I’ve been playing Bloodborne (Orphan of Kos is next on my hitlist) and, as often happens, playing stuff tends to give me inspiration!
It started with thinking about what a Rally mechanic would look like in Block, Dodge, Parry or Cairn:

After that idea had some time to percolate, it spiraled out of control a bit and now I wrote Blood, Dodge, Rally: a 17 page treatment on adding viscera, telescoping axes and unknowable knowledge to your game!
It’s available now on itch.io and RPG Trader!
What’s In It
A few core elements remix elements found in Block, Dodge, Parry & Cairn, and create what I think are cool new tactical choices:
- In Block Dodge Parry, the size of the damage die decided who went first. Here, it’s the actual roll. Lower damage goes first. You can elect to step down your damage output for a quick strike, or…
- …deliberately go for a harder, slower strike, by sacrificing some of your HP (in which we interpret your HP as your “defendability” or stamina).
- HP can be regained in combat by briefly disengaging, OR by performing a Rally; making a gamble to try and recoup damage you took.
- Dodging and Parrying have also seen fitting new rule upgrades to fit this new rhythm. You can now dodge into position, avoiding damage AND trying to line up your next attack.
- 5 trick weapons, each with multiple functions.
- New weapon properties, items, tools, attire and enhancements for your weaponry.
- Revelation and Frenzy, the mental cost of going on a hunt.
- Enemy statblocks, Cairn compatibility rule and more!
I hope you enjoy it, and happy belated Halloween!





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