Fear and Hunger TRPG Art by Letho-Arts
SUMMARY The World and your Lands ................................................................................................................................................... 2 Abyssonia..................................................................................................................................................................2 Bohemia ....................................................................................................................................................................3 Bremen Empire.........................................................................................................................................................3 Eastern Sanctuaries .................................................................................................................................................3 The Kingdom Of Edo...............................................................................................................................................4 Oldegård ...................................................................................................................................................................5 Rondon......................................................................................................................................................................5 Vinland......................................................................................................................................................................6 The Creation of the Tormented.............................................................................................................................................. 7 Creation of the tormented...........................................................................................................................................0
The World and your Lands Though the world of Fear & Hunger is geographically similar to the real world, it has a variety of differing regions shaped by the gods and monsters which influence its lands. The series has been physically set in only two nations, but other regions can be learned about through information gained from various characters and books. As both games are set on Europa (analogous to real-life Europe), the world is viewed from an evolving Western perspective. Abyssonia Abyssonia is a continent, widely recognized as the cradle of Western civilization. It boasts a warm climate where olive trees flourish and people bask in the sun, but is also notorious for its scorching heat and a long history marked by chaos and conflict between warring factions. The people of Abyssonia have waged wars over ancient grudges and disputes that date back to their ancestors, whom they hold in godlike reverence. The continent's strategic position in securing access to oil and raw materials from the east has made it a target of interest for Europa, which has closely monitored its affairs. During the Great War, Abyssonia closed its borders, sealing itself off from the outside world. Abyssonia has unique viewpoints on religion. Historically, the worship of the Older Gods was looked down upon by its people, with these divine beings being perceived as extraterrestrial entities. It appears that the acceptance of such cults is a relatively recent development. Another peculiar aspect of Abyssonia is the exceptionally large number of New Gods that originate from the continent, though the underlying reasons for this remain undisclosed. The continent is home to some notable locations, including the City of the Sun, Amon. This city is renowned for being a center of education for the mind and religion for its inhabitants. At the heart of Amon lies the Temple of Amon, which offers various schools of spiritualism where individuals can learn about worship in Europa, magic from the Eastern Sanctuaries, or methods of Abyssonian spiritual practices, such as Meditation. Another location of significance in Abyssonia is Songhai, where ancient stone carvings dating back around 3,000 years have been discovered. These carvings depict a meeting between an extraterrestrial Older God and human beings, providing insight into the beliefs and practices of the people of Abyssonia during this period. "The Eastern Spirit lands, home of the Yellow Mage. A great land. “- One of the monks from Songhai shrine. I love new kinds of magic, yet I hate the fanaticism of these men. - Enki Ankarian
Bohemia Not much is known about Bohemia's history beside its past about the conflicts between Kingdom of Rondon and Eastern Sanctuaries, other than that it is a relatively small and rural nation. There are no current references to its flag or uniform, but the lion on one of the brass city keys appears to be Bohemia's national animal. Despite being often-overlooked, Bohemia is very strategicallyplaced in the middle of many powerful countries. The Eastern Union utilized the nation to conduct "advanced electronic experiments", leading to the creation of the bunker system beneath Prehevil. During the Second Great War, the Bremen Empire -- under the leadership of Kaiser -- conducted a brutal campaign to invade Bohemia, ultimately leading to the occupation of Prehevil and the signing of a peace treaty. Bremen Empire A prosperous Europan nation, the Bremen Empire has marked itself as a force to be reckoned with over the course of the two Great Wars. Though it has an established nobility, its government has been rocked by populist movements culminating in violence and domestic turmoil. This resulted in the appointment of Kaiser to the country's chancellorship, despite his lack of prior involvement in national politics. After taking power on January 31, 1936, Kaiser quickly began to expand the Bremen reign, uniting nearby nations under the new empire's banner and forming a special military unit, "The Marching Men of the Night's Day". Kaiser's rise to power escalated tensions between Bremen and the Eastern Union, eventually culminating in the Second Great War. The Bremen Empire was suspected of various atrocities and horrors during its lengthy campaigns, which aimed to conquer its neighbor, Bohemia. Eventually succeeding in this goal, Kaiser signed a peace treaty with the Eastern Union in 1942, occupying the city of Prehevil to gain control over the "advanced electronic network experiments" being conducted there. Eastern Sanctuaries A land to the east of Europa. The region's capital and holy city, Jettaiah, is a hotspot for trade between the west and the east. A place where poverty and riches can be seen side by side in streets filled with exotic scents from spice vendors, it is notable for being the birthplace of the old god Alll-mer. The Eastern Sanctuaries are referred to as a sultanate, at some point in history ruled by Nas'hrah, an extremely power-hungry New God who led his lands into multiple campaigns against the Kingdom of Edo during the 8th century, which proved to be fruitless expansion endeavours. Regardless of his inability to conquer Edo, Nas'hrah's certain respect for the warring arts of his adversaries led him to form Yansa Aryuaban, a new country inside the borders of the Eastern Sanctuaries that had high-status war prisoners from Edo appointed as central figures and ordered to mimic the ways of Edo as
