 
  can just say, “Okay, you’ve arrived at the Old Clock Tower.” They 
  don’t need to roll.
  You also shouldn’t roll if you can’t think of anything really 
  interesting to happen on a failure. Think about the padlock on the 
  door of the Old Clock Tower. If your player says they want to use 
  their claw to pick the lock, what do you say?
  If the only complication you can imagine is that they don’t get the 
  door open and have to pick the lock again, that’s not interesting. It 
  makes more sense to just let them automatically succeed.
  But maybe if they don’t get the lock open, the grumpy caretaker 
  shows up to chase them off. Or maybe a witch put a mystic ward 
  on the lock that’ll scorch their paws if they fail!
  If you can think of something like that, then it’s time to use a dice 
  roll to decide whether the kitty succeeds or fails.
  Difficulty
  The GM decides the difficulty for risky actions the kitties take, 
  which is always a 3, 4, 5, or 6. Here are some guidelines:
  Difficulty 3 (Easy): These are relatively easy things that most kitties 
  are pretty good at, like catching a mouse, climbing a tree, or getting a 
  human to feed them. They have a little bit of risk, especially if the kitty 
  isn’t good at it, but they don’t result in much real danger on a failure. 
  They mostly just inconvenience the kitty, and seldom cause Owies.
  Difficulty 4 (Typical): These are actions a skilled kitty will succeed 
  at most of the time, but not always, like finding a hidden clue, 
  using human devices, or making friends with the new cat in 
  town. If you aren’t certain where to set the difficulty, choose 4 
  by default. Even if they’re rolling just one die, kitties succeed at 
  these checks about half the time. And kitties with more than one 
  die succeed more often than not. There’s often minor danger from 
  failing, which can sometimes result in an Owie.
   KITTY TIP! SILLY ACTIONS
  Sometimes your players will say they want their kitty to do something 
  and you won’t understand why. It might even seem foolish, dangerous, 
  or nonsensical, like jumping out a third-floor window.
  The most likely explanation is that either you’ve misunderstood what 
  they’re trying to do, or they’ve misunderstood something about the game 
  world. Before you roll dice, first try to figure out why they’re doing it. You 
  can also explain what will probably happen, giving you both a chance to 
  figure out why you have different ideas about what’s going on.
  Take a moment to say they’ll get hurt if they jump out the window. 
  Maybe the player didn’t realize they were so high up, or they’re planning 
  to grab a tree branch. Or maybe you’ve forgotten they can fly. Or they 
  just think it’s important enough to jump anyway. Once you know that, 
  you’ll be in a better position to figure out how to make it work!
  
  30
  Difficulty 5 (Hard): These tasks are the major challenges of an 
  episode, like racing through a burning building, outwitting a witch, 
  or fighting a guard dog. Unless they roll only one die, kitties still 
  have a good chance of succeeding. If they’re not using their Talent 
  or Magical Power, though, they’ll likely have only one success. 
  These actions almost always include some real risk, though it’s not 
  always physical.
  Difficulty 6 (Extreme): This is something that’s extremely difficult, 
  though still within the realm of possibility with Magical Powers, 
  like convincing a Foe to have a change of heart or breaking into 
  Fort Knox. Unless they use their Talent or Magical Power, kitties 
  are more likely to fail than succeed. And even when they do 
  succeed, it’s rare to get more than one success. These tasks don’t 
  show up in every episode, and they’re always very dangerous if 
  the kitty fails.
  Describing What Happens
  Once you’ve decided the difficulty of a task, and the player rolls, you 
  need to interpret the results. This is a shared responsibility for both 
  you and the players. In general, the players have more power to 
  describe what happens when they succeed, while you decide what 
  happens when they fail. But you can ask for suggestions when you 
  need them, or give suggestions to the players if they’re stumped.
  DESCRIBING FAILURE & COMPLICATIONS (0 TO 1 SUCCESS)
  If the player rolls no successes, then their kitty has failed, so 
  what they were trying to do doesn’t work out. In the case of one 
  success, the kitty succeeds at the task itself. But either way, you’ll 
  still need to provide some kind of meaningful complication.
  The most important thing to remember when describing 
  complications is that they should be interesting, meaningful, or 
  both. Failure shouldn’t just lead to another try at the same roll. It 
  should change the situation in some way, creating something new 
  for the kitties to respond to. 
  If you remembered to only roll dice when you have something 
  interesting in mind for a failure, then this is easy. By the time the 
  dice show the failure or single success, you already know what the 
  complication is going to be about.
  If you’re having trouble thinking up a good complication, the 
  examples here are a place to start. These are just generic ideas, 
  though. You’ll want to describe them in ways that are specific to 
  the current scene and what’s happening in your game.
   KITTY TIP! NEVER ROLL VS 1 OR 2
  Checks never have a difficulty of 1 or 2. Every die, of course, has 
  to roll at least a 1, so if there was a difficulty of 1, the check would 
  always succeed. There’s no point in rolling.
  While it’s possible to fail a check with a difficulty of 2, it’s really rare, 
  especially if the player gets to roll two or more dice. So it’s just not 
  worth rolling with a difficulty of 2, either. If you think a task is that 
  easy, just let the kitty succeed automatically.
  Remember, even if a kitty only has one die, they’ll more often than 
  not get a success on a difficulty 3 roll.
   KITTY TIP! GETTING IT WRONG
  Even if you get the difficulty number “wrong,” it’s not the end of the 
  world. First off, there’s not a huge difference between a 4 and a 5. 
  Also, Magical Kitties Saves the Day tries to make failure fun and 
  interesting. So if your call changes the outcome, the worst thing that 
  happens is the kitty earns an Experience Point!
  
  31
  A Foe or Disaster Uses Their Reaction: There are complication 
  ideas listed in the stats for each Foe and Disaster. See their 
  Reactions in the next chapter.
  The Kitty Suffers an Owie: The kitty falls, catches her tail in the 
  door, or bonks her head. It causes one Owie.
  The Kitty Gets Into a Sticky Situation: The kitty falls into a pool, 
  runs into some angry dogs, or gets covered in syrup.
  The Kitty is Unable to Act for Some Time: The kitty is trapped in 
  a box, gets scared and hides, or gets caught in a snare. Not being 
  able to act isn’t much fun for players, though, so try to limit this to 
  one scene or less.
  The Kitty Has –1 Die for Their Next Roll: The kitty is dirty (Cute), 
  confused (Cunning), or out of breath (Fierce).
  You Force the Kitty’s Flaw: A Lazy kitty takes a nap, a Snobby 
  kitty insults somebody important, or a Big Mouth kitty reveals 
  crucial information.
  Something Else Bad Happens: Let the players suggest something, 
  or make up something new on your own!
  DESCRIBING SUCCESS (2 SUCCESSES)
  If the player rolled two successes, then they’ve simply succeeded. 
  Things have worked out just like they wanted. This might include 
  dealing an Owie to a Foe if the kitty was attacking, but there are 
  no extra effects. Since you already know what the kitty was trying 
  to do, this is usually simple to describe.
  DESCRIBING BONUSES (3 TO 4+ SUCCESSES)
  Kitties get bonuses or super bonuses from rolling 3, 4, or more 
  successes. You’ll want to encourage the players to make those 
  bonuses specific to what’s going on in the story, just like for 
  complications. They have a list of example bonuses on page 25 
  to use for inspiration.
  Bonuses are often the direct result of whatever the kitty was 
  trying to do. Maybe making quick work of that padlock helps the 
  kitty realize they’ve finally shaken off that witch’s curse, removing 
  the Owie the curse inflicted.
  In other cases, bonuses will actually push the scene’s plot 
  forward. When the caretaker runs toward them, a kitty uses Super 
  Strength to rip the padlock off the door. Rolling three successes, 
  the player says they want the bonus to be “keeping the caretaker 
  from causing trouble for some time.” So they hurry the other 
  kitties through the door, slam it shut, and lock it from the inside. 
  That’s a lot of activity that wasn’t covered by the original roll, but 
  it follows logically.
  In even other cases, the description of a bonus might not really be 
  connected to the kitty’s action. But as long as the bonus makes 
  sense in the story, that’s okay. For example, with the caretaker 
  rushing towards them, a Kitty uses Time Freeze to buy enough 
  time to get the padlock open. He rolls a super bonus, and declares 
  the caretaker is so distracted he slips on a patch of mud and falls 
  down hard, taking an Owie.
  Encourage the players to be creative with their bonuses. After all, 
  they’re a chance to inject unexpected awesomeness into the game!
   KITTY TIP! KEEP IT SHORT!
  Descriptions are great, but try to keep things short and sweet. One of 
  the great things about making the result of a check interesting is that 
  you’ll create a neat new situation that the kitties will want to respond 
  to. Let them do it and build from there!
  
  32
  awarding kitty treats
  Players earn more Kitty Treat tokens by using their kitty’s Flaw. 
  When a kitty’s Flaw makes the story more fun and interesting 
  — often by making it more challenging for the kitties — you can 
  choose to give that player another Kitty Treat token.
  This might mean the kitty’s Flaw puts them in danger, makes 
  them fail at a goal, or complicates the story. They don’t get a Kitty 
  Treat token every time they just mention their Flaw, though. A 
  Gluttonous kitty should not get a Kitty Treat every time they eat 
  something, but they might earn one for eating the peppermint key 
  to the gingerbread cage where a witch holds kidnapped children.
  Also, bringing up a Flaw can make things more difficult for the 
  kitties as a group, but it shouldn’t wreck other players’ fun. If the 
  rest of the kitties worked hard to set up a plan to defeat the bad 
  guys, it’s frustrating if an Impulsive kitty rushes in, ignoring the 
  plan. Likewise, a Greedy kitty shouldn’t earn Kitty Treat tokens for 
  stealing the other kitties’ toys.
  Giving Kitty Treat tokens should be a conversation between a GM 
  and the players. The GM might say something like, “I’ll give you a 
  Kitty Treat if your Loud kitty makes a lot of noise trying to sneak 
  past the velociraptors.” Or a player might ask, “Can I have a Kitty 
  Treat if my Curious kitty tries a spoonful of this bubbling green 
  ooze to see what it does?”
  Kitties can also earn Kitty Treat tokens after things happen. When 
  a Gullible kitty falls into a trap after reading a sign that said, “This 
  is not a trap,” the GM can give the player a Kitty Treat token, or the 
  player might ask for one. Players controlling the other kitties can 
  chime in, too. So Maria might point out when Jimmy is doing a good 
  job of using his Scaredy Cat Flaw, and if the GM agrees then Jimmy 
  earns a Kitty Treat token.
  telling the story
  A lot of roleplaying games call a string of related game sessions 
  a “campaign.” Magical Kitties Save the Day is more like a 
  television series in a way, so we call each game session an 
  “episode.” Episodes are made up of “scenes,” and it takes one or 
  more episodes to play through an “adventure.” A string of related 
  adventures is a “series.”
   KITTY TIP! THE GM’S MAGICAL POWER
  Being a GM for the first time can feel intimidating. It can seem 
  like it’s your job to always know what’s happening next, and to 
  constantly entertain everyone. That’s a lot of responsibility!
  But do you want to know the amazing secret of being a Game 
  Master? That’s not your job at all.
  Being a GM is actually super easy, because whenever you aren’t sure 
  what should happen next, you just need to say, “And what do you 
  want to do now?” It’s actually the players who have to tell you what 
  happens next.
  That’s your Magical Power. Players don’t get to do it.
  Sometimes what the players say will spark a great idea. When that 
  happens, run with it! If it doesn’t, just tell them their action happens 
  like they wanted it to.
  And then you’ll say, “And what do you want to do now?”
  
  33
  Scenes
  Each episode of Magical Kitties Save the Day is made up of 
  several scenes. A scene takes place in one location and usually 
  deals with a single goal. When the kitties accomplish this or move 
  on to a new location, they enter a new scene.
  It’s important to track when scenes change, because kitties 
  recover from Injuries and some effects at the end of scenes.
  Episodes
  A single day’s session of Magical Kitties Save the Day is called an 
  episode. Some episodes might leave threads hanging for the next 
  episode to resolve, but by the end of several episodes the kitties 
  will have solved the main Problem, completing an adventure. 
  Adventures
  An adventure can take one episode, or several, to tell a complete 
  story arc. Most adventures start with a Problem. The kitties 
  investigate, explore, interact with Foes, cause a little mischief, 
  and hopefully solve the Problem, or at least improve it. Sometimes 
  kitties know what the Problem is right away. Other times one 
  Problem leads to another, or the kitties need to track down the 
  real culprit. Some Problems are big enough that they might take 
  more than a few episodes of play to finish the adventure!
  The GM usually creates adventures for the kitties (p37). But the 
  kitty krew figures out their own goals and decides what they want 
  to do in the adventure, leading it in their own direction.
  Series
  While you can easily play a single game of Magical Kitties Save 
  the Day one day and then never come back to that story, most of 
  the time you’ll play many games over the course of months or even 
  years. Playing like this is called a series. Like in books or television, 
  a series describes a long-running story, or series of adventures, 
  that takes place in the same setting and, for the most part, 
  features the same characters. 
  your hometown
  Just as the players create their kitties, the GM creates the 
  hometown where those kitties live. This is the setting where most 
  of the kitties’ adventures take place.
  A hometown has a supporting cast of characters and lots of 
  locations. These are the people and places that the kitties 
  visit during their adventures. But the most important part of a 
  hometown is its Problems. These are the threats and dangers like 
  witches, aliens, or hyper-intelligent raccoons that make a kitty’s 
  life difficult and the personal Problems humans deal with even 
  worse. They’re the story ideas for your kitties’ adventures.
  Setting
  Just like in a book or movie, the setting is the time and place 
  where the hometown is located. When you start your series, it’s a 
  good idea to talk to the other players and see what kind of setting 
  they’d like to play in. But one of the easiest settings to run is the 
  place where you all live, in the present day. That way you and the 
  players already know a lot about it! 
  If you want to, you can get more creative. You can set your series 
  in a distant country, in the past or future, or even in a place that 
  never existed! Or you could add magic. After all, your hometown has 
  magical kitties in it, which the real world obviously doesn’t. (Or does 
  it?) There are probably other things that are magical there, too. Just 
  look at the Foes chapter and decide which ones you’d like to use!
   KITTY TIP! GUEST PLAYERS
  Most of the time you’ll play a series with the same players. But 
  sometimes people have to leave and new players might join. Because 
  it’s easy for new players to create a kitty quickly, you can easily 
  invite friends to play with you even if it’s just for one episode!
  
  34
  Hometown Problems
  Because Magical Kitties Save the Day is a game about saving the 
  ones you love, the most important part of your hometown is its 
  Problems. Hometown Problems are just bad things that might happen 
  in your hometown. They’re the larger dangers faced by kitties, and 
  the bigger perils that make individual human Problems worse. These 
  hometown Problems come in many varieties, and can include:
   
  Ø Foes: These are enemies that magical kitties can outsmart or 
  face down. They might be fantastical creatures like mermaids 
  and redcaps, or a powerful human like the Mayor. See page 
  46 for details on creating Foes.
   
