TEXT: Steffie de Vaan
  Kitten Witches
  
  2
  Credits
  Author: Steffie de Vaan
  Editing: Elizabeth Chaipraditkul
  Cover Art: Pixabay under Creative Commons
  Additional Illustrations:  Elizabeth Chaipraditkul
  Layout: Elizabeth Chaipraditkul
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  3
  Contents
  Kitten Witches  
   
   
   
   
  5
  Picking Your Kitten 
   
   
   
   
  6
  Mechanics  
   
   
   
   
   
  8
  Adventure Generator  
   
   
   
  12
  Kitten Treasure  
   
   
   
   
  16
  Kitten Sheet 
   
   
   
   
   
  17
  What You Need to Play  
  Players: 3-6
  GM: Yes
  Time: Kitten Witches works both as a one-shot game, or ongoing 
  campaign
  Items: Two decks of standard playing cards (1 for kittens, 1 for the 
  GM), kitten sheets
  Food: Set a table for cats! Sugar mice and spiders, milk for kids (with 
  cookies - kittens love cookies), cream liquor for adults, and kibble-
  sized snacks. Bonus points if you can find oversized cutlery or cups.
  Location: Inside on the sofa where it’s nice and cozy. Unless there’s 
  a full moon - then you wanna be outside.
  
  “Right,” Rimmon swept his tail around and carefully groomed it, making sure the other 
  kittens could see how luxurious it was, “so I’m in charge.” Technically Shara, hadn’t 
  said that, but the tail clearly proved the black kitten’s superiority. Besides, none of the 
  other kittens were interested in the work of bossing the others around.
  “I made a schedule,” Rimmon continued, “Today we will-”
  “Sleep?” Patches said as she curled up to demonstrate.
  “Eat?” Flot eyed his empty food bowl wistfully.
  “Fight something?” suggested MC as they sharpened their nails.
  “Perhaps a raccoon,” Icarus’ singsong voice added to the tabby’s proposal. 
  “Yes,” Rimmon conceded, “but the rats and toads told me the Goblin Princess is up to no 
  good.” He addressed MC now, “we won’t be fighting any rats or toads this week.”
  “We should wait ... until Mom ... returns” Patches snored as she drifted off to sleep.
  “She won’t be back for another two days!” Sophie, the youngest, piped up. “Two! 
  Whole! Days! We can’t wait that long!” The calico hopped around, ghost-punching 
  the air and riling up MC to show how they’d fight the Goblin Princess.
  “My estimate exactly,” Rimmon said. “As your leader, I decided we should tackle this 
  problem head on.” He surveyed the group. Sophie and MC were always keen for a 
  scrap, and even Icarus seemed okay with fighting a Goblin rather than a raccoon. 
  Patches would eventually come along - she wasn’t one to leave her siblings - and 
  Rimmon could probably bribe Flot with a big fat mouse. That left….
  “Alex?” Rimmon asked. The tabby trilled anxiously in response.
  “You’d look great fighting a Goblin Princess in that new collar and suit,” Patches 
  murmured. 
  Alex piped up immediately at the thought of that dashing new pinstripe, his anxiety 
  fading in the light of practical fashion. He nodded bravely.
  “Good,” Rimmon flicked out his nails to draw in the wooden floor. 
  “I have a plan. Here is our basket, and here’s the front door. Now beyond that ...”
  