closely as possible, breeding a warrior class for the so-called 'eternal kingdom'. Although it took hundreds of years, ultimately Nash'rah's wish was granted with the warrior class Jizamurai, born in the Yansa Aryuaban. Nash'rah's cultural influence is also imprinted in the existance of the Yellow Mages, a sect of magical practitioners who use otherworldly powers only to their own benefit and to further their own agendas instead of dedicating their lives to worship. Although their presence has been slowly fading over the years, they still can be found revelling in chaos as their master's ideology states. The Eastern Sanctuaries' history of peculiar approaches to otherworldly powers does not stop with Nas'hrah's followers, however - its spice production goes much beyond food flavoring, as spice forges were widely used by magick practitioners back in the day to customize the properties of one's otherworldly skills. The eternal kingdom is also home to a sect of sorceresses called the Virgin Mages, notorious for being the creators of the Warding Sigil skill. Currently, the majority of local temples in the Eastern Sanctuaries have adopted Alll-mer as their principal religion, mirroring a trend that has occurred across Europa. In the twentieth century, the Eastern Sanctuaries formed the Eastern Union by partnering with the Voroniyan Republic. Nevertheless, the region is currently experiencing ongoing internal unrest. The authorities' persistent oppression of the populace has led to the emergence of numerous civil rights organizations, which frequently organize protests. However, these demonstrations are often met with violent reactions from the military. The Eastern Union became involved in the Second Great War when it was attacked by the Bremen Empire, which hoped to expand into its occupied territory of Bohemia. Despite allying with the nations of Rondon and Oldegård, the Eastern Union experienced devastating losses, prompting it to resort to enlisting child soldiers. As the morale of its military collapsed, the Bremen Empire occupied and subjugated Bohemia, prompting the two nations to sign a peace treaty. In doing so, the Eastern Union lost access to the network of bunkers it had constructed beneath the Bohemian city of Prehevil, where it had been researching "advanced electronic network experiments". The Kingdom Of Edo Edo is briefly mentioned in the games as an island nation that was able to thwart the Eastern Sanctuaries' plans of expansion during the eighth century, remaining independent even after multiple campaigns. Edo's warring arts caught the attention of Nas'hrah, Sultan of the Eastern Sanctuaries, who then appointed high-status war prisoners from Edo as central figures in a new formed country to create a warrior class as close as possible to Edo's ways. Hundreds of years later, said warrior class, the Jizamurai, was then born in the Yansa Aryuaban, as a result of the cultures of Edo and the Eastern Sanctuaries melted together.
Oldegård The Kingdom of Oldegård was said to be described as being independent and that they are known for their iron wills and advanced ships, which allows them to sail to the unknown western part of the world. Oldegård was said to have discovered the far away western continent, Vinland, in 1009. During the twentieth century, Oldegård became involved with the Second Great War event, which result it into the conflict against the Bremen Empire and a necessary alliance coalition with Rondon and Eastern Union. The northern kingdom that has stayed independent for the most parts. Known for their iron will and advanced ships that sail even to the most western continents. - Enki Ankarian. 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. Your very own pinecone pig. It's an old traditional children's trinket from the northern land of Oldergård. You can craft one by attaching 4 sticks to a pinecone and adding a hint of love to the mix.
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: Dices Dice are part of the game; they determine certain rolls and they also serve to add a touch of unpredictability to the game. Just like the two-sided coin from Fear and Hunger. The dice are represented as the letter "d" right after the number of sides that die has, in addition, the numbers present before the letter determine the number of dice rolled. Therefore, when 2d6 is written, interpret it as if it were two 6- sided die. The system particularly displays the d4, d6, d8, d10 and d12 dice. The most used die in this system is the d20. The system also presents the concept of advantage and disadvantage. With advantage, you roll 1d20 and take the best result, and with disadvantage, you roll 1d20 and take the lowest result. How to play 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 follows: your character will have attributes that will determine certain types of abilities, the limit during character creation is 10, and during the game it's 20. The attributes are: - Strength: This is related to your character's physical strength, making your character be able to carry more item and hit more melee attacks. - Reflex: This is related to the dexterity and reaction speed of your character, being mainly interconnected with range attacks and ability to dodge enemy attacks. - Body: Defines basic concepts such as health points and how much you can resist poisons, diseases, infections, bleeding and hunger. - Mind: Defines the concept of fear points and how much you can resist the horrors of the world. In addition to defining some mental skills linked to logical reasoning, history, world knowledge, arts, sciences, etc. - Social: This attribute is connected with how much you can interact with other people and how you interact. - Speed: This is an attribute that measures how fast and your character, in addition to determining in meters the speed of your character it determines how many actions he has. Interpretation Interpretation This is the part that is connected to your GM (Game Master, the narrator of your TRPG) and you as a player of the tormented soul that you control. Understand that narration is about what your character wants to do and not what they do intrinsically, and understand that often what your character can and cannot do follows the rules of the system or common logic (such as it doesn't make sense to ask your GM if you can make a Speed test to see if you can flap your arms so fast that you can fly, since that's impossible in our reality). Also, understand that the concept of interpretation and narration involves you living your character. It's common for people to not be used to doing things like this at first, but this is a Role Play Game, so just try your best as long as it doesn't hinder your enjoyment. Golden Rule This is the essential part of TRPG, and it applies to both players and masters. As long as the game is enjoyable and comfortable for everyone, it can continue. However, if someone has a problem, it should be resolved. This is practically the "have fun" rule, so if something isn't fun or doesn't make someone comfortable to play, this rule requires that something be done to resolve the problem.
