
FEAR RPG is a free and complete
pencil-and-paper fantasy roleplaying game.
Last updated on 26 July 2009.
Download the rulebook here!
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,
- 320+ spells in 16 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, Mark Gaunt,
Chris Murtagh, James Lowe and Craig Birks.
It has been
published on the internet to get feedback from other roleplayers.
If you have any comments or suggestions, please email them to:
p a u l @ f e a r r p g . n e t

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Last
Rule Update
26 July 2009 –
Third Edition!
Changes by chapter:
- Character
Generation
- Have
scrapped birthsigns (many becoming priestly powers).
- Amended
rules for experienced character generation so as to protect differences
between callings.
- Amended
racial DRM modifiers for Spell-Casting skills.
- Actions
- Simplified
language skills through the use of grades.
- Added
Blind Fighting skill and rules for blindness.
- Added
Fire-Starting skill.
- Merged
the Fishing and Fish Lore skills and Forestry and Tree Lore skills,
keeping the latter.
- Combat
- Added
rules for mounted combat.
- Removed
range modifiers for elemental spell attacks as they were too powerful.
- Made
rules for rate of natural HIP/POP regain easier to find.
- Magic
- Reworked
the Alchemy discipline to remove the need for embedding precious stones
on all magical items, to make Golems easier to make and to provide more
spells for protecting strongholds.
- Split
the Elemental disciplines into four separate disciplines. Specified
volumes for bolt, ball and cone spells. Made sizes of walls in wall
spells vary with SC.
- Reordered
Combat spells, removed Energise Attack and
added Distribute Attack spell.
- Added
Girdle of Misdirection spell to Nature discipline.
- Added
Repel Fire spell to Elemental Fire discipline.
- Added
Entropy spell to Time discipline.
- Added
Cloak Item spell - turns castles into hills.
- Added
Repeating Trigger spell - better for spell traps.
- Added
SC km limit to Seer spell.
- Enhanced
Scrying to make it markedly better than Seer.
- Priests
now gain gifts from their gods.
- Pious
prayers - adjusted some of the levels and descriptions.
- Removed
the +1 bonus for resisting direct spells with SD<Level. This penalised characters
with higher SD.
- Optional
Races
- Simplified
rules for slaying Trolls and the effects of sunlight.
- Fixed
Dragon-Newt Pain Tolerance DRM at zero, so all callings progress through
instars. Mentioned increasing proto-dragon-stench and effect on horses
and riding.
- Games
Master
- Amended
rules for advanced character generation so that huge numbers of spells
are not always obtained.
- Bestiary
- Gave
all monsters an Observation skill bonus.
- Increased
POPs available to some spell-casting monsters.
- Altered
necromantic phylacteries to distinguish them from alchemical soul stones.
- Alterations
to NPCs and creatures' spells following division of elemental
disciplines.
- Amended
Vampire to tighten definition of exposure to sunlight.
- Amended
Great Troll to reflect tweaks to the common Troll.
- Added
Goat, Rhino and Fungoid.
- Prices
for Goods and Services
- Modified
prices of precious stones and jewellery to reflect new Alchemy and Treasure.
- Halved
values of some herbs.
- Treasure
- Reworked
rules for treasure generation to reflect changes to Alchemy.
- Added
Zinder Nut into herbs table in Treasure. Reordered herbs by rarity.
- Added
Blood Mandrake herb in
Artefacts section - a cure for vampirism.
Previous updates are listed on the Rules page.