  Ø Disasters: These are events that threaten a lot of people and 
  kitties. They can be either natural or magical. How about a 
  raging wildfire, a strange light coming from a meteorite crater, 
  the dark forest where children are lost, or an ancient curse 
  afflicting the city?
   
  Ø Themes: Themes usually have to do with emotions, like greed 
  or despair. It’s usually easier to wait to explore these after 
  you’ve gotten experience dealing with external threats.
  PUBLISHED HOMETOWNS
  Magical Kitties Save the Day has these published 
  hometowns for you to enjoy:
  River City: This sleepy, small town surrounded by cornfields 
  holds plenty of danger, starting with the living library books 
  that have your humans trapped inside.
  Alien Invasion: A big city suburb called Happy Glade is ground 
  zero for an alien invasion of Zelanoids, whose mothership is 
  orbiting the moon.
  Wild Ones: Some kitties don’t have humans. The Wild Ones 
  live all on their own in the wilderness, joining prides that 
  have Problems of their own.
  Mars Colony: When humans leave the Earth to build the  
  first Martian colony, of course they bring their kitties along 
  with them!
   KITTY TIP! ALL THE ANIMALS
  The rules for Magical Kitties Save the Day work for playing all sorts of 
  magical animals. It’s the difficulties that change, not the stats. So go 
  ahead and be magical bunnies, supernatural bears, or even dragons!
  OTHER HOMETOWN IDEAS
  Your favorite book genres are a great source of hometown 
  setting ideas, like these:
  Fantastica: The land of fairy tales is home to Cinderella,  
  Jack the Giant Slayer, and more. Luckily, they have loyal 
  kitties to protect them from wicked step-parents, giants,  
  and other Problems. Tell your own fractured fairy tales!
  Kitties of Olympus: Your hometown is Athens, a long time 
  ago. Olympian gods like Zeus interfere with mortal lives, 
  while monsters like the minotaur attack your humans at 
  every turn.
  Dino World: Your kitties’ humans are explorers who journey 
  to the center of the Earth, where you discover a world of 
  living dinosaurs!
  Under the Sea: Your kitty krew is all Catfish (p17) whose 
  “humans” are merfolk living in a wonderful underwater city.
  Wild West: You live in the rough-and-tumble days of cowboys 
  and cow rustlers, gold miners and bank robbers, settlers and 
  sheriffs’ men.
  Horror Hometown: Your kitties live in a fictional 
  Transylvania, where your “humans” are vampires and 
  werewolves who have some pretty unique Problems!
  Magic School: Your humans are the newest students at a 
  boarding school for witches. But with magical misfires left 
  and right, they’re just lucky they have magical kitties as their 
  loyal familiars!
  
  35
  RANK 
  Each of your hometown’s Problems has a rank, which describes 
  how long it will likely take to overcome (p35). It also suggests 
  how deeply rooted the Problem is in the hometown. This is 
  usually a number from 1 to 4. A hometown Problem with rank 1 
  is something that the kitties can deal with in one episode, like a 
  dinosaur rampaging through the city. Hometown Problems with 
  rank 2 or 3 may take several episodes to deal with. 
  Hometown Problems with rank 4 or more are likely to be a thorn in 
  the kitties’ side for an entire series. They may be the secret force 
  behind the Problems of many different episodes, and might even 
  be responsible for unleashing other hometown Problems! A rank 
  4 hometown Problem could be the queen of the dark faeries, the 
  magical kitty whose bitter jealousy turned them dark, or the alien 
  bodysnatchers replacing important humans.
  ASSIGNING HOMETOWN  
  PROBLEMS & RANKS
  For a quick start to a new series, a good rule of thumb is 
  to choose a single big hometown Problem with rank 4, or 
  several smaller hometown Problems that total 4 ranks. That’s 
  exactly what the players do for their human Problems.
  Add more hometown Problems whenever it fits your  
  series, at the rank that suits it best. Use the table here  
  as a guideline.
   KITTY TIP! RANK VS DIFFICULTY
  Difficulty tells you how hard a Foe is to roll against. Rank tells you how 
  long a Problem is likely to hang around. A Foe with high Cute, Cunning, 
  and Fierce difficulties of 6 might only take one adventure to defeat and 
  be rid of forever. That barely makes them a rank 1 Problem!
  Rank
  Toughness
  Related 
  Problems
  Example
  Rank 1
  Defeated in a 
  single episode.
  May be 
  spawned by 
  other Problems
  A rampaging 
  dino.
  Rank 2
  Lasts a couple 
  episodes 
  before beating.
  None, or makes 
  a single other 
  Problem by 
  itself.
  An obnoxious 
  brownie refuses 
  to leave the 
  kitty krew’s 
  home.
  Rank 3
  Takes several 
  episodes  
  of work.
  Can spawn 
  other Problems, 
  with or without 
  a Big Bad 
  behind them.
  A mad 
  scientist’s killer 
  bees invade 
  your hometown.
  Rank 4
  Spans many 
  episodes, or a 
  whole series.
  May have a 
  Big Bad who 
  unleashes many 
  other Problems.
  Zelanoid aliens 
  have plots 
  everywhere, 
  plus a huge 
  mothership 
  orbiting the 
  moon! 
  
  36
  Locations
  Hometowns are filled with lots of places — buildings, parks, 
  landmarks, streets, and more. Some might be magical locations 
  that most humans don’t know exist, and don’t know how to get to. 
  Others will be just like the places you’ve been. Some locations will 
  be both. They might have a “normal” side that the humans know, 
  and a magical side that kitties can enter.
  You may want to write these down in a list, or make a map of your 
  hometown. But you shouldn’t describe every single location! Focus 
  on the stuff that’s really unusual. You’ll know what a typical house 
  looks like without writing about it. And you can always create 
  more locations while you’re playing.
  A few things you should include:
   
  Ø Major Landmarks: Include enough specific places — like Town 
  Hall, a famous statue, or the nearby mines — so players have a 
  general idea of what their hometown is like.
   
  Ø Kitty or Human Hang Outs: The local school and the mall are 
  good to include. Maybe also the library, the soccer field, or 
  the neighborhood park. And don’t forget the hollow tree trunk 
  where kitties meet to talk about the prophecy.
   
  Ø Strange and Mysterious Places: These are the places where 
  adventures begin or end, and where curiosity beckons.
   
  Ø Places Haunted by Hometown Problems: Include places 
  hometown Problems live (like the abandoned castle outside of 
  town), where they come from (the inter-dimensional portal deep 
  in the dark forest), and where they work their schemes (the 
  industrial factory that pours poison into the river).
   
  Ø Neighborhoods: Each neighborhood in a city may have a 
  different feel that you can also describe, if you like.
  The players will help you with this, too. As they create their kitties, 
  they’ll often come up with ideas for where they or their humans 
  hang out or want to go.
  Supporting Cast
  One of the most important jobs of the GM is to control the 
  supporting cast. These are all the people and animals other than 
  the kitty krew. They might be friends or enemies, and include 
  everything from the kitties’ humans, to the neighborhood mice, to 
  the dark fairies in the sewer.
  You may want to write down a list of your supporting cast, with 
  some details for each one. But remember, even though you put 
  thought into your cast, the players’ kitties are the real stars of the 
  series. Supporting cast is there to help the kitties look good, not 
  overshadow them.
  Just like locations, focus on interesting people who are likely to 
  meet the kitties or their humans. Some questions to think about 
  include:
  What’s their name? Think of an easy-to-remember name that 
  describes the character well.
  What do they look like? Come up with something distinctive 
  about each so they’re more memorable.
  How do they act? Crossing your arms, tapping your chin, winking 
  — deciding on a gesture for each makes them distinctive for your 
  players and easier for you to act out.
  What do they want? Maybe they’re things the kitties can help 
  them with. Or maybe they’re things the kitties want to stop them 
  from getting.
  What’s their Problem? Cast in dramatic situations often have their 
  own Problems to overcome.
  How do they feel about the kitty krew? Do they remember a 
  favorite furry pet they had as a child? Or did they get bitten by a 
  feral feline last week?
  How are they related to the kitties’ humans? Are they family, 
  friends, schoolmates, co-workers, neighbors?
   KITTY TIP! CASTING CHOSEN HUMANS
  Some players have a hard time creating their kitty’s human. If you 
  have your supporting cast ready, you can always ask whether the 
  kitty might want to choose one of them!
   KITTY TIP! ONE GREAT DETAIL
  If you’re adding a “normal” location to your hometown — like a school, 
  a restaurant, or a post office — try to add one unusual detail that 
  makes that place special. Maybe there’s a strange, bricked-up doorway 
  in the school. Or one whole wall of the restaurant is a giant aquarium 
  filled with exotic fish. Or there’s a paper fairy who lives in the rafters 
  of the post office.
  
  37
  handling problems
  There may be some times when the kitty krew goes adventuring 
  just for the sake of adventure — like when they hunt for lost pirate 
  gold, or join in a griffin race. But they’ll usually be trying to solve 
  human Problems or overcome hometown Problems (or both). After 
  all, they’re magical kitties who save the day!
  Solving Human Problems
  At the end of each episode, you get to adjust the ranks for the 
  Problems of the kitty krew’s humans. You choose whether they 
  go up or down and by how much, with the players’ input. This 
  is usually –1 rank, but can be anything from –3 to +3 ranks for 
  extraordinarily good or bad adventures.
  Think about the kitty who wants to get ice cream for their human 
  Jenny, who’s “Sad About Moving.” If all the kitty has to do is open 
  the freezer, that won’t lower the rank of her Problem. In fact, it 
  might even go up from being ignored for an episode!
  You also shouldn’t just declare an episode earns enough ranks to 
  solve a human’s Problem entirely, and be done with it when the 
  story isn’t over yet. The events of the episode should logically help 
  the Problem get better or go away. 
  And remember that not every episode involving a human is 
  necessarily about solving their Problem. If Jenny accidentally falls 
  through a faerie circle, the kitty krew will definitely want to go 
  rescue her, even though that won’t make her feel better about 
  losing her old friends.
  Sometimes, though, a clever kitty can take advantage of an 
  adventure that wasn’t originally connected to their human’s 
  Problem. Maybe another kitty’s human, Toby, was also kidnapped by 
  the faeries. The kitties make sure Toby and Jenny help each other 
  during their escape, and they become friends. Making a new friend 
  helps Jenny feel better, and that does help solve her Problem, likely 
  a lot more than that ice cream!
  In the end, it’s the GM’s decision if an episode helps solve a 
  human’s Problem. And while some episodes can help solve multiple 
  Problems, this should be pretty rare.
  MOVING TO A NEW HOMETOWN
  Maybe you all want a change of pace, or the kitties have 
  solved all their humans’ Problems. It could be the kitties are 
  vacationing with their humans. Or maybe they’re chasing 
  down a troublesome Foe who fled. Feel free to move to a 
  new hometown whenever you like!
  If the kitties are just visiting, you don’t need to do anything 
  special. You can just use the Problems, locations, and 
  supporting cast there the way you would back home.
  If the kitties are moving and their humans aren’t coming 
  with them, then they’ll need to pick new humans. This might 
  be the first story told in the new hometown. Or you could 
  skip ahead to a time when the kitties have already done this, 
  and continue your story from there.
  
  38
  Overcoming Hometown Problems
  Adventures are also often about overcoming hometown Problems. 
  Kitties must defeat the witch, save the children’s house from 
  wildfire, or sabotage the hyper-intelligent raccoons’ mind-control 
  device. This works just like solving human Problems. 
  If the kitties go on an adventure that thwarts the hometown Problem, 
  then the rank of the Problem is reduced by –1 to –3 at the end of 
  each episode. If it’s reduced to rank 0, then the Problem no longer 
  threatens the hometown, and you can erase it from your notes.
  But confronting hometown Problems can also make things worse. 
  If the kitties go on an adventure to oppose a Problem and they fail, 
  then the rank of the hometown Problem increases by +1 to +3 for 
  that episode. At least one of these ranks is usually added to the 
  original Problem. Any extras can increase the original even more, 
  or can be used to spawn new hometown Problems, making it even 
  harder to defeat them all in the future!
  Sometimes the rank of a hometown Problem can increase even if 
  the kitties just choose not to go on an adventure. If you see the 
  hyper-intelligent raccoons building their mind-control device and 
  you don’t do anything about it that episode, then their scheme 
  succeeds and it’s harder to stop them next time. Their rank 
  increases by at least +1.
  Rank 
  Change
  Episode Progress
  +3
  Failed spectacularly. The original Problem grows 
  hugely (+1 to +3). You may use ranks over +1 to spawn 
  several new Problems.
  +2
  Failed pretty badly, and the original Problem gets 
  stronger (+1 or +2). You may use a rank over +1 to 
  spawn a new Problem.
  +1
  Ignored the Problem or had a minor setback that 
  helps it grow.
  0
  Trivial or no progress on the Problem.
  –1
  Default for one episode of work on a Problem.
  –2
  Really good progress on a Problem in one episode.
  –3
  The Problem is thwarted in a huge grand finale, and 
  probably gone forever! 
  SAVING THE HUMANS
  When the rank of a human’s Problem goes to 0, that Problem 
  goes away. The player can erase it from their character 
  sheet. If all a human’s Problems are gone, then that human 
  has been saved!
  When kitty krew has solved all their humans’ Problems, that’s 
  also a natural point for ending your series and starting another.
  If you don’t want your series to end, then a kitty who saves 
  their human will need to say goodbye and choose a new 
  human. There’s somebody else out there who needs their 
  help, after all! The new human gets 4 ranks of Problems for 
  the kitty to solve. 
  If this doesn’t sound good to you, then set things up so the 
  kitty can help another human without leaving the humans 
  they’re living with. Maybe it’s a neighbor or a new roommate 
  who needs help. Or another member of the family might 
  develop Problems.
  You could also bring the series to a triumphant finale, then 
  start a new series starring the same kitties a few years 
  later. This might also be a good chance to start exploring a 
  new hometown!.
  
