All Flesh Must Be Eaten

A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rule for Norms, Survivors and the Inspired. A full exposition of the Unisystem rule mechanics, suitable for any game in any time period. AFMBE is well suited to one-offs and short campaigns. The rules provide eleven different settings, all of them teeming with zombies.

Grab the free introductory quick-start adventure "The Waking Dead" at DrivethruRPG. It includes a complete set of streamlined rules for playing AFMBE.


Getting Scared
Since this is a horror game, the characters experience frightening events from time to time. A Fear Test must be rolled in those circumstances. Normal humans must pass a Difficult Willpower Test. If the Test is failed, then panic sets in. Like any other Test, modifiers may be applied at the ZM’s discretion. Once a character fails a Fear Test, use the Fear Table.

RollD10 and subtract the character’s Willpower from the result. Then apply any Fear Test penalties as a bonus. So if the character had a -4 to her Fear Test, she would have a +4 when rolling on this table. If the final result is less than 9, the character was only scared for a few seconds. If it is more the 9, the Fear Table uses Success Levels to determine the effect that fright has on a character.

Fear Table
Success Level - Effect
1 - Shakes: All the character’s actions suffer a -2 penalty for 2 Turns. Lose 1 Essence Point.
2 - Flight: Victim runs away screaming for 1 Turn. If cornered, the victim may fight or react in a more rational way. Lose 2 Essence Points.
3 - Physical Reaction: Fear causes a messy physical reaction (often involving bodily functions best left to the imagination). Not only is this embarrassing, but it imposes a -1 penalty to all actions for D4 Turns.Lose D4 Essence Points.
4 - Paralyzed: Character cannot move for D4 Turns. Only intervention from another character (like a slap to the face) allows her to take any action. Lose D6 Essence Points.
5 - Faint: The experience is so severe that the character collapses unconscious. A Difficult Constitution Test is required to recover consciousness. This can be attempted every minute or whenever somebody tries to stir the character. Lose D10 x 4 Endurance Points and D8 Essence Points.
6 - Total Hysterics: The victim becomes a screaming, babbling, totally useless maniac for D8 Turns. LoseD10 Essence Points.
7+ - It Gets Worse: Higher results are left to the ZM’s imagination (heart attacks or coma, or a bout of insanity lasting hours, or worse . . .)

CJ Carella
Game Type: 
Roleplaying Game
4 - Moderately Crunchy