Fear and Hunger TRPG
Fear and Hunger TRPG
Fear and Hunger TRPG
Art by Letho-Arts
God of the Depths 33
Contents Rher 34
Rondon 6 Armors 43
Vinland 7 Accessories 44
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
"The Eastern Spirit lands, home of the Yellow Mage. A great land.
I love new kinds of magic, yet I hate the fanaticism of these men. - Enki Ankarian
Bohemia
Not much is known about Bohemia's history beside its past about the conflicts between Kingdom of
Rondon and Eastern Sanctuaries, other than that it is a relatively small and rural nation. There are no current
references to its flag or uniform, but the lion on one of the brass city
keys appears to be Bohemia's national animal.
Bremen Empire
A prosperous Europan nation, the Bremen Empire has marked itself as a force to be reckoned with over the course
of the two Great Wars.
Though it has an established nobility, its government has been rocked by populist movements culminating in
violence and domestic turmoil. This resulted in the appointment of Kaiser to the country's chancellorship, despite
his lack of prior involvement in national politics. After taking power on January 31, 1936, Kaiser quickly began to
expand the Bremen reign, uniting nearby nations under the new empire's banner and forming a special military
unit, "The Marching Men of the Night's Day".
Kaiser's rise to power escalated tensions between Bremen and the Eastern Union, eventually culminating in the
Second Great War. The Bremen Empire was suspected of various atrocities and horrors during its lengthy
campaigns, which aimed to conquer its neighbor, Bohemia. Eventually succeeding in this goal, Kaiser signed a peace
treaty with the Eastern Union in 1942, occupying the city of Prehevil to gain control over the "advanced electronic
network experiments" being conducted there.
Eastern Sanctuaries
A land to the east of Europa. The region's capital and holy city, Jettaiah, is a hotspot for trade
between the west and the east. A place where poverty and riches can be seen side by side in
streets filled with exotic scents from spice vendors, it is notable for being the birthplace of the
old god Alll-mer.
The Eastern Sanctuaries are referred to as a sultanate, at some point in history ruled
by Nas'hrah, an extremely power-hungry New God who led his lands into multiple campaigns
against the Kingdom of Edo during the 8th century, which proved to be fruitless expansion
endeavours. Regardless of his inability to conquer Edo, Nas'hrah's certain respect for the warring arts of his
adversaries led him to form Yansa Aryuaban, a new country inside the borders of the Eastern Sanctuaries that had
high-status war prisoners from Edo appointed as central figures and ordered to mimic the ways of Edo as closely as
possible, breeding a warrior class for the so-called 'eternal kingdom'. Although it took hundreds of years, ultimately
Nash'rah's wish was granted with the warrior class Jizamurai, born in the Yansa Aryuaban.
Nash'rah's cultural influence is also imprinted in the existance of the Yellow
Mages, a sect of magical practitioners who use otherworldly powers only to
their own benefit and to further their own agendas instead of dedicating their
lives to worship. Although their presence has been slowly fading over the
years, they still can be found revelling in chaos as their master's ideology
states.
The Eastern Sanctuaries' history of peculiar approaches to otherworldly
powers does not stop with Nas'hrah's followers, however - its spice
production goes much beyond food flavoring, as spice forges were widely
used by magick practitioners back in the day to customize the properties of
one's otherworldly skills. The eternal kingdom is also home to a sect of
sorceresses called the Virgin Mages, notorious for being the creators of
the Warding Sigil skill. Currently, the majority of local temples in the Eastern Sanctuaries have adopted Alll-mer as
their principal religion, mirroring a trend that has occurred across Europa.
In the twentieth century, the Eastern Sanctuaries formed the Eastern Union by partnering with the Voroniyan
Republic. Nevertheless, the region is currently experiencing ongoing internal unrest. The authorities' persistent
oppression of the populace has led to the emergence of numerous civil rights organizations, which frequently
organize protests. However, these demonstrations are often met with violent reactions from the military.
The Eastern Union became involved in the Second Great War when it was attacked by the Bremen Empire, which
hoped to expand into its occupied territory of Bohemia. Despite allying with the nations of Rondon and Oldegård,
the Eastern Union experienced devastating losses, prompting it to resort to enlisting child soldiers. As the morale of
its military collapsed, the Bremen Empire occupied and subjugated Bohemia, prompting the two nations to sign a
peace treaty. In doing so, the Eastern Union lost access to the network of bunkers it had constructed beneath the
Bohemian city of Prehevil, where it had been researching "advanced electronic network experiments".