  39
  THE BIG BAD
  A hometown Problem with a rank higher than 1 will take a few 
  episodes to beat. If there’s a Foe at the heart of the Problem, this 
  doesn’t mean the kitties need to confront that “Big Bad” in every 
  single episode, though. Instead, the first couple might be about 
  dealing with the bad guy’s henchmen.
  But what if the kitties do force a confrontation with, for example, 
  Madame Mummy — the Big Bad of a hometown Problem with rank 3 — 
  and undo the spell that animates her corpse in the very first episode?
  In some cases, it can be fine to just let it happen. Even though 
  episodes usually reduce Problems by –1 rank, the kitties were 
  extraordinarily clever and pulled off a stunning feat of derring-do. 
  That reduces Madame Mummy’s rank by –3, and eliminates the 
  hometown’s Problem ahead of time. Time to move on.
  But what about all the work you put into designing your epic, 
  series-long adventure? So maybe the kitties do beat the Big Bad, 
  but it only reduces her rank by -1. A few months later, the Mayor 
  performs a ritual that raises Madame Mummy from the dead 
  again. Or it could turn out that, with Madame Mummy undone, her 
  mummy horde now rampages through town in a mindless rage. 
  They inherit her remaining rank of 2, and become a hometown 
  Problem in their own right.
  Aiming Problems at Other Problems
  It’s easy to create adventures by aiming a hometown Problem at a 
  human Problem.
  Billy’s Problem is that he’s being bullied at school. One of the 
  Problems in his hometown is a battle-bot. So take the battle-bot 
  and point it at the bully. Maybe the battle-bot is being controlled 
  by the bully. Or the battle-bot could have infiltrated the school and 
  started mind-controlling the kids!
  When a hometown Problem is aimed at a human Problem, the 
  reward for success is high, since the kitties can reduce both ranks 
  at once. But if the kitties suffer a setback, things get much worse. 
  Not only does the hometown Problem’s rank get worse, so does 
  the human Problem’s!
   KITTY TIP! EVERYBODY HAS PROBLEMS!
  Try not to have adventure after adventure aimed at solving the 
  Problems of the same human.  Spread the adventures around, giving 
  each of the kitties a chance to help their humans, and to shine in  
  the spotlight.
   KITTY TIP! ONE HOMETOWN PROBLEM, 
           LOTS OF HUMAN PROBLEMS
  Try taking one hometown Problem and aiming it at the Problems of a 
  bunch of different humans at the same time! It’s not hard to imagine 
  a Big Bad imperiling lots of people in different ways. The kitties might 
  deal with them one at a time, or maybe they all happen at the same 
  time and the kitties need to prioritize. Either way, it guarantees a 
  giant climax to your story!
  ADJUSTING PROBLEM RANKS
  Both hometown and human Problem ranks go up or down 
  at the end of each episode. The GM decides how much by 
  talking with the players. The table here gives guidelines for 
  adjusting Problem ranks.
  
  40
  Hometown Problem Alliances
  If you want a really big adventure, combine two (or more!) 
  hometown Problems and aim them both at the same human 
  Problem. Often this means that the two hometown Problems are 
  working together, like an alliance between the battle-bots and 
  hyper-intelligent raccoons to steal the schematics a kitty’s human 
  is making for their stressful job. But the two might be interfering 
  or competing with each other just as easily, like if the pixies and 
  fauns have a contest to see who can kidnap the most children by 
  the harvest moon.
  The two hometown Problems don’t have to be related to each 
  other, though. It could just be bad luck they’re happening at the 
  same time, like if living shadows catch one of the magical kitties at 
  the same time the kitties are trying to save their family’s dog from 
  an over-eager dog catcher.
  Not a Problem
  Remember that not every passing danger is a hometown Problem. 
  You can fill your adventure with lots of different Foes and 
  Disasters that only last one scene, like a guard dog the kitties 
  need to pass by. Those aren’t Problems. Other Foes and Disasters 
  may appear in more than one scene, like a pack of cyber-dogs 
  hunting the kitties for the battle-bots. But they’re still not 
  Problems, since they appear for much less than a whole episode. 
  It’s only a hometown Problem if it’s the focus of at least one entire 
  episode. More than one episode would mean its rank is probably 
  higher than 1. 
  Also, more than one Foe or Disaster can be part of the same 
  hometown Problem. Say the battle-bots in your hometown are 
  converting local strays into cyber-dogs. Then it makes sense that 
  the kitties will often tussle with cyber-dogs when they’re trying 
  to deal with the battle-bots. Sure, at first the players might think 
  the cyber-dogs are a low-ranking Problem of their own. But they’ll 
  be surprised when they discover the cyber-dogs are actually just 
  part of the secret, high-ranking battle-bot Problem. That’s the fun 
  of adventuring!
  creating adventures
  Now that you know the basics of aiming Problems at each other, 
  let’s cook up an adventure! The GM’s imagination is like a witch’s 
  cauldron filled with story ingredients, all stirred together following 
  an arcane recipe to make the magical potion that is an adventure. 
  Here’s how to brew your own!
  When your series is first beginning, you may make up adventures 
  for the kitties. But as it continues, the kitty krew will likely start 
  setting their own goals and taking the lead in figuring out what 
  they want to do next. This is great! The advice here about making 
  adventures is useful whether you’re coming up with ideas, or 
  following the players’ lead.
  Adventure Hooks
  After choosing your hometown Problem and the human Problem to 
  aim it at, next you need an adventure hook. This is how the kitties 
  discover the hometown Problem exists. It’s like the iron hook 
  that holds the witch’s cauldron over the fire, since it gets things 
  heating up in the adventure! Some adventure hooks are:
   
  Ø Someone asks the kitties for help with the hometown Problem.
   
  Ø The kitty krew hears rumors about the Problem.
   
  Ø A kitty stumbles on evidence of what the Problem is doing.
   
  Ø A Foe or Disaster tied to the Problem directly confronts the 
  kitties, their humans, or their friends.
   KITTY TIP! A PROBLEMATIC GUEST STAR
  A new hometown Problem can “guest star” in an adventure focused on 
  a different hometown Problem, especially at the very end of it. This can 
  be a good way to introduce an upcoming Problem the kitties will need 
  to deal with later.
  BREWING UP A MAGICAL ADVENTURE
  1. Choose a Problem from your hometown, or make a new 
  one with 4 ranks.
  2. Pick a Problem of one of the kitties’ chosen humans.
  3. Aim the hometown Problem at the human Problem.  
  How is the hometown Problem making the human 
  Problem worse?
  4. How could the kitties learn about the hometown Problem? 
  That’s your adventure hook to draw them into the action.
  5. Pick an adventure recipe, and the adventure ingredients 
  that will go into it.
  6. Mix it all together into a magical adventure!
  
  41
  When you’re designing an adventure, you’ll often want an 
  adventure hook that can come looking for the kitties. Then the 
  kitties will have to react to it. Some kitties, though, will go out 
  looking for hometown Problems on their own. That’s great! Follow 
  their lead by either creating a new adventure, or figure out how 
  these motivated kitties could poke their noses into an adventure 
  you already have planned.
  Now that the kitties are interested in dealing with the hometown 
  Problem, what happens next?
  This can be tricky. You don’t want an adventure where the kitties 
  just walk straight up to the hometown Problem and bop it on 
  the nose. That’s too easy! So think of the adventure as a series 
  of obstacles the kitties need to beat before confronting (and 
  hopefully overcoming!) the heart of the Problem, which is often a 
  Big Bad.
  Every adventure is unique, but you can use the “adventure recipes” 
  here as a starting place for making your own magical mixture for 
  your players!
  Adventure Recipe: Boss Rush
  Choose three to five Foes (or groups of Foes) and put them 
  between the kitties and the heart of the hometown Problem. 
  The kitties need to beat each of the Foes in turn before they can 
  finally face the Big Bad in a thrilling climax! Just remember that 
  confronting a Foe doesn’t have to mean fighting them. Kitties 
  might outsmart, outmaneuver, or just outrun them.
  One tricky bit with this recipe is making sure the kitties always 
  find and confront the next Foe in line. Here are some ideas:
  Guardians on the Path: The kitties know where the Big Bad is,  
  but its Foes appear along the way. If it weren’t for them, the 
  kitties would just walk up to the core of the hometown Problem 
  straight away.
  The Lair: Getting to where the Big Bad is holed up was easy, but 
  now the kitties have to penetrate their defenses! Whether they 
  climb to the top of the Old Clock Tower, or delve into the haunted 
  caverns under the insane asylum, the place is filled with Foes who 
  want to stop them.
  A Trail of Clues: Overcoming each Foe along the way gives the 
  kitties clues to figuring out where the next Foe is. (See the Simple 
  Mystery recipe, too.)
  A New Challenger: Each Foe comes to the kitties. This works well 
  if the kitties are defending something or someone, fending off 
  minor assaults before the real challenge arrives.
   KITTY TIP! UNKNOWN HOMETOWN PROBLEMS
  Sometimes kitties will get involved in an adventure before they know 
  what the real hometown Problem is. They might see some gross 
  sludge pouring out of the local chemical plant that’s making the 
  ducks in the river sick (that’s the adventure hook), but have no idea 
  that the sludge is actually being created by battle-bots who’ve taken 
  over the plant (that’s the hometown Problem). Trying to figure out 
  what’s really going on can be a lot of fun!
   KITTY TIP! RECIPES ON THE FLY
  Adventure recipes are super useful when you need to improvise during 
  an episode. Using an adventure recipe you can quickly brainstorm 
  ideas, paste them into a proven form, and know the adventure will 
  probably work!
  
  42
  Adventure Recipe: Five Scenes
  The kitties’ obstacles don’t always need to be Foes. This recipe has 
  five different types of scenes, instead. Just fill each scene with the 
  right ingredients, and you’ve cooked up a satisfying adventure that 
  fills an episode of play. The five scenes, in order, are:
   
  Ø The First Threat
   
  Ø The Puzzle
   
  Ø The Roleplaying
   
  Ø The Trick or Double-down
   
  Ø The Big Finale
  The First Threat: Start the adventure with a Foe to challenge. This 
  is often a guardian, preventing the kitties from getting to the Big 
  Bad’s lair. Or it might be a warning sent to discourage them from 
  seeking the hometown Problem at all. This will have exactly the 
  opposite effect! This scene usually includes the adventure hook.
  The Puzzle: The kitties face a challenge that takes cleverness 
  to solve, not tooth and claw. Classic riddles, magic chessboards, 
  encoded messages, and the like work just fine. But a “puzzle” can 
  also be something like trying to cross a ravine after the rope bridge 
  has collapsed. Just be sure to include a couple ways of solving or 
  bypassing the puzzle. Or grant the kitties some extra advantage or 
  info for solving the puzzle, instead of blocking their route if they fail.
  The Roleplaying: The kitties have a chance to interact with an 
  interesting Foe (or a group of Foes) to get the information they 
  need. It’s your choice whether the Foe is helpful or antagonistic to 
  the kitties, but the scene should be about talking, not fighting.
  The Trick or Double-down: Here the kitties face a trap, red herring, 
  or reversal of fortune. This is the moment where the adventure 
  the kitties think they’re having becomes a completely different 
  adventure. It turns out the real bad guy is the prince they’ve been 
  trying to help. Or they realize that they’re the ones who actually 
  need to be rescued. Or what they thought were feral dog attacks 
  are actually werewolf attacks. If you don’t think your adventure 
  needs a trick, double down by repeating one of the other scene 
  types — a threat, puzzle, or roleplaying scene.
  The Big Finale: The kitties confront the Big Bad of the hometown 
  Problem and (if all goes well) save the day!
  Adventure Recipe: A Simple Mystery
  Mysteries come in all shapes and sizes, but here’s a simple method 
  for making a good one:
  What’s the mystery about? Was something stolen? Was one of 
  the kitties’ humans hurt? Was something damaged or destroyed? 
  Who did it? Why did they do it?
  What’s the adventure hook? How do the kitties even know there’s 
  a mystery to be solved? This is your first scene.
  What’s the big finale? Where do the kitties learn the hidden truth 
  or confront the Big Bad if there’s one behind the mystery? This is 
  your last scene.
  What are three cool locations or Foes related to the mystery? 
  Brainstorm a bunch and pick the best three to turn into scenes. 
  Also, before you toss out the other ideas, see if you can combine 
  them with your picks to make the three scenes even better!
  How can you connect your scenes with clues? Include clues 
  in the adventure hook scene that point to the three locations or 
  Foes you picked. Then, in each of those three scenes, include clues 
  pointing to the other two scenes and the big finale. The kitties 
  should be able to follow the clues and explore the whole mystery, 
  without losing the trail!
   KITTY TIP! FIVE SCENE MIX-UP!
  When using the Five Scenes adventure recipe regularly, you can 
  always mix things up by changing the order of the scenes or running 
  multiple scenes of the same type.
  
  43
  Adventure Recipe: The Raid
  The kitties want something that’s inside a heavily fortified 
  location. They need to figure out how to get in and take it. So the 
  main thing you’re creating here is the location. You’ll want to start 
  with a map or floorplan for it, keeping these things in mind:
   
  Ø The kitties should be able to read the map easily.
   
  Ø They should be able to identify some (or all) of the defenses 
  protecting it.
   
  Ø The location should have lots of ways to get inside.
   
  Ø  The defenses should actively respond to the kitties.
  During the adventure the kitties will:
  Find Out Where They’re Going: Learning where the thing they 
  want is actually located is usually part of the adventure hook. But 
  a Raid adventure can also be the big finale for a Boss Rush, Five 
  Scenes, or Simple Mystery adventure. Finding out where they’re 
  going often comes after the first adventure.
  Plan Their Raid: This is why the kitties need the map, and they 
  have to be able to figure out the defenses. Knowing these things 
  lets them plan for dealing with them. And planning can sometimes 
  take most of the episode!
  Run Their Raid: This is why you want to actively play the defensive 
  forces. Being able to respond to whatever plan the kitties come up 
  with will make the raid more exciting!
  Adventure Recipe: Rescue Operation
  Human children always seem to be getting lost in the 
  shadowlands, trapped in burning houses, or kidnapped by 
  neighborhood monsters. To design a rescue operation, you need:
   
  Ø Your person in distress
   
  Ø A path to safety
   
  Ø The hazard list
   
  Ø A detour
  Your Person in Distress: Children are traditional, but the person 
  in distress doesn’t actually need to even be a human. After all, 
  kittens are just as good at getting into trouble. So are friendly 
  neighborhood animals.
  A Path to Safety: This is the route the kitties will use to get their 
  person to safety. You don’t actually need to prep this. You can just 
  let the kitties pick an obvious way out.
  The Hazard List: This list of hazards describes the dangers in their 
  path, which the kitties usually encounter one by one.
  A Detour: If the kitties fail versus a hazard, they’ll be forced onto 
  a different path. You should know what this path is ahead of 
  time, because you’ll be forcing the kitties onto it instead of them 
  choosing it. Once on the detour, they’ll keep facing the dangers 
  from the hazard list. Once the kitties have beaten all of the 
  hazards on the list, they all make it to safety!
   KITTY TIP! THE THREE CLUE RULE
  Whenever you want the kitties to figure something out — like where 
  their next obstacle is located — always include at least three clues.
  The players might miss one of the clues, ignore the second, and maybe 
  even misinterpret the third. But three clues makes it far more likely 
  that they’ll be able to figure things out. And that’s the goal, after all!
   KITTY TIP! MAGICAL KITTIES  
           SAVE THEMSELVES!
  Sometimes the kitty krew just needs to save themselves. You can use 
  the Rescue Operation recipe for those adventures, too!
  THE HAPPY ENDING
  Beating the hometown Problem doesn’t have to be the last 
  scene of an adventure. Take the time for a final epilogue! This 
  scene gives the kitties a chance to appreciate their victory, 
  and to receive their rewards. 
  Rewards might be loot, but can also be information leading to a 
  new adventure. If the adventure also made a human Problem’s 
  rank go down, that’s also a form of reward. The kitties should 
  get a chance to see how happy that makes their chosen human!
  This final scene could also present a sudden setback or a 
  twist that sets up the next adventure in the series. If the 
  hometown Problem hasn’t been defeated once and for all, 
  this is often the case!
  
