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Fear and Hunger TRPG

Art by Letho-Arts
Martyrdom ........................................................... 1
CONTENTS
Hunger and scenes ............................................... 2
The World and your Lands ......................................... 1
Character Evolution and Effects........................... 3
Abyssonia ............................................................. 1
Difficulties, Monsters and Phobias .................... 0
Bohemia ............................................................... 2
Gods, GM and History ....................................... 2
Bremen Empire.................................................... 2
Gro-goroth ........................................................... 1
Eastern Sanctuaries ............................................ 2
Sylvian ................................................................ 2
The Kingdom of Edo............................................ 3
God of the Depths ................................................. 3
Oldegård .............................................................. 4
Rher ..................................................................... 4
Rondon ................................................................. 4
Vinushka .............................................................. 5
Vinland ................................................................. 5
Alll-mer ............................................................... 6
The Creation of the Tormented.................................... 6
The God of Fear and Hunger.............................. 7
Creation of the tormented ...................................... 0
Sulfur God .......................................................... 8
Origins ................................................................ 0
Atrocity Skills and Divine Aberration (WIP)... 9
Attributes and skills ............................................. 1
Equipment .................................................................... 0
Feats .................................................................... 1
Weapons............................................................... 1
Category 0-1 Starting Inventory.......................... 1
Armors ................................................................. 0
Affinity skills ....................................................... 2
Accessories ........................................................... 1
The Hall of the Gods ................................................... 3

Combat rules ........................................................ 3


The World and your Lands
Though the world of Fear & Hunger is geographically similar to the real world, it has a variety of differing regions
shaped by the gods and monsters which influence its lands. The series has been physically set in only two nations,
but other regions can be learned about through information gained from various characters and books.
As both games are set on Europa (analogous to real-life Europe), the world is viewed from an evolving Western
perspective.

Abyssonia

Abyssonia is a continent, widely recognized as the cradle of Western


civilization. It boasts a warm climate where olive trees flourish and
people bask in the sun, but is also notorious for its scorching heat and a
long history marked by chaos and conflict between warring factions.
The people of Abyssonia have waged wars over ancient grudges and
disputes that date back to their ancestors, whom they hold in godlike
reverence.
The continent's strategic position in securing access to oil and raw
materials from the east has made it a target of interest for Europa, which has closely monitored its
affairs. During the Great War, Abyssonia closed its borders, sealing itself off from the outside world.
Abyssonia has unique viewpoints on religion. Historically, the worship of the Older Gods was looked down upon by
its people, with these divine beings being perceived as extraterrestrial entities. It appears that the acceptance of
such cults is a relatively recent development. Another peculiar aspect of Abyssonia is the exceptionally large
number of New Gods that originate from the continent, though the underlying reasons for this remain undisclosed.
The continent is home to some notable locations, including the City of the Sun, Amon. This city is renowned for
being a center of education for the mind and religion for its inhabitants. At the heart of Amon lies the Temple of
Amon, which offers various schools of spiritualism where individuals can learn about worship in Europa, magic
from the Eastern Sanctuaries, or methods of Abyssonian spiritual practices, such as Meditation.
Another location of significance in Abyssonia is Songhai, where ancient stone carvings dating back around 3,000
years have been discovered. These carvings depict a meeting between an extraterrestrial Older God and human
beings, providing insight into the beliefs and practices of the people of Abyssonia during this period.

"The Eastern Spirit lands, home of the Yellow Mage. A great land.

“- One of the monks from Songhai shrine.

I love new kinds of magic, yet I hate the fanaticism of these men. - Enki Ankarian
Bohemia

Not much is known about Bohemia's history beside its past about the conflicts between Kingdom of
Rondon and Eastern Sanctuaries, other than that it is a relatively small and rural nation. There are no current
references to its flag or uniform, but the lion on one of the brass city
keys appears to be Bohemia's national animal.

Despite being often-overlooked, Bohemia is very strategically-placed in


the middle of many powerful countries. The Eastern Union utilized the
nation to conduct "advanced electronic experiments", leading to the
creation of the bunker system beneath Prehevil. During the Second Great
War, the Bremen Empire -- under the leadership of Kaiser -- conducted a
brutal campaign to invade Bohemia, ultimately leading to the occupation
of Prehevil and the signing of a peace treaty.

Bremen Empire

A prosperous Europan nation, the Bremen Empire has marked itself as a force to be reckoned with over the course
of the two Great Wars.
Though it has an established nobility, its government has been rocked by populist movements culminating in
violence and domestic turmoil. This resulted in the appointment of Kaiser to the country's chancellorship, despite
his lack of prior involvement in national politics. After taking power on January 31, 1936, Kaiser quickly began to
expand the Bremen reign, uniting nearby nations under the new empire's banner and forming a special military
unit, "The Marching Men of the Night's Day".
Kaiser's rise to power escalated tensions between Bremen and the Eastern Union, eventually culminating in the
Second Great War. The Bremen Empire was suspected of various atrocities and horrors during its lengthy
campaigns, which aimed to conquer its neighbor, Bohemia. Eventually succeeding in this goal, Kaiser signed a peace
treaty with the Eastern Union in 1942, occupying the city of Prehevil to gain control over the "advanced electronic
network experiments" being conducted there.

Eastern Sanctuaries
A land to the east of Europa. The region's capital and holy city, Jettaiah, is a hotspot for trade
between the west and the east. A place where poverty and riches can be seen side by side in
streets filled with exotic scents from spice vendors, it is notable for being the birthplace of the
old god Alll-mer.
The Eastern Sanctuaries are referred to as a sultanate, at some point in history ruled
by Nas'hrah, an extremely power-hungry New God who led his lands into multiple campaigns
against the Kingdom of Edo during the 8th century, which proved to be fruitless expansion
endeavours. Regardless of his inability to conquer Edo, Nas'hrah's certain respect for the warring arts of his
adversaries led him to form Yansa Aryuaban, a new country inside the borders of the Eastern Sanctuaries that had
high-status war prisoners from Edo appointed as central figures and ordered to mimic the ways of Edo as closely as
possible, breeding a warrior class for the so-called 'eternal kingdom'. Although it took hundreds of years, ultimately
Nash'rah's wish was granted with the warrior class Jizamurai, born in the Yansa Aryuaban.
Nash'rah's cultural influence is also imprinted in the existance of the Yellow
Mages, a sect of magical practitioners who use otherworldly powers only to
their own benefit and to further their own agendas instead of dedicating their
lives to worship. Although their presence has been slowly fading over the
years, they still can be found revelling in chaos as their master's ideology
states.
The Eastern Sanctuaries' history of peculiar approaches to otherworldly
powers does not stop with Nas'hrah's followers, however - its spice
production goes much beyond food flavoring, as spice forges were widely
used by magick practitioners back in the day to customize the properties of
one's otherworldly skills. The eternal kingdom is also home to a sect of
sorceresses called the Virgin Mages, notorious for being the creators of
the Warding Sigil skill. Currently, the majority of local temples in the Eastern Sanctuaries have adopted Alll-mer as
their principal religion, mirroring a trend that has occurred across Europa.
In the twentieth century, the Eastern Sanctuaries formed the Eastern Union by partnering with the Voroniyan
Republic. Nevertheless, the region is currently experiencing ongoing internal unrest. The authorities' persistent
oppression of the populace has led to the emergence of numerous civil rights organizations, which frequently
organize protests. However, these demonstrations are often met with violent reactions from the military.
The Eastern Union became involved in the Second Great War when it was attacked by the Bremen Empire, which
hoped to expand into its occupied territory of Bohemia. Despite allying with the nations of Rondon and Oldegård,
the Eastern Union experienced devastating losses, prompting it to resort to enlisting child soldiers. As the morale of
its military collapsed, the Bremen Empire occupied and subjugated Bohemia, prompting the two nations to sign a
peace treaty. In doing so, the Eastern Union lost access to the network of bunkers it had constructed beneath the
Bohemian city of Prehevil, where it had been researching "advanced electronic network experiments".

The Kingdom of Edo


Edo is briefly mentioned in the games as an island nation that was able to thwart the Eastern
Sanctuaries' plans of expansion during the eighth century, remaining independent even
after multiple campaigns. Edo's warring arts caught the attention of Nas'hrah, Sultan of
the Eastern Sanctuaries, who then appointed high-status war prisoners from Edo as central
figures in a new formed country to create a warrior class as close as possible to Edo's ways.
Hundreds of years later, said warrior class, the Jizamurai, was then born in the Yansa
Aryuaban, as a result of the cultures of Edo and the Eastern Sanctuaries melted together.

An old warrior deity worshipped in the far reaches of the Eastern Santcuaries. Yggaegetsu seems to becoe more significant
during times of peace, when the warriors are left without purpose. Warriors of all kind would travel the world in search for
this deity, to challenge it to a duel, to give purpose to their otherwise meaningless existence continents. - Enki Ankarian.
Oldegård

The Kingdom of Oldegård was said to be described as being independent and that they
are known for their iron wills and advanced ships, which allows them to sail to the
unknown western part of the world.
Oldegård was said to have discovered the far away western continent, Vinland, in 1009.
During the twentieth century, Oldegård became involved with the Second Great War
event, which result it into the conflict against the Bremen Empire and a
necessary alliance coalition with Rondon and Eastern Union.

Your very own pinecone pig. It's an old The northern kingdom that has stayed independent for the most parts. Known for their iron
traditional children's trinket from the
northern land of Oldergård. You can craft will and advanced ships that sail even to the most western continents. - Enki Ankarian.
one by attaching 4 sticks to a pinecone and
adding a hint of love to the mix.

Rondon
A great western kingdom, known to be the center of western civilization. The Kingdom of Rondon
claimed to follow the will of the gods in its pursuit for more power, although it meets through the
difficult times with the development issues which caused the small mercenary army, also
known as Knights of the Midnight Sun to be originated from this kingdom with the use of
reign expansion. The kingdom is notable in that it houses the infamous Dungeons of Fear
and Hunger, which are used by the Rondonian monarchs and lords as a place to send their
convicted criminals to be housed in. However, they have since lost control of the dungeons because of
the darkness and the black that exudes from it and that it is uncontrollable and spreads its influence and
tendrils to anyone that dare set foot in the dreaded area.
Rondon is still functioning as a kingdom around 1940's; The kingdom dealt with involvement of the
Second Great War, causing to forge alliance with Eastern Union and Oldegård with conflict against
the Bremen Empire.
"The great western Kingdom of Rondon. The center of western civilization. It was once formed out of
hundreds of small warring nations and tribes to fight under one flag." - Enki Ankarian.
Vinland

