Fear and Hunger TTRPG
Fear and Hunger TTRPG
Fear and Hunger TTRPG
T h e u n o f f i c i a l t a b l e t o p r p g
SURVIVE AGAINST FEAR,
AGAINST HUNGER,
AGAINST THE INEVITABLE.
You are going to enter the dark, a blackness so pure that kills
the light it makes contact with, the type of shadows that
suffocates and taints your existence, making you wish for any
kind of warmth. You must do everything in order to survive no
matter the cost... How far will you go?
DISCLAIMER
This system is based on the World of Fear and Hunger created by Miro
Haverinen. The system contains themes of Nudity, Sexual violence,
Self-harm, Drugs, Explicit violence, Mental Health, Suicide, War and
Gore.
You are but a hopeless soul that found themself as a cog inside the machine of fear
and hunger.
CREDITS
Salvador - Graphic design, Game design, Layout design, almost everything in this
pdf.
Miro Haverinen - Creator of Fear & Hunger and our lord and saviour.
FONTS
Eczar -Almendra-Augusta -Blackshot -Bruised -Burn book -Century -Cristone
-CzechGotika -DarkSurfer -Essene Dingbats -Franklin Gothic -Gotteslob -Highlan-
der -Iron Horse -Gloucester MT Extra Condensed -Letter Gothic Std -Locatellus
-Lora -Metalmol -MingLiu -Minion pro -Mooners -Nemesis -Nueva std -Old Enl-
glish -Old Print -Onyx -Optimus Princeps -Orator std -Prestige Elite -RFC Vintage
Apothecary -Ruritania -Time new yorkers -Tumult -Wild Nemesis - Archsara -
Rand
THE FORCES OF NATURE
Those who came from the green hue also called the Older Gods, are entities that
existed at the dawn of time, worshiped by humans from their early years.
The Older Gods represent the most pure concept found in nature; Creation, destruction,
depths, mountains and the twisted truth that hides on the moonlight.
Even if some say that the Gods abandoned humanity a long time ago, their influence is
still strong as ever to this day.
Most of the history on this world is safe inside books, but one should take what they read
The continent of Europa is home to territories such as Rondon, which houses the “Dungeons of Fear
and Hunger“ ; The Vatican City, where the Ministry of Darkness resides ; The Eastern sanctuaries,
with the holy capital Jettaiah, where Alllmer the Ascended one was born.
Rondon is the heart of western civilization, being a kingdom that once was
a terrain in dispute by a lot of powers, they all united into one flag.
Inside Rondom lies The Dungeons of Fear and Hunger, a prison built above
ruins that alone tells the tale of an ancient and still corrupted past. Many
rumors surround the Dungeons; that they are a nexus for older gods to
communicate with humanity or that a heart of darkness hangs on a black
void on the deepest level of the dungeon.
At the capital, The Great library of Rondon resides, renowned for their
Gaelia is a highland territory
In the far north resides Oldegård; A coun-
on the north of Rondon. In the
try that stayed independent most of its
12th century, Gaelia was in
time, and home of Red maned warriors.
constant conflict with Rondon,
The harsh winters make their people’s
with the Gaelian warriors
iron will stronger than any other, making
holding greatswords that were
them popular for their valuable resour-
named “The king’s bane” becau-
ces that help them survive th e coldest of
se of their
winters.
effectiveness against the
Oldegårdians excel at being merchants
knights of the invading country
and sailors, being part of the few coun-
of Rondon.
tries who managed to reach Vinland not
The Ministry of Darkness resides in the Vatican city, a country found in the
south of Europa. Serving as a political and religious force, the Ministry of
Darkness is the central organism of Dark priests that promotes the wors-
hip of All gods, although, at some point in the Cruel age, the Vatican took
Alllmer’s church as principal worship. The Vatican City is also known by the
mobster movement that was born in the late Cruel age.
Eastern Sanctuaries is the heart of the eastern world, the sultanate holds
great importance to the history of humanity, being that Alllmer, the
ascended one, was born in the holy capital of Jettaiah, a hot spot for all
kinds of trading.
