Alone Against Fear Tables and Play Aids
Alone Against Fear Tables and Play Aids
Alone Against Fear Tables and Play Aids
Antique flail weapon. If you roll a 6, it inflicts Damage 2 instead of 1. If you roll a 1 when
attacking, however, you hit yourself for 1 damage. You may spend 2 XP to train with the
flail and remove the chance of hitting yourself.
Axe. Two-handed. Damage 2. If you are Strong (Expert), you may use it one-handed.
Baseball bat or hammer. +1 to hit zombies and flaming skeletons. Damage 1.
Bow. Requires two hands to use. Damage 1. Comes with 2d6+3 arrows. If unskilled, you
attack at -1. With the Bow Skill you attack without modifier, or at +1 with Bow (Expert).
Chainsaw. Two handed. +1 to Attack rolls. Damage 2. At the end of any combat, roll a 1
in 6 chance that the noise attracts d6 zombies (L3 Slow Undead).
Chair. Two handed. -1 to Attack rolls. Damage 1. If the Attack roll is a 1 or 2, it breaks.
Crossbow. 2 handed. No bonus. Damage 1. Comes with 2d6 bolts.
Flashlight. It may be used as a ranged weapon to attack shadow creatures at +2,
damage 1. After each encounter with shadow creatures, there is a 1 in 6 chance of the
batteries running out.
Grenade. One use. One turn to use. Automatically inflicts 4 damage, divided in any desired
way among available opponents. If there are not enough opponents to soak all damage
(for example, there are only 3 foes with 1 Life each), you take the extra damage. At the end
of the combat, because of the noise of the explosion, roll a 3 in 6 chance of a random
encounter (roll only once, no matter how many grenades you used in this encounter).
Hockey Stick/golf club. Two handed. Damage 1, but damage 2 on a roll of 6.
Kitchen knife/ritual dagger: -1 to Attack. If the Attack roll is a 1, it breaks. You may pick
up a kitchen knife every time you visit a house.
Knife or stick. -1 to Attack rolls. You may pick up a stick every time you visit a stick.
Molotov cocktail. One use. Allows you to automatically destroy 1 zombie or perform an
Attack roll at +2 against any other opponent. You need a lighter or matches to use this.
No effect against flaming skeletons.
Nunchaku. -1 to Attack rolls, no modifier if you have Martial Arts Skill. Damage 1. If you
roll a 6 on a Defense roll against a foe armed with a one handed weapon, you disarm
the foe (gain +2 to Defend against that foe unless he has another weapon).
Pistol . +1 to Attack rolls, damage 1. Comes with 2d6 bullets.
Pitchfork. Two handed, damage 1. If your opponent surprises you and his first attack
misses and then your first attack hits, you have impaled the opponent for 3 damage.
Rifle. Two handed. +2 to Attack rolls. Damage 2. May attack twice per turn but doing so
uses 3 bullets. May be used as a club (-1 to hit, 1 damage). Comes with 2d6 bullets.
Scythe/showel. Two handed. -1 to Attack rolls because of its unwieldiness. Damage 1. If
you roll a natural 6, you decapitate the target, regardless of how many Life points it has.
Shotgun . +2 to Attack rolls. Damage 2. Comes with 2d6 shells.
Samurai sword (authentic). May be used two handed (+1 to Attack rolls) or one
handed (no bonus). Damage 1.
Samurai sword (cheap replica). May be used two handed (+1 to Attack rolls) or one
handed (no bonus). Damage 1. Breaks on an Attack roll of 1.
Unarmed attack. -2 to Attack rolls, -1 with Martial Arts, no modifier with Martial Arts
(Expert). Damage 1. May inflict non-lethal damage if desired.
Alone Against Fear Character Sheet
Name XP Sanity Life Clues
Keywords
Skills weapons
ammo
Arcane Skills
Equipment
Food
candles
Books read
Permission granted to reproduce this sheet for personal use only © Ganesha Games, 2020
Alone Against Fear town map
Permission granted to reproduce this sheet for personal use © Ganesha Games, 2020. Enlarge this page
so there is more space for notes in the boxes.
Game overview
● Create a character. Choose 2 Skills. You have 2 items from the Useful Stuff table
(p.22) or the Random Objects table (p.20) and 1 random weapon (p.20). If you play
an already existing character, keep all equipment, skills and XP accumulated in play.
All Life and Sanity points lost are fully healed between games.
● Roll on the Mission table, p.40 to determine your goal for the current game.
● Move through the boxes on the town map sheet, numbering every box you move
into to keep track of the passage of time. Roll on the Town Exploration table, p.42,
every time you travel to a new box.
● If there is an encounter, roll on the appropriate sub-table to determine who or
what you encounter. Resolve the encounter. You may pick up any Loot found. You
may discard objects or leave them in a Safe House.
● If there is no encounter, or if you solved an encounter without escaping, you may
Search that box looking for Clues or useful stuff. Mark the box as Searched (”S”) as
each box may be Searched only once per game.
● If you move through a box that you already visited, roll a 1 in 6 chance of a random
encounter. If that happens, roll on the Random Encounter table, p.39, to determine
what you encounter, then roll on the appropriate sub-table. If you move into a Safe
House box, do not roll for encounters.
● Once you have completed your mission and returned Home, the game ends.
Random initial skill table 1 (d6) Random initial skill table 2 (d6)
1 Agile 1 Fighter
2 Good Shot
2 Bow
3 Investigator
3 Charisma
4 Medic
4 Danger sense
5 Occultist
5 Dodge or Will (choose) Resilient or Vampire Hunter
6
6 Faith or Will (choose) (choose)
Encumbrance Summary
You may carry 1 object in each hand or 1 two-handed weapon using 2
hands; you may also carry:
● 10 objects;
● 10 Food points; Extra Food count as 1 object each.
● Any number of objects with negligible weight;
● Add +3 items if you are Strong, or +5 if you are Strong (Expert);
● Add +5 items if you have a backpack; if the backpack is stolen or
destroyed, you lose ALL objects carried, except those in your hands.