Little is known about Vinland due to its distance from Europa and its incredibly
hostile environment. The land is known for being tainted by strange and unknown
deities, which have left the continent engulfed in a constant, gloomy
darkness. Vinland's soil is rocky and barren, preventing most plant life and making the
landscape resemble "a colorless black mass".
Vinland was not visited by anyone from Europa until the year 1009, when the first known
mention of the land was recorded by Oldegårdian sailors. Explorers from Oldegård, would
later visit the continent in 1577 in search of resources and treasures. Though many of
these explorers would be killed or driven mad by the otherworldly environment, the
survivors ultimately succeeded in recovering the Cube of the Depths. Explorers would
eventually nickname the continent "Wine Land" due to the amount of wine one needed to drink to
forget about their horrific experiences there.
Though Oldegård would eventually form a trade route would between Europa and Vinland, colonization efforts
struggled. By 1942, the continent has still not been explored or colonized in a great capacity. Luxuries native to the
continent, such as tobacco and "Old Vinland" whiskey, remain highly valuable.
Though Vinland has largely been described as being unsettled, the continent does appear to have its own advanced
native cultures, as is evidenced by the presence of warrior tribes in the northern parts of the continent.
The Creation of the Tormented
This part is dedicated exclusively to character creation and how it should be done. Therefore, some basic TRPG
concepts must be established, such as the use of dice, rolls, bonuses, attributes, character sheet, etc.
Thus, we come to the following interpretations:
- Speed: This is an attribute that measures your
character's speed. In addition to determining speed, it
Dices also determines how many actions are possible in a
Dice are part of the game; they determine certain turn.
rolls and they also serve to add a touch of
unpredictability to the game. Just like the two-sided Interpretation
coin from Fear and Hunger. The dice are represented Interpretation This is the part that is connected to
as the letter "d" right after the number of sides that your GM (Game Master, the narrator of your TRPG)
die has, in addition, the numbers present before the and you as a player of the tormented soul that you
letter determine the number of dice rolled. control. Understand that narration is about what
Therefore, when 2d6 is written, interpret it as if it your character wants to do and not what they do
were two 6-sided die. intrinsically, and understand that often what your
character can and cannot do follows the rules of the
The system particularly displays the d4, d6, d8, d10 system or common logic (such as it doesn't make
and d12 dice. The most used die in this system is the sense to ask your GM if you can make a Speed test to
d10. The system also presents the concept of see if you can flap your arms so fast that you can fly,
advantage and disadvantage. With advantage, you since that's impossible in our reality). Also,
roll 1d10 and take the best result, and with understand that the concept of interpretation and
disadvantage, you roll 1d10 and take the lowest narration involves you living your character. It's
result. common for people to not be used to doing things like
this at first, but this is a Role Play Game, so just try
How to play your best as long as it doesn't hinder your enjoyment.
To play in this system, both your character and you as
a player must be strategic. In case of failure, it will
cost your character's life. It works practically as
Golden Rule
This is the essential part of TRPG, and it applies to
follows: your character will have attributes that will
both players and masters. As long as the game is
determine certain types of abilities, the limit during
enjoyable and comfortable for everyone, it can
character creation is 10, and during the game it's 20.
continue. However, if someone has a problem, it
The attributes are:
should be resolved. This is practically the "have fun"
- Strength: This is related to your character's physical rule, so if something isn't fun or doesn't make
strength, making your character be able to carry someone comfortable to play, this rule requires that
more items and hit more melee attacks. something be done to resolve the problem.
- Reflex: This is related to the dexterity and reaction All tests that are divided in
speed of your character, being mainly interconnected half and result in fractional
with range attacks and ability to dodge enemy numbers should always be
attacks. rounded down.
- Body: Defines basic concepts such as health points
and how much you can resist poisons, diseases,
infections, bleeding and hunger.
- Mind: Defines the concept of fear points and how
much you can resist the horrors of the world. In
addition to defining some mental skills linked to
logical reasoning, history, world knowledge, arts,
sciences, etc.
- Social: This attribute is connected with how much
you can interact with other people and how you
interact.
Creation of the tormented
To create your tormented character, you should first think of simpler concepts such as Name, Age, Appearance, and
Personality. First, think about the character mold you want and ask your GM important questions such as "Where
will the story be situated?" or "What time period will it be in?" so that you can have a character that fits well into
the world planned by your narrator. You can also think about where your character was born, and they can even
come from unknown places since the world of Fear and Hunger has not been fully explored yet. Think of this initial
phase as the Initial Creation of the Character Concept.
blacksmithing, carpentry, or weaving. They may
Origins create powerful artifacts or create valuable items that
Origins determine what your character is, but they can be traded or sold.
also determine some special abilities that the
character gains with each origin. Each character Knowledge: Craft, Technology
should choose only one origin and preferably
build their story around or at least based on their Favorite Tools. You start with an
chosen origin. The origins are: item of your choice (except
weapons) and this item has its
Acolyte weight reduced to zero. In
An acolyte is a devoted follower of a religious order, addition, you have a +2 bonus on
often tasked with performing sacred rituals and Mind tests to repair objects or to try
spreading the teachings of their faith. They are to create gadgets using apparatuses
typically skilled in faith magic and have a deep and mechanisms.
knowledge of religious lore.
Criminal
Knowledge: Diplomacy, Religion A criminal is a character who
makes their living through
Herald: You start with affinity to one God of your illegal means such as theft, smuggling,
choice and begin with the first level Affinity Skill of or assassination. They may have a
the God. network of contacts and informants
that they can rely on, but their
Amnesiac
An amnesiac is a character who has lost their actions may draw the attention of
law enforcement or other powerful
memories and must piece together their past through
clues and interactions with others. They may have organizations.
skills from their previous life that they cannot Knowledge: Crime, Intimidation
remember or access, and their journey may involve
discovering the truth behind their memory loss. The Crime Pays: You gain a +2 bonus
on Reflex tests to hide, steal items
Knowledge: Two of your choice from others, or pick locks. In
addition, whenever you pick a lock,
Gradual Memories: During your adventures, at certain
times at the discretion of the DM, you can make a you don't have to make the test
Mind check (DT 15) to recognize people, creatures, or again if the lock is locked, creating a
places that you have encountered before losing your mental key for that door.
memory. Healer
Aristocrat A healer is a character skilled in the art of restoring
An aristocrat is a member of the upper class, health and curing ailments. They may use magic,
often born into wealth and privilege. They may herbs, or other techniques to heal others and may
have access to resources and connections that be called upon to tend to the wounded in dangerous
other characters do not, but their status may situations.
also make them a target for those who resent
Knowledge: Medicine, Science
their privilege.
Medical Technique: Whenever you heal a
Knowledge: Diplomacy, Current Events
character, you add halve of your Mind to the
Sponsor: You may refuse to pay a certain fee total of Hit Points healed.
once per session (talk to your GM to determine
if this is possible or not).

Artisan
An artisan is a skilled craftsman or woman,
often specializing in a particular trade such as
Exotic Knowledge: Once per session, you can gain +1
on a test at no cost. The next times you use this
Occultist ability, you lose an accumulating amount of Fear
The Occultists is shrouded in mystery and secrecy. Points equal to 5 (e.g., first test: cost 0, second test:
Those who follow this path have a deep cost 5, third test: cost 10, fourth test: cost 15, etc.).
fascination with the occult, and are
skilled in the use of mystical Nomad
and arcane powers. They A nomad is a character who lives a mobile lifestyle,
may have learned their traveling from place to place and living off the land.
craft from ancient tomes, or been They may have skills such as tracking, hunting, and
born with a natural affinity for the survival and may be called upon to act as guides or
supernatural. Whatever their origins, scouts.
Occultists are adept at manipulating
the unseen forces that permeate our Knowledge: Perception, Tolerance
world. Well-Traveled: You can add your Strength + Half your
Knowledge: Occultism, Mind value to determine how much you carry.
Willpower Additionally, you can make a Mind Test (DT15) to
discover interesting stories about the current
Tormented Blessing: You gain a skill location, an important person, or a historical fact.
from a deity of your choice, in
addition you gaining affinity with Refugee
them. A refugee is a character who has been forced to flee
their home due to war, persecution, or other threats.
Outcast They may have lost everything and must rebuild their
An outcast is a character who has been shunned or lives in a new place, facing challenges such as
cast out from their community for some reason, such discrimination and uncertainty.
as a perceived weakness, crime, or other social taboo.
They may have to rely on their wits and skills to Knowledge: Tolerance, Stealth
survive and may be viewed with suspicion or hostility Stoic: Whenever you recover
by others. Fear Points, no matter the
Knowledge: Athletics, Fighting source, you recover an
additional +5 points.
Calloused: You gain +10 Heath Points, and in addition,
you gain +2 to resist bleeding and poisoning. Soldier
A soldier is a character trained in
Scholar the art of warfare, often serving
A scholar is a character with a deep knowledge of in a military organization or as
history, science, or magic. They may be called upon to a mercenary. They may have
decipher ancient texts or unlock the secrets of skills in combat and strategy
powerful artifacts. and may be called upon to
protect others or engage in dangerous
Knowledge: Science, Technology missions.
Knowledge is Power: You gain +1 to Mind (which can Knowledge: Fighting, Marksmanship
exceed the limit of 10). Additionally, using an action,
you can spend Fear Points equal to your Mind value Belligerent: When choosing this origin, you choose
to receive a +2 bonus on any knowledge test. whether you receive +2 on rolls of damage with
firearms or with melee weapons. Once chosen, you
Outsider cannot change it.
An outsider is a character who does not fit in with
mainstream society for some reason, such as a Worker
difference in culture, race, or values. They may A worker is a character who works to survive,
have to navigate prejudice and discrimination often performing physically demanding tasks
from others and may find themselves drawn to such as farming, construction, mining or
others who share their outsider status. hazardous/boring tasks such as journalism,
clerk or entrepreneurship. They may have to
Knowledge: Intuition, Investigation
work long hours for little pay and may be subject to Victim
hazardous working conditions. A victim is a character who has suffered some form of
trauma or abuse, such as physical or emotional abuse,
Knowledge: Current Events, Piloting
torture, or captivity. They may struggle with mental
More than Expected: Whenever you make a test in or physical health issues as a result of their
which you use your Knowledge (excluding tests of experiences and may seek revenge or justice for what
Fighting, Evasion, or Marksmanship), you may choose they have endured.
to select 5 instead of rolling the die. You can do this a
Knowledge: Survival, Evasion
number of times equal to half your Social.
Psychological Scars: You gain +10 Fear Points, and
additionally, gain +2 to resist tests that make you lose
Fear Points.
Attributes and skills
After choosing your origin, it's time to distribute your attribute points and calculate certain types of tables that
your character presents. Your GM may define the initial amount of points you will distribute by choosing the
difficulty of the game mode, thus showing players how terrible the world can be.
After distributing your points, know that whenever you make a test with that attribute, you will roll 1d10 plus the
attribute defined/2 by the test (So if you have to make a Speed test and have 6 points in that attribute, you will roll
1d10+3).
Cargo Slots Strength times 2 + 2 Difficulties
Initiative Reflex Easy: 30
Health Points Body times 4 + 4 Medium: 25
Fear Points Mind times 4+ 4 Hard: 20
Hunger Points Body (minimum 1) Masochist: 15
Actions Speed divided by 4 (minimum 1)
knowledges Mind - 2 (minimum 1)
Run Speed times 2
Knowledges
The Knowledge groups are sets of skills in which your character has certain training. An example could be the
Medicine skill. By placing Medicine as a Mental skill, an intelligent and well-studied person would have basic
knowledge of medicine. However, an expert might not be one of the most intelligent people in other areas, but
would know a lot about medicine in general. All the knowledges you have chosen, whenever you make a test that
has any correlation with them, you receive +3 on the test. The how and which skill can be used and defined between
the master and the player depending on the situation.
- If a Knowledge is picked twice you can choose another area to acquire Knowledge.
Some of the expertise groups that can be chosen are:
Strength Athletics, Fighting.
Reflex Acrobatics, Stealth, Crime,
Marksmanship, Evasion, Piloting.
Body Tolerance
Current Events, Science, Intuition, "Soul Stone" is a term within
Mental Investigation, Medicine, Occultism, this TRPG for Milestone. In this
Survival, Technology, Tactics, Craft. case, the GM can reward
Animal Handling, Arts, Diplomacy, players for progressing in the
Social Deception, Intimidation, Perception, story or for killing creatures.
Religion, Willpower. However, this depends on both
the theme of the campaign and
how you want it to develop.
Spells and Feats
Well, there is a difference between spells and feats. Understand that feats are intricate abilities of your tormented
soul, usually linked to your character's past or a special capability of your character. Spells, on the other hand, are
more linked to magic or even the gods. During character creation, you can choose one feat or spell at your disposal.
However, during the campaign, your master will tell you the number of souls you have killed and how much you
have progressed in the story by giving you a soul stone.
For example, Daan has the feats Academic and Healer, while O'saa has the spell Hurting and Necromancy.
You can also acquire spells through affinities with gods; the greater your affinity with a certain god, the better the
spells and abilities they will provide.
Feats take an action out of
turn as a reaction
Academic: I didn't go to You gain Advantage
specifically directed
college for four years for when making Mind Tests
against the creature
nothing. that you have
trying to escape from
Knowledge.
you.
Acrobat: Up there? No When you are prone,
Hard to Kill: You're not When an attack would
problem! standing up requires a
getting rid of me that reduce you to 0 health
free action, climbing
easily. points, it instead reduces
does not cost additional
you to 1 health point.
movement for you.
You can do this once per
Alchemist: Red herbs has Using a full turn action,
day.
many uses. you can mix two herbs
Tough Guy: I didn't You gain +5 health
or two potions together
survive this whole points. You can take this
to make their effects
journey being made of Feat up to a maximum of
blend, keeping the lower
sugar. three times.
action cost. You cannot
Armor Specialist: Your All armor gains +5
mix something that has
puny weapons can't Defense.
already been mixed. For
penetrate my iron skin!
example, mixing a blue
Magic Student: Magic, Rituals cost -2 Fear
herb (1d6) with a blue
power, destruction. Point.
elixir (2d6+2) would
Insomnia: I feel like I During a Rest Scene, you
result in 3d6+2.
never slept well at night, have an extra action.
Ferocious attacker: I Once per turn, when you
nor in the day, nor in the However, you cannot use
WILL KILL YOU ALL!!!! roll the damage for a
afternoon. the extra action to sleep
melee weapon attack,
and every time you use
you can roll the weapon
the extra action, you
damage die again and
receive a penalty of -1 on
use either roll.
all your rolls (this
Gunslinger: The chances You can take the Full
penalty goes away with a
of hitting a target Turn action to Aim using
Sleep action in a future
dramatically increase a standard action. In
Rest Scene).
when you aim at it. exchange, you lose a
Familiar: Moonless, my You are followed by a
number of Fear Points
dear friend. creature that has 10 Hit
equal to the Body
Points and 10 Hunger
Modifier of the chosen
Points, +5 to attack, deals
location.
1d6 of physical (Blunt,
Barroom Brawler: Funny When you hit someone
Slashing or Piercing)
how you're always in the with an unarmed attack
damage, and has a
mood for a drink, right on your turn, you can
movement speed of 5 of
on Unification Day. attempt to grapple the
your choice (Ground, Air,
target as a free action.
or Water). This creature
Charismatic: I get what I You gain Advantage
obeys all your
want without even when trying to persuade
commands, and
needing to ask. someone or when trying
whenever you take this
to influence that person.
Feat again, you can
Flaggelant: Blood makes For each negative effect
increase the Hit Points
me Bleed. you have, you increase
and Hunger Points by 10,
your hit chance by +1.
add +2 to its attack or
Healer: I've seen worse, You can, once a day,
give +1d6 of physical
kid. You'll survive. remove all negative
damage to your familiar.
effects from a character
You can only take this
with an action.
Feat up to 3 times, and if
Opportunity attack: Whenever someone tries your familiar dies, this
You're not getting away to escape from a close Feat becomes
from me, not this time. melee space near you, inaccessible to you.
you have the ability to
Weaponcraft: I can fix Choose 3 weapon
that! improvements from the Opportunist: One If an enemy within your
Equipment section. person's failure is reach misses an attack
During a Rest Scene, you another's opportunity to against you, it's possible
can take an action and stab the bastard who to make an attack with
spend 2 Hunger Points to failed. Disadvantage against
add one of the them immediately.
improvements you chose Beast Speaker: What's You have advantage on
to your equipment. up, kid?! Did the king fall all tests involving
Strong: Back off, I'm The damage of your into a well?! Animal Handling
gonna kick! melee weapons increases Knowledge.
by one die of the same Perceptive: What has You receive a +3 bonus to
type. been seen cannot be Initiative and Perception
Bloodlust: AAAAAGH! Before you make an unseen. test.
attack, you can choose to Insightful: Stop trying to Once per session, you
suffer a -3 penalty on fool me... can spend 5 Fear Points
your attack roll. If the to receive a hint from
attack hits, you add +5 to the GM about something
the damage of the attack. important in the scene.
Stealthy: Hey, did you You can attempt to hide Shield Bearer: I got you Whenever you take the
hear something? when lightly obscured to covered. Guard full-turn action,
those you are trying to you can select an ally to
hide from, and when be protected. All attacks
hidden from someone that the protected ally
and you miss a ranged receives will be
attack against them, redirected to you.
making that attack does Boxer: Everyone has a Your unarmed attacks
not reveal your position. plan until they get deal 1d6 points of Blunt
Dark Warrior: Who needs You don't suffer punched in the face. damage, and you can
eyes when I have all Disadvantage from also make a second
other senses? having your vision attack with
impaired. disadvantage. If you take
Killing Intent: Are you At the beginning of your this Feat again, you
afraid of a true first combat turn, as a increase your damage
challenge? free action, you can dice to 1d8, and if you
make a Social take it a third time, you
(Intimidation) check increase it to 1d10.
against the creature's Escape plan: Running To determine your Run,
Social (Willpower) check. away is always a valid you can multiply your
If you succeed, the option. regular speed by 3. You
creature can only gain Advantage on Tests
perform one standard or to pursue or run.
movement action (not Tracker: These footprints You gain a +3 bonus to
both) per round. are recent. tests to track a person,
Trap Master: It's a trap! Choose 3 trap upgrades creature, or animal in
in the Equipment nature. In outdoor
section. During a Rest locations, you can also
Scene, you can take an locate north without
action and spend 2 making a test.
Hunger Points to build a Resolute: I will not be a You have advantage on
trap without using victim of fear. all Fear Tests.
resources. You also gain Survivor: It's safe to eat You need to go through
resistance against trap these fruits... 2 scenes to lose 1 hunger
damage. point instead of 1.
Light Fingers: I could You gain Advantage on Lucky: Phew! That was You can reroll one test
swear it was here! tests to pick locks, steal, close. per session.
or perform sleight of Quick Shot: Pew, pew, Drawing any kind of
hand. pew! ranged weapon is a free
action, and you can ranged weapons.
reduce the reload of a Hard to Kill +2 on resistance tests to survive
ranged weapon by one fatal situations.
step (Slow Reload to Healer +2 in Medicine tests
Reload, Reload to Quick Insightful +3 and Advantage in social
Reload, and Quick Reload perception tests
to Free Action). Light Fingers +1 in each of the actions.
Touched by Faith: It runs You gain damage Lucky When rolling a 10 on a d10, you
in the blood. defense from rituals or gain a +3 bonus to your test.
magic sources equal to ¼ Magic Student +2 on tests related to learning
your body value magic and identifying spells.
(minimum 1). Opportunist +2 on tests to seize opportunities
Piercing Strike: I will If your attack reduces an (unarmed or disadvantaged
bathe in the blood of my enemy to 0 Hit Points, opponents, drugged opponents,
enemies! you can immediately or opponents in a position of
make an extra attack physical, mental, or social
with Disadvantage. vulnerability).
Watchful: It's better to You have advantage on Opportunity Attack -
be ready than to get Initiative tests and Piercing Strike -
ready. cannot be surprised by Perceptive -
someone you have Quick Shot You have +1 on attack tests where
already encountered. you were the first to draw a
weapon.
Feat knowledge Resolute +3 on tests against people who try
Academic Choose one Mind knowledge and to manipulate you.
gain +1 in it Shield Bearer +3 on tests related to shield use.
Acrobat +2 in Athletics and Acrobatics Stealthy +3 in hiding tests.
tests. Strong +2 in melee weapon combat.
Alchemist +3 in Craft tests for "alchemy" Survivor -
items. Touched by Faith +1 on tests involving Religion.
Armor Specialist -2 in Armor Penalties +1 in Tracker -
Defense. Trap Master -
Barroom Brawler +3 in grappling. Tough Guy +1 on tests of physical resistance.
Beast Speaker +1 in dealing with animals test. Watchful +3 on surveillance tests.
Bloodlust +1 in Defense for each negative Weaponcraft -
condition, up to +3.
Boxer For each time you select this
talent, +1 hit in unarmed combat
attacks, up to +3.
Charismatic +1 in Diplomacy, Deception, and
Seduction tests.
Dark Warrior +3 on combat tests in dark
environments.
Killing Intent +3 in Intimidation tests.
Insomnia +3 on resistance tests related to
effects that cause sleep, mental
enchantments, or manipulation of
dreams.
Escape Plan +2 on escape tests, untangling or
overcoming bindings and physical
restrictions.
Familiar +2 in dealing with animals tests.
Ferocious Attacker +1 in melee weapon combat.
Flagellant +1 on pain resistance tests.
Gunslinger +2 in Aim with firearms and
Cost of Rituals Deity Skills
All rituals presented by Deity Skills cost a number of Gods Affinity 1 Affinity 2 Affinity 3
Fear Points represented by the level of affinity at Fear and Rot Mastery over Mischief of
which it is located, with the costs being: Hunger vermin, Flesh Rats
puppetry

