Danger lurks around every corner. Witches hide in the forest, waiting for children to stray from the path. Hyper-intelligent raccoons threaten to take over the planet. 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.

How to Play

When your kitty tries to do something tricky or dangerous, you will be asked to make a check. Your game master (GM) will tell you which attribute—Cute, Cunning, or Fierce—is that one you will roll for. (Don't remember what the attributes do? Read Creating Your Kitty!) The number you have in that Attribute is the number of dice you start with. This is called your dice pool.  If your kitty is using a Talent, you can add an additional die to your dice pool. If your kitty is using a Magical Power, you can add two more dice to your dice pool, but you can only do this once per scene. You may also get a die for a success bonus, or lose a die for each injury you have. If your total dice in a pool is zero, you can't roll the dice.

The difficulty of the check ranges from 3 to 6. The higher the number, the tougher the check. 

Once you have all of your dice and know the difficulty, it's time to roll your dice. Roll them all at once. Each die that gets a number equal to or higher than the difficulty counts as a success. If you rolled no successes, your kitty fails at the task. If it at least one die was a success, your kitty Succeeds. The more successes you roll, the better your kitty does!

Making your kitty is like making up a character in a story. You decide what he or she looks like, what they like to do or don't like to do, and their personality. Part of creating your kitty is also assigning certain numbers used in the game's rules.

First you have to decide on your kitty's name. This could be a name their human uses, or another name that magical kitties call them, or both.  Then decide what your kitty looks like. Think about different colors and cat breeds.


The Green Hills housing development is southeast of the Town Square, and the newest part of town. It’s block after block of virtually identical houses laid out in a perfect grid.

Stanford Montgomery was a rail baron who built his fortune in the late 19th century. In the 1880s, he came to live in River City, which was, at the time, a relatively young town. He sponsored a number of public works projects like the Poole Observatory, and founded local businesses like the Montgomery Hotel. He moved the entire Montgomery Castle from Scotland to be his own private estate.

Stanford was a man who valued power and wealth above all else, and was not afraid to use underhanded tactics to get what he wanted. He was also a man with a strong sense of entitlement, and believed that he was above the laws and customs of the common people. Used to  getting his way, he was not accustomed to hearing "no" for an answer. Many people said he moved an entire Scottish castle to River City as a sign of his wealth and power, and also as a reminder of his ancestors and heritage.

These small, spiky, and spirited creatures like to root around in the turf as they look for small plants or their very favorite food, clover. Their sharp quills protect them from danger, and their shrill cries let everyone know if trouble is nearby.

Most art used in this campaign was created using Midjourney.

The following pieces used in the campaign were created by the artists of Magical Kitties Save the Day, Ekaterina Kazartseva and Anthony Cournoyer:

Campaign header by Ekatrina Kazartseva.
Campaign sidebar by Anthony Cournoyer.
Mouse by Ekatrina Kazartseva.
How To Play by Anthony Cournoyer.
Rival by Ekatrina Kazartseva.