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Description
Fear Itself 2nd Edition PELGF01The Roleplaying Game of Personal Horror Fear Itself 2nd Edition plunges ordinary people into a disturbing contemporary world of madness and violence and inexorably draws them into confrontation with creatures of the Outer Dark, a realm of alien menace. GMs can re create all the shudders and shocks of the horror genre at their table, whether they use the games distinctive mythology or one of their own choosing. Powered by the GUMSHOE investigative
The Roleplaying Game of Personal Horror
Fear Itself 2nd Edition plunges ordinary people into a disturbing contemporary world of madness and violence —and inexorably draws them into confrontation with creatures of the Outer Dark, a realm of alien menace. GMs can re-create all the shudders and shocks of the horror genre at their table, whether they use the game’s distinctive mythology or one of their own choosing.
Powered by the GUMSHOE investigative roleplaying system, Fear Itself 2nd Edition is ideal for one-shot horror games (where few, if any, of the protagonists are expected to survive), or ongoing campaigns in which the characters gradually discover more about the disturbing supernatural reality that hides in the shadows of the ordinary world. Will they learn how to combat the darkness? Or spiral tragically into insanity and death?
This edition features:
- Support for multiple different types of play, from bloody one-shots to mini-series and extended investigative campaigns
- Extensive advice for GMs on designing and running mystery games
- Revised psychic powers
- More monsters, plus detailed monster design rules
- Updated rules that draw from more than ten years of GUMSHOE development and play experience, to deliver the ultimate in personal horror roleplaying.
Fear Itself 2nd Edition also includes three sample scenarios—a one-night adventure, a mini-series, and a full campaign:
- The Circle: An experimental drug trial goes horribly wrong when one of your fellow participants disappears. Figure out what happened to him, or you’re next.
- Glass Beach Summer: The storm changed everything. We went home, one by one. And then we started to see them. We saw the monsters. At first, we thought the storm had brought them. It was only later that we learned the truth. The storm changed only us. The monsters were always there.
- The Dispatchers: No backup. No assistance. Just a voice on the radio in the night, asking you for help. In this campaign, unlikely monster hunters are drawn together by the mysterious signal. Can they survive their missions long enough to save themselves?
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