  5
  Kitten Witches
  You are all witch familiars. Well okay, witch familiars in training. 
  Okay, okay! You’re a litter of kittens born to a witch’s familiar. Point 
  is, your butt wiggles and tail calibrations are magical - and so are 
  you. You’re also dedicated to good, because, well, your witch is good 
  - they’re the kind of witch who protects children from the Tooth 
  Fairy, chases hobgoblins back to the Nightmare Lands, and sets out 
  the best candy for Halloween. So when trouble comes calling just 
  as your witch and their familiar are off to the Witches’ Sabbath, you 
  take it upon yourselves to set things right. 
  Kitten Witches is set in a world much like ours, except fairy tale 
  creatures are real. These creatures aren’t ‘evil’ in the sense of being 
  deliberately malicious, but they do prey on mortals for sustenance 
  (dreams are delicious, nightmares even more so!) and occasionally 
  tribute such as coins, teeth, or worship. They especially like to prey 
  on mortal children, who are often disbelieved by the adults in their 
  lives, and whose emotions are so wonderful.
  Most humans go through life pretending they can’t see the 
  hobgoblin hiding under their bed, or the very tall woman lurking 
  in the playground, and by the time they’re adults most can’t see 
  the fairy creatures anymore. A few retain the ability to see, though 
  sometimes spottily, and these grow up to be witches. Good witches 
  protect the mortal world from fairy tales, while evil witches become 
  one themselves - like the witch from Hansel and Gretel. 
  Cats can always see fairy creatures, which is why they make such 
  cherished familiars. Even if a witch misses that strange-shaped rock 
  under the bridge, her familiar will tell her it’s a troll. From there though, 
  it’s usually the witch who tackles the problem. A witch’s magic is always 
  versatile, and occasionally powerful, while a cat’s innate magic is limited 
  in scope - usually not something to pitch against a dark fairy tale. 
  Now though, the kittens have no choice. Their witch is off for the 
  weekend, and that leaves them in charge of protecting the mortals! 
  It’s time to don a witching hat (good witches always have spares!), 
  borrow a broomstick, and become kitten witches. 
  
  6
  Picking Your Kitten
  Shuffle the kitten card deck and draw 6 cards at random to 
  determine the following traits in order. A Joker card lets you pick any 
  characteristic for that trait, or design a new characteristic. 
  All kittens are queer, and you can draw a card to decide if your 
  kitten is ♥ genderfluid, ♦ femme, ♠ butch, or ♣ agender. You can 
  also choose your own gender if you’re not cis gender, or pick a 
  gender at will. 
  1) Coat
  You can color in your coat in your kitten sheet!
  ♥ Calico Cat
  ♦ Ginger Cat
  ♠ Tabby Cat
  ♣ Black Cat (white patches at player’s choice)
  2) Personality
  ♥ Outgoing. Other cats consider you friendly, but loud.
  ♦ Shy. Other cats consider you thoughtful, but quiet.
  ♠ Cautious. Other cats consider you well-prepared, but slow to act.
  ♣ Brash. Other cats consider you brave, but rude.
  3) Vice
  ♥ You deliberately sit on humans’ laps just as they need to leave
  ♦ You’ll do anything for catnip
  ♠ You knock things off tables. Because you can.
  ♣ You vomit on the carpet, or in shoes (player’s choice)
  4) Language of Affection
  ♥ You like to cuddle and lick your friends’ coats
  ♦ You give small gifts to kittens you like (ie bells, or mice)
  ♠ You share your food bowl, and even the mice you catch 
  ♣ You are physically protective, taking position between your loved 
  ones and potential threats
  
  7
  5) Litter Feelings
  Choose one other kitten not chosen by anyone else yet. They 
  are (need not be reciprocal):
  ♥ Your best friend
  ♦ The kitten you most admire
  ♠ Your confidante
  ♣ Your (serious, but friendly) rival
  6) Specialty Suit & Witching Power
  ♥ Purrs. Once per game, you may summon a friend (such as another 
  cat, a rat you saved, or a small dog) to aid with a challenge. The GM 
  portrays your friend, but mechanically you draw a second hand of 4 
  cards to overcome this challenge.
  ♦ Whiskers. You learned some proper magic, and twice per game 
  may transmute an object into another of similar size or mass. You 
  automatically discard any obstacle cards your kitten can bypass this 
  way, for example by instantly creating a gift for the Faerie Queen.
  ♠ Toebeans. You become both invisible and incorporeal for one 
  challenge per game. You automatically discard any obstacle cards 
  your kitten can bypass this way, and at GM’s discretion may 
  accomplish goals (such as breaking in) without any need for a 
  challenge at all.
  ♣ Hairballs. You can tug the strands of fate, just a wee bit. Once 
  per game, you may negate the dire consequences for a second 
  failed obstacle. You and the GM narrate this together - perhaps 
  the Faerie Queen is in a forgiving mood today, or you remind 
  her of her childhood cat. See Mechanics for more details on dire 
  consequences.
  7) Name
  When you have all seven traits, pick a name for your cat or 
  draw one more card: 
  (2) Tinkerbell, (3) McPawws, (4) Rat Catcher, (5) Jumper, (6) 
  Tailspinner, (7) Cinder, (8) Wanderer, (9) Dreamling, (10) Blue (short 
  for Blue Eyes), (knave) Brutus, (queen) Boudicca, (king) Alexander/
  Alexandra, (ace) Hera/Hercules.
  