During the ruling of the dictatorial Sultan Nashrah the Great wizard of
the East, he made multiple campaigns, conquering terrains for the Eas-
tern Sanctuaries, only failing multiple times on the conquest of Edo, which
ended up in the creation of a territory inside of the Eastern Sanctuaries
called Yansa Aryuaban, where both cultures combined, being the Jizamu-
Voroniya is a country bordering the Eas- Edo is a country found in an
tern Sanctuaries, later to be known as island on the far east, in the
the Voroniyan Republic, Voroniya allied 8th century, they managed
with the Eastern Sanctuaries in the first to repel the various attempts
great war in the later years of the Dark of expansion of the Eastern
age, making war against the Bremen Sanctuaries. The samurai are a
empire class of warriors born from the
ways of Edo.
Near the borders of Voroniya and Bremen, you can find Bohemia. A Coun-
try that never stopped worshiping Old deities, being one of the central
parts of its culture, with the capital Prehevil built around the Moon Tower.
At some point in history, Bohemia has been a victim of crossfire between
Rondon and Eastern Sanctuaries.
T RA I T S
Skills - Resistances - Hexen - Passive abilities - ETC
Traits are the main character customization module, Traits change the
whole build of your character, as if they were pieces that you end up
combining in order to make your character.
Now that you have selected your base traits, you may roll your
PHOBIA
A A t t r i b ut es
character’s on the table of fears.
DC
Difficulty Class is the number you need to get or surpass when
rolling for: Attribute checks, Fear & Hunger saving throws, attacks,
etc.
5 Easy Difficult 14
The number of your Att is a modifier that adds or substracts to any dice roll that
requires it, and the maximum level you can reach is +20 and -20 for each att.
MINDPOINT
MINDPO INTSS - MP HIT POINTS - HP
Mind is the main resource for Hit points determine how many
casting spells, when reaching 0 damage you can survive. Some
mind points, your character will traits like Tormented soul’s first
get exposed to the danger of get- trait lets you roll a 1d6 and add
ting a FEAR LEVEL that to your HP.
You can restore Mind points by You can get Hit points by a lot of
resting, consuming mind healing means, one example is the use of
items,and partaking in activities blue herbs, or Flower magic.
like masturbation, books, etc.
EQUIPMENT
… Are you prepared for this trip? What do you stock up before traveling?
Stock on food - Make three rolls on the Your traits can give you equipment like
food table armor, weapons and other kinds of
Stock on medicine - Make three rolls items like books or medicinal herbs. The
on the Medicine table only limit is that you can only choose to
Stock on goods - Make three rolls on start with one kind of armor.
the loot table
HOBIAS
Phobias are what your character fears the most, they play a significant role as there are
situations where is do or die. When they are present, your character will suffer a
disadvantage, having to roll any dice twice, except damage, and selecting the lower result.
Nosophobia Erotophobia
Fear of disease and contamination Fear of sex and genitals
Necrophobia Zoophobia
Fear of the undead Fear of animals and beasts
Phasmophobia Teratophobia
Fear of ghost and ghastly figures Fear of monsters and malformations
Rhabdophobia Nictofobia
Fear of magic and otherwordly Fear of night and darkness
powers
T AB L E of F E A RS
d8
From left to right, or right to left, its up to YOU to decide.
get the result
bine the numbers to
Roll two d6 and com
ARMOR LIST
SHIELDS LIST
Shields raise your DC
If receiving critical damage, you can shatter your shield to subtract damage, the value
substracted is the same as the current DC you have, counting the shield before it breaks.
Shields go into the accesory slot.
Penance Armor
-7 ALL TYPE OF DAMAGE
CAUSES BLEEDING
PREVENTS LIMB LOSS
CAN’T BE TAKEN WITHOUT DYING
PREVENTS ANY KIND OF ACTION THAT NEEDS TO USE YOUR BODY
ACCESSORIES
Trinkets, baubles and artifacts… You might find them across your adventure.
ACCESSORIES LIST
ranged weapons need ammunition and can be used outside of the formal combat system.