Affinity 1: 4 Fear Points


Affinity 2: 8 Fear Points
Affinity 3: 16 Fear Points Alll-mer Blood Sword - Inverse crown
of thorns
Some rituals can be cast with greater strength, as
described in the ritual's description. Therefore, you Reveal aura Mind read Golden gates
Rher
must pay the amount in parentheses if you want to
use the enhanced effects.
Sylvian Pheromones, Loving Healing
Distances of Magic whispers, Brain whispers
flower, Heart
If a spell does not have a written distance or does not flower.
perfectly define the maximum distance of the spell, Vinushka Roots that Brain flower, Greater
consider that it travels a number of squares equal to reap, Combustion, Photosynthesis
your Mind × Affinity Level value. Pyromancy Heart flower,
trick Photosynthesis,
Scorched earth
Affinity Gro-goroth Necromancy, Blood golem, Black orb
An affinity is obtained through trials with the god you Hurting Black smog,
Scorched earth
worship or intend to obtain spells from. Each god has
their own way of acquiring affinity, however, it is
your GM who decides when you increase your affinity Sulfur God Longinus Sulfuric Crown of
with a god. Increasing your affinity with your god can thorns
also unlock a new skill tree relevant to that god.
These skills are not considered spells or rituals, but
God of the Mastery over Locust swarm, -
rather Affinity Skills. To unlock Affinity Skills, you insects, Flock of crows
must first increase your affinity with the god and Depths
Needle Worm
then purchase the skill using Soul Stones as if it were
a standard Feat or Spell. You can have more than one
Affinity Skill and they can be from different gods. New Gods Radiation, Betel Chains of
Each skill follows the line of: gaining additional Enchain Enlightenment Torment
knowledge, increasing an attribute or unique ability,
unique ability. Logic Red Arc - Moth Swarm

I believe that of all forms of expression, magic and the cycles of


the gods are the best way to demonstrate what we seek: ascension.
- Enki Ankarian
➢ Betel Enlightenment ➢ Brain flower
The light of Betel enhances your magical nature. You Plant your personal seeds of brain flower to a fertile
reduce the cost of all Magic Augmentations by -2 until ground. Freshly deceased corpses being the most
the end of the scene. fertile of grounds. You plant a Brain flower on a
Celestially Chosen (8): The reduction increases to -4 corpse, which restores 1d6 Mind points. A Brain
instead of -2. flower cannot be planted on a corpse more than once.
Good Fruit (4 and Affinity 2): The flower restores 4d4
➢ Black orb instead of 1d6.
A concentrated negative energy that can be hurled at
your opponent multiple times. The orb maintains its ➢ Chains of Torment
form only temporarily before the ill will disperses. Summon the chains that tormented Chambara the
You make four attacks against a target; each attack Tormented One for hundreds of years. You apply
must be made with its own hit roll and can aim at Critical State to your opponent, but if you hit the
different body parts. Each attack that you hit deals attack, you apply Terror to yourself until the end of
3d6 of magical damage. the scene.
Annihilation (0): Reduce your opponent's health to 1
➢ Black smog and your Mind value to 1.
Crystallize manmade darkness born from the
industrial age to blind and suffocate your opponents. ➢ Combustion
You blind all enemies within a 6m radius and deal A talented wizard can control the heart in the
1d4-2 (minimum 0) damage to the head. You roll only atmosphere and create a large combustion of fire and
once to hit, not adding the Body Location penalty, flames to devour their opponents. You deal 2d4 of
and all enemies within the radius must roll to evade. magical damage to the opponent and inflict Burn.
Barbed Mist (4): Damage changes from 1d4-2 to 1d4.
➢ Crown of thorns
➢ Blood golem The crown of thorns makes your suffering pleasing to
Sacrifice blood to summon a golem that fights by others in indescribable ways. You suffer from the
your side temporarily. The golem only takes orders Bleeding condition until the effect of the magic is
from the one that gave birth to it. The Golem has 20 ceased, and all allies within a 6m radius centered on
Health Points, has 1 attack that deals 1d12 damage. It you receive Health Points equal to the damage from
has +5 to hit and to evade, attacks during your turn, the bleeding that you receive.
and lasts until the end of the scene. You can only
have one golem at a time, whenever you summon ➢ Enchain
another golem, the previous one dissolves into a Chains jump from the ground and bind the enemy to
puddle of blood. you, giving an opportunity for your allies and
Combat Golem (4): The bonus to attack and evade enemies to make a stronger attack. You apply the
increases to +10. condition paralyzed to the target and to yourself.
Additional Members (4 and Affinity 3): The number of
attacks changes from 1 to 2.
Armored (4 and Affinity 2): Hit points increase from ➢ Flesh Puppetry
20 to 40. Puppeteer severed limbs at your disposal to attack
Claws (4): The damage increases from 1d12 to 3d6. the enemy. You need sawed off limbs to do this.
Animated body parts have 5 health points, +5 to hit,
➢ Blood Sword deal 1d8 Blunt damage, and make 4 attacks per turn
The blood of Alll-mer boils and rages even ages after during your turn. You can only have one active Flesh
his death. Just a drop sends swords to the heart of his Puppetry at a time.
enemies. You summon a sword that deals magical
damage equal to 1d8. This sword lasts until the end of ➢ Flock of crows
the scene and can be used with Occultism instead of A swarm of crows fly to your enemy and attempt to
Fighting. tear them apart. You choose a body part and it is
Sharp Sword (Affinity 2): You increase the sword's automatically attacked by the swarm, the hit is
damage by 2d8. instantaneous and causes 1d4+1 damage.
Powerful Sword (Affinity 3): You increase the sword's Mutant Swarm (8 and Affinity 3): You create 2 more
damage by 3d8. mutant crow swarms; you can select different
enemies and different body parts to be attacked
(including the same enemy in the same body part). ➢ Locust swarm
Each swarm deals 1d4+1 damage, totaling 3d4+3. Summon a swarm of crickets to disrupt the enemy.
You inflict the confusion effect on the target.
➢ Golden gates Worms of crickets (4 and Affinity 3): You deal 1d6
A gift from the Moon God himself. Gain access to damage per turn until the end of the scene.
golden gates that lead you out from madness and
world of deceit. To make this ritual work, you must ➢ Longinus
cast it multiple times in different places. The ritual The blood of Alll-mer boils and rages even ages after
must be drawn on the ground, so you must be present his death. Just a drop thrusts spears to the torso of his
and have melee range. After casting it twice and enemies. Summon a blood spear to wield in battle.
being on top of the ritual circle, you can teleport You summon a spear that deals magical damage equal
between the marked locations of the ritual. to 1d6. This spear lasts until the end of the scene and
can be used with Occultism instead of Fighting.
➢ Greater Photosynthesis Whenever you make an attack with the spear, you
The process in which you use sunlight to create gain +1 Speed (up to a maximum of 4) and can throw
oxygen and energy to replenish your health gradually the spear at an enemy to deal double damage dice
over time. Requires sunlight obviously. When casting (however, you lose your spear no matter if you hit or
this ritual on an ally, they receive regeneration of 4 not).
life points per turn for 1d6 turns. Sharp Spear (Affinity 2): You increase the spear's
damage by 2d6.
➢ Heart flower Powerful Spear (Affinity 3): You increase the spear's
Plant your personal seeds of heart flower to a fertile damage by 3d6.
ground. Freshly deceased corpses being the most
fertile of grounds. You plant a Heart flower on a ➢ Loving whispers
corpse, which restores 1d6 Health points. A Health Concentrated whispers carried out by the older god
flower cannot be planted on a corpse more than once. Sylvian. Heals a considerable amount of health.
Good Fruit (4 and Affinity 2): The flower restores 4d4 Precariously the whisper's effects are solely based on
instead of 1d6. Sylvian's whims. You heal 2d10+5 hit points of a
chosen ally within 9m of you.
➢ Healing whispers
Concentrated whispers carried by the older god ➢ Mastery over insects
Sylvian. Heals a considerable amount of health of all Understanding of insects. You can hear and talk with
the party members. You recover 2d6 Health points for insects of all sizes. You can ask 5 questions to the
all allies within a 9m radius centered on you. insects or even pacify them, the insects will answer
the questions truthfully and can even serve as spies
➢ Hurting in certain occasions, being able to receive orders from
Create a devastating vortex out of your concentrated you. After the insect completes its mission or follows
feelings of hurting and hatred. You deal 1d8 + half of your orders, the ritual is ceased.
your Mind value in physical damage (Blunt, Slashing
or Piercing). ➢ Mastery over vermin
Hurting Much (4): You can select 2 more enemies at Gain the ability to talk to those who are often left
once. unseen. You can summon a swarm of worms to attack
Hate and Hurt (8): You add your entire Mind value enemies within a radius of 3m from the point where
instead of half. you summon them. The worms can cause a random
effect determined by 1d4, which can be Confusion,
➢ Inverse crown of thorns Poisoning, Nausea, or Nothing. All enemies within the
A glimpse of the pain and suffering Alll-mer the area must roll against your Occultism test to evade.
ascended one endured on the cross. Can you feel
closer to the god this way? You select a target within ➢ Mind read
9m from you. Whenever you receive an attack, half of A moon magic that reveals the inner thoughts of
the damage is dealt to the selected target as magic fellow humans. This spell allows you to read the
damage. surface thoughts of a target, and to resist this test, the
The Pain of the Cross (0): You die instantly. target must roll a Mind +5 test instead of a Reflex
(Evade) test. If you succeed, the target won't know
you're reading their mind, and if you fail, the target
will be informed that someone tried to invade their ➢ Pheromones
head. Release of pheromones that makes the opponent
Enhanced Telepathy (4): If you fail the test, the target divert all attention to the target. You apply the
is not informed that someone tried to invade their pheromone effect to a willing ally until the end of the
mind, but the bonus they must roll increases to +10 scene. All enemies who attempt to attack must make
instead of +5. a Social (Willpower) test against your initial
Occultism value, and on a failure, they will attack the
target affected by the pheromones.
➢ Mischief of Rats
Summon a mischief of rats to disrupt the enemy. Rats ➢ Photosynthesis
spread confusion and disease where ever they go. All The process in which you use sunlight to create
enemies within a 6m radius centered on a point of oxygen and energy to replenish your health gradually
your choice must make a Reflex (Evasion) check over time. Requires sunlight obviously. When casting
against your Occultism check. If they fail, they all take this ritual on an ally, they receive regeneration of 2
1d6 of magical damage and are inflicted with life points per turn for 1d6 turns.
Concussion 1.
➢ Pyromancy trick
➢ Moth Swarm A simple pyromancy trick to burn your opponents.
Summon a swarm of moths to aid you in combat. The You inflict the Burn condition on the enemy and they
moths are the very same that leaked from the take double damage from the effect.
paradise, the artificial green, when the door between Ignition (0): You can set fire to flammable objects.
the worlds was opened. The summoned moths deal
magical damage equal to half of your Mind value
directly to the target's health without the need for ➢ Radiation
you or them to make a test. Makes a thunderous light shine in front of the
Blue moths (4): With the help of blue moths, you can enemies. You apply the Light Sensitive condition.
find more clues about hidden paths and be guided to Illuminate (0): You can use this spell to illuminate an
something that can help you. When activating this area with a 9m radius.
enhancement, you exchange the effects of this spell,
with the target being "Yourself" instead of an enemy, ➢ Red Arc
and the effect "+5 to investigation" instead of the one Strike your enemy with a concentrated bolt of
described above. electricity that will stun weaker foes.
You deal 2d8 magical damage and apply the
Concussion 1 condition to enemies who fail by 5 or
more against your Occultism test.
➢ Necromancy Tempest (8): You can choose two additional different
Bring back life to where it once lingered. The bond enemies to receive the damage, and all of them must
between the body and the soul must still be relatively pass their Occultism test to evade it.
fresh for the necromancy to work. You can bring back
to life an enemy that has a difficulty level equal to or
less than 1/4 of your Mind value as your servant. If ➢ Reveal aura
the same enemy dies again while under the effect of You can sense the presence of strong enemies around
this spell, they cannot be resurrected by necromancy, you. Within a radius of 60m centered on you, you can
and this spell does not work on playable characters. locate all enemies with a difficulty level equal to your
You can have a number of zombies equal to the sum Mind value. You know their challenge level and
of their levels equal to 1/4 of your Mind value. where they are located.