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. Origins Origins determine what your character is, but they also determine some special abilities that the character gains with each origin. Each character should choose only one origin and preferably build their story around or at least based on their chosen origin. The origins are: Acolyte An acolyte is a devoted follower of a religious order, often tasked with performing sacred rituals and spreading the teachings of their faith. They are typically skilled in faith magic and have a deep knowledge of religious lore. Soothe: You receive a +5 bonus Social Checks to soothe. Additionally, when you soothe someone, they receive a number of Fear Points equal to 1d6 + your Social. Amnesiac An amnesiac is a character who has lost their memories and must piece together their past through clues and interactions with others. They may have skills from their previous life that they cannot remember or access, and their journey may involve discovering the truth behind their memory loss. Gradual Memories: During your adventures, at certain times at the discretion of the DM, you can make a Mind check (DC 10) to recognize people, creatures, or places that you have encountered before losing your memory. Aristocrat An aristocrat is a member of the upper class, often born into wealth and privilege. They may have access to resources and connections that other characters do not, but their status may also make them a target for those who resent their privilege. Sponsor: You may refuse to pay a certain fee once per session (talk to your GM to determine if this is possible or not). Artisan An artisan is a skilled craftsman or woman, often specializing in a particular trade such as blacksmithing, carpentry, or weaving. They may create powerful artifacts or create valuable items that can be traded or sold. Favorite Tools. You start with an item of your choice (except weapons) and this item has its weight reduced to zero. In addition, you have a +5 bonus on Mind tests to repair objects or to try to create gadgets using apparatuses and mechanisms. Criminal A criminal is a character who makes their living through illegal means such as theft, smuggling, or assassination. They may have a network of contacts and informants that they can rely on, but their actions may draw the attention of law enforcement or other powerful organizations. The Crime Pays: You gain a +5 bonus on Reflex tests to hide, steal items from others, or pick locks. In addition, whenever you pick a lock, you don't have to make the test again if the lock is locked, creating a mental key for that door. Healer A healer is a character skilled in the art of restoring health and curing ailments. They may use magic, herbs, or other techniques to heal others and may be called upon to tend to the wounded in dangerous situations. Medical Technique: Whenever you heal a character, you add halve of your Mind to the total of Hit Points healed. Occultist The Occultists is shrouded in mystery and secrecy. Those who follow this path have a deep fascination with the occult, and are skilled in the use of mystical and arcane powers. They may have learned their craft from ancient tomes, or been born with a natural affinity for the supernatural. Whatever their origins, Occultists are adept at manipulating the unseen
forces that permeate our world. Tormented Blessing: You gain a skill from a deity of your choice, in addition to gaining affinity with them. Outcast An outcast is a character who has been shunned or cast out from their community for some reason, such as a perceived weakness, crime, or other social taboo. They may have to rely on their wits and skills to survive and may be viewed with suspicion or hostility by others. Calloused: You gain +10 Heath Points, and in addition, you gain +5 to resist bleeding and poisoning. Scholar A scholar is a character with a deep knowledge of history, science, or magic. They may be called upon to decipher ancient texts or unlock the secrets of powerful artifacts. Knowledge is Power: You gain +2 to Mind (which can exceed the limit of 10). Additionally, using an action, you can spend Fear Points equal to your Mind value to receive a +5 bonus on any knowledge test. Outsider An outsider is a character who does not fit in with mainstream society for some reason, such as a difference in culture, race, or values. They may have to navigate prejudice and discrimination from others and may find themselves drawn to others who share their outsider status. Exotic Knowledge: Once per session, you can gain +5 on a test at no cost. The next times you use this ability, you lose an accumulating amount of Fear Points equal to 5 (e.g., first test: cost 0, second test: cost 5, third test: cost 10, fourth test: cost 15, etc.). Nomad A nomad is a character who lives a mobile lifestyle, traveling from place to place and living off the land. They may have skills such as tracking, hunting, and survival and may be called upon to act as guides or scouts. Well-Traveled: You can add your Strength + Half your Mind value to determine how much you carry. Additionally, you can make a Mind Test (DC15) to discover interesting stories about the current location, an important person, or a historical fact. Refugee A refugee is a character who has been forced to flee their home due to war, persecution, or other threats. They may have lost everything and must rebuild their lives in a new place, facing challenges such as discrimination and uncertainty. Stoic: Whenever you recover Fear Points, no matter the source, you recover an additional +5 points. Soldier A soldier is a character trained in the art of warfare, often serving in a military organization or as a mercenary. They may have skills in combat and strategy and may be called upon to protect others or engage in dangerous missions. Belligerent: When choosing this origin, you choose whether you receive +2 on rolls of damage with firearms or with melee weapons. Once chosen, you cannot change it. Laborer A laborer is a character who works with their hands, often performing physically demanding tasks such as farming, construction, or mining. They may have to work long hours for little pay and may be subject to dangerous working conditions. Civic Spirit: Whenever you make a help test, you provide an additional bonus of +2. Victim A victim is a character who has suffered some form of trauma or abuse, such as physical or emotional abuse, torture, or captivity. They may struggle with mental or physical health issues as a result of their experiences and may seek revenge or justice for what they have endured. Psychological Scars: You gain +10 Fear Points, and additionally, gain +5 to resist tests that make you lose Fear Points.
