I immediately had to back the kickstarter for this one! DURF is such a charming game that i keep in my RPG binder at all times because its so simple and easy to play. Cant wait for the expanded version!
BrandonButler
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Twists are very open-ended. Maybe the harpies are actually villagers who were transformed into these creatures by a wizard. Or maybe the town stole something from the harpies who are trying to get it back.
Think of twist as something that changes the story or encounter in an unexpected way.
Thanks for giving my game a shot! Hopefully this helps explain it a little better.
Ah, you can step up the weapon die to after using a d8 weapon. The maximum would be a d12 for a weapon die.
As for the magic items these were just the ones I came up with. If magic spell books makes more sense to you then hack it! 😀 add those in and let me know if the seem to work better for you. I may expand the weapons, gear and supplies but I just haven't been able to get back to Moss Cloak recently to add or revise much content. But I highly encourage homebrewing your own gear, supplies, weapons, and rulings.
Hey there, I'm sorry to hear that I tried to keep the character creation light with all of the guidelines on page 8. The gear and supplies you'd need would be found on pages 9 and 10. Outside of more info on your lineage, everything should be on those 3 pages.
I hope this helps! If you do make a character send another comment to tell me about your Moss Cloak!
Hey there, thanks for checking it out!
1. Basically yes things are reskinned for flavor the damage is based on the size of the item.
2. Correct again! Using magic in combat requires a magical weapon and does not deal damage on its own, the idea is that magic must use a conduit (weapon) to hurt another living thing.
3. These adventure moves are meant to be used to track the time you spend while adventureing and are intended to be used every time to help keep track of the time of the day, and travel distance. But you can feel free to hand-wave stuff if you'd prefer. I use them as written because I'm a fan of hex-crawling mechanics such as these moves.
4. Stepping up your dice is just increasing it to the next # sided die. For example, if you have a magical wand (d4) and you Become Stronger you can "step it up" to a d6. As for Toughen Up you can't use it on heavy armor. However, I may have to change the wording on that to make it more clear, or maybe allow it to add to heavy armor as well... I'm not sure yet. But if you do use it on heavy armor and it works out well let me know!
Sorry for the late reply I hope this helps!
Yeah absolutely, if youre looking for something you can do things like Investigate multiple times while you look for the person with the artifact. It does take time though, so weather you are successful or not in your Investigate roll time will pass. Meaning each time you Investigate 4 hours or 1 watch will pass.
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.