➢ Needle Worm ➢ Roots that reap


Harness the strength of a hundred leeches. The price A talented wizard can generate a shockwave that
is that you have to carry them inside you as parasites. travels underground and forces sharp roots to push
You apply the poisoned 1 and bleeding conditions to through the ground. All enemies within a 6m radius
the enemy, and all damage they take with these centered on a point of your choice must make a
effects is converted into hit points for you. However, Reflex (Evasion) test against your Occultism skill. If
when this spell ends, you will suffer from Withdrawal they fail, they take 4d4 magic damage and suffer the
2 effects until you spend an action during a Rest fractured condition.
Scene to vomit the leeches and lose 2 Hunger Points.
➢ Rot
Rot the victim from inside out to make them
vulnerable to attacks. Increase the enemy's damage
dice by +1 of the same type as the original attack for
all types of attacks.

➢ Scorched earth
Scorch your surroundings completely to create an
environment that greatly enhances fire attacks.
Causes the Burn effect on everyone within a 12m
radius area, whether they are enemies or allies, and
anyone attempting to evade this attack suffers a -2
penalty to Evasion.
Earthquake (4): The penalty increases to -5 instead of
-2.

➢ Sulfuric
You transport the sulfuric rivers of the great God of
Sulfur to those who deserve it. Everyone within a 12m
radius centered on a point of your choice, whether
allies or enemies, must make a Reflex (Evasion) test
against your Occultism test. On failure, everyone is
inflicted with the Burn condition and takes 6d6 of
magic damage. However, due to the pain and
pandemonium caused by this magic, you apply the
Critical State condition to yourself.

Magic is a powerful and dangerous tool, capable of shaping the world around us and connecting us to beings beyond our
knowledge. But, just like with all tools, we must be careful with how we use it. The gods of this world are witnesses to this,
for they observe and judge us for our choices. Some worship them, others defy them, but all must respect them. - Enki
Ankarian
Origins
Category 0-1 Starting Inventory
Medieval Era Modern Era
Acolyte A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
items, an accessory. items, an accessory.

Amnesiac any 5 items any 5 items

Aristocrat A common ranged or melee weapon, 3 accessories, A common ranged or melee weapon, 3 accessories,
a light armor, 1 Blue vial and Moldy bread. a light armor, 1 Blue vial and Moldy bread.

Artisan 3 crafting materials, 3 Blueprints for Melee or 3 crafting materials, 3 Blueprints for Melee or
Ranged Tactical or Common Weapons, an Ranged Tactical or Common Weapons, an
accessory, 1 Blue vials and Moldy bread. accessory, 1 Blue vials and Moldy bread.

Criminal A melee or ranged tactical weapon, if chosen A melee and ranged tactical weapon, thieves kit, 1
melee weapon receives medium armor and for a Blue vial and Moldy bread.
ranged weapon receives 10 ammunition of the
chosen weapon, thief kit, 1 Blue vial and Moldy
bread.

Healer A common ranged or melee weapon, A Medic Kit, A common ranged or melee weapon, A Medic Kit,
3 healing items, 2 consumables. 3 healing items, 2 consumables

Occultist A common Weapon, 3 Chalk, a God's Skin Bible A common Weapon, 3 Chalk, a God's Skin Bible
chosen in the Origin, 1 Blue vial and Moldy bread. chosen in the Origin, 1 Blue vial and Moldy bread.

Outcast A melee or ranged tactical or common weapon, 5 A melee or ranged tactical or common weapon, 5
ammos of the chosen Weapon, a heavy armor. ammos of the chosen Weapon, a heavy armor.

Scholar A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
items, an accessory. items, an accessory.

Outsider A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos of
armor, 1 Blue vial and Moldy bread. the chosen Weapon, a light armor, 1 Blue
vial and Moldy bread.

Nomad Five items including consumables, common melee Five items, including consumables, common
and ranged weapons, healing items, accessories, melee and ranged weapons, healing items,
and light armors. accessories, and light armors.

Refugee Five items, including consumables, common Five items, including consumables, common
melee and ranged weapons, healing items, melee and ranged weapons, healing items,
accessories, and light armors. accessories, and light armors.

Soldier A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos of
armor, 1 Blue vial and Moldy bread. the chosen Weapon, a light armor, 1 Blue
vial and Moldy bread.

Worker A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
items, an item related to your job, an accessory. items, an item related to your job, an accessory.

Victim A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
items, an accessory. items, an accessory.
Affinity skills
Gods Affinity 1 Affinity 2 Affinity 3
Fear and Hunger Knowledge (Willpower) Age of Cruelty
Alll-mer Knowledge (Religion) Blood portal
Rher Knowledge (Intuition) Overmind
Sylvian Knowledge (Medicine) Sylvian Blessing
Vinushka Knowledge (Survival) Heavenly Tree
Gro-goroth Knowledge (Fighting) Wild Fury
Sulfur God Knowledge (Intimidation) Pain Leech
God of the Depths Knowledge (Tolerance) Deep Soul
New Gods Knowledge (Occultism) Greater Scheme
Logic Knowledge (Technology) Machine God
The Hall of the Gods
As the game master, you are the architect of the world that your players are about to inhabit. You are responsible
for creating the challenges, bringing non-playable characters to life, and, above all, telling the story that will be
uncovered by the players. It's a demanding task, but it's also extremely rewarding. In this chapter, we will explore
some of the main mechanics of the system that you need to know to become a skilled master, as well as some tips
and tricks for narrating with fluency and bringing the game world to life.

Combat rules
First, let's understand how combat works in the world of Fear and Hunger. We'll divide it into mechanics of
Actions, scenes, effects, and how to unfold a combat.
- Rev-Up Mechanics (Optional): Due to the advancement of the Goddess of Location Roll Penalty DMG
Fear and Hunger, humans have learned a new skill, to fight with head 10 -6 ×2

everything they have to survive. This is an optional battle mechanic that Torso 7-9 0 ×1
serves to streamline combat and make it more interesting. R. Arm 6 -3 ×½
L. Arm 5 -3 ×½

Types of Action R. Leg 3-4 -2 ×½

Free Action: L. Leg 1-2 -2 ×½

• Speak: Speaking a few words or a short sentence.


• Drop an item: Dropping an item that is held or carried.
• Delay action: Choosing to wait and take an action later in the turn.
Move Action:
• Move: Moving up to the character's Speed.
• Draw or stow weapon: Drawing or sheathing a weapon.
• Manipulate item: Performing a simple interaction with an object, like Rolls for defense against
opening a door or picking up an item. attacks are not counted as a
• Stand Up: Spends all your movement and removes the Prone condition if
type of action but rather as an
you still have legs. out-of-turn reaction.
Action:
• Attack: Making an attack against a target.
• Speed Up: You convert an Action into a Move Action (this action cannot be used to move).
• Cast ritual: Performing a longer spell or ritual.
• Feint: Attempting to deceive an opponent in combat. To do so, the attacker must make a Strength
(Deception) test and the defender must make a Reflex (Perception) test. If you succeed, you gain advantage
on your next action.
• Ready: Choosing to hold an action until a specific trigger occurs.
• Help: you can help another person; the group must define a character to be the leader (usually the one with
the highest bonus); the others will be the assistants. Each assistant makes a test against DT 10, using the
same skill or another that makes sense. Each assistant who passes grants the leader a +1 bonus, with an
additional +1 for every 10 points above the DT (+2 for a result of 20, +3 for a result of 30, and so on). After the
assistants make their tests, the leader makes the final test taking into account the bonuses received.
• Use skill or item: Using a skill or item in a non-combat situation.
Full Turn:
• Run: Moving up to double the character's Speed.
• Aim: Taking a moment to aim at a target, granting your next attack ignore the body location's negative
modifier.
• Guard: Using your entire turn, all attacks directed at you have disadvantage. In addition, all attacks from
Coin Toss enemies automatically fail.

Hit flowchart: Strength (Fighting) test (- Corporal Penalty if a specific part is selected, otherwise the Penalty is not
applied and the Locations is rolled 1d10) > defender's Reflex (Evasion) test = successful attack, go to Damage
Flowchart
- For ranged weapons, you use Reflex (Marksmanship), and for spells, you use Mind (Occultism).
- Understanding multipliers: first multiplier + (second multiplier -1) + (third multiplier -1) … Ex: x2 + (x2-1) = x3,
in question with the ½ modifier just subtract the new modifier by 1.
Damage Flowchart: [(Weapon Damage + Modifiers) - Enemy Defense] × Body Multiplier = Damage Applied
- Types of damage: Slashing, Piercing, Blunt, Fire, Magic and Otherworldly.

