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Fear and Hunger TRPG

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


traditional children's trinket from the The northern kingdom that has stayed independent for the most parts. Known for their iron
northern land of Oldergård. You can craft
one by attaching 4 sticks to a pinecone and will and advanced ships that sail even to the most western continents. - Enki Ankarian.
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:
logical reasoning, history, world knowledge, arts,
sciences, etc.
Dices
Dice are part of the game; they determine certain - Social: This attribute is connected with how much
rolls and they also serve to add a touch of you can interact with other people and how you
unpredictability to the game. Just like the two-sided interact.
coin from Fear and Hunger. The dice are represented - Speed: This is an attribute that measures your
as the letter "d" right after the number of sides that character's speed. In addition to determining speed, it
die has, in addition, the numbers present before the also determines how many actions are possible in a
letter determine the number of dice rolled. Therefore, turn.
when 2d6 is written, interpret it as if it were two 6-
sided die. Interpretation
Interpretation This is the part that is connected to
The system particularly displays the d4, d6, d8,
your GM (Game Master, the narrator of your TRPG)
d10 and d12 dice. The most used die in this system
and you as a player of the tormented soul that you
is the d10. The system also presents the concept of
control. Understand that narration is about what
advantage and disadvantage. With advantage, you
your character wants to do and not what they do
roll 1d10 and take the best result, and with
intrinsically, and understand that often what your
disadvantage, you roll 1d10 and take the lowest
character can and cannot do follows the rules of the
result.
system or common logic (such as it doesn't make
How to play sense to ask your GM if you can make a Speed test
To play in this system, both your character and you to see if you can flap your arms so fast that you can
as a player must be strategic. In case of failure, it fly, since that's impossible in our reality). Also,
will cost your character's life. It works practically as understand that the concept of interpretation and
follows: your character will have attributes that will narration involves you living your character. It's
determine certain types of abilities, the limit during common for people to not be used to doing things like
character creation is 10, and during the game it's this at first, but this is a Role Play Game, so just try
20. The attributes are: your best as long as it doesn't hinder your
enjoyment.
- Strength: This is related to your character's
physical strength, making your character be able to Golden Rule
carry more items and hit more melee attacks. This is the essential part of TRPG, and it applies to
both players and masters. As long as the game is
- Reflex: This is related to the dexterity and reaction
enjoyable and comfortable for everyone, it can
speed of your character, being mainly interconnected
continue. However, if someone has a problem, it
with range attacks and ability to dodge enemy
should be resolved. This is practically the "have fun"
attacks.
rule, so if something isn't fun or doesn't make
- Body: Defines basic concepts such as health points someone comfortable to play, this rule requires that
and how much you can resist poisons, diseases, something be done to resolve the problem.
infections, bleeding and hunger.
All tests that are divided in
- Mind: Defines the concept of fear points and how half and result in fractional
much you can resist the horrors of the world. In numbers should always be
addition to defining some mental skills linked to rounded down.
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.

Artisan
Origins An artisan is a skilled craftsman or woman, often
Origins determine what your character is, but they
specializing in a particular trade such as
also determine some special abilities that the
blacksmithing, carpentry, or weaving.
character gains with each origin. Each character
They may create powerful artifacts
should choose only one origin and preferably
or create valuable items that can
build their story around or at least based on their
be traded or sold.
chosen origin. The origins are:
Knowledge: Craft, Technology
Acolyte
An acolyte is a devoted follower of a religious order, Favorite Tools. You start with an
often tasked with performing sacred rituals and item of your choice (except weapons)
spreading the teachings of their faith. They are and this item has its weight reduced to
typically skilled in faith magic and have a deep zero. In addition, you have a +2 bonus on
knowledge of religious lore. Mind tests to repair objects or to try to create
gadgets using apparatuses and
Knowledge: Diplomacy, Religion
mechanisms.
Herald: You start with affinity to one God of your
choice and begin with the first level Affinity Skill of Criminal
A criminal is a character who makes
the God.
their living through illegal means
Amnesiac such as theft, smuggling, or
An amnesiac is a character who has lost their assassination. They may have a
memories and must piece together their past through network of contacts and
clues and interactions with others. They may have informants that they can rely
skills from their previous life that they cannot on, but their actions may draw
remember or access, and their journey may involve the attention of law enforcement or
discovering the truth behind their memory loss. other powerful organizations.

Knowledge: Two of your choice Knowledge: Crime, Intimidation

Gradual Memories: During your adventures, at The Crime Pays: You gain a +2
certain times at the discretion of the DM, you can bonus on Reflex tests to hide, steal
make a Mind check (DT 15) to recognize people, items from others, or pick locks. In
creatures, or places that you have encountered before addition, whenever you pick a lock,
losing your memory. you don't have to make the test
again if the lock is locked,
Aristocrat creating a mental key for that
An aristocrat is a member of the upper class, often door.
born into wealth and privilege. They may have access
to resources and connections that other characters do Healer
not, but their status may also make them a target A healer is a character skilled in the art of restoring
for those who resent their privilege. health and curing ailments. They may use magic,
herbs, or other techniques to heal others and may be
Knowledge: Diplomacy, Current Events called upon to tend to the wounded in dangerous
Sponsor: You may refuse to pay a certain fee once situations.
per session (talk to your GM to determine if this is Knowledge: Medicine, Science
possible or not).
Medical Technique: Whenever you heal a character, to navigate prejudice and discrimination from others
you add halve of your Mind to the total of Hit Points and may find themselves drawn to others who share
healed. their outsider status.