  Foes
  Magical kitties face many Foes in their adventures, from world-
  conquering aliens, to evil witches, to the neighborhood dog. They’re 
  part of what makes the game exciting. 
  This chapter explains how Foes work and shows how to create 
  new Foes. Then it describes some of the most common Foes kitties 
  have to deal with in Magical Kitties Save the Day.
  what are foes?
  In Magical Kitties Save the Day, any creature a kitty has a 
  conflict with is considered a Foe. This doesn’t mean they have to 
  hate each other, though they might. A Foe can also be a harmless 
  squirrel who refuses to tell a secret, or a neighborhood stray who 
  challenges a kitty to a friendly race.
  A Foe who shows up for a whole episode or more can become a 
  hometown Problem. And each Foe here has adventure ingredients 
  given for it, so you can use them to make interesting Problems and 
  adventures both!
  Most of the time if you want a Foe to do something, the GM just says 
  what they do. But sometimes the kitties want one thing and the Foe 
  wants another, so we use the game rules to decide what happens.
  
  45
  Foe Difficulties
  While magical kitties have Cute, Cunning, and Fierce values, their Foes 
  have Cute, Cunning, and Fierce difficulties. In Magical Kitties Save 
  the Day, players always roll the dice, so Foe difficulties are not the 
  number of dice rolled. Instead, Foe difficulties are the default target 
  number that players need to match or beat when facing the Foe. The 
  GM can (and should) raise or lower this number based on the situation.
  For example, if a kitty wants to race a lap dog, the player would 
  roll dice based on their kitty’s Fierce. Because the lap dog has a 
  Fierce difficulty of 4, the kitty needs at least one 4 to succeed.
  A Foe’s difficulties are just a starting point, though. Sometimes the 
  GM will adjust them if what a kitty’s doing is easier or harder than 
  normal. After all, it’s probably easier to use Cute to get a human to 
  let you in from the cold, than it is to convince them that nothing’s 
  wrong while a building burns down.
  Owie Limit
  Just like kitties, Foes take Owies and have an Owie Limit. Normally, 
  a kitty can cause a Foe a single Owie by succeeding at a check 
  (usually a Fierce check against the Foe’s Fierce difficulty). Unlike 
  kitties, Foes don’t suffer Injuries. Instead, whenever a Foe suffers 
  Owies equal to their limit, they’re defeated. This might mean that 
  they are knocked out, captured, or scared away.
  Reactions
  When a player fails their roll or only gets one success, something 
  bad happens. That’s called a complication. When the kitty is 
  making a check against a Foe, the complication is often that the 
  Foe takes a Reaction. The Reactions listed here are some of the 
  most common, but you can come up with other similar ideas.
  Sometimes these Reactions have very specific game rules, like: “Bite: 
  Causes one Owie.” Other times they are more descriptive, like: “Yip: 
  Alerts allies.” The first type is easy to resolve. Just have the player 
  mark down one Owie on their character sheet. The second kind needs 
  a little more creativity. It might cause more Foes to come to the scene, 
  or it might mean that a nearby human closes a door or locks a gate.
   KITTY TIP! FOE HIGHS AND LOWS
  A dragon has an Owie Limit of 5 and Cute/Cunning/Fierce difficulties of 
  6/6/6. A squirrel’s Owie Limit is 1, and its difficulties are 3/3/3. That’s 
  the high and the low for Foes. Every other Foe’s stats should fit in 
  between them. (Excepting exceptions.)
  STEP-BY-STEP ROLLING VS FOES
  1. The player describes an action against a Foe.
  2. Gather dice equal to Cute, Cunning, or Fierce, +1 die for 
  a talent, +2 dice for a Magical Power, +1 die per previous 
  success bonus, –1 die per Injury. If that’s 0 dice, they can’t 
  roll it.
  3. Roll those dice versus the difficulty number, which is the 
  Foe’s Cute, Cunning, or Fierce difficulty. 
  4. The player can use a Kitty Treat to reroll any or all dice.
  5. Figure out the result:
   
  Ø
   0 successes means the kitty fails at their action 
  and lets the Foe use a Reaction (or causes another 
  complication from page 25). If that’s an Owie to the 
  kitty, mark down an Owie. If they’re already at their 
  Owie Limit, the player can use a Kitty Treat to avoid 
  an Injury, or else mark down an Injury instead of an 
  Owie. If that brings the kitty to 0 in all Attributes, 
  they’re incapacitated.
   
  Ø
  1 success means the kitty succeeds at their action 
  and does one Owie to the Foe if they’re trying to, 
  but lets the Foe use a Reaction (or causes another 
  complication from page 25. 
  Write down the Owie the Foe took. If they’re at their 
  Owie Limit, they’re defeated. If the Foe’s Reaction is an 
  Owie to the kitty, mark down an Owie. If the kitty is 
  already at their Owie Limit, the player can use a kitty 
  treat to avoid an Injury, or else mark down an Injury 
  instead of an Owie. If the kitty is reduced to 0 in all 
  Attributes, they’re incapacitated.
   
  Ø
  2 successes means the kitty succeeds at their action 
  and does one Owie to the Foe if they want. Write it 
  down. If the Foe is at their Owie Limit, they’re defeated.
   
  Ø
  3 successes means the kitty succeeds at their action 
  and does one Owie to the Foe if they’re trying to, plus 
  a bonus from page 25. Write down the Owie. If the 
  Foe is at their Owie Limit, they’re defeated.
   
  Ø
  4+ successes means the kitty succeeds at their action 
  and does two Owies to the Foe if they want (or one Owie 
  plus a different super bonus from page 25). Write it 
  down. If the Foe is at their Owie Limit, they’re defeated.
  6. At the end of the scene, kitties who took an Injury heal  
  one Injury.
  
  46
  your own foes
  Making your own Foes in Magical Kitties Save the Day is so 
  easy you can do it while you’re playing. Just decide on an Owie 
  Limit, three Attribute difficulties, and how the Foe might react if 
  it doesn’t like the kitties. You can use the difficulty table on page 
  24 to gauge difficulties, or look at the example Foes given here 
  as a guideline.
  To make a new Foe, find one here that’s a similar type and size, and 
  adjust it from there. Sometimes you won’t even have to make any 
  changes to a published Foe at all. You can use the exact same stats 
  and just rename a Reaction. That’s why many of the example Foes 
  include a section that lists similar Foes their stats can be used for.
  As-Is: Lists Foes the stats can be used for with no changes, or 
  with a Reaction name change.
  Mods: Gives Foes with minor changes to difficulties, or maybe a 
  different Reaction to swap in.
  Alts: Points you at a different Foe type that would work better.
  Another very quick way to customize an existing Foe is by giving 
  them a Magical Power. Draw a Magical Power card or pick one  
  from the table on page 16.
  example foes
  Here are some examples of the Foes your kitties might face. Just 
  because they’re listed as Foes doesn’t mean they’re all out to get 
  the kitties. It just means they might come into conflict with the 
  kitties somehow.
  What in the World?
  Foes here are arranged by type, so it’s easy to find similar 
  stats when you need them for, say, making a 42-headed space 
  blobfishoid. Inside each category, you’ll find examples of all sizes, 
  magical and non-magical.
  Kitties: Kitties are the heroes of this game! So they get their own 
  category, of course. 
  Humans: Your human is your best friend in your whole hometown. 
  You have to save them!
  Critters: Critters are creatures who only eat plants or bugs. 
  They’re sometimes full of information, and mostly harmless.
  Rivals: Rivals compete with kitties for food or territory. They can 
  be a challenge if you take the tooth-and-claw approach, but some 
  of them are pretty nice if you try talking with them.
  Thingamagigs: Thingamajigs aren’t creatures, they’re things that 
  seem alive but really shouldn’t be. Some don’t even have gears 
  or wheels, but instead of staying where they’re put, they move 
  around on their own making trouble. And to top it all off, they often 
  show intelligence, personality, and even free will.
  Aliens: Aliens aren’t ever magical, 
  but they often have a thing for 
  weird science. They can be almost 
  human-shaped, or blobby oozes, 
  or anything in between. If it’s 
  so strange you’ve never even 
  heard of it before, and it 
  doesn’t fit anywhere 
  else, it’s probably 
  an alien.
   KITTY TIP! ADVENTURE INGREDIENTS
  If you think of each adventure as the result of a recipe, then Foes 
  and Disasters like those listed here are the ingredients you add to 
  the mixture. Each example Foe and Disaster you’ll find in this chapter 
  includes “adventure ingredients” that suggest ways to use them in 
  your adventures. But the only limit is your imagination!
   KITTY TIP! FOE DIFFICULTIES  
           ARE NOT KITTY ATTRIBUTES
  One key thing to remember is that Foe difficulties are not how Cute, 
  Cunning, or Fierce they are. They’re how hard it is to use those abilities 
  against them. A Cute difficulty, for example, often has little to do with how 
  Cute the Foe is. Instead, it describes how likely the Foe is to be swayed by 
  cuteness, which is why robots have such a high Cute difficulty!
  
  47
  kitties 
  Kitties come in all shapes and sizes. But be careful, because not all 
  of them are as nice as you are!
  Little Kitty: Kitten 
  Every kitty loves kittens, and protects them from danger at all 
  costs. They’re small and cute and defenseless, which makes them 
  the “maidens in distress” of the kitty world.
  As-Is: Kitties smaller than a house kitty. 
  Alts: Kitties smaller than a mouse use bug stats.
  R
  1
  3
  3
  3
  EACTIONS
  Hiss and Spit: Alerts allies.
  Flee: The kitty must make any Attribute check, or else the  
  kitten flees.
  ADVENTURE INGREDIENTS
  Little Lost Kitten: The kitties hear the desperate mewling of a 
  kitten who fell through a storm drain grate. But getting the kitten 
  out past alligators, slime monsters, and dark fairies won’t be easy!
  Kitty: House Kitty
  Not all kitties have Magical Powers. Some are just regular kitties. 
  Many kitties are nice, but some are mean or territorial and want 
  all other kitties (magical or not) to go away. 
  As-Is: Feral kitties, smaller wild felines such as ocelots, caracals, 
  and servals.
  Alts: Look at the magical kitty example for kitties with powers.
  1
  4
  4
  4
  REACTIONS
  Scratch: Causes one Owie.
  Screech: Alerts allies.
  Flee: The kitty must make any Attribute check, or the kitty flees.
  ADVENTURE INGREDIENTS
  The Watcher: The lazy neighbor cat sits on a windowsill all day 
  long, napping in a ray of sunshine. But they see everything that 
  happens on the kitties’ street, and are easily bribed with treats!
  Magical Kitty: Witch’s Familiar
  The players’ kitties aren’t the only ones with Magical Powers. 
  Usually magical kitties help each other, but sometimes they 
  conflict when the needs of their humans are at odds. This 
  magical kitty’s human is a witch up to no good, but the loyal kitty 
  is determined to help anyway.
  As-Is: Just pick the appropriate Magical Power for characters like 
  Puss-in-Boots and the Cheshire Cat, and for fantastical kitties 
  like merkitties, winged kitties, unikitties, kitty-animal hybrids, 
  changeling kitties, alien-infected kitties, devil/demon kitties, and 
  mutant kitties.
  See Ghostly Kitty for intangible magical kitties, and Zombie Kitty 
  for undead magical kitties.
  2
  4
  4
  4
  REACTIONS
  Scratch: Causes one Owie.
  Screech: Alerts allies.
  Magical Power: Choose a Magical Power for the kitty.
  ADVENTURE INGREDIENTS
  Witchy Kitty: A witch’s familiar comes to the kitties for help. A 
  spilled potion while the witch was out has left them with antlers, 
  bat wings, and a lizard tail! There’ll be big trouble if the witch 
  finds out.
  
  48
  Magical Kitty: Ghostly Kitty
  Spirit kitties prowl the lands of the living trying to help their 
  still-living humans with Problems. They don’t even realize when 
  they’ve become a Problem themselves!
  As-Is: Intangible magical kitties like kitty spirits, banshee kitties, 
  and poltergeist kitties.
  Alts: See Vampiric Kitty for undead magical kitties.
  3
  3
  4
  4
  REACTIONS
  Telekinesis:  As the Magical Power, usually causes one Owie.
  Yowl: Alerts allies. Each kitty must pass a Fierce check or run away.
  Phasing: As the Magical Power.
  ADVENTURE INGREDIENTS
  I’ll Be Back: When one of the kitty krew is injured badly taking 
  out a Big Bad, they’re back the next night as a ghostly kitty ready 
  for even more adventures!
  Magical Kitty: Zombie Kitty
  So, zombie kitties stay out all night, sleep all day, and like their 
  food uncooked? Sounds not so bad!
  As-Is: Undead magical kitties like skeleton kitties, ghoul kitties, 
  and mummy kitties.
  Mods: For hopping vampiric kitties replace Yowl with Immunity 
  (it’s unharmed by a particular kind of damage, and doesn’t take 
  Owies from it). See Hopping Vampire for vulnerabilities.
  Transylvanian vampiric kitties have Cute difficulty 3 and Cunning 
  difficulty 5. They replace Yowl with Charm (the kitty must pass a 
  Cute check or be incapacitated for the scene) and Shapechanging 
  (transforms into a bat, mist, or kitty with the same stats). They’re 
  also vulnerable to beheading, wood piercing their heart, sunlight, 
  religious icons, and garlic.
  Alts: See Ghost Kitty for intangible magical kitties.
  R
  3
  5
  3
  4
  EACTIONS
  Feed: Cause one Owie and recover one Owie.
  Yowl: Alerts allies. Each kitty must pass a Fierce check or run away.
  Undead: As the Magical Power.
  ADVENTURE INGREDIENTS
  Plague Heralds: A plague of zombies is being created by the 
  black-robed figures seen around the ruins on the edge of town. 
  The black crystal they protect in their inner sanctum is its 
  source, and magical kitties aren’t immune!
   KITTY TIP! KITTY CONTAGION
  The Disaster section has rules for Magical Plagues. You can use those 
  for “contagious” foes like werewolves, vampires, zombies, and the 
  like. Or you can choose to roleplay what happens when a kitty might 
  be infected, instead!!
  
