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Fear and Hunger TRPG

Art by Letho-Arts
God of the Depths 33
Contents Rher 34

The World and your Lands 2 Vinushka 35


Alll-mer 36
Abyssonia 3
The God of Fear and Hunger 37
Bohemia 4
Sulfur God 38
Bremen Empire 4
Atrocity Skills and Divine Aberration 39
Eastern Sanctuaries 4
Equipment and Artillery 40
The Kingdom of Edo 5
Oldegård 6 Weapons 41

Rondon 6 Armors 43

Vinland 7 Accessories 44

The Creation of the Tormented 8 Special Accessories 45


Healing Items 46
Creation of the tormented 9
Food 47
Origins 9
Crafting Materials 47
Attributes and skills 12
Miscellaneous 48
Feats 13
Book of the Beasts 50
Deity skills 16
Affinity skills 20 Hound 50

Category 0-1 Starting Inventory 22 Villager 51

The Hall of the Gods 23 Priest 52


Guards 53
Combat rules 23
Aberration 54
Dismemberment 24
Crow Mauler 56
Martyrdom 25
Memories, Moments and Explanations 57
Hunger and scenes 25
Character Evolution and Effects 26 Rules 57

Difficulties, Monsters and Phobias 28 NPCs Generation 58

Gods, GM and History 30 Story Creation 60

Gro-goroth 31
Sylvian 32
The World and your Lands
Though the world of Fear & Hunger is geographically similar to the real world, it has a variety of differing regions
shaped by the gods and monsters which influence its lands. The series has been physically set in only two nations,
but other regions can be learned about through information gained from various characters and books.
As both games are set on Europa (analogous to real-life Europe), the world is viewed from an evolving Western
perspective.

Abyssonia

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


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

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

“- One of the monks from Songhai shrine.

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

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

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


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

Bremen Empire

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

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

The Kingdom of Edo


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

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

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

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

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

Little is known about Vinland due to its distance from Europa and its incredibly
hostile environment. The land is known for being tainted by strange and unknown
deities, which have left the continent engulfed in a constant, gloomy
darkness. Vinland's soil is rocky and barren, preventing most plant life and making the
landscape resemble "a colorless black mass".
Vinland was not visited by anyone from Europa until the year 1009, when the first known
mention of the land was recorded by Oldegårdian sailors. Explorers from Oldegård, would
later visit the continent in 1577 in search of resources and treasures. Though many of
these explorers would be killed or driven mad by the otherworldly environment, the
survivors ultimately succeeded in recovering the Cube of the Depths. Explorers would
eventually nickname the continent "Wine Land" due to the amount of wine one needed to drink to
forget about their horrific experiences there.
Though Oldegård would eventually form a trade route would between Europa and Vinland, colonization efforts
struggled. By 1942, the continent has still not been explored or colonized in a great capacity. Luxuries native to the
continent, such as tobacco and "Old Vinland" whiskey, remain highly valuable.
Though Vinland has largely been described as being unsettled, the continent does appear to have its own advanced
native cultures, as is evidenced by the presence of warrior tribes in the northern parts of the continent.
The Creation of the Tormented
This part is dedicated exclusively to character creation and how it should be done. Therefore, some basic TRPG
concepts must be established, such as the use of dice, rolls, bonuses, attributes, character sheet, etc.
Thus, we come to the following interpretations:
- Celerity: This is an attribute that measures your
character's speed. In addition to determining speed, it
Dices also determines how many actions are possible in a
Dice are part of the game; they determine certain turn.
rolls and they also serve to add a touch of
unpredictability to the game. Just like the two-sided Interpretation
coin from Fear and Hunger. The dice are represented Interpretation This is the part that is connected to
as the letter "d" right after the number of sides that your GM (Game Master, the narrator of your TRPG)
die has, in addition, the numbers present before the and you as a player of the tormented soul that you
letter determine the number of dice rolled. control. Understand that narration is about what
Therefore, when 2d6 is written, interpret it as if it your character wants to do and not what they do
were two 6-sided die. intrinsically, and understand that often what your
character can and cannot do follows the rules of the
The system particularly displays the d4, d6, d8, d10 system or common logic (such as it doesn't make
and d12 dice. The most used die in this system is the sense to ask your GM if you can make a Celerity test
d10. The system also presents the concept of to see if you can flap your arms so fast that you can
advantage and disadvantage. With advantage, you fly, since that's impossible in our reality). Also,
roll 2d10 and take the best result, and with understand that the concept of interpretation and
disadvantage, you roll 2d10 and take the lowest narration involves you living your character. It's
result. common for people to not be used to doing things like
this at first, but this is a Role Play Game, so just try
How to play your best as long as it doesn't hinder your enjoyment.
To play in this system, both your character and you as
a player must be strategic. In case of failure, it will
cost your character's life. It works practically as
Golden Rule
This is the essential part of TRPG, and it applies to
follows: your character will have attributes that will
both players and masters. As long as the game is
determine certain types of abilities, the limit during
enjoyable and comfortable for everyone, it can
character creation is 10, and during the game it's 20.
continue. However, if someone has a problem, it
The attributes are:
should be resolved. This is practically the "have fun"
- Strength: This is related to your character's physical rule, so if something isn't fun or doesn't make
strength, making your character be able to carry someone comfortable to play, this rule requires that
more items and hit more melee attacks. something be done to resolve the problem.
- Reflex: This is related to the dexterity and reaction
speed of your character, being mainly interconnected
Adventure
An adventure is a story told by the GM, and this story
with range attacks and ability to dodge enemy
can be divided into arcs, scenes, and specific quests.
attacks.
Generally, each session (game day where you all
- Body: Defines basic concepts such as health points meet) consists of 4 to 6 scenes and can also have a
and how much you can resist poisons, diseases, gameplay time of 2 to 4 hours. The number of
infections, bleeding and hunger. sessions may vary depending on the story, and story
arcs, seasons, and entire campaigns can be formed.
- Mind: Defines the concept of fear points and how
But all of this depends on a good conversation
much you can resist the horrors of the world. In
between you and your GM.
addition to defining some mental skills linked to
logical reasoning, history, world knowledge, arts, All tests that are divided in
sciences, etc. half and result in fractional
- Social: This attribute is connected with how much numbers should always be
you can interact with other people and how you rounded down.
interact.
Creation of the tormented
To create your tormented character, you should first think of simpler concepts such as Name, Age, Appearance, and
Personality. First, think about the character mold you want and ask your GM important questions such as "Where
will the story be situated?" or "What time period will it be in?" so that you can have a character that fits well into
the world planned by your narrator. You can also think about where your character was born, and they can even
come from unknown places since the world of Fear and Hunger has not been fully explored yet. Think of this initial
phase as the Initial Creation of the Character Concept.
Artisan
Origins An artisan is a skilled craftsman, often specializing in
Origins determine what your character is, but
a particular trade such as blacksmithing,
they also determine some special abilities
carpentry, or weaving. They may create
that the character gains with each origin.
powerful artifacts or create valuable
Each character should choose only one
items that can be traded or sold.
origin and preferably build their story around or
at least based on their chosen origin. The Knowledges: Craft, Technology
origins are:
Favorite Tools. You start with an item
Acolyte of your choice (except weapons) and this
An acolyte is a devoted follower of a religious item has its weight reduced to zero. In
order, often tasked with performing sacred rituals addition, you have a +2 bonus on Mind tests to
and spreading the teachings of their faith. They are repair objects or to try to create gadgets using
typically skilled in faith magic and have a deep apparatuses and mechanisms.
knowledge of religious lore.
Criminal
Knowledges: Diplomacy, Religion
A criminal is a character who makes
Herald: You start with affinity to one God of your their living through illegal means such
choice and begin with the first level Affinity Skill of as theft, smuggling, or assassination.
the God. They may have a network of
contacts and informants that they
Amnesiac can rely on, but their actions may
An amnesiac is a character who has lost their draw the attention of law
memories and must piece together their past through enforcement or other powerful
clues and interactions with others. They may have organizations.
skills from their previous life that they cannot
remember or access, and their journey may involve Knowledges: Crime, Intimidation
discovering the truth behind their memory loss. The Crime Pays: You gain a +2 bonus
Knowledges: Two of your choice on Reflex tests to hide, steal items
from others, or pick locks. In
Gradual Memories: During your adventures, at certain addition, whenever you pick a lock,
times at the discretion of the DM, you can make a you don't have to make the test
Mind check (DT 15) to recognize people, creatures, or again if the lock is locked, creating a
places that you have encountered before losing your mental key for that door.
memory.

Aristocrat Healer
An aristocrat is a member of the upper class, A healer is a character skilled in the art of restoring
often born into wealth and privilege. They may health and curing ailments. They may use magic,
have access to resources and connections that herbs, or other techniques to heal others and may
other characters do not, but their status may be called upon to tend to the wounded in
also make them a target for those who resent dangerous situations.
their privilege.
Knowledges: Medicine, Science
Knowledges: Diplomacy, Current Events
Medical Technique: Whenever you heal a
Sponsor: You may refuse to pay a certain fee character, you add halve of your Mind to the
once per session (talk to your GM to determine total of Health Points healed.
if this is possible or not).
Occultist cost 10, fourth test: cost 15, etc.).
The Occultists is shrouded in mystery
and secrecy. Those who follow this Nomad
path have a deep A nomad is a character who lives a mobile lifestyle,
fascination with the occult, traveling from place to place and living off the land.
and are skilled in the use of They may have skills such as tracking, hunting, and
mystical and arcane powers. They survival and may be called upon to act as guides or
may have learned their craft from scouts.
ancient tomes, or been born with a Knowledges: Perception, Tolerance
natural affinity for the supernatural.
Whatever their origins, Occultists Well-Traveled: You can add your Strength + Half your
are adept at manipulating the Mind value to determine how much you can carry.
unseen forces that permeate our Additionally, you can make a Mind Test (DT15) to
world. discover interesting stories about the current
location, an important person, or a historical fact.
Knowledges: Occultism, Willpower
Refugee
Tormented Blessing: You gain a A refugee is a character who has been forced to flee
spell from a deity of your choice, in their home due to war, persecution, or other threats.
addition you gaining affinity with them. They may have lost everything and must rebuild their
Outcast lives in a new place, facing challenges such as
An outcast is a character who has been shunned or discrimination and uncertainty.
cast out from their community for some reason, such Knowledges: Tolerance, Stealth
as a perceived weakness, crime, or other social taboo.
They may have to rely on their wits and skills to Stoic: Whenever you recover
survive and may be viewed with suspicion or hostility Fear Points, no matter the
by others. source, you recover an
additional +5 points.
Knowledges: Athletics, Fighting
Soldier
Calloused: You gain +10 Heath Points, and in addition, A soldier is a character trained in
you gain +2 to resist bleeding and poisoning. the art of warfare, often serving
Scholar in a military organization or as
A scholar is a character with a deep knowledge of a mercenary. They may have
history, science, or magic. They may be called upon to skills in combat and strategy
decipher ancient texts or unlock the secrets of and may be called upon to
powerful artifacts. protect others or engage in dangerous
missions.
Knowledges: Science, Technology
Knowledges: Fighting, Marksmanship
Knowledge is Power: You gain +1 to Mind (which can
exceed the limit of 10). Additionally, using an action, Belligerent: When choosing this origin, you choose
you can spend Fear Points equal to your Mind value whether you receive +2 on rolls of damage with
to receive a +2 bonus on any knowledge test. ranged or with melee weapons. Once chosen, you
cannot change it.
Outsider
An outsider is a character who does not fit in with Worker
mainstream society for some reason, such as a A worker is a character who works to survive,
difference in culture, race, or values. They may often performing physically demanding tasks
have to navigate prejudice and discrimination such as farming, construction, mining or
from others and may find themselves drawn to hazardous/boring tasks such as journalism,
others who share their outsider status. clerk or entrepreneurship. They may have to
work long hours for little pay and may be
Knowledges: Intuition, Investigation subject to hazardous working conditions.
Exotic Knowledge: Once per session, you Knowledges: Current Events, Piloting
can gain +1 on a test at no cost. The next
times you use this ability, you lose an More than Expected: Whenever you make a test in
accumulating amount of Fear Points equal to 5 which you use your Knowledge (excluding tests of
(e.g., first test: cost 0, second test: cost 5, third test: Fighting, Evasion, or Marksmanship), you may
choose to select 5 instead of rolling the die. You can Bounty Hunter
do this a number of times equal to half your Social. A Bounty Hunter is a character shrouded in mystery,
whose fate is shaped by their hunts. With their
Victim enigmatic appearance and exceptional skills, they are
A victim is a character who has suffered some form of a feared and respected figure in the criminal
trauma or abuse, such as physical or emotional abuse, underworld. Armed to the teeth, they traverse
torture, or captivity. They may struggle with mental dangerous territories in pursuit of fugitives and
or physical health issues as a result of their criminals, relentlessly hunting them down to ensure
experiences and may seek revenge or justice for what justice and reap the rewards offered.
they have endured.
Knowledges: Tactics, Intimidation
Knowledges: Survival, Evasion
Hunt: During a Rest Scene, you can spend an action to
Psychological Scars: You gain +10 Fear Points, and initiate a hunt against a specific prey (one that you
additionally, gain +2 to resist tests that make you lose know and have seen) of your choice. Tests to track
Fear Points. and attack the prey receive a +2 bonus, and all
damage you inflict on it increases by 1 die.
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 Celerity 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 Celerity divided by 4 (minimum 1)
knowledges Mind - 1 (minimum 2)
Run Celerity 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.