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 1d20 plus the attribute defined by the test (So if you have to make a Speed test and have 5 points in that attribute, you will roll 1d20+5). 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 +5 on the test. The how and which skill can be used and defined between the master and the player depending on the situation. Some of the expertise groups that can be chosen are: Strength Athletics, Fighting. Reflex Acrobatics, Crime, Marksmanship, Evasion, Piloting. Body Tolerance Mental Current Events, Science, Intuition, Investigation, Medicine, Occultism, Survival, Technology, Tactics. Social Animal Handling, Arts, Diplomacy, Deception, Intimidation, Perception, Religion, Willpower. Spells and Feats Well, there is a difference between spells and feats. Understand that feats are intricate abilities of your tormented soul, usually linked to your character's past or a special capability of your character. Spells, on the other hand, are more linked to magic or even the gods. During character creation, you can choose a feat or spells at your disposal. However, during the campaign, your master will tell you the amount of souls you have killed and how much you have progressed in the story by giving you a soul stone. For example, Daan has the feats Academic and Healer, while O'saa has the spell Hurting and Necromancy. You can also acquire spells through affinities with gods; the greater your affinity with a certain god, the better the spells and abilities they will provide. Cargo Slots Strength times 5 Initiative Reflex Health Points Body times 4 Fear Points Mental times 4 Hunger Points Body Actions Speed divided by 4 (minimum 1) knowledges Mental Run Speed times 2 Difficulties Easy: 35 Medium: 30 Hard: 25 Masochist: 20 "Soul Stone" is a term within this TRPG for Milestone. In this case, the GM can reward players for progressing in the story or for killing creatures. However, this depends on both the theme of the campaign and how you want it to develop.
Feats Academic: I didn't go to college for four years for nothing. You gain Advantage when making Mind Tests to see if you know any specific information. Acrobat: Up there? No problem! When you are prone, standing up requires a free action, climbing does not cost additional movement for you and if you perform a running long jump or a running high jump moving only 1.5 meters instead of 3 meters Alchemist: Red herbs has many uses. Using a full turn action, you can mix two herbs or two potions together to make their effects blend, keeping the lower action cost. You cannot mix something that has already been mixed. For example, mixing a blue herb (1d6) with a blue elixir (2d6+2) would result in 3d6+2. Ferocious attacker: I WILL KILL YOU ALL!!!! Once per turn, when you roll the damage for a melee weapon attack, you can roll the weapon damage die again and use either roll. Gunslinger: The chances of hitting a target dramatically increase when you aim at it. You can take the Full Turn action to Aim using a standard action. In exchange, you lose a number of Fear Points equal to the Body Modifier of the chosen location. Barroom Brawler: Funny how you're always in the mood for a drink, right on Unification Day. When you hit someone with an unarmed attack on your turn, you can attempt to grapple the target as a free action. Charismatic: I get what I want without even needing to ask. You gain Advantage when trying to persuade someone or when trying to influence that person. Flaggelant: Blood makes me Bleed. For each negative effect you have, you increase your hit chance by +1. Healer: I've seen worse, kid. You'll survive. You can, once a day, remove all negative effects from a character with an action. Rev-up: I'm going to show what I'm capable of, what I'm really capable of. During a combat scene at the end of your turn, you gain 1 Rev point per turn (up to a maximum of 3 points). If you spend 1 Rev point, you add +2 to your damage, if you spend 2 Rev points, you add +2 to your hit, and if you spend 3 Rev points, you can make an extra attack. Hard to Kill: You're not getting rid of me that easily. When an attack would reduce you to 0 health points, it instead reduces you to 1 health point. You can do this once per day. Tough Guy: I didn't survive this whole journey being made of sugar. You gain +5 health points. You can take this Feat up to a maximum of three times. Armor Specialist: Your puny weapons can't penetrate my iron skin! All armor gains +5 Defense. Magic Student: Magic, power, destruction. Rituals cost -2 Fear Point. Dungeon Delver: Let's go left. I've seen many dungeons in my time and can tell by the way the slime covers this wall. You gain advantage when trying to navigate through a dungeon or cave system and when trying to identify creatures native to dungeons and caves. Familiar: Moonless, my dear friend. You are followed by a creature that has 10 Hit Points and 10 Hunger Points, +5 to attack, deals 1d6 of physical (Blunt, Slashing or Piercing) damage, and has a movement speed of 5 meters of your choice (Ground, Air, or Water).