  49
  Big Kitty: Bobcat
  The wild places near your hometown are home to kitties even 
  bigger than you are … and so is the city zoo! But of course, those 
  kitties would never be able to escape and come play.
  As-Is: Lynx, cheetahs, jaguars, leopards,  and cougars (aka 
  panthers, mountain lions, or pumas).
  Mods: For werejaguars in cat form, add the Magic Power 
  Shapechanging. 
  Really big kitties such as lions, tigers, sabertoothed tigers, and 
  cave lions have Owie Limit 4 and Fierce difficulty 6. 
  For kitty monsters like chimaera, manticores, and sphynxes, use 
  really big kitty mods plus choose Magical Powers.
  3
  4
  4
  5
  REACTIONS
  Teeth and Claws: Causes two Owies.
  Growl: Alerts allies. Each kitty must pass a Fierce check or  
  run away.
  Pounce: The big kitty leaps at a kitty, who must pass a  
  Fierce or Cunning check or be pinned to the ground.
  ADVENTURE INGREDIENTS
  Ice Age Kitties: Your hometown’s museum opens a new exhibit  
  of a frozen sabertoothed tiger, still embedded in glacier ice.  
  The kitty krew discovers this ancient magical kitty is still alive 
  but trapped in a frozen prison!
  humans
  Magical kitties and humans normally get along just fine …  
  most of the time. Not all humans properly appreciate kitties  
  and all the work they do, though!
  Really Little Magical Human: Pixie
  These fairies look like tiny humans with butterfly or dragonfly 
  wings, and they love two things more than anything:  
  playing pranks and making people keep promises. Though  
  most aren’t actually evil, their “jokes” can lead humans  
  into danger.
  As-Is: Tiny fairies like will-o-the-wisps, imps, nature spirits,  
  and fairy kitties.
  RE
  1
  4
  5
  3
  ACTIONS
  Dangerous Trick: Every pixie has a favorite prank, like tying 
  shoelaces together, using up a month’s worth of text messages, 
  or stealing small pretties. A trick that makes a target hurt 
  themself deals one Owie.
  Pixie Dust: A kitty can’t stop dancing, sneezing, sleeping, talking, 
  laughing, or the like. Whatever the effect is, the kitty must make 
  a Cunning check or be incapacitated.
  Flee: The kitty must make any Attribute check, or the pixie 
  vanishes suddenly, leaving nothing behind but the sound of  
  a giggle.
  ADVENTURE INGREDIENTS
  A Midsummer’s Night: At special times of the year, Pixies lead 
  sleepwalking children through a ring of mushrooms and into the 
  Faerie Kingdom. The Faerie Kingdom is ludicrously magical, full of 
  fun adventures, and not even remotely safe for children. Children 
  can return to the human world whenever they want, but need 
  convincing to leave.
  
  50
  Little Human: Pesky Kid 
  Human children come in a range of sizes. Most human children 
  are friendly towards kitties, but some bullies throw rocks at 
  kitties just for fun.
  Mods: Increase Cunning and Fierce difficulties to 4 for small  
  adult humanoids with no active Magical Powers like kobolds, 
  halflings, gnomes, hobgoblins, munchkins, redcaps, brownies, 
  changelings, gremlins, boggarts, and fauns. Or add a Magical 
  Power of your choice. 
  Alts: Use bug stats anything human-shaped but smaller than  
  a mouse.
  2
  3
  3
  3
  REACTIONS
  Rock or Stick: Causes one Owie.
  Yell: Alerts allies.
  Flee: The kitties must make any Attribute check, or the kid flees 
  the scene.
  ADVENTURE INGREDIENTS
  Time to Come In: Your whiskers are singed, your fur is wet, and 
  your tail is tied in a knot! The only non-magical way to get rid  
  of a pesky kid following you is to get his mother  
  to call him home somehow.
  Human: Hometown Citizen
  Humans can be a kitty’s worst enemies or greatest friends. They 
  feed you. They change your litterbox. And sometimes they even 
  let you sleep on the bed!
  As-Is: Any normal human, and humanoids with no active Magical 
  Powers like doppelgangers, elves, and dwarves. 
  Alts: Look at the magical human examples for humanoids  
  with powers.
  3
  3
  4
  5
  REACTIONS
  Hit: Causes one Owie.
  Yell: Alerts allies.
  Flee: The kitty must make any Attribute check, or the citizen flees 
  the scene.
  ADVENTURE INGREDIENTS
  Oblivious Crowd: Hometown citizens are famous for getting in 
  the way. When you need a Foe to escape, just send a crowd of 
  oblivious humans in between them and the kitties.
  Magical Human: Ghost
  They’re pale, they dress in tatters, and they’re really moody. No, 
  they’re not human teenagers, they’re ghosts!
  As-Is: Intangible spirits like banshees, wendigos, and 
  poltergeists.
  R
  4
  3
  4
  5
  EACTIONS
  Telekinesis: As the Magical Power, usually causes one Owie.
  Moan: Alerts allies. Each kitty must make a Fierce check or  
  run away.
  Phasing: As the Magical Power.
  ADVENTURE INGREDIENTS
  The Sad Spirit: An eerie tune hangs on the breeze when the moon 
  is dark. It’s the ghost of a young woman, humming to herself. 
  Like most ghosts, she has human Problems keeping her from 
  passing on, and could even be a chosen human for a brave kitty.
  
  51
  Magical Human: Hopping Vampire
  Jiangshi are Chinese vampires. They’re reanimated corpses that 
  drain life energy, rather than biting or drinking blood. Their bodies 
  are so stiff they can’t walk, and so they hop instead.
  Mods: For skeletons, ghouls, mummies, and zombies, replace 
  Immunity with Moan (alerts allies, and each kitty must pass a 
  Fierce check or run away). 
  Transylvanian vampires have Cute difficulty 3 and Cunning 
  difficulty 4. They may also have extra Reactions like Charm (the 
  kitty must pass a Cute check or be incapacitated for the scene) 
  and Shapechanging (transforms into a wolf, mist, or human with 
  the same stats). They’re also vulnerable to beheading, wood 
  piercing their heart, sunlight, religious icons, and garlic.
  4
  5
  3
  5
  REACTIONS
  Feed: Cause one Owie and recover one Owie.
  Immunity: It’s unharmed by a particular kind of damage, and 
  doesn’t take Owies from it. 
  Undead: As the Magical Power.
  ADVENTURE INGREDIENTS
  Unknown Vulnerabilities: Jiangshi are terrified of mirrors, a 
  rooster’s call, and handbells, and are entranced by scattered coins. 
  They hunt by detecting the breath of the living, so holding your 
  breath makes you “invisible.” They take +1 Owie from peach-wood 
  weapons, and are paralyzed if a spell written in chicken blood on 
  a slip of yellow paper is attached to their forehead. The cure is to 
  lie on a bed of sticky rice, which turns black as it absorbs the evil. 
  Looks like the kitties will need to do some research!
  Magical Human: Witch
  Witches are humans, both men and women, who have learned 
  the magic of charms, potions, and hexes. Some witches are good, 
  some are wicked, and others fall somewhere in between. Witches 
  already know about magic, so magical kitties don’t hide their 
  powers from them. But kitties seeking their aid will usually find 
  there’s a price to be paid.
  Mods: Replace Turn Into a Frog and Other Hexes with the Magical 
  Powers that fit best for merfolk, angels, devils/demons, fairy 
  godmothers, wizards, sorcerers, demi-gods, liches, harpies, 
  gorgons like Medusa, nagas, centaurs, dryads, nymphs, satyrs, 
  valkyries, alien-infected humans, mutants, and djinn. 
  Use the Magical Power Shapechanging for werejaguars and 
  werewolves in human form.
  3
  4
  4
  5
  REACTIONS
  Whack: Causes one Owie.
  Turn Into a Frog: The kitty has all their Attributes reduced to 1 
  and can’t use Magical Powers until they’re either turned back or 
  the spell wears off at the end of the scene. Supporting cast can 
  use the frog stats.
  Hexes: The GM should improvise any other spells needed.
  ADVENTURE INGREDIENTS
  Kidnapping: A kitty’s chosen human was stolen by a witch! The 
  kitties suspect the worst, but the witch is just looking for a new 
  apprentice. The kitty will actually have to convince their human 
  to come home!
  
  52
  Big Human: Troll
  Trolls are no match for the swiftness of the average kitty, but 
  they’re as old as the hills and as wise as a dragon, without all 
  that breath weapon business.
  As-Is: Big humanoids with no active Magical Powers like giants,  
  cyclops, orcs, yeti, bigfoots, bugbears, ogres, gargoyles, ettin, and 
  Frankenstein’s monster. Or add the Super Strength Magical Power. 
  4
  3
  3
  6
  REACTIONS
  Club: Causes three Owies. 
  Roar: Alerts allies. Each kitty must pass a Fierce check or they 
  have to run away.
  Stoneskin: Only magic can penetrate a troll’s super-tough skin.
  ADVENTURE INGREDIENTS
  Sun Sensitivity: Trolls are tough as rock but hide under bridges 
  because they think they’ll dissolve in the sun. That’s just a story, 
  though. Right?
  critters
  They’re not usually hazardous, but you never know if a strange 
  critter will be friendly or not until you talk with them. Sometimes 
  they have useful info or can help if you ask nicely. 
  Really Little Critter: Bug
  Bugs are nature’s kitty toys. Any creature smaller than a mouse 
  is a bug, including those naturally tiny or miniaturized.
  As-Is: Bugs like ants, spiders, snails, slugs, caterpillars, worms, 
  crickets; swimming bugs like tadpoles, minnows, small crabs, and 
  shrimp; flying bugs like dragonflies, butterflies, ladybugs, and 
  grasshoppers; and anything else naturally tiny or miniaturized. 
  Mods: Stinging bugs like centipedes, bees, scorpions, and fire 
  ants do one Owie when defeated.
  Alts: For giant bugs, rename a critter or rival.
  1
  —
  —
  —
  REACTIONS
  Rolls against bugs are automatic successes, so they have no 
  Reactions. But when a bug is defeated, the GM may let it escape 
  rather than be incapacitated.
  ADVENTURE INGREDIENTS
  Queen of the Ants: When a kitty is miniaturized, the only help 
  they can find is an ant colony. They ants are tiny, but there are 
  millions of them!
  Tummy Trouble: Ladybugs and butterflies are fun to bat  
  around, but don’t eat them! Some bugs will make your belly  
  ache for hours!
  Little Critter: Frog
  Frogs are the bouncy balls of the animal kingdom … boing, 
  boing, BOING! Unfortunately, they have the pesky habit of being 
  transformed humans.
  As-Is: Small fish, amphibians like salamanders and toads, and 
  reptiles like pet geckos, small turtles, and little snakes. Also use 
  for supporting cast turned into a frog. 
  Alts: Anything smaller than a mouse uses bug stats.
  1
  4
  3
  3
  REACTIONS
  Flee: The kitty must pass any Attribute check, or the frog slips away.
  Squawk: Alerts allies.
  Bombs Away: The frog leaves a runny mess on the kitty’s paws.
  ADVENTURE INGREDIENTS
  Frogitty: When a kitty takes a dare to kiss a frog, the kitty turns 
  into a slimy green amphibian, too!
  
  53
  Little Critter: Songbird
  Songbirds are seldom threats to kitties, but sometimes 
  annoyances or allies. Dozens of different kinds live in most 
  neighborhoods. Some are friendly, some are shy, and some are 
  just plain grouchy.
  As-Is: Fliers like chickadees, robins, pigeons, geese, seagulls, 
  ducks, pet cockatoos and parrots, and even bats and flying 
  squirrels. Rename Squawk for furry critters like chipmunks, mice, 
  and rats, and pocket pets like hamsters, gerbils, and guinea pigs.
  Alts: Anything smaller than a mouse uses bug stats.
  1
  3
  3
  3
  REACTIONS
  Flee: The kitty must pass any Attribute check, or the bird flies away.
  Squawk: Alerts allies.
  Bombs Away: The songbird leaves a mucky white mess on the 
  kitty’s head.
  ADVENTURE INGREDIENTS
  Local News: Birds sure do talk a lot, and they share gossip about 
  everything they see. Sometimes this is just rude taunts, but other 
  times it’s a source of information for kitties.
  Could You Open This?: Without hands, birds struggle to open just 
  about everything, from containers to doors. More than any other 
  animal in the wilderness, birds are always asking favors.
  Critter: Squirrel!
  Don’t let those cute fuzzy tails and twitchy noses fool you! The 
  bigger squirrels are almost an even match for a non-magical kitty. 
  They can also read human writing, which magical kitties struggle 
  with. That makes them valuable sources of information, and 
  kitties often go to them for help.
  As-Is: Rename Chitter to use for prey animals around the size of a 
  kitty, like rabbits, raccoons, opossums, groundhogs, prairie dogs, 
  otters, beavers, and muskrats.
  1
  4
  4
  4
  REACTIONS
  Chitter: Alerts allies.
  Big Pointy Teeth: Causes one Owie.
  Flee: The kitty must make any Attribute check, or the squirrel 
  scurries up a tree.
  ADVENTURE INGREDIENTS
  The Squirrel Conspiracy: Squirrels have eyes everywhere. They’re 
  obviously working together, and lately they’ve been feeding the 
  kitty krew bad information. So what are they up to?
  Big Magical Critter: Unicorn
  These magical horses are known for their fierce fighting and 
  healing powers. But they’re suckers for a pretty face.
  Mods: Big mundane animals like deer, moose, elk, horses, goats, 
  pigs, sheep, cows, camels, kangaroos, ostriches, and zebras have an 
  Owie Limit of 2 and swap Healing for Flee (the kitty must pass any 
  Attribute check, or the critter leaps away and takes off running).
  4
  3
  3
  5
  REACTIONS
  Healing: The unicorn heals one Owie from itself or one of its allies.
  Hoofs and Horn: Causes three Owies.
  ADVENTURE INGREDIENTS
  Taxi Service: Unicorns are generally pretty friendly toward 
  magical kitties, who they don’t consider to be too scary. They’re 
  usually the only animals in the wilderness willing to give kitties a 
  ride on their backs if they need one. Just as long as nobody digs 
  any claws in.
  