Acrobatics, Stealth, Crime,
Reflex
Marksmanship, Evasion, Piloting.
Body Tolerance
Current Events, Science, Intuition,
Investigation, Medicine, Occultism, "Soul Stone" is a term within
Mind
Survival, Technology, Tactics, Craft, this TRPG for Milestone. In this
Willpower. 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 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 Pyromancy trick.
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.
you have the ability to
Feats take an action out of
Academic: I can see how You gain Advantage turn as a reaction
a brute like yourself when making Mind Tests specifically directed
wouldn't understand the that you have against the creature
meaning of libraries... Knowledge. trying to escape from
When you are prone, you.
Acrobat: My body dances
standing up requires a When an attack would
with the grace of a
free action, climbing reduce you to 0 health
predator, evading danger Hard to Kill: You have
does not cost additional points, it instead reduces
with every step. the glimpse of
movement for you. you to 1 health point.
Using a full turn action, determination.
You can do this once per
you can mix two herbs day.
or two potions together You gain +5 health
to make their effects Tough Guy: I'm ready for points. You can take this
blend, keeping the lower afterlife. Are you? Feat up to a maximum of
Alchemist: Red herbs has action cost. You cannot three times.
many uses. mix something that has Armor Specialist: Clad in
already been mixed. For impenetrable armor, I
example, mixing a blue You gain -2 in Armor
stand unyielding against
herb (1d6) with a blue Penalties +1 in Defense.
the onslaught of
vial (2d6+2) would result enemies.
in 3d6+2. Magic Student: In the
Once per turn, when you arcane arts, I find my
Ferocious attacker: roll the damage for a Rituals cost -2 Fear
path to power, wielding
Unleashing my wrath, I melee weapon attack, Point.
spells that shape reality
tear through flesh and you can roll the weapon itself.
bone with primal fury. damage die again and During a Rest Scene, you
use either roll. have an extra action.
You can take the Full However, you cannot use
Turn action to Aim using the extra action to sleep
Gunslinger: My aim is a standard action. In Insomnia: I feel like I
and every time you use
true, each shot a deadly exchange, you lose a never slept well at night,
the extra action, you
symphony of precision number of Fear Points nor in the day, nor in the
receive a penalty of -1 on
and firepower. equal to the Body afternoon.
all your rolls (this
Modifier of the chosen penalty goes away with a
location. Sleep action in a future
When you hit someone Rest Scene).
with an unarmed attack You are followed by a
Brawler: Fine. Give it
on your turn, you can creature that has 10
your best.
attempt to grapple the Health Points and 10
target as a free action. Hunger Points, +5 to
Charismatic: My words attack, deals 1d6 of
You gain Advantage
weave a tapestry of physical (Blunt, Slashing
when trying to persuade
persuasion, bending or Piercing) damage, and
someone or when trying
hearts and minds to my has a movement Celerity
to influence that person.
will. of 5 of your choice
Flaggelant: Through pain (Ground, Air, or Water).
For each negative effect Familiar: Moonless, my
and suffering, I purge my This creature obeys all
you have, you increase dear friend.
sins and emerge stronger your commands, and
your hit chance by +1.
than ever. whenever you take this
Healer: With Feat again, you can
You can, once a day,
compassionate hands, I increase the Health
remove all negative
mend wounds and Points and Hunger
effects from a character
breathe life back into Points by 10, add +2 to its
with an action.
weary bodies. attack or give +1d6 of
Opportunity attack: Whenever someone tries physical damage to your
You're not getting away to escape from a close familiar. You can only
from me, not this time. melee space near you, take this Feat up to 3
times, and if your damage.
familiar dies, this Feat Light Fingers: What
You gain Advantage on
becomes inaccessible to others guard with their
tests to pick locks, steal,
you. lives, I claim with a
or perform sleight of
Choose 3 weapon touch, leaving no
hand.
improvements from the evidence of my presence.
Weaponcraft: Forged Equipment section. If an enemy within your
with my own hands, my During a Rest Scene, you Opportunist: In the chaos reach misses an attack
weapons are an can take an action and of battle, I seize every against you, it's possible
extension of my will, spend 2 Hunger Points to opening, turning the tide to make an attack with
honed to perfection. add one of the in my favor. Disadvantage against
improvements you chose them immediately.
to your equipment. You have advantage on
Beast Speaker: Whispers
Strong: My strength The damage of your all tests involving
of the wild guide me, and
knows no bounds, as I melee weapons increases Animal Handling
creatures heed my call.
crush obstacles and by one die of the same Knowledge.
overpower any foe. type. Perceptive: With keen
You receive a +3 bonus to
Before you make an senses honed to
Initiative and Perception
attack, you can choose to perfection, nothing
test.
suffer a -3 penalty on escapes my notice.
Bloodlust: Don't give in.
your attack roll. If the Once per session, you
Insightful: I see beyond
attack hits, you add +5 to can spend 5 Fear Points
the veil of illusion,
the damage of the attack. to receive a hint from
unraveling the mysteries
You can attempt to hide the GM about something
that confound others.
when lightly obscured to important in the scene.
those you are trying to Whenever you take the
Stealthy: Silent as a
hide from, and when Guard full-turn action,
whisper, I move through
hidden from someone you can select an ally to
the shadows, unseen and Perfect Guard: Specialize
and you miss a ranged be protected. All attacks
unheard. in defence.
attack against them, that the protected ally
making that attack does receives will be
not reveal your position. redirected to you.
Dark Warrior: Embracing You don't suffer Your unarmed attacks
the darkness within, I Disadvantage from deal 1d6 points of Blunt
channel its power to having your vision damage, in addition to
vanquish my enemies. impaired. having the Heavy
At the beginning of your property (as specified in
first combat turn, as a Boxer: No need for fancy the Equipment section),
free action, you can blades or guns; my fists and you can also make a
Killing Intent: He seemed make a Social deliver the pain that my second attack with
to sense your killing (Intimidation) check enemies deserve. disadvantage. If you take
intent from miles away against the creature's this Feat again, you
and that's why he Willpower (Mind) check. increase your damage
avoided seeing you alone If you succeed, the dice to 1d8, and if you
to the best of his creature can only take it a third time, you
abilities. perform one standard or increase it to 1d10.
movement action (not To determine your Run,
Escape plan: When all
both) per round for the you can multiply your
seems lost, I find a way
rest of the scene. regular Celerity by 3.
out, slipping through the
Choose 3 trap upgrades You gain Advantage on
cracks of despair.
in the Equipment Tests to pursue or run.
Trap Master:
section. During a Rest You gain a +3 bonus to
Meticulously placed
Scene, you can take an Tracker: Like a tests to track a person,
traps ensnare the
action and spend 2 bloodhound on the scent, creature, or animal in
unwary, turning the
Hunger Points to build a I follow trails invisible to nature. In outdoor
battlefield into a deathly
trap without using others, unerringly locations, you can also
maze.
resources. You also gain pursuing my quarry. locate north without
resistance against trap making a test.
Resolute: In the face of Killing Intent +3 in Intimidation tests.
adversity, I stand You have advantage on +3 on resistance tests related to
unwavering, my resolve all Fear Tests. effects that cause sleep, mental
Insomnia
unbroken. enchantments, or manipulation of
Survivor: Against all dreams.
You need to go through
odds, I endure, adapting +2 on escape tests, untangling or
2 scenes to lose 1 hunger
and overcoming the Escape Plan overcoming bindings and physical
point instead of 1.
harshest of trials. restrictions.
Lucky: Fortune smiles Familiar +2 in dealing with animals tests.
upon me, as I defy the You can reroll one test Ferocious Attacker +1 in melee weapon combat.
odds time and time per session. Flagellant +1 on pain resistance tests.
again. +2 in Aim with firearms and
Drawing any kind of Gunslinger
ranged weapons.
ranged weapon is a free +2 on resistance tests to survive
Quick Shot: In the blink action, and you can Hard to Kill
fatal situations.
of an eye, my finger pulls reduce the reload of a Healer +2 in Medicine tests
the trigger, and my ranged weapon by one +3 and Advantage in social
enemies fall before they step (Slow Reload to Insightful
perception tests
can blink. Reload, Reload to Quick Light Fingers +1 in each of the actions.
Reload, and Quick Reload When rolling a 10 on a d10, you
to Free Action). Lucky
gain a +3 bonus to your test.
Touched by Faith: Divine You gain damage +2 on tests related to learning
grace flows through me, defense from rituals or Magic Student
magic and identifying spells.
shielding me from harm magic sources equal to ¼
+2 on tests to seize opportunities
and bolstering my every your body value
(unarmed or disadvantaged
action. (minimum 1).
opponents, drugged opponents,
Piercing Strike: With If your attack reduces an Opportunist
or opponents in a position of
surgical precision, my enemy to 0 Health physical, mental, or social
attacks find the weak Points, you can vulnerability).
points in my enemies' immediately make an
Opportunity Attack -
armor, leaving no room extra attack with
Piercing Strike -
for escape. Disadvantage.
Perceptive -
Watchful: Vigilant and You have advantage on
alert, I see dangers Initiative tests and Quick Shot You have +1 on attack tests.
before they manifest, cannot be surprised by Resolute -
ensuring the safety of someone you have Perfect Guard -
myself and my allies. already encountered. Stealthy +3 in hiding tests.
Strong +2 in melee weapon combat.
Survivor -
Feat knowledge Touched by Faith +1 on tests of Religion Knowledge.
Choose one Mind knowledge and Tracker -
Academic
gain +1 in it Trap Master -
+2 in Athletics and Acrobatics +1 on tests of Tolerance
Acrobat Tough Guy
tests. Knowledge.
+3 in Craft tests for "alchemy" Watchful +3 on surveillance tests.
Alchemist
items. Weaponcraft -
Armor Specialist -
Barroom Brawler +3 in grappling.
Beast Speaker +1 in dealing with animals test.
+1 in Defense for each negative
Bloodlust
condition, up to +3.
For each time you select this
Boxer talent, +1 hit in unarmed combat
attacks, up to +3.
+1 in Diplomacy, Deception, and
Charismatic
Seduction tests.
+3 on combat tests in dark
Dark Warrior
environments.
Cost of Rituals Deity skills
All rituals presented by Deity Skills cost a number of Gods Affinity 1 Affinity 2 Affinity 3
Fear Points represented by the level of affinity at Fear and
which it is located, with the costs being: Hunger Mastery over
Mischief of
Rot vermin, Flesh
Rats
puppetry
Affinity 1: 4 Fear Points
Affinity 2: 8 Fear Points Alll-mer
Affinity 3: 16 Fear Points Inverse crown
Blood Sword -
of thorns
Some rituals can be cast with greater strength, as
described in the ritual's description. Therefore, you Rher
must pay the amount in parentheses if you want to Reveal aura Mind read Golden gates
use the enhanced effects.
Sylvian Loving
whispers, Brain Healing
Pheromones,
Distances of Magic flower, Heart whispers
flower.
If a spell does not have a written distance or does not
Brain flower,
perfectly define the maximum distance of the spell, Vinushka Roots that
Combustion,
consider that it travels a number of squares equal to reap, Greater
Heart flower,
Pyromancy Photosynthesis
your Mind × Affinity Level value. trick
Photosynthesis,
Scorched earth
Gro-goroth Blood golem,
Affinity Necromancy,
Black smog, Black orb
An affinity is obtained through trials with the god you Hurting
Scorched earth
worship or intend to obtain spells from. Each god has
Sulfur God
their own way of acquiring affinity, however, it is Crown of
Longinus Sulfuric
your GM who decides when you increase your affinity thorns
with a god. Increasing your affinity with your god can
also unlock a new skill tree relevant to that god. God of the
These skills are not considered spells or rituals, but Depths Mastery over
Locust swarm,
insects, -
rather Affinity Skills. To unlock Affinity Skills, you Needle Worm
Flock of crows
must first increase your affinity with the god and
then purchase the skill using Soul Stones as if it were New Gods
a standard Feat or Spell. You can have more than one Radiation, Betel Chains of
Affinity Skill and they can be from different gods. Enchain Enlightenment Torment
Each skill follows the line of: gaining additional
knowledge, increasing an attribute or unique ability, Logic
unique ability. Red Arc - Moth Swarm

Magic and Its Dangers


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

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

Magic is a powerful and dangerous tool, capable of shaping the world around us and connecting us to beings beyond our
knowledge. But, just like with all tools, we must be careful with how we use it. The gods of this world are witnesses to this,
for they observe and judge us for our choices. Some worship them, others defy them, but all must respect them. - Enki
Ankarian