Occultist Knowledge: Intuition, Investigation


The Occultists is shrouded in mystery
Exotic Knowledge: Once per session, you can gain
and secrecy. Those who follow this
+1 on a test at no cost. The next times you use this
path have a deep
ability, you lose an accumulating amount of Fear
fascination with the occult,
Points equal to 5 (e.g., first test: cost 0, second test:
and are skilled in the use of
cost 5, third test: cost 10, fourth test: cost 15, etc.).
mystical and arcane powers. They
may have learned their craft from Nomad
ancient tomes, or been born with a A nomad is a character who lives a mobile lifestyle,
natural affinity for the traveling from place to place and living off the land.
supernatural. Whatever their They may have skills such as tracking, hunting,
origins, Occultists are adept at and survival and may be called upon to act as
manipulating the unseen forces guides or scouts.
that permeate our world.
Knowledge: Perception, Tolerance
Knowledge: Occultism, Willpower
Well-Traveled: You can add your Strength + Half
Tormented Blessing: You gain a your Mind value to determine how much you carry.
skill from a deity of your choice, in addition you Additionally, you can make a Mind Test (DT15) to
gaining affinity with them. discover interesting stories about the current
location, an important person, or a historical fact.
Outcast
An outcast is a character who has been shunned or Refugee
cast out from their community for some reason, such A refugee is a character who has been forced to flee
as a perceived weakness, crime, or other social taboo. their home due to war, persecution, or other threats.
They may have to rely on their wits and skills to They may have lost everything and must rebuild
survive and may be viewed with suspicion or their lives in a new place, facing challenges such as
hostility by others. discrimination and uncertainty.
Knowledge: Athletics, Fighting Knowledge: Tolerance, Stealth
Calloused: You gain +10 Heath Points, and in Stoic: Whenever you recover
addition, you gain +2 to resist bleeding and Fear Points, no matter the
poisoning. source, you recover an
additional +5 points.
Scholar
A scholar is a character with a deep knowledge of Soldier
history, science, or magic. They may be called upon A soldier is a character trained
to decipher ancient texts or unlock the secrets of in the art of warfare, often
powerful artifacts. serving in a military
organization or as a
Knowledge: Science, Technology
mercenary. They may have
Knowledge is Power: You gain +1 to Mind (which skills in combat and strategy and may be
can exceed the limit of 10). Additionally, using an called upon to protect others or engage in dangerous
action, you can spend Fear Points equal to your missions.
Mind value to receive a +2 bonus on any knowledge
Knowledge: Fighting, Marksmanship
test.
Belligerent: When choosing this origin, you choose
Outsider whether you receive +2 on rolls of damage with
An outsider is a character who does not fit in with
firearms or with melee weapons. Once chosen, you
mainstream society for some reason, such as a
cannot change it.
difference in culture, race, or values. They may have
Worker Victim
A worker is a character who works to survive, A victim is a character who has suffered some form
often performing physically demanding of trauma or abuse, such as physical or emotional
tasks such as farming, construction, abuse, torture, or captivity. They may struggle
mining or hazardous/boring tasks such as with mental or physical health issues as a result
journalism, clerk or entrepreneurship. They of their experiences and may seek revenge or
may have to work long hours for little pay justice for what they have endured.
and may be subject to hazardous
Knowledge: Survival, Evasion
working conditions.
Psychological Scars: You gain +10 Fear Points,
Knowledge: Current Events, Piloting
and additionally, gain +2 to resist tests that make
More than Expected: Whenever you make a you lose Fear Points.
test in which you use your Knowledge
(excluding tests of Fighting, Evasion, or
Marksmanship), you may choose to select 5
instead of rolling the die. You can do this a number
of times equal to half your Social.
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
Survival, Technology, Tactics, Craft.
this 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 with an action.
Academic: I didn't go to You gain Advantage Opportunity attack: Whenever someone tries
college for four years for when making Mind You're not getting away to escape from a close
nothing. Tests that you have from me, not this time. melee space near you,
Knowledge. you have the ability to
Acrobat: Up there? No When you are prone, take an action out of
problem! standing up requires a turn as a reaction
free action, climbing specifically directed
does not cost additional against the creature
movement for you. trying to escape from
Alchemist: Red herbs Using a full turn you.
has many uses. action, you can mix two Hard to Kill: You're not When an attack would
herbs or two potions getting rid of me that reduce you to 0 health
together to make their easily. points, it instead
effects blend, keeping reduces you to 1 health
the lower action cost. point. You can do this
You cannot mix once per day.
something that has Tough Guy: I didn't You gain +5 health
already been mixed. For survive this whole points. You can take
example, mixing a blue journey being made of this Feat up to a
herb (1d6) with a blue sugar. maximum of three
elixir (2d6+2) would times.
result in 3d6+2. Armor Specialist: Your All armor gains +5
Ferocious attacker: I Once per turn, when you puny weapons can't Defense.
WILL KILL YOU roll the damage for a penetrate my iron skin!
ALL!!!! melee weapon attack, Magic Student: Magic, Rituals cost -2 Fear
you can roll the weapon power, destruction. Point.
damage die again and Insomnia: I feel like I During a Rest Scene,
use either roll. never slept well at night, you have an extra
Gunslinger: The chances You can take the Full nor in the day, nor in action. However, you
of hitting a target Turn action to Aim the afternoon. cannot use the extra
dramatically increase using a standard action to sleep and every
when you aim at it. action. In exchange, you time you use the extra
lose a number of Fear action, you receive a
Points equal to the Body penalty of -1 on all your
Modifier of the chosen rolls (this penalty goes
location. away with a Sleep
Barroom Brawler: When you hit someone action in a future Rest
Funny how you're with an unarmed attack Scene).
always in the mood for a on your turn, you can Familiar: Moonless, my You are followed by a
drink, right on attempt to grapple the dear friend. creature that has 10 Hit