This creature obeys all your commands, and whenever you take this Feat again, you can increase the Hit Points and Hunger Points by 10, add +2 to its attack or give +1d6 of physical damage to your familiar. You can only take this Feat up to 3 times, and if your familiar dies, this Feat becomes inaccessible to you. Blacksmith: I can fix that! Choose 3 equipment of up to category 1, and if you can gather materials to build those items (talk to the DM about it), during a rest scene, and using an action, make a Mind Test (DC decided by the DM), on a success you can craft this item. Strong: Back off, I'm gonna kick! The damage of your melee weapons increases by one die of the same type. Bloodlust: AAAAAGH! Before you make an attack, you can choose to suffer a -5 penalty on your attack roll. If the attack hits, you add +10 to the damage of the attack. Stealthy: Hey, did you hear something? You can attempt to hide when lightly obscured to those you are trying to hide from, and when hidden from someone and you miss a ranged attack against them, making that attack does not reveal your position. Dark Warrior: Who needs eyes when I have all other senses? You don't suffer Disadvantage from having your vision impaired. Eidetic Memory: Do you remember that guy in that town? Who did that thing? You always know the direction of the north, the number of hours remaining until the next sunrise or sunset, and can recall with accuracy anything you have seen or heard in the last month. Trap Master: It's a trap! You gain Advantage on Tests to create, locate, and disarm traps. You also gain resistance against trap damage. Light Fingers: I could swear it was here! You gain Advantage on tests to pick locks, steal, or perform sleight of hand. Opportunist: One person's failure is another's opportunity to stab the bastard who failed. If an enemy within your reach misses an attack against you, it's possible to make an attack with Disadvantage against them immediately. Beast Speaker: What's up, kid?! Did the king fall into a well?! You are able to communicate with animals. This form of communication is primitive and simplistic. Perceptive: What has been seen cannot be unseen. You receive a +5 bonus to initiative, can't be surprised while conscious, and others don't gain advantage on attack rolls against you as a result of being unseen by you. Insightful: Stop trying to fool me... Once per session, you can spend 5 Fear Points to receive a hint from the GM about something important in the scene. Shield Bearer: I got you covered. Whenever you take the Guard full-turn action, you can select an ally to be protected. All attacks that the protected ally receives will be redirected to you. Boxer: Everyone has a plan until they get punched in the face. Your unarmed attacks deal 1d6 points of Blunt damage, and you can also make a second attack with disadvantage. If you take this Feat again, you increase your damage dice to 1d8, and if you take it a third
time, you increase it to 1d10. Escape plan: Running away is always a valid option. To determine your Run, you can multiply your regular speed by 3. You gain Advantage on Tests to pursue or run. Tracker: These footprints are recent. You gain a +5 bonus to tests to track a person, creature, or animal in nature. In outdoor locations, you can also locate north without making a test. Resolute: I will not be a victim of fear. You have advantage on all Fear Tests. Survivor: It's safe to eat these fruits... You need to go through 2 scenes to lose 1 hunger point instead of 1. Lucky: Phew! That was close. You can reroll one test per session. Quick Shot: Pew, pew, pew! Reload and draw any type of ranged weapon is a free action. Touched by Faith: It runs in the blood. You gain damage defense from rituals or magic sources equal to half your body value (minimum 1). Piercing Strike: I will bathe in the blood of my enemies! If your attack reduces an enemy to 0 Hit Points, you can immediately make an extra attack with Disadvantage. Watchful: It's better to be ready than to get ready. You have advantage on Initiative tests. Cost of Rituals All rituals presented by Deity Skills cost a number of Fear Points represented by the level of affinity at which it is located, with the costs being: Affinity 1: 4 Fear Points Affinity 2: 8 Fear Points Affinity 3: 16 Fear Points Some rituals can be cast with greater strength, as described in the ritual's description. Therefore, you must pay the amount in parentheses if you want to use the enhanced effects. Deity Skills Gods Affinity 1 Affinity 2 Affinity 3 Fear and Hunger Rot Mastery over vermin, Flesh puppetry Mischief of Rats Alll-mer Blood Sword - Inverse crown of thorns Rher Reveal aura Mind read Golden gates Sylvian Pheromone s, Loving whispers, Brain flower, Heart flower. Healing whispers Vinushka Roots that reap, Pyromanc y trick Brain flower, Combustion, Heart flower, Photosynthe sis, Scorched earth Greater Photosynth esis Gro-goroth Necromanc y, Hurting Blood golem, Black smog, Scorched earth Black orb Sulfur God Longinus Sulfuric Crown of thorns God of the Depths Mastery over insects, Needle Worm Locust swarm, Flock of crows - New Gods Radiation, Enchain Betel Enlightenm ent Chains of Torment Logic Red Arc - Moth Swarm I believe that of all forms of expression, magic and the cycles of the gods are the best way to demonstrate what we seek: ascension. - Enki Ankarian
