Unified AFMBE - Big Book of Aspects

December 20, 2017 | Author: Kyto Nova | Category: Spinal Cord, Zombies, Senses, Eating, Odor
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All the Zombie Aspects from all (most) of the All Flesh Must Be Eaten books....

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UNIFIED

All Flesh Must Be Eaten

Big Book of Aspects

Weak Spot

All Power: 0 Any attack that harms the living harms the dead. No particular area is susceptible. They all suffer Dead Point damage until the zombie falls over, again. Just go ahead and bash them. None Power: +10 It could be that the zombie has no weak spot at all. Whatever force has animated it has animated every bit of it. Thus, each cell of the undead monster operates under its own supernatural power. Chop off the head and the rest of the body keeps coming. Even the decapitated head will bite, if one gets too close. Amputated limbs squirm around on their own, desperately searching for something. Destroying one of these zombies requires either cutting it into so many pieces that they can’t do any harm or burning it to ashes. A large vat of acid works well too, if there is one lying around. Dead Points are inapplicable (see Other Damage, p. 147). Brain Power: +6 The classic weak spot, this one never goes out of style. Even in death the brain remains the seat of consciousness, such as it is. Damage to the brain means that the undead can no longer send signals to the rest of the body telling it what to do. Technically, if someone wanted to graft a new head onto the old reanimated body, it would work again, but this seems terribly unlikely. -5 to hit when targeting the head. Dead Points are all located in the head, and less than complete destruction of parts other than the head has no effect on zombie performance. Dead Points are 15. Heart Power: +7 What really keeps a zombie going? The heart is responsible for pumping whatever blood the monster has left in it to the reanimated limbs and head. In that frame of mind, a stake through the heart works well, although a couple of bullets probably does the trick quicker and easier. -6 to hit when targeting the heart. Dead Points are all located in the heart, and less than complete destruction of parts other than heart has no effect on zombie performance. Dead Points are 15. Spine Power: +5 The spine holds the whole body together. Even if everything else is dead, the neurons still have to tell the muscles when and how to move in order to bring down that tasty living morsel over there. Lose the head and the body can keep on going. After all, these things usually work on instinct anyway. However, sever the spinal cord and suddenly the neurons aren’t firing any more. This is easier said than done. The blade of a shovel to the lower back works well, if the

zombie will hold still for it. Likewise, enough bullets fired in the right region would do the trick. The problem isn’t made any easier by the fact that the best way to get at the spine is to get behind a zombie and most of the time they are not so cooperative. -4 to hit when targeting the spine from rear; -5 to hit when targeting the spine from front. Dead Points are all located in the spine, and less than complete destruction of parts other than the spine has no effect on zombie performance. Dead Points are 15. Fire Power: -5 Death has a way of drying the skin and no amount of moisturizer helps. Some zombies are particularly susceptible to fire attacks. A little gasoline or napalm and they flame up like the Fourth of July. Just because these zombies burn quicker than a normal human does not mean death is immediate. Also, while a human on fire tends to run around on the panic or roll on the ground, zombies hardly notice the flames consuming their flesh. They keep right on coming. This means that for a few minutes anyway, the zombie is on fire and can set fire to other things as it walks around, like characters. Double damage from fire-based attacks. Chemicals Power: Varies Acid works well on most zombies, at least if large enough quantities are available. It is somewhat disgusting when a zombie melts down to slime, though. Some zombies are particularly susceptible to specific kinds of chemicals. The voodoo masters have powders and potions for pulling the life back out of a zombie. Certain neuro-toxins might effectively paralyze a zombie (and who can really tell the difference between a paralyzed zombie and a corpse?). In some cases merely exposing the zombie’s flesh to the chemical will do the trick. Other times they must actually be injected with it. Double damage from chemical-based attacks, or D8(4) per Turn from chemicals that don’t normally do damage. Exact chemicals and delivery method must be specified. Power: -1 to -10 depending on range of chemicals, their destructiveness, their availability and difficulty of delivery method. Blessed Objects Power: varies There are some zombies who rise again for purely religious reasons. In their case, the only way to stop them might be something blessed by God or other higher power. For example, kosher bullets might harm a zombie just like they would harm a living being while holy water might act like acid. Zombies susceptible