Battle Example
Levi is a character created by the player Mike, who will play an easy level campaign and therefore decided that
Levi's attributes would be: Strength 3, Reflex 10, Body 5, Mind 4, Social 2, and Speed 6. Mike chose the Soldier origin
and received the Belligerent ability, as well as the Gunslinger feat. Since he chose the Soldier origin, he received a
tactical firearm of his choice and decided to use a Rifle. With a Mind of 4, he chose the Knowledges Evasion and
Initiative.
During the campaign, the game master pits Levi against a deformed police officer who is determined to catch him.
Levi and Bobby roll initiative, with Levi scoring 14 (6 on the die and +8 Reflex) and Bobby scoring 15 (8 on the die
and +7 bonus), so Bobby starts first. Bobby makes three attacks against Levi, rolling Strength + Fighting and
achieving a total of 16 (8 on the die + 5 Strength + 3 Fighting), but Levi achieves a total of 17 (9 on the die + 5 Reflex +
3 Evasion), so the attack misses. But don't be too happy, Mike, that was only the first attack. Bobby makes the other
two attacks, scoring 17 and 15, while Levi only scores 15 and 9 on evasion, so he receives an attack. Bobby then rolls
a d10 to determine the location of the attack and scores 6, which hits Levi's right arm, dealing 6 damage (12 on 3d6
divided by 2), leaving him with 14 (20-4).
Levi is having a lot of luck and feels duty-bound to quickly eliminate this creature. He uses an item, Pep Pills, which
gives him +2 Speed and Reflex, totaling 8 Speed and granting him an extra action (number of turns equals Speed
divided by 4, rounded down, and at least 1). He uses his second action and uses the Gunslinger ability to aim at
Bobby's head, using only 1 standard action instead of a full turn and losing 7 Fear Points in the process, leaving him
with 9 Fear Points (16-7).
The action returns to Bobby, who makes three more attacks, scoring 11, 10, and 13, while Levi scores 12, 13, and 14,
evading all attacks. Levi then ends the combat on his turn, a natural 10, for a total of 19 to hit (10+6+3). Levi then
uses his Rifle on Bobby's head and rolls 8d4 (4d4 for the rifle, but since he was aiming at the head 4d4×2 = 8d4), and
on the die, he scores a total of 26 damage. Since Bobby does not wear any armor, he takes the full 26 damage
directly to the head. Therefore, the game master narrates that Levi lands a precise shot to Bobby's skull, killing him
instantly and giving Levi the victory.

Martyrdom
Every time a character reaches 0 Hit Points, they enter into Martyrdom. This condition requires the player to flip 5
coins and choose whether they want Heads or Tails (1 or 2). If the character gets their DESIRED result the number of
times indicated in the table, they return to 1 Hit Point and can take actions normally. Otherwise, they die
immediately. However, every time the character enters the Martyrdom condition after the first time they fall, until
the next rest scene, the number of times they need to get their DESIRED result to stabilize increases by +1.
• If you want, before flipping your coins, you can reduce
First time 1 Desired result among the coins.
the number of required coins by one, but you receive -5
Second time 2 Desired results among the coins.
on all tests until the next rest scene. If you fall into the
Martyrdom condition again before completing a rest, Third time 3 Desired results among the coins.
you die. Fourth time 4 Desired results among the coins.
Fifth time 5 Desired results among the coins.
Sixth time Death.
Hunger and scenes
In the gaming universe, a scene is a fundamental part of the story that can lead players through incredible paths.
From a violent battle to a heated discussion in a king's court, scenes can vary greatly. The moment a scene starts
and ends is determined by the game master, who has total control over the situation. Typically, a scene starts when
a new place or situation is introduced and ends when the characters reach a resolution for the situation. However,
the game master can interrupt a scene at any time to make room for another scene, without anything planned
happening. This means that a discussion can turn into a combat in a matter of seconds.
Characters' powers are also affected by scenes, as many feats only work during a specific scene. For each scene
Therefore, it is important for the game master to have control over how many times each that passes, all
character can use their power during the game. characters lose
1 point of
hunger.
Types of Scenes
➢ Combat Scene: The main objective of combat scenes is to achieve something physical, and this can be done in
various ways. Generally, these scenes focus on battles, where the strength of weapons is the key to defeating
enemies. However, combat scenes can also include chases, traps, and other risky situations. The fundamental
aspect of a combat scene is the speed at which everything happens. The game is divided into rounds, where
each character has a chance to act and play their part in the action. The environment can be described with
rapidly passing images, loud sounds, and constant surprises. It is common for the characters' lives to be in
danger for most of these scenes. Although interpretation is important, mechanics are prioritized in combat
scenes, as a simple roll of the dice can be the difference between life and death. It is important to remember
that an excess of combat scenes can lead to empty and personality-less characters, but a lack of them can make
the story too slow and too safe, without any risk.

➢ Exploration Scene: The goal of exploration scenes is to achieve something intellectually, through interaction
with objects and environments rather than people. While a crime scene and solving puzzles are obvious
examples of exploration, it can be as simple as exploring a forest or desert. In some situations, there are no
challenges involved and the characters discover the mysteries of the environment as the master describes what
they see. But in other moments, there are difficulties to be overcome, such as searching an ancestral library for
arcane secrets. While rules and tests can be important, the players' own ideas are fundamental here. Many
exploration scenes are resolved through careful observation by the players and their ideas for dealing with the
environment. However, an excess of exploration scenes can lead to a monotonous adventure, dominated by the
master's descriptions while the players have little action. On the other hand, a lack of exploration can result in
adventures without wonders and discoveries, in known and predictable environments.

➢ Rest Scene: A rest scene is a break in the adventure's action where


characters have the opportunity to recover from injuries, regain spent
abilities and spells, and even shop or engage in other personal
activities. Typically, a rest scene occurs after a major action
scene, such as a battle, or when characters are about to embark
on a new mission. During a rest scene, characters usually
gather in a safe location, such as a tavern or campsite,
where they can tend to their injuries and recharge their
abilities. The game master can describe the scene,
including details of the environment and NPCs present,
and allow players to interact with the environment or
other characters.
Actions in the Rest's Scenes
You have two actions you can choose between:
➢ Sleep: You sleep for a short period. With this action, you recover an amount of Health Points equal to your
resting condition.
- Poor: Recovery is reduced by half of your Body value. Sleeping inside a car or in a camping tent are
examples of precarious rest.
- Normal: You recover a number of Hit Points equal to your Body value. Sleeping in a simple room
with a functional bed and bathroom is the standard for normal recovery.
- Comfortable: Recovery equals 1.5 times your Body value. Resting in a three-star hotel or inn with
amenities and entertainment is considered a comfortable rest.
- Luxurious: Recovery is doubled. A luxury hotel with VIP treatment, spa, and high-standard meals
sets a luxurious rest.
➢ Relax: The character performs an activity they find relaxing or enjoyable to rest their mind. Relaxation works
like the sleep action, except that it recovers Fear Points instead of Hit Points and uses the value of Mind instead
of Body. For each character who performs this action in the same rest, all participants recover an additional 1
Fear Point. You can only relax once per rest.
➢ Cook: You can cook food to make it recover double its value.
➢ Craft: If you have the materials, the diagrams, and have Knowledge in Craft, you can create an item that you
have the diagram for.
➢ Level up: When you use this action, you can spend Soul Stones to purchase Feats, Spells, skills and evolve your
character. See the section on character evolution in this chapter.

Character Evolution and Effects


There be four ways that the GM and players can choose to earn
Soul Stones, with each of the methods attributed to a New God. New gods Methods
The methods are: The Tainted dead people = Soul shards
➢ The Tainted One: You kill creatures and these creatures give One 3 soul shards = soul stone
you souls. Stronger creatures give more powerful souls. The Radiating specific relics = varied price of
During a rest scene, you can level up your character with the One soul stones
collected souls. The Heartless determined by GM
➢ The Radiating One: Focused on story milestones where at the One
end of each milestone you would get an item to offer during a rest scene. This would kind of influence players
to seek out important missions and things, which often don't need battles. For example: getting the
Woodsman's axe, getting the Kaiser's sword, or finding a ring in a dungeon and trading it for souls in a rest
scene.
➢ The Heartless One: At a certain point in the adventure the GM would only say how many points everyone
earned and distribute them among the characters.

To evolve, you have two ways, being:


➢ Feats, Spells or Affinity Skills cost 1 Soul Stone for each Feat or spells you present (Ex: if you have Alchemist,
Healer, and Hard to Kill and want to buy one more, it will cost you 3 Soul Stones)
➢ Increasing attributes costs the desired attribute level divided by two in soul stones. If you want to jump certain
stages while upgrading attributes, you first need to complete the payment for the previous stage in soul stones
before moving on to the next payment. For example, if you want to jump from level 8 to 10, you need to pay 9
soul stones [(9/2 = 4) + (10/2 = 5)].

Whenever you increase an attribute, everything related to that attribute increases along with it,
so if you increase your Body by 1, you receive 4 more Hit Points.
Remember that Soul Stones are a representation of what should be the experience in TTRPG,
but it doesn't necessarily need to be an item like in games. It can have various aspects and
can be molded in the way you want. For example, a very strong monster like the Crow
Mauler could give 3 Soul Stones, but that doesn't mean it has 3 souls, but rather that its
soul is strong enough to match 3 people. However, fighting against 3 zombies could
give only 3 Soul Stone shards because they are very weak.
Effects
Concussion A target with Concussion cannot perform any kind of action and receive a -5 penalty for all Defense test during
(x) their turn for a number of turns determined by (x). If they receive an attack, they will exit the state of
Concussion.
Fracture A target that is fractured has disadvantage on all attack, defense, and Knowledge tests involve Reflex, and Body.
Additionally, you receive a -3 modifier to Speed, Reflex, and Body.
Dismembered The location of the dismembered body becomes unusable. Arms reduce your carrying capacity by half and you
cannot use the disabled arm. Legs reduce your Speed and reflexes by half.
Bleeding With an open wound. At the beginning of each of your turns you lose 1d4 Health Points and continue to bleed. To
remove the effect, a Medicine test (DT 15) must be made.
Poisoned In general, poison is a substance that causes damage to the character and may have additional effects depending
(x) on the type of poison. But if the effects are not specified, assume that it causes an amount of damage indicated by
(x).
Toxic (x) Toxicity is a more severe and potent poison, whenever someone is under the effects of toxicity, they take a d10
amount of damage equal to the number indicated by (x).
Infected You are suffering from an infected wound. If you don't heal the wound within a number of turns equal to your
Part Body value, you will enter the Dying state. This effect is linked to the body part that was hit and infected, so
removing the infected limb will cure the effect.
Blindness You receive a -2 penalty on all Attack, Defense, and vision-related tests.
Terror Someone in a state of terror has their Fear Points reduced to zero. Anyone in this state must exit it within at least
3 turns or they will lose their character. The counter resets at the end of a scene.
Critical Someone who is in Critical State is one step away from death. Once you accumulate this effect 2 times, either
state through a weapon or an ability, you remove this effect from yourself and automatically lower your life to 1.
Nausea The character can only perform one standard or movement action (not both) per round.
Confused The character behaves randomly. Roll 1d6 at the beginning of their turns: 1) Move in a direction determined by
rolling 1d8; 2-3) Cannot take actions, except reactions, and babbles incoherently; 4-5) Uses the weapon they are
holding to attack the nearest creature, or themselves if alone (in this case, only roll damage); 6) The condition
ends and they can act normally.
Withdrawal When you are addicted to something you feel the need for that thing every day. You must roll a Mind Test (DT10)
for each day you don’t get your fix. If you fail, you can think about nothing but getting your fix and take a -5 to
all other actions. Every day you don’t get your fix you increase your Mind Test (for the sake of this check) by 1,
making it harder and harder to keep making the checks. Any time your addiction is offered to you, you must
make a Mind Test (DT10) roll (modified by the number of days you haven’t had your fix) to not partake
immediately. You can kick an addiction by going for 3 weeks without indulging in your addiction. You don’t need
to make successful addiction checks; you just can’t partake in the addiction
Irritation The character suffers a -2 penalty on Mind and Social tests.
Burn The character is on fire. At the beginning of their turns, they take 2d6 fire damage. The character can spend a
standard action to put out the fire with their hands. Immersion in water also extinguishes the flames.
Paralyzed A paralyzed target cannot take actions, defensive reactions, move, or speak. The target automatically fails
Strength and Dexterity saving throws and attacks against the target have advantage, and any attack that hits the
target is a critical hit with x2 damage if the attacker is within 1,5m of it.
Hunger You are hungry. This condition has three stages, with the first reached at half your hunger points, the second at
(1-3) ¾ of your hunger, and the last when you have 0 hunger points. In the first stage, you receive a -5 penalty to all
your actions. In the second stage, you reduce your life points by half until you satisfy your hunger. In the third
stage, your movement speed becomes 0, and you are considered paralyzed until you satisfy your hunger. During
the third stage, you must make a Body check (DT15) every turn, or you will instantly die. For every scene that
passes, the check DT increases by 1.
Fear (1-2) Fear has two stages, the first being reached at half of your Fear Points and the second when you have ¾ of your
points. The first stage causes you to gain a Phobia, and the second stage causes you to gain Panphobia.
Light The character suffers -2 on attack and Perception tests.
Sensitive
Injured Someone injured is below half their hit points and is more susceptible to losing limbs. Whenever you are below
half your hit points and an enemy rolls a critical hit, you lose the limb that was attacked (excluding the head and
torso).
Prone You are on the ground, which leaves you defenseless. When you lose both legs or are knocked down in some way,
all attacks against you receive +2.
Grappled The character and the grappled target can't take movement actions, suffer -2 on attack tests, and can only attack
with weapons weighing 1 or less. A character making a ranged attack against a target involved in a grapple has a
50% chance of hitting the wrong target.
Difficulties, Monsters and Phobias
Thinking that your friends have already created their characters and everyone knows how to play, it's time to
really create an adventure and a story. Create a scenario in which all these characters will interact and think about
things that can interfere in the lives of these tormented souls. Knowing that the plot of the first game and Termina
revolves around gods, you can end up creating your own gods or even using the ancient ones. Regardless, Fear and
Hunger is essentially a Dungeon Crawler at its core. Feel free to place these characters in a closed scenario of a
dungeon or an abandoned city. But be sure to impose certain limits and rules before starting the session:
➢ Sexuality: Fear and Hunger touches on very sensitive issues and often playing a game about this subject is
different from hearing these issues coming out of the mouth of a friend or acquaintance about someone that
you are technically playing. Therefore, this is one of the main topics to be discussed. Sometimes people may not
feel comfortable with rape, but they don't mind a shallow description of a naked man. Sometimes even the
mention of things in this way can cause embarrassment. But understand that this is a game and should be
played by everyone, so no mention of sex or sexuality has been made in this book so far precisely to leave it
open for discussion between GM and Players.
➢ Violence: Okay, this topic is also debatable, even though the game mentions bleeding, dismemberment, and
various types of different mutilations, think that there are people who may not like this level of gratuitous or
even senseless violence. Torture and descriptions of carnage should be discussed before even considering
playing in this system.