➢ Betel Enlightenment The light of Betel enhances your magical nature. You reduce the cost of all Magic Augmentations by - 2 until the end of the scene. Celestially Chosen (8): The reduction increases to -4 instead of -2. ➢ 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. You make four attacks against a target; each attack must be made with its own hit roll and can aim at different body parts. Each attack that you hit deals 3d6 of magical damage. ➢ Black smog Crystallize manmade darkness born from the industrial age to blind and suffocate your opponents. You blind all enemies within a 6m radius and deal 1d4-2 (minimum 0) damage to the head. You roll only once to hit, not adding the Body Location penalty, and all enemies within the radius must roll to evade. Barbed Mist (4): Damage changes from 1d4-2 to 1d4. ➢ 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. The Golem has 20 Health Points, has 1 attack that deals 1d12 damage. It has +5 to hit and to evade, attacks during your turn, and lasts until the end of the combat scene. Combat Golem (4): The bonus to attack and evade increases to +10. Additional Members (4 and Affinity 3): The number of attacks changes from 1 to 2. Armored (4 and Affinity 2): Hit points increase from 20 to 40. Claws (4): The damage increases from 1d12 to 3d6. ➢ 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. You summon a sword that deals magical damage equal to 1d8. This sword lasts until the end of the combat scene and can be used with Occultism instead of Fighting. Sharp Sword (Affinity 2): You increase the sword's damage by 2d8. Powerful Sword (Affinity 3): You increase the sword's damage by 3d8. ➢ Brain flower Plant your personal seeds of brain flower to a fertile ground. Freshly deceased corpses being the most fertile of grounds. You plant a Brain flower on a corpse, which restores 1d6 Mind points. A Brain flower cannot be planted on a corpse more than once. Good Fruit (4 and Affinity 2): The flower restores 4d4 instead of 1d6. ➢ Chains of Torment Summon the chains that tormented Chambara the Tormented One for hundreds of years. You apply Critical State to your opponent, but if you hit the attack, you apply Terror to yourself until the end of the combat scene. Annihilation (0): Reduce your opponent's health to 1 and your Mind value to 1. ➢ Combustion A talented wizard can control the heart in the atmosphere and create a large combustion of fire and flames to devour their opponents. You deal 2d4 of magical damage to the opponent and inflict Burn. ➢ Crown of thorns The crown of thorns makes your suffering pleasing to others in indescribable ways. You suffer from the Bleeding condition until the effect of the magic is ceased, and all allies within a 6m radius centered on you receive Health Points equal to the damage from the bleeding that you receive. ➢ Enchain Chains leap from the ground and restrain the enemy, giving you the opportunity to make a stronger attack. You apply the paralyzed condition to the target. ➢ Flesh Puppetry Puppeteer severed limbs at your disposal to attack the enemy. You need sawed off limbs to do this. Animated body parts have 5 health points, +5 to hit, deal 1d8 Blunt damage, and make 4 attacks per turn during your turn. You can only have one active Flesh Puppetry at a time. ➢ Flock of crows A swarm of crows fly to your enemy and attempt to tear them apart. You choose a body part and it is automatically attacked by the swarm, the hit is instantaneous and causes 1d4+1 damage. Mutant Swarm (8 and Affinity 3): You create 2 more mutant crow swarms; you can select different
enemies and different body parts to be attacked (including the same enemy in the same body part). Each swarm deals 1d4+1 damage, totaling 3d4+3. ➢ Golden gates A gift from the Moon God himself. Gain access to golden gates that lead you out from madness and world of deceit. To make this ritual work, you must cast it multiple times in different places. The ritual must be drawn on the ground, so you must be present and have melee range. After casting it twice and being on top of the ritual circle, you can teleport between the marked locations of the ritual. ➢ Greater Photosynthesis The process in which you use sunlight to create oxygen and energy to replenish your health gradually over time. Requires sunlight obviously. When casting this ritual on an ally, they receive regeneration of 4 life points per turn for 1d6 turns. ➢ Heart flower Plant your personal seeds of heart flower to a fertile ground. Freshly deceased corpses being the most fertile of grounds. You plant a Heart flower on a corpse, which restores 1d6 Health points. A Health flower cannot be planted on a corpse more than once. Good Fruit (4 and Affinity 2): The flower restores 4d4 instead of 1d6. ➢ Healing whispers Concentrated whispers carried by the older god Sylvian. Heals a considerable amount of health of all the party members. You recover 2d6 Health points for all allies within a 9m radius centered on you. ➢ Hurting Create a devastating vortex