An old warrior deity worshipped in the far reaches of the Eastern Santcuaries. Yggaegetsu seems to becoe more significant
during times of peace, when the warriors are left without purpose. Warriors of all kind would travel the world in search for
this deity, to challenge it to a duel, to give purpose to their otherwise meaningless existence continents. - Enki Ankarian.
Oldegård
The Kingdom of Oldegård was said to be described as being independent and that they
are known for their iron wills and advanced ships, which allows them to sail to the
unknown western part of the world.
Oldegård was said to have discovered the far away western continent, Vinland, in 1009.
During the twentieth century, Oldegård became involved with the Second Great War
event, which result it into the conflict against the Bremen Empire and a
necessary alliance coalition with Rondon and Eastern Union.
Your very own pinecone pig. It's an old The northern kingdom that has stayed independent for the most parts. Known for their iron
traditional children's trinket from the
northern land of Oldergård. You can craft will and advanced ships that sail even to the most western continents. - Enki Ankarian.
one by attaching 4 sticks to a pinecone and
adding a hint of love to the mix.
Rondon
A great western kingdom, known to be the center of western civilization. The Kingdom of Rondon
claimed to follow the will of the gods in its pursuit for more power, although it meets through the
difficult times with the development issues which caused the small mercenary army, also
known as Knights of the Midnight Sun to be originated from this kingdom with the use of
reign expansion. The kingdom is notable in that it houses the infamous Dungeons of Fear
and Hunger, which are used by the Rondonian monarchs and lords as a place to send their
convicted criminals to be housed in. However, they have since lost control of the dungeons because of
the darkness and the black that exudes from it and that it is uncontrollable and spreads its influence and
tendrils to anyone that dare set foot in the dreaded area.
Rondon is still functioning as a kingdom around 1940's; The kingdom dealt with involvement of the
Second Great War, causing to forge alliance with Eastern Union and Oldegård with conflict against
the Bremen Empire.
"The great western Kingdom of Rondon. The center of western civilization. It was once formed out of
hundreds of small warring nations and tribes to fight under one flag." - Enki Ankarian.
Vinland
Little is known about Vinland due to its distance from Europa and its incredibly
hostile environment. The land is known for being tainted by strange and unknown
deities, which have left the continent engulfed in a constant, gloomy
darkness. Vinland's soil is rocky and barren, preventing most plant life and making the
landscape resemble "a colorless black mass".
Vinland was not visited by anyone from Europa until the year 1009, when the first known
mention of the land was recorded by Oldegårdian sailors. Explorers from Oldegård, would
later visit the continent in 1577 in search of resources and treasures. Though many of
these explorers would be killed or driven mad by the otherworldly environment, the
survivors ultimately succeeded in recovering the Cube of the Depths. Explorers would
eventually nickname the continent "Wine Land" due to the amount of wine one needed to drink to
forget about their horrific experiences there.
Though Oldegård would eventually form a trade route would between Europa and Vinland, colonization efforts
struggled. By 1942, the continent has still not been explored or colonized in a great capacity. Luxuries native to the
continent, such as tobacco and "Old Vinland" whiskey, remain highly valuable.
Though Vinland has largely been described as being unsettled, the continent does appear to have its own advanced
native cultures, as is evidenced by the presence of warrior tribes in the northern parts of the continent.
The Creation of the Tormented
This part is dedicated exclusively to character creation and how it should be done. Therefore, some basic TRPG
concepts must be established, such as the use of dice, rolls, bonuses, attributes, character sheet, etc.
Thus, we come to the following interpretations:
- 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:
➢ 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
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.
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.
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.
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.
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).
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 - -
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:
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.
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
Terrifying Presence 2 DT 10
Reflex 3
Body 1
Mind 0
Social 0
Celerity 5
Knowledges
Reflex 2
Body 1
Mind 4
Social 1
Celerity 2
Knowledges
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
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.
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
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.
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...
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.
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.
Mod
Reflex Value
Mod
Mod
Mod
7-8
Social Value 6 5
Mod Attacks
Name Bonus Damage
Celerity Value
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
Mod
Reflex Value
Mod
Mod
Mod
7-8
Social Value 6 5
Mod Attacks
Name Bonus Damage
Celerity Value
allies Enemies
Notes