Gods Affinity 1 Affinity 2 Affinity 3


Affinity skills Fear and Hunger Knowledge (Willpower) +2 Celerity Age of Cruelty
Knowledge (x): Whenever you
Alll-mer Knowledge (Religion) The Savior Blood portal
acquire this skill, you gain the
Rher Knowledge (Intuition) +2 Mind Overmind
knowledge indicated in
Sylvian Knowledge (Medicine) +2 Social Marriage of Flesh
parentheses.
Vinushka Knowledge (Survival) Revitalize Heavenly Tree
Attribute (x): You increase the Gro-goroth Knowledge (Fighting) +2 Strength Wild Fury
value of the represented Sulfur God Knowledge (Intimidation) +2 Body Pain Leech
attribute, and this bonus can God of the Depths Knowledge (Tolerance) The Gauntlet Deep Soul
exceed the limit of 10 and 20 in New Gods Knowledge (Occultism) +2 Reflex Greater Scheme
its value. Logic Knowledge (Technology) Connection Machine God
The Savior: You become a vessel of purity, and all your actions become blessings as your body is covered in grace.
You can remove the -5 debuff from someone who has exited Martyrdom. You can only do this once per Rest Scene,
and if the same person falls into Martyrdom again, they still face instant death.
Revitalize: As a child of nature, the god blesses you with the ability to perpetuate your previous conditions by
merging with the forest. If you have lost a limb, you can use this ability and a seed to grow a new wooden limb in its
place. This new limb fuses with your flesh, possessing the same properties and functions as the previous limb.
However, attacks targeting this new limb that deal fire damage have a x2 multiplier. This ability cannot restore a
limb that you have already used this ability on.
The Gauntlet: You connect with the deepest darkness, Wild Fury: You are tainted by a primal fury. Using a
the most terrifying abyss. You gain defense against full action, you recover Health Points equal to your
Terrifying Presence equal to half your Mind value, Body value and gain +5 to all attack and defense tests.
but you take x1,5 damage from Phobias. Once in this state, you cannot use this ability again
until the next Rest Scene, and when the current scene
Connection: You become a singularity, something
ends, you lose all your Fear Points (leaving you with
unique, something interconnected. You can connect
only 1).
with a number of people equal to 1/4 of your Mind
value (minimum 1). All connected individuals are Pain Leech: You absorb pain, like a true vampire of
capable of mental communication with you, and you hatred. Using an action until the end of the scene, you
with them. absorb half of the damage you inflict, converting it
into Health Points. When this ability ends, you
Age of Cruelty: The Age of Fear and Hunger, of Blood
automatically reduce your Health Points to zero and
and Determination. Whenever you enter Martyrdom,
enter Martyrdom, only able to use this ability again
you receive an extra coin and do not die instantly on
after a Rest Scene.
the sixth attempt but on the seventh.
Deep Soul: When you gaze into the abyss, the abyss
Blood portal: You are blessed with the glory of Alll-
gazes back at you. Whenever you are under the effect
mer, enabling you to travel great distances. You can
of Fear 1, you gain +3 to all your tests, and you receive
teleport immediately to a location within your line of
a penalty of -5 instead of -10 from the effects of
sight and at a distance equal to 10 × Mind using one
Panophobia.
action.
Greater Scheme: The grand scheme, the ascent, the
Overmind: You enhance your mental abilities. You
ability to become close to the Ancient Gods. Using
permanently add your Mind value to your total Fear
one action during a Rest Scene, you can enter the Hall
Points, and all your Knowledges now grant you +4
of Gods to ask a question to the gods present in the
instead of +3.
hall. When you ask this question, the Game Master
Marriage of Flesh: You perform the most beautiful act can respond in an enigmatic manner and then expel
of nature, divine grace and true love. For the Flesh you from the Hall. Once expelled, you lose 1 affinity
Wedding to take place, two beings must accept to with the New Gods and can only enter the Hall of
enter the marriage. After accepting, they merge in Gods again if you regain this affinity point. If you
flesh and spirit. One of the marrying beings dies possess spells of Affinity 3 from the New Gods, they
instantly and is absorbed by the other, who absorbs can only be used again if you regain the affinity.
all the skills possessed by the deceased and changes
Machine God: You connect with the machine,
their status to Inhuman. Performing the Flesh
merging your mind with the inner workings of
Wedding also restores all your limbs. If you perform
everything and everyone. You can create a virtual
the wedding a second time, you become unable to
space within your mind, which can only be accessed
wear armor, wield swords, and are classified as an
by you through a full turn action. Within this space,
Aberration. You are also unable to perform the
you can navigate through the minds and surface
wedding again (due to infertility). Whenever you
thoughts of those within a distance of 10 x your Mind
perform a wedding, you must toss a coin. On a failure,
value from you. Delving into deeper memories
you die instantly. The skills provided in your
requires a Technology (Mind) test against a
marriage do not count towards your total skills for
Willpower (Mind) test. On a failure, you discover that
level up purposes.
someone tried to invade your mind. While in the
Heavenly Tree: You grow a divine tree from the earth. virtual world, your body becomes inert and suffers
Once per day on fertile land, you can grow a tree the effects of Paralysis.
capable of blessing you and those near it. Whenever
someone performs a Rest Scene near the tree, those
in proximity to the tree receive a rest categorized one
level higher (from Poor to Normal, from Normal to
Comfortable, and from Comfortable to Luxurious).
Additionally, they regain +1 hunger when eating food
they have cooked themselves. Once the tree is
created, it can attract monsters to its location due to
its alluring gifts.
Origins Category 0-1 Starting Inventory
Medieval Era Modern Era
A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
Acolyte items, an accessory. items, an accessory.
Amnesiac Any 5 items Any 5 items
A common ranged or melee weapon, 3 accessories, A common ranged or melee weapon, 3 accessories,
Aristocrat a light armor, 1 Blue vial and Food Category 2. a light armor, 1 Blue vial and Food Category 2.
3 crafting materials, 3 Diagrams, 1 Blue vials and 3 crafting materials, 3 Diagrams, 1 Blue vials and
Artisan Food Category 2. Food Category 2.
A melee or ranged tactical weapon, if chosen A melee and ranged tactical weapon, thieves kit, 1
melee weapon receives medium or light armor Blue vial and Food Category 2.
Criminal and for a ranged weapon receives 10 ammunition
of the chosen weapon, thief kit, 1 Blue vial and
Food Category 2.
A common ranged or melee weapon, A Medic Kit, A common ranged or melee weapon, A Medic Kit,
Healer 3 healing items, 2 consumables. 3 healing items, 2 consumables
A common Weapon, 3 Chalk, a God's Skin Bible A common Weapon, 3 Chalk, a God's Skin Bible
Occultist chosen in the Origin, 1 Blue vial and Food chosen in the Origin, 1 Blue vial and Food
Category 2. Category 2.
A melee or ranged tactical or common weapon, 5 A melee or ranged tactical or common weapon, 5
Outcast ammos of the chosen Weapon, a heavy armor. ammos of the chosen Weapon, a heavy armor.
A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
Scholar items, an accessory. items, an accessory.
A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos of
Outsider armor, 1 Blue vial and Food Category 2. the chosen Weapon, a light armor, 1 Blue
vial and Food Category 2.
Five items including consumables, common melee Five items, including consumables, common
Nomad and ranged weapons, healing items, accessories, melee and ranged weapons, healing items,
and light armors. accessories, and light armors.
Five items, including consumables, common Five items, including consumables, common
Refugee melee and ranged weapons, healing items, melee and ranged weapons, healing items,
accessories, and light armors. accessories, and light armors.
A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos of
Soldier armor, 1 Blue vial and Food Category 2. the chosen Weapon, a light armor, 1 Blue
vial and Food Category 2.
A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
Worker items, an item related to your job, an accessory. items, an item related to your job, an accessory.
A simple melee weapon, 5 consumables, 2 healing A simple ranged weapon, 5 consumables, 2 healing
Victim items, an accessory. items, an accessory.
A melee tactical or common weapon, a medium A ranged tactical or common weapon, 5 ammos of
Bounty armor, 1 Blue vial and Food Category 2. the chosen Weapon, a light armor, 1 Blue
Hunter vial and Food Category 2.
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.

Human Roll Penalty DMG


Combat rules Location
First, let's understand how combat works in the world of Fear and Hunger. head 10 -6 ×2
We'll divide it into mechanics of Actions, scenes, effects, and how to unfold a
Torso 7-9 0 ×1
combat.
R. Arm 6 -3 ×½
- Rev-Up Mechanics (Optional): Due to the advancement of the Goddess of
L. Arm 5 -3 ×½
Fear and Hunger, humans have learned a new skill, to fight with
everything they have to survive. This is an optional battle mechanic that R. Leg 3-4 -2 ×½
serves to streamline combat and make it more interesting. During a L. Leg 1-2 -2 ×½
Combat Scene, all players receive 1 Rev Point per turn after the first turn Aberrant Roll Penalty DMG
(Maximum 3). You can spend one of your Rev Points with an out-of-turn Location
reaction to have the following effects during a turn: Add +2 to an attack, head 10 -6 ×2
add +1 dice of damage to an attack, add +2 to a Knowledge test, or an extra Torso 7-9 0 ×1
action (cost 3 Rev Points). When the scene ends, all your points are reset R. Limb 5-6 -3 ×½
to 0. L. Limb 3-4 -3 ×½
Special 1-2 -2 ×½
Types of Action
Free Action:
• Speak: Speaking a few words or a short sentence. Rolls for defense against
• Drop an item: Dropping an item that is held or carried. attacks are not counted as a
• type of action but rather as an
• Delay action: Choosing to wait and take an action later in the turn. out-of-turn reaction.
Move Action:
• Move: Moving up to the character's Celerity.
• Draw or stow weapon: Drawing or sheathing a weapon.
• Manipulate item: Performing a simple interaction with an object, like opening a door or picking up an item.
• Stand Up: Spends all your movement and removes the Prone condition if you still have legs.
Action:
• Attack: Making an attack against a target.
- Unarmed Damage: Every unarmed attack damage causes a fixed value of ¼ of the Character's
Strength value (minimum 1).
• 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 Celerity.
• 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. Additionally, you
automatically pass all Coin Toss enemy attacks.

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.

Dismemberment
During a battle, it is possible for you to lose limbs, so you must carefully consider your next strikes and attacks. To
dismember parts of the enemy, you must first hit the specific body part, whether it's the legs, arms, or extra limb.
After hitting the specific body part, you must deal damage equal to 30% of an enemy's health to dismember that
part. Depending on the type of damage, it will cause a specific effect on the enemy: Slashing causes Bleeding (DT25
instead of 15), Blunt causes Fracture, and Piercing causes Critical State when the damage is equal to 30% of an
enemy's health. Both the head and torso cannot be dismembered but can still receive effects. These rules apply to
both monsters and players.
- Difficult Dismemberment (Optional): If you find the dismemberment rules unfair for Players, you can allow
them to choose between losing a limb or advancing one stage in their Martyrdom.

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 Celerity 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 13 (5 on the die and +8 Reflex) and Bobby scoring 14 (8 on the die
and +6 bonus), so Bobby starts first. Bobby makes two attacks against Levi, rolling Strength + Fighting and achieving
a total of 16 (6 on the die + 7 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
attack, scoring 18, while Levi only scores 15 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 7 damage (14 on 1d8+9
divided by 2), leaving him with 13 (20-7).
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 Celerity and Reflex, totaling 8 Celerity and granting him an extra action (number of turns equals
Celerity 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 two more attacks, scoring 10 and 13, while Levi scores 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 10d4 (5d4 for the rifle, but since he was aiming at the head 5d4×2 = 10d4), and on the
die, he scores a total of 30 damage. Since Bobby has 3 Defense, he takes 27 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.

I believe I can bestow upon my enemies’ fates worse


than death. Perhaps it is not so miraculous for
them, but certainly it is for me. - Enki Ankarian
Martyrdom
Every time a character reaches 0 Health 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, he returns with an amount of Hit Points equal to Body×2 (minimum 2) and
can take actions normally. Otherwise, they die immediately. However, every time the character enters the
Martyrdom condition after the first time they fall, until the next rest scene, the number of times they need to get
their DESIRED result to stabilize increases by +1.
• If you want, before flipping your coins, you can reduce
First time 1 Desired result among the coins.
the number of required coins by one, but you receive -5
Second time 2 Desired results among the coins.
on all tests until the next rest scene. If you fall into the
Martyrdom condition again before completing a rest, Third time 3 Desired results among the coins.
you die. Fourth time 4 Desired results among the coins.
Fifth time 5 Desired results among the coins.
• If you prefer, you can advance one step in your Sixth time Death.
Martyrdom in exchange for not losing a limb during an
attack capable of dismembering.

Hunger and scenes


In the gaming universe, a scene is a fundamental part of the story that can lead players through incredible paths.
From a violent battle to a heated discussion in a king's court, scenes can vary greatly. The moment a scene starts
and ends is determined by the game master, who has total control over the situation. Typically, a scene starts when
a new place or situation is introduced and ends when the characters reach a resolution for the situation. However,
the game master can interrupt a scene at any time to make room for another scene, without anything planned
happening. This means that a discussion can turn into a combat in a matter of seconds.
Characters' powers are also affected by scenes, as many feats only work during a specific scene. For each scene
Therefore, it is important for the game master to have control over how many times each that passes or
character can use their power during the game. enter, all
characters lose 1
point of hunger.
Types of Scenes
➢ Combat Scene: The main objective of combat scenes is to achieve something physical, and this can be done in various ways.
Generally, these scenes focus on battles, where the strength of weapons is the key to defeating enemies. However, combat
scenes can also include chases, traps, and other risky situations. The fundamental aspect of a combat scene is the speed at
which everything happens. The game is divided into rounds, where each character has a chance to act and play their part
in the action. The environment can be described with rapidly passing images, loud sounds, and constant surprises. It is
common for the characters' lives to be in danger for most of these scenes. Although interpretation is important, mechanics
are prioritized in combat scenes, as a simple roll of the dice can be the difference between life and death. It is important to
remember that an excess of combat scenes can lead to empty and personality-less characters, but a lack of them can make
the story too slow and too safe, without any risk.

➢ Exploration Scene: The goal of exploration scenes is to achieve


something intellectually, through interaction with objects and
environments rather than people. While a crime scene and solving
puzzles are obvious examples of exploration, it can be as simple as
exploring a forest or desert. In some situations, there are no
challenges involved and the characters discover the mysteries of
the environment as the master describes what they see. But in
other moments, there are difficulties to be overcome, such as
searching an ancestral library for arcane secrets. While rules
and tests can be important, the players' own ideas are
fundamental here. Many exploration scenes are resolved
through careful observation by the players and their ideas for
dealing with the environment. However, an excess of
exploration scenes can lead to a monotonous adventure,
dominated by the master's descriptions while the players have
little action. On the other hand, a lack of exploration can result in
adventures without wonders and discoveries, in known and
predictable environments.
➢ Rest Scene: A rest scene is a break in the adventure's action where characters have the opportunity to recover from
injuries, regain spent abilities and spells, and even shop or engage in other personal activities. Typically, a rest scene
occurs after a major action scene, such as a battle, or when characters are about to embark on a new mission. During a rest
scene, characters usually gather in a safe location, such as a tavern or campsite, where they can tend to their injuries and
recharge their abilities. The game master can describe the scene, including details of the environment and NPCs present,
and allow players to interact with the environment or other characters.