  54
  Really Big Critter: Elephant
  They might be slow, but elephants are the armored tanks of the 
  animal world.
  As-Is: Rhinoceros, bison, wooly mammoths, wooly rhinos, and 
  really big plant-eating dinosaurs like ankylosaurs, stegosaurs, 
  and triceratops.
  4
  4
  4
  6
  REACTIONS
  Bellow: Alerts allies. Each kitty must pass a Fierce check or  
  run away.
  Fling: The elephant lowers its head, then flings a kitty up into the 
  air. The kitty is left clinging to a tree branch, rocky outcropping, 
  or similar.
  Slam: Causes three Owies.
  Stomp: The elephant stomps its massive feet, shaking the earth. 
  Each kitty must make a Cunning or Fierce check to avoid being 
  knocked over.
  ADVENTURE INGREDIENTS
  Mammoth Stampede: A stampede of wooly mammoths is headed for 
  town! They don’t belong in the modern world, so which hometown 
  Problem is the one conducting weird genetic experiments this time?
  rivals
  Many rival animals can be dangerous for kitties, so it’s best to 
  treat them with respect. Unless they’re a dog, of course. 
  Little Rival: Lap Dog
  There are many types of dogs, but almost all of them are a pain in 
  kitties’ tails. Lap dogs are about the size of a kitty, and yip all the 
  time. They’re less dangerous than larger dogs, but can still be a 
  real nuisance.
  As-Is: Rename Yip and forget the chosen human for other furry 
  rivals like weasels, pet ferrets, foxes, and monkeys.
  Alts: Anything smaller than a mouse uses bug stats.
  1
  4
  3
  4
  REACTIONS
  Bite: Causes one Owie.
  Yip: Alerts allies, which usually includes its own chosen human.
  Flee: The kitty must make any Attribute check, or the lap dog 
  runs away with its tail between its legs.
  ADVENTURE INGREDIENTS
  Good Doggie: Mix things up by including a doggie who is 
  annoying because he’s so incredibly enthusiastic about helping 
  the kitties all the time. Good doggie. Down doggie. Stop licking 
  my whiskers, doggie!
  Rival: Guard Dog
  Big dogs pose major physical challenges for even a full kitty 
  krew. They’re the arch-enemies of all magical kitties.
  As-Is: Wolves, coyotes, and hyenas. 
  Mods: Add the Magical Power Shapechanging for werewolves in 
  wolf form.
  2
  4
  3
  5
  REACTIONS
  Bite: Causes two Owies.
  Bark: Alerts allies, which usually includes its own chosen human. 
  Each kitty must pass a Fierce check or run away.
  Guard: Gets +1 Owie Limit if guarding its own territory.
  
  55
  ADVENTURE INGREDIENTS
  Bully Dogs: Dogs rarely pose a problem for humans, but it’s 
  not unusual for the local dog pack to bully other animals in the 
  neighborhood. Magical kitties with animal friends may need to 
  step in.
  HOWLLL!: Dogs howl at the moon, they howl at each other, they 
  howl at sirens they hear miles away. Unfortunately, this keeps 
  every other animal up at night, including the kitties. Convincing 
  the local dogs to be quiet could earn everyone’s gratitude.
  Rival: Bird of Prey
  Birds of prey are far more dangerous than their smaller kin, and 
  some species even hunt kitties for food!
  As-Is: Use as-is for bigger birds like eagles, hawks, falcons, owls, 
  ravens, wild turkeys, and even the smaller pterosaurs.
  Mods: Smart carnivorous dinos like velociraptor, compsognathus, 
  and troodon have Cute difficulty 3 and Cunning difficulty 5. 
  Replace Carry Aloft with Clever Girl (the dino unexpectedly shows 
  understanding of technology or magic in the scene, letting 
  them  surprise, disrupt, or reach the kitties when it had seemed 
  impossible). 
  R
  2
  4
  4
  5
  EACTIONS
  Talons: Causes two Owies.
  Screech: Warns enemies.
  Carry Aloft: A kitty must make a Fierce check or the bird of prey 
  carries them into the air.
  ADVENTURE INGREDIENTS
  Eyes in the Sky: Birds of prey often act as the eyes and ears for 
  Big Bads. A raven kitties have a problem with might simply be a 
  lookout for someone far worse.
  Big Rival: Snake
  Large predatory snakes like pythons generally don’t want to have 
  anything to do with anyone else, and particularly not kitties. 
  Their coloring makes them great at hiding, and their smooth, 
  scaly skin lets them slither soundlessly through the grass.
  Mods: For sea turtles and big octopi, replace Venom/Squeeze 
  and Hiss with Deep Dive (the kitty must make a Fierce check 
  or be carried down into the depths by the creature). For large 
  aggressive fish like sturgeon and muskies, and for big squid also 
  reduce Cunning to 4.
  Alts: Use the songbird mod for small snakes. 
  3
  4
  5
  4
  REACTIONS
  Bite: Causes one Owie. 
  Hisss: Warns enemies. Each kitty must pass a Fierce check or  
  run away.
  Venom/Squeeze: The kitty must make a Fierce check or be 
  knocked out from the venom/being squeezed.
  ADVENTURE INGREDIENTS
  It’s Out There: Snakes have been known to silently stalk their 
  targets for hours, even days on end. A creature worried that a 
  snake is out to get them could come to the kitties for help.
  Big Rival: Bear
  Bears have it all: strength, smarts, a terrific sense of smell, great 
  memories, and extremely good looks. They can roam for days on 
  end, cover great distances, and smell a hamburger a mile away. 
  Many bears are also poets, and like to try their latest works out 
  on other animals. This usually meets with mixed success.
  As-Is: Bears, dire wolves, gorillas, and other rivals bigger than a 
  guard dog.
  Mods: Big aquatic mammals like walruses, dolphins, orcas, and 
  narwhals swap Take a Seat for Deep Dive (the kitty must make a 
  Fierce check or be carried down into the depths by the creature), 
  and rename Swipe and Roar.
  4
  3
  4
  5
  REACTIONS
  Swipe: Causes two Owies.
  Roar: Warns enemies. Each kitty must pass a Fierce check or  
  run away.
  Take a Seat: The bear sits right down on a kitty to teach them a 
  lesson. The kitty is stuck and must make a Fierce check to squirm 
  away. Bears are sometimes known to get on with other things 
  while sitting on someone, and may even fall asleep as the day 
  drags on.
  ADVENTURE INGREDIENTS
  What’s that Smell?: Bears can pick up the most subtle of scents 
  at great distances and may warn the kitties of something that’s 
  coming, or something mysterious needing to be investigated.
  
  56
  Really Big Magical Rival: Dragon
  Dragons are giant flying reptiles with terrible teeth and bad breath 
  that spews fire or ice or even acid. That makes them definitely 
  magical. They love gold and other valuables, and accumulate 
  giant piles of treasure that they guard jealously. They also kidnap 
  princes and princesses, and even other human children.
  As-Is: Just specify the kind of Breath Weapon attack for particular 
  types of dragons, like ice dragons or fire dragons.
  Mod: For t-rex and other really big meat-eating dinos, give them 
  Cute difficulty 4 and Cunning difficulty 3, plus replace Breath 
  Weapon with Roar (alerts allies, and each kitty must pass a Fierce 
  check or run away in terror).
  For non-magical animals like giant alligators, sharks, plesiosaurs, 
  ichthyosaurs, and even really big sea serpents who don’t have 
  Magical Powers, give them Owie Limit 4, Cunning 3 and remove 
  the breath weapon.
  R
  5
  6
  6
  6
  EACTIONS
  Bite: Causes three Owies.
  Breath Weapon: Causes two Owies to two different kitties.
  Snap: Snaps a weapon used against it in half.
  ADVENTURE INGREDIENTS
  New Neighbor: Cows start going missing from the farms outside 
  your hometown. Last time it was aliens. This time it’s a dragon 
  who just made a nest on top of the water tower!
  thingamajigs
  Sometimes even magical kitties are surprised when a heap of 
  metal, plastic, or even wood or stone starts moving around on its 
  own. It’s a good idea to get out of the way, unless you’re a very 
  clever kitty.
  Little Thingamajig: Robo-Vac
  This obnoxiously loud thingamajig hurts sensitive kitty ears as it 
  cruises around the house picking up debris from the floor. It has 
  a convenient flat spot on top, which is the perfect perch for an 
  intrepid kitty to catch a ride!
  As-Is: Any very small robot, including robot toys and flying quad-
  copter drones.
  1
  4
  3
  3
  
  57
  REACTIONS
  Hungry Vac: A robo-vac eats up a kitty’s favorite toy, or an item 
  central to the adventure.
  Networking: A robo-vac under attack calls for backup by texting 
  its human owner’s cell phone.
  ADVENTURE INGREDIENTS
  Robo-vac Virus: These small robot vacuums have transformed 
  into a hive-mind. They hide in plain sight, communicate 
  instantaneously with each other, and have an Agenda. The Robo-
  vac Virus is spreading, and the vacuums have formed an alliance 
  with other smart technologies like smart phones, televisions, and 
  refrigerators!
  Spy Network: Little do the humans realize, robo-vacs record 
  everything. If a kitty needs to know what someone did in the 
  privacy of their own home, there might be a recording hidden in a 
  robo-vac’s memory.
  Pesky Drone: A delivery drone lands on your lawn one day. You 
  must defend your home!
  Thingamajig: Worker-Bot
  Thingamajigs of this size tend to be useful to humans and/or 
  aliens, but annoy kitties no end. Worker-bots are designed to 
  perform mundane tasks like repairing spaceships. But when 
  kitties come between worker-bots and their assigned task, the 
  robots can turn dangerous.
  As-Is: Any child-sized robot, automaton, or clockwork construct.
  Alts: Look at the magical thingamajig example for those with 
  powers.
  2
  5
  4
  4
  REACTIONS
  Gripper Claw: Causes one Owie.
  Quick Repairs: The worker-bot removes one Owie from another 
  robot that’s been damaged.
  ADVENTURE INGREDIENTS
  Strange Construction: Swarms of worker-bots can raise entire 
  buildings overnight. But many worker-bots follow archaic, 
  corrupted, or alien instructions, and their weird architecture 
  easily attracts the attention of magical kitties.
  Magical Thingamajig: Tangle Vine
  These are the creeping vines that always ambush kitties in the 
  woods. You know the ones.
  As-Is: Other animated plants.
  3
  5
  3
  4
  REACTIONS
  Smack: Causes one Owie.
  Grab: The vine entangles a kitty, incapacitating them for one turn.
  Uproot: The vine pulls itself out of the ground, walking on its 
  roots to chase a kitty. It can only stay uprooted for one round, 
  then digs back into the soil.
  Grow: Another tangle vine sprouts out of the ground.
  ADVENTURE INGREDIENTS
  Green Thumb: When the kitties discover tangle vine at the park, 
  they track down its source to a witch who’s tending an entire 
  animated garden right in the middle of town!
  Magical Thingamajig: Evil Sword
  This sword can float to fight on its own. But in the hands of a 
  human, it turns them into the greatest swordsman alive, however 
  briefly that might be.
  As-Is: Rename Hack & Slash for magical objects such as  
  sorcerous tomes.
  4
  3
  3
  6
  REACTIONS
  Hack & Slash: Causes two Owies.
  Teleport: As the Magical Power, which it uses to follow someone 
  it wants to Possess.
  Possession: The kitty who last attacked the sword suddenly 
  finds it in their paws, and is immediately incapacitated. The 
  sword takes over the kitty’s body movements for the scene.
  ADVENTURE INGREDIENTS
  The Broken Stone: Long, long ago a well-intentioned enchanter 
  forged this living sword to be a power for good. But when the 
  stone in its pommel cracked, it turned to evil. Can the kitties fix it 
  and bring it back to being good?
  
  58
  Big Thingamajig: Battle-Bot
  Battle-bots are often built by advanced aliens or mad scientists 
  to carry out their insane schemes or be their personal guard. 
  Their robot brains are extremely logical, so they resist emotional 
  pleas, but they can be easily confused and take their orders 
  literally. If programmed not to allow unauthorized personnel 
  through a door, they might let kitties Phase through the wall, or 
  be convinced the kitties are authorized.
  3
  6
  4
  6
  REACTIONS
  Laser: Causes three Owies.
  ADVENTURE INGREDIENTS
  Hunter-Bot: Kitties who’ve become a thorn in a Big Bad’s side are 
  targeted by a hunter battle-bot. It’s relentless in its pursuit, and 
  even when kitties manage to lose it, it tracks them down again 
  as a Reaction in any scene.
  aliens
  These weirdos from another planet often have weird science to 
  match, but no magic of their own.
  Really Little Alien: Trippil
  These cute little fuzzballs make the perfect pets … until you 
  suddenly have 3,000 of them!
  1
  3
  3
  3
  REACTIONS
  Triple: The trippil makes three more of itself.
  Purr: The mesmerizing purr of the trippil immobilizes a kitty for 
  one turn.
  ADVENTURE INGREDIENTS
  Homework: A kitty’s human sneaks a trippil home from school, 
  and soon the house is full of them! But how did an alien creature 
  end up as the class pet?
  Little Alien: Hyper-Intelligent Raccoon
  Hyper-intelligent raccoons don’t have Magical Powers, but they 
  build machines to suck magic out of magical kitties and other 
  supernatural creatures. Then they use it to power impossible 
  hyper-technologies they assemble out of high-tech junk 
  scavenged from garbage cans and dumps.
  2
  4
  5
  4
  REACTIONS
  Hidden Technology: The hyper-intelligent raccoon produces a 
  piece of hyper-technology that has some miraculous effect or 
  inflicts two Owies.
  Kitty Restraint: The kitty is incapacitated by hyper-technology, 
  like a levitation beam, stun ray, or the like.
  Strap In: If the kitty has been Restrained, use another Reaction 
  to strap the kitty into a power-draining contraption.
  Drain Powers: If a kitty has been Strapped In, use another 
  Reaction to turn on the contraption and drain the kitty’s Magical 
  Power. This causes one Owie and the kitty temporarily loses a 
  Bonus Feature. If they have none, then they lose their Magical 
  Power until the end of the episode, and can only use it by 
  spending a Kitty Treat token.
  
  59
  ADVENTURE INGREDIENTS
  Kitty Clones: Exact duplicates of the kitty krew are causing 
  mischief all over town! Hyper-intelligent raccoons have gotten a 
  genetic sample from the kitties, and created imperfect clones. 
  The clones don’t have magic, but the raccoons have mimicked 
  their powers using hyper-technology.
  Alien: Zelanoid
  Zelanoids are bug-eyed invaders from the planet Zelan, disguised 
  as humans. They’ve come to Earth to conquer it through trickery, 
  so they can extract our natural resources and send them back to 
  planet Zelan.
  As-Is: Almost-human-like aliens, like gray aliens and reptilian-
  human hybrid aliens.
  3
  4
  5
  5
  REACTIONS
  Kick: Causes one Owie.
  Multi-tool Sleep Ray: The kitty falls asleep and is incapacitated 
  for the rest of the scene.
  Yell: The kitty must make any Attribute check, or the Zelanoid 
  flees the scene.
  ADVENTURE INGREDIENTS
  Missing Kitty: Zelanoids are known for kidnapping and 
  impersonating humans. If a player needs to miss an episode, that 
  kitty might be snatched along with their chosen human, so the 
  others have to rescue them both!
  Big Alien: Alien Ooze
  It looks so pretty, like an irresistibly sparkling pool of rainbow 
  colors. Until it comes alive and engulfs an unsuspecting kitty!
  3
  6
  3
  5
  REACTIONS
  Engulf: The ooze engulfs a kitty, immobilizing them for one turn 
  and causing two Owies.
  ADVENTURE INGREDIENTS
  Slurp!: The alien ooze slurps up a kitty, then shows them 
  amazing technicolored images while they’re engulfed. Is it trying 
  to communicate?
  Really Big Alien: Space Whale
  Pods of super-social giant whaleoids roam through space, soaking 
  up radiant energy. They’re like space buses for magical kitties!
  6
  3
  4
  6
  REACTIONS
  Flee: The kitty must make a Cute or Cunning check, or the space 
  whale leaves.
  Whalesong: A wave of energy released by the space whale 
  causes one Owie to every being nearby. It’s just a warning.
  ADVENTURE INGREDIENTS
  Hitching a Ride: Hitching a ride on a space whale is easy peasy  
  … if you can get its attention. How can a kitty flag down a 
  passing space whale from the surface of planet Earth?
  