Difficulties and test Many monsters have simple characteristics, and some
Understand that the concept of difficulty for tests may even appear to be human, but others have
may vary. There's nothing superhuman abilities that set them apart from the
stopping a character from Difficulty Test rest. Another thing that sets creatures apart is their
jumping over a fence Easy 5 classification. Many creatures can trigger character
without a test, just as there's Medium 10 phobias and also represent a threat in a different way.
nothing stopping a Hard 15 The classification of creatures differs as follows:
character from requiring a Very Hard 20 ➢ Human: A simple being that doesn't present
Speed DT17 test instead of Almost Impossible 25 anything other than its humanity.
DT15 when escaping from a Impossible 30 ➢ Inhuman: A being that has a human
pursuit. Additionally, you
appearance but is not. It generally presents
should take into account various factors
more strength than the common human
that can influence the test, such as
or pseudopods that come out of its
the character's sleep deprivation,
eyes. Anything that has a similar
whether they're drunk, whether
form to a human but is not
they have the right tools for the
necessarily human falls into this
job, or even their knowledge of
category.
something. A beautiful example
➢ Aberration: Shapeless
is that it makes no sense for
creatures with distorted
you to have the ability to build
appearance, various limbs, or
a car without the right
limbs mixed with those of
materials and experience.
another thing. Usually,
Even if you had everything
creatures that fall into this
you needed, you'd still spend
category have a description of a
days testing to see if you could build
possible mixture of various things in one.
the perfect car. So, think of this table as volatile and
➢ Decrepit: A being that has been dead for a long
only to be used as an example of what is possibly a
time or is still rotting in a vivid way, usually
difficult or easy test, rather than something that must
associated with necromancy.
be followed to the letter.
➢ Specter: Something that has the ability to exist
and not exist at the same time, such as ghosts,
apparitions, and poltergeists.
Monster Level and Rankings ➢ Beast: Common animals of everyday life.
Monsters have a level that ranges from 0 to 10, which Generally, when these animals are slightly
indicates not only the monster's strength but also its modified by any magic, they are still classified as
life, resistance, and ability to scare ordinary people. beasts.
➢ Insect: Insectoid creatures with shells and several ➢ Permanent Phobia (Optional): With your GM's
legs, often not presenting their original size. permission, you can receive a phobia that stays
with you permanently when you are at
Terrifying Presence: The Terrifying Presence of a 0 Fear Points, in exchange for
creature and the amount of Fear Points you lose regaining 1d10 Fear Points.
for witnessing the creature for the first ➢ The d3 can be replicated using
time are quantified in dice. Whenever you a d6 (assuming that 1 and 2 are
witness a creature, you must pass the considered 1; 3 and 4 are considered 2;
Mind test presented in parentheses. On and 5 and 6 are considered 3).
a failure, you receive the damage
indicated in dice by the creature right Arachnophobia: You are afraid of
next to the test. spiders, and every time you see a
spider, you must make a Mind test (DT
Special parts: Some creatures have extra 25). If you fail the test, you lose 1d3
parts in their bodies, whether they are new limbs Fear Points and -5 on any test
or the absence of limbs. If the creature has a involving getting close to the spider
special part, as a GM, you and the player use the until the end of the scene.
Creature Body Location table instead of the
normal table. If the creature does not have a Hematophobia: You are afraid of blood, and
special table, this means that it does not have every time you see blood, you lose 1d6 Fear
special parts to be attacked. Points.
Health Points: The hit points of creatures are Nyctophobia: You are afraid of what
usually determined by their origin, whether it's lurks in the dark, and every time
linked to a god like Gro-Goroth or Alll-mer, and you are attacked
their calculation works through a number of dice unexpectedly, you lose 1d3
+ a base number. Each god presents a different Fear Points. If you are in the
dice to be rolled and has characteristics that they give dark, you have a disadvantage on
to the monsters, however, much of what also all tests.
interferes is the monster's level. The calculation
works as follows: Autophobia: You are afraid of
being alone, and for every ally
0 1/8 1/4 1/2 1 you see die, you lose 2d6 Fear
1dx 1dx+5 2dx+10 3dx+15 4dx+20 Points.
Claustrophobia: You are afraid of
2 3 4 5 6
tight spaces, and every time you
5dx+25 6dx+30 7dx+35 8dx+40 9dx+45
are in a tight space, you lose 1d3
Fear Points.
7 8 9 10
10dx+50 11dx+55 12dx+60 13dx+65 Eisoptrophobia: You are afraid of
reflections and mirrors, and every
time you see your reflection, you lose 1 Fear Point.
Feats: Monsters usually have a number of Feats equal
to their Level (Minimum 1). However, this does not Acrophobia: You are afraid of heights, and every time
mean they do not have attacks. you are in a high place, you have a disadvantage on
any test and a penalty of -5 on everything.
Attributes: Monsters have a number of attributes that
they can distribute equally to 10 times their level, not Gerascophobia: You are afraid of getting old, and for
counting the modifiers they gain from the gods. Only every 10 years of life, you lose 4 permanent Fear
monsters at level 8 and above can exceed the limit of Points (up to a minimum of 1). Every year that passes
20. in your life, you lose 1 maximum Fear Point.

Phobias Xenophobia: You are afraid of the unknown, and


Sometimes fear is materialized into something every time you encounter a new creature, you receive
specific, whether it's unreal or real, a species or twice the damage from its Terrifying Presence.
being. When you reach half of your Fear Points, you Somniphobia: You are afraid of what might happen
receive a phobia. You can also develop a phobia immediately after you wake up, and every time you
through traumatic experiences. sleep in a Rest scene, you lose 1d6 Fear Points.
Agliophobia: You are afraid of pain, and every time Thanatophobia: You are afraid of death, and every
you take damage, you lose Fear Points equal to half time you witness a death, you lose 1 permanent Fear
the damage. Point.
Photophobia: You are afraid of light, and every time Scopophobia: You are afraid of being watched, and
you are in a place with bright light, you receive -5 on every time you are being watched and notice it, you
all tests. lose 2d6+3 Fear Points.
Kinemortophobia: You are afraid of zombies, and any Zoophobia: You are afraid of animals, and any
creature considered "Decrepit" deals twice the creature considered a "Beast" will cause you to lose
damage from its Terrifying Presence. 1d3 Fear Points per attack.
Taleophobia: You are afraid of the future, and every Panphobia: You are afraid of everything and
time you have to make a decision that could change everyone, you have disadvantage and a -10 penalty to
the course of history, you lose 3d6+3 Fear Points. all your actions.
Rhabdophobia: You are afraid of magic, and every
time you cast a ritual or see someone casting, you lose
1d3 Fear Points.

Gods, GM and History


The world of Fear & Hunger does not have one unified religion. Instead, there are several extremely powerful deities
known as the "old gods", who are separately worshipped by different factions in the game's world. They are seen as
the true gods of the world and represent the most basic concepts present in it. Information about them can be
gathered from specific books regarding their nature found in the various libraries and bookcases present in the
two games currently released. While not all of them have been revealed so far, ten different runic symbols have
been portrayed so far, which could be an indication of their numbers.
Available lore in both games seem to indicate that some of these older deities have 'departed' from the world, but
their traces are very strong remaining energies who are somehow still sentient and influent. It is also stated that
older gods never truly perish.

➢ As all Fear & Hunger stories revolve around Gods and deities, whether they are new or old. Your story can also
revolve around this, it doesn't necessarily have to be about this, but the main theme of this book is that. And
since Gods are a presence that alters the fate of the world and occasionally directly interfere in essential
events in people's lives, here we will present some mechanics for you to use in your campaign about the Gods.
We will talk about the Old Gods because they have more power and are capable of modifying larger structures
than the New Gods, however, there is nothing preventing you from using a François at your table and saying
that the origin of monsters is coming from his power, or even that he has achieved perfect ascension and
become an Ancient God capable of being worshiped and having influence over the other Gods.
Gro-goroth
Gro-goroth - The destroyer of men. He who ushers a new
dawn with force and violence. Gro-goroth is the other part
of the most primal duality. Creation and destruction. Where
the other doesn't exist without the other. The word
'destruction is often associated with the evil of the world.
This of course is foolishness. There is no room for new
creation if the slate is not first burnt clean and empty. A
man fears destruction. Man, gest accustomed to peace and
quiet. Man grows fat and afraid of change. Change is
inevitable, just as Gro-goroth. What one needs to understand is
that the destruction is of pure kind. It does not target one man
specifically. It just exists. Gro-goroth is associated with the god of
creation, Sylvian and their child, the god of nature, Vinushka.
Gro-goroth offers the mankind the blessing of blood magick. Constant
sacrifices in his name will maintain the relationship.

Gro-goroth
Cultists: The Wolfmasks are followers of the old god Gro-goroth, who don wolf masks and fur
attire to indulge in self-mutilation and cannibalism as a tribute to their god.
Symbol:

Domain: The destroyer of man, is the god of destruction and human sacrifice.
Territorial effects: ➢ People affected for too long by the presence of Gro-goroth begin to feel strange
desires arising from the anger and exaltation of the god. They become more
enraged and stressed, resort to violence to solve their problems, and feel the need
to relieve their anger as if they were addicted to it.
➢ All cutting or piercing attacks cause bleeding.
➢ Wars that are happening are intensified to the point where people are willing to
sacrifice their own lives for the opportunity to kill someone.
➢ Human flesh becomes more viable and it is possible to observe animals
cannibalizing each other.
Festivity: Prom of Eternal Suffer
Typical Generally, creatures that are connected to the destroyer of man have the following
monstrosities: abilities:
➢ They use d12 to roll their Health dice.
➢ They have the Athletics and Fighting Knowledge by default.
➢ They may have the feats: Hard to Kill, Flagellant, Ferocious Attacker, or Bloodlust.
➢ They have a Strength and Body increase equal to their level (Minimum 1).
Sylvian
Sylvian - the goddess of love, lust and creation. She
created men and women at the dawn of time. From the
very first moments she loved her children dearly. Over
time her love blossomed into a more obsessive form
and she would take a more hands-on approach in
controlling the direction her children took in life,
always having their best interest in mind of course.
Once she realized her children would never return the
same amount of affection back to her, her love took a
more twisted form. Sylvian forced mankind more to
her liking and closer to her own image with her gift to
humans - the love magic, otherwise known as the
flower magic.
For a brief moment in history, mankind fell into a craze of fleshly delights. As a synchronized mass, sea of naked
people in a middle of coitus would pulsate and waste their days. Sylvian is often associated with Gro-goroth, the god
of destruction and their offspring Vinushka, the god of nature.

Sylvian
Cultists: The Bunnymasks are followers of the old god Sylvian, who put on rabbit masks while
naked and head to the meadows with other people to have sex as part of their
religious rituals.
Symbol:

Domain: The goddess of love and fertility, created men and women at the dawn of time.
Territorial effects: ➢ As a goddess of fertility and creation, the presence of Sylvian can increase the
growth of plants and animals, leading to frightening fauna and oppressive
ecosystems.
➢ Sylvian's association with love and lust may lead to an increase in romantic and
sexual activity in the area of her presence. This can manifest in various ways, from
an increase in marriages and births to more promiscuous behavior.
➢ Sylvian's gift may lead to a proliferation of magical plants and natural remedies in
the area of her presence. It could also lead to the emergence of druids and mystics
who possess a deep understanding of nature and the interconnectedness of all
living beings.
➢ As Sylvian is associated with animals, her presence can lead to changes in the
animal behavior of the area. This may include an increase in mating and
reproduction activity among animals or the emergence of new species that are
uniquely adapted to the local environment.
Festivity: Mating's Day (Like Valentine's Day)
Typical Generally, creatures that are connected to the goddess of love and fertility have the
monstrosities: following abilities:
➢ They use d8 to roll their Health dice.
➢ They have the Animal Handling and Medicine Knowledge by default.
➢ They may have the feats: Alchemist, Familiar, Healer, or Beast Speaker.
➢ They have a Social and Reflex increase equal to their level (Minimum 1).
God of the Depths
The God of the Depths, an old and gigantic being worshipped by outcasts left in the darkness - insects and wretched
soulless beings. Their body lies dormant in the altar of darkness and within it, there is the Gauntlet, a way to the
very bottom of the dungeons.
the God of the Depths is "worshipped by those who are forsaken and forgotten". Their followers seem devoid of
self-awareness or any kind of higher intelligence, only capable of further fulfilling pre-set duties in the dungeons.
They are often insectoid, such as the cockroaches, Scarabs, spiders, and the Cockroach King. If not insectoid,
creatures that were or outcast stuck in darkness - the Cavedweller, the Body Snatcher, the Butterfly, or
the Mumbler, who are described as
mindless servants to the god.
There is evidence that the God of the
Depths had human worshippers as
well. At a certain point in history, a
mysterious sect known as the Hermit
Mages of the South held the God of
the Depths in high esteem. These
reclusive practitioners were known
for their rare ability to imbue rings
with life-draining magic, though little
else is known about their practices
beyond their name. Moreover, ancient
folklore speaks of the Maiden of the
Depths, a human woman who was
supposedly chosen to be the bride of
the God of the Depths.

