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Bloodstone: Hunter's Quest RPG

A Hunter is asked to go to the cursed city of Heliwyr to stop an Apostle from opening a gate between the world and the realm of the Ancients. The Hunter must explore the dangerous city where crazed citizens wander armed, looking to kill strangers. Reaching the Cathedral before it's too late will require risking eternal damnation. The Hunter takes gear and weapons, boarding a carriage to the city gates for the dangerous hunt ahead.

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0% found this document useful (0 votes)
422 views2 pages

Bloodstone: Hunter's Quest RPG

A Hunter is asked to go to the cursed city of Heliwyr to stop an Apostle from opening a gate between the world and the realm of the Ancients. The Hunter must explore the dangerous city where crazed citizens wander armed, looking to kill strangers. Reaching the Cathedral before it's too late will require risking eternal damnation. The Hunter takes gear and weapons, boarding a carriage to the city gates for the dangerous hunt ahead.

Uploaded by

Lucas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Player Agenda The Workshop Hunter’s Scroll

Embrace the dangers of the Hunt. Use your gear. The workshop is a place between human reality and that of the Ancients: it is a sort of limbo
accessible only to those who own a Bloodstone. Using it, your body becomes a stone statue in
Ask questions, use the answers to take action. reality, and your spirit travels a pathway inside a dream.

Explore the Heliwyr’s weirdness and madness. When you visit the workshop while hunting, you can rest and take a breath. Choose two
actions from the list below:
Accept the risk, don’t be afraid of death.
Pray in front of the tomb of the first hunter: roll your lower attribute and regain Blood equal
to the highest result:
Action Roll 6s The first hunter spills their blood for you: You regain all Blood.

When a Hunter faces a risky situation, the outcome 6 The first hunter blesses you: You regain 3 Blood.
is determined by the Action Roll.
4/5 The first hunter whispers in your ear: You regain 2 Blood.
The Hunter describes what they want to accomplish
and what Attribute and Gear they will employ to do 1-3 The first hunter looks at you: You regain 1 Blood.
so.
Repair equipment: refresh all common armor boxes used.
The GM assesses the situation saying if the Hunter
is in a controlled, risky or desperate Position. The Refill your resources: refresh all Firearm bullets.
worse the Position, the harder the consequences.
Use the altar of the Ancient Runes: spend 4 Insight to add one � to an Attribute.
The GM will also tell the Effect level the Hunter
would accomplish (great, standard or limited) and Then your spirit returns to your body, which comes to life again.
possible outcomes of the roll. Some Gear or Ability
can improve the Effect level.
We were born wrapped in darkness, covered in blood.
The Hunter can then raise or lower the Effect at the
cost of a worst position or vice-versa.
But the light touched us, and now our eyes are open.
The Hunt is our way, the Hunt is our purpose.
The Hunter gathers their dice:
� A number equal to the Attribute rating.
� Adds bonus dice from Stamina, Blood, or Assist. Oath of Hunters

If they end up with zero or less dice to roll, they You are a Hunter. You have vowed to follow the path of blood and to put an end to the
roll 2 dice and keep the lowest. aberrations caused by the lust for power.

The Hunter rolls all the dice and reads the single On this blood moon night, you were asked to go to the city of Heliwyr. An Apostle is
highest result (two or more six is the “6s” in the attempting to ascend, opening a gate between our world and the Ancients one, which will
table). Player and GM work together narrating the devour the entire city. Your task is to get to the city's Cathedral before it's too late.
action, but the latter has final say over the outcome
and is the one declaring the Consequences. You'll have to explore a cursed city, whose crazed citizens wander the streets armed with
pitchforks, cursing the fallen gods, looking for strangers to murder. In the darkness of the
cursed night, buried horrors await you, to test your blood and mind. You will risk eternal
damnation on this mission.
Critical. They succeed with increased
6s Effect.
But the Hunt cannot stop. So, take your gear and your weapons: the carriage is about to
leave. It will take you and your companions to the city's gates.
6 Success. It goes as well as intended.
Good hunt.
Partial Success. They do it but also suffer
a Consequence: Harm, Reduced Effect,
4/5 Lost Opportunity, Worse Position or
6 SIDED 2 TO 4 2 TO 5
Complication.
DICE HOURS PLAYERS

1-3 Fail. Things go bad and they suffer the Action-Horror Role Playing Game
Consequences. This work is based on Blades in the Dark, product of One Seven Design, developed and authored by John
Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license. Forged in the Dark
The Awakening Hunter’s Information Special Actions

