# Bloodstone tags: #game/rpg/bloodstone ![[Bloodstone GM (cover).jpg]] ![[Bloodstone PC (cover).jpg]] # Bloodstone: A Hunter's Guide to Not Dying (Probably) ## Summary _Bloodstone_ is a gothic horror roleplaying game that essentially asks the question: "What if _Bloodborne_ was a pamphlet, and you had much less time to live?" Created by Matteo Sciutteri and based on the _Blades in the Dark_ engine, the game plunges a group of doomed Hunters into the city of Heliwyr. The vibe is aggressively grim—think blood moons, maddened citizens with pitchforks, and "Apostles" who have clearly spent too much time looking into the abyss. It is a high-octane, one-shot experience where the goal is to reach the Cathedral before the "Night's Clock" strikes midnight and things go from "terrible" to "apocalyptic." ## Core Die Resolution Mechanics The game employs a streamlined _Forged in the Dark_ resolution system. When a Hunter attempts something risky, the Game Master (GM) determines their **Position** (Controlled, Risky, or Desperate) and the potential **Effect** (Limited, Standard, or Great). The Hunter rolls a pool of six-sided dice (d6) equal to the relevant Attribute rating (_Prowess_, _Resolve_, or _Wit_). They can add bonus dice by spending _Stamina_, marking _Blood_, or receiving an _Assist_. If the Attribute rating is zero or less, the player rolls two dice and takes the lowest result. The single highest die determines the outcome: - **6s (Critical):** Success with an increased effect. - **6 (Success):** The action goes as intended. - **4/5 (Partial Success):** The action succeeds, but the Hunter suffers a **Consequence** (Harm, Reduced Effect, Lost Opportunity, Worse Position, or a Complication). - **1-3 (Fail):** Things go poorly, and the Hunter suffers the full brunt of the GM's consequences. A standout departure from standard _Blades in the Dark_ is the **Stamina** system. Instead of the "Stress" resource found in other _Forged in the Dark_ games, _Bloodstone_ uses Stamina to "Push" for extra dice or to "Resist" consequences. This mimics the rhythmic resource management of souls-like video games. ## Editions and Evolution While _Bloodstone_ remains a focused pamphlet RPG, it has evolved through several iterations. The original release established the core "Night of the Hunt" structure. - _Version 1.1_: Introduced "Community Copies" on its primary storefront and minor layout adjustments. - _Version 1.4_: The most recent major update as of late 2024, which added a dedicated map of Heliwyr and refined the presentation of the Hunter and GM scrolls. - _Future Plans (2025-2026)_: The developer has signaled a move toward a physical edition and expanded content, including a deeper class system, solo play rules, and a "fantasy spin-off" compatible with the core game, intended to capture an _Elden Ring_ aesthetic. ## References - [Official Storefront and Digital Downloads - Itch.io](https://matteosciutteri.itch.io/bloodstone "null") - [Mechanical Discussion and Developer Feedback - Reddit r/bladesinthedark](https://www.reddit.com/r/bladesinthedark/comments/ryouns/bloodstone_an_action_horror_forged_in_the_dark/ "null") - [Update on Bloodstone’s Future and Devlog - Itch.io](https://matteosciutteri.itch.io/bloodstone/devlog/1149620/update-on-bloodstones-future "null")