FiveEvil: A Game of Unnerving Terror, Subverting the Expectations of the World’s Greatest RPG is that roleplaying game. Published following a successful Kickstarter campaign by Handiwork Games, best known for BEOWULF: Age of Heroes and the second editions of both Cold City and Hot War, it is a roleplaying game of modern horror, intended to cover everything from the style of Stephen King, The Walking Dead, and Twin Peaks to Halloween, The Thing, and The Ring. It makes multiple changes to standard Dungeons & Dragons, Fifth Edition. These start with it not being a Class and Level roleplaying game and it not having either abilities, powers, or Feats. Also gone is Inspiration, although Advantage and Disadvantage remain, and yet even more radically, there is no combat system and no attack rolls, and in keeping with the genre, but not necessarily Dungeons & Dragons, Fifth Edition, the Horror that the Player Characters are forced to confront is out to get them—and it does not play fair. This is a roleplaying game in which the Player Characters do not seek out the Horror or choose to confront it, but one in which the Horror seeks them out and confronts them. With all of that gone, what does FiveEvil give in its stead?
The Player Character looks very different in FiveEvil. He has the traditional abilities of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they are rated between three and eighteen. He has skills, but these are limited to twelve, two per ability, and he has Hit Points, typically ten for an average Player Character. After that, the changes really start. He has two Descriptors, which can be a job, hobby, or archetype, such as accountant, fly fishing, or surly teenager. Each Descriptor has a bonus, typically +4 for the job or stereotype and +2 for the hobby. These are applied to the skills that the Player Character is proficient in, two for primary Descriptor and one for the secondary Descriptor, as well to a Save Bonus for each Descriptor. He has four Personality Aspects—Habit, Belief, Flaw, and Relationship—that help define how the Player Character should be roleplayed. They can be invoked to ignore the Intensity of a situation and thus make a needed roll easier to achieve or to shake off a point of Desperation. A Player Character starts with no points of Desperation, but will acquire them as he is forced to struggle to survive the odds in the face the Horror. The more points of Desperation a Player Character has, the greater the likelihood that he will make mistakes and fall victim to whatever plans the Horror has for him.
Creating a Player Character in FiveEvil is a matter of choosing Descriptors and their associated skills and saves, defining the four Personality Aspects, and rolling for the abilities. This is done on three six-sided dice, though other methods are suggested. The process is quick and easy.
Mathias Pouke
Descriptor #1: Attentive Editor (+4)
Descriptor #2: Roleplaying Fanatic (+2)
Habit: Makes too many puns
Belief: Expect the worst and you will never be disappointed
Flaw: Fear of missing out
Relationship: How any cats can one man have?
Strength 10 (+0); Athletics [o], Intimidation [o]
Dexterity 12 (+0); Agility [o], Stealth [o]
Constitution 13 (+1); Grit [o], Survival [o]
Intelligence 14 (+2); Investigation [×], Knowledge/Recall [×]; Save [×]
Wisdom 10 (+0); Insight [o], Perception [o]
Charisma 13 (+1); Deception [o], Persuasion [×]; Save [×]
Hit Points: 12
Desperation: 0
Mechanically, in Dungeons & Dragons, Fifth Edition, when a player wants his character to act, he rolls a twenty-sided die and if the result after applying any bonuses, is equal to or greater than the Difficulty Class of the action, then the character succeeds. This is exactly the same in FiveEvil, except the Difficulty Class does not depend on the action being attempted or necessarily how challenging it is. Instead, it is based on the Intensity of the situation that the Player Characters are in. The Intensity value runs from zero to six, going from just another day at zero through the situation being pressed at two and disrupted at three to murderous at six. So, the more tense and dangerous the situation (accompanying music is, if this was a horror film), the higher the Intensity. When the Intensity value is zero, the Difficulty Class is always ten, but the Difficulty Class increases as the Intensity increases, raising up to sixteen. The players always know what the Intensity value is as the Game Master has to display it on the table. In this way, it lets the players know how tense the situation is and thus the degree of horror that they need to lean into, as well as its mechanical difficulty. Whatever the Intensity Difficulty Class, it is the current Difficulty Class for all actions, whether a Player Character wants to leap from one rooftop to another, decapitate a zombie with an axe, or search the library for the correct eldritch tome. This includes Saves as well, but most rolls will be ability checks as there are no skill checks.