As an action outside of combat, you must do either a Finesse check or an awareness check.
WEAPONS LIST
- Unarmed | +BODY | BLUDGE
- Knife | 1d4 + FIN | ONE HANDED SLASH/PIERCING
- Sickle/Hoe | 1d6 + FIN | ONE HANDED SLASH
- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
- Mail Breaker | 1d6 + FIN | ONE HANDED PIERCING | IGNORES ARMOR
- Sword | 1d8 + FIN | ONE HANDED SLASH/PIERCING
- Cimitar | 1d12 + FIN | ONE HANDED SLASH
- Rapier | 1d12 + FIN | ONE HANDED PIERCING
- Axe | 1d8 + BDY | ONE HANDED SLASH
- Mauler | 2d8 + BDY | TWO HANDED BLUDGE+PIERCING
- Morning Star | 1d8 + BDY | TWO HANDED BLUDGE
- Spear | 1d10 + FIN | TWO HANDED PIERCING
- Greatsword | 2d8 + FIN | TWO HANDED SLASH/PIERCE
- Sabbath | 1d12 + SOUL/MIND | ONE HANDED SLASH/PIERCING | EROTIC
WEAPON
- Sergal Spear | 2d10 + BDY | TWO HANDED SLASH/PIERCING | EROTIC WEAPON
- Blood sword | 1d12 + SOUL | ONE HANDED OTHERWORLDLY+SLASH | EROTIC
WEAPON
- Longinus | 2d10 + SOUL | ONE HANDED OTHERWORLDLY+PIERCING | EROTIC
WEAPON
- Red Virtue | 4d6 + MIND/FIN | ONE HANDED OTHERWORLDLY+SLASH/PIER-
Miasma
| 2d20 +5 | ONE HANDED OTHERWORLDLY + SLASH | BLUDGE | PIERCE | EROTIC |
Each time you kill someone, the game master does a hidden Mind saving roll.
It starts with 2DC but each time you succeed the roll, it adds a +1 to the dc.
IE: succeding the first 2dc mind savint throw will make the DC have a value
of 3 for the next time the game master rolls.
If failing the saving throw, your character gets into a frenzy, starting to
attack their allies. The frenzy stops when the rest of the party members die
or if the affected member gets defeated
FEAR & HUNGER
HUNGER will reach higher
levels as long as you don’t
feed yourself.
- RESTING
- Random Event.
- 3 Ingame Hours
after the last meal
A Hunger saving
throws is 17 DC.
there are some
factors that can
change the DC;
traits, accesories
and the main one
being food, which
LOWERS the DC.
Eating will lower
your HUNGER level
when succeding a
saving throw, if
succeding without
eating, you keep
the same level.
FEAR H U N GE R
Fear is manged
with levels.
From 1 to 4
- Getting critically
damaged by an enemy
that activates your
1 1
-2 of max - 1 of m a x
phobia
M in d poin ts B o d y P o i nt s
- Reaching 0 Mind
points
2
- Failing a Mind
saving throws
2 -3 of max Body Points
You are unable to wield
-3 of max Mind two handed weapons
points and Att The hunger affects your
To lower your aim, any ranged attack
level of fear, will have to be rolled with
disadvantage
there are different
methods, some are
part of traits, some 3
-5 of max Mind
3
-5 of max Body
items can cure levels of
points and att points
fear, but the main one is Learn Suicide: So- Lose the streng-
by RESTING. metimes its better
to go in your own
th of your legs,
you will have to
terms… crawl
4
Get Panophobia.
Fea
r of e
very
thin
g
4
-10 of max Body
If already with Panopho- points
bia, Do a body saving you are unable to
throw with a 18 DC, if walk, the next rest
failed, die of a heart attack without eating will
kill you
RESTING
Whenever the party feels
like they had enough ad-
venture and are in a safe
spot, they can rest. Some
traits give activities while
resting, which have their
own unique effect.
While resting, All party
members need to do a
Hunger saving roll.
Combat occurs with only one enemy at the time, the core game-
play of combat is about strategic DISMEMBERMENT .
with more than two enemies DISMEMBERMENT will
be anulated and enemies will have only the torso health pool.
V
UP
S
You start with 0
REVS.
For each round of
combat you get one
up.
you can use it to
enhance your attack.
There are skills and
spells that require
REVS to be used.
You can have up to
3 REVS
REVS.
Coin flip attacks most of the time are lethal or come with bad outco-
mes. When that happens, as the name implies, you have to choose head
or TAILS.
As with any coin flip, you can use a LUCKY COIN to increase your chan-
ces.
ENGTH|WEAKNE
R SS
ST
CRI IL
T | F A
On your attack roll, if succeed with a nat 20, you don’t need
to roll damage, just calculate:
Max dice number + Att + any other Mods you may have.
Brain flower | -3 Attack roll, you can only attack your allies
Nausea | if failed a hunger saving throw, your character will puke, suffe-
ring 2 points of damage
Critical state | The next attack you receive will deal max damage
Infected | one of your limbs is infected, if resting without taking care of the
infected wound, you will die of the infection
Fracture | -4 of max hit points, for any movement with the fractured bone,
first do a torment threshold saving roll
Bleeding | -1 hit points per turn, outside of combat loose 1 hit point per
hour, if resting without taking care of the bleeding, you will die.
Occultism, Theology and Magic in
theory and practice.
“ So m e s a y t h a t m a gi c i s t h e g i f t s o f th e g o d s , t h e
secrets that we uncover or the ones they told our
ancestors about… others say that magic is the way we
h u m a n s l e a r n e d t o h a r n e s s t h e l a w s o f t h e u n i v e r se .
T h e r e a r e m a n y t h e o r i e s a n d h i s t o r i c a l f a c t s th at t e l l
a bo u t t h e n a t u r e a n d p o w e r o f m a g i c , m ay b e t h e t r u t h l i e s
i n b et w e e n . ”
asymmetric circle
Sulfur- Leaves open space for the worst kind
of rituals
Some enemies have special souls, which turn into accessories that give
certain advantages or can unlock new traits, it will tell on the enemy’s
characteristics.
If a party member dies, one can absorb their soul on a soul stone,
using it as an accessory gives the soul trait that the deceased party
member had. Absorbing the soul of a deceased party member will
shatter the link between soul and body formed by the umbilical cord,
making it impossible to bring them back.
SOULSTONE COST:
Carving Skills: 3
Leaning spells: 1
Enhacing Attributes: 5
Discovering traits: 10
F louuer magic
FIRST AFFINITY CIRCLE
Pheromones - Release of pheromones that makes the opponent divert all attention to the target.
- Choose a living entity to get affected by the pheromones, All other entities are obliged to attack
that one affected and get advantage on roll by doing so.
Mind cost: 5
Loving Whispers - Concentrated whispers carried out by the older god Sylvian. Heals a considera-
ble amount of hit points. Precariously the whisper’s effects are solely based on Sylvian’s whims.
- Roll your hit point dice, heal that amount.
Mind cost: 7
Healing Whispers - Concentrated whispers carried by the older god Sylvian. Heals a considerable
amount of hit points for all the party members.
- All party members roll a 2d10, they heal the amount they roll individually
Mind Cost: 10
SECRET CIRCLE
Rebirth of the beloved - Using your blood, stain the corpse of your beloved one, as if it was a seed
to soil, look at how the body becomes a husk as your loved one emerges from the prison of skin.
The person who gets rebirthed gets the trait “Rebirth of the beloved” and comes back to life.
Blood magic
FIRST AFFINITY CIRCLE
Necromancy - Bring back life to where it once lingered. The bond between the body and the soul
must still be relatively fresh for the necromancy to work.
- Do a coin flip, if failed, the ghoul gets up and becomes aggressive, starting a combat.
- The reanimated Ghoul can be given a name and follows all of the necromancer’s orders.
Mind cost: 8
Blood Golem - Sacrifice blood to summon a golem that fights by your side temporarily. The golem
only takes orders from the one that gave birth to it. Requires 1 Rev Point.
- The blood golem can only appear in battle, it has 40 of hp, deals 1d4 of damage, if all arms are
removed, the ghoul will do 2 of tackle damage.
- The blood golem will disappear after battle
Mind cost: 5
Hurting - Create a devastating vortex out of your concentrated feelings of hurting and hatred.
Requires 1 Rev Point.
- Roll a 2d6 + Mind for damage
Mind cost: 7
Black Orb - A concentrated negative energy that can be hurled at your opponent multiple times.
The orb maintains its form only temporarily before the ill will disperses.
- Roll 3d20 + mind for damage
Mind cost: 15
MiracleS of providence
FIRST AFFINITY CIRCLE
Blood Sword - The blood of Alll-mer boils and rages even ages after his death. Just a drop sends
swords to the heart of his enemies. Summon a blood sword to wield in battle.
- Blood sword | 1d12 + SOUL | ONE HANDED OTHERWORLDLY/SLASH | EROTIC WEAPON
After battle, the sword dries up and disappears
Mind cost: 5
Inverse crown of thorns - A glimpse of the pain and suffering Alll-mer the ascended one endured
on the cross. Can you feel closer to the god this way?
- Causes instant death?...
Mind cost: ALL
Reveal Aura - Reveal the position of creatures with ill intentions in proximity of 15 meters
Mind reading - A moon magic that reveals the inner thoughts of your fellow humans.
Golden gates - A gift from the Moon God himself. Gain access to golden gates that lead you out
from madness and a world of deceit. A passive ability.
SECRETS OF RHER
Lunar meteorite - Summon a small piece of the moon. Requires a Rev point
- Roll 1d20 + Mind of BLUDGE and OTHERWORLDLY damage
Mind cost: 7
Lunar Storm - Summon various pieces of the moon. Requires two Rev points
- Roll 4d10 + Mind of BLUDGE and OTHERWORLDLY damage
Mind cost: 12
Black magic
FIRST AFFINITY CIRCLE
Needle worm - Harness the strength of a hundred leeches. The price is that you have to carry
them inside you as parasites…
- Deal 3d2 of damage to the torso, heal that amount
Mind cost: 5
Mastery over insects - Understanding of insects. You can hear and talk with insects of all sizes.
Flock of Crows - Call for three crows to peck on the eyes of your enemies
- Each crow attacks the eyes of the enemy with a DC of 11 and deals 1 of damage, if one of the
crows hit, apply blindness to the enemy, giving -5 to any attack roll the enemy does.
Mind cost: 10
Combustion - A talented wizard can control the heat in the atmosphere and create a large com-
bustion of fire and flames to devour their opponents. Requires 1 Rev Point.
- Deals 1d6 of fire damage to all limbs and leaves a burning status effect
Mind cost: 15
Scorched Earth - Scorch your surroundings completely to create an environment that greatly
enhances fire attacks. Requires 1 Rev Point.
- REQUIRES SECOND AFFINITY CIRCLE OF GRO-GOROTH
- Everyone gets burning status effect
- All fire damage gets duplicated
Mind cost: 9
Roots that reap - A talented wizard can generate a shockwave that travels underground and for-
ces sharp roots to push through the ground. Attacks all enemies. Requires 2 Rev Points.
- Do an attack roll with DC 12, Deals 1d12 damage to all targets
Photosynthesis - The process in which you use sunlight to create oxygen and energy to replenish
your health gradually over time. Requires sunlight obviously. A passive skill.
- Whenever you are resting outside during the day, replenish all hit points. In battle, you gain 1
hit point per turn
Mind flowers - Plant your personal seeds of brain flowers to a fertile ground. Freshly deceased
corpses being the most fertile of grounds. A brain flower replenishes sanity and mind.
- A brain flower stigma blooms after 3 hours of being planted, drying up the corpse.
Spontaneous Combustion - The highest form of pyromancy, Become the flame itself
- Receive 1d20 of fire damage for each turn, everyone who is near you receives 1d20 of fire dama-
ge
Heart flowers - Plant your personal seeds of heart flowers to a fertile ground. Freshly deceased
corpses being the most fertile of grounds. A heart flower replenishes the body and wounds.
- A Heart flower stigma blooms after 3 hours of being planted, drying up the corpse.
Vermin magic
FIRST AFFINITY CIRCLE
Rot - Rot the victim from inside out to make them vulnerable to attacks. Requires 1 Rev Point.
- the enemy affected by Rot receives + 1d6 of extra damage
Mind cost: 5
Mastery over Vermin - Gain the ability to talk to those who are often left unseen.
- Lets you talk with rats, crows, frogs and other smaller animals.
Flesh puppetry - Puppeteer severed limbs at your disposal to attack the enemy. You need sawed
off limbs to do this.
- you can use two severed arms, each arm deals 1d4 of damage
Mind cost: 3 each limb
Flock of Crows - Call for three crows to peck on the eyes of your enemies
- Each crow attacks the eyes of the enemy with a DC of 11 and deals 1 of damage, if one of the
crows hit, apply blindness to the enemy, giving -5 to any attack roll the enemy does.
Mind cost: 10
Mischief of rats - Summon a mischief of rats to disrupt the enemy. Rats spread confusion and
disease wherever they go.
- Deals 1d4 to all limbs and stuns the enemy for one turn
Mind cost: 15
RULES OF NECROMANCY
I know of the 1st
secret of Gro-goroth:
If I see, hanging
from a tree a dead
mans corpse, I wish
upon his soul and
bind it back to their
umbilical cord. And
then that corpse
will walk and speak
again with me.
1d4 1d6
• 1.1 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 1.2 - The floor starts to crumble… HEAD OR TAILS (you dictate how far they fall and
the damage)
1.4 - The place seems safe to rest, there is an unused ritual circle carved
• 1.3 - There is a bear trap. every player needs to do an awareness saving throw to
notice it, if failed, one of them must do a coin flip, if failed, the bear trap closes and
amputates A leg
• 1.5 - The party finds crates and barrels, roll 1d6 for the ammount of crates and barre-
ls
• 1.6 - The place seems safe to rest
• 2.1 - The party finds a strange gentleman with a purple cat mask…
• 2.2 - Suddenly a loud item gets thrown in the party’s way, clashing into the floor…
The party starts to get chased by a mob of enemies!
• 2.3 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 2.4 - Suddenly.. the place crumbles!, an enemy makes his entrance!
• 2.5 - The place seems safe to rest
• 2.6 - Suddenly.. The party gets ambushed!
• 3.1 - The party finds a chest! HEAD OR TAILS, if successful, roll the chest loot table, if
failed, roll the loot table.
• 3.2 - The place seems safe to rest. when the party least expects it, the crow mauler
appears!
• 3.3 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 3.4 - The party finds a lootable place! HEAD OR TAILS, if successful, roll the weapon
or armor table
• 3.5 - The place seems safe to rest, there is an unused ritual circle carved
• 3.6 - There is a bear trap. every player needs to do an awareness saving throw to
notice it, if failed, one of them must do a coin flip, if failed, the bear trap closes and
amputates the leg
• 4.1 - There is a lit fire pit, but it seems that the person who started it is gone
• 4.2 - The party can hear pulsations, anyone with at least +1 affinity to god of the
depths feels nostalgic
• 4.3 - The place seems safe to rest, there is a used ritual circle carved, the sygil is of
Vinushka, with a great pale tree that grows in the ritual circle.
• 4.4 - Suddenly a piece of glass gets thrown in the party’s way, clashing into the
floor… The party starts to get chased by a mob!
• 4.5 - The players find themselves with naked and rotten corpses, the putrid smell
makes them roll a torment threshold saving throw of 17 of Dc, if failed, they get the
Nausea status effect for one hour
• 4.6 - The place seems safe to rest, there is a ritual circle carved with the symbol of
Sylvian/Gro-goroth
Glossary
DC: Difficulty Class - The number you need to get or surpass when
rolling a dice.
1d66 - Roll two d6s and combine the result I.E: 1d6 (6) 1d6 (6) = 6.6