Unification Day. target as a free action. Points and 10 Hunger
Charismatic: I get what I You gain Advantage Points, +5 to attack,
want without even when trying to persuade deals 1d6 of physical
needing to ask. someone or when trying (Blunt, Slashing or
to influence that person. Piercing) damage, and
Flaggelant: Blood For each negative effect has a movement speed of
makes me Bleed. you have, you increase 5 of your choice
your hit chance by +1. (Ground, Air, or Water).
Healer: I've seen worse, You can, once a day, This creature obeys all
kid. You'll survive. remove all negative your commands, and
effects from a character whenever you take this
Feat again, you can
increase the Hit Points the creature can only
and Hunger Points by perform one standard or
10, add +2 to its attack movement action (not
or give +1d6 of physical both) per round.
damage to your Trap Master: It's a trap! Choose 3 trap upgrades
familiar. You can only in the Equipment
take this Feat up to 3 section. During a Rest
times, and if your Scene, you can take an
familiar dies, this Feat action and spend 2
becomes inaccessible to Hunger Points to build a
you. trap without using
Weaponcraft: I can fix Choose 3 weapon resources. You also gain
that! improvements from the resistance against trap
Equipment section. damage.
During a Rest Scene, Light Fingers: I could You gain Advantage on
you can take an action swear it was here! tests to pick locks, steal,
and spend 2 Hunger or perform sleight of
Points to add one of the hand.
improvements you chose Opportunist: One If an enemy within your
to your equipment. person's failure is reach misses an attack
Strong: Back off, I'm The damage of your another's opportunity to against you, it's possible
gonna kick! melee weapons increases stab the bastard who to make an attack with
by one die of the same failed. Disadvantage against
type. them immediately.
Bloodlust: AAAAAGH! Before you make an Beast Speaker: What's You have advantage on
attack, you can choose up, kid?! Did the king all tests involving
to suffer a -3 penalty on fall into a well?! Animal Handling
your attack roll. If the Knowledge.
attack hits, you add +5 Perceptive: What has You receive a +3 bonus
to the damage of the been seen cannot be to Initiative and
attack. unseen. Perception test.
Stealthy: Hey, did you You can attempt to hide Insightful: Stop trying Once per session, you
hear something? when lightly obscured to to fool me... can spend 5 Fear Points
those you are trying to to receive a hint from the
hide from, and when GM about something
hidden from someone important in the scene.
and you miss a ranged Shield Bearer: I got you Whenever you take the
attack against them, covered. Guard full-turn action,
making that attack you can select an ally to
does not reveal your be protected. All attacks
position. that the protected ally
Dark Warrior: Who You don't suffer receives will be redirected
needs eyes when I have Disadvantage from to you.
all other senses? having your vision Boxer: Everyone has a Your unarmed attacks
impaired. plan until they get deal 1d6 points of Blunt
Killing Intent: Are you At the beginning of punched in the face. damage, and you can
afraid of a true your first combat turn, also make a second
challenge? as a free action, you can attack with
make a Social disadvantage. If you
(Intimidation) check take this Feat again,
against the creature's you increase your
Social (Willpower) damage dice to 1d8, and
check. If you succeed, if you take it a third
time, you increase it to Alchemist +3 in Craft tests for "alchemy"
1d10. items.
Escape plan: Running To determine your Run, Armor Specialist -2 in Armor Penalties +1 in
away is always a valid you can multiply your Defense.
option. regular speed by 3. You Barroom Brawler +3 in grappling.
gain Advantage on Beast Speaker +1 in dealing with animals test.
Tests to pursue or run. Bloodlust +1 in Defense for each negative
Tracker: These footprints You gain a +3 bonus to condition, up to +3.
are recent. tests to track a person, Boxer For each time you select this
creature, or animal in talent, +1 hit in unarmed
nature. In outdoor combat attacks, up to +3.
locations, you can also Charismatic +1 in Diplomacy, Deception, and
locate north without Seduction tests.
making a test. Dark Warrior
Resolute: I will not be a You have advantage on Killing Intent +3 in Intimidation tests.
victim of fear. all Fear Tests. Insomnia
Survivor: It's safe to eat You need to go through Escape Plan
these fruits... 2 scenes to lose 1 hunger Familiar +2 in dealing with animals
point instead of 1. tests.
Lucky: Phew! That was You can reroll one test Ferocious Attacker +1 in melee weapon combat.
close. per session. Flagellant
Quick Shot: Pew, pew, Drawing any kind of
Gunslinger +2 in Aim with firearms and
pew! ranged weapon is a free
ranged weapons.
action, and you can
Hard to Kill
reduce the reload of a
Healer +2 in Medicine tests
ranged weapon by one
Insightful +3 and Advantage in social
step (Slow Reload to
perception tests
Reload, Reload to Quick
Light Fingers +1 in each of the actions.
Reload, and Quick
Reload to Free Action). Lucky
Touched by Faith: It You gain damage Magic Student
runs in the blood. defense from rituals or Opportunist
magic sources equal to Opportunity
¼ your body value Attack
(minimum 1). Piercing Strike
Piercing Strike: I will If your attack reduces Perceptive -
bathe in the blood of my an enemy to 0 Hit Quick Shot
enemies! Points, you can Resolute
immediately make an Shield Bearer
extra attack with Stealthy +3 in hiding tests.
Disadvantage. Strong +2 in melee weapon combat.
Watchful: It's better to be You have advantage on Survivor
ready than to get ready. Initiative tests and Touched by Faith
cannot be surprised by Tracker
someone you have Trap Master
already encountered. Tough Guy
Watchful
Weaponcraft
Feat knowledge
Academic Choose one Mind knowledge and
gain +1 in it
Acrobat +2 in Athletics and Acrobatics
tests.
Cost of Rituals
Deity Skills
All rituals presented by Deity Skills cost a number Gods Affinity 1 Affinity 2 Affinity 3
of 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 Rher Reveal aura Mind read Golden gates
must pay the amount in parentheses if you want to
use the enhanced effects.
Sylvian Pheromones, Loving Healing
whispers, Brain whispers
Distances of Magic flower, Heart
flower.
If a spell does not have a written distance or does not Vinushka Roots that Brain flower, Greater
perfectly define the maximum distance of the spell, reap, Combustion, Photosynthesis
Pyromancy Heart flower,
consider that it travels a number of squares equal to
trick Photosynthesis,
your Mind × Affinity Level value. Scorched earth
Gro-goroth Necromancy, Blood golem, Black orb
Hurting Black smog,
Affinity Scorched earth