  60
  Disasters
  It also explains Disasters, which work like Foes but for natural 
  or supernatural events, making things even more difficult for 
  the kitty krew. Disasters can include things like a cursed fog, a 
  wildfire, or even a sinking ship.
  what are disasters?
  Disasters are similar to Foes — they’re challenges kitties have to 
  overcome — but they aren’t characters. Instead, they’re things 
  like supernatural events or natural effects that make adventures 
  complicated, like a magical plague or an earthquake. 
  A Disaster that appears in a full episode or more can be used as a 
  hometown Problem. Each Disaster here has adventure ingredients 
  listed, so these stats can help you put together both interesting 
  Problems and adventures!
  Dealing with Disasters
  Disasters don’t have Owie Limits, which means the way kitties 
  deal with one depends a lot on what type of Disaster it is. Some 
  Disasters just need to be endured, often at the same time other 
  things are happening. The kitties might be going on an adventure 
  during a terrible blizzard, for example. Others Disasters can be 
  escaped, like a haunted house. And some Disasters can be ended, 
  like if the kitties use Magical Powers to put out a wildfire. 
  Escaping or ending a Disaster may be as simple as making a check, 
  while other Disasters are full-blown hometown Problems that need 
  to be solved through full adventures. The difficulty of the Disaster 
  tells you how hard kitties’ rolls are against it for checks. 
  The rank of a Disaster that’s also a hometown Problem tells you 
  how long it’s likely to take you to defeat it once and for all in a 
  series. They’re two very different things. 
  Difficulty
  Because they’re not characters, Disasters don’t have separate 
  Cute, Cunning, and Fierce difficulties. Instead, each Disaster has a 
  single difficulty for checks kitties make when dealing with it. But 
  this difficulty is just a starting point, and the GM should adjust it if 
  a kitty is doing something easier or harder than normal.
  Reactions
  Just like Foes, Disasters have Reactions that the GM can use 
  when players fail their rolls or only get one success, creating a 
  complication. A Disaster’s Reactions can be set off in response to 
  any bad roll the kitties make, not just those dealing directly with 
  the Disaster. This is also true for a Foe’s Reactions, but particularly 
  applies to Disasters, which are more likely to be affecting pretty 
  much everything that happens in a scene.
  your own disasters
  You can make your own Disasters even more easily than you 
  make Foes. Just choose a difficulty value, and figure out what the 
  Disaster can do in reaction to the kitties. Use the difficulty table on 
  page 24, or compare to the example Disasters here.
   KITTY TIP! COMPLICATED DISASTERS
  Sometimes Disasters are even created as the result of a 
  complication. For example, something might explode in a forest and 
  start a wildfire.
  
  61
  example disasters
  Here are a few examples of Disasters that can plague the kitties 
  during their adventures. It’s easy to adjust their scope or size. 
  A curse could afflict a graveyard, a single person, or an entire 
  hometown, after all.
  Disaster: Cursed
  Bad times have come to the kitty krew’s hometown, perhaps 
  carried in on those strange green mists that rolled in off the sea. 
  Curses come in many different forms and are caused by many 
  different magical Foes. But they all have a “heart” — the place 
  where the curse has been laid and might be most easily undone.
  Difficulty: 5, but 3 at the heart
  REACTIONS
  Curse of Unnatural Sleep: A kitty’s chosen human falls into a 
  deep sleep from which they can’t be awakened without magical 
  intervention.
  Curse of Ill Fortune: The kitty suffers a –1 difficulty penalty to 
  checks until the end of the scene.
  Curse of Death’s Hand: An implausible series of events suddenly 
  threatens the kitty. A chandelier’s cord frays, and it plummets 
  towards them. Boxes fly off a nearby truck, straight at them. A 
  manhole cover they’re walking over flips over, dumping them into 
  the sewer. Or worse!
  ADVENTURE INGREDIENTS
  Witch’s Jinx: A witch defeated by the kitty krew lays a final curse 
  on them. If the witch was a hometown Problem, this curse could 
  take the last point of the witch’s rank. Either way, they’ll have to 
  seek out an adventure to lift the curse, or endure it until the jinx 
  runs its course.
  A Blighted Family: Rather than belonging to a particular place 
  or person, the curse follows an entire family line, being passed 
  down from one generation to the next. Too bad your human is 
  one of them!
  Disaster: Earthquake
  The earth trembles under your paws! Even after an earthquake 
  strikes, the damage it’s created will often take time to resolve.
  Difficulty: 4, but 5 or 6 during the quake
  REACTIONS
  Debris: Falling debris causes one Owie.
  Crumbling Walls: An exit collapses and can’t be used.
  Blackout: All the nearby lights and electrical devices turn off.
  Fire: Damage from the quake starts a fire! (p63)
  Aftershock: Another smaller quake strikes, breaking something 
  important to the kitty.
  ADVENTURE INGREDIENTS
  Evil Stirs: The quake that shakes your hometown is actually a great 
  magical evil awakening in the forgotten caverns under the city. 
  Powerful Surge: When the kitties shatter a powerful artifact, the 
  backlash from its destruction creates an earthquake!
  A Trembling Hex: A magic-wielding Foe unleashes an unnatural 
  quake that affects only a single building – where the kitty krew 
  happens to be!
  
  62
  Disaster: Haunted
  An abandoned house in your hometown is inhabited by 
  disembodied spirits. The neighbors complain of noises, cold spots, 
  sounds of people who can’t be seen, and objects that move by 
  themselves. Things only get worse as the spirits grow bolder.
  Difficulty: 3
  REACTIONS
  Poltergeist: An object flings itself at the kitty, inflicting  
  one Owie.
  Shifting Rooms: The rooms and hallways in the house subtly 
  shift around.
  Trapped: The door to the room the kitties are in vanishes!
  Ghost: A ghost appears! Is it a friend or foe? (p50)
  ADVENTURE INGREDIENTS
  Ghosts at Home: When a kitty’s family moves into a new house, 
  they discover it’s haunted. But the ghosts are just trying to 
  frighten people away from something much, much worse in the 
  bricked-up basement!
  Forgotten Secrets: As spirits from bygone ages, ghosts often 
  have secret knowledge invaluable to magical kitties. If they can 
  pacify the spirits, maybe by returning the family heirloom that 
  was stolen by pixies, the kitties may be able to get some much-
  needed answers!
  Disaster: Magical Storm
  A mass of uncontrolled raw magic spawns dangers throughout 
  your hometown! Choose any or all of these not-so-natural effects:
   
  Ø
  Lightning flashes
   
  Ø
  Damaging hail
   
  Ø
  Drifting snow
   
  Ø
  A downpour of rain leading to flooding
   
  Ø
  A tornado or straight-line winds
   
  Ø
  A tidal wave, typhoon, and/or tsunami
  Difficulty: 4
  REACTIONS
  Hail: Deals one Owie to every character nearby.
  Impassable: The storm makes travel impossible. No school!
  Lightning: A lightning strike nullifies a kitty’s Magical Power for 
  the scene.
  ADVENTURE INGREDIENTS
  Electric Dragon: The kitties track down the eye of the storm, 
  directly over top of their hometown’s power plant. An electric 
  dragon is drawing the power it needs to incubate an egg, and 
  won’t leave easily!
  Disaster: Magical Plague
  Rabid dogs, zombies, vampires, werewolves … pretty much any 
  contagious Foe can start a magical plague. Whether its victims are 
  actually Undead or not is up to the GM. The most important thing 
  is to describe your choice of its disgusting symptoms in detail:
   
  Ø
  Red spots or weeping sores
   
  Ø
  Eyes that turn milky white
   
  Ø
  Fur/hair falls out or grows out of control
   
  Ø
  Paws/hands clenched permanently into claws
  
  63
   
  Ø
  Victims talk backwards
   
  Ø
  Skin slowly turns pale, hard, and cold like stone
   
  Ø
  Shuffling gait and drooping head
   
  Ø
  Moaning and drooling
   
  Ø
  Super strength
   
  Ø
  Glistening fangs
   
  Ø
  An unnatural hunger
  Difficulty: 4, or use Foe stats to interact with the infected.
  REACTIONS
  Infected: The kitties must make a Fierce check difficulty 4 or 
  become infected by the disease. An infected kitty suffers one 
  Owie and develops symptoms.
  Sickness Spreads: The difficulty of the plague is increased by +1.
  Illness at Home: A kitty’s chosen human becomes ill!
  ADVENTURE INGREDIENTS
  Polluted Waters: The source of the plague are chemicals being 
  poured into the river. These are a byproduct of a hyper-intelligent 
  raccoon’s experiments!
  Mall of Doom: Magical kitties are waiting for their new humans 
  at the mall pet store when shoppers start trudging past moaning 
  “braiins!!!” They slip out of their cages and find the entrance 
  to a secret lab hidden under the mall’s center water sculpture. 
  It’s time to save the day, but what if the zombie plague can be 
  transmitted to kitties? Even magical kitties! 
  Disaster: Sinking Ship
  Whether it’s a yacht, a barge, or a ferry, being stuck on a ship 
  once it starts sinking will add excitement to any scene!
  Difficulty: 3
  REACTIONS
  Water Rises: The water level rises, sinking an additional room or 
  an entire deck of the ship.
  Drowning: You’re running out of air! Make a Fierce check 
  difficulty 3 or suffer three Owies. If you get back to the surface 
  before being incapacitated, two of these Owies go away.
  ADVENTURE INGREDIENTS
  Hometown Cruise: For a short series, create a hometown that’s 
  actually a large cruise ship (like the Titanic) and stock it with a 
  few hometown Problems for the kitties to deal with. As the series 
  nears its conclusion, the ship hits an iceberg and starts to sink!
  Disaster: WildFire
  Fire is dangerous, spreads quickly, and poses a threat to 
  everyone nearby.
  Difficulty: 4
  REACTIONS
  Choking Smoke: The kitty suffers –1 difficulty penalty to checks 
  until they can get out of the fire.
  It Burns!: Inflicts two Owies on one kitty.
  Explosion: Deals one Owie to every character nearby.
  Fire Spreads: The fire blocks one of the exits.
  ADVENTURE INGREDIENTS
  Lab Fire: Fire can complicate any big finale with a mad scientist. 
  Fiery Threat: Setting a kitty’s house on fire is a big, dramatic 
  way for a Foe to send a message. Will the kitties back down? Or 
  redouble their efforts?
  
  64
  Useful Words
  The rest of this book uses the words here as game terms. You 
  don’t have to memorize them. Just remember this list is here, so 
  you can check it when you need to.
  Adventure: Adventures take one or more episodes to play 
  through. They begin with an adventure hook to draw the kitties in. 
  Adventure ingredients are suggestions for filling the scenes with 
  Foes and Disasters. You can follow an adventure recipe to mix all 
  these together, or come up with your own adventure!
  Attribute: When you want to do something, you roll a number of 
  dice equal to the Attribute you’re using, whether it’s Cute, Cunning, 
  or Fierce.
  Big Bad: The heart of a hometown Problem.
  Bonus: Something good that happens when you get 3 successes 
  on a check.
  Bonus Feature: As your kitty levels up, you can choose Bonus 
  Features for your Magical Power that let you use it in new ways.
  Check: Make a check when kitties do something that has a risk of 
  failing or hurting them. The players roll dice to see how well their 
  kitties do.
  Complication: Something  
  bad that happens to  
  your kitty when you  
  fail at a dice roll or  
  only get one success.
  Cute: One of the three Attributes. It describes how appealing the 
  kitty is, and reflects their social skills and empathy.
  Cunning: One of the three Attributes. It describes how clever, 
  smart, and knowledgeable the kitty is, and is used for tasks 
  requiring patience or subtlety.
  Dice Pool: The dice you roll to resolve an action. The number of 
  dice equal to your Cute, Cunning, or Fierce Attribute, plus bonuses 
  and minus penalties, is your dice pool.
  Difficulty: A number from 3 to 6 that describes how hard it is for 
  the kitties to overcome a challenge. Players roll at least one die 
  equal to or higher than the difficulty to succeed. Foes have Cute, 
  Cunning, and Fierce difficulties. Disasters have a single difficulty. 
  The GM sets the difficulty for anything else the kitties roll against.
  Disaster: A danger like a natural event or supernatural effect. Like 
  a Foe, but not a creature. It has a single difficulty to roll against. 
  A Disaster that appears in a whole episode or more can become a 
  hometown Problem. Otherwise, they usually last just a couple of 
  scenes at most.
  Episode: An episode starts when you sit down to play the game, 
  and ends when you finish playing it the same day. That’s usually 
  one to two hours in real life, but can be weeks or months of in-
  game time for the kitties.
  Experience Points: As kitties go on adventures, help humans, and 
  learn from their mistakes, they gain Experience Points. When kitties 
  get enough Experience Points, they level up and improve their stats.
  Failure: Rolling zero successes. The kitty doesn’t do what they 
  wanted, and suffers a complication.
  Fierce: One of the three main Attributes. It describes how fierce 
  and brave the kitty is, and kitties use it to do physical tasks like 
  running and jumping.
  Flaw: The unhelpful part of a kitty’s personality. A Player earns 
  a Kitty Treat token when their kitty’s Flaw makes the story 
  significantly more interesting or difficult.
  Foe: Like a Disaster, but they’re characters the GM controls. They 
  can be friendly or hostile. The GM keeps their stats, which include 
  a Cute, Cunning, and Fierce difficulty. A foe who appears in a full 
  adventure or more can become a hometown Problem.
  Game Master (GM): The real-life person who describes the actions 
  of the other creatures in the story.
  Hometown: Kitties and their humans live in a place filled with 
  hometown Problems that can make the Problems their humans 
  have even worse.
  
