
FEAR RPG is a free and complete
pencil-and-paper fantasy roleplaying game.
Last updated on 6 March 2010.
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,
- 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, 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
6 March 2010 – Fourth
Edition!
Changes by chapter:
- Actions
- Attune
skill - the difficulty of attuning a magical item decreases once you've
attuned it several times.
- Replaced
Pharmacy and Healing skills with Medicine.
- Combat
- Stopped
allowing Dodge to be used against all attacks. Now a target must divide
his Dodge skill between attacks. This will encourage the use of shields
to block.
- Removed
Orientation Bonus for flank and rear attacks.
- Injury
Roll Tables - amended to decrease likelihood of an Injury not causing damage.
- Reworked
the Location Penalty section with more examples of body types.
- Added
fighter specialisations
to beef up the power and
customisation of those of the fighter calling, who might not be
obsessed about spells.
- Added
caltrops to Mounted Combat section.
- Magic
- Profane
Magic
- Major
reworking of disciplines and spells to strip out duplication and naff
spells.
- Added
rules for use of foci and true names in spell-casting. Replaced use of
mark-type spells with use of foci.
- A
separate SD roll is now made to resist direct spells, improving the
chance of resisting them.
- Spell
acquisition was too easy so have now:
- Scrapped
the forgetting of spells (unnecessary complexity, and means that PCs
would find spell books too regularly);
- Changed
the cost of buying spells from guilds such that missions are required
for ≥11 level (more roleplaying potential);
- Amended
rules for spell research so that existing spells can be developed from
scratch.
- Changed
default spell-casting time to 3 secs.
- Alchemy
- Stripped
out unnecessary complexities like Soul Stones and Familiar Stones. Have
axed spells related to these concepts.
- Have
limited the number of magical items that an alchemist can make (through
POP reduction).
- Have
limited the number of Enhancements that an item can have (bonus plus
two others).
- Embedded
spells can be cast a number of times per day, rather than items having
pools of POPs.
- Combat
and Movement
- Merged
Combat and Movement into a new Force discipline.
- Wizardry,
Conjuration and Time
- Scrapped
Time and Conjuration disciplines. Moved the few good spells from these
into a revised Wizardry discipline. Note that Permanency has gone.
- Mind
and Illusion
- Scrapped
Illusion discipline. Moved the few good spells into Mind. Illusions and
invisibility are now mind tricks, Jedi-style.
- Necromancy
- Complete
reworking. Made raising undead a lot simpler. Now centred around ghouls, vampires and liches at high level.
- Nature
- Scrapped
Shapechanging discipline. Moved the few good spells into Nature.
- Wounding
- Now
called Curses. Includes the few good Demonology spells.
- Pious
Magic
- Invocation
Prayer - now cast as if priest's SC is DV, not 20.
- Priests
of Chaos now receive gifts on the third identical consecutive 1d20
throw.
- Paladin
is now the name of a Priest of the Goddess of Love. Members of Guild of
Combat Mages are called Knights.
- Amended
some gifts from the Goddess of Fate.
- Changed
default praying time to 5 secs.
- Optional
Races
- Troll
weight reduced to 4x Height (cms).
- Troll
movement rates from normal formulae are now divided by 3, to stop them
running at 50 mph!
- GM
- Augmented
section on law to discuss curfews, importance of reputation, sanctuary.
- Bestiary
- Added
Raven, e.g. Roac in "The Hobbit".
- Gave
drakes powerful ability to deceive through
conversation.
- Specified
intelligence of master Fungoid.
- Have
increased HIPs and Dodges of some NPCs as they were too weedy.
- Have
recalculated Dodges of monsters to reflect size as well as reactions -
huge creatures should be very easy to hit.
- Prices
- Added
section on common taxes.
- Added
prices for barrels of ale and wine.
- Treasure
- Reworked
to reflect changes to Magic chapter, and simplified in the process - the
old chapter was trying to do too much.
- Character
Sheet
- Removed
redundant reference to Birth Sign.
Previous updates are listed on the Rules page.