An affinity is obtained through trials with the god Sulfur Longinus Sulfuric Crown of
you worship or intend to obtain spells from. Each god God thorns
has their own way of acquiring affinity, however, it
is your GM who decides when you increase your
affinity with a god. Increasing your affinity with
God of the Mastery over Locust swarm, -
your god can also unlock a new skill tree relevant to insects, Flock of crows
Depths
that god. These skills are not considered spells or Needle Worm
rituals, but rather Affinity Skills. To unlock
Affinity Skills, you must first increase your
affinity with the god and then purchase the skill New Gods Radiation, Betel Chains of
Enchain Enlightenment Torment
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. Each skill Logic Red Arc - Moth Swarm
follows the line of: gaining additional knowledge,
increasing an attribute or unique ability, unique
ability.
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 Sharp Sword (Affinity 2): You increase the sword's
The light of Betel enhances your magical nature. damage by 2d8.
You reduce the cost of all Magic Augmentations by - Powerful Sword (Affinity 3): You increase the
2 until the end of the scene. sword's damage by 3d8.
Celestially Chosen (8): The reduction increases to -4
instead of -2. ➢ Brain flower
Plant your personal seeds of brain flower to a fertile
➢ Black orb ground. Freshly deceased corpses being the most
A concentrated negative energy that can be hurled at fertile of grounds. You plant a Brain flower on a
your opponent multiple times. The orb maintains its corpse, which restores 1d6 Mind points. A Brain
form only temporarily before the ill will disperses. flower cannot be planted on a corpse more than once.
You make four attacks against a target; each attack Good Fruit (4 and Affinity 2): The flower restores
must be made with its own hit roll and can aim at 4d4 instead of 1d6.
different body parts. Each attack that you hit deals
3d6 of magical damage. ➢ Chains of Torment
Summon the chains that tormented Chambara the
➢ Black smog Tormented One for hundreds of years. You apply
Crystallize manmade darkness born from the Critical State to your opponent, but if you hit the
industrial age to blind and suffocate your attack, you apply Terror to yourself until the end of
opponents. You blind all enemies within a 6m radius the scene.
and deal 1d4-2 (minimum 0) damage to the head. Annihilation (0): Reduce your opponent's health to 1
You roll only once to hit, not adding the Body and your Mind value to 1.
Location penalty, and all enemies within the radius
must roll to evade. ➢ Combustion
Barbed Mist (4): Damage changes from 1d4-2 to A talented wizard can control the heart in the
1d4. atmosphere and create a large combustion of fire and
flames to devour their opponents. You deal 2d4 of
➢ Blood golem magical damage to the opponent and inflict Burn.
Sacrifice blood to summon a golem that fights by
your side temporarily. The golem only takes orders ➢ Crown of thorns
from the one that gave birth to it. The Golem has 20 The crown of thorns makes your suffering pleasing
Health Points, has 1 attack that deals 1d12 damage. to others in indescribable ways. You suffer from the
It has +5 to hit and to evade, attacks during your Bleeding condition until the effect of the magic is
turn, and lasts until the end of the scene. You can ceased, and all allies within a 6m radius centered on
only have one golem at a time, whenever you you receive Health Points equal to the damage from
summon another golem, the previous one dissolves the bleeding that you receive.
into a puddle of blood.
Combat Golem (4): The bonus to attack and evade ➢ Enchain
increases to +10. Chains jump from the ground and bind the enemy
Additional Members (4 and Affinity 3): The to you, giving an opportunity for your allies and
number of attacks changes from 1 to 2. enemies to make a stronger attack. You apply the
Armored (4 and Affinity 2): Hit points increase condition paralyzed to the target and to yourself.
from 20 to 40.
Claws (4): The damage increases from 1d12 to 3d6.
➢ Flesh Puppetry
Puppeteer severed limbs at your disposal to attack the
➢ Blood Sword enemy. You need sawed off limbs to do this.
The blood of Alll-mer boils and rages even ages after
Animated body parts have 5 health points, +5 to hit,
his death. Just a drop sends swords to the heart of his
deal 1d8 Blunt damage, and make 4 attacks per
enemies. You summon a sword that deals magical
turn during your turn. You can only have one active
damage equal to 1d8. This sword lasts until the end
Flesh Puppetry at a time.
of the scene and can be used with Occultism instead
of Fighting.
➢ Flock of crows Hate and Hurt (8): You add your entire Mind value
A swarm of crows fly to your enemy and attempt to instead of half.
tear them apart. You choose a body part and it is
automatically attacked by the swarm, the hit is ➢ Inverse crown of thorns
instantaneous and causes 1d4+1 damage. A glimpse of the pain and suffering Alll-mer the
Mutant Swarm (8 and Affinity 3): You create 2 ascended one endured on the cross. Can you feel
more mutant crow swarms; you can select different closer to the god this way? You select a target within
