
FEAR RPG is a free and complete
pencil-and-paper fantasy roleplaying game.
Last updated on 5 January
2013.
Download the rulebook (6th edition) for free here!
Rulebook (5th edition) available in print on www.lulu.com
Check out the review of FEAR at thefreerpgblog.blogspot.com
Why?
Some roleplaying
games are so simplistic that any realism is lost. Ever played a game where:
- only thieves can pick locks?
- rapiers do the same type of
damage as clubs?
- each combatant makes one attack
every ten seconds, and can only wear one type of armour?
Other
roleplaying games are so complex that they become unplayable. Ever played a
game where:
- each character has hundreds of
different skills?
- keeping track of damage in
combat requires a qualification in accountancy?
- you have to buy twenty
rulebooks to get a decent set of rules?
FEAR RPG
was born out of frustration with these types of roleplaying games, and has been
designed from scratch to be realistic yet flexible. The rules can be adapted to
any fantasy world you care to use. Hopefully there’s enough depth to satisfy
experienced roleplayers, and enough explanation to get novices started too.
Sadly, I’m not an artist so there are no pretty pictures to break up the text
and tables. If anyone has fantasy artwork they don’t mind me using, please
contact me!
What
do you get?
FEAR RPG
provides:
- 12 classic fantasy PC races;
- 100+ detailed monster
descriptions;
- 250+ spells in 12 schools of
magic;
- a simple and flexible skill
development system;
- a realistic second-by-second
combat system.
FEAR RPG
can be adapted to virtually any fantasy world invented. Just add dice (1d20s)
and imagination…
Authorship
and Contact Information
FEAR RPG
was created by Paul Jeffcoat, with suggestions from Dale Broadbent, James Lowe
and Chris Murtagh.
It has been
published on the internet to get feedback from other roleplayers. If you have
any comments or suggestions, please email them to:

Last
Rule Update
5 January 2013 – Sixth Edition!
Big changes, chiefly the scrapping of Power Points and the
Magic stat.
Changes by chapter:
- Character
Generation
- Increased personalisation by
allowing 30 points to be spent on DRMs in character generation, not 18.
- Scrapped
night vision. Revised which races have infravision and its range.
- Revised
penalties for Swimming skill for Dwarfs (and
Dragon-Newts).
- LURPs
now regained at the end of each scene in the GM's campaign. Maximum
number adjusted.
- Actions
- Renamed
scholar language grade to student.
- Removed
an error in the difficulty factor table in the Actions chapter.
- Combat
- Reduced
speeds of many one-handed melee weapons - majority are now 3 seconds. This
because simultaneous one-handed attacks were unbalanced, e.g. a dagger
could be attacking every second whilst a mace in the other hand was
attacking every 5 seconds.
- Clarified
that a weapon's duration is not just the time to swing it but also the
time for recovery between attacks, repositioning the feet, overcoming the
weapon's inertia, etc.
- Scrapped
metal shields - wooden ones would be far more practical.
- Magic
- Scrapped
POPs and the MA stat.
- Instead
of losing POPs when a spell is cast - if a spell-casting roll is failed,
the caster loses the ability to cast any magic spell for a number of
seconds equal to the spell's level, assuming the level is <=10. If the
spell's level is between 11 and 15, spell-casting ability is lost for
this many minutes. If spell levels is >=16, spell-casting ability is
lost for this many hours.
- If
a spell-casting roll is fumbled, in addition to the loss of spell-casting
ability, the spell is lost from the caster's memory. The player puts a
cross by it in pencil on the character sheet. Once the character regains
his spell-casting ability, he must spend the requisite number of hours to
re-memorise this spell before he can cast it again. This means that the concept
of incomprehensible spells can be scrapped too.
- New
Restoration spell added to Wizardry to restore loss of spell-casting
ability.
- Ghost
Drain and Leech Power spells scrapped from Necromancy. Added Detect
Undead spell, and Bind Spirit for making Greater Skeletons.
- New
Wake Trees spell in Hedge Mage discipline. Made Intersection a lower
level spell to encourage encounters with intersections in the game.
- New
Alter Ego spell in Mind discipline.
- Clarified
that bolts, balls and cones require an attack roll to aim after the
spell-casting roll. Added that an optional skill could be developed for
aiming them by characters with low SC.
- Raised
default spell-casting time to 5 seconds. And prayers to 10 seconds.
- FERPs
have gone. Instead have loss of prayer use, like for spell-casting
failures.
- Changed
Green Fingers gift from Goddess of Plants.
- GM
- Simplified
rules for advanced character generation.
- Bestiary
- Revised
regenerating vulnerability class so the GM doesn't need to record when a
creature receives an injury.
- The
ability of undead to drain POPs has gone - victims instead lose
spell-casting ability.
- Goods
and Services
- Increased
the range of habitats that each herb grows in.
- Added
a new herb to restore lost spell-casting ability following undead attacks.
- Treasure
- Made
healing potions more likely to be generated on the random Potions table.
- New
Restoration potion added to restore loss of spell-casting ability.
Previous updates are listed on the Rules page.