  8
  Mechanics
  Kitten Witches uses a standard deck of cards as resolution system. 
  Every suit represents a way to create or solve an obstacle, for GM 
  and players respectively. GM and the collective players group draw 
  from separate card decks. Played cards go into a discard pile which is 
  shuffled and created into a new deck when the last card is drawn.
  ♥ Hearts is the suit of Purrs. It represents friendship and persuasion 
  for kittens. In enemies, Purrs becomes a warning hiss of enmity. 
  Purrs as an obstacle is that calico whose alliance is murky, or a 
  desolate place that saps joy.
  ♦ Diamonds is the suit of Whiskers. It represents intuition and 
  mental acumen, as well as the ability to solve riddles and puzzles. 
  Obstacles represented by Whiskers are criminal mastermind cats, or 
  mystical locations which befuddle the kittens’ minds.
  ♠ Spades is the suit of Hairballs. It represents grit and perseverance. 
  Hairballs as obstacle is that grizzled tom who’s missing an ear and an 
  eye, or simply a repetition of previous obstacles - more hostile rats, 
  more gloomy swamps, and more high beams. 
  ♣ Clubs is the suit of Toebeans. This suit is all about impressing 
  other kittens with your physical adroitness and stealth. Toebeans as 
  obstacle is a tabby cat who is rarely seen and even harder to catch, 
  or a hard-to-navigate high beam. 
  At the start of the game, players draw their starting hand size of three. 
  Step 1: Crafting a Challenge
  The GM determines how tough a challenge is and draws that many 
  cards: one or two cards less than the number of players is easy, 
  cards equal to the number of players is average, and one or two 
  more than the number of players is hard. The GM looks at the cards 
  and mentally crafts them into a challenge, potentially jotting down 
  a few notes to help them keep track, then lays them on the table 
  facedown in the order of their choosing. 
  
  9
  A challenge is a spread of cards, representing something the kittens 
  want to accomplish, such as getting an invitation to the Faerie Queen’s 
  court. Individual cards in that spread represent obstacles to the 
  challenge, like bribing her calico familiar and finding a gift for the queen. 
  The suit determines the nature of the challenge, and its number the 
  difficulty ranging from (2) as easy to (ace) as nearly impossible. 
  This system lets kittens undertake a lot of shenanigans with minimal 
  mechanics. Players don’t have to break an objective down into (a) find 
  the Queen’s calico familiar (b) bribe said calico (c) find an appropriate 
  gift for the Queen, but rather state their intention of being invited to 
  the Faerie Queen’s court and accomplish it in one challenge. 
  If the GM or players want to do a quick test for something , the GM 
  draws the top card of their deck and plays it as a lone obstacle.
  Step 2: Overcoming Obstacles
  The GM turns over the first card in the challenge. Players whose 
  kittens are present, lay cards facedown to meet this obstacle. They 
  may play as many cards matching the obstacle’s suit as they like, and 
  one card of their specialty suit as trump card (counting as a match 
  regardless of suit) in the entire challenge. To overcome an obstacle 
  they need to match or beat its value, and the face cards have a 
  numeric value of Knave/11, Queen/12, King/13, and Ace/15.
   
  Players can’t tell each other which cards they’re laying down,  
  though they can describe what they’re doing in a hinting manner.
   
  Don’t say: ‘I have a Queen of Whiskers - I know where to 
  find the calico.’’ 
  Do say: ‘I heard rumors of the calico’s favorite mousing hole - 
  let’s check there!’
  The GM decides if players cross from teasing descriptions to 
  basically telling each other what cards they’ve laid down. If it turns 
  into a recurring problem, they may ask the offending player to 
  discard that card and play a new one.
  