enemies and different body parts to be attacked 9m from you. Whenever you receive an attack, half
(including the same enemy in the same body part). of the damage is dealt to the selected target as magic
Each swarm deals 1d4+1 damage, totaling 3d4+3. damage.
The Pain of the Cross (0): You die instantly.
➢ Golden gates
A gift from the Moon God himself. Gain access to ➢ Locust swarm
golden gates that lead you out from madness and Summon a swarm of crickets to disrupt the enemy.
world of deceit. To make this ritual work, you must You inflict the confusion effect on the target.
cast it multiple times in different places. The ritual Worms of crickets (4 and Affinity 3): You deal 1d6
must be drawn on the ground, so you must be damage per turn until the end of the scene.
present and have melee range. After casting it twice
and being on top of the ritual circle, you can teleport
between the marked locations of the ritual.
➢ Longinus
The blood of Alll-mer boils and rages even ages after
his death. Just a drop thrusts spears to the torso of his
➢ Greater Photosynthesis enemies. Summon a blood spear to wield in battle.
The process in which you use sunlight to create You summon a spear that deals magical damage
oxygen and energy to replenish your health equal to 1d6. This spear lasts until the end of the
gradually over time. Requires sunlight obviously. scene and can be used with Occultism instead of
When casting this ritual on an ally, they receive Fighting. Whenever you make an attack with the
regeneration of 4 life points per turn for 1d6 turns. spear, you gain +1 Speed (up to a maximum of 4)
and can throw the spear at an enemy to deal double
➢ Heart flower damage dice (however, you lose your spear no matter
Plant your personal seeds of heart flower to a fertile if you hit or not).
ground. Freshly deceased corpses being the most Sharp Spear (Affinity 2): You increase the spear's
fertile of grounds. You plant a Heart flower on a damage by 2d6.
corpse, which restores 1d6 Health points. A Health Powerful Spear (Affinity 3): You increase the spear's
flower cannot be planted on a corpse more than once. damage by 3d6.
Good Fruit (4 and Affinity 2): The flower restores
4d4 instead of 1d6. ➢ Loving whispers
Concentrated whispers carried out by the older god
➢ Healing whispers Sylvian. Heals a considerable amount of health.
Concentrated whispers carried by the older god Precariously the whisper's effects are solely based on
Sylvian. Heals a considerable amount of health of Sylvian's whims. You heal 2d10+5 hit points of a
all the party members. You recover 2d6 Health points chosen ally within 9m of you.
for all allies within a 9m radius centered on you.
➢ Mastery over insects
➢ Hurting Understanding of insects. You can hear and talk
Create a devastating vortex out of your concentrated with insects of all sizes. You can ask 5 questions to
feelings of hurting and hatred. You deal 1d8 + half the insects or even pacify them, the insects will
of your Mind value in physical damage (Blunt, answer the questions truthfully and can even serve
Slashing or Piercing). as spies in certain occasions, being able to receive
Hurting Much (4): You can select 2 more enemies at orders from you. After the insect completes its
once. mission or follows your orders, the ritual is ceased.
➢ Mastery over vermin ➢ Necromancy
Gain the ability to talk to those who are often left Bring back life to where it once lingered. The bond
unseen. You can summon a swarm of worms to between the body and the soul must still be relatively
attack enemies within a radius of 3m from the point fresh for the necromancy to work. You can bring
where you summon them. The worms can cause a back to life an enemy that has a difficulty level
random effect determined by 1d4, which can be equal to or less than 1/4 of your Mind value as your
Confusion, Poisoning, Nausea, or Nothing. All servant. If the same enemy dies again while under
enemies within the area must roll against your the effect of this spell, they cannot be resurrected by
Occultism test to evade. necromancy, and this spell does not work on
playable characters. You can have a number of
➢ Mind read zombies equal to the sum of their levels equal to 1/4
A moon magic that reveals the inner thoughts of of your Mind value.
fellow humans. This spell allows you to read the
surface thoughts of a target, and to resist this test, ➢ Needle Worm
the target must roll a Mind +5 test instead of a Harness the strength of a hundred leeches. The price
Reflex (Evade) test. If you succeed, the target won't is that you have to carry them inside you as
know you're reading their mind, and if you fail, the parasites.
target will be informed that someone tried to invade You apply the poisoned 1 and bleeding conditions to
their head. the enemy, and all damage they take with these
Enhanced Telepathy (4): If you fail the test, the effects is converted into hit points for you. However,
target is not informed that someone tried to invade when this spell ends, you will suffer from
their mind, but the bonus they must roll increases to Withdrawal 2 effects until you spend an action
+10 instead of +5. during a Rest Scene to vomit the leeches and lose 2
Hunger Points.

