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BrandonButler

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A member registered Nov 13, 2021 · View creator page →

Creator of

Recent community posts

Thank you for the amazing review and comments, I'll be sure to get a copy of the One Page Solo Engine for my sessions!  

It feels wrong to say you're welcome to such a warming comment, so I'd like to thank you for taking the time to check out the game and for showing your appreciation.

What a gorgeous isometric map!

Is this your team's first project because you're starting off with a bang!

This one is gonna be used in a few sessions for sure!

This is an awesome point crawl!

The Possessed Dinghy is gonna be really fun to throw in my games! 

I'm LOVING the art and the style you put into this submission! 

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New files have been uploaded for more immersive player handouts!

Incredible supplement for PB!

I'm so excited to use this! 

This is absolutely amazing. I'd love to see more, also have you looked into Pirate Borg? I think your style would work tremendously well with that setting too!

I love this, have you thought about doing one for Starforged or the upcoming Sundered Isles?

This is great! 

Thank you for checking it out! I was very inspired by Ironsworn's dice mechanic but trimmed it down to just use the d10 vs d10.  It makes combat really unpredictable.

Thank you very much for the kind words! It means a lot to me!

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Hey there sorry for the late response. First of all, thank you so much for checking out my game! I appreciate the feedback, hopefully, I can clear things up.

  • Damage is determined by a damage die tied to either your weapon or the Beast/Foe's damage die. The Beast/ Foe's damage die also represents their health. For example, if you're fighting a Bandit, their damage die is a d4. So their health would start at 4 and if they hit you they deal 1d4 damage. 
  • Armor can "block" or negate incoming damage by a Beast/Foe up a set number of times in a single encounter. Light armor can negate damage once, Medium armor can negate damage twice, and Heavy can negate damage three times. Once all the blocks have been used the Armor cannot block any more until it's repaired. 
  • The Reposition move was initially intended for more narrative purposes but that's the one move I was thinking of making to allow the player to gain an advantage like a +1 to an attack roll on your next turn.  ( Your feedback is happily welcomed on how you would like to see that move used if at all)
  • Finally, for the Grow Stronger advancement, I intended to make the power progression not spike up as fast as possible so someone would not take it at levels 1,2,&3. Immediately stepping up your damage die from what it was to a higher level felt like it was too fast so I delayed it to only be available at levels 1,3,&5. 

If I get more feedback I can make additional changes as what you've brought up are valid concerns and questions. These were just what worked for me during my playtesting but having new eyes on it is even more helpful!

So excited to finally release this game! https://brandonbutler.itch.io/moss-cloak 

Moss Cloak is a sandbox adventure RPG for solo or co-op GM-less play. 

Take the role of a member of the Moss Cloaks, a guild of skilled individuals who dedicate themselves to maintaining order and safety along the dangerous highways that connect the kingdoms of Astra. 

Features:

  • A vsD10 system where rolling 2 d10 dice against each other to determine success or failure.
  • Fast-paced and deadly combat.
  • Character creation and advancement.
  • Over a dozen tables to use to spark inspiration for your journey including, Character, Encounter, and Location tables.
  • Slot-based inventory with supply dice mechanic.
  • A "Yes /No" oracle system.
  • A system to create your own Beasts & Foes.
  • 20 Beasts & Foes included.
  • 3 Phases with moves to use and track time and activities.