If the result is equal to, or higher than, the Intensity Difficulty Class, the Player Character succeeds, but if not, he fails, and the situation is likely to go badly against him. If the result is a natural one, or is less than the Player Character’s Desperation, he has made a Mistake. The Game Master chooses the result which fits the situation, which might be that the Player Character stumbles, hurts himself, takes extra time, suffers Disadvantage, or drops, breaks, or forgets something, and so on. Conversely, if the result is a natural twenty or simply twenty or more, the Player Character catches a Break. In this case, the Game Master choses a benefit for the Player Character, which might be that he is impressive, finds something useful, gains Advantage, discovers a vulnerability of the Horror being faced, and so on.
In addition, the Game Master may need to roll a Doom check. This is rolled against the current Intensity Difficulty Class without modifiers and is used as an oracle to determine if the situation or an aspect of it favours the Player Characters or not.
The horror genre drives those subject to its terrifying events and encounters to act out of desperation to survive, let alone escape. No less in FiveEvil, but when a Player Character acts out of desperation, he gains points of Desperation. In return, a roll can be made with Advantage, a flat +2 bonus can be applied to ability checks or saves after their roll has been made, to temporarily ignore the effects of being Wounded, or to increase the damage inflicted in an attack by the current Intensity value. A Player Character can have a maximum of ten points of Desperation, before he can no longer act out of desperation. However, the acting out of, and gaining points of, Desperation, has its consequences. Any ability check or save roll whose result is under the Player Character’s current Desperation total, the Player Character makes a Mistake, and if the Player Character still has points of Desperation when in a rest, they have to be processed. This means that the Player Character comes to terms with what he has just encountered, survived, or witnessed. When this happens, there is a chance that one or more of the Player Character’s Personality Aspects is alienated. Mechanically, an alienated Personality Aspect cannot be invoked, but narratively, an alienated Personality Aspect indicates that the Player Character’s personality has suffered and he has lost something of himself. If all four Personality Aspects are alienated, the Player Character has lost the will to carry on, cannot act out of Desperation, and is effectively out of the scenario.
Alienated Personality Aspects are the equivalent of sanity in other horror roleplaying games, but in FiveEvil, instead of the loss of raw numbers indicating a Player Character’s state, it is who the Player Character is and how he acts that are affected. He suffers loss rather than has an effect imposed upon him, but this only comes about because the player has decided that he wants to put his character at greater risk and accumulate Desperation. Instead, where the effect of the Horror or the situation is imposed is on the Intensity value and whilst it is imposed collectively, it is till up to the player to decide how his character acts and whether or not that is through Desperation. Ultimately, it is up to player agency, but since FiveEvil is a horror roleplaying game, that choice is often a case of choosing the least bad option rather than the best option.
Instead of combat encounters, FiveEvil has Terror Encounters. These are the roleplaying game’s set pieces in which the Horror confronts the Player Characters. From the off, the Player Characters are on the back foot. Once the Game Master sets the stage, the Player Characters must make a Terror Save which determines if they freeze in terror, run away, or can act. However, the Player Characters do not so much act in Terror Encounters, but react. This is because the Horror always goes first in a Terror Round and as a Terror Reaction, a Player Character can do just one thing. This is either to fight and attempt to inflict harm on the horror, flight and runaway, or finish whatever other task the Player Character wants to do. To do so, a player Character must face the Horror and make a Doom check. In the unlikelihood of a ‘reprieve’, the Player Character gains a second Terror Reaction, whilst on a Success, he avoids any Evils, is subject to an Evil on a failure, and suffers an extra Evil on a Doom result. An Evil is an effect inflicted on the Player Character by the Game Master, either selected appropriately to the situation or rolled randomly, and they can be either minor or serious in terms of severity. Minor Evils are suffered on rounds one and two of a Terror Encounter, whilst Serious Evils come into effect from the third round onwards.