➢ Mischief of Rats ➢ Pheromones


Summon a mischief of rats to disrupt the enemy. Release of pheromones that makes the opponent divert
Rats spread confusion and disease where ever they all attention to the target. You apply the pheromone
go. All enemies within a 6m radius centered on a effect to a willing ally until the end of the scene. All
point of your choice must make a Reflex (Evasion) enemies who attempt to attack must make a Social
check against your Occultism check. If they fail, (Willpower) test against your initial Occultism
they all take 1d6 of magical damage and are value, and on a failure, they will attack the target
inflicted with Concussion 1. affected by the pheromones.

➢ Moth Swarm ➢ Photosynthesis


Summon a swarm of moths to aid you in combat. The process in which you use sunlight to create
The moths are the very same that leaked from the oxygen and energy to replenish your health
paradise, the artificial green, when the door between gradually over time. Requires sunlight obviously.
the worlds was opened. The summoned moths deal When casting this ritual on an ally, they receive
magical damage equal to half of your Mind value regeneration of 2 life points per turn for 1d6 turns.
directly to the target's health without the need for
you or them to make a test. ➢ Pyromancy trick
Blue moths (4): With the help of blue moths, you can A simple pyromancy trick to burn your opponents.
find more clues about hidden paths and be guided to You inflict the Burn condition on the enemy and
something that can help you. When activating this they take double damage from the effect.
enhancement, you exchange the effects of this spell, Ignition (0): You can set fire to flammable objects.
with the target being "Yourself" instead of an enemy,
and the effect "+5 to investigation" instead of the
one described above. ➢ Radiation
Makes a thunderous light shine in front of the
enemies. You apply the Light Sensitive condition.
Illuminate (0): You can use this spell to illuminate Causes the Burn effect on everyone within a 12m
an area with a 9m radius. radius area, whether they are enemies or allies, and
anyone attempting to evade this attack suffers a -2
➢ Red Arc penalty to Evasion.
Strike your enemy with a concentrated bolt of Earthquake (4): The penalty increases to -5 instead
electricity that will stun weaker foes. of -2.
You deal 2d8 magical damage and apply the
Concussion 1 condition to enemies who fail by 5 or ➢ Sulfuric
more against your Occultism test. You transport the sulfuric rivers of the great God of
Tempest (8): You can choose two additional different Sulfur to those who deserve it. Everyone within a
enemies to receive the damage, and all of them must 12m radius centered on a point of your choice,
pass their Occultism test to evade it. whether allies or enemies, must make a Reflex
(Evasion) test against your Occultism test. On
➢ Reveal aura failure, everyone is inflicted with the Burn condition
You can sense the presence of strong enemies around and takes 6d6 of magic damage. However, due to the
you. Within a radius of 60m centered on you, you pain and pandemonium caused by this magic, you
can locate all enemies with a difficulty level equal to apply the Critical State condition to yourself.
your Mind value. You know their challenge level and
where they are located.

➢ Roots that reap


A talented wizard can generate a shockwave that
travels underground and forces sharp roots to push
through the ground. All enemies within a 6m radius
centered on a point of your choice must make a
Reflex (Evasion) test against your Occultism skill.
If they fail, they take 4d4 magic damage and
suffer the fractured condition.

➢ 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.

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
items, an accessory. healing 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,
melee weapon receives medium armor and for a 1 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 chosen in the Origin, 1 Blue vial and Moldy
bread. 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
items, an accessory. healing items, an accessory.
Outsider A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos
armor, 1 Blue vial and Moldy bread. of the chosen Weapon, a light armor, 1 Blue
vial and Moldy bread.
Nomad 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.
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
armor, 1 Blue vial and Moldy bread. of 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
items, an item related to your job, an accessory. healing 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
items, an accessory. healing items, an accessory.
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. Rolls for defense against
• Manipulate item: Performing a simple interaction with an object, like attacks are not counted as a
opening a door or picking up an item. type of action but rather as an
• Stand Up: Spends all your movement and removes the Prone condition if out-of-turn reaction.
you still have legs.
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
Third time 3 Desired results among the coins.
Martyrdom condition again before completing a rest,
Fourth time 4 Desired results among the coins.
you die.
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 For each scene
seconds. Characters' powers are also affected by scenes, as many feats only work during a that passes, all
specific scene. Therefore, it is important for the game master to have control over how many characters lose
times each character can use their power during the game. 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
New gods methods
Soul Stones, with each of the methods attributed to a New God. The Tainted One dead people = Soul shards
The methods are: 3 soul shards = soul stone
The Radiating One specific relics = varied price of soul stones
➢ The Tainted One: You kill creatures and these creatures give
The Heartless One determined by GM
you souls. Stronger creatures give more powerful souls.
During a rest scene, you can level up your character with the collected souls.
➢ The Radiating One: Focused on story milestones where at the 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 their turn
(x) 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 on the
(x) 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 Body value,
Part 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 through a
state 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 ¾ of your
(1-3) 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 Monster Level and Rankings