God of the Depths


Cultists: A mysterious sect known as the Hermit Mages of the South held the God of the Depths
in high esteem. These reclusive practitioners were known for their rare ability to
imbue rings with life-draining magic, though little else is known about their practices
beyond their name.
Symbol:

Domain: The Master of insects.


Territorial effects: The territorial effects are virtually all presented in the first game of Fear & Hunger:
➢ Distortion of the mind to the point of acting solely on instinct.
➢ Deformation of the flesh into something more keratinous and visceral.
➢ Increase in appetite of nearby beings.
➢ Terraformation of the surroundings in the body of the God of the Depths (Gradual
creation of The Gauntlet).
➢ Disappearance of all nearby corpses.
Festivity: Night of Mourning
Typical Generally, creatures that are connected to the Master of insects have the following
monstrosities: abilities:
➢ They use d6 to roll their Health dice.
➢ They may have the Spells (no need to spend Fear Points): Mastery over insects,
Needle Worm, Locust swarm*, or Flock of crows*.
➢ They may have the feats: Dark Warrior, or Dungeon Delver.
➢ They have a Body and Speed increase equal to their level (Minimum 1).
* = (One use only, Roll 1d6 per turn and on a 5 or 6 recover use)
Rher
Very much like the sun - the moon is one of the primordial entities and
thus it has lore and beliefs written since the dawn of time. This makes it
difficult to separate facts from fiction and mad ramblings from hidden
truths. Consistent details among the myriad of stories seem to hint of
a god called Rher.
Also known as the Trickster God and the Moon God. In the most
ancient writings Rher is depicted as the god of the insane and those
who've succumbed to madness. His blessing to men is his
moonlight, which is said to uncover the truth under the human
filth. A truth that is often too much for a human mind to handle. It
can be debated whether his version of the truth is more accurate
than that of the human filth. Unlike many of the other older gods,
Rher's part is greater scheme of things remains a mystery. Just looking
at the night sky, you can see his presence, in an eternal slumber. This
makes his secrecy even more infuriating; he is literally hiding in plain sight.

Rher
Cultists: Lady of Moon and Pocketcat are his servants, both bent on killing children as a way to
get rid of humanity's potential ascension.
Symbol:

Domain: Rher, the Trickster Moon God, also known as the Moon god and Trickster God
Territorial effects: The territorial effects are virtually all presented in the second game of Fear & Hunger
Termina:
➢ Mutation through exposure to lunar light.
➢ Madness of those who wander at night.
➢ Deformation of flesh into something grotesque, amorphous, or that carries a
connotative context of one's emotions as a denotative appearance.
➢ Time becomes timeless and unregulated.
Festivity: Termina Festival
Typical Generally, creatures that are connected to the Trickster Moon have the following
monstrosities: abilities:
➢ They use d10 to roll their Health dice.
➢ They have 4 Knowledge of your choice by default.
➢ They have any 1 Feat or Spell.
➢ They have a Reflex and Mind increase equal to their level (Minimum 1).
Vinushka
The seed of Gro-goroth that had been fermenting for an
aeon, finally reached its maturity, and thus Sylvian
pushed a whole pinecone out of her loose abyss and
named her child Ninush. The cycle of destruction and
creation is seen in its purest form in nature. Thus, it
comes as no surprise that the very god of nature,
Vinushka is an offspring of the two older gods Gro-
goroth and Sylvian. Like the nature of mankind, the
nature of Vinushka too can change from fiery raging
volcanoes to serene grasslands where a gentle wind lull
one to sleep. The ancient tribes of men used to live in a
symbiosis with nature, with its cycles of destruction and
creation, but people grew greedy and hostile towards
the land they settled and ravaged natyre to give room
for their own civilizations. As people grew greedy and
hostile, so did Vinushka. A long war was waged to
determine who was to become the master and who the slave.
To everyone's surprise, or at least to my surprise, this resulted in the demise of Vinushka. For all tense [intents] and
purposes, nature is dead. Vinushka died by the hands of men. From this grievous realization comes the name of the
god. 'Vinushka', meaning guilt, the great guilt of mankind. The guilt will surely eat away the known world in time.
For now, faint traces of the god still linger in Vinushka's totems, deities that desperately search for the murdered
god in vain. Maybe these totems are the manifestation of human guilt. Once they understand the events that took
place, mankind will surely feel their grief too.
For now, it's best to exploit nature while we still can.

Vinushka
Cultists: It is possible that the Owl Cultists are a sect of Vinushka followers given that they live in
nature with attire that mimics natural camouflage, as well as harnessing the spirits of
animals.
Symbol:

Domain: Vinushka, the god of nature


Territorial effects: ➢ he territory where Vinushka reigns can become cursed, with barren areas or dead
vegetation. The creatures that inhabit the area can also be affected, becoming hostile or
suffering grotesque mutations consumed by its roots.
➢ Vinushka may be able to control the weather in the region where she reigns, generating
violent storms, acid rain, or even hurricanes.
➢ People who die in Vinushka's territories have their bodies degraded to give life to the
plants around them (as a kind of forest necromancy) and the spirits of the bodies wander
aimlessly through the woods.
➢ Nature creatures may end up merging and becoming an amalgam of plants and animals
or hybrid animals.
Festivity: Awonoku (passages of the dead through the forest)
Typical Generally, creatures that are connected to the god of nature have the following abilities:
monstrosities: ➢ They use d8 to roll their Health dice.
➢ They have the Survival, Animal Handling and Fighting Knowledge by default.
➢ They may have the feats: Piercing Strike, Watchful, Tracker, or Escape plan.
➢ They have a Reflex and Speed increase equal to their level (Minimum 1).
Alll-mer
Alll-mer - The ascended one. One of the two humanborn
gods to this day. There are two stories of the origins of
Alll-mer.
The more common story speaks of a human born from a
virgin mother.
A mere mortal that had humble origins, but one that
quickly rose to prominence because of his teachings.
Unlike the warring kings and sultans of the time, Alll-
mer's ideal world united people of all different religions
and ideologies under one umbrella. The powers of the
time wouldn't stand up for this and quickly had him
arrested and sentenced for public humiliation and
eventual death on a cross. This only served Alll-mer's
purpose, making him a martyr and the pain he went
through pushed him over the edge to his ascension to the
true godhood. After his ascension, Alll-mer returned to avenge his death. The bloodbath that ensued shook the
world order and demolished the worship New Gods of the time had been enjoying.
The other version of Alll-mer's origins tells how Sylvian, the older god of fertility ordered a deity known as Vitruvia
to create an architectural reprography of a man and a woman that would be the likeness of Sylvian herself.
Vitruvia, being the master architect, did just that. Sylvian fell in love with the results. She went on and created
mankind according to Vitruvia's drawings. At first Vitruvia was amazed by the life Sylvian managed to usher into
her designs. However, over time Vitruvia started to see small imperfections here and there. Nothing bothered her
more than the idea that her designs were anything but perfect. So, she set out to create the perfect human being.
The pinnacle of man's potential. This being was born on the year nil and he is the one known as Alll-mer today.
On the surface level these stories don't contradict with themselves too much. But on an ideological level there are
interesting differences. The other story tells how a mortal everyday man rose to rival the powers of older gods,
while the other story makes Alll-mer just one more creation of the higher powers.
The truth might lie somewhere between these stories if you'd ask me.
"Alll-mer" is not capable of
creating monsters, and his
effects on the world are always
-Studies of Alll-mer I- beneficial. He is the Savior of
Mankind and would never do
"Born from humble origins of a virgin mother. Human origin with the anything to harm them.
seed laid down by a false god. A god walking amongst men. Alll-mer
would gather 12 apostles from his most trusted companions. Together they were to bring back the old-world
order. Kings and sultans of the time would not stand idle when a man of undeniable god-like posture came
down to their golden city gates. Instead, they would capture Alll-mer. The newborn god would be nailed
onto a cross, arms spread wide - and be left for the crows to feast on. But Alll-mer was to ascend. Arms
still widespread from the cross he would soar. Becoming the symbol, we know of today. Turning his cross-
ridden posture into something greater. A symbol of hope and domination. Spending three days and night at
the city of the gods, Ma'havre, he would return among men. With his mourning 11 apostles he would murder
the kings and sultans of the time - as was just. Bringing back the old-world order."
The God of Fear and Hunger
The God of Fear and Hunger - There are many popular texts that tell of a false god and a
chosen human joining together in the darkest and the wettest of dreams. The forgotten
and long dormant God of the Depths perished that night. Only an older god never truly
perishes. In its stead, the God of Fear and Hunger planted its roots and
started to grow her influence on the surface world. The scheming false
deity had hoped her daughter would be the light of mankind. Only true
darkness does not breed light. The god of Fear and hunger was a pure child,
a blank slate birthed in the darkest pits of human creation. That is where she
grew, that is all she knew. She was the pure representation of fear and hunger,
not spoiled by even a glimmer of hope.
Mankind had seen its share of stagnation and suffering up to that point. To rise
from those perilous pits, growing pains were necessary. Progress comes at a price.
Fear motivated people while hunger kept them moving forward. People
cherished hardship and drew inspiration from it. The learned from it. What
followed was advancement that mankind had not seen since the forgotten
ages. The dark fumes that rise from pipes of modern cities are direct
consequences of this era. An era that came to be known as the Cruel
Age.

The God of Fear and Hunger


Cultists: The God of Fear and Hunger presents cultists who dedicate their lives to living among
the filth of rats. Many of these cultists sympathize with these animals and some
become hosts for these worms to hatch and feed on survivors.
Symbol:

Domain: The false god and a chosen human joining together in the darkest and the wettest of
dreams.
Territorial effects: ➢ The God of Fear and Hunger not only provided the advancement of humanity, but
also brought something much stronger than any other existence in the world:
willpower.
➢ Fear and hunger can trigger a social collapse, with people fighting each other for
limited resources, forming rival factions and abandoning cooperation and
solidarity. Violence and conflict can become common, making life dangerous and
uncertain.
➢ The God of Fear can corrupt people's minds, leading them to madness and
paranoia. People may start seeing enemies everywhere, acting impulsively and
violently. Corruption can spread among leaders and authorities, creating an
atmosphere of mistrust and instability.
➢ Those who die from fear or hunger are corrupted by the slimy and viscous blood
of the God, causing them to return to life or become hosts to worms capable of
breeding in their flesh.
Festivity: The Great Day of the Plagues
Typical Generally, creatures that are connected to The God of Fear and Hunger have the
monstrosities: following abilities:
➢ They use d8 to roll their Health dice.
➢ They have the Tolerance and Evasion Knowledge by default.
➢ They may have the feats or spells: Rev-up, Opportunist, Perceptive, or Rot
➢ They have a Body and Mind increase equal to their level (Minimum 1).
Sulfur God
The Sulfur God is an obscure entity. From the few tidbits we find about him,
we know he is an old deity. He seems to have been concieved during the
ascension of Alll-mer - while Alll-mer carved his idol to ascend into godhood,
his subconcious, hatred-filled parts were cast deep into the sulfur pits. His
symbol is a triangle inside another triangle, with an inverted cross beneath
them, showing him to be Alll-mer's antithesis.

Sulfur God
Cultists: The Sun Cultists are insane, consumed by rage and hatred, resentment and pleasure in
suffering. They do everything in their power to try to kill themselves in the most
cruel, horrendous, and sinful way possible. The Sun Cultists commit mass murders and
engage in various abominable actions to join their God in the sulfur pits.
Symbol:

Domain: The Sulfur God


Territorial effects: ➢ The mere presence of the God of Sulfur can bring forth the great sulfur pits along
with crimson demons into reality. At its peak, it would mean practically an
apocalypse, the day of judgment.
➢ Natural disasters and epidemics would be recurrent.
➢ Kidnappings, murders, and any kind of torture would be practiced by the violence-
crazed or the demons.
➢ Knowledge would regress, people would become primitive, and the world would
be plunged into chaos.
Festivity: The Doomsday
Typical Generally, creatures that are connected to The Sulfur God have the following abilities:
monstrosities: ➢ They use d12 to roll their Health dice.
➢ They have the Tolerance, Fighting and Evasion Knowledge by default.
➢ They may have one feat or spell of any kind (as long as it is not related to Alll-mer)
and everyone receives only half the damage from all attacks that are Slashing,
Piercing, or Blunt.
➢ They have a Strength and Reflex increase equal to their level (Minimum 1).
Atrocity Skills and Divine Aberration (WIP)
Equipment
This section of the book is dedicated solely to the items existing within the world of F&H. Keep in mind that these
items may be restricted by the era or even by the lack of local resources. Note that throughout the entire book, no
specific monetary value or economic type of currency has been mentioned, as even in games, it is rare to encounter
merchants who truly exchange items and accessories for money. Therefore, the system was designed as a way to
reward players through exploration and defeating specific monsters. For example, if you want an axe, you can go to
the house of the deformed lumberjack and wait until he falls asleep to steal his axe, or kill a deformed creature and
use its serrated hand as a weapon.
- Money and Trades (Optional): Even though merchants are not prominent in Item Category cost
the game, they still exist. Therefore, if you are interested in a possible 0 1d10
monetary system, just remember that the items exchanged must be of the I 1d10 × 10
same or superior category, since no one would want to exchange a gold bar II 2d10 × 20
for a trash bag. You can also establish the following monetary value: III 3d10 × 30
- Monetary system from level (Optional): In the second game of the F&H IV 4d10 × 40
franchise, it is very common to obtain money from monsters found in the
locations. Which is somewhat plausible, since most of the people were Prehevil residents turned into creatures.
This rule is here more for the case you decide to implement the optional rule Money and Trades, so you can
know how to give money to your characters without them looking like used item resellers or that the trade
becomes practically barter. To calculate how many coins a creature has, simply roll a number of d10 equal to
the creature's level and multiply it by the creature's level again (creatures of level 1/2 or lower roll only 1d10,
however they keep the modifier). Ex: A level 5 creature when killed would give 5d10 times 5, obtaining 150
(7+5+8+6+4 = 30 x 5 = 150), giving enough money to buy some resources of category 0, 1 or 2.
The equipment is divided into several categories, namely: Weapons, Armors, Accessories, Healing Items, Food, and
Crafting Materials.