  10
  The Joker 
  Remove the Joker cards from the GM deck, as the wild, 
  unpredictable luck it represents is reserved for kittens. The kitten 
  deck keeps its two Joker cards.
  The Joker from the kittens’ deck, played face down as normal, 
  beats any obstacle card. Alternately, a player can play it faceup to 
  remove the obstacle as if it were never there. The benefit of the 
  former is that the kittens reap any additional rewards from beating 
  the obstacle - if the kittens never find and bribe the Queen’s calico, 
  they can’t gain him as a friend. The benefit of the latter is that other 
  players don’t spend their cards on a challenge that is already beaten 
  (as they don’t know their friend played a Joker card).
  Step 3: Resolution
  The GM turns the players’ cards over and tallies them when all 
  players are done placing them. 
  If the kittens overcame an obstacle by matching or beating its 
  card value, the player who put down the highest card narrates the 
  outcome with consent of the other players. Steps 2 and 3 then 
  repeat: the GM turns over an obstacle card, the players play their 
  cards facedown, and the GM turns them over to tally. 
  If the kittens failed one obstacle, the players can choose to end the 
  challenge, or to keep going. If they keep going, the GM resolves 
  the obstacle in a way that allows them to ‘fail forward’ - they don’t 
  find the calico, but they do find the Faerie Queen’s ogre guards. 
  If the players choose to end the challenge, the GM narrates its 
  conclusion - the kittens find neither the calico, nor anyone else who 
  can help them get an invitation. If they fail a second obstacle, or 
  even more, the GM should narrate a more dire consequence. A dire 
  consequence does not only represent failure on this challenge, but 
  carries further complications such as losing a Treasure or having to 
  beat an extra obstacle card on a future challenge. 
  
  11
  Example Challenge:
  The group tries to gain an invitation to the Faerie Queen’s 
  court. The GM draws 4 cards, and orders them into a 
  challenge which proceeds thusly:
  1. Whiskers (♦) 7: The Queen’s calico familiar can set the 
  kittens up with an invitation, if they think to find him at his 
  favorite mousing hole.
  2. Purrs (♥) 2: The calico is in a good mood, and with only a 
  little flattery offers an invite in exchange for a nice fat rabbit.
  3. Toebeans (♣) 6: The kittens must navigate a rabbit hole to 
  catch one and - due to the players’ lack of Toebeans - find it 
  impossible to do. If the players choose to end the challenge 
  here, the calico won’t help them and the challenge fails. If 
  the players choose to continue, the calico settles for a favor 
  owed and they can attempt to beat the remaining cards in 
  the challenge. 
  4. Hairballs (♠) Q: The Hairballs card represents a second 
  attempt at getting a gift - this time for the Faerie Queen 
  (no gift, no invitation). The players match the obstacle’s 
  value, and the kittens think to pluck some poisonous 
  mushrooms for the Queen. If the kittens had failed this 
  obstacle (their second atop of the Toebeans 6), the GM 
  might decide they earn the Faerie Queen’s enmity and adds 
  an extra obstacle card to all future challenges on Purrs 
  dealing with the Queen.
  
  12
  Step 4: Refill Hand
  Players draw cards to refill their hand size. The exception to this is 
  the quick challenge consisting of one sole obstacle card, as small 
  things wear the kittens down over time and the player doesn’t refill 
  their hand. In that case though, they do draw back to their normal 
  hand after a full challenge. 
  If a player didn’t play any of the cards in their hand on a challenge, 
  they may discard the whole hand and draw three new cards. 
  Optional Rule: Kittens always land on their feet. 
  If the players beat the previous challenge, the GM orders the next 
  challenge normally. However, if the kittens failed the challenge, the 
  GM lays down the obstacles in the order they drew them.
  Adventure Generator
  Kitten Witches is a game about adventure, mystery, and 
  shenanigans. Kittens get into trouble all the time and then, 
  miraculously, get out again - forget nine lives, kittens are effectively 
  immortal. They’re also very small, and should rarely (if ever) rely on 
  brute strength to solve a problem. They can handle mice or the odd 
  small frog, but even rats are going to be too tough to beat in a fight. 
  Their prowess, rather, lies in cuteness (Purrs), cleverness (Whiskers), 
  speed and silence (Toebeans), and sheer stubbornness (Hairballs). 
  As GM, you should tailor your adventures accordingly.
  I encourage you to come up with adventures of your own, or use 
  pop culture as inspiration (imagine Labyrinth, or The Princess 
  Bride if all characters were kittens!). If you’re low on time or 
  inspiration though, you can use this generator to design a 
  premade scenario. You still need to break the adventure up into 
  challenge scenes though, and keep in mind that kittens need 
  plenty of time to catch mice, groom their coats, and play with 
  each other in between their adventure.
  Separate the face cards from the GM deck: Queens go with Queens, 
  Aces with Aces, and so on. Then draw one each to determine who 
  