Understand that the concept of difficulty for tests Monsters have a level that ranges from 0 to 10, which
may vary. There's nothing indicates not only the monster's strength but also its
stopping a character from Difficulty Test life, resistance, and ability to scare ordinary people.
jumping over a fence Easy 5 Many monsters have simple characteristics, and
without a test, just as there's Medium 10 some may even appear to be human, but others have
nothing stopping a Hard 15 superhuman abilities that set them apart from the
character from requiring a Very Hard 20 rest. Another thing that sets creatures apart is their
Speed DT17 test instead of Almost Impossible 25 classification. Many creatures can trigger character
DT15 when escaping from a Impossible 30 phobias and also represent a threat in a different
pursuit. Additionally, you way. The classification of creatures differs as
should take into account various factors that can follows:
influence the test, such as the character's sleep
deprivation, whether they're drunk, whether they have ➢ Human: A simple being that doesn't present
the right tools for the job, or even their knowledge of anything other than its humanity.
something. A beautiful example is that it ➢ Inhuman: A being that has a human
makes no sense for you to have the appearance but is not. It generally presents
ability to build a car without the more strength than the common
right materials and experience. human or pseudopods that come out
Even if you had everything you of its eyes. Anything that has a
needed, you'd still spend days similar form to a human but is
testing to see if you could not necessarily human falls into
build the perfect car. So, think this category.
of this table as volatile and ➢ Aberration: Shapeless
only to be used as an example creatures with distorted
of what is possibly a difficult appearance, various limbs, or
or easy test, rather than limbs mixed with those of
something that must be another thing. Usually, creatures
followed to the letter. that fall into this category have a
description of a possible mixture of various
things in one.
➢ Decrepit: A being that has been dead for a long
time or is still rotting in a vivid way, usually
associated with necromancy.
➢ Specter: Something that has the ability to exist gods. Only monsters at level 8 and above can exceed
and not exist at the same time, such as ghosts, the limit of 20.
apparitions, and poltergeists.
➢ Beast: Common animals of everyday life. Phobias
Sometimes fear is materialized into something
Generally, when these animals are slightly
specific, whether it's unreal or real, a species or being.
modified by any magic, they are still classified
When you reach half of your Fear Points, you receive
as beasts.
a phobia. You can also develop a phobia through
➢ Insect: Insectoid creatures with shells and several
traumatic experiences.
legs, often not presenting their original size.
➢ Permanent Phobia (Optional):
Terrifying Presence: The Terrifying Presence of a
With your GM's permission, you can
creature and the amount of Fear Points you
receive a phobia that stays with you
lose for witnessing the creature for the first
permanently when you are at 0 Fear
time are quantified in dice. Whenever
Points, in exchange for regaining 1d10
you witness a creature, you must pass
Fear Points.
the Mind test presented in parentheses.
On a failure, you receive the damage ➢ The d3 can be replicated using a
indicated in dice by the creature right d6 (assuming that 1 and 2 are
next to the test. considered 1; 3 and 4 are considered
2; and 5 and 6 are considered 3).
Special parts: Some creatures have extra parts in
their bodies, whether they are new limbs or the Arachnophobia: You are afraid of
absence of limbs. If the creature has a special spiders, and every time you see a
part, as a GM, you and the player use the spider, you must make a Mind test (DT
Creature Body Location table instead of the 25). If you fail the test, you lose 1d3 Fear
normal table. If the creature does not have a special Points and -5 on any test involving getting
table, this means that it does not have special close to the spider until the end of the scene.
parts to be attacked. Hematophobia: You are afraid of blood, and every
Health Points: The hit points of creatures are time you see blood, you lose 1d6 Fear
usually determined by their origin, whether it's Points.
linked to a god like Gro-Goroth or Alll-mer, and Nyctophobia: You are afraid of
their calculation works through a number of dice + a what lurks in the dark, and
base number. Each god presents a different dice to be every time you are attacked
rolled and has characteristics that they give to the unexpectedly, you lose 1d3 Fear
monsters, however, much of what also interferes is Points. If you are in the dark,
the monster's level. The calculation works as follows: you have a disadvantage on all
tests.
0 1/8 1/4 1/2 1
1dx 1dx+5 2dx+10 3dx+15 4dx+20 Autophobia: You are afraid of
being alone, and for every ally
2 3 4 5 6 you see die, you lose 2d6 Fear
5dx+25 6dx+30 7dx+35 8dx+40 9dx+45 Points.
Claustrophobia: You are afraid
7 8 9 10
of tight spaces, and every time
10dx+50 11dx+55 12dx+60 13dx+65
you are in a tight space, you
lose 1d3 Fear Points.
Feats: Monsters usually have a number of Feats
Eisoptrophobia: You are afraid of reflections
equal to their Level (Minimum 1). However, this does
and mirrors, and every time you see your reflection,
not mean they do not have attacks.
you lose 1 Fear Point.
Attributes: Monsters have a number of attributes
that they can distribute equally to 10 times their
level, not counting the modifiers they gain from the
Acrophobia: You are afraid of heights, and every time Taleophobia: You are afraid of the future, and every
you are in a high place, you have a disadvantage on time you have to make a decision that could change
any test and a penalty of -5 on everything. the course of history, you lose 3d6+3 Fear Points.
Gerascophobia: You are afraid of getting old, and for Rhabdophobia: You are afraid of magic, and every
every 10 years of life, you lose 4 permanent Fear time you cast a ritual or see someone casting, you
Points (up to a minimum of 1). Every year that lose 1d3 Fear Points.
passes in your life, you lose 1 maximum Fear Point.
Thanatophobia: You are afraid of death, and every
Xenophobia: You are afraid of the unknown, and time you witness a death, you lose 1 permanent Fear
every time you encounter a new creature, you receive Point.
twice the damage from its Terrifying Presence.
Scopophobia: You are afraid of being watched, and
Somniphobia: You are afraid of what might happen every time you are being watched and notice it, you
immediately after you wake up, and every time you lose 2d6+3 Fear Points.
sleep in a Rest scene, you lose 1d6 Fear Points.
Zoophobia: You are afraid of animals, and any
Agliophobia: You are afraid of pain, and every time creature considered a "Beast" will cause you to lose
you take damage, you lose Fear Points equal to half 1d3 Fear Points per attack.
the damage.
Panphobia: You are afraid of everything and
Photophobia: You are afraid of light, and every time everyone, you have disadvantage and a -10 penalty
you are in a place with bright light, you receive -5 on to all your actions.
all tests.
Kinemortophobia: You are afraid of zombies, and
any creature considered "Decrepit" deals twice the
damage from its Terrifying Presence.
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 beneficial. He is the Savior
of Mankind and would never do
-Studies of Alll-mer I- anything to harm them.