Your dream is agitated. Fragments of your past, from when you were a child. You’re Blood Stamina Insight Push: during an Action Roll, you can add +1d to your
trying to bring order to the chaos of your mind. Mark: suffering Harms or Spend: Push or Resist, or Gain: exploring the world roll per each Stamina spent.
Who were you once? [Choose your Origin among those listed beside] using the Trick Weapon. using the Trick Weapon. and its weirdness.
Regain: 2 using a Blood Vial. Regain all: after the Spend: Summon Ghosts or Resist: reduce or avoid Consequences. Describe how
The first scene that emerges in your memory is the one closest to your true visceral Mark last one: you’re dead. Consequence of any action. in the Workshop. you do it, than roll 1d per each Stamina spent.
nature: a scene from your childhood that marked your life, leaving an indelible taint
on your flesh and spirit, and making you who you are today. Perfect. You avoid the consequence
What do you remember? [Choose one below and mark the Attribute].
6s completely and refresh 1 Blood.
Origin
Choose one: Good. You avoid the consequence
� Lone Survivor [Signature Ability: you always act first]
6 completely.
� A fight in an alley, your knuckles stained with blood, the leather of the
straps hitting you on the back. [��� Prowess, �� Resolve, and � Wit]. � Troubled Childhood [Signature Ability: you always know when someone is lying] Close. You partially reduce the
� Violent Past [Signature Ability: +Effect when unleash physical violence] 4/5 consequence.
� Noble Scion [Signature Ability: +1d when Reload]
� A little girl smaller than you, with her face covered in soot, surrounded by
older boys. Your screams to make them escape. A blade penetrating your
� Waste of Skin [Signature Ability: none] 1-3 Bad. You suffer the full consequence.
side, kicks in your face. [�� Prowess, ��� Resolve, and � Wit].
Prowess Resolve Wit Assist: help another Hunter who is facing an Action
� A forbidden place. Candles on the floor. The gurgling of a being lying in Covers all actions involving Covers all actions involving Covers all actions involving Roll. Describe how you intervene. Spend 2 Stamina
the darkness. The cries behind you, and the sound of devoured brittle bones. fighting, athletics, physical willpower, fortitude, awareness, reflexes, smarts to give +1d to them. You expose yourself to the
[� Prowess, ��� Resolve, and �� Wit]. toughness and strength. charisma and persuasion. and arcane. consequences. Only one PC may assist a given roll.

Protect: step in to protect another Hunter,


suffering the consequences in their place. Describe
You wake up screaming. Your head is spinning. The pungent smell of disinfectant Hunter’s Gear how you intervene.
hangs in the air. You get up slowly. On a chair there are your clothes.
What type are your clothes? [Choose your Attire].
Bandolier Attire Tools Set up: perform a setup action to support indirectly
You look around: you are in a kind of clinic. Mark to use: Choose your clothes: You have all: another Hunter. Make an Action Roll to improve the
«Ah, well awake, stranger.» An old man in a wheelchair appears from the dark. «I am • Antidote � Hunter [ : avoid Harm in combat] • Bloodstone Position or the Effect (your call) of their next Action
Master Edwin. We found you in the midst of a pile of corpses, covered in blood. You • Blood Vial � Noble [ : +1d to Resolve roll] • Hand Lantern Roll.
were the only survivor.» • Smoke Bomb � Priest [ : avoid occult Consequence] • Monocular
You don't remember anything. Everything is so blurry… • Fire Bomb � Executioner [ : avoid mental Harm] • Spirit Bell Use the Armor: mark the common armor slots
«Don't worry: we will take care of you. What’s your name?», Master Edwin ask you. • Acid Bomb � Knight [ : Protect with no Consequence] • Climbing Gear to reduce physical Harms.
What’s your name? [Write your name on the first page of this scroll]. • Silver Bullet � Student [ : +1d to Wit roll] • Tinkering Tools
Use the Special Armor: mark the special armor
slot to use the special ability, according to the
Trick Weapon Firearm fictional situation.
The Hunter’s Path Choose one: Choose one:
� Axe | Long Axe [great range] � Pistol [Parry: 4+] [Stun: 6+] Summon Ghost: ring your Spirit Bell and summon
It's been months since your awakening. You joined Master Edwin's hunters. You have � Blade | Mallet [+Effect vs undead] � Blunderbuss [Parry: 6+] [Stun: 4+] a ghost from another world.
been trained, you met other hunters like you. � Cleaver | Saw Spear [+Effect vs beast] � Rifle [Parry: 5+] [Stun: 5+] Ask them a question from the list below per each
Insight you spent.
As a hunter, you have a Trick Weapon and a Firearm. With a silver blade, a Trick
Weapon allows you to damage all kind of creatures. It has two usage modes: base Base form: you can use the weapon to Parry: roll 1d per each bullet you mark. • How can I hurt them?
form and alternate form. Also, you can imbrue the weapon with your own blood to strike a quick and accurate blow. With a result equal [Parry] you interrupt • Who’s most dangerous here?
gain extra dice during a roll using it. Cost: 1 Stamina. an enemy action. • What do they intend to do?
Firearm is used to parry attack or stun enemies. • Where are they vulnerable?
What are your weapons? [Choose your Trick Weapon and Firearm]. • What is hidden or lost here?
Alternate form: you can use the Stun: roll 1d per every two bullets you • Where can I hide here?
weapon to strike a powerful blow, mark. With a result equal [Stun] you stun • What’s really going on here?
You learned how your body works: now you understand the importance of the
with increased Effect. Cost: 2 Stamina. an enemy for a few seconds.
Stamina. You have 3 Stamina, and you spend them to Push, Resist or using your Trick
Weapon. Remember to use them strategically: Stamina is refreshed after you face the Visit the Workshop: once per hunt, you can use
Consequence of every action. your Bloodstone to reach the Workshop through a
+ Imbrued with blood: you soak the Reload: mark any amount of Blood
pathway inside a dream.
blade in your own blood. Gain +1d to and/or Silver Bullets. For each, roll 1d.
To complete your training, read aloud the Oath of Hunter on the back. the roll per each Blood you mark. Regain bullets equal to the highest result.
Welcome, good hunter. See Workshop on the back for more details.

This game is licensed under CC BY-NC-SA 4.0 BloodstonE is a game by Matteo Sciutteri (matteosciutteri.itch.io) - @MasterRPG

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