Actions in the Rest's Scenes


You have two actions you can choose between:
➢ Sleep: You sleep for a short period. With this action, you move your Martyrdom back to First Time and 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 Health 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 Health 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.
New gods Methods
Character Evolution and Effects The Tainted Dead people = Soul shards
There be four ways that the GM and players can choose to One 3 Soul shards = Soul stone
earn Soul Stones, with each of the methods attributed to a The Radiating Specific relics = Varied price of
New God. The methods are: One soul stones
➢ The Tainted One: You kill creatures and these creatures The Heartless Determined by GM
give you souls. Stronger creatures give more powerful One
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)].
Effects
A target with Concussion cannot perform any kind of action and receive a -5 penalty for all Defense test during
Concussion
their turn for a number of turns determined by (x). If they receive an attack, they will exit the state of
(x) Concussion.
A target that is fractured has disadvantage on all attack, defense, and Knowledge tests involve Reflex, and Body.
Fracture Additionally, you receive a -3 modifier to Celerity, Reflex, and Body.
The location of the dismembered body becomes unusable. Arms reduce your carrying capacity by half and you
Dismembered
cannot use the disabled arm. Legs reduce your Celerity and Reflex by half.
With an open wound. At the beginning of each of your turns you lose 1d4 Health Points and continue to bleed. To
Bleeding remove the effect, a Medicine test (DT 15) must be made.
In general, poison is a substance that causes damage to the character and may have additional effects depending
Poisoned
on the type of poison. But if the effects are not specified, assume that it causes an amount of damage indicated by
(x) (x) per turn. To remove the effect, a Tolerance test (DT 15) must be made.
Toxicity is a more severe and potent poison, whenever someone is under the effects of toxicity, they take a d10
Toxic (x) amount of damage equal to the number indicated by (x) per turn. To remove the effect, a Tolerance test (DT 20)
must be made.
You are suffering from an infected wound. If you don't heal the wound within a number of turns equal to your
Infected
Body value, you will enter the Dying state. This effect is linked to the body part that was hit and infected, so
Part removing the infected limb will cure the effect.
Blindness You receive a -2 penalty on all Attack, Defense, and vision-related tests.
Someone in a state of terror has their Fear Points reduced to zero. Anyone in this state must exit it within at least
Terror 3 turns or they will lose their character. The counter resets at the end of a scene.
Critical Someone who is in Critical State is one step away from death. Once you accumulate this effect 2 times, either
state through a weapon or an ability, you remove this effect from yourself and automatically lower your life to 1.
Nausea The character can only perform one standard or movement action (not both) per round.
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
Confused 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.
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,
Withdrawal 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.
The character is on fire. At the beginning of their turns, they take 2d6 fire damage. The character can spend a
Burn standard action to put out the fire with their hands. Immersion in water also extinguishes the flames.
A paralyzed target cannot take actions, defensive reactions, move, or speak. The target automatically fails
Paralyzed 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.
You are hungry. This condition has three stages, with the first reached at half your hunger points, the second at
¾ of your hunger, and the last when you have 0 hunger points. In the first stage, you receive a -5 penalty to all
Hunger your actions. In the second stage, you reduce your life points by half until you satisfy your hunger. In the third
(1-3) stage, your movement Celerity 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 has two stages, the first being reached at half of your Fear Points and the second when you have ¾ of your
Fear (1-2) points. The first stage causes you to gain a Phobia, and the second stage causes you to gain Panophobia.
Light
The character suffers -2 on attack and Perception tests.
Sensitive
A surprised creature has disadvantage on all its attack and defense rolls during its turn, and enemies have
Surprised advantage on all attacks against it. This condition ends at the beginning of the next turn.
You are on the ground, which leaves you defenseless. When you lose both legs or are knocked down in some way,
Prone all attacks against you receive +2.
The character and the grappled target can't take movement actions, suffer -2 on attack tests, and can only attack
Grappled with weapons weighing 1 or less. A character making a ranged attack against a target involved in a grapple has a
50% chance of hitting the wrong target.
Difficulties, Monsters and Phobias
Thinking that your friends have already created their characters and everyone knows how to play, it's time to
really create an adventure and a story. Create a scenario in which all these characters will interact and think about
things that can interfere in the lives of these tormented souls. Knowing that the plot of the first game and Termina
revolves around gods, you can end up creating your own gods or even using the ancient ones. Regardless, Fear and
Hunger is essentially a Dungeon Crawler at its core. Feel free to place these characters in a closed scenario of a
dungeon or an abandoned city. But be sure to impose certain limits and rules before starting the session:
➢ Sexuality: Fear and Hunger touches on very sensitive issues and often playing a game about this subject is
different from hearing these issues coming out of the mouth of a friend or acquaintance about someone that
you are technically playing. Therefore, this is one of the main topics to be discussed. Sometimes people may not
feel comfortable with rape, but they don't mind a shallow description of a naked man. Sometimes even the
mention of things in this way can cause embarrassment. But understand that this is a game and should be
played by everyone, so no mention of sex or sexuality has been made in this book so far precisely to leave it
open for discussion between GM and Players.
➢ Violence: Okay, this topic is also debatable, even though the game mentions bleeding, dismemberment, and
various types of different mutilations, think that there are people who may not like this level of gratuitous or
even senseless violence. Torture and descriptions of carnage should be discussed before even considering
playing in this system.

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

Gods, GM and History


The world of Fear & Hunger does not have one unified religion. Instead, there are several extremely powerful
deities known as the "old gods", who are separately worshipped by different factions in the game's world. They are
seen as the true gods of the world and represent the most basic concepts present in it. Information about them can
be gathered from specific books regarding their nature found in the various libraries and bookcases present in the
two games currently released. While not all of them have been revealed so far, ten different runic symbols have
been portrayed so far, which could be an indication of their numbers.
Available lore in both games seem to indicate that some of these older deities have 'departed' from the world, but
their traces are very strong remaining energies who are somehow still sentient and influent. It is also stated that
older gods never truly perish.
➢ As all Fear & Hunger stories revolve around Gods and deities, whether they are new or old. Your story can also
revolve around this, it doesn't necessarily have to be about this, but the main theme of this book is that. And
since Gods are a presence that alters the fate of the world and occasionally directly interfere in essential events
in people's lives, here we will present some mechanics for you to use in your campaign about the Gods. We will
talk about the Old Gods because they have more power and are capable of modifying larger structures than the
New Gods, however, there is nothing preventing you from using a François at your table and saying that the
origin of monsters is coming from his power, or even that he has achieved perfect ascension and become an
Ancient God capable of being worshiped and having influence over the other Gods.
Gro-goroth
Gro-goroth - The destroyer of men. He who ushers a new
dawn with force and violence. Gro-goroth is the other part
of the most primal duality. Creation and destruction. Where
the other doesn't exist without the other. The word
'destruction is often associated with the evil of the world.
This of course is foolishness. There is no room for new
creation if the slate is not first burnt clean and empty. A
man fears destruction. Man, gest accustomed to peace and
quiet. Man grows fat and afraid of change. Change is
inevitable, just as Gro-goroth. What one needs to understand is
that the destruction is of pure kind. It does not target one man
specifically. It just exists. Gro-goroth is associated with the god of
creation, Sylvian and their child, the god of nature, Vinushka.
Gro-goroth offers the mankind the blessing of blood magick. Constant
sacrifices in his name will maintain the relationship.

Gro-goroth
The Wolfmasks are followers of the old god Gro-goroth, who don wolf masks and fur
Cultists:
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.
➢ 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.
Territorial effects: ➢ 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
Generally, creatures that are connected to the destroyer of man have the following
abilities:
➢ They use d12 to roll their Health dice.
Typical
➢ They have the Athletics and Fighting Knowledge by default.
monstrosities:
➢ 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
The Bunnymasks are followers of the old god Sylvian, who put on rabbit masks while
Cultists: 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.
➢ 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
Territorial effects:
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)
Generally, creatures that are connected to the goddess of love and fertility have the
following abilities:
➢ They use d8 to roll their Health dice.
Typical
➢ They have the Animal Handling and Medicine Knowledge by default.
monstrosities:
➢ 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


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
Cultists:
imbue rings with life-draining magic, though little else is known about their practices
beyond their name.
Symbol:
Domain: The Master of insects.
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.
Territorial effects: ➢ 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
Generally, creatures that are connected to the Master of insects have the following
abilities:
➢ They use d6 to roll their Health dice.
Typical ➢ They may have the Spells (no need to spend Fear Points): Mastery over insects,
monstrosities: Needle Worm, Locust swarm*, or Flock of crows*.
➢ They may have the feats: Dark Warrior, or Killing Intent.
➢ They have a Body and Celerity 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
The territorial effects are virtually all presented in the second game of Fear & Hunger
Termina:
➢ Mutation through exposure to lunar light.
Territorial effects: ➢ 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
Generally, creatures that are connected to the Trickster Moon have the following
abilities:
➢ They use d10 to roll their Health dice.
Typical
➢ They have 4 Knowledge of your choice by default.
monstrosities:
➢ 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
It is possible that the Owl Cultists are a sect of Vinushka followers given that they live in
Cultists: 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)
Generally, creatures that are connected to the god of nature have the following abilities:
➢ They use d8 to roll their Health dice.
Typical ➢ They have the Survival, Animal Handling and Fighting Knowledge by default.
monstrosities: ➢ They may have the feats: Piercing Strike, Watchful, Tracker, or Escape plan.
➢ They have a Reflex and Celerity increase equal to their level (minimum 1).
Alll-mer
Alll-mer - The ascended one. One of the two humanborn
gods to this day. There are two stories of the origins of
Alll-mer.
The more common story speaks of a human born from a
virgin mother.
A mere mortal that had humble origins, but one that
quickly rose to prominence because of his teachings.
Unlike the warring kings and sultans of the time, Alll-
mer's ideal world united people of all different religions
and ideologies under one umbrella. The powers of the
time wouldn't stand up for this and quickly had him
arrested and sentenced for public humiliation and
eventual death on a cross. This only served Alll-mer's
purpose, making him a martyr and the pain he went
through pushed him over the edge to his ascension to the
true godhood. After his ascension, Alll-mer returned to avenge his death. The bloodbath that ensued shook the
world order and demolished the worship New Gods of the time had been enjoying.
The other version of Alll-mer's origins tells how Sylvian, the older god of fertility ordered a deity known as Vitruvia
to create an architectural reprography of a man and a woman that would be the likeness of Sylvian herself.
Vitruvia, being the master architect, did just that. Sylvian fell in love with the results. She went on and created
mankind according to Vitruvia's drawings. At first Vitruvia was amazed by the life Sylvian managed to usher into
her designs. However, over time Vitruvia started to see small imperfections here and there. Nothing bothered her
more than the idea that her designs were anything but perfect. So, she set out to create the perfect human being.
The pinnacle of man's potential. This being was born on the year nil and he is the one known as Alll-mer today.
On the surface level these stories don't contradict with themselves too much. But on an ideological level there are
interesting differences. The other story tells how a mortal everyday man rose to rival the powers of older gods,
while the other story makes Alll-mer just one more creation of the higher powers.
The truth might lie somewhere between these stories if you'd ask me.
"Alll-mer" is not capable of
creating monsters, and his
effects on the world are always
-Studies of Alll-mer I- beneficial. He is the Savior of
Mankind and would never do
"Born from humble origins of a virgin mother. Human origin with the anything to harm them.
seed laid down by a false god. A god walking amongst men. Alll-mer
would gather 12 apostles from his most trusted companions. Together they were to bring back the old-world
order. Kings and sultans of the time would not stand idle when a man of undeniable god-like posture came
down to their golden city gates. Instead, they would capture Alll-mer. The newborn god would be nailed
onto a cross, arms spread wide - and be left for the crows to feast on. But Alll-mer was to ascend. Arms
still widespread from the cross he would soar. Becoming the symbol, we know of today. Turning his cross-
ridden posture into something greater. A symbol of hope and domination. Spending three days and night at
the city of the gods, Ma'havre, he would return among men. With his mourning 11 apostles he would murder
the kings and sultans of the time - as was just. Bringing back the old-world order."
The God of Fear and Hunger
The God of Fear and Hunger - There are many popular texts that tell of a false god and a
chosen human joining together in the darkest and the wettest of dreams. The forgotten
and long dormant God of the Depths perished that night. Only an older god never truly
perishes. In its stead, the God of Fear and Hunger planted its roots and
started to grow her influence on the surface world. The scheming false
deity had hoped her daughter would be the light of mankind. Only true
darkness does not breed light. The god of Fear and hunger was a pure child,
a blank slate birthed in the darkest pits of human creation. That is where she
grew, that is all she knew. She was the pure representation of fear and hunger,
not spoiled by even a glimmer of hope.
Mankind had seen its share of stagnation and suffering up to that point. To rise
from those perilous pits, growing pains were necessary. Progress comes at a price.
Fear motivated people while hunger kept them moving forward. People
cherished hardship and drew inspiration from it. The learned from it. What
followed was advancement that mankind had not seen since the forgotten
ages. The dark fumes that rise from pipes of modern cities are direct
consequences of this era. An era that came to be known as the Cruel
Age.