  13
  does what, where, and what complications the kittens face in solving 
  it. Each complication comes with an optional rule variant if your 
  group has basic play down. The adventure generator is intended as 
  a prompt to build a larger scenario on, rather than a draw-and-play, 
  and you can absolutely pick and choose if you prefer.
  Queen: Who
  ♥ The Faerie Queen, Titiana, and her familiar Reginald (calico cat).
  Keywords: Lovely, Imperious, Pretends to be magnanimous.
  ♦ A bridge troll named Bertus, and his companion Norma (ginger cat)
  Keywords: Strong, Cleverer than he looks, Toothy smiles.
  ♠ The Hobgoblin Princess, Phobeta, and her pet Liger (tabby cat)
  Keywords: Nocturnal, Rarely seen, Not quite as clever as they think.
  ♣ An evil witch named Hortensia, and her familiar Midnight (black cat) 
  Keywords: Toil and Trouble, Magic, Dark mirror to the kittens’ 
  Good Witch.
  Knave: What
  ♥ In older times, parents burned their childrens’ teeth lest some 
  nefarious creature steals them. Nowadays, they leave them ready 
  for the taking under a pillow. Stupid. Teeth are bones - the one part 
  of your body that never changes, and to which any creature with 
  skill can anchor everlasting enchantments and curses.
  ♦ Dreams are full of light and whimsy, nourishing things for those 
  who can feed off them. Nightmares though, are where the real 
  power lies, full of spice and tears. Our villain turns children’s dreams 
  into nightmares for their own use, or to sell them on.
  ♠ Nothing is free, not even travelling between two points. Our villain 
  holed up near a route where children pass - from home to school, 
  or on their way to the local arcade - and demands toll for passage: a 
  pretty leaf, a nail clipping, or a sinister doll left in another child’s bag.
  ♣ Our villain is the parent of monsters, creating new creatures from 
  wrought branches and carefully arranged leaves. If such a creature 
  looks just like little Jamal around the corner, who’s been acting not 
  wholly as himself lately, well surely that’s just a coincidence.
  
  14
  Ace: Where
  ♥ A sprawling park with a playground near a school. Young 
  children, supervised by perpetually tired parents, play here during 
  the day, while disaffected youth gather closer to dusk. Amidst the 
  toy forgotten under a swing, and cigarettes discarded on the tiles, 
  unseen creatures hide.
  ♦ Our story takes place in the inner city, a world made of pavement, 
  neon lights, and throngs of humans going about their confusing 
  business. It’s a big world for such small kittens, full of snarling dogs, 
  weathered alley cats, and clever trickster crows.
  ♠ Farmland sets our scene, from gentle rolling hills where cattle 
  grazes, to a rustic homestead where the kittens grow up. Look closer 
  and you can see where the otherwordly touches ours - from white 
  bulls only visible at night, to a neighbour who’s never out during the 
  full moon.
  ♣ The forest is a traditional setting for fairy tales, and the GM should 
  embrace that. Ethereal creatures flitting in between trees, always 
  present but never quite seen, wizened trolls offering sage advice, 
  and our villain like a spider amidst all the enchantments.
  King: Complication
  ♥ The villain has taken some of the kittens’ friends as hostages. This 
  can be the neighbour’s dog (the nice one, not that nasty barker), a 
  cute frog, or even another sibling from the kittens’ nest! The kittens 
  must rescue them while combating the evil fairy creature.
  Rule Variant: Set aside up to four Aces (one for each hostage) 
  from the GM’s and players’ decks. The GM may include one of 
  these cards per challenge at will. Players earn their cards back by 
  beating the GM’s matching card as an obstacle. If the players did 
  not beat the obstacle, both cards remain on the sideline and the 
  GM can use theirs again in a later challenge. If the players beat 
  the challenge, both cards go into their respective discard piles to 
  shuffle as normal. 
  