The weapons section features the combat equipment that can be obtained, separated into Common and Tactical
weapons. It also presents the separation by Category, Damage, Effect, Range, Weight, and Type. The Effects will be
listed after the weapons table and the Range, if any, shows how far that weapon can reach. All items can be thrown
a number of squares equal to the character's Strength divided by 2, but they will only cause damage if they have the
throwable Effect. Weapons that have parentheses in their damage value means that if you wield that weapon with
both hands, it increases the damage. Type can be characterized as Slashing (S), Piercing (P), or Blunt (B).

The Armor section talks about a specific effect characterized as Defense. As


previously mentioned in this book in chapter (The Hall of the Gods: Combat
Rules), Defense serves as a damage reducer, so you reduce the enemy's
damage by a value equal to your Defense (minimum 1). However, armor
can also have another value, which is its Penalty. Due to the weight of
the armor, difficulty in movement, and noise, it can present certain
difficulties and penalties. The Penalty value decreases in your Evasion
and Stealth Knowledge tests, as well as decreasing the same amount in
your Speed Attribute.

The curses section is not accessible to players during character creation.


However, during the session, they may obtain cursed items. Cursed items
require the bearer to fulfill a specific mission for that item to unlock its
curse effect, and different curses usually require different missions. A
cursed item increases its category by +1 for each curse, up to a maximum
of category IV. If an item has more than one curse and has different
missions, the player will only unlock the curse related to the mission they
completed. If the item has multiple curses but the same purpose, all curses with similar
purposes will be unlocked.
Weapons
Common Melee Category Damage Effect Range Weight Type
Weapons
Axe 1 1d8(1d10) Bleeding Chance (25%), Heavy - 3 S
Cleaver 0 1d6 Bleeding Chance (25%), Inaccurate - 1 S
Dagger 0 1d4 Agile, Balanced, Concealed, Throwable Body 1 S, P
Hammer 0 1d6 Concealed, Throwable Body 1 B
Machete 1 1d8 Agile, Balanced - 2 S
Rake 1 2d4 Bleeding Chance (25%), Long Range, - 3 P
Two-handed
Scythe 0 1d4 Agile, Balanced, Concealed - 1 S, P
Short Sword 1 1d6(1d8) Acuity, Accurate, Agile, Heavy, - 3 S, P
Spear 1 1d8 Acuity, Accurate, Long Range, Two- - 3 P
handed
Staff 0 1d6 Heavy, Inaccurate, Long Range - 3 B
Chain 0 1d4 Grappling (50%), Heavy, Inaccurate - 2 B

Ranged Common Category Damage Effect Range Weight Type


Weapons
Short Bow 0 1d6 Accurate, Agile, Reload, Two-handed Reflex×3 2 P
Light Crossbow 0 1d8 Accurate, Slow Reload, Two-handed Reflex×2 2 P
Pistols 1 1d10 Ammo (12), Automatic, Concealed, Rapid Reflex×3 1 P
Reload
Colt M1911, Walther P38, Luger P08
Handguns 1 2d6 Ammo (6), Agile, Accurate, Concealed, Reflex×2 1 P
Reload
Smith & Wesson Model 10, Nagant M1895
Hunting Rifles 2 2d8 Ammo (4), Balanced, Slow Reload, Two- Reflex×4 4 P
handed
Winchester Model 70, Mauser M98, Mosin-
Nagant M1891/30

Tactical Melee Category Damage Effect Range Weight Type


Weapons
Claymore 2 2d6 Ablative, Heavy, Long Range, Two- - 3 S, P
handed
Eastern Sword 2 1d10 Accurate, Acuity, Agile, Balanced, Two- - 3 S, P
handed
Iron Mace 1 1d8(1d10) Concussion Chance (25%), Bleeding - 2 B, P
Chance (25%), Ablative
Long Sword 1 1d8(1d10) Accurate, Ablative, Heavy, Two-handed - 3 S, P
Mauler 2 2d8 Ablative, Bleeding Chance (50%), - 4 B, P
Chopper, Heavy, Inaccurate, Mauler
Meat Grinder 3 3d6 Bleeding Chance, Chopper, Heavy, Two- - 5 S
handed, Meat Grinder
Rough Sword 2 1d12 Ablative, Heavy, Chopper, Inaccurate, - 5 S, P
Two-handed
Sledgehammer 1 1d12 Ablative, Heavy, Inaccurate, Two- - 4 B
handed
Tactical Ranged Category Damage Effect Range Weight Type
Weapons
Long Bow 1 1d10 Accurate, Agile, Reload, Two-handed Reflex×4 2 P
Heavy Crossbow 1 1d12 Accurate, Slow Reload, Two-handed Reflex×3 2 P
Assault Rifles 2 4d4 Ammo (15), Inaccurate, Burst, Reload, Reflex×4 3 P
Two-handed
STG 44, M1 Garand, Gewehr 43, SVT-40, MAS
36, Lee-Enfield No. 4 Mk I(T), M1 Carbine
Sniper Rifles 3 2d10 Ammo (1), Accurate, Balanced, Chopper, Reflex×6 5 P
Slow Reload, Two-handed
Springfield M1903, Mosin-Nagant 1891/30 PU,
Karabiner 98k with Zeiss scope
Shotguns 2 4d6 Ammo (2), Point-blank, Inaccurate, Slow Reflex 4 P
Reload, Two-handed
Winchester M1897, Remington Model 31
Submachine guns 3 3d6 Ammo (20), Automatic, Burst, Inaccurate, Reflex×3 3 P
Reload, Two-handed
Thompson, MP40, Sten, PPSh-41

Ammo: The value in parentheses represents the number of Heavy: This weapon adds half of your Strength to damage
shots this weapon can give before needing to reload. rolls.
Accurate: this weapon decreases Body Location Modifier by Inaccurate: The weapon's damage is halved for all enemies
2. that are beyond half the range of the weapon.
Acuity: This weapon can use Reflex instead of Strength on Long Range: This weapon has a range of 2m and you can
its Fighting rolls. attack even if you are not melee.
Agile: This weapon adds half of your Reflex to damage rolls. *Poisoned Chance: Has a percentage chance of causing
Ablative: These weapons are capable of dealing double Poisoned.
damage to objects. Point-blank: Melee attacks with this weapon have
Automatic: You can choose to have disadvantage disadvantage but have their dice multiplied by 2. This
on your hit to take 1 more die of damage. weapon is capable of attacking in a cone equal to the
Balanced: This weapon makes the d10 value you weapon's maximum range.
need to hit the Head become 9 and 10 and the Torso Mauler: This skill allows the mauler on a crit to cause
value become 7 and 8 in Body Location. the Critical State effect and Confusion.
*Bleeding Chance: Has a percentage chance of causing Meat Grinder: Whenever you roll a 6 on a damage die with
Bleeding. a Meat Grinder, roll an additional damage die. Despite its
*Burning Chance: Has a percentage chance of causing power, this weapon is clumsy and imposes a -5 penalty on
Burning. your attack rolls. Turning on a Meat Grinder consumes a
Burst: You can select one additional enemy beyond the movement action.
first target. Whenever you select an enemy beyond the Rapid Reload: This weapon takes a move action to reload.
first one, you receive a penalty of -2 on your attack roll for Reload: This weapon takes an action to reload.
each one. You only roll the attack once and all the chosen Slow Reload: This weapon takes a full turn action to reload.
enemies must roll above your attack roll. Throwable: Allows the item that has this effect to deal
Chopper: The enemy doesn't need to be at half health for damage when thrown.
you to be able to sever their limbs, however, you still need Two-handed: For this item to be used it needs you to use
to roll a critical hit. both hands.
Concealed: You gain a +5 to checks that involve concealing
your weapon. * = 1d100 (2d10, where the first is the unit digit and the
*Concussion Chance: Has a percentage chance of causing second is the tens digit; a value of 0 or 00 means 100, and a
Concussion. value of 1 or 00 means 1)
*Grappling: Has a percentage chance of causing Grapple.
Armors
Light Armor Category Defense Penalty Resistances
(Slashing, Piercing, Blunt)
Leather 1 2 - - - -
Light chainmail 1 2 - X - -
*Bremen Empire armor 2 3 1 - - -
Gambeson (a type of padded vest worn under 2 3 1 X - X
armor)
Scale armor 2 4 1 - X -
Chainmail 3 4 2 X - X
Eastern Sanctuaries armor 3 5 2 - X X
Oldegårdian armor 3 6 2 X - -

Medium Armor Category Defense Penalty Resistances


(Slashing, Piercing, Blunt)
Haubergeon (chainmail shirt) 1 3 - - - -
Lamellar (plate armor) 1 3 - X - -
Breastplate and backplate of plates 2 4 1 - - -
Hauberk (mail armor) 2 5 1 X - -
Kusari (chain armor) 2 5 2 X X -
Articulated plate armor 3 6 2 X - X
*Vinland plate armor 3 6 3 - - -

Heavy Armor Category Defense Penalty Resistances


(Slashing, Piercing, Blunt)
Plate armor 1 4 3 - - -
*Rondon armor 1 4 3 - - -
Full plate armor 2 5 3 X X -
Heavy chainmail armor 2 5 4 X - -
Heavy breastplate and backplate 2 5 4 - X -
armor
Bohemia battle armor 3 6 4 X X X
*Edo battle armor 3 6 5 - - -
Heavy Oldegårdian armor 3 8 7 X X X

Resistances: Every time you take damage from the same type that the armor has resistance to, add the Defense
value twice instead of once.
Bremen Empire armor: The segmented and well-structured armors of Bremen not only have a unique lightweight
composition, but also a special resistance against all types of projectiles, whether from firearms, bows, or
crossbows.
Vinland plate armor: Vinlandic armors feature an uncommon structure and material specially crafted in the land,
allowing the wearer to obtain resistance to Magic and Otherworldly damage.
Rondon armor: Rondonian Gothic armors feature inexplicable capabilities that have been explored by the
blacksmiths. They are mainly designed to aid warriors by providing resistance to Bleeding and Burn effects.
Edo battle armor: The material made of black iron, reinforced leather bindings, and alloy reforging make this armor
perfect. It is very rigid and thick to be penetrated by slashing attacks, making it so that every time someone tries to
sever a limb, you must flip a coin and choose heads or tails. If you win, you don't lose the limb, but still take the
damage; if you fail, the limb is lost.

- Weight: The weight of all armors is equal to their Defense value plus their Category.
Accessories
Accessories are different from weapons and armor, after all accessories serve as an alternative way to use certain
Knowledges (such as toolkits) as well as to gain bonuses in Knowledges. It is worth noting that accessories also do
not have a well-structured physical form, being able to assume the description that you or your master desires, as
long as it agrees with what the accessory does. An example is Karin's Pilot jacket, Tanaka's Gentleman's hat, or
Isayah's Iron mask. All mentioned items are accessories that present bonuses and effects to their wearer.
There are 4 types of accessories: Clothing, Tools, Equipment Kits, and Magical.

➢ Clothing and Tools: Clothing is characterized as clothing or armor pieces that provide bonuses to their wearers,
and Tools are characterized as jewelry, necklaces, photos, and amulets with effects similar to Clothing. The
bonus provided by Tools and Clothing is +1 to a Knowledge test of your choice during character creation or
chosen by the GM when this item is found during the campaign. The bonuses provided by a piece of
clothing/tool do not stack with the bonuses of another piece with the same effects. Thus, two Evasion tools
count only as +1.
➢ Equipment Kits: Equipment Kits allow certain actions that are not possible in ordinary ways and require
specialized tools for the occasion. The following Knowledge types have kits:

Equipment Kits Effects Do you need to


have the
Knowledge to use
it?
Surgeon Allows an ally of your choice to regress one step in their stage of Martyrdom. Yes (Medicine)
Equipment You only have one use, and you recover it during a Rest Scene.
Thief's Makes it so that whenever you're picking a lock, you have advantage on the Yes (Crime)
Equipment rolls.
Cooking Tools Allows you to use the cooking action twice per action during a Rest Scene No
instead of once.
Craftsman Enables you to recover half of the items you used during the crafting process Yes (Craft)
Equipment on a failed attempt.
Makeup Causes people not to recognize you properly, forcing them to pass a No
DT5+Mind (Art) test to recognize you. Or gives you a bonus on your
Diplomacy rolls equal to 1 + [Mind (Art)/2].
Fishing Allows you to use the Survival Knowledge in a body of water with marine life. No
equipments You roll a Mind (Survival) test and the GM rolls 1d20. If you roll higher than
the GM, you catch a raw fish that gives 1 hunger and Poisoned. Cooking the
fish alone removes the Poisoned status.
Instrument Allows you to cure a chosen ally's amount of Fear Points during a Rest Scene, Yes (Art)
equal to a [Mind (Art)]/5 test (Minimum 0).
Herbalism Tools Allows you to remove a negative effect from an ally by using an action during Yes (Science)
a Rest Scene.
Créditos / Credits
u/Tomorrow-Willing

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