Earthblood

GM Reference Screen — Malhavoc Press — Dark Swords & Sorcery

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📖 Rules based on Earthblood (Malhavoc Press). Verify against your copy of the book.

Core Rules

The d20 Resolution System

Earthblood uses the d20 system. Roll a d20, add relevant modifiers, compare against a Difficulty Class (DC) or opponent's defence value.

Success: Roll ≥ DC.  Failure: Roll < DC.

Task DifficultyDC
Very Easy5
Easy10
Moderate15
Hard20
Very Hard25
Legendary30
Natural 20: Maximum success — often with an added benefit.
Natural 1: Fumble — failure with a complication.

Ability Scores & Modifiers

ScoreModifierScoreModifier
1−512–13+1
2–3−414–15+2
4–5−316–17+3
6–7−218–19+4
8–9−120–21+5
10–11+022++6+

Primary abilities: STR, DEX, CON, INT, WIS, CHA

Earthblood ability: Vital Force (VIT) — the character's connection to the primal life-energy of the world. Used for Bloodcraft and survival.

Skills & Checks

Make a skill check when the outcome is uncertain. Roll d20 + skill bonus vs DC.

Skill bonus = relevant ability modifier + ranks + misc modifiers.

Trained skill: +3 bonus if you have at least 1 rank.

Untrained: Some skills can't be used untrained (marked with T).


Key Earthblood Skills:

  • Survival (WIS) — tracking, foraging, navigating wilderness
  • Knowledge: Bloodcraft (INT/WIS) — T — understanding blood magic and life force
  • Sense Life (WIS) — T — detect living creatures, feel bloodcraft nearby
  • Spellcraft (INT) — T — identify and understand arcane effects
  • Heal (WIS) — tend wounds, stabilise the dying
  • Intimidate (CHA) — sometimes replaced by Vital Presence (VIT) in Earthblood

Vital Force (VIT)

The Earthblood setting revolves around Vital Force — the living essence that flows through all living things and the earth itself. Think of it as a primordial life energy, not spiritual power.

  • VIT score determines Bloodcraft casting ability
  • Spending VIT (HP-like resource) fuels blood magic
  • Recovered through rest in places rich with natural energy
  • Corrupted or undead creatures drain VIT
  • Ley lines and ancient sites are VIT-rich locations
VIT Pool: VIT modifier × 2 + level. Recovered fully with a full night's rest in wilderness. Only half recovered in settlements or dungeons.

Saving Throws

SaveBased onUsed Against
FortitudeCONPoison, disease, death effects, exhaustion
ReflexDEXArea effects, traps, explosions, falling objects
WillWISMind-affecting effects, fear, illusions, domination
VitalVITLife drain, blood magic, corruption, undead touch

Save DC for abilities = 10 + caster level/2 + ability modifier.

The World of Earthblood

A world of dying gods, primordial earth-magic, and mortal power struggles. Civilisation exists at the edge of a wild world where ancient forces still move.

Core themes: Survival, corruption of power, the cost of magic, the sacred and profane.

  • The gods are distant or dead — divine power comes from earth-pacts, not prayer
  • Magic always costs something — blood, life, or sanity
  • The wilderness is genuinely dangerous and alive
  • Political power is backed by Bloodcraft — rulers fear the blood-gifted

Bloodcraft

How Bloodcraft Works

Bloodcraft draws on Vital Force — the caster's own life energy. Unlike traditional spell slots, Bloodcraft costs VIT points from the caster's VIT pool.

  1. Choose a Bloodcraft effect from your known effects
  2. Pay the VIT cost (deduct from VIT pool)
  3. Make a Bloodcraft check if the effect is contested or uncertain
  4. Apply the result
If your VIT pool drops to 0, you begin spending actual HP to fuel Bloodcraft. This is called Overreaching — effective but dangerous.

Bloodcraft Check

Roll: d20 + VIT modifier + Bloodcraft ranks

DC: Set by effect complexity and opposition (10–30).

Failure: VIT is still spent. The effect fails or misfires.

Critical Failure (natural 1): Misfire — roll on the Misfire table.


Misfire Table (d6)

d6Result
1Effect reversed — targets the caster instead
2VIT drain — lose double the intended VIT cost
3Stunned 1d4 rounds — Bloodcraft backlash
4Wild surge — effect happens but in a random direction or target
5Corruption mark — temporary negative VIT modifier until long rest
6Effect works but caster takes 1d6 Vital damage (bypasses HP)

Bloodcraft Effects (Sample)

EffectVIT CostRangeDescription
Vital Surge1TouchRestore 1d8+VIT mod HP to a living creature
Blood Sense160 ftDetect all living creatures within range for 10 min
Sanguine Blade2TouchWeapon deals +1d6 vital damage for 1 min; target makes Vital save or sickened
Life Leech230 ftDrain 1d8 HP from target; you regain that much. Vital save DC 15 to halve.
Vital Armour3Self+4 natural armour for 10 min; deactivated by Overreach
Blood Scry3SpecialLocate creature whose blood you have; gain vision of their location for 1 min
Vital Burst420 ft radiusExplosion of life force: 3d8 vital damage to all in area; Vital save DC 18 for half
Rend Life560 ftAttempt to stop a target's heart; Fortitude save DC 20 or fall to 0 HP and dying

Corruption

Extended use of Bloodcraft, especially Overreaching, risks Corruption. Track Corruption points separately from VIT.