out of your concentrated feelings of hurting and hatred. You deal 1d8 + half of your Mind value in physical damage (Blunt, Slashing or Piercing). Hurting Much (4): You can select 2 more enemies at once. Hate and Hurt (8): You add your entire Mind value instead of half. ➢ 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? You select a target within 9m from you. Whenever you receive an attack, half of the damage is dealt to the selected target as magic damage. The Pain of the Cross (0): You die instantly. ➢ Locust swarm Summon a swarm of crickets to disrupt the enemy. You inflict the confusion effect on the target. Worms of crickets (4): You deal 1d6 damage until the end of the scene. ➢ Longinus The blood of Alll-mer boils and rages even ages after his death. Just a drop thrusts spears to the torso of his enemies. Summon a blood spear to wield in battle. You summon a spear that deals magical damage equal to 1d6. This spear lasts until the end of the combat scene and can be used with Occultism instead of Fighting. Whenever you make an attack with the spear, you gain +1 Speed (up to a maximum of 4) and can throw the spear at an enemy to deal double damage dice (however, you lose your spear no matter if you hit or not). Sharp Spear (Affinity 2): You increase the spear's damage by 2d6. Powerful Spear (Affinity 3): You increase the spear's damage by 3d6. ➢ Loving whispers Concentrated whispers carried out by the older god Sylvian. Heals a considerable amount of health. Precariously the whisper's effects are solely based on Sylvian's whims. You heal 2d10+5 hit points of a chosen ally within 9m of you. ➢ Mastery over insects Understanding of insects. You can hear and talk with insects of all sizes. You can ask 5 questions to the insects or even pacify them, the insects will answer the questions truthfully and can even serve as spies in certain occasions, being able to receive orders from you. After the insect completes its mission or follows your orders, the ritual is ceased. ➢ Mastery over vermin Gain the ability to talk to those who are often left unseen. You can summon a swarm of worms to attack enemies within a radius of 3m from the point where you summon them. The worms can cause a random effect determined by 1d4, which can be Confusion, Poisoning, Nausea, or Nothing. All
enemies within the area must roll against your Occultism test to evade. ➢ Mind read A moon magic that reveals the inner thoughts of fellow humans. This spell allows you to read the surface thoughts of a target, and to resist this test, the target must roll a Mind +5 test instead of a Reflex (Evade) test. If you succeed, the target won't know you're reading their mind, and if you fail, the target will be informed that someone tried to invade their head. Enhanced Telepathy (4): If you fail the test, the target is not informed that someone tried to invade their mind, but the bonus they must roll increases to +10 instead of +5. ➢ Mischief of Rats Summon a mischief of rats to disrupt the enemy. Rats spread confusion and disease where ever they go. All enemies within a 6m radius centered on a point of your choice must make a Reflex (Evasion) check against your Occultism check. If they fail, they all take 1d6 of magical damage and are inflicted with Concussion 1. ➢ Moth Swarm Summon a swarm of moths to aid you in combat. The moths are the very same that leaked from the paradise, the artificial green, when the door between the worlds was opened. The summoned moths deal magical damage equal to half of your Mind value directly to the target's health without the need for you or them to make a test. Blue moths (4): With the help of blue moths, you can find more clues about hidden paths and be guided to something that can help you. When activating this enhancement, you exchange the effects of this spell, with the target being "Yourself" instead of an enemy, and the effect "+5 to investigation" instead of the one described above. ➢ 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. You can bring back to life an enemy that has a difficulty level equal to or less than 1/4 of your Mind value as your servant. If the same enemy dies again while under the effect of this spell, they cannot be resurrected by necromancy, and this spell does not work on playable characters. ➢ Needle Worm Harness the strength of a hundred leeches. The price is that you have to carry them inside you as parasites. You apply the poisoned 1 and bleeding conditions to the enemy, and all damage they take with these effects is converted into hit points for you. However, when this spell ends, you will suffer from Withdrawal 2 effects until you spend an action during a Rest Scene to vomit the leeches and lose 2 Hunger Points. ➢ Pheromones Release of pheromones that makes the opponent divert all attention to the target. You apply the pheromone effect to a willing ally until the end of the scene. All enemies who attempt to attack must make a Social (Willpower) test against your initial Occultism value, and on a failure, they will attack the target affected by the pheromones. ➢ Photosynthesis The process in which you use sunlight to create oxygen and energy to replenish your health gradually over