Terror Rounds are patently unfair and favours the Horrors rather the Player Characters and is entirely intentional. The Player Characters are ordinary folk and the Horror not, and survival is never guaranteed. The explanation of how Terror Rounds work is supported by a lengthy example of play which very nicely showcases how all of FiveEvil works.
All of the play rules in FiveEvil are covered in the book’s first forty pages, including base advice, the elements of both Player Characters and Horrors, and running the roleplaying game. The advice for both player and Game Master is upfront and is to play hard, earn and give trust, take the hits, feel the fear, and play safe both in establishing the tone of the game and how it then plays out. Taking all of this in hand, the Game Master and her players are ready to play the first of five scenarios in FiveEvil. This is ‘Wakefield House’ in which a group of high school teenagers are confronted by Kyle, a friend of theirs who disappeared the year before, a victim of his tragic circumstances. In the first part, the Player Characters are confronted by Kyle and run away, but are haunted by his presence as they try and work out what has happened to him and how they can stop him or rescue him. There is a emotional strand to the scenario in that each Player Character is not as good a friend to Kyle as he or she should have been and rescuing him is their path to redemption as much as his.
‘Wakefield House’ is a short affair, playable in a single session or two. It is also easy to prepare and comes with six pre-generated Player Characters, such that a Game Master really could read through the first forty pages of FiveEvil and the twenty-page ‘Wakefield House’ and have it ready to run in surprisingly short amount of time.
The rules for Player Character generation follow this and it comes with plenty of advice and suggestions in terms of Descriptors and Personality Aspects for different settings. All of this is done by page eighty or so, with the remainder of book dedicated to the Game Master and running and creating for FiveEvil. The advice throughout is thorough and helpful, but at its core is the idea that whilst FiveEvil likely draws heavily from films and books in terms of inspiration, and might look like a story from a film or a book, what it really is, is a trap for the Player Characters. They are trapped by the situation they are in and they are trapped by whatever plans that the Horror has for them, but they are also trapped by their Personality Aspects as they are what will motivate them. That is, when they are not running away! The advice also examines the different modes of play, going from Quiet Mode to Suspense Mode, and finally Terror Mode with Terror Encounters. There is advice too on running investigations, but particularly good is the section on ‘Horror Stagecraft’ which examines different techniques that the Game Master can use to maintain a rhythm of tension rising and falling. Being explicit about the odds, but preserve hidden truths until they need to be revealed (always at the worst moment in the story); getting under the skin of the players not to scare them, but help them scare themselves by leaving gaps in what their characters know and listening to them; keeping the suspense unbearable by setting up the threat and dialling up the Intensity, but allowing to slow down too; throwing in jump scares (with a nice Lewton bus reference thrown in); maintaining the tension in the moment; and more. The advice is excellent and it could have been published in standalone book of its own and it still would be good, not just in the FiveEvil rules.
The advice continues with a guide to creating scenarios, including deciding on a setting, choosing a Horror, selecting the right type of trap that the Player Characters will fall into, and pitching a scenario to the players. Settings break some archetypical locations for a horror, asking questions about each, giving suggestions as possible Player Characters and their group dynamics, adding setting details, and backing it up with advice on using the settings. Examples include an isolated research station, touring band, wilderness adventure, busy hospital, boarding school, grimy spaceship, charming suburb, and dead end town, each one a toolkit to help the Game Master set the stage for a scenario. The example Horrors include alien insects, vampires, ravenous carnivores, infections and zombies, cultists and the things they serve, and unstoppable maniacs. It feels like a short list, but they are constructed more like archetypes and it is easy to see how they can be fleshed out to be something more specific in detail and flavour for a scenario.
