Magical Kitties Save the Day
2nd EditionCore Mechanic
Roll d6s equal to your attribute (Cute, Cunning, or Fierce, rated 1–4). Each die meeting or exceeding the GM-set difficulty (3–6) counts as a success. Zero successes is a failure with a complication, one is a partial success, two is a clean success, and three or more grants a bonus. Talents add one die, Magical Powers add two dice once per scene, and Injuries subtract dice. Kitty Treats — earned by playing your Flaw in interesting ways — can reroll dice, prevent injuries, or add story elements. Failed checks award Experience Points, encouraging risk-taking.
Best For
Families with kids aged 6 and up, mixed-age groups, and anyone who wants a gentle introduction to RPGs with a cozy premise and mechanically simple but rewarding play.
Highlights
Character creation takes about five minutes using three attributes, one Talent, one Flaw, and one Magical Power. Failed rolls award XP, which encourages players to attempt difficult actions. Each kitty has a human with ranked Problems that drive adventures and give the story personal stakes. Kitty Treats earned from Flaws let players reroll dice or add narrative elements to the scene.
Considerations
No free quickstart or SRD available — the core rules require purchase. Characters cannot die; they get knocked out and recover between scenes. The premise is specifically tied to playing magical cats, limiting genre flexibility.