time. Requires sunlight obviously. When casting this ritual on an ally, they receive regeneration of 2 life points per turn for 1d6 turns. ➢ Pyromancy trick A simple pyromancy trick to burn your opponents. You inflict the Burn condition on the enemy and they take double damage from the effect. Ignition (0): You can set fire to flammable objects. ➢ Radiation Makes a thunderous light shine in front of the enemies. You apply the Light Sensitive condition. Illuminate (0): You can use this spell to illuminate an area with a 9m radius. ➢ Red Arc Strike your enemy with a concentrated bolt of electricity that will stun weaker foes. You deal 2d8 magical damage and apply the Concussion 1 condition to enemies who fail by 5 or more against your Occultism test. Tempest (8): You can choose two additional different enemies to receive the damage, and all of them must pass their Occultism test to evade it. ➢ Reveal aura You can sense the presence of strong enemies around you. Within a radius of 60m centered on you, you
can locate all enemies with a difficulty level equal to your Mind value. You know their challenge level and where they are located. ➢ Roots that reap A talented wizard can generate a shockwave that travels underground and forces sharp roots to push through the ground. All enemies within a 6m radius centered on a point of your choice must make a Reflex (Evasion) test against your Occultism skill. If they fail, they take 4d4 magic damage and suffer the fractured condition. ➢ Rot Rot the victim from inside out to make them vulnerable to attacks. Increase the enemy's damage dice by +1 of the same type as the original attack for all types of attacks. ➢ Scorched earth Scorch your surroundings completely to create an environment that greatly enhances fire attacks. Causes the Burn effect on everyone within a 12m 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 12m 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.
(Optional rule) Ways to obtain soul stones from higher beings. Types of Action Free Action: • Speak: Speaking a few words or a short sentence. • Drop an item: Dropping an item that is held or carried. • Drop to the ground: Falling prone to the ground. • Delay action: Choosing to wait and take an action later in the turn. Move Action: • Move: Moving up to the character's Speed. • Draw or stow weapon: Drawing or sheathing a weapon. • Manipulate item: Performing a simple interaction with an object, like opening a door or picking up an item. • Stand up: Getting up from prone position. Action: • Attack: Making an attack against a target. • Reload weapon: Reload a ranged weapon, be it a crossbow, bow, or firearm. • Maneuvers: All maneuvers must make a Strength (Fighting) test against the defender's Reflex (Evasion) test. ➢ Grapple: Grabbing an opponent in a grapple. ➢ Shove: Using force to push an opponent away or knock them prone. ➢ Disarm: Knocking a weapon or item out of an opponent's hand. ➢ Push: Using force to move an opponent a short distance. ➢ Break: Breaking an object or surface, like smashing a door or breaking a lock. ➢ Overrun: Moving through a space occupied by an opponent. • Cast ritual: Performing a longer spell or ritual. • Feint: Attempting to deceive an opponent in combat. To do so, the attacker must make a Strength (Deception) test and the defender must make a Reflex (Perception) test. If you succeed, you gain advantage on your next action. • Ready: Choosing to hold an action until a specific trigger occurs. • Help: you can help another person, the group must define a character to be the leader (usually the one with the highest bonus); the others will be the assistants. Each assistant makes a test against DC 10, using the same skill or another that makes sense. Each assistant who passes grants the leader a +1 bonus, with an additional +1 for every 10 points above the DC (+2 for a result of 20, +3 for a result of 30, and so on). After the assistants make their tests, the leader makes the final test taking into account the bonuses received. • Use skill or item: Using a skill or item in a non-combat situation. Full Turn: • Run: Moving up to double the character's Speed. • Aim: Taking a moment to aim at a target, granting you ignore the body location's negative modifier. • Guard: Using your entire turn, all attacks directed at you have disadvantage. In addition, all attacks from Coin Toss enemies automatically fail. Location Roll Penalty DMG head 10 -7 ×2 Torso 7-9 0 ×1 R. Arm 6 -4 ×½ L. Arm 5 -4 ×½ R. Leg 3-4 -3 ×½ L. Leg 1-2 -3 ×½ New gods methods The Tainted One dead people = Soul shards 3 soul shards = soul stone The Radiating One specific relics = varied price of soul stones The Heartless One Helping people on their quests = soul stone
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). Damage Flowchart: [(Weapon Damage + Modifiers) - Enemy Defense] × Body Multiplier = Damage Applied Types of damage: Blunt, Slashing, Piercing, Magic Hunger and scenes Combat Scene Exploration Scene Rest Scen Effects Concussion (x) Fracture Bleeding Poisoned (x) Toxic (x) Infected Part Blindness Terror Critical state Nausea Confused Withdrawal (1-2) Irritation Burn Paralyzed Hunger (1-5) Fear (1-5) Light Sensitive