So far, FiveEvil has been primarily aimed at single scenarios. For campaign play it offers various different types of encounters and other options that extend play. These include hunt encounters when the Player Characters are being hunted and specific challenge encounters for difficult situations; expanding character options with particular areas of knowledge called ‘Know-Hows’ and developing a Player Character in the long term; and handling mysteries. There is a good toolkit help the Game Master create mysteries and again, just like the advice on horror stagecraft, it is worth reading by any Game Master who wants to run horror, not just FiveEvil. Then, this backed up by examples, including revisiting ‘Wakefield House’ to run it as a mystery.
Lastly, FiveEvil includes four, ready-to-play scenarios. ‘Last Fun Weekend’ sees a high school reunion go wrong at a lonely house in the hills where the Player Characters grew up; in ‘Everyone Got Something Going On’ the Player Characters get locked in downtown and hunted by a brutal killer when they attend a mandatory counselling appointment; in ‘Out of the Circle’ they are members of a religious cult who go in search of a missing member only to discover some horrible truths about her; and in ‘Big Screamin’ Demons’ a band whose members hate each other get back together for final time on a private island because the billionaire’s pay is good. The scenarios vary in length, none more than two or three sessions long. ‘Big Screamin’ Demons’ does disrupt the tone a little, being an over the top comic rock opera of a horror scenario. All four scenarios are good though and showcase the possibilities of FiveEvil very well.
Curiously, what FiveEvil is reminiscent of is 13th Age from Pelgrane Press. 13th Age presents a radical blending of Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition combined with genre enforcing storytelling mechanics. Putting aside the Class elements of 13th Age—Features, Talents, and Power—what feels specifically reminiscent of the epic fantasy roleplaying game in FiveEvil are Descriptors and Intensity. Descriptors feel like Backgrounds, the equivalent of skills in 13th Age, being very broad in their description and application, whilst Intensity feels like the Escalation Die in 13th Age. Both possess the same scale, running from one to six, and both values are player-facing, so that the players always know what they are. The Escalation Die literally sits on the table in front of the players and a six-sided die could do the same when playing FiveEvil. The Escalation Die is a bonus combat, designed to speed up combat in 13th Age, triggering various bonus effects, and making it more exciting. Intensity does not make the situation more exciting, but more tense, more horrific, and more challenging, the inverse of the Escalation Die. Both though, enforce their respective genres.
Physically, FiveEvil is very well presented. Both artwork and cartography are good. The writing though is excellent.
Whilst it is true that the underlying architecture of Dungeons & Dragons remains in FiveEvil, making it accessible to players of the world’s most popular roleplaying game, the changes to FiveEvil are more than enough for players who have eschewed either Dungeons & Dragons or Dungeons & Dragons, Fifth Edition to look at it and see a very different roleplaying game. These changes are not other elements drawn from Dungeons & Dragons, Fifth Edition or other similar fantasy roleplaying games, but with techniques and mechanisms more familiar to storytelling design. These enforce the genre again and again, making play tense, placing Player Characters in horrifying situations, and confronting them with terrible choices as they are confronted by real monsters and Horrors. FiveEvil: A Game of Unnerving Terror, Subverting the Expectations of the World’s Greatest RPG is an incredibly accomplished redesign of the hobby’s number one roleplaying game that both fulfils the claims of its subtitle and fails to fulfil the claims of the subtitle. It fails in part because the architecture of Dungeons & Dragons underlying the roleplaying game still remains and in part because so many changes are made to get what FiveEvil to do what it does, but succeeds because the end result really does what you expect Dungeons & Dragons, Fifth Edition not to do. That said, FiveEvil: A Game of Unnerving Terror, Subverting the Expectations of the World’s Greatest RPG does not change Dungeons & Dragons, Fifth Edition so much, as slice it open and gut its insides, filleting it right down to the barest of bones before building it back up again to make it a mean, lean scaring machine.