  15
  ♦ The villain has many minions beyond just their familiar, such as 
  an army of rats or toads. The kittens must deal with these (strike a 
  bargain, scare them off, or just sneak around) before they can get to 
  the villain.
  Rule Variant: The GM doubles the difficulty of all obstacle cards 
  under 5, so 2/3/4 (of any suit) carry values of 4/6/8 instead.
  ♠ The fairy tale villain has access to powerful magic, such as 
  summoning total darkness that renders even cats unable to see, 
  turning hallways and streets into mazes, or imbuing street lanterns 
  or trees with monstrous life and intent. 
  Rule Variant: The GM adds the two Joker cards back into their 
  deck. A Joker obstacle means the villain is working their magic, 
  and the GM should run the obstacle accordingly. The Joker is only 
  beaten by another Joker or two face cards (any suit). 
  ♣ The nefarious villain is actually working for another! The GM can 
  design this mastermind villain themselves, or draw a second card 
  from the Queens. The kittens find an unseen hand thwarting them 
  as they adventure, a second power working against them which they 
  must uncover before they can avert the threat.
  Rule Variant: The GM may flip over the top card of their deck 
  to replace one obstacle card before the players lay down their 
  cards -or- use the top card of the players’ deck to replace one 
  of the kittens’ cards afterward. They can choose whether to use 
  the current card, or the replacement. If they replace a player 
  card with one of an unmatched suit, its value doesn’t count 
  towards beating the obstacle. They may only use one option per 
  challenge, but both once over the course of a game. Flipping a 
  card and choosing not to use it still counts as using this power.
  
  16
  Kitten Treasure
  Throughout their adventure, or with GM’s discretion while Picking 
  Your Kitten, kittens may find Treasure. They can use their Treasure 
  once to bypass an obstacle when it makes narrative sense, after 
  which it breaks or is lost. If you’re running a one-shot, I recommend 
  you give the kittens a treasure right from the start.
  We included example uses with the Treasures below, but players and 
  GM should be creative in devising their own.
  (2) Ball of Yarn. String to navigate a maze (Whiskers). Give to cat to 
  win their affection (Purrs).
  (3) Cardboard Box. Sleep well to tackle the day full of energy (Hairballs).
  (4) Bow Collar. Impress other creatures with your pretty collar (Purrs).
  (5) Piece of String. Distract a foe (any unfriendly creature obstacle).
  (6) Toy Mouse. Play with mouse to focus your mind (Whiskers).
  (7) Laser Pointer. Direct your fellow kittens where to go (Toebeans).
  (8) Stick with fluffy feathers. Use as physical focus item (Toebeans) 
  or give as gift (Purrs).
  (9) Open can of Tuna. Eat to replenish your energy (Hairball).
  (10) Catnip. Get other cats high to become their Best Friend Ever (Purrs).
  (knave) Soft Pillow. Not for sleeping, but for flexing your claws 
  (Toebeans).
  (queen) Broom. Fly over physical obstacles (Whiskers, Toebeans, 
  Hairballs), or unfriendly creatures (Purrs).
  (king) Litter Box. Take a moment to think and collect yourself 
  (Whiskers or Hairballs).
  (ace) Tarot Cards. Where did you even get these?? Bypass any 
  obstacle by foreseeing it.
  
  Name:
   
  Gender:
  Coat:
  Personality:
  Vice:
  L.O.A.:
   
   
      Litter Feelings:
   
   
   
   
   Specialty Suit:
   
   
    
  ♥ 
  ♦ 
  ♠ 
  ♣
   
   
   
   
   
   
   
  Witching Power:
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Kitten Witches.pdf