The God of Fear and Hunger


The God of Fear and Hunger presents cultists who dedicate their lives to living among
Cultists: 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:
The false god and a chosen human joining together in the darkest and the wettest of
Domain:
dreams.
➢ 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.
Territorial effects:
➢ 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
Generally, creatures that are connected to The God of Fear and Hunger have the
following abilities:
➢ They use d8 to roll their Health dice.
Typical
➢ They have the Tolerance and Evasion Knowledge by default.
monstrosities:
➢ They may have the feats or spells: Killing Intent, 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
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
Cultists:
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
➢ 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.
Territorial effects:
➢ 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
Generally, creatures that are connected to The Sulfur God have the following abilities:
➢ They use d12 to roll their Health dice.
➢ They have the Tolerance, Fighting and Evasion Knowledge by default.
Typical ➢ They may have one feat or spell of any kind (as long as it is not related to Alll-mer)
monstrosities: 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

This topic is mainly for the creation and construction of unique creatures. This is because not all F&H creatures are
humanoid and have the Feats or Spells listed. In fact, most of them are deformed and possess unique and strange
characteristics related to their transformation. This section is usually not available to players and can only be used
by non-player-controlled creatures. However, as the Golden Rule states, you can allow your players to access this
section if they have a good explanation for the abilities (e.g., a conscious Moonscorch seeking revenge against its
deity Rher or a Flesh Marriage created by fanatic cultists).
These abilities are available to be obtained by any creature, regardless of which deity they belong to. A spawn of
Rher or Sulfur can acquire their recommended abilities and/or these ones if necessary.
Atrocity Skills Effect deals 1d4 slashing damage and
possesses the characteristics: Agile
You have an indistinguishable or Heavy properties (choose one,
anatomy from the common, which is permanent), Acuity,
making it impossible for anyone Bleeding Chance (50%), and
Distorted Limbs
attacking you to aim at a specific Grappling (50%) (as specified in the
body part. They always have to roll Equipment section).
a d10 for random Body Location. You can use an action to cover your
You gain +1 to Initiative, hands with a red carapace. Until
Haunting Perception, and Willpower. This the end of the scene, you gain +1 to
Voices bonus increases by +1 for every two Aberrant Grip
Strength (Fighting). This bonus
other Atrocity Skills you possess. increases by +1 for every two other
With one action, you can create a Atrocity Skills that you possess.
weapon similar to a Common Melee You gain +1 to Athletics, Fighting,
Aberrant Weapon of your choice. If you have Membranous and grappling tests. This bonus
Armament four other Atrocity Skills, you can Hands increases by +1 for every two other
choose a Tactical Melee Weapon to Atrocity Skills you possess.
be your similar weapon. You can have multiple limbs, such
You gain +1 in Acrobatics, Stealth, as additional arms or legs (+1
and Evasion. This bonus increases Reflex, Strength, or Celerity), or
Twisted Skin Extra Limbs
by +1 for every two other Atrocity extra heads (+1 Mind). This bonus
Skills that you possess. increases by +1 for every two other
With one action, you can Atrocity Skills you possess.
create/unfold your wings to fly. You gain an additional terrifying
Your wings are considered presence die. You gain an
additional limbs, and if either of Empty Eyes
Wings additional die for every two other
them is fractured or dismembered, Atrocity Skills you possess.
you immediately fall. You have an You gain Natural Defense 3 and
aerial movement Celerity equal to Dark Resistance resistance to Magical or
your Celerity. Otherworldly damage.
Your skin is covered with chitinous When you take damage from a
plates. You gain Defense 3. This melee attack, the attacker takes 1
Scaly Skin bonus increases by +1 for every two Acidic Blood point of acid damage. This damage
other Atrocity Skills that you increases by +1 for each additional
possess. Atrocity Skill you possess.
Red crusts in various parts of your You can expel a dark, thick,
body make your attacks more corrosive liquid with one action.
dangerous. Your unarmed damage Until the end of the scene, you gain
Amorphous increases by one step, plus one step Toxic Emissions
+1 on melee damage rolls. This
Bodies for every four other Atrocity Skills bonus increases by +1 for every two
or one Feat Boxer you possess, other Atrocity Skills you possess.
following the rule: You unleash a fury more powerful
1d6 > 1d8 > 1d10 > 1d12 > 2d8 > 3d6 Frenzy than sulfuric pits; you gain an extra
Cruel Fangs You gain a natural bite weapon that action.
Equipment and Artillery
This section of the book is dedicated solely to the items existing within the world of F&H. Keep in mind that these
items may be restricted by the era or even by the lack of local resources. Note that throughout the entire book, no
specific monetary value or economic type of currency has been mentioned, as even in games, it is rare to encounter
merchants who truly exchange items and accessories for money. Therefore, the system was designed as a way to
reward players through exploration and defeating specific monsters. For example, if you want an axe, you can go to
the house of the deformed lumberjack and wait until he falls asleep to steal his axe, or kill a deformed creature and
use its serrated hand as a weapon.
- Money and Trades (Optional): Even though merchants are not prominent in Item Category cost
the game, they still exist. Therefore, if you are interested in a possible 0 1d10
monetary system, just remember that the items exchanged must be of the I 1d10 × 10
same or superior category, since no one would want to exchange a gold bar II 2d10 × 20
for a trash bag. You can also establish the following monetary value: III 3d10 × 30
- Monetary system from level (Optional): In the second game of the F&H IV 4d10 × 40
franchise, it is very common to obtain money from monsters found in the
locations. Which is somewhat plausible, since most of the people were Prehevil residents turned into creatures.
This rule is here more for the case you decide to implement the optional rule Money and Trades, so you can
know how to give money to your characters without them looking like used item resellers or that the trade
becomes practically barter. To calculate how many coins a creature has, simply roll a number of d10 equal to
the creature's level and multiply it by the creature's level again (creatures of level 1/2 or lower roll only 1d10,
however they keep the modifier). Ex: A level 5 creature when killed would give 5d10 times 5, obtaining 150
(7+5+8+6+4 = 30 x 5 = 150), giving enough money to buy some resources of category 0, 1 or 2.
The equipment is divided into several categories, namely: Weapons, Armors, Accessories, Healing Items, Food,
Crafting Materials and Miscellaneous.

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 3, 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
Celerity Attribute.
Weapons
Common Melee Category Damage Effect Range Weight Type
Weapons
Axe 1 1d8(1d10) Bleeding Chance (25%), Heavy - 3 S
Cleaver 0 1d6 Bleeding Chance (25%), Inaccurate - 1 S
Dagger 0 1d4 Agile, Balanced, Concealed, Throwable Body/2 1 S, P
Hammer 0 1d6 Concealed, Throwable Body/2 1 B
Machete 1 1d8 Agile, Balanced - 2 S
Bleeding Chance (25%), Long Range,
Rake 1 2d4 - 3 P
Two-handed
Scythe 0 1d4 Agile, Balanced, Concealed - 1 S, P
Short Sword 1 1d6(1d8) Acuity, Accurate, Agile, Heavy, - 3 S, P
Acuity, Accurate, Long Range, Two-
Spear 1 1d8 - 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 Celerity×2 1 P
Light Crossbow 0 1d8 Accurate, Slow Reload Celerity 1 P
Ammo (12), Automatic, Concealed,
Pistols 1 1d10 Celerity×2 1 P
Rapid Reload
Colt M1911, Walther P38, Luger P08
Ammo (6), Agile, Accurate, Concealed,
Handguns 1 2d6 Celerity 1 P
Reload
Smith & Wesson Model 10, Nagant M1895
Ammo (4), Balanced, Slow Reload, Two-
Hunting Rifles 2 2d8 Celerity×3 4 P
handed
Winchester Model 70, Mauser M98, Mosin-
Nagant M1891/30

Tactical Melee Category Damage Effect Range Weight Type


Weapons
Ablative, Heavy, Long Range, Two-
Claymore 2 2d6 - 3 S, P
handed
Accurate, Acuity, Agile, Balanced, Two-
Eastern Sword 2 1d10 - 3 S, P
handed
Concussion Chance (25%), Bleeding
Iron Mace 1 1d8(1d10) - 2 B, P
Chance (25%), Ablative
Long Sword 1 1d8(1d10) Accurate, Ablative, Heavy - 3 S, P
Ablative, Bleeding Chance (50%),
Mauler 2 2d8 - 4 B, P
Chopper, Heavy, Inaccurate, Mauler
Bleeding Chance (50%), Chopper,
Meat Grinder 3 3d6 - 5 S
Heavy, Two-handed, Meat Grinder
Ablative, Heavy, Chopper, Inaccurate,
Rough Sword 2 1d12 - 5 S, P
Two-handed
Ablative, Heavy, Inaccurate, Two-
Sledgehammer 1 1d12 - 4 B
handed
Tactical Ranged Category Damage Effect Range Weight Type
Weapons
Long Bow 1 1d10 Accurate, Agile, Reload, Two-handed Celerity×3 2 P
Heavy Crossbow 1 1d12 Accurate, Slow Reload, Two-handed Celerity×2 2 P
Ammo (1), Ablative, Burning Chance
Flamethrower 3 6d6 (75%), Burst, Inaccurate, Slow Reload, Celerity 6 Fire
Two-handed
Ammo (15), Inaccurate, Burst, Reload,
Assault Rifles 2 5d4 Celerity×3 3 P
Two-handed
STG 44, M1 Garand, Gewehr 43, SVT-40, MAS
36, Lee-Enfield No. 4 Mk I(T), M1 Carbine
Ammo (1), Accurate, Balanced,
Sniper Rifles 3 2d10 Celerity×5 5 P
Chopper, Slow Reload, Two-handed
Springfield M1903, Mosin-Nagant 1891/30 PU,
Karabiner 98k with Zeiss scope
Ammo (2), Point-blank, Inaccurate,
Shotguns 2 4d6 Celerity 4 P
Slow Reload, Two-handed
Winchester M1897, Remington Model 31
Ammo (20), Automatic, Burst,
Submachine guns 3 3d6 Celerity×2 3 P
Inaccurate, Reload, Two-handed
Thompson, MP40, Sten, PPSh-41

Ammo: The value in parentheses represents the number of Inaccurate: The weapon's damage is halved for all enemies
shots this weapon can give before needing to reload. beyond half of the weapon's range. If the weapon is melee,
Accurate: this weapon decreases Body Location Modifier by this characteristic prevents you from gaining advantage on
2. attacks using this weapon.
Acuity: This weapon can use Reflex instead of Strength on Long Range: This weapon has a range of 2 squares and you
its Fighting rolls. can 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 (1).
Ablative: These weapons are capable of dealing double *Toxic Chance: Has a percentage chance of causing Toxic
damage to objects. (1).
Automatic: You can choose to have disadvantage Point-blank: Melee attacks with this weapon have
on your hit to take 1 more die of damage. disadvantage but have their dice multiplied by 2. This
Balanced: This weapon makes the d10 value you weapon is capable of attacking in a cone equal to the
need to hit the Head become 9 and 10 and the Torso weapon's maximum range.
value become 7 and 8 in Body Location. Mauler: This skill allows the mauler on a crit to cause the
*Bleeding Chance: Has a percentage chance of causing Critical State effect and Confusion.
Bleeding. Meat Grinder: Whenever you roll a 6 on a damage die with
*Burning Chance: Has a percentage chance of causing a Meat Grinder, roll an additional damage die. Despite its
Burning. power, this weapon is clumsy and imposes a -2 penalty on
Burst: You can select one additional enemy beyond the your attack rolls. Turning on a Meat Grinder consumes a
first target. Whenever you select an enemy beyond the movement action.
first one, you receive a penalty of -2 on your attack roll for Rapid Reload: This weapon takes a move action to reload.
each one. You only roll the attack once and all the chosen Reload: This weapon takes an action to reload.
enemies must roll above your attack roll. Slow Reload: This weapon takes a full turn action to reload.
Chopper: To dismember an enemy you need to deal 20% Throwable: Allows the item that has this effect to deal
damage instead of 30%. damage when thrown.
Concealed: You gain a +5 to checks that involve concealing Two-handed: For this item to be used it needs you to use
your weapon. both hands.
*Concussion Chance: Has a percentage chance of causing
Concussion. * = 1d100 (2d10, where the first is the unit digit and the
*Grappling: Has a percentage chance of causing Grapple. second is the tens digit; a value of 0 or 00 means 100, and a
Heavy: This weapon adds half of your Strength to damage value of 1 or 00 means 1)
rolls.
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 2 3 1 X - X
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 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 2 5 4 - X -
Bohemia battle armor 3 6 4 X X X
*Edo battle armor 3 6 5 - - -
Heavy Oldegårdian armor 3 8 7 X X X

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

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

➢ 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 equal to your category (Minimum 1 and maximum 3) 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.
- Difference between Clothing and Tools: Clothing needs to be equipped to function; you can equip up to
2 pieces of clothing at a time. On the other hand, equipment needs to be held in your hands to
function.
➢ Equipment Kits: Equipment Kits allow certain actions that are not possible in ordinary ways and require
specialized tools for the occasion. The following Knowledge types have kits:

