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trumoi

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A member registered Jun 20, 2017 · View creator page →

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Unfortunately it did not. Not sure what's happening as when I open it in Adobe it also doesn't display chrome or firefox.

every instance of "FF" is invisible save a few pages on my copy. Also the Character Sheets Category Designate has no text on it. Maybe because I'm using Foxit Reader instead of Adobe?

Anyways, it's otherwise gorgeous and makes me feel bad about my own game design endeavours. Great job!

Jokes on you, loser, I laughed so hard reading it that I came back and paid you anyways.

I'm not at all into OSR but this rivals TROIKA for fun-to-read to me.

Very cool resolution system, art, and flavour, looking forward to playing it.

Bit of a silly question: roughly where is the Hidden Isle? Is it meant to be in the Mediterranean? Meant to be in a different realm of existence like the faerie realm? 

I ask because the book says "Adventures across Europe and the Middle East" and I'm curious as to why it is limited at all? Is there any reason I, as a Seer, shouldn't have a game go to Africa, Asia, and the Americas?

Dual Wield RPG is a free PbtA RPG (in beta) about people who can turn into weapons and utilize each other to fight their inner demons. Inspired by Boyfriend Dungeon, Soul Eater, and Persona, it hopes to capture the idea of battling your trauma and personal journey through cinematic armed combat. What it adds to weapon-people formula is there are no dedicated "wielders", everyone can turn into a weapon. What it adds the the PbtA formula is that the playbooks are based around the weapon you turn into, the support role you play, and combat is separated into moves that the wielder and weapon can do independently, allowing weapons to cover the weak points of their wielders to some extent.

Currently, there is only support for Melee weapon playbooks, of which there are five: Blade, Blunt, Energy, Shield, Spike. Blades for the cutters, Blunts for the smashers, Energy for the magical and tech weaponry, Shields for the defenders, and Spikes for the stabbers. All of these can be 1 handed or 2 handed, and have customization both in moves and in a tags system, so two Blades can feel nothing alike. While in weapon form, you play a support role but cannot take damage, instead risking Break, a track that determines the condition of both your weapon form and your mental stability.

For the Wielder side, you still get to customize with Wielder moves which are not playbook-bound. There is a list of example Wielder moves, but the system encourages making your own and comes with a guide on how to do so. Wielders are the stars of the given show, the dungeons you delve into based on their trauma and psyche, but can take both Harm and Break, with both their physical bodies and mental well-being on the line whenever they choose to face down their demons.

The system itself is somewhat of a hack of Rhapsody of Blood, borrowing from its non-Euclidean dungeon design, its tiered enemy and obstacle system, easy-to-build dungeons with minimal prep, and its Bosses that cannot be damaged until an opening is created. It can be played with as little as two players or as many as six(counting the MC).