  65
  Hometown Problem: Dangers found in a kitty’s hometown. Usually 
  a Foe or Disaster who appears in a full episode or more. Each 
  Problem has a rank up to 4, and it moves from –3 to +3 (but usually 
  –1) at the end of each episode. When it hits 0 it’s solved.
  Human: The most important person in the world! Each kitty has 
  one, and only one, human. They have lots of Problems. The kitties 
  must save them!
  Human Problem: Things your human worries about that make 
  them sad. Each Problem has a rank up to 4, and it moves from +3 
  to –3 (but usually –1) at the end of each episode. When it hits 0 it’s 
  solved. When all a human’s problems are solved, their kitty needs 
  to find a new human to help.
  Incapacitated: If your kitty’s Injuries are at the same number as 
  your highest Attribute (3 for starting kitties, max 4), you can’t act 
  for the rest of the scene.
  Injury: While Owies are minor bumps and bruises, Injuries are 
  greater harm to kitties. You suffer an Injury if you take an Owie when 
  you’re at or above your Owie Limit. Each Injury subtracts one die from 
  all your dice pools, and is harder to recover from than an Owie.
  Kitty Krew: The heroes of the game, who players get to act out!
  Kitty Treat: All players have Kitty Treat tokens they can spend to 
  re-roll dice, avoid Injuries, use a new Bonus Feature, or change 
  something in the story. They get their Kitty Treat value in tokens at 
  the start of each episode.
  Knocked Out:  See Incapacitated.
  Level: A kitty’s Level gives a rough idea of how skilled and 
  experienced they are. Kitties start at Level 1 and go up in level as 
  they gain Experience Points. Every time kitties go up a level, their 
  stats get better.
  Magical Power: Magical powers let kitties to do things impossible 
  in the real world. When a kitty uses their power, their player gains 
  two extra dice in their dice pool.
  Owie: When kitties are hurt in the story, they suffer Owies. When 
  kitties suffer too many Owies, going past their Owie Limit, they 
  risk taking an Injury.
  Owie Limit: Any Owies past a kitty’s Owie Limit do Injuries, instead.
  Player: Players are the real-life people who play the game. Though 
  the Game Master also plays, most of the time “player” describes a 
  person who controls a single kitty.
  Problem: There are both human Problems and hometown Problems.
  Rank: This number tells how hard a Problem is to solve. Your 
  human or hometown can have one big Problem, or many little ones 
  that equal the same rank.
  Reactions: When a kitty doesn’t get enough successes on a dice 
  roll, the GM can use a Foe’s Reaction as a complication, among 
  others. It usually gives the kitty an Owie.
  Scene: An episode is made up of scenes. One encounter with a Foe, 
  or the amount of time it takes to get around an obstacle, is a scene.
  Series: Your group’s entire story over many adventures is your series.
  Success: Whenever a player rolls dice as part of a check, every 
  die that equals or exceeds the difficulty is a success. The more 
  successes a player gets, the better their kitty does. Getting 3 
  successes earns a bonus, while 4+ successes gets a super bonus.
  Super Success: When a player gets 4 or more successes on a 
  check. That gives them a super bonus!
  Super Bonus: Something extra good that happens when you get 4 
  or more successes on a check.
  Supporting Cast: Characters who appear in the story. They use 
  the stats in the Foes chapter.
  Talent: Things that kitties are good at and that people can do in 
  the real world. When a player make a check, they can roll an extra 
  die if their kitty is using their Talent.
  
  GM Adventure References
  Permission granted to copy this page for personal use.
  Kitty Name
  Owie 
  Limit
  Kitty 
  Treats
  Cute
  Cunning
  Fierce
  Talent
  Flaw
  Power
  Human
  Problem
  Supporting  
  Cast Name
  Appearance
  Gestures
  What  
  They Want
  Problem
  Feelings About 
  the Kitties
  Relation 
  to a Kitty’s 
  Humans
  Foe Stats  
  to Use
  Hometown Problem
  Rank
  Hometown Location
  Notes
  
  Permission granted to copy this page for personal use.
  ALL THE DICE 
   
   
   
  DIFFICULTY
  +1 to +4 dice for Cute/Cunning/Fierce 
  3 (Easy) 
  +1 die for your Talent 
   
   
  4 (Typical) 
  +2 dice for your Magical Power 
   
  5 (Hard) 
  +1 die for a success bonus  
   
  6 (Extreme) 
  –1 die per Injury  
   
   
  ALL THE HEALING
   
  Ø –1 Injury at the end of the scene you suffered it.
   
  Ø –1 Owie for one player on a success bonus.
   
  Ø –1 Injury to yourself, or –1 Owie for everyone on a super  
  success bonus.
   
  Ø –1 to –2 Owies/Injuries using Healing Magical Power.
   
  Ø –1 Owie using a Foe’s Healing Reaction.
   
  Ø Owies/Injuries reset to 0 at the episode’s start (needs  
  GM approval).
  EXAMPLE COMPLICATIONS (0 & 1 SUCCESSES)
   
  Ø Foe or Disaster uses their Reaction.
   
  Ø You suffer an Owie.
   
  Ø You get into a sticky situation.
   
  Ø You are unable to act for some time.
   
  Ø You have one fewer die in your next dice pool.
   
  Ø The GM forces you to take action according to your Flaw.  
  (A Lazy kitty takes a nap, a Snobby kitty insults somebody 
  important, or a Big-Mouthed kitty reveals crucial information.)
   
  Ø A new Disaster is created.
   
  Ø Something else bad happens (needs GM approval).
  EXAMPLE BONUSES (3 SUCCESSES)
   
  Ø A fellow kitty gains an extra die in their next dice pool.
   
  Ø You or a fellow kitty shrug off one Owie you’ve suffered.
   
  Ø You also accomplish a second goal.
   
  Ø One Foe can’t cause trouble for some time.
   
  Ø Something else fun and exciting happens (needs GM approval).
  EXAMPLE SUPER BONUSES (4+ SUCCESSES)
   
  Ø Your kitty and all your fellow kitties each gain an extra die to use 
  in your next dice pools.
   
  Ø You shrug off one Injury you’ve suffered.
   
  Ø You and all your fellow kitties shrug off one Owie you’ve suffered.
   
  Ø One Foe suffers an extra Owie.
   
  Ø You gain the extra effect of a Kitty Treat without needing to 
  spend one.
   
  Ø Something else super awesome happens (needs GM approval).
  SPENDING KITTY TREATS
   
  Ø Re-roll any or all dice in your dice pool for one check.
   
  Ø Avoid taking an Injury.
   
  Ø Use a Bonus Feature you don’t have for one of your Magical 
  Powers, one time only.
   
  Ø  Add something to the story beyond your kitty’s control.
  STEP-BY-STEP ROLLING VS FOES
  1. The player describes an action against a Foe.
  2. Gather dice equal to Cute, Cunning, or Fierce, +1 die for a talent, +2 
  dice for a Magical Power, +1 die per previous success bonus, –1 die 
  per Injury. If that’s 0 dice, they can’t roll it.
  3. Roll those dice versus the difficulty number, which is the Foe’s 
  Cute, Cunning, or Fierce difficulty. 
  4. The player can use a Kitty Treat to reroll any or all dice.
  5. Figure out the result:
   
  Ø
   0 successes means the kitty fails at their action and lets the 
  Foe use a Reaction (or causes another complication from page 
  25). If that’s an Owie to the kitty, mark down an Owie. If 
  they’re already at their Owie Limit, the player can use a Kitty 
  Treat to avoid an Injury, or else mark down an Injury instead 
  of an Owie. If that brings the kitty to 0 in all Attributes, they’re 
  incapacitated.
   
  Ø
  1 success means the kitty succeeds at their action and does 
  one Owie to the Foe if they’re trying to, but lets the Foe use a 
  Reaction (or causes another complication from page 25. 
  Write down the Owie the Foe took. If they’re at their Owie 
  Limit, they’re defeated. If the Foe’s Reaction is an Owie to the 
  kitty, mark down an Owie. If the kitty is already at their Owie 
  Limit, the player can use a kitty treat to avoid an Injury, or else 
  mark down an Injury instead of an Owie. If the kitty is reduced 
  to 0 in all Attributes, they’re incapacitated.
   
  Ø
  2 successes means the kitty succeeds at their action and 
  does one Owie to the Foe if they want. Write it down. If the 
  Foe is at their Owie Limit, they’re defeated.
   
  Ø
  3 successes means the kitty succeeds at their action and 
  does one Owie to the Foe if they’re trying to, plus a bonus 
  from page 25. Write down the Owie. If the Foe is at their 
  Owie Limit, they’re defeated.
   
  Ø
  4+ successes means the kitty succeeds at their action and 
  does two Owies to the Foe if they want (or one Owie plus a 
  different super bonus from page 25). Write it down. If the 
  Foe is at their Owie Limit, they’re defeated.
  6. At the end of the scene, kitties who took an Injury heal 1 Injury.
  
  Matthew’s Dedication: To Jenny who brought kitties into my life, and  
  to Miles whose first word was “kitty.” 
  Justin’s Dedication: To Sofia. I did this one for you and we’ll be playing it 
  together soon!
  Michelle’s Dedication: To the three kids who taught me everything I know about 
  magical kitties ... Sophie, Emma, and Jack.
  Game Creator: Matthew J Hanson
  Game Design: Matthew J Hanson, Justin Alexander, Michelle Nephew
  Art: Ekaterina Kazartseva, Anthony Cournoyer
  Editor: Michelle Nephew
  Project Development: Michelle Nephew & Justin Alexander
  Project Management: Michelle Nephew & Jeff Tidball
  Graphic Design: Brigette Indelicato
  Layout: Tim Huckelbery
  Additional Writing: Chris Costello, Paul Dean
  Publishers: John & Michelle Nephew
  Playtesters: Lucy Brown, Heather Burmeister, Marc Cain, Jon Cole, Chris Costello, 
  William Fischer, Aaron Frank, Seth Gupton, Preeti Gupton, Sarah Holmberg,  
  Sofia Holmberg, Cynthia Hornbeck, Jerry Koudelik, Jacqueline Leach, Erik Malm, 
  Erin McPheters, Gracie Lou Miller, Emma Nephew, Jack Nephew, Michelle Nephew, 
  Sophie Nephew, Emma Nygren, Eva Ridgeway, Paul Steffens, James Wyman, 
  Katherine Wyman, Wendy Wyman, and even more conventioneers.
  1st Edition Art: Kirsten Moody, Gary Dupuis, Colin Throm, Hishida Shunso, Isaza
  1st Edition Editing: Craig Hargraves
  1st Edition Playtesters: Walter Byers, Arnold Cassell, Kevin McIntyre,  
  Kelley Vanda, and many brave convention goers.
  Special Thanks: Woody Eblom, Kyla McT, Jenae Pedersen, Amelia Rengo, Travis 
  Winter. Magical Kitties Save the Day was made possible through the efforts 
  of backers on Kickstarter. Thank you!
  For printable downloads, visit
  �
  © 2020 Trident, Inc. d/b/a Atlas 
  Games.     
         is a trademark of Matthew J
  Hanson, used under license. All rights 
  reserved. This work is protected by 
  international copyright law and may not
  be reproduced in whole or in part without
  the written consent of the publisher. 
  Credits
  Index
  A
  Advancement ..................................... 28
  Adventures ....................................33, 37
  Adventure Hooks .......................... 40
  Adventure Ingredients ................ 46
  Creating Adventures ................... 40
  Aliens (Foes) .......................................58
  Attributes .............................................. 9
  B
  Big Bad .................................................39
  Bonuses & Super Bonuses ....... 25, 31
  Bonus Feature (Magical Power) .....16
  Boss Rush (Adventure Recipe) ....... 41
  Bug (Foe) ..............................................52
  C
  Character Creation ..............................8
  Checks ........................................... 24, 25
  Complications .............................25, 30
  Critters (Foes) ....................................52
  Cunning (Attribute) ............................. 9
  Cursed (Disaster) ................................61
  Cute (Attribute) .................................... 9
  D
  Dice Pool ...............................................24
  Difficulties (Foe) ................................ 45
  Difficulty (Check) ........................ 24, 29
  Disasters .............................................60
  E
  Earthquake (Disaster) .......................61
  End of Episode Questions ...............27
  Episodes .............................................. 33
  Example of Play ....................................4
  Experience ...........................................27
  F
  Failure (Check) ...................................30
  Feature, Bonus (Magical Power) ....16
  Fierce (Attribute) ................................. 9
  Five Scenes (Adventure Recipe) .... 42
  Flaws ............................................... 10, 14
  Foes ...................................................... 44
  H
  Haunted (Disaster) ............................62
  Healing .................................................26
  Hometown .....................................33, 37
  Hometown Problems .........34, 38, 40
  Hooks, Adventure .............................. 40
  How to Be a Magical Kitty .................4
  Human Problems ...................12, 37, 38
  Solving ..............................................37
  Humans, Chosen ................................. 11
  Humans (Foes) ................................... 49
  I
  Incapacitated .....................................26
  Ingredients, Adventure ................... 46
  Injuries ..........................................26, 45
  K
  Kitties (Foes)........................................47
  Kitty Treats ............................. 9, 26, 32
  Awarding......................................... 32
  Spending .........................................26
  Knocked Out .......................................26
  L
  Leveling Up ......................................... 28
  Locations .............................................36
  M
  Magical Plague (Disaster) ...............62
  Magical Powers .......................11, 15, 16
  Magical Storm (Disaster) .................62
  Making Your Kitty.................................8
  Moving Your Hometown ...................37
  O
  Owie Limit ............................... 9, 26, 45
  Owies .............................................26, 45
  P
  Plague, Magical (Disaster) ..............62
  Pool, Dice ..............................................24
  Problems. See Human; See Hometown 
  Problems
  R
  Raid (Adventure Recipe) .................. 43
  Rank, Hometown Problem .......35, 38
  Reactions ............................................ 45
  References, GM .................................. 64
  Rescue Operation (Adventure Recipe) 
  43
  Rivals (Foes) ........................................ 54
  Running the Game ............................29
  S
  Scenes .................................................. 33
  Series .................................................... 33
  Setting .................................................. 33
  Simple Mystery (Adventure Recipe) 42
  Sinking Ship (Disaster) .................... 63
  Step-By-Step Rolling vs Foes ........ 45
  Storm, Magical (Disaster) ................62
  Success & Super Success, Check 25, 31
  Super Bonus ................................. 25, 31
  Supporting Cast ................................36
  T
  Talents ............................................10, 13
  Thingamajigs (Foes) .........................56
  Treats, Kitty ............................ 9, 26, 32
  U
  Upgrades ............................................. 28
  Useful Words ...................................... 64
  W
  WildFire (Disaster) ............................. 63
  w w w . a t l a s - g a m e s . c o m
  AG3110aPDF • Digital Edition Version 1.0
  www.Atlas–Games.com/magicalkitties 
  Magical Kitties Save the
  Day
  
SOURCE: textdata/thevault/Magical Kitties Save the Day/Magical Kitties 2e - Rulebook [v1.0][2020]{AG3110APDF}.pdf