FEAR RPG is a free and complete pencil-and-paper fantasy roleplaying game.


Last updated on 26 September 2014.


Download the rulebook (7th edition) for free here!


Rulebook (7th edition) available in print on www.lulu.com


Check out the review of FEAR at thefreerpgblog.blogspot.com




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 thereís enough depth to satisfy experienced roleplayers, and enough explanation to get novices started too. Sadly, Iím not an artist so there are no pretty pictures to break up the text and tables. If anyone has fantasy artwork they donít 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 (1d10s) and imaginationÖ


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

Previous updates are listed on the Rules page.


Seventh Edition!


Major changes:

  • Character Generation:
    • New Empathy and Reasoning attributes, rather than just Intelligence. Also Enchantment rather than Magic.
    • Scrapped racial restrictions on calling.
    • Scrapped half-elves and half-orcs.
    • Made wood elves mortal. Only dragon-newts and trolls are immortal.
  • Actions:
    • Reworked for Skill+Attribute action roll system.
    • Skills divided into arts, crafts, lores and manoeuvres - as well as combat, magic, adrenal and advanced melee.
  • Combat:
    • Following weapons scrapped: Fighting Chain, Blowpipe, Bolas, Nunchaku, Military Pick, Dart, War Mattock, No-Dachi, Katana, Claymore.
    • Revised weights to make them more consistent.
    • Changed characteristics of cudgels and maces, to reduce their effectiveness. Most one-handed blunt weapons do Kick Box damage now, not Crush.
    • Adjusted all mST and deleted Fumble Range in tables.
    • Rules for applying exhaustion penalty consistently in combat now.
    • Revised Damage Tables to make them more consistent, and to increase difference with AC.
    • Exsanguination moved from Giant Vampire Bat to Damage section.
    • Scrapped cuir bouilli armours.
    • Made it worthwhile layering different ACs (protection is not just the highest AC).
    • Scrapped Armour Penalty. Armour just contributes to Encumbrance Penalty, unless it is magical. Magical bonuses for armour reduce Encumbrance Penalty. Some weapons and armour are heavy now (especially mail)!
    • Clarified that Defence is greatest Attack for two-weapon combo.
    • Scrapped range modifiers to Attack (instead the Location Penalty changes with range).
    • Scrapped effect of range on Attack Strength.
    • Scrapped halving of Defence versus ranged attacks, or whilst making them, or whilst charging, etc. Instead Defence just equals AG, except whilst making and receiving melee attacks, when the weapon can be used to parry.
    • Fighters can make enhanced parries versus ranged attacks.
    • Reworked advanced melee skills. Fighters are able to sacrifice skill development ticks for bonuses to advanced melee skills (to stop them developing dozens of pointless combat skills). New advanced melee skills: Death Prod and Follow Through.
  • Magic:
    • Replaced spell level with 6 grades of difficulty.
    • Three spell casting durations - 1, 5 and 60 seconds.
    • Scrapped sustained spell effect duration.
    • Referring to spells as being resistible or irresistible, instead of direct or indirect, as clearer. Reduced number of irresistible spells - most are not resistible.
    • New Talisman spells in all disciplines, to encourage specialisation and interaction.
    • Reworked Bolts, Balls and Cones so they automatically hit - no need for attack rolls (except when sweeping cones).
    • New spells: Wind of Utility (Aeromancy); Crystal Light (Terramancy); Lifesap (Necromancy); Strip the Flesh (Necromancy); Red Mist (Necromancy); Attribute Enhancement (Alchemy); Freeze Water (Hydromancy); Fire Cloak (Pyromancy), Snake Arrow (Nature), Blind Arrow (Nature), Reflect Missile (Force), Shift Gravity (Force).
    • Reordered low level Healing spells. Tweaked Heal Injury and Ignore Pain.
    • Scrapped vorpal enhancement from Alchemy, given revisions to Armour.
    • Reduced duration of Paralyse as it was too powerful.
    • Replaced Heat Item in Pyromancy with Ignite.
    • Vampires revised to allow them to fully exsanguinate and kill.
    • Added new Chaos gift - changing race.
    • Reworked priest ranks and gifts. Gifts now bestow attribute increases.
    • Scrapped priestly spell immunity.
  • Optional Races:
    • Increased Dragon-Newt metamorphosis time to days not hours.
    • Changed Icthoid telepathy power to suggestion.
  • Character Development:
    • Revised development rules for new Skill+Attribute action roll system.
    • Scrapped attribute development, given new potential for magic to enhance attributes.
  • Bestiary:
    • Scrapped creatures' immunity to non-magical weapons. Such immunity is reserved for users of a master Force spell or pious magic.
    • Revised vulnerability to give standard, resilient and super-resilient classes, plus regenerating.
    • New creatures: Beholder, Fei-Long and Void Hart. Scrapped chimp and hydra. Merged Ice and Water Drake (aka Hydra).
    • Demonic Wrongness now disrupts spell-casting, rather than worsening Hindrance.
    • Undead attacks no longer disrupt spell-casting. Instead, some emit a cold aura which fatigues.
  • Goods:
    • New tax on adventurers bringing treasure into towns. Will encourage stashing of treasure in the wilderness.
    • Blackgrot - new poison and trail ration.
    • Added in prices for metal shields in Goods and Services.
    • Merged injury healing herbs (the location of the injury on the body no longer matters).
    • Scrapped herb which heals injuries in advance - leave this to spells.
  • Treasure:
    • Artefacts renamed as legendary items.
    • Wand of Towering added.
    • Float Stone added alongside mithril and adamant.