Equipment Kits Effects Do you need to


have the
Knowledge to use
it?
Surgeon Allows an ally of your choice to regress one step in their stage of Martyrdom.
Yes (Medicine)
Equipment You only have one use, and you recover it during a Rest Scene.
Thief's Makes it so that whenever you're picking a lock, you have advantage on the
Yes (Crime)
Equipment rolls.
Allows you to use the cooking action twice per action during a Rest Scene
Cooking Tools No
instead of once.
Craftsman Enables you to recover half of the items you used during the crafting process
Yes (Craft)
Equipment on a failed attempt.
Causes people not to recognize you properly, forcing them to pass a
Makeup DT5+Mind (Art) test to recognize you. Or gives you a bonus on your No
Diplomacy rolls equal to 1 + [Mind (Art)/2].
Allows you to use the Survival Knowledge in a body of water with marine life.
Fishing You roll a Mind (Survival) test and the GM rolls 1d20. If you roll higher than
No
equipments the GM, you catch a raw fish that gives 1 hunger and Poisoned. Cooking the
fish alone removes the Poisoned status.
Allows you to cure a chosen ally's amount of Fear Points during a Rest Scene,
Instrument Yes (Art)
equal to a [Mind (Art)]/5 test (Minimum 0).
Allows you to remove a negative effect from an ally by using an action during
Herbalism Tools Yes (Science)
a Rest Scene.
Diagrams See Crafting Materials section. Yes (Craft)
Special Accessories
Special Accessories are those that have something more than the norm, whether it's due to sentimental value,
historical significance, or extra-planar qualities, such as being magical or astral. Special accessories are categorized
as Accessories, but they have specific characteristics and are not available to players. This is because the items
presented, even though they may have a category, do not have rarity or quantified importance, as they are unique
for their own reasons.
That being said, when creating one of these items, you should first consider its form and how it presents itself. It
could be the severed head of a powerful ancient mage that communicates with you telepathically, or a knife given
to you by someone important during your childhood. Tools and clothing can transcend their normal forms and
become Special items, gaining unique properties either because they have gained significance or because they have
become stronger over time.
- Ritual Circles (Optional): As the GM, you can allow your players to forcibly ascend an item using Soul Stones.
This item automatically becomes a Special accessory and gains a special characteristic of the same or less
category as the transcended item. To ascend, a player must pay a number of Soul Stones equal to 10 times the
category of the ascended Tools or Clothing. Weapons and armor, however, cost 20 times instead of 10.
Special Characteristic Category Effect
Mod.
This item allows you to relax more than usual when you're near it. Whenever
Sentimental 1 you take a Rest Scene, you recover an amount of Fear Points equal to half
your Mind value.
This item gives you the ability to keep going even when everything seems to
say otherwise. Whenever you are at half your Health Points, you gain 1d4
Determinant 1
Health Points for each attack you successfully land. This effect ends once you
recover more than half your Health Points.
This item communicates with you, either because it is truly alive or because it
brings back memories of a better past. You have 4 charges, and you regain
Sentient 3 1d4 charges per Rest Scene. By spending one of the charges, you can gain
advantage on any Mind, Social, or Resistance tests (such as resisting
Terrifying Presence, resisting an attack, or forced tests).
This item is part of your body, just as you are part of it. This item grants you a
Feat or Spell that doesn't count towards your own Feats and Spells for the
Grafted 2
purpose of Level Up. If the item is removed, you lose the Feat and all the
benefits provided by it.
This item helps you in dangerous situations, defying the laws of reality or
Refractory 1
human beings themselves. You gain advantage on checks to end conditions.
This item brings you willpower, and more than that, it brings hope and
tranquility to your mind. You have advantage on Willpower tests, and once
per session, when you have a Phobia, you can make a Willpower (Mind) test
Unsubmissive 2
DC25 to temporarily remove your Phobia for an entire scene. The item's
advantage on Willpower tests does not apply when rolling the test to negate
the effects of the Phobia.
This item deals with forces beyond your understanding, preventing them
Enchanted 2 from distorting your mind. While holding this item in one of your hands, it
reduces the cost of your Spells by 2.
This item takes part of you, perhaps making you stronger but losing part of
the experience of living. You gain immunity to one of the following effects of
Artificial 3
your choice, but it's a one-time decision: Bleeding, Poisoned, Toxic, Burn,
Blindness, or Infected Part.
This item has flaws, but like you, it learns from its mistakes. Whenever you
Restructured 2 miss an attack or fail a Knowledge test, the next attack or Knowledge test will
have a modifier of +1 (up to a maximum of +4).
This item is a burden, but even the heaviest burden carries its
responsibilities. It allows you to choose one Atrocity Skill from the Deity
Cursed (Optional) 3
Aberrations list. If the item is removed, you lose the Atrocity Skill and all the
benefits provided by it.
Healing Items

Curative items are any items that bring benefits to players or those who use them. Therefore, anything that
enhances physical or mental capabilities, or even secondary attributes such as health and fear, is considered a
Healing Item. It is also possible for stronger curative items to be repeated in the same session, albeit with a higher
category. This means that the item appears in its upgraded version, with increased abilities and effects.
Name Category Effects
Antidote 2 You remove the Poisoned, Toxic, and Infected Part conditions.
Beer 0 You regain 2d4+2 Fear Points.
Beer Luxury (1) 1 You regain 4d4+4 Fear Points.
Blue herb 0 You regain 1d6 Health Points.
Blue vial 1 You regain 2d6+2 Health Points.
Light Blue vial (1) 2 You regain 4d6+4 Health Points.
Elixir of Body (2) 3 You regain 6d6+6 Health Points.
You gain an extra action for 1 turn, however when the effect ends you must use a
Brown vial 2
full turn action to rest.
Cloth fragment 0 Makes the DT of Medicine to stop the bleeding go from 15 to 10.
Bandages (1) 1 You remove the Bleed condition.
Dark blue root 2 You gain 1d4 Health Points per turn for 1d6 turns.
Green herb 1 You remove the Infected Part condition.
Green vial 1 You gain +1 on all checks you display Knowledge for until the end of your turn.
You get +4 on Reflex, Celerity and Strength, you also get the Withdrawal condition
Heroin 3
for Heroin.
Lavender 2 You gain 1d4 Fear Points per turn for 1d6 turns.
Orange vial 2 Your attacks deal +2 damage until the end of your next turn.
You gain +2 to Celerity and Reflex during a scene. After the scene ends, you have a
Pep Pills 1 -2 modifier to Celerity and Reflex until the next rest scene or until you take
another Pep Pill.
When used in conjunction with another healing item, the other healing item has
Red herb 0
one more die or increases the modifier by 1.
Tobacco 0 You regain 2d6+5 Fear Points. You receive the Withdrawal condition for Tabacco.
You regain 4d6+10 Fear Points. You receive the Withdrawal condition for
Marihuana (1) 1
Marihuana.
Vodka 1 You regain 6d4+6 Fear Points. You have the Nausea condition for a scene.
White vial 1 You remove the Poisoned and Nausea conditions.
Wine vial 2 You regain 6d4+6 Fear Points.
Yellow vial 2 Regains 1d4 Hunger Points.
Food

Food items are anything edible that can replenish your character's Hunger Points, but it doesn't
mean that it's always good for you to eat certain things. However, unlike other sessions and their
tables, food items replenish Hunger Points equal to their Category. If a food item is Category 0, it
may have an additional negative effect on the bearer, such as the need to make a Body test to avoid
becoming Nauseated or even Poisoned. Food items can come in different forms. For example, if

someone makes a Survival (Mind) test to find food and finds a Category 2 food item, they definitely didn't
stumble upon an apple pie in the middle of the forest, but rather a tasty fruit.
It's worth noting that food items can be found through Investigation tests in locations likely to have
food or through a Survival test. Food items can also be cooked during rests, and with a successful Craft
test, you can even increase the category of an item by 1 using materials such as salt, spices, and plants.

Crafting Materials

This section is more specifically dedicated not only to crafting items but also to diagrams. However, first, we need
to explain some basic concepts of the crafting mechanics in this system. Firstly, diagrams are pieces
of paper that detail how the construction works and the necessary equipment for an item. If you
choose a diagram as your starting item, you must assign this diagram to an item, whether it's a
Weapons, Armors, Accessories, Healing Items, Food or Miscellaneous. Once you have a diagram for
this item, you need the materials to build it. To construct an item, you need materials equal to the
item's Category + 2 in crafting materials.
Crafting items also have categories determined by the Game Master. However, these categories do not indicate the
rarity of the item but rather its usefulness in relation to the assigned diagram (e.g., a short sword has Category 1,
made of iron and wood. Therefore, a wooden stick and an iron tube in these cases can be considered as Category 1).
Some crafting items may have higher categories than the item in question, which means these items
are more suitable for construction than the preceding item and reduce the required quantities for
constructing the diagram equal to the Crafting Item's Category - Diagram Item's Category. [For
example, you can make a short sword with a wooden stick (Category 1) and an iron tube (Category 1),
but a broken short sword (Category 3) if repaired can be much better].
The crafting tests for each item depend on the Game Master, but generally, Category 0 have easy to
medium tests, Category 1 have medium to Hard tests, Category 2 have Hard to very Hard tests,
Category 3 have very Hard to almost impossible tests, and Category 4 have almost impossible to
impossible tests. However, just like having the right materials, the state of the diagram, the workplace,
and the time can influence these tests, they can also provide assistance.
Modifications: Modifications are an additional section within Crafting Materials, dedicated to item
enhancements and effect modifications. To add a modification, you must first have a modification diagram or
possess a Feat that grants you a modification diagram. Modifications themselves do not have categories, but when
added to an item, they increase the item's category (thus increasing the required amount of materials for its
creation), with a maximum increase of up to Category 4. A modification cannot be repeated on the same item.
Name Category Diagram Type Modifications
Modifier
This modification adds +2 to the defense and increases the penalty
Shielding 1 Armor
by 1.
Incendiary 1 Weapon or Trap Adds a 50% Burning Chance.
Poisonous 1 Weapon or Trap Adds a 50% Poisoned Chance.
Toxic 3 Weapon or Trap Adds a 50% Toxic Chance.
Barbed 1 Weapon or Trap Adds a 50% Bleeding Chance.
Powerful 1 Trap Adds a 50% Fractured Chance.
Lancinating 1 Trap Adds a 50% Light Sensitive Chance for 2 rounds.
Traction 2 Trap Increases a trap's damage by 3 more dice.
Lacerating 3 Weapon Adds Chopper.
Precision 2 Weapon Adds Accurate.
Counterweight 2 Weapon Adds Balanced.
Hidden 1 Weapon Adds Concealed.
Concussive 2 Weapon Adds a 50% Concussion Chance.
Weapon-Spear 2 Weapon Adds Long Range.
Resistance 3 Armor You add one type of resistance (Slashing, Piercing, Blunt).
Tactics 2 Armor The armor that has this modification reduces its penalty by 1.

Miscellaneous

Well, this section is for everything that doesn't fall under the other categories. Usually, it includes tactical
equipment or ammunition.
produce a red
smokescreen that will
Item Category Effect
signal your current
Increases Cargo Slots by position to everyone who
+5. Taking something out can see it.
Backpack 1
of the backpack requires a
You can fuel equipment
move action.
Gasoline that needs gasoline. It can
Gives you advantage on Canister / 3 also be used to ignite
Binoculars 1
ranged perception checks. Murky Vial locations or put 100% Burn
on a nearby enemy.
Allows sawing objects and
Bonesaw 0 The person is considered
limbs.
Grappled until they make
Gives advantage on checks a DT25 Strength (Fighting)
to break objects. Can be check to get out of the
Crowbar 0 Handcuffs 2
considered a Hammer handcuffs. To forcibly
with the Ablative effect. handcuff someone, you
Illuminates a straight line must make a Strength
8 squares long and 3 (Fighting) attack.
Flashlight 1
squares wide starting from Allows you to draw or
your position. Ink (Bottle) 3 write using this 500ml
Flare 2 Using an action, you can bottle.
light the beacon and it will
Causes an oil-soaked Trap Category Effects
enemy that is attacked by
Oil 1 something that deals fire When triggered, the
damage to have 100% target becomes
Fracturer 2
Burn. Fractured and takes
3d6 Blunt damage.
If thrown at a distance of
up to Body x 2 on an When triggered, the
enemy and hits, it deals target is automatically
Ornamental Sharp 2
3 1d6 fire damage and has a Bleeding and takes
Lantern 3d6 slashing damage.
Burn Chance (35%). Can
light up a 5-block radius When triggered,
centered on you. Incendiary 1 leaves the target with
If this liquid enters the the Burn condition.
body of a being, it is When triggered, the
Purple Vial 0
automatically Poisoned target has a 50%
(1). chance to
If this liquid enters the Landmine 3 Dismembered on only
Light Purple body of a being, it is one leg and 50% on
1 both legs. Deals 5d10
Vial (1) automatically Poisoned
(2). fire damage.

