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Fear and Hunger TRPG
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
Abyssonia
"The Eastern Spirit lands, home of the Yellow Mage. A great land.
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.
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".
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
➢ 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.
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
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.
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.
➢ 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.
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: 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:
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).
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 - -
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: