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THEY FEED ON FEAR: A Horror RPG is a stand-alone RPG system that allows the players to create and take control of Fear-Eaters, horrific inter-dimensional beings that sustain themselves by devouring the Fear/Essence of their victims. Players name their Fear-Eater and create their appearance, behaviour, background, and mythology. The players must then stalk their way through the world outlined by the game master, called the Provider. The Fear-Eater's goal is to sow discord, fear, and horror, all while avoiding the feeble attempts to end their rampaging unquenchable feast.

THEY FEED ON FEAR: A Horror RPG is a semi-cooperative narrative-driven roleplaying game where all but one of the players takes on the role of Fear-Eaters. The Fear-Eater's goal is to be the first to accumulate enough Essence to hibernate, mutate or ascend, depending on the Fear-Eater's constructed mythology.

The final player assumes the role of the game master, known as the Provider, and is in charge of describing the town's inhabitants and the surrounding environment.

Mechanically, Fear-Eaters are described by two pairs of Attributes, a pool of Essence, and a list of Abilities. During the game, players may specialize their Fear-Eaters by adding and upgrading Abilities and modifying Attributes as their legend unfolds.

What Is Needed To Play?
Players will need a writing utensil, a character sheet, a D12, a pad of paper (or similar), their twisted imaginations, and this rulebook, of course.

THEY FEED ON FEAR: A Horror RPG features the artwork of Alexei Vella, Trevor Henderson, Enoch Duncan, Shane Hunt, David Romero, Daniel Vega, Carlos Sánchez Polo, Aeron Alfrey, Watchful, Katya Reynoso, John R. Green, Leovincible, Jenyce Garay, Wipor Mont, Omega Black and François Launet.

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Published by apollogatto54, 2023-06-08 11:30:59

They Feed on Fear

THEY FEED ON FEAR: A Horror RPG is a stand-alone RPG system that allows the players to create and take control of Fear-Eaters, horrific inter-dimensional beings that sustain themselves by devouring the Fear/Essence of their victims. Players name their Fear-Eater and create their appearance, behaviour, background, and mythology. The players must then stalk their way through the world outlined by the game master, called the Provider. The Fear-Eater's goal is to sow discord, fear, and horror, all while avoiding the feeble attempts to end their rampaging unquenchable feast.

THEY FEED ON FEAR: A Horror RPG is a semi-cooperative narrative-driven roleplaying game where all but one of the players takes on the role of Fear-Eaters. The Fear-Eater's goal is to be the first to accumulate enough Essence to hibernate, mutate or ascend, depending on the Fear-Eater's constructed mythology.

The final player assumes the role of the game master, known as the Provider, and is in charge of describing the town's inhabitants and the surrounding environment.

Mechanically, Fear-Eaters are described by two pairs of Attributes, a pool of Essence, and a list of Abilities. During the game, players may specialize their Fear-Eaters by adding and upgrading Abilities and modifying Attributes as their legend unfolds.

What Is Needed To Play?
Players will need a writing utensil, a character sheet, a D12, a pad of paper (or similar), their twisted imaginations, and this rulebook, of course.

THEY FEED ON FEAR: A Horror RPG features the artwork of Alexei Vella, Trevor Henderson, Enoch Duncan, Shane Hunt, David Romero, Daniel Vega, Carlos Sánchez Polo, Aeron Alfrey, Watchful, Katya Reynoso, John R. Green, Leovincible, Jenyce Garay, Wipor Mont, Omega Black and François Launet.

Keywords: RPG,horror

47 PREY SELECTION When a Fear-Eater arrives at a location, the Prey do not immediately show themselves. The Fear-Eater must first, using the Roam and Hunt actions, discover them. Roam uncovers any type of local Prey including Animal, Civilian, Protector or Chosen Prey. Hunt, however, only uncovers Protector or Chosen Prey. If the Fear-Eater fails either action, it does not find any Prey. The Provider usually has a type of Prey in mind or a few premade Prey ready to use. However, it is up to the Fear-Eater to perform actions to seek out the Prey during an encounter. If the Provider does not have a type of Prey in mind, they can use the Discovery Tables to randomly determine what type of Prey a Fear-Eater discovers based on the Fear-Eater’s action. The Stalk action allows a Fear-Eater to travel to a previously-encountered Prey’s location. The Prey can be at a known location or a new one. If at a new location, the Provider can introduce it or work with the player to come up with one. PROTECTOR SELECTION When Fear-Eaters discover a Protector, the Community’s current Hysteria Level can have an effect on what type of Protector is discovered. Referencing the current Hysteria Level, the Provider can choose one of the possible Protector types using the Protector Selection Table. The Provider may forego this if it does not fit the narrative and choose a narratively suitable Protector. DISCOVERY TABLES ROAM ACTION D12 PREY TYPE 1-3 ANIMAL 4-7 CIVILIAN 8-10 PROTECTOR 11-12 CHOSEN HUNT ACTION D12 PREY TYPE 1-8 PROTECTOR 9-12 CHOSEN PROTECTOR SELECTION TABLE PROTECTOR TYPE HYSTERIA LEVEL 1 2 3 4 5 6 7 KIDS ON BIKES • • • • • • • CONCERNED CITIZENS • • • • • • • INVESTIGATORS • • • • • • MYSTICS • • • • • ORGANIZED RELIGIONS • • • • ARMED FORCES • • • SECRET SOCIETIES • •


48 EXAMPLES OF PLAY EXAMPLE #1 An example of gameplay between the Provider and a single Fear-Eater could run something like this: The Bestial Fear-Eater, the Gaunter (MvM: -2 PvE: +2 Essence: 20 DC: 5) decides to seek out Essence. The player devotes 7 Essence from their Fear-Eater’s Essence Pool as Encounter Essence, leaving 13 Essence in its Lair. The Gaunter Exits its Lair (Essence Cost: 0, Stress: 0), leaving a large cistern at the center of the town’s vast sewer system. The Gaunter then Roams (Essence Cost: 1, Stress: 2). The Gaunter now has 6 Encounter Essence remaining, and the Provider adds 2 Stress to the Fear-Eater’s running Stress Total. The Gaunter sniffs at the air, trying to acquire the scent of Prey. The player suggests a Physical challenge for the Roam action. The Provider agrees, setting the TN at 7. The player rolls an 8 and applies their +2 PvE attribute for a total of 10. The score exceeds the TN—a success! The Gaunter catches the Prey’s scent, dipping beneath the water and stretching its limbs towards the Prey. The impossibly long tentacles slither, encircling the human’s legs. The Provider rules that murky water hides the Gaunter’s limbs, putting the Prey at a disadvantage. The Provider grants the player, a Manipulation modifier, to use during the encounter. The Provider informs the player that the Prey is a Civilian urban explorer snooping around their Fear-Eater’s Lair. Although the urban explorer is an insignificant morsel of Essence, the Gaunter decides to make an example of them, protecting its Lair’s location. Still submerged, the Gaunter’s limbs continue slithering around the urban explorer’s legs. The Provider informs the player that the urban explorer has begun kicking at whatever is grasping their legs. Before devouring them, The Gaunter must discover the urban explorer’s Fear. The Gaunter performs a Physical Detect Fear action (Essence Cost: 1, Stress: 2). The Provider sets a TN 7 challenge (the urban explorer’s Physical TN). The Gaunter now has 5 Encounter Essence remaining and a Stress Total of 4. The Gaunter tightens the coils around the urban explorer’s legs and pulls them into the water. For this roll, the player applies their Fear-Eater’s +2 PvE attribute and chooses to apply their Manipulation’s +1. The Gaunter rolls a 5 providing a total of 8. The result barely exceeds the TN—but is still a success. The player’s forethought setting up a Manipulation paid off. The player rolls on the Fear Detection Table and discovers the Prey’s Specific Fear. Which is found in the urban explorer’s profile, that the Provider previously prepared: Decapitation. The Gaunter can now Drain the urban explorer’s Essence and knowing their Specific Fear grants +2 when generating Essence from the urban explorer. The player wants their Fear-Eater to devour the Prey. The Provider suggests a Physical Drain Essence action (Essence Cost: 1, Stress: 3). The Gaunter now has 4 Encounter Essence remaining. The Provider again uses the urban explorer’s Physical TN of 7 for the challenge. The player rolls a 12, and their Fear-Eater’s +2 PvE attribute raises it to 14. The score exceeds the TN—success! The Provider adds 3 Stress to the Fear-Eater’s running Stress Total and lets the player narrate the urban explorer’s final moments. Taking advantage of the urban explorer’s Fear, the Gaunter hauls the human up into the air. The Gaunter lets its Prey get a good look at its gaping maw, lined with row upon row of serrated teeth before engulfing their head, piercing their neck with its sharp teeth and slowly pulling away from their body, killing them outright. The Provider rolls a 7 on the Essence Generation Table and applies +2 for knowing the Specific Fear, raising the total to 9. The Provider rules the Gaunter Drains 4 Essence and, being so pleased with this gruesome display, rewards an additional Essence. The Gaunter performs a Return action (Essence Cost: 0, Stress: Varies) dragging the urban explorer’s corpse into its Lair and ending the encounter. The Provider rules that no Stress is applied since the sewer system is so secluded. However, because the Fear-Eater killed its Prey, the Provider adds the urban explorer’s 2 Stress to the Fear-Eater’s running Stress Total to represent members of the Community reacting to the urban explorer’s absence. The Gaunter started with 7 Encounter Essence, spent 3 and earned 5 Essence during the encounter, leaving with 9 total Essence. The player adds this to their Fear-Eater’s Essence Pool increasing its hoard from 13 to 22 Essence. During the encounter, the Gaunter accumulated 9 Stress. Using this total, the Provider refer- ences the Hysteria Conversion Table and rolls a D12 getting a 7, which exceeds the Hysteria Check value (4), so the town’s Hysteria does not increase.


49


50 EXAMPLES OF PLAY EXAMPLE #2 An example of gameplay between the Provider and a single Fear-Eater could run something like this: The Possessor Fear-Eater, Slaugh (MvM: +1 PvE: -1 Essence: 25 DC: 5) has decided to seek out and feed on Timmy, a previously encountered Chosen. Slaugh has Detected Timmy’s Universal Fear of Nature. Due to the prior interaction, Slaugh can easily find and Drain him but without modifiers when rolling Essence Generation. Slaugh needs to be close to its Prey to feed. The player decides to devote 7 Encounter Essence, leaving 18 Essence in its Lair. Slaugh Exits its Lair (Essence Cost: 0, Stress: 0) then Stalks (Essence Cost: 2, Stress: 3) to locate Timmy. Slaugh now has 5 Encounter Essence remaining and Provider adds 3 to the running Stress Total. The Provider discloses Timmy is at home, sleeping in his bed and rules part of the Stalk action includes traveling to Timmy’s house. Slaugh finds that all the entrances and windows are locked. The Provider rules a Physical action could force entry into the home—but that is not Slaugh’s modus operandi. Instead, the Fear-Eater wishes to start by intimidating the Prey. Slaugh bends reality to scratch at Timmy’s bedside window with nearby tree branches, earning a Manipulation. Slaugh then transforms the branches’ shadows to resemble a spider for another Manipulation. The player has accumulated 2 Manipulation modifiers to apply to future actions in this encounter. Timmy awakens from his slumber with a fright. To take advantage of Timmy’s frightened state, Slaugh enters Timmy’s bedroom by turning into a ghostly mist and seeping through gaps in the window sill. The player controlling Slaugh suggests an Ethereal challenge. The Provider agrees sets Essence Cost at 2 and 5 TN and adds 2 to the running Stress Total—perhaps a neighbor notices the Fear-Eater’s transformation into a mist. The player rolls a 5 and applies their -1 PvE Attribute for a total of 4. The score is less than the TN—a success! Slaugh has 3 remaining Encounter Essence. In its mist form, Slaugh enters Timmy’s nose and begins Draining his Essence. The player justifies that this is an Ethereal Drain Essence action (Essence Cost: 1, Stress: 3). Using Timmy’s Ethereal TN (6), the Provider issues an Ethereal challenge to Slaugh. As the player is about to roll, Timmy screams for his mother, and his mother rushes in and turns on the lights. Given this development, the Prey receives a Manipulation: Timmy is no longer alone; Timmy’s mother acts as an ally. Furthermore the lights cause Timmy to feel safe and less afraid—another Manipulation. The player applies these modifiers to Slaugh’s roll. Normally Slaugh would need to roll equal to or less than 6 to Drain Essence. However, with these 2 Manipulations in the Chosen’s favor, the player needs to roll equal to or less than 4 to succeed. The player applies their 2 Manipulation modifiers to augment their Fear-Eater’s PvE Attribute of -1, for a total of -3. The player then rolls a 9. Even with the -3 modifier the final score exceeds 4—a failure! Slaugh does not receive any Essence and has 2 Encounter Essence remaining. The Provider adds 3 to the running Stress Total but does not grant additional Stress as the Prey are unaware of the Fear-Eater’s presence. As seen here, the Provider sets difficulties and judges Timmy’s reaction. Feeling the encounter has failed, Slaugh dissipates and slinks back into its Lair (Return action, Essence Cost: 0, Stress: Varies). The Provider rules that no Stress is applied. Slaugh started with 7 Encounter Essence, spent 5 and earned 0, leaving 2 Essence, which returns to their Fear-Eater’s Essence Pool which increases from 15 Essence to 19—Slaugh lost 4 Essence. During the encounter, Slaugh accumulated 8 Stress. Using this total, the Provider refers to the Hysteria Conversion Table and rolls a D12. The Provider rolls a 6, which exceeds the Hysteria Check value of 4, so the town’s Hysteria does not increase.


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53 EXAMPLES OF PLAY EXAMPLE #3 An example of gameplay between the Provider and a single Fear-Eater could run something like this: The Protean Fear-Eater, Ka’Kaw, (MvM: 0 PvE: 0 Essence: 20 DC: -) has awoken from a 30-year slumber in a forgotten town hall sub-basement. Ka’Kaw’s hunger for the Essence of the young is so intense that the Fear-Eater must leave its Lair to satiate itself. Ka’Kaw’s player decides to devote 7 Essence from their Fear-Eater’s Essence Pool as Encounter Essence, leaving 13 Essence behind in its Lair. Ka’Kaw leaves the safety of its Lair (Exit Lair action, Essence Cost: 0, Stress: 0). Ka’Kaw also wishes to perform a Matter based Roam (Essence Cost: 1, Stress: 2). The Provider issues a TN 7 Matter challenge and Ka’Kaw succeeds rolling 4. Ka’Kaw naturally gravitates towards the local swimming hole. It has always been a profitable feeding spot. The Ka’Kaw’s player has introduced a new location but the Provider decides it does not quite fit the setting and interrupts modifying the scene for Ka’Kaw. It is a warm evening in early summer. The town’s youth are out enjoying the pleasant weather and looking forward to the rest of summer break. The pond Ka’Kaw knew is no longer there. During Ka’Kaw’s long slumber the town transformed it into a wooded park. The creek that once fed that pond still runs through it, crossed by a small footbridge, known by local teens as the “Kissing Bridge.” Ka’Kaw finds two Prey on the bridge. The Provider explains that one is named Sally—a cheerleader and one of the Chosen. Ka’Kaw decides to focus on Sally and ignores her companion. Ka’Kaw’s player chooses to make a Mind based Detect Fear action (Essence Cost: 1, Stress: 2). Ka’Kaw turns into a barely visible mist and seeps up through the bridge’s gaps from below. Coiling around the Chosen’s head and pressing up against her eyes, ears, and temples. Sally feels a harsh static shock as Ka’Kaw quickly sifts through her mind, extracting anything interesting. The Provider issues a TN 6 Mind challenge to Ka’Kaw’s player and they roll an 8—a success! Since it exceeds the TN. Ka’Kaw’s player then rolls to find out Sally’s Fear and discovers her Universal Fear of Mortality. Ka’Kaw decides to perform a Matter based Drain Essence action (Essence Cost: 1, Stress: 3) on Sally. Ka’Kaw’s player narrates the attack. Ka’Kaw remains a mist. Capitalizing on Sally’s Fear of Mortality, Ka’Kaw enters Sally’s nose and mouth, filling up her lungs. The cheerleader begins to suffocate. The Provider awards Ka’Kaw with a free Manipulation for its unique use of the Prey’s Fear. Unfortunately, the Prey has a Manipulation of their own. The Provider adds the Prey’s action to the scene. Sally’s companion attempts to assist by pushing her out of the mist and succeeds in toppling her to the ground. The wind, and the Fear-Eater, is knocked out of her. The Fear-Eater’s Manipulation and Prey’s Manipulation cancel each other out. The Provider issues a TN 6 Matter challenge to Ka’Kaw’s player, who rolls a 12—a Critical Failure! As a result, Ka’Kaw fails to Drain any of Sally’s Essence and she and her companion flee. As a consequence of the Critical Failure, the Provider decides that Ka’Kaw’s strange mist adds 10 Hysteria to the town. Ka’kaw’s player attempts to salvage the situation. Ka’kaw lets out an otherworldly howl, desperate and frustrated at its failure and the escaping Prey. Ka’Kaw expands its gaseous form a hundred-fold in an attempt to wrench the life-force of anything nearby. The player wants to perform a Siphon action (Essence Cost: 2, Stress: 4) to harvest Essence from any nearby Prey but is unsure of the attribute to use. The Provider decides to issue a TN 6 Ethereal challenge. The player succeeds with a 2. The Provider rules that Ka’Kaw receives 4 Essence from the Prey in the surrounding park. The Provider decides not to add Stress to the Fear-Eater’s running Stress Total since none of the Prey were truly aware of its presence and the howl could easily be attributed to an animal. Ka’Kaw has only 2 Encounter Essence left, so Ka’Kaw decides to Return (Essence Cost: 0, Stress: Varies) to its Lair. The Provider rules that no Prey Stress is applied since neither Prey were aware of the Fear-Eater’s presence. It might seem that Ka’Kaw failed the encounter, spending more Essence than it earned but now it knows of the existence of Sally, a Chosen Prey, who has a Universal Fear of Mortality. Ka’Kaw lives to feed another day—and next time Sally will be an easier target. During the encounter, Ka’Kaw accumulated 11 Stress. Using this total, the Provider refers to the Hysteria Conversion Table and rolls a D12. The Provider rolls a 9—well over the Hysteria Check value of 5—so the town’s Hysteria does not increase, except for the Critical Failure adding 10 Hysteria.


54 EXAMPLES OF PLAY EXAMPLE #4 An example of gameplay between the Provider and two Fear-Eater players could run something like this: The Bestial Fear-Eater, Ghozar (MvM: -1 PvE: +2 Essence: 25 DC: 6) wishes to feed on Reagan, a Chosen child. Reagan’s family has become aware of the Fear-Eater and engaged a religious institution to consecrate a barrier around the house. Ghozar has failed twice to penetrate the barrier (TN 8 Mind challenge, Failure: lose 2 Essence) and reluctantly Returns to its Lair. Ghozar Communes (Essence Cost: 0, Stress: 0) to telepathically communicate with the Possessor Fear-Eater, Rawhead (MvM: +2 PvE: -2 Essence: 26 DC: 5). Ghozar offers Rawhead half the total Essence gathered from Reagan in exchange for helping break down or breaching the barrier. Rawhead agrees and suggests they meet at a neutral location before Ghozar guides Rawhead to the Chosen’s house. Rawhead’s player has a new location in mind and suggests a defunct ice cream parlor just off the main street. The Provider likes this idea and adds the location to the Community. Before leaving their Lairs, both Fear-Eaters assign Encounter Essence, Ghozar assigns 8 Essence and Rawhead assigns 9. Before leaving their Lairs (Exit Lair action, Essence Cost: 0, Stress: 0) and making their way to the agreed-upon location, Rawhead wishes to take the initiative, so both players Roll for Initiative. Rawhead rolls highest, taking the initiative and arriving first. Rawhead arrives at the defunct ice cream parlor to find some Civilian teens loitering in the parking lot. Rawhead decides to perform a Siphon action (Essence Cost: 2, Stress: 4) to gather a small amount of Essence. Rawhead turns into a swarm of strange insects and begins to sting the teens, consuming a little bit of Essence with each puncture. The Provider issues a TN 6 Matter challenge. Rawhead’s player rolls a 3 and applies its MvM attribute of +2 to the result, giving them a score of 5. The score is equal to or less than the TN; therefore, a success! The Provider rules that Rawhead receives 4 Essence. No additional Stress is gained from the teen’s reaction as a swarm of insects can be easily explained away as natural. The swarm of strange insects scare away the teens. Ghozar arrives at the location and sees nothing of interest. Ghozar then Stalks (Essence Cost: 2, Stress: 3) to travel to the Chosen Prey’s house. The Provider rules this does not require a challenge. Rawhead simply follows and does not pay any Essence or increase Stress. Rawhead wants to generate a Manipulation by gathering information about the barrier through careful examination and testing. The Provider decides this costs 1 Essence and asks for a TN 7 Mind challenge, noting a Critical Failure may increase Stress and trigger the defenses. Rawhead rolls a 9 and adds its +2 MvM attribute for a total of 11—a success! The Provider lets Rawhead’s player know that bringing down the barrier is difficult, but creating a temporary breach could be achieved with some effort. Rawhead attempts to breach the barrier; the Provider decides this costs 1 Essence and failure adds 1 Stress. The Provider asks for a TN X Mind challenge. The player will apply their +2 MvM attribute and chooses to apply +1 cashing in their Manipulation. Rawhead rolls a 6 for a total of 9. The Provider informs the player that the result exceeds the TN—a success!—Rawhead breaches the barrier. Ghozar enters through the breach and easily finds Reagan. Ghozar instantly Drains Reagan’s Essence (Essence Cost: 1, Stress: 3) since it divined her Specific Fear previously. Ghozar Drains 8 Essence from Reagan, reducing her Resilience from 2 to 1. Rawhead eagerly watches as Ghozar Drains its Prey’s Essence. Rawhead uses its Mind aspect to perform a Penetrating Gaze (Essence Cost: 0, Stress: 2) to absorb additional Essence from the Prey necessitating a challenge. Rawhead’s player rolls a D12 applying its +2 MvM attribute, the player rolls a 9 for a total of 11. This exceeds the ability’s 8 TN—a success! Rawhead receives a point of Essence. Reagan is weak but still alive but Ghozar wants to finish her for good—she has been a thorn in its side for far too long. Ghozar Drains again (Essence Cost: 1, Stress: 3), Draining an additional 4 Essence, reducing her Resilience to 0 and Draining all of her Essence, killing her. In total, Ghozar Drains 12 Essence from Reagan and splits it: 6 for Ghozar and 6 for Rawhead.


55 As Ghozar finishes feeding, Rawhead decides to escape and close the breach behind it, trapping Ghozar within. The Provider decides this costs 1 Essence and an increase of 1 Stress on failure. The Provider asks for a TN 7 Mind challenge. Rawhead rolls an 8 and applies +2 for its MvM Attribute for a total of 10. This exceeds the TN—a success! Rawhead escapes closing the breach. Ghozar, unsurprised by Rawhead’s betrayal, attempts to breach the barrier to escape, as it is unprepared to face any more Threats. The Provider issues the same Essence Cost and Stress increase on failure and Mind challenge as Rawhead’s action. Ghozar attempts four times and fails each time, gaining 4 Stress and exhausting Encounter Essence, destroying Ghozar’s physical form and releasing its carried Essence. Ghozar reforms in its Lair before the next encounter. Meanwhile, Rawhead uses Stress Reduction (Essence Cost: 3, Stress: 3) to eliminate all the Stress it generated during the encounter. Rawhead passes and Returns to its Lair. It was a good night for Rawhead, 10 Essence generated and a competitor defeated for only 7 Essence. During the encounter, however, Ghozar accumulated 13 Stress. Using this total, the Provider refers to the Hysteria Conversion Table and rolls a D12. The Provider rolls a 4, which does not exceed the Hysteria Check value of 5, so the town gains 15 Hysteria.


56 EXAMPLES OF PLAY CALCULATIONS EXAMPLE #1 THE GAUNTER (MvM: -2 PvE: +2 Essence: 20 DC: 5) 7 Encounter Essence (13 Essence remaining in Essence Pool) 1. Exit Lair (Essence Cost: 0, Stress: 0) 2. Roam (Essence Cost: 1, Stress: 2) 3. Detect Fear (Essence Cost: 1, Stress: 2) 4. Drain Essence (Essence Cost: 1, Stress: 3) y Earned 4 Essence y Rewarded 1 Essence by the Provider 5. Return (Essence Cost: 0, Stress: Varies) 3 Encounter Essence Spent 2 Encounter Essence Left 5 Essence Drained/Gathered/Earned y Earned 4 Essence from Drain Essence y Rewarded 1 Essence by the Provider. The Gaunter accumulated 5 Stress. EXAMPLE #3 KA’KAW (MvM: 0 PvE: 0 Essence: 20 DC: -) 7 Encounter Essence (13 Essence remaining in Essence Pool) 1. Exit Lair (Essence Cost: 0, Stress: 0) 2. Roam (Essence Cost: 1, Stress: 2) 3. Detect Fear (Essence Cost: 1, Stress: 2) 4. Drain Essence (Essence Cost: 1, Stress: 3) y Earned 0 Essence 5. Siphon (Essence Cost: 2, Stress: 4) y Earned 4 Essence 6. Return (Essence Cost: 0, Stress: Varies) 5 Encounter Essence Spent 2 Encounter Essence Left 4 Essence Drained/Gathered/Earned y Earned 4 Essence from Siphon Ka’Kaw accumulated 11 Stress. EXAMPLE #2 SLAUGH (MvM: +1 PvE: -1 Essence: 25 DC: 5) 7 Encounter Essence (18 Essence remaining in Essence Pool) 1. Exit Lair (Essence Cost: 0, Stress: 0) 2. Stalk (Essence Cost: 2, Stress: 3) 3. Other - Mist Transform (Essence Cost: 2, Stress: 2) 4. Drain Essence (Essence Cost: 1, Stress: 3) y Earned 0 Essence 5. Return (Essence Cost: 0, Stress: Varies) 5 Encounter Essence Spent 2 Encounter Essence Left 0 Essence Drained/Gathered/Earned Slaugh accumulated 8 Stress.


57 EXAMPLES OF PLAY CALCULATIONS EXAMPLE #4 GHOZAR (MvM: -1 PvE: +2 Essence: 25 DC: 6) 8 Encounter Essence (17 Essence remaining in Essence Pool) 1. Exit Lair (Essence Cost: 0, Stress: 0) 2. Stalk (Essence Cost: 2, Stress: 3) 3. Drain Essence (Essence Cost: 1, Stress: 3) y Earned 8 Essence 4. Drain Essence (Essence Cost: 1, Stress: 3) y Earned 4 Essence 5. Other - Open Breach (Essence Cost: 1 Stress: +1 on Failure) y Fail 6. Other - Open Breach (Essence Cost: 1 Stress: +1 on Failure) y Fail 7. Other - Open Breach (Essence Cost: 1 Stress: +1 on Failure) y Fail 8. Other - Open Breach (Essence Cost: 1 Stress: +1 on Failure) y Fail 8 Encounter Essence Spent 0 Encounter Essence Left 0 Essence Drained/Gathered/Earned y Earned 12 Essence from Drain Essence actions y Divided 50/50 with Rawhead y Received 6 Essence y Encounter Essence reduced to 0 ffi Ghozar loses all Drained/Gathered/Earned Essence Ghozar accumulated 13 Stress. RAWHEAD (MvM: +2 PvE: -2 Essence: 26 DC: 5) 9 Encounter Essence (17 Essence remaining in Essence Pool) 1. Exit Lair (Essence Cost: 0, Stress: 0) 2. Siphon (Essence Cost: 2, Stress: 4) y Earned 4 Essence 3. Other - Create Manipulation (Essence Cost: 1 Stress: -) y Stress increase on Failure - Pass 4. Other - Open Breach (Essence Cost: 1 Stress: +1 on Failure) y Pass 5. Penetrating Gaze (Essence Cost: 0, Stress: 2) y Earned 1 Essence 6. Other - Close Breach (Essence Cost: 1 Stress: +1 on Failure) y Pass 7. Stress Reduction (Essence Cost: 3 Stress: +3 on Failure) y Pass 8. Return (Essence Cost: 0, Stress: Varies) 8 Encounter Essence Spent 1 Encounter Essence Left 11 Essence Drained/Gathered/Earned y Earned 4 Essence from Siphon y Earned 1 Essence from Penetrating Gaze y Received 6 Essence from Ghozar Rawhead accumulated 0 Stress. Total Stress: 13 Stress (Ghozar - 13 Stress) + (Rawhead - 0 Stress)


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60 APPENDIX A: RANDOM TABLES LORE If the player has a clear idea of their Fear-Eater’s details and does not need help creating their Fear-Eater, they can skip this section. If the player needs help creating their Fear-Eater, they may refer to the following random tables for assistance. NAME There is no random table for a Fear-Eater’s name. It is recommended that players invent their own or emulate something from the horror genre. ELDER TRUE NAME To create an Elder True Name for a FearEater, the player can choose or roll syllables from the following random table. Roll two D12, in succession, the first die roll refers to the column (the horizontal circled number), the second die roll refers to the row (the vertical number). The player can do this as many times as they wish when creating their Fear-Eaters Elder True Name. Players may rearrange syllable order, eliminating ones they dislike. For Example: Mog-Nok-Goth (5,3/1,6/9,4). Ka’Yog-Rah-Tep (1,1/2,8/3,9/2,10). Og’Yoth-Ka’Va (10,7/8,7/1,1/7,11). Og’Sha-Ha-Gha’th (10,7/3,3/4,4/6,5/2,4). Nyct-Ho-Goth’og (10,3/10,4/9,4/10,7). Sog-Yad-Thar (2,2/9,3/8,9). Nul-Tuul-Yad (7,10/1,4/9,3). Ctog-Dar-Thoa-Rah (12,12/11,7/11,6/3,9). Zar-Xuul (1,8/4,8). Yad-Zoth-Nod (9,3/7,2/8,2). ELDER TRUE NAME TABLE D12 1 Ka Tha Nur Gur Yug Ash Niz Val Dag Ion Has Dhu 2 Cth Sog Rox Mhu Shub Ub Zoth Nod Ja Yeb Ez Min 3 Kaw Oth Sha Yth Mog Bo Kth Hyp Yad Nyct Eth Cyn 4 Tuul Th Irc Ha Rak Za Or Har Goth Ho Om Glys 5 Kor Gol Nid Gor Ath Gha Ozt Kyha Noh Gro Veg Cya 6 Nok Tho Xir Mril Nug Li Lig Vor Hor Mor Thoa Bock 7 Tor Aza Ixr Ril Na Noth Ast Yoth Dyth Og Dar Hun 8 Zar Yog Hub Xuul Suk Ze Lun Kuul Han Xan Lor Gnu 9 Da So Rah Nya Tru Yho Ta Thar Ios Tal Alla Bya 10 Gon Tep Lu Shab Cha Deh Nul Vad Nos Yag Lah Hort 11 Nac La Thu Rath Ulz Nag Va Dos Yom Lhu Grah Lor 12 Sho Nor Yod Bra Hly Yib Ryx Qa Mag Tur Dy Ctog


61 ESSENCE TYPE To determine what type of Essence a FearEater prefers Draining from its Prey, players can choose or roll a D12 below: END GOAL To determine a Fear-Eater’s End Goal, players can choose or roll a D12 below: ESSENCE TYPE TABLE D12 RESULT 1 Emotions – Fear, Misery etc. 2 Innocence 3 Youth 4 Blood/Fluid 5 Intelligence 6 Soul/Spirit/Magic 7 Flesh/Meat/Viscera/Organs 8 Vitality 9 Memories 10 Creativity/Positivity 11 Bones/Bone Marrow 12 Dreams END GOAL TABLE D12 RESULT 1 Hibernation 2 Ascension/Godhood 3 Domination/Human Subjugation 4 Attain True Form in this Dimension 5 Open an Interdimensional Portal 6 Procreation/Feed Offspring 7 Satiation 8 Devour Town/Location 9 Infiltration 10 Annihilation 11 Freedom 12 Unknown


62 D12 1 Razor/Sharp Teeth Multiple Tongues Featureless Face 2 Chattering Teeth Lash/Tendril Tongue Elongated Head/Face 3 Fangs/Long Fangs Spike Tipped/Spiked Tongue Upside-down Head/Face 4 Toothless Stinger Tipped Tongue Animal Head/Face 5 Jagged Teeth Suction Tipped Tongue Large Forehead 6 Rows of Teeth Pincer Tipped Tongue Skeletal Head/Face 7 Mandibles/Pincers/Proboscis Tentacle Tongue Large Bulbous Head 8 Exposed Teeth Forked Tongue Hollow Head/Face 9 Overbite/Underbite Long Tongue Multiple Heads/Faces 10 Long Teeth No Tongue Skinless Head/Face 11 Small Thin/Needle Teeth Fluorescent Lure Half Head 12 Tusks/Horns Trunk Bisected/Split Head D12 1 Mouthless/Jawless Empty Eye Sockets/Eyeless Bipedal (2 Legs) 2 Leech Mouth Sunken Eyes Quadrupedal (4 Legs) 3 Multiple Mouths Large/Bulging/Globular Eyes Multiple Legs 4 Inner Jaw/Mouth Beady/Small Eyes Trailing Torso 5 Chest Cavity Mouth/Maw Eye-Ridden Body Floating Head/Spine/Body 6 Vertical Mouth Multiple Eyes Headless/Bodiless 7 Mouth Slit/Hole Cycloptic/Single Eye Skeletal Limbs 8 Mouth Encircling Head Luminous Eyes Tentacles 9 Fleshless Jaw/Exposed Gums Insect Eyes Trailing Veins/Tendrils 10 Expandable Jaw Eye Slits/Holes Long/Bony Fingers 11 Unfurling/Spiral Jaw Antenna Stalks Long Talons 12 Sinister Grin Vertical Eyes Sharp Claws PHYSICAL APPEARANCE To create a Fear-Eater’s appearance, players can choose or roll features below. Roll two D12, in succession, the first die roll refers to the column (the horizontal circled number), the second die roll refers to the row (the vertical number). The player can do this as many times as they wish until they are pleased with their Fear-Eater’s appearance. Players may eliminate any features they dislike or that interfere with one another.


63 D12 1 Long/Thin/Bony Limbs Emaciated Body Spiral-Ridden Body 2 No Limbs/Arms/Legs Tall/Lanky/Skinny Body Furry/Hairy Body 3 Multiple Limbs Elongated Body Pincered Torso 4 Vestigial Limbs Short Body Plantlike Appendages 5 Insect Limbs Fat/Heavy Body Luminous Orifices 6 Asymmetrical Limbs Serpent Body Exposed Organs 7 Segmented Limbs Giant Body Childlike 8 Spiked Limbs/Body Skeletal Body Long Thinning Hair 9 Spikes for Hands Contorted Body Mechanical Features 10 Hooks for Hands Segmented/Centipede Body Plantlike/Fungal Features 11 Hands for Feet Crawling/Slithering Body Asymmetrical Features 12 Wings Amorphous Body Animalistic Features D12 1 No Nose No Ears Skinless Flesh 2 Skeletal Nose Small Ears Slimy/Moist Flesh 3 Nostril Slits Ear Slits Bony Flesh 4 Long Nose Pointy Ears Scabby/Textured Flesh 5 Beak Bat Ears Bloody Visceral Flesh 6 Snout Tail/Multiple Tails Rotting/Decaying Flesh 7 Neck-Mouth/Throat-Mouth Spike Tipped Tail Ghostly Visage 8 Segmented Neck Stinger Tipped Tail Bumpy/Holey Flesh 9 Long/Thin Neck Suction Tipped Tail Glitching Flesh 10 Endless Neck Pincer Tipped Tail Luminous Flesh 11 Short/Wide Neck Peeling Skin Semi/Transparent Flesh 12 Membrane Frilled Neck Writhing Wormy Flesh Pulsating/Throbbing Flesh


64 D12 1 Strange Disc Bone/Bone Fragment Monkey Paw 2 Coin/Button Skeletal/Mummified Remains Collection of Teeth 3 Cube/Block Skull Egg(s) 4 Orb/Sphere/Globe/Ball Corpse/Animal Carcass Nest 5 Impossible-Sided Polyhedron Preserved Organ Cocoon 6 Archway/Gateway Living Organ Seed/Bulb 7 Door/Stairway Nowhere Beating Heart Pod 8 Altar/Pulpit Fleshy Mass Plant 9 Puzzle Box Eyeball(s) Root 10 Jack-in-the-Box Severed/Shrunken Head Ancient Tree 11 Music Box Severed Hand/Foot Crystal Ball 12 Tusks/Horns Trunk Bisected/Split Head D12 1 Chest/Crate Old/Disposable Camera Stone/Rock/Stone 2 Wardrobe/Cabinet Creepy Magazine/Comic Book Seeing Stone 3 Grandfather Clock Television Fossil 4 Mirror Cursed VHS Tape Conch Shell/Sea Shell 5 Chair/Rocking Chair Video- Game Cartridge Crystal/Gem 6 Furniture Item Old Computer Server Meteor 7 Lockbox/Safe Floppy Disk Space Debris 8 Old Watch/Pocket Watch Old Telephone Coffin/Tomb 9 Glasses/Monocle/3D Glasses Video Camera Tombstone/Gravestone 10 Old Wheelchair Cursed Film Reel Ancient Tablet 11 Painting/Drawing/Photo(s) Old Record Player Scroll 12 Blob/Ooze Cursed Record Disc Book/Tome OBJECT OF POWER To create an Object of Power for a FearEater, players can choose or roll below. Roll two D12, in succession, the first die roll refers to the column (the horizontal circled number), the second die roll refers to the row (the vertical number).


65 D12 1 Lantern Toy Playhouse/Doll House Wand 2 Bell Unreleased Toy Prototype Small Pyramid 3 Urn Soft Toy Radio Tower/Aerial Tower 4 Canister/Jar/Bottle/Vessel Ventriloquist Dummy House/Building 5 Cauldron Doll/Poppet Automobile/Car 6 Embalming Tool/Table Hand Puppet Statuette 7 Cursed Cradle Animatronic Puppet Statue/Gargoyle 8 Ancient Weapon/Sword Voodoo Doll Monolith 9 Athame/Ceremonial Blade Flesh Doll Monument 10 Scepter Fetish Doll Icon 11 Old Revolver Wooden Stick Figure Eternal Flame/Candle 12 Antique Silver Syringe Carved Figurine Shroud D12 1 Strange Key Computer Strange Mechanical Device 2 Collection of Old Keys Toilet Old Radio 3 Old Undelivered Letter Reliquary Old Cassette Tape Player 4 Mask Phylactery Cursed Cassette Tape 5 Cane/Canes Dress/Gown Fortune Telling Machine 6 Hook Suit Circus Caravan/Trailer 7 Claw Basket Arcade/Pinball Machine 8 Magic Circle/Pentagram Brooch Merry-Go-Round Animal 9 Effigy Ring Foghorn 10 Totem Cursed Locket Cursed Scarecrow 11 Sigil/Symbol/Glyph/Rune Cursed Cross Antique Writing Utensil 12 Extraterrestrial Object Amulet/Pendant Ornate Pipe


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68 D12 1 Church Basement Island Retreat Shipwreck 2 Church Steeple/Bell Tower Lake/Pond/Swimming Hole Historic Naval Ship 3 Synagogue Basement River/Creek/Brook Houseboat 4 Graveyard Mausoleum Bridge/Under Bridge/Culvert Riverboat 5 Crypt/Catacombs Beach Old Well 6 Cemetery/Pet Cemetery Coastline/Seashore Sewer System/Sewer Cistern 7 Sacred Burial Ground Harbor/Pier Sewage Drain 8 Morgue Cove Forest/Wood/Glade 9 Funeral Home Swamp/Bog Masonic Lodge/Temple 10 Crematorium Lighthouse Public/Swimming Pool 11 Old Folks/Retirement Home Dock/Dock Yard Summer Camp Ground 12 Dam Small Boat/Yacht Park D12 1 Playground Warehouse Shopping Mall 2 Abandoned Carnival/Circus Office Building Chinatown Shop 3 Amusement/Theme Park Factory Occult/Magic Shop 4 House of Mirrors Power Plant Book Store 5 Arcade Hotel/Motel/Inn Antique Shop 6 Zoo Police Station Convenience Store 7 Family Entertainment Center Prison/Jail Butcher Shop 8 Video Rental Shop Old Fort Grocery Store 9 Theater/Cinema Hospital Flea Market 10 Amphitheater Asylum/Psychiatric Hospital Gas Station 11 Conservatory Sanatorium Toy Store 12 Observatory Laboratory Comic Shop LAIR To create a Lair for a Fear-Eater, players can choose or roll below. Roll two D12, in succession, the first die roll refers to the column (the horizontal circled number), the second die roll refers to the row (the vertical number).


69 D12 1 Music Festival Grounds Orphanage House 2 Water Tower Elementary School Basement Old Mansion/Manor 3 Fire Watchtower University Basement Cursed Apartment 4 Radio Station Sorority House Infinitely Expanding Room 5 Trailer Park Fraternity House Sawmill 6 Cabin/Shack in the Woods College Dormitory Highway 7 Old Shed/Hut Library/Basement Long Stretch of Lonely Road 8 Farm/Barn Museum/Basement Cursed Road Intersection 9 Pig Farm Town Hall Old Railway Station 10 Silo Concert Hall Old Subway Station 11 Field/Crop Field Stadium/Sports Center Dark Alleyway 12 Construction Site Art Gallery Basement Ghost Town/Abandoned Village D12 1 Restaurant/Diner Military Base/Facility Old Bunker/Fallout Shelter 2 Bar/Pub/Tavern Windmill Backroom 3 Cottage Cave/Cavern Outhouse 4 Dark Tunnel Wooded Trail Underneath Bed 5 Deep Hole/Sink Hole Trailer & Boat Graveyard Closet 6 Mine/Mine Shaft Junk/Scrap Yard Attic 7 Quarry Self-storage Facility/Unit Basement 8 Ravine Foundry Cellar 9 Behind Waterfall Distillery Underground Parking Lot 10 Stone Circle/Standing Stones Drive-In Empty Parking Lot 11 Shrine/Temple Barbershop Mirror/Reflection World 12 Strange Ruins Washroom/Washroom Stall Hellmouth


70 PREY If the Provider has a clear idea of the Prey and does not need help creating them, they can skip this section. If the Provider does need help creating the Prey, they may refer to the following 2 random tables for assistance. CLASSIFICATION To create a human Prey’s broad description or classification, the Provider can choose or roll below. Roll two D12, in succession, the first die roll refers to the column (the horizontal numbers), the second die roll refers to the row (the vertical number). FEARS To create a human Prey’s Fears, the Provider can choose from or roll a D12 below. The Provider can roll once and refer to the complete row or roll for each Fear separately. Human Prey must have a Universal, a Major and a Specific Fear. CLASSIFICATION TABLE D12 1-2 3-4 5-6 7-8 9-10 11-12 1 Mayor Secretary Author/Writer Dancer Taxi Driver Cemetery Caretaker 2 Teacher Student Reporter Artist Bus Driver Waste Collector 3 Principal Librarian Photographer Musician Trucker Motel Concierge 4 Professor Nerd Camera Man Busker Postal Worker Business Man 5 Custodian Goth Kid Drug Dealer Biker Delivery Boy Gas Station Clerk 6 Dentist Bully Criminal Inventor Paper Boy Radio Personality 7 Doctor Jock Fixer Engineer Street Vendor Friendly Neighbor 8 Nurse Cheerleader Club Owner Butcher Veterinarian Wedding Planner 9 Paramedic Babysitter Bartender Hunter Store Clerk Homeless Person 10 Scientist Nanny Gardener Taxidermist Hair Dresser Urban Explorer 11 Firefighter Social Worker Farmer Milk Man Camp Counselor Real Estate Agent 12 Cop Therapist Banker Priest Ice Cream Man Demonologist FEAR TABLE D12 UNIVERSAL MAJOR SPECIFIC 1 The Truth Abduction Aliens 2 Animals Insects Centipedes 3 Water Rain Clowns 4 Horror Movies Decapitation Movie Monsters 5 Heights Tight Spaces Elevators 6 Mortality Corpses Being Buried Alive 7 Nature Fire Being Burned Alive 8 The Paranormal Ghosts Demonic Entities & Possession 9 The Unknown Darkness Vision Loss 10 Holes Sewers Alligators 11 Mind Control Commitment Loss of Identity, Self or Sanity 12 Rejection Strangers Crowds


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72 LOCATIONS If the Provider has a clear idea of the Community and does not need help creating locations, they can skip this section. The same is the case for players with a clear idea for the location they wish their Fear-Eater to go during an encounter. If players and the Provider do need help creating the Community or come up with a location, they may refer to the following 2 random tables for assistance. SMALL-TOWN LOCATIONS To create a Small-Town Location for a Community, players and Providers alike can choose or roll below. Roll two D12, in succession, the first die roll refers to the column (the horizontal numbers), the second die roll refers to the row (the vertical number). SMALL-TOWN LOCATION TABLE D12 1-2 3-4 5-6 7-8 9-10 11-12 1 Town Hall Barber Shop Bike Shop Local Newspaper Radio Station River 2 Theatre Hair Salon Mechanic Monument Water Tower Ravine 3 Clinic Post Office Pet Shop Prison/Jail Arcade Dam 4 Police Station REC Center Veterinarian Video Rental Toy Store Kissing Bridge 5 Fire Station Book Store Record Shop Farm Hobby Shop Lake 6 Butcher Shop Gas Station Convenience Store Hotel/Motel/Inn Comic Shop Swimming Hole 7 Retirement Home Drugstore Auto Repair Shop Bed & Breakfast Bowling Alley Quarry 8 Public Library Grocery Store Scrap Yard Coffee Shop Public Pool Conservation Area 9 Church Antique Shop Dump Fast Food Joint Skate Park Bridge 10 Daycare Hardware Store Bus Terminal Diner Truck Stop Park 11 Middle School Shoe Store Train Station Restaurant Doctor’s Office Lover’s Lane 12 High School Bank Train Yard Bar/Pub Dentist Zoo HAZARDOUS LOCATIONS To create a Hazardous Location for a Community, the Provider can choose or roll a D12 below. HAZARDOUS LOCATION TABLE D12 RESULT 1 Consecrated Ground 2 Ley Line Intersection 3 Occult/Esoteric/Magic Shop 4 Cleansing Pool 5 Holy/Sacred Monument/Monolith 6 Secret/Science Lab 7 Mysterious Institute 8 Interdimensional Rift 9 Birthplace of an Ancient God 10 Entrance to a Pocket Dimension 11 Temporal/Power Nexus 12 Archaeological Site


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74 APPENDIX B: SOLO RULES The following experimental rules are optional, players should modify the tables to suit their playstyle and desired narrative. The following are provided as is, without guaranteeing a player’s (or their Fear-Eater’s) safety. When playing THEY FEED ON FEAR solo, the player takes on both the role of their Fear-Eater and the Provider. The rules attempt to provide reasonable suggestions for setting up the Community and choosing the Prey’s behavior and reactions. GOAL These rules provide a guide for creating unexpected but reasonable responses from Prey and the Community toward a player’s choices. ASSUMPTIONS h The player’s choices always favor the Community over the Fear-Eater. h The Fear-Eater always loses ties. h The player adds a story to fit the results of the following tables and charts. h The player makes choices for the Fear-Eater fitting its story. h The player chooses to ignore tables or results for the sake of the Fear-Eater’s story. INSTRUCTIONS The following set of tables are meant to help guide the game by setting up the Community’s background and randomizing Prey responses. Before the game begins: h Create the Community and town map as normal. h Determine the Community’s safeguarding Protectors and their methodology (Table 1 and Table 5); this represents a group of Protectors banding together. The details are up to the player. Whenever the Fear-Eater leaves the Lair: h Choose actions for the time spent outside of the Lair. h If Roaming to discover Prey, roll on Table 2A. h If Hunting to discover Prey, roll on Table 2B. h Roll on Table 3 to generate possible complications. h Resolve the Fear-Eater’s actions. Whenever Prey must respond to a Fear-Eater: h Determine the Prey’s Current State. y Use information available to the Prey if this is the first time they have acted. h Use the Prey Reaction Table to determine the Prey’s Next State providing a general course of action [pg. 80]. y How the Prey goes about this is up to the player. TABLES TABLE 2: DISCOVERY TABLE ROAM ACTION (2A) D12 TYPE 1-4 Animals. 5-8 Civilian. 9-11 Protector (from Protector group, or an independent Protector). 12 Chosen (no more than 2 at any time). HUNT ACTION (2B) D12 TYPE 1-8 Protector (from Protector group, or an independent Protector). 9-12 Chosen (no more than 2 at any time). An independent Protector is not part of a Protector group. TABLE 1: COMMUNITY PROTECTORS D12 TYPE 1 Kids on Bikes. 2 Concerned Citizens. 3 Investigators. 4 Mystics. 5 Organized Religion. 6 Armed Forces. 7 Secret Societies. 8-10 Player’s Choice. 11-12 Make it up. TABLE 3: EXTERNAL EVENT D12 EVENT 1-3 Additional Prey (roll on Table 2A). 4-7 Interesting Event (roll on Table 4). 8-12 Nothing.


75 TABLE 4: INTERESTING EVENTS D12 TYPE 1 FALSE ALARM: Nothing happens. 2 PLAYER’S CHOICE / MAKE IT UP. 3 UNHALLOWED GROUND: The encounter area always has 1 Manipulation favoring the Fear-Eater. 4 HALLOWED GROUND: The encounter area always has 1 Manipulation against the Fear-Eater. 5 DEFENSIVE KNOWLEDGE: All Community members get 1 free Manipulation in their favor this encounter. 6 FORBIDDEN KNOWLEDGE: Cancel out Defensive Knowledge Manipulation if it is active, otherwise nothing happens. 7 SPECIALIZED KNOWLEDGE: Protectors of a randomly selected group receive 1 Manipulation in their favor during each encounter. This stacks with Defensive Knowledge and multiple instances (breaking the limit on number of Manipulations for Prey). 8 SHOWDOWN: Encounter a powerful Protector group member defending the Community. 9 NEW SHERIFF IN TOWN: A new Protector group arrives to defend the Community. 10 POWER STRUGGLE: All Protector groups defending the town lose their Action Plan bonuses due to political infighting for D12 encounters. 11 OUSTED: The Antagonist is no longer associated with the defending Protector group. Roll a D12. If there is no Antagonist, reroll on the Interesting Events Table. D12 RESULT 1 The Antagonist rejoins the Protector group after D12 encounters. 2-4 The Antagonist leaves the Community. 5-12 The Antagonist becomes independent, counting as a separate Protector group when randomizing between groups. 12 COMBINED POWERS: All Protector groups defending the Community join forces and all benefit from each other’s Action Plan bonuses. TABLE 5: PROTECTOR/PROTECTOR GROUP’S ACTION PLAN D12 STRATEGY 1-3 RESEARCH: After any encounter with a Protector, roll a D12. On the roll of a 12 or higher, a permanent Special Knowledge Manipulation is generated in the group’s favor. Add +1 to the roll per 13 Hysteria in the Community. 4-6 SWARM: The close-knit Protector group defending the town calls upon each other for help. This group’s Protectors are in constant contact and can mobilize support quickly during encounters. 7-9 RISKY: The Protector group is willing to use drastic measures when engaging the Fear-Eater. Whenever a Chosen is encountered there is a chance a Protector accompanies them. Protector group member’s favor offensive measures during encounters and always count as having a Reason to Fight on the Prey Reaction Table [pg. 80]. 10-12 UNLICENSED: The Protector group is not sanctioned by the Community’s leaders. Any encounter with a Protector incurs 3 additional Stress after accounting for any actions and abilities. This represents the media circus surrounding the group’s efforts.


76 ANTAGONISTS In solo games, the Antagonist is a Protector leading the initial Protector group defending the town. The Antagonist’s end goal is always defeating the Fear-Eater. Methodology can be randomized using Table 6 or selected by the player. If a new group of Protectors appear, those groups’ leaders are not considered Antagonists and do not become an Antagonist if the Antagonist should perish. TABLE 6: ANTAGONIST’S ACTION PLAN D12 STRATEGY 1-3 USELESS: The Antagonist is not a very effective leader. However, if destroyed, the Fear-Eater receives 1 Manipulation during each encounter with group members. 4-6 EDUCATION: The Antagonist leads a campaign to inform and motivate the public against the Fear-Eater’s evils. 7-9 ON THE OFFENSIVE: The Antagonist directs the group’s concentrated effort to find and destroy the Fear-Eater and its Lair. Change the D12 ranges of the Protector to 7-11 on Table 2A and 1-10 on Table 2B. 10-12 HEAD-TO-HEAD: The Antagonist plans to take the Fear-Eater down alone. During the next encounter whenever the Fear-Eater faces a challenge targeting the Antagonist, the Antagonist receives 1 Manipulation in their favor. SECOND CHANCES Defeating the Antagonist too early in the campaign may not be satisfying. Should the Fear-Eater defeat the Antagonist, instead of replacing them as the primary Protector group leader, the player can roll on Table 7 to see if the Antagonist cheats death to return and plague the Fear-Eater in the future. TABLE 7: SECOND CHANCES CHANCE OF DEFEAT DOOM CLOCK SEGMENTS SURVIVES Low 0-5 3+ on a D12 Medium 6-9 5+ on a D12 High 10-11 9+ on a D12 SOLO CHALLENGES Challenges run a bit differently in solo games. Challenges occur in rounds which work as follows: 1) If able to, the Prey attempts to manipulate the situation to their advantage using their best attribute or their surrounding environment (including hiding or fleeing). 2) The Fear-Eater may either attempt to foil the Prey’s efforts by passing a challenge against the Prey’s chosen attribute or take a single other action (including creating a Manipulation, fleeing and returning to its Lair or something else). 3) After the Fear-Eater has acted, if both the Prey and Fear-Eater are present, the FearEater takes a Drain Essence action; if it cannot pay the Essence Cost or decides not to, it flees instead. PREY BEHAVIOR Civilians and Animals prefer actions and defenses that use the Physical attribute. Protectors and Antagonists make intelligent use of all attributes, knowledge and their surrounding environment (through Manipulations). Non-Threat Chosen Prey are treated as Civilians and Animals. Chosen Prey that are Threats are treated as Protectors.


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78 PREY REACTION The following section describes the general behavior of Prey in THEY FEAR ON FEAR. It is impossible to plan for all scenarios. The player will need to extend or extrapolate based on the situation, the Prey, and the information known by the Prey. The mindset of the Prey is reduced to 5 states. 1) UNAWARE - The Prey does not know the Fear-Eater is present or does not expect the Fear-Eater to be present. The Prey will be doing appropriately mundane tasks for its type. 2) SEARCH - The Prey is aware or suspects the Fear-Eater is present and is actively patrolling or attempting to locate it. 3) FLEE - The Prey is aware the Fear-Eater is present and does not want to engage it. 4) FIGHT - The Prey has (or believes it has) located the Fear-Eater and is attempting to harm it to the best of its ability. 5) END - The fifth “End” state, signifies that the encounter has ended, regardless of outcome. PREY STARTING STATE The player sets the starting state of the Prey at the beginning of an encounter, which depends on the narrative; after that, the dice decides the Prey’s Current State. Most of the time, Prey will start in the Unaware state, but this is not a requirement. As an example, a Protector patrolling an area would be in the Search state. Tables 8A and 8B are additional tables that allow the player to determine a randomized starting state for Protector Prey and modifications to the roll based on the Community’s Hysteria Level. USING THE PREY REACTION TABLE To move from one state to another the Prey must be presented with new information. Generally, this is the result of a Fear-Eater’s actions or failing challenges, but could be due to another Prey entering the scene, or at the player’s whim. The Prey Reaction Table describes the states a Prey will move to given the Current State and the conditions [pg. 80]. The table and any of its results are presented in generalities; some Prey may react differently based on the narrative. The player needs to know the following three things about the Prey in order to use the Prey Reaction Table [pg. 80]. There are 2 questions a player must answer to determine a Prey’s starting state: 1) Is the Prey looking for the Fear-Eater? 2) Does the Prey have a reason to fight the Fear-Eater? TABLE 8A: PROTECTOR STARTING STATE (Probability changes with Hysteria Level - See Table 8B) D12 TYPE 1-4 Unaware and Oblivious. 5-8 Search, Suspicious and Reason to Fight - No Condition (on patrol and not expecting a fight). 9-12 Search, Suspicious and Reason to Fight - Yes Condition (actively looking for the Fear-Eater). TABLE 8B: PROTECTOR STARTING STATE MODIFIERS (Based on current Hysteria Level) HYSTERIA LEVEL MODIFIER TO PROTECTOR RESPONSE 1-2 0 3-4 +1 5-6 +2 7+ +3 1) What is the Current State of the Prey? y The Prey can be Unaware, Flee, Search, or Fight. At the beginning of the encounter, the player will have to choose the Prey’s initial state, unless they are using some other method like Table 8A. 2) Does the Prey have an Awareness of the Fear-Eater’s presence? y The Prey can be Oblivious, Suspicious, or Conscious of the Fear-Eater. ffi Oblivious refers to the Prey having no reason to suspect that there is a FearEater present. ffi Suspicious refers to the Prey being acutely aware of a Fear-Eater’s presence. ffi Conscious refers to the Prey seeing a Fear-Eater or knowing that a FearEater is near. 3) Does the Prey have a Reason to Fight? y Are they defending their home and hearth, or are they just out for a stroll? (Yes, No or Does Not Matter).


79 PREY NEXT STATE The player does not calculate the Prey’s Next State on a periodic interval; it only needs to be calculated when the Prey receives new information concerning the Fear-Eater. Examples could include the Fear-Eater manifesting itself or manipulating objects with its power. Choosing to hide or wait and do nothing are also valid examples to initiate a roll on the Prey Reaction Table [pg. 80]. The player can find the Next State at the intersection of the row containing the Current State and the column that matches the Awareness and Reason to Fight Conditions. The player may need to make a die roll to determine the Next State. PREY REACTION MODIFIERS The background narrative or motivation of some Prey may suggest the course of action to take. In those cases, the player may skew the result by adding a modifier or by doing what works best for the narrative. Below are some suggestions for modifiers that can affect rolls on the Prey Reaction Table [pg. 80]. These are not mandatory and should be applied if the player believes it is warranted. PREY REACTION MODIFIERS CIRCUMSTANCES MODIFIER The Prey winning the fight. +4 The Prey is cornered. +3 The Prey is losing the fight. -3 The Prey is an Antagonist. +2 The Prey has a strong reason to fight. +1 The Fear-Eater is using the Prey’s known Fears. -1 The Fear-Eater Drained this Prey’s Essence in a past encounter. -1 The Fear-Eater is known to have killed Prey in the past. -1 The Fear-Eater has defeated one or more Prey in the current encounter. -1 The Prey has access to knowledge or weapons thought to be effective. +1 The Prey has allies ready to assist or can contact allies easily. +1 The location of the encounter is hostile to the Fear-Eater. +1 The location of the encounter is hostile to the Prey. -1


80 PREY REACTION TABLE CIVILIANS, ANIMALS, AND CHOSEN THAT ARE NON-THREATS CONDITION Awareness Oblivious Suspicious Conscious Reason to Fight Does Not Matter No Yes No Yes CURRENT STATE Unaware Unaware Flee: 1-7 Search: 8-12 Flee: 1-6 Search: 7-12 Flee Flee: 1-6 Search: 7-12 Flee Flee Flee Flee: 1-7 Search: 8-12 Flee Flee: 1-7 Search: 8-12 Search Unaware: 1-6 Flee: 7-12 Flee: 1-7 Search: 8-12 Flee: 1-6 Search: 7-12 Flee: 1-7 Search: 8-12 Flee: 1-6 Search: 7-12 Fight Flee Flee Flee: 1-6 Search: 7-12 Flee: 1-7 Search: 8-12 Flee: 1-6 Search: 7-12 End If the Prey is safe, the Fear-Eater escapes, or if either are defeated. PROTECTORS, ANTAGONISTS, AND CHOSEN THAT ARE THREATS CONDITION Awareness Oblivious Suspicious Conscious Reason to Fight Does Not Matter No Yes No Yes CURRENT STATE Unaware Unaware Flee: 1-4 Search: 5-12 Flee: 1-3 Search: 4-12 Flee: 1-4 Fight: 5-12 Flee: 1-3 Fight: 4-12 Flee Flee Flee: 1-4 Search: 5-12 Flee: 1-4 Fight: 5-12 Flee: 1-4 Fight: 5-12 Flee: 1-4 Fight: 5-12 Search Unaware: 1-6 Search: 7-12 Flee: 1-4 Search: 5-12 Search Flee: 1-4 Fight: 5-12 Flee: 1-3 Fight: 4-12 Fight Flee: 1-4 Search: 5-12 Flee: 1-4 Search: 5-12 Search Flee: 1-3 Fight: 4-12 Fight End If the Prey is safe, the Fear-Eater escapes, or if either are defeated.


81 EXAMPLE OF PREY REACTION TABLE USE Scene 1 h After class, Billy, a Non-Threat Chosen, starts to walk home from school. h A Fear-Eater is following Billy, Billy is Unaware of the presence of the Fear-Eater. h The Fear-Eater attempts to scare Billy by manipulating tree branches to grab and snag on Billy’s clothes. h Billy is Suspicious of something, but has No Reason to Fight or defend the area. h Refer to the entry where the Suspicious/No Condition and the Unaware Current State intersect and make the associated D12 roll for Billy. y Flee: 1-7, Search: 8-12 h On a roll of 8+ Billy is curious and starts to Search for clues. h The roll result is 9; therefore, Billy’s new Current State is Search. Scene 2 h Billy searches a group of trees to find the cause of the moving branches. h It is up to the player to advance the story. h If the Fear-Eater does nothing, Billy’s reaction status moves to where the Suspicious/No Condition and the Search Current State intersect. h If the Fear-Eater threatens Billy from an unseen location, Billy’s reaction status moves to where the Suspicious/Yes Condition and the Search Current State intersect. h If the Fear-Eater shows itself or fails to hide, Billy’s reaction status moves to where the Conscious/No Condition and the Search Current State intersect. h If the Fear-Eater threatens and shows itself to Billy, Billy’s reaction status moves to where the Conscious/Yes Condition and the Search Current State intersect. *A scene describes a single interaction between a Fear-Eater and its Prey.


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83 LICENSE Under this license, the creation and publication of original THEY FEED ON FEAR content (including but not limited to: characters, abilities, settings, rule modifications, or new rulesets) for noncommercial and public use is encouraged, as long as A) the content is free to access, and B) it does not include a significant portion of the original THEY FEED ON FEAR rules text unmodified or only superficially modified. The creation of content inspired by THEY FEED ON FEAR (similar rules, similar content, similar spirit) so long as it is not THEY FEED ON FEAR, in essence, is also encouraged. If there is the intent to create THEY FEED ON FEAR content for commercial gain, interested parties should contact the creators to establish a mutually beneficial agreement. If unsure that the content correlates to this content license, please contact the creators, and they will promptly respond. The THEY FEED ON FEAR Original Content License is subject to change over time - if it has been over a year since the publication of this version of the license, seek out the most updated version of the license (if one exists) and follow it accordingly. This version of this license is in effect beginning 07/26/2021.


84 CHARACTER SHEETS CHARACTER SHEETS PLAYER NAME: FEAR-EATER NAME: ELDER TRUE NAME: ESSENCE TYPE: OBJECT OF POWER: LAIR: END GOAL: APPEARANCE MIND MATTER PHYSICAL ETHEREAL +2 +1 0 -1 -2 -1 -2 +1 +2 SPECTRAL POSSESSOR LURKER BESTIAL ATTRIBUTE WHEEL QUICK REFERENCE DOOM CLOCK 6 5 4 3 2 1 0 12 11 10 9 8 7 +2 +1 0 -1 -2 MIND MATTER ASPECT MODIFIERS MIND/MATTER PHYSICAL/ETHEREAL +2 +1 0 -1 -2 ETHEREAL PHYSICAL CHALLENGES MIND/PHYSICAL CRITICAL FAILURE: NATURAL 1 TARGET: OVER TN MATTER/ETHEREAL CRITICAL FAILURE: NATURAL 12 TARGET: EQUAL TO OR LESS THAN TN ATTRIBUTES MvM PvE ESSENCE POOL NOTES ABILITIES PORTRAIT THE YOUTH-SUCKER KA’KOR-TUUL YOUTH HIBERNATION PULSATING ALIEN SPHERE FORGOTTEN TOWN HALL SUB-BASEMENT ALEXEI VELLA Tall & Lanky Leech-like Mouth Long Tongue Eyeless Nostril Slits Small Ears Emaciated Body Long Talons Bipedal 0 20 PLAYER NAME: FEAR-EATER NAME: ELDER TRUE NAME: ESSENCE TYPE: OBJECT OF POWER: LAIR: END GOAL: APPEARANCE MIND MATTER PHYSICAL ETHEREAL +2 +1 0 -1 -2 -1 -2 +1 +2 SPECTRAL POSSESSOR LURKER BESTIAL ATTRIBUTE WHEEL QUICK REFERENCE DOOM CLOCK 6 5 4 3 2 1 0 12 11 10 9 8 7 +2 +1 0 -1 -2 MIND MATTER ASPECT MODIFIERS MIND/MATTER PHYSICAL/ETHEREAL +2 +1 0 -1 -2 ETHEREAL PHYSICAL CHALLENGES MIND/PHYSICAL CRITICAL FAILURE: NATURAL 1 TARGET: OVER TN MATTER/ETHEREAL CRITICAL FAILURE: NATURAL 12 TARGET: EQUAL TO OR LESS THAN TN ATTRIBUTES MvM PvE ESSENCE POOL NOTES ABILITIES PORTRAIT 0


85 PLAYER NAME: FEAR-EATER NAME: ELDER TRUE NAME: ESSENCE TYPE: OBJECT OF POWER: LAIR: END GOAL: APPEARANCE MIND MATTER PHYSICAL ETHEREAL +2 +1 0 -1 -2 -1 -2 +1 +2 SPECTRAL POSSESSOR LURKER BESTIAL ATTRIBUTE WHEEL QUICK REFERENCE DOOM CLOCK 6 5 4 3 2 1 0 12 11 10 9 8 7 +2 +1 0 -1 -2 MIND MATTER ASPECT MODIFIERS MIND/MATTER PHYSICAL/ETHEREAL +2 +1 0 -1 -2 ETHEREAL PHYSICAL CHALLENGES MIND/PHYSICAL CRITICAL FAILURE: NATURAL 1 TARGET: OVER TN MATTER/ETHEREAL CRITICAL FAILURE: NATURAL 12 TARGET: EQUAL TO OR LESS THAN TN ATTRIBUTES MvM PvE ESSENCE POOL NOTES ABILITIES PORTRAIT THE YOUTH-SUCKER KA’KOR-TUUL YOUTH HIBERNATION PULSATING ALIEN SPHERE FORGOTTEN TOWN HALL SUB-BASEMENT ALEXEI VELLA Tall & Lanky Leech-like Mouth Long Tongue Eyeless Nostril Slits Small Ears Emaciated Body Long Talons Bipedal 0 20 PLAYER NAME: FEAR-EATER NAME: ELDER TRUE NAME: ESSENCE TYPE: OBJECT OF POWER: LAIR: END GOAL: APPEARANCE MIND MATTER PHYSICAL ETHEREAL +2 +1 0 -1 -2 -1 -2 +1 +2 SPECTRAL POSSESSOR LURKER BESTIAL ATTRIBUTE WHEEL QUICK REFERENCE DOOM CLOCK 6 5 4 3 2 1 0 12 11 10 9 8 7 +2 +1 0 -1 -2 MIND MATTER ASPECT MODIFIERS MIND/MATTER PHYSICAL/ETHEREAL +2 +1 0 -1 -2 ETHEREAL PHYSICAL CHALLENGES MIND/PHYSICAL CRITICAL FAILURE: NATURAL 1 TARGET: OVER TN MATTER/ETHEREAL CRITICAL FAILURE: NATURAL 12 TARGET: EQUAL TO OR LESS THAN TN ATTRIBUTES MvM PvE ESSENCE POOL NOTES ABILITIES PORTRAIT 0


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