If this liquid enters the When triggered,


Purple Elixir leaves the target with
2 body of a being, it is Blinding 1
(2) the Blindness
automatically Toxic (1).
condition.
If this liquid enters the
Salmonsnake When triggered, rolls
3 body of a being, it is
Elixir (3) Foul-smelling 1 to track this enemy
automatically Toxic (2).
have a +3 bonus.
An acid capable of
corroding objects, it deals
Red Vial 2 3d10 damage if it touches Ammunition Category Weapon Type
something and has the
Ablative effect. Arrow 0 Short Bow, Long Bow

Rope 0 A rope that is 10 squares. Light Crossbow,


Bolt 0
Heavy Crossbow
A belt with pockets and
straps. Once per round, Low Caliber Pistols, Handguns,
Shoulder 0
1 you may draw or hold an Ammunition Submachine guns
Strap
item in your inventory as Medium Caliber Hunting Rifles,
a free action. 1
Ammunition Assault Rifles
Every place you sleep is High Caliber
Sleeping Bag 2 1 Sniper Rifles
considered normal. Ammunition
Can light up a 6-block Shotgun Shell 2 Shotguns
Torch 1
radius centered on you.
Gasoline Canister 3 Flamethrower
You can hold water or
Waterskin 0
other liquid.
Wooden Pole 0 A pole that is 3 squares

Mortals who do not possess mastery of magical grace must content themselves with their mundane
contraptions. After all, as evolved primates, they must learn to play with their sticks. – Enki Ankarian
Book of the Beasts
This section is mainly dedicated to cataloging and categorizing some common monstrosities in this F&H world.
However, it's important to note that it's possible to create your own monster using the rules shown earlier, and this
section serves primarily as a reference for creating both the creature's character sheet and for understanding how
these monsters should be created.
- Terrifying Presence: One of the rules that was not mentioned previously during monster creation is the
terrifying presence, as it is quite subjective and defines how frightening a creature is. Therefore, a level 3
creature can be more terrifying than a level 5 one; there are no strict rules governing this. Typically, if the
creature is not meant to be terrifying, consider using a number of d6 equal to the Monster's Level (minimum 1)
and set the Difficulty Test (DT) of Willpower (Mind) to half the damage received in Fear Points, which is equal to
15 + Monster's Level (minimum 1).
- Parts and their attacks: Some attacks have parts directly linked to them, which means that if the part is
dismembered, that attack can no longer be used. Whenever it says "one arm" or "one leg," it means you need to
choose which of your arms will perform that attack.
- Rank: The monsters in this bestiary do not have ranks since they use different characteristics to classify their
abilities, health, and damage. Therefore, they do not have a specific classification and their difficulty can vary
depending on the master.
- Attributes: All the attributes listed below for the monsters are presented as modifiers already halved.

Hound Beast

Health Points 10 (1d8+5)

Terrifying Presence 2 DT 10

Attributes Feats and Skills

Strength 2 - Ferocious attacker

Reflex 3

Body 1

Mind 0

Social 0

Celerity 5

Knowledges

Fighting and Athletics

Attacks (two Actions)


Pack (Special): If a Hound takes an action near another
Hound, both gain +1 on their Knowledge tests and attack
rolls for each Hound nearby (up to a maximum of 5).
Sprint (Move Action/legs): Dogs can sprint at 3×Celerity
instead of their regular Celerity.
Bite (Action/head): The Hound makes a melee attack
with Fighting (Reflex) that can be evaded. If the attack
hits, it deals 1d4 piercing damage and have Infected Part
Chance (25%).
Villager Human – Rher

Health Points 33 (3d10+15)

Terrifying Presence 1d8 DT 15

Attributes Feats and Skills

Strength 3 - Watchful or Tracker

Reflex 2

Body 1

Mind 4

Social 1

Celerity 2

Knowledges

Athletics, Fighting, Survival and Stealth

Special

Trapper (Action/One Arm): Trapper: If the Villager chooses this feat, they can, using an action, ensnare an
enemy within a distance of 5 times their Mind with a hidden trap. The chosen target must make a Coin Toss
test, and on a failure, they will suffer 5d6 damage to the leg and have a 50% chance of leg dismemberment (roll
1d4, 1-2 for right leg and 3-4 for left leg). After using this ability, it cannot be used again until the next day.

Attacks
Common Arsenal (Special): Villagers possess an arsenal of common weapons used in everyday life. Choose one
of the following weapon attacks to be the unique weapon attack that this Villager possesses: Staff, Cleaver,
Scythe, or Hunting Rifle.
Staff (Action/One Arm): The Villager makes a melee attack with Fighting (Strength) and, on a hit, deals 1d6+1
blunt damage. This attack has the characteristics Heavy (included in the attack), Inaccurate, and Long Range.
Cleaver (Action/One Arm): The Villager makes a melee attack with Fighting (Strength) and, on a hit, deals 1d6
slashing damage. This attack has the characteristics Bleeding Chance (25%) and Inaccurate.
Scythe (Action/One Arm): The Villager makes a melee attack with Fighting (Strength) and, on a hit, deals
1d4+2 slashing damage. This attack has the characteristics Agile (included in the attack), Balanced, and
Concealed.
Hunting Rifle (Full Turn/Arms): The Villager makes a ranged attack with Marksmanship (Reflex) and, on a hit,
deals 2d8 piercing damage. This attack has the characteristics Ammo (4), Balanced, Slow Reload, Two-handed,
and Range Reflex×4.
Priest Human

Health Points 36 (4d6+20)

Terrifying Presence 1d12 DT 16

Attributes Feats and Skills

Strength 1 - Pyromancy trick, Hurting, or


Blood Sword (just 1)
Reflex 4

Body 2

Mind 6

Social 3

Celerity 1

Knowledges
Occultism, Medicine, Survival, Investigation, Intuition,
Tolerance, Religion and Willpower
Attacks
Pray (Move Action/One Arm): The Priest can pray to a
deity and roll a Religion (Social) test against DT15. On a
success, they gain +2 in one attribute of their choice.
Cast Spell (Action/One Arm): The Priest casts one of the
spells they possess.
Inquisition (Full Turn/One Arm): The Priest calls for
reinforcements to aid them. Once per day, the Priest
summons another Priest (without the Inquisition attack)
or one Villager to help. The Priest's allies will arrive after
1d4-1 (minimum 1) turns.

High Priest (Optional): Priests are commonly


encountered spellcasters in Fear & Hunger games,
with few exceptions such as Father Hugo. If you
want to make this enemy more challenging, you can
grant them additional Spells or even Affinity skills,
making them a stronger entity. Keep in mind that
Priests are already formidable enemies on their
own, so this can make them even more dangerous.
Inhuman (Optional): Some Priests may be so
devoted to their deity that they take on inhuman or
aberrant forms. If you decide to give an aberrant
form to this creature, you can choose to give it 1 or
2 Atrocity Skills, thereby changing its enemy class
from human to inhuman.

The laws of the gods obey my favor - Enki Ankarian


Guards Inhuman

Health Points 72 (6d12+30) Defense 3

Terrifying Presence 3d8 DT 18

Attributes Feats and Skills

Strength 7 - Ferocious attacker or Strong


- *Tough Guy or *Armor Specialist
Reflex 6 - Bloodlust or one Atrocity Skill

Body 5 *Tough Guy: This feat, specific to this


creature, grants a bonus of +20 to its
Mind 1 life instead of the normal bonus.
*Armor Specialist: This feat, specific to
Social 1 this creature, grants a bonus of +3 to
Defense instead of the normal bonus.
Celerity 4

Knowledges
Intimidation, Tolerance, Evasion, Fighting and
Marksmanship
Special
Torture (Action/Weapon Arm): Once per Combat Scene,
the guard can unleash their warlike fury upon their
enemies. The guard forces a target to roll a Toss Coin; on
a failure, you dismember a limb of your choice
automatically, and the target receives three times the
damage caused by the guard's weapon.
Attacks (two Actions)

Tactical Arsenal (Special): Guards possess an arsenal of tactical weapons used in everyday your services. Choose
one of the following weapon attacks to be the unique weapon attack that this Guard possesses: Iron Mace, Long
Sword, Rough Sword, Shotgun, or Flamethrower.
Iron Mace (Action/One Arm): The Guard makes a melee attack with Fighting (Strength) and, on a hit, deals
1d8(1d10) Blunt or Piercing damage. This attack has the characteristics Concussion Chance (25%), Bleeding Chance
(25%), Ablative.
Long Sword (Action/One Arm): The Guard makes a melee attack with Fighting (Strength) and, on a hit, deals
1d8(1d10)+9 Slashing or Piercing damage. This attack has the characteristics Accurate, Ablative, Heavy (included in
the attack).
Rough Sword (Action/Arms): The Guard makes a melee attack with Fighting (Strength) and, on a hit, deals 1d12+9
Slashing or Piercing damage. This attack has the characteristics Ablative, Heavy (included in the attack), Chopper,
Inaccurate, Two-handed.
Shotgun (Action/Arms): The Guard makes a ranged attack with Marksmanship (Reflex) and, on a hit, deals 4d6
Piercing damage. This attack has the characteristics Ammo (2), Point-blank, Inaccurate, Slow Reload, Two-handed.
Flamethrower (Action/Arms): The Guard makes a ranged attack with Marksmanship (Reflex) and, on a hit, deals
6d6 fire damage. This attack has the characteristics Ammo (1), Ablative, Burning Chance (75%), Burst, Inaccurate,
Slow Reload, Two-handed.
Aberration Aberration/Inhuman

Health Points 76 (8d10+40) Defense 5

Terrifying Presence 5d8 DT 20

Attributes Feats and Skills

Strength 6 - Choose 5 Atrocity Skills


- Increase 2 attributes by 2 points
Reflex 7 and 1 by 1 points (You can choose
the same attribute as many times
Body 6 as you want as long as it doesn't
exceed 10)
Mind 1

Social 2

Celerity 8

Knowledges
Athletics, Fighting, Acrobatics, Stealth, Marksmanship,
Evasion and Tolerance
Special
Abyssal Power: Aberrations possess specific types of powers and can choose one from the following: Gazing into the
Abyss, True Domination, Pain and Only Pain.

Gazing into the Abyss (Full Turn/Eyes): When you gaze into the abyss, it watches you intently. The monster can
spend a Full Turn to reveal the true fear of humanity. Make a Toss Coin test, and on a failure, you suffer the damage
from the monster's Terrifying Presence again, without the opportunity to defend yourself.

True Domination (Once per scene/Full Turn/Arms): You learn who should be dominated and who should be ruled, in
the worst possible way. The monster can spend a Full Turn to demonstrate True Domination. You must make a Toss
Coin test, and on a failure, roll 1d10 and consult the body part location table to see which limb you have lost (If it
falls on the torso, you gain Bleeding and Fracture; if it falls on the head, you must make a Martyr test).

Pain and Only Pain (Once per scene/Full Turn/Arms: And it's the end, let your hope vanish and plead for mercy
from the Gods. Once per scene, the creature, with a free action, can force you to make a Martyr test.

Attacks (four Actions)


Heavy Punch (Action/One Arm): The Aberration makes a
melee attack with Fighting (Strength) and, on a hit, deals
2d6+Strength blunt damage.
Regeneration (Action/Especial Limb of GM choice): The
creature can make a Tolerance (Body) test and must
surpass the value of the last damage received in order to
recover Health Points equal to the last damage, thus
negating it.
Pocketcat Inhuman Surprise, it's
Health Points 110 (13d6+65) Defense 5

Terrifying Presence 10d6 DT 22


me. Pocketcat!
Attributes Feats and Skills

Strength 5 - Perceptive
- Twisted Skin
Reflex 15 - Watchful
- Haunting Voices
Body 1 - Charismatic
- Killing Intent
Mind 15 - Escape Plan

Social 10

Celerity 9

Knowledges

All

Special
Let's play (special): Pocketcat is an intelligent and mischievous being, not physically
harming people but rather targeting their inner selves. When a Combat Scene starts
against Pocketcat, all players receive a random Trick until the end of the scene
determined by 1d8. Anyone who fails to follow the Trick risks losing 3d6 Fear Points.
The Tricks are:
1 - At the end of each turn (whether yours or someone else's), you must imitate a cat.
2 - You must spell out your next action (correctly!).
3 - Whenever someone interacts with you, whether in or out of the game (but still
within the RPG context), you must speak in a child's voice.
4 - Every time someone successfully hits an attack, you have to stand up and applaud
them.
5 - Every time you successfully hit Pocketcat, you have to share an interesting fact about
something you know.
6 - Once everyone has taken a turn, you have to hug someone who accepts your hug (if Drawn by hanstrmoft
you can't hug anyone, it is considered that you didn't fulfill the Trick).
7 - You have to pretend to do something very embarrassing (even if it's a lie) at the end
of your turn, and you must stick to your word.
8 - Roll twice and perform both Tricks (Ignore result 8).
Attacks (Four Actions)
Talk (Action/Head): Pocketcat talks, and talks, and talks a lot. Everyone within 10 squares of
Pocketcat must roll Willpower (Mind) against the Diplomacy (Social) check or lose time, suffering
one of the conditions determined by 1d4: 1 - Confused, 2 - Surprised, 3 - Irritated, 4 - Lose 1d6
Hunger Points.
Pocket Scratch (Action/One Arm): Pocketcat gently scratches its pocket, and all players must vote on
who of the players should not act during that turn (in case of a tie, everyone can only take 1 action).
Jokes (Action/Head): Pocketcat talks about funny but morbid things, and it makes a Diplomacy
(Social) check against the target's Willpower (Mind) check. On a successful hit, the target loses 2d6
Fear Points.
Choose What You Want to Lose (Full Turn/One Arm): One player of Pocketcat's choice must flip a
coin. If it fails, they must choose a limb to be dismembered or take 10d6 damage and not lose the
limb.
A terrifying presence has entered the room...

Crow Mauler Inhuman

Health Points 117 (13d6+65) Defense 8

Terrifying Presence 8d12 DT 25

Attributes Feats and Skills

Strength 15 - Hard to Kill


- Flaggelant
Reflex 11 - Bloodlust
- Killing Intent
Body 10 - Piercing Strike
- Flock of crows
Mind 4 - Perceptive
- Dark Warrior
Social 4 - Strong
- Opportunity attack
Celerity 12
Unfortunately, I couldn't find the
author of this artwork. If anyone
Knowledges knows, I will urgently include it in
the next update.
Athletics, Fighting, Stealth, Tolerance, Occultism and
Evasion
Special
Penitence (special): When Crow Mauler reaches half of its health, all characters must roll a Toss Coin test. If they fail,
they had to make a Martyr test.

