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(+2)

Hi!
Thank you for the questions. I hope I can clarify your doubts.

First of all, you wrote a bunch of questions using " turns", but in Bloodstone there are no turns - like in other FitD games, it's the GM that moves the spotlight back and forth between the characters and the scenes (if they are not together). So I'm assuming when you say "turn" it's more like "the action of the character".

Apostles:

  • If the Apostle completes the ritual, it becomes a powerful entity - I suggest you to create an 8-sided clock to represent their dangers.
  • If the characters reach the Church before the ending of the ritual, the Apostle has less power so a 6-sided clock is better.
  • About the special abilities - it depends on how the Apostle is. Half-human, half-wolf? Or Half-human, half-bat? 

Stamina:

  1. When a character faces an Action Roll, they can spend Stamina points to add dice.
  2. Than, you check the Action Roll result: there are any consequences? If yes, the player can resist but only if they still have Stamina points. If not, they cannot resist. If there are no consequences (i.e., they roll 6), you don't need to check the Stamina.
  3. After this, if they have spent the Stamina (pushing or resisting), they regain all Stamina points.

Parry:

You use the Firearms to Parry because that's how Bloodborne works - so, in Bloodstone you do the same stuff.

Parry interrupts the action of an enemy. So, if the enemy moves against a character, you can try to parry to interrupt their action. If you fail, the action becomes real, and you face consequences (i.e., a giant wolf attacks you, you try to parry the attack, you fail, you suffer harm).

Stun:

You CAN use a weapon to stun or if you want to harm. But in Bloodborne, most of the time, you use the melee weapons to inflict harm. The firearms are here to parry and stun.

Weapons:

Yes, Base and Alt forms are two different kinds of weapons. You transmute your weapon to do different stuff (again, like in Bloodborne).

It's not only a Light vs. Heavy attack - for example, you can have a cane with a blade that transforms into a metallic whip.

Resources:

You spend stamina because you don't mark on the character sheet when you use it (you will regain it very soon). You Mark blood and insight because you need to track them for a longer time.

Blood -> only to imbrue your weapon with blood

Harms - it depends on the situation, I guess. You can suffer 1 harm in a desperate situation if it's desperate about other details (like: you are chasing a living dead, fleeing with your girlfriend. It's fast, so it's a desperate position, but you don't risk much harm).

Night's Clock

If you fill it, the Apostle gains much more power, completing the ritual.

Thanks, made a few things more clear.

About the Turns, it doesn't matter how you call them, PCs going after each other, taking their Actions can be called as Turns. The way you proposed how things should work indicate that in this game NPCs have their own turns/or actions (hence Parry their Action), and they do not only act when PCs roll <6 (as a consequence). 

If I interpret this right, a simple 1v1 combat should look like this:

- The PC attacks (Base form for 1 Stamina, Push for 1 Stamina)

- Rolls a 6, inflicts Harm on the Target

- Regain all stamina? (No consequence suffered)

- The Target/enemy makes it's move and attacks the PC

- The PC choose to Parry with 3 bullets, but fails the roll

- The PC choose to resist, with 3 Stamina


That means it's basically doesn't matter what happens, you can always use 3 Stamina to resist with 3 dice.


- The PC attacks (Base form for 1 Stamina, Push for 2 Stamina)

- Rolls a 4, may inflict Harm on the Target but also suffer Consequence

- PC resists the consequence with 1 Stamina, and successfully avoids it

- Regain all stamina because suffering a consequence

- The Target/enemy makes it's move and attacks the PC (Not sure if the NPC does actually rolls here to hit the PC or it's "just hits" - depending on the Parry/Stun & Resist rolls after)

- The PC choose to not Parry/Stun

- The PC choose to resist, with 3 Stamina


Again, all this based on that the NPCs have their own actions/turns to act, not only by PC roll consequences.

(+1)

Yes and no. There is more to take in account.

1. There is position / effect to check. You can roll a 6, but with a limited position, you can't inflict harm (maybe you can break their armor or magic defense).

2. If you make a Parry move, you are not making an Action Roll. And you resist the consequence of an Action Roll. So, if an enemy attacks you, you can try to avoid the attack by making an Action Roll (if in the fictional situation you can do, i.e. if you are tied up, you cannot flee), or you can try to parry the attack (and you can parry ONLY an attack, not any kind of danger). If you make an Action Roll, to avoid the enemy attack, you can push or keep the stamina for the (possible) Resistance Roll. If you try to parry, and you fail, you don't have any other option: you suffer harm (or the consequence of the attack).

3. Just to be clear, the NPCs can make their move first, if they have the opportunity or the power.