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Alone Against Fear town map

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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.
26) or the Random Objects table (p. 23) and 1 random weapon (p. 21). 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. 41) 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. 43),
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. 40, to determine
what you encounter, then roll on the appropriate sub-table. Every time you move
into a Safe House box, you do not roll for encounters and you may heal a certain
amount of Life and Sanity.
● Once you have completed your mission and returned Home, the game ends.

Dice rolls: Rolling a 1 is always a Save: roll d6 + any modifiers that


failure and rolling a 6 is always a apply vs. the L of the danger. On a
success, no matter what the success, you avoid the danger. On a
modifiers. failure, you suffer its effects.
Explosion on 6: On any d6 roll Food: Eat 1 Food every 5 boxes or
except tables, if you roll a 6 you add take 1 Damage.
another d6 to the result. Continue
Life: You may prevent Damage by
doing this until you keep rolling 6.
rolling on the Injuries table. Injuries
Attack roll: Roll d6+ weapon and are permanent. If your Life goes to
Skill modifiers. A roll equal to or 0, you die and lose the game.
higher than target’s L inflicts the
Sanity: You may prevent a Sanity
attack’s Damage. If you surpass L
loss by rolling on the Insanity table.
multiple times, apply Damage
Mental Scars are permanent. If your
multiple times.
Sanity goes to 0, you
Defense roll: Roll d6+ Skill become insane and lose
modifiers. Roll target’s L or higher the game.
to avoid target’s Attack.

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