Increased Flock of Crows (special): Whenever Crow Mauler activates Flock of Crows, the damage increases by 2d4+2
per crow. If it manages to hit the head, the character is automatically inflicted with Blindness until cured.
Attacks (Six Actions)
Mauler (Action/One Arm): The Crow Mauler makes a melee attack with Fighting (Strength) and, on a hit, deals
3d8+15 (Strong included) damage. This attack has the characteristics Ablative, Bleeding Chance (50%), Chopper,
Heavy (included in the attack), Inaccurate, Mauler.
Cast Spell (Action/One Arm): The Crow Mauler casts one of the spells they possess.
Memories, Moments and Explanations
In this section, there are some explanations of certain things that were not well discussed in the other chapters.
These are things that can also be used to enhance your campaigns or even help create a campaign from scratch.
Here, we will list some Optional rules, NPC creation tables, Names based on birthplaces, and Tables to help create a
good story.

➢ You recover 1d6 of Mind every time you complete a


Rules Rest Scene in Easy, in Medium you recover 1d4-1, and
Value and Mod: Well, perhaps you may be wondering in Hard and Masochistic, you respectively lose 1d4 and
why all tests (without exception) use the modifier of 1d6 of Mind per Rest Scene.
an attribute instead of the attribute itself (Mod =
Bonus: Well, this part is difficult to explain. Basically,
Desired Attribute/2). Why not just use the modifier?
you cannot receive the same bonus from the same
Well, the answer lies in the sub-attributes of Health source, but you can receive the same bonus from
Points, Fear Points, and Hunger Points. It would be different sources. A good example is Clothing and
better if they were separated, not to mention that Tools. If you have a Clothing (+1 to Evasion) and a
mathematically, it would be easier within the system. Tool (+1 to Evasion), you will have +2 to Evasion.
Armors: Typically, armors are designed not to stack However, if you carry two Tools (+1 to Evasion), you
with each other, meaning it is impossible for you to will only have +1. And if you carry one Tool (+1 to
wear two heavy armors and add their defenses Evasion) and another Tool (+2 to Evasion), you will
together. However, if you intend to allow this in your have +2. Therefore, for bonuses to stack, they must
game, follow these rules: necessarily come from different origins. The example
given was Clothing and Tools, but this rule applies to
You first take the armors with the highest protection all others within the system.
that you are wearing and decrease their value by an
amount equal to the armor with the lowest defense, Days Without Sleep: A character can go one night
consulting the table to determine the amount of without sleeping without issues, although they do not
additional Defense gained. The Penalty value you will recover hit points and energy points. After that, they
receive is equal to the sum of the next armor's must make a Tolerance (Body) test per day without
penalty, and its weight is also added. You can only sleeping (DT 10+2 per previous test). Whenever you
wear 3 light armors, 2 medium armors, or 1 heavy fail, you advance one step in Martyrdom. If you reach
armor. For example, wearing 2 Oldegårdian armors the Sixth time, you faint from exhaustion and force a
will give you 10 Defense, -6 Penalty, and 18 Weight, Rest Scene, with your first action automatically being
and when combined with an additional Vinland plate Sleep (If you sleep in a critical moment, the GM may
armor, you will have 13 Defense, -9 Penalty, and 27 consider it as your character's death).
Weight. Prosthetics and Crutches: If you're having difficulties
VALUE ADDITIONAL with dismemberments and wish for them to become
DEFENSE less permanently punitive, or simply for aesthetic
purposes, you can implement the rule of Prosthetics
<2 4
and Crutches. All prosthetics and crutches have a
3-4 3
base Health Points of 24, and they replace the lost
5-6 2
limb. People who were born with a disability or
7> 1
without the limb are accustomed to the difficulties of
Increased Difficulty: If you're up for a truly
using crutches and prosthetics and do not receive any
challenging experience, you can try these rules:
penalties. However, people who are not accustomed
➢ You gain a total of 3 Feats per difficulty level, starting to using prosthetics may take years to adjust and will
from Easy and decreasing by 1 until Masochistic receive a penalty of 3/4 instead of a halving of arm
(minimum 1). and leg abilities (a wheelchair applies the penalty
➢ Enemies in the Easy difficulty always roll 1 less die
once for both legs). Prosthetic arms function like
(minimum 1), in Medium they have no additional
modifiers, and from Hard onwards, they receive +1 die
normal arms, but with a -5 modifier for people who
of damage for each difficulty level above Hard. In are not accustomed to using them. A broken
addition, the dice size changes according to the order prosthesis must be repaired with a Craft check (with a
below, decreasing 1 times for easy and increasing 1 difficulty equal to half the negative damage it
time for masochist. received) and a crafting item of category 1. If it
1 > 1d2 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 remains broken, it becomes unusable.
NPCs Generation 5 CreationTo build or make new things
Understanding that within the Fear & Hunger games, To explore, uncover, and
6 Discovery
NPCs come from a specific land, one of the main steps pioneer
to creating a good NPC is giving them an origin and 7 Education To inform, teach, or train
place of birth. You can choose this or roll on the table 8 Hedonism To enjoy all sensual things
below. To free oneself and/or
9 Liberation
others
Birthplace - Roll 1d8 To be virtuous, honest, and
10 Nobility
1 Abyssonia 5 The Kingdom of Edo courageous
2 Bohemia 6 Oldegård To organize and reduce
11 Order
3 Bremen Empire 7 Rondon chaos
Eastern 12 Fun To have fun, to enjoy life
4 8 Vinland 13 Power To control and lead others
Sanctuaries
To gain approval, status, or
14 Recognition
fame
Occupation - Roll 1d20
15 Service To follow a person or group
1 Acolyte 8 Occultist 15 Soldier To seek knowledge or
16 Understanding
Dark Yellow wisdom
2 Priest 9 Mage 16 Worker Self- To seek physical, mental, or
17
(Acolyte) (Occultist) improvement spiritual self-improvement.
3 Amnesiac 10 Outcast 17 Victim To redeem oneself from a
Bounty 18 Redemption problematic or erroneous
4 Aristocrat 11 Scholar 18
Hunter past.
5 Artisan 12 Outsider 19 Monster To protect the weak and
19 Protection
6 Criminal 13 Nomad 20 *Marrige defenseless.
7 Healer 14 Refugee To seek revenge against
* = (Roll d20 twice, ignoring result 20) 20 Revenge those who have caused
personal harm or injustices.

This way, besides having a better idea of how your


After creating characteristics, you can establish
NPC will look, you already have a possible origin and
values for them that align with their description or
even a backstory. Now you can further enhance your
even their personality. Therefore, you can presume
NPCs by adding the following characteristics:
that someone strong should have a high Strength and
someone unintelligent would have a low Mind. Here
are the following characteristics:
Marks – Roll 1d10
1 Scar 6 Piercing
2 Extravagant clothes 7 Birthmark Roll d6 High Ability
3 Unusual haircut 8 Accent 1 - Strength: Powerful, muscular, strong as a bull
4 Facial tics 9 Physical disability
5 Tattoo 10 Very tall or very 2 - Reflex: Reactive, agile, graceful
short 3 - Body: Resilient, robust, healthy
4 - Mind: Scholarly, experienced, curious
Age – Roll 1d10
5 - Social: Perceptive, persuasive, convincing
1 Very young age 6 Upper middle age
6 - Celerity: Fast, swift, proactive
2 Young age 7 Old age
3 Young adult 8 Very old age
4 Lower middle age 9 Elderly Roll d6 Low Ability
5 Middle age 10 Vulnerable
1 - Strength: Weak, skinny
Individuality – Roll 1d20 2 - Reflex: Clumsy, awkward

1 Achievement To become the best 3 - Body: Sickly, pale


2 Acquisition To obtain goods or wealth 4 - Mind: Stupid, sluggish
To bring all things into
3 Balance 5 - Social: Distracted, dull, boring
harmony
4 Beneficence To protect, heal, and mend 6 - Celerity: Slow, lazy, delayed
Useful knowledge: In a sentence, describe some of the Zion Nicole
knowledge that the NPC possesses that could be Joshua Arza
useful to the player characters. The NPC could know Castiel Ephrata
something as trivial as which is the best bar in town Adam Odaleia
or as important as who created the dungeon or an
essential clue to a mystery. The Kingdom of Edo
Names: Character names can vary depending on the Male Female
region and place of birth, but it's also worth noting Akira Akiko
that not all characters necessarily need names, and Naomi Ayumi
Kenji Emi
some don't even need to follow these naming rules.
Ayumi Hana
Roll 1d10 on the following tables to randomly receive
Ren Haruka
a name. Hiroto Kaori
Abyssonia Yuuma Keiko
Male Female Tanaka Kimiko
Aaron Zuri Akihiro Sayuri
Boryslaw Amara Hachiro Yumi
Egon Chiamaka
Germo Ayana Oldegård
Hillar Fayola
Male Female
Jaanus Bintu
Ragnar Astrid
Jurgen Dalji
Bjorn freya
Kuldar Jendayi
Erick Gunnhild
Lembit Abayomi
Ivor Ingrid
Margus Lueji
Arne Astralis
Sten Brynhildr
Bohemia Frode Var
Male Female Leif Skadi
Arnost Alzbeta Odger Yrsa
Bedrich Aneta Thors Liv
Dalibor Danka
Damek Krasna Rondon
Kafka Mirka
Male Female
Lojza Otka
Augustin Eloise
Novak Rusalka
Paul Adele
Reznik Vondra
Louis Camila
Venceslau Zdenka
Arthur Clemence
Zeleny Svetla
Victor Chloe
Nathan Agathe
Bremen Empire Nael Helene
Male Female Basile Genevieve
Herbert Sofie Charles lorraine
Simon Mia David Rosalia
Valentin Suyane
Lins Martha Vinland
Albert Heidi
Male Female
Jordan Evelin
Jake Isla
Ismar Bella
Connor Scarlett
Elias Mayla
Callum Harper
Levi Amelie
Kyle Ellie
Finn Norma
Reece Violet
Rhys Leah
Eastern Sanctuaries Damian Willow
Male Female Gagnon Skylar
Noah Abigail Morton Lydia
Gael Ada George Eden
Caleb Delilah
Isaac Ester
Asafe Eve
Ethan Ieda
Story Creation
Well, taking as an example all the Fear & Hunger stories and how they are structured, we can notice a certain
pattern that is often repeated, following the following formula: Presentation of a Scenario, a God that affects this
Scenario, and alternative endings. To improve both the Scene mechanics and facilitate the understanding of how
we will structure this story, think of it in the following way: Scenarios are sets of events and Scenes that occur
throughout a campaign, with several events unfolding alongside the main ones that occur from the first to the last
RPG session.
Now that we have everything pre-established, think about essential things for your story and fill out the Chronicle
Sheet. The filling happens as follows:
➢ First, you establish the date when the current events of your world will occur and the name of the region where they take
place. Next, you decide on the game style, whether it is more focused on combat and action or investigative and
mysterious. In this part, it is advisable to use
movie genres as descriptive terms for your

CHRONICLE SHEET
campaign, such as action, horror, mystery,
drama, comedy, etc.
➢ After that, you will provide an initial plot that
the characters must follow, keeping it brief for
easy understanding and follow-up. In the Main Era
Quest section, you will describe in more detail Local Name
how the missions will be, either in a single Game Style
sentence or in small topics. Initial Plot
➢ In the Allies, Enemies, and Antagonists section, Main Quests
you will list the characters that will be used to
go against or in favor of the players. It is best to
include only the names of the characters and
one characteristic to make them easy to
remember, without going into too much detail. Allies
The difference between enemies and
antagonists is that enemies will be creatures or
people who will attack without much purpose
or with trivial purposes. You should also not
provide too much detail about them, just list
Enemies Antagonists
their names (e.g., Guards from the first game or
Moonscorched from the second). Antagonists
are people who are clearly and objectively
against the protagonists, often presenting valid
arguments for their actions.
➢ In the Settlements section, you can list specific Settlements
locations that exist in the region where the
protagonists will be situated. This will make it
easier for you to remember the regions and
facilitate navigation between them. You can
also draw arrows to indicate which regions are
connected, helping you remember the paths to
reach each place. Protagonists Supporting Characters
➢ In the Side Quest section, you have the freedom
to create some missions that are not directly
related to the main quest but are useful for
rewarding the players. Finally, in
Particularities, you can include information
that is specific to your table, such as a GM's
homebrew or details about altered stories from
Side Quests
previous sessions.

What a beautiful narrative, splendid,


mesmerizing, and fervent chronicle
Particularities
presented before my misty view.
- Pocketcat
Appearance
Name: Eye color:
Age: Hairstyle:
Gender: Marks:
Draw of Character here Origin: Weight:
Phobia: Height:
Birthplace: type of clothing:
Health Current Fear Current Hunger Current
Max Health Max Fear Max Hunger

Attributes Feats and Spells Inventory


Strength Value

Mod

Reflex Value

Mod

Body Value Effects and Conditions

Mod

Mind Value Knowledges


10

Mod
7-8

Social Value 6 5

Mod Attacks
Name Bonus Damage

Celerity Value

Mod 3-4 1-2


Background important features

allies Enemies

Notes
Appearance
Name: Eye color:
Age: Hairstyle:
Gender: Marks:
Draw of Character here Origin: Weight:
Phobia: Height:
Birthplace: type of clothing:
Health Current Fear Current Hunger Current
Max Health Max Fear Max Hunger

Attributes Feats and Spells Inventory


Strength Value

Mod

Reflex Value

Mod

Body Value Effects and Conditions

Mod

Mind Value Knowledges


10

Mod
7-8

Social Value 6 5

Mod Attacks
Name Bonus Damage

Celerity Value

Mod 3-4 1-2


Background important features

allies Enemies

Notes

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