GM Reference Screen — Malhavoc Press — Dark Swords & Sorcery
← GM ScreensEarthblood 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 Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Moderate | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Legendary | 30 |
| Score | Modifier | Score | Modifier |
|---|---|---|---|
| 1 | −5 | 12–13 | +1 |
| 2–3 | −4 | 14–15 | +2 |
| 4–5 | −3 | 16–17 | +3 |
| 6–7 | −2 | 18–19 | +4 |
| 8–9 | −1 | 20–21 | +5 |
| 10–11 | +0 | 22+ | +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.
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:
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.
| Save | Based on | Used Against |
|---|---|---|
| Fortitude | CON | Poison, disease, death effects, exhaustion |
| Reflex | DEX | Area effects, traps, explosions, falling objects |
| Will | WIS | Mind-affecting effects, fear, illusions, domination |
| Vital | VIT | Life drain, blood magic, corruption, undead touch |
Save DC for abilities = 10 + caster level/2 + ability modifier.
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.
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.
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.
| d6 | Result |
|---|---|
| 1 | Effect reversed — targets the caster instead |
| 2 | VIT drain — lose double the intended VIT cost |
| 3 | Stunned 1d4 rounds — Bloodcraft backlash |
| 4 | Wild surge — effect happens but in a random direction or target |
| 5 | Corruption mark — temporary negative VIT modifier until long rest |
| 6 | Effect works but caster takes 1d6 Vital damage (bypasses HP) |
| Effect | VIT Cost | Range | Description |
|---|---|---|---|
| Vital Surge | 1 | Touch | Restore 1d8+VIT mod HP to a living creature |
| Blood Sense | 1 | 60 ft | Detect all living creatures within range for 10 min |
| Sanguine Blade | 2 | Touch | Weapon deals +1d6 vital damage for 1 min; target makes Vital save or sickened |
| Life Leech | 2 | 30 ft | Drain 1d8 HP from target; you regain that much. Vital save DC 15 to halve. |
| Vital Armour | 3 | Self | +4 natural armour for 10 min; deactivated by Overreach |
| Blood Scry | 3 | Special | Locate creature whose blood you have; gain vision of their location for 1 min |
| Vital Burst | 4 | 20 ft radius | Explosion of life force: 3d8 vital damage to all in area; Vital save DC 18 for half |
| Rend Life | 5 | 60 ft | Attempt to stop a target's heart; Fortitude save DC 20 or fall to 0 HP and dying |
Extended use of Bloodcraft, especially Overreaching, risks Corruption. Track Corruption points separately from VIT.
| Corruption Pts | Effect |
|---|---|
| 1–3 | Minor mark — faint veining, eyes briefly darken |
| 4–6 | Moderate — −2 to social checks; animals react with fear |
| 7–9 | Significant — Vital saves at disadvantage; must succeed DC 15 Will to cast non-Bloodcraft |
| 10–12 | Severe — alignment shifts; NPC distrust; may gain unwanted Bloodcraft power |
| 13+ | Near-Corrupted — GM takes partial narrative control of character; approaching Corruption end-state |
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.
| Action Type | What You Can Do |
|---|---|
| Standard Action | Attack, cast a Bloodcraft effect, activate a special ability, use an item |
| Move Action | Move up to speed, draw/sheathe weapon, stand up, pick up item |
| Full-Round Action | Full attack (multiple attacks), charge, run, use complex ability |
| Swift Action | Once per turn — minor abilities, drop item, activate minor ability |
| Immediate Action | Once per round (even off-turn) — reactive abilities, interpose |
| Free Action | Speak briefly, drop item, release grip, delay initiative |
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
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
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.
| Condition | Effect |
|---|---|
| Blinded | −2 AC, lose DEX bonus, −4 attack, opponents effectively invisible |
| Confused | Act randomly each round (d10: 1 attack self, 2–6 do nothing, 7–9 attack nearest, 10 act normally) |
| Dazed | Can't act (no standard or move); still threatens |
| Dying | 0 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 |
| Exhausted | Half speed, −6 STR and DEX; becomes fatigued after 1 hour rest |
| Fatigued | Can't run or charge; −2 STR and DEX; becomes exhausted if fatigued again |
| Frightened | Flee if possible; −2 attacks, saves, skill checks, ability checks |
| Nauseated | Only 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 |
| Stunned | Can't act; drop held items; lose DEX bonus to AC; attackers get +2 to hit |
| Vitally Drained | VIT pool at 0; Bloodcraft impossible; −4 to Vital saves until VIT recovered |
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.
Generate a narrative event tied to bloodcraft corruption or dark influences.
Generate a quick encounter premise for the current situation.