"Born from humble origins of a virgin mother. Human origin with the 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
monstrosities: abilities:
➢ 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 Item Category cost
in 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, Body 1 S, P
Throwable
Hammer 0 1d6 Concealed, Throwable Body 1 B
Machete 1 1d8 Agile, Balanced - 2 S
Rake 1 2d4 Bleeding Chance (25%), Long - 3 P
Range, 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, Reflex×3 1 P
Rapid 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, Reflex×4 4 P
Two-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, - 3 S, P
Two-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, Reflex×6 5 P
Chopper, Slow Reload, Two-handed
Springfield M1903, Mosin-Nagant 1891/30
PU, Karabiner 98k with Zeiss scope
Shotguns 2 4d6 Ammo (2), Point-blank, Inaccurate, Reflex 4 P
Slow Reload, Two-handed
Winchester M1897, Remington Model 31
Submachine guns 3 3d6 Ammo (20), Automatic, Burst, Reflex×3 3 P
Inaccurate, 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
shots this weapon can give before needing to reload. damage rolls.
Accurate: this weapon decreases Body Location Modifier Inaccurate: The weapon's damage is halved for all enemies
by 2. that are beyond half the range of the weapon.
Acuity: This weapon can use Reflex instead of Strength Long Range: This weapon has a range of 2m and you can
on its Fighting rolls. attack even if you are not melee.
Agile: This weapon adds half of your Reflex to damage *Poisoned Chance: Has a percentage chance of causing
rolls. Poisoned.
Ablative: These weapons are capable of dealing double Point-blank: Melee attacks with this weapon have
damage to objects. disadvantage but have their dice multiplied by 2. This
Automatic: You can choose to have disadvantage weapon is capable of attacking in a cone equal to the
on your hit to take 1 more die of damage. weapon's maximum range.
Balanced: This weapon makes the d10 value you Mauler: This skill allows the mauler on a crit to cause
need to hit the Head become 9 and 10 and the Torso the Critical State effect and Confusion.
value become 7 and 8 in Body Location. Meat Grinder: Whenever you roll a 6 on a damage die
*Bleeding Chance: Has a percentage chance of causing with a Meat Grinder, roll an additional damage die.
Bleeding. Despite its power, this weapon is clumsy and imposes a -5
*Burning Chance: Has a percentage chance of causing penalty on your attack rolls. Turning on a Meat Grinder
Burning. consumes a movement action.
Burst: You can select one additional enemy beyond the Rapid Reload: This weapon takes a move action to reload.
first target. Whenever you select an enemy beyond the Reload: This weapon takes an action to reload.
first one, you receive a penalty of -2 on your attack roll Slow Reload: This weapon takes a full turn action to
for each one. You only roll the attack once and all the reload.
chosen 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
Concussion. a 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.
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 Yes (Medicine)
Equipment Martyrdom. 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 Yes (Craft)
Equipment process 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 No
equipments life. 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 Yes (Art)
Scene, 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 Yes (Science)
during a Rest Scene.
Créditos / Credits
u/Tomorrow-Willing

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