Corruption PtsEffect
1–3Minor mark — faint veining, eyes briefly darken
4–6Moderate — −2 to social checks; animals react with fear
7–9Significant — Vital saves at disadvantage; must succeed DC 15 Will to cast non-Bloodcraft
10–12Severe — alignment shifts; NPC distrust; may gain unwanted Bloodcraft power
13+Near-Corrupted — GM takes partial narrative control of character; approaching Corruption end-state
Corruption can be reduced by: extended rest in unspoiled wilderness, ritual cleansing (requires an ally with Heal/Bloodcraft), or specific quests.

Combat

Initiative & Turn Order

Roll: d20 + DEX modifier. Highest acts first. Ties broken by DEX score, then another d20.

Combatants act in initiative order. Each round represents ~6 seconds.


Actions in Combat

Action TypeWhat You Can Do
Standard ActionAttack, cast a Bloodcraft effect, activate a special ability, use an item
Move ActionMove up to speed, draw/sheathe weapon, stand up, pick up item
Full-Round ActionFull attack (multiple attacks), charge, run, use complex ability
Swift ActionOnce per turn — minor abilities, drop item, activate minor ability
Immediate ActionOnce per round (even off-turn) — reactive abilities, interpose
Free ActionSpeak briefly, drop item, release grip, delay initiative

Attack Rolls

Melee: d20 + BAB + STR modifier + size modifier vs target AC

Ranged: d20 + BAB + DEX modifier + range penalty vs target AC

Touch Attack: Ignores armour and natural armour — only touch AC matters


Armour Class (AC)

AC = 10 + armour bonus + shield bonus + DEX modifier + other modifiers

Flat-footed AC: No DEX bonus (if surprised or can't react)

Touch AC: Only DEX, dodge, deflection bonuses apply

Bloodcraft attacks targeting Touch AC are common — don't assume Vital effects are blocked by armour.

Damage & HP

Damage = weapon damage + STR modifier (melee) or no modifier (ranged, unless bow/thrown).

Critical Hits: Threat range (usually 20) — confirm with a second attack roll vs AC. If confirmed, multiply weapon damage (usually ×2). STR modifier is not multiplied.

Nonlethal damage: If nonlethal total ≥ current HP, the creature is staggered (only one action per turn). If nonlethal = total HP, unconscious.


Vital Damage (Earthblood-specific): Damage to VIT pool, not HP. Tracked separately. If VIT pool is 0, subsequent vital damage hits HP directly.

Conditions (d20 System)

ConditionEffect
Blinded−2 AC, lose DEX bonus, −4 attack, opponents effectively invisible
ConfusedAct randomly each round (d10: 1 attack self, 2–6 do nothing, 7–9 attack nearest, 10 act normally)
DazedCan't act (no standard or move); still threatens
Dying0 HP or less; unconscious; lose 1 HP per round; Fortitude DC 10 to stabilise
Entangled−2 attack, −4 DEX; must make STR/Escape Artist to move
ExhaustedHalf speed, −6 STR and DEX; becomes fatigued after 1 hour rest
FatiguedCan't run or charge; −2 STR and DEX; becomes exhausted if fatigued again
FrightenedFlee if possible; −2 attacks, saves, skill checks, ability checks
NauseatedOnly move action; can't attack, cast, or use special abilities
Shaken−2 attacks, saves, skill checks, ability checks
Sickened−2 attacks, damage, saves, skill checks, ability checks
StunnedCan't act; drop held items; lose DEX bonus to AC; attackers get +2 to hit
Vitally DrainedVIT pool at 0; Bloodcraft impossible; −4 to Vital saves until VIT recovered

Healing

Natural healing: Full night's rest — 1 HP per character level. A full day of rest — 2 HP per level.

Magical healing: Bloodcraft effects, healing potions. Always full effect (no roll unless effect specifies).

Heal skill (DC 15): Stabilise a dying creature. Treat wounds (1 hour, once/day per person) — 1d4 HP.

VIT recovery: Full night's rest — full VIT pool. Only half recovery in settled areas or dungeons.

The dying threshold in Earthblood is −CON modifier HP (not −10). Characters with high CON can absorb more negative HP before death.

Initiative Tracker

Dice Roller

d20 Check

Set modifier and DC, then roll.

Attack Roll

Set attack and damage, then roll.

Bloodcraft Check

Roll Bloodcraft check.

Free Roller

Configure and roll.

Character Tracker

GM Generators

NPC Generator

Click Generate to create an NPC.

Location Generator

Click Generate to describe a location.

Corruption Event

Generate a narrative event tied to bloodcraft corruption or dark influences.

Generate a corruption event for inspiration.

Encounter Seed

Generate a quick encounter premise for the current situation.

Generate an encounter seed.

Notes

Session Notes

Plot Threads

Bloodcraft & Corruption Tracker

GM Private Notes