to such methods usually have trouble attacking those of great faith, destroying churches, and generally are respectful of sacred locations. On the other hand, sometimes they aren’t. Double damage from blessed objects. Exact object, blessing process, and delivery method must be specified. Power: -1 to -10 depending on exact object, blessing process and the difficulty of delivery method. Sacred Item Power: +7 The zombie’s unlife is maintained by the presence of a sacred item of power placed somewhere on the body, such as a magical scarab or hermetic talisman. Should this item be removed or destroyed (usually a -6 to hit, typical item has a damage capacity of 5-8), the zombie falls down dead and stops trying to chew on the living. Damage to the zombie’s body has no effect on its performance. The item does not have to be in plain sight, but must be carried on the outside of the body (and not, say, embedded in its skull, or fused to the skin). Mirror, Mirror Power: -3 It may be dead but it’s still vain. The zombie cannot stand the sight of itself and recoils from mirrors or other large reflective surfaces (at least one square foot). While this doesn’t actually damage the zombie, it prevents it from attacking in the direction of the reflection -- unless it relies on some way to find its prey other than sight. Disruption Field Power: Varies Because their flesh has been so traumatized by death, yet is still made of the same basic matter, zombies receive half damage from disruption field guns by default (see p. 45). Complete immunity can be bought for Power +3, while taking full damage is Power –3. Stun Power: –5 Zombies are usually unaffected by stun guns (see p. 45). Those with this weakness lose Dead Points instead of Endurance when shot by one. The ZM can decide that stun fields cannot kill the zombie, just incapacitate it. Weak Spot: Charm Power: –1 The creature is immobilized by a charm of a particular sort: an Amulet of Anubis put around the neck of a mummy, a piece of Taoist scripture stuck to the head of a Chinese vampire, or some other object, which is put on the body in a particular way. When this is done, the creature returns to being a perfectly normal corpse; but if the charm should come off for any reason, the creature returns to unlife at full strength.

Weak Spot: Salt Power: –2 Whatever the nature of the creature’s Weak Spot, salt will wound it wherever it hits. A blade that is moistened and sprinkled with salt will cause normal damage on the first blow and half damage on the second. After that, the salt must be re-applied to gain this bonus. A shotgun loaded with salt will cause damage as birdshot (AFMBE, p. 134). The Zombie Master should decide on the effectiveness of attempts to treat other weapons with salt. Weak Spot: Silver Power: +4/+8 The creature can be wounded normally by weapons or bullets made of silver. Ashotgun loaded with silver scrap will do the same damage as buckshot (AFMBE, p. 134). At the lower level (+4 Power), all other forms of attack do half damage; at the higher level (+8 Power), all other forms of attack do no damage whatsoever. Weak Spot: Sunlight Power: –5/–10 Burning, peeling, and melanomas are the least of the creature’s worries. This creature of the night is actually harmed by exposure to sunlight: it suffers D8(4) damage per Turn at the lower level (–5 Power), and D8 x 2(8) per Turn at the higher level (–10 Power). At the Zombie Master’s discretion, damage may be reduced for indirect sunlight or heavy overcast.

Strength

Ninety-Pound Weakling Power: -3 There’s nothing like dying to shed those unsightly pounds. Unfortunately, as we all know, muscle disappears a lot faster than fat. Zombies of this low caliber fall below human average when it comes to strength. However, these weaker zombies are often faster than others and may have special abilities to make up for their lack of strength. Either that or they come in very large numbers. Strength 1. Dead Joe Average Power: 0 These walking dead returned with all the muscle fiber of a regular joe (or jane). Nothing special here, but not below average either. Strength 2. Strong Like Bull Power: +5 This zombie has returned with a great deal more going on in the strength department. While much stronger than average, the zombie is still not beyond human range or experience -- at least with respect to strength. Strength 4. Monstrous Strength Power: +10 Reanimation has made the zombie something quite special indeed, something capable of breaking rocks over its own head, punching through walls, and bending iron bars. Zombies this pumped up would win the World’s Strongest Man competition hand’s down and not even break a sweat. Strength 7. Special Strength Features Damage Resistant Power: +5 Death has made the zombie’s flesh and bones more resistant to damage. The skin is tough as leather, the muscles resilient as vulcanized rubber. Even the bones have grown harder, almost as tough as rocks. This makes it much harder to destroy the zombie, even if it has a weak spot like the brain. All weapons except fire and chemicals do half damage. Flame Resistant Power: +1/+3 Being buried next to an abandoned asbestos factory can have its advantages. Whatever the reason, the zombie is now resistant to fire in all its many forms. Zombie takes half (+1) or no (+3) damage from fire. Zombies who have fire as their Weak Spot cannot have this special feature. Iron Grip Power: +1 Once the zombie grabs hold of something with one of its hands, nothing is going to make it let go. Forcibly breaking the grasp is nearly impossible, no matter how many cool aikido moves are thrown. The only way to make a zombie let go is to cut its fingers off one at a time. Even if its hand gets severed from the rest of its body, it keeps on holding on. Of course the zombie can let go anytime it wants, but that seldom happens once it has its hands on some tasty morsel of flesh. Strength for gripping equal to 10.

Claws Power: +8 Humans are not naturally the most impressive fighting machines. They have no real built in weapons for killing prey. Some zombies have, in their undeath, developed more potent mechanisms for destruction, usually in the form of claws. Sometimes the claws are merely the tough fingernails of the risen dead. More often the zombie actually chews off the flesh on the ends of its fingers, revealing an inch or so of bone. These bone tips become preternaturally sharp and capable of tearing through flesh, leather, and even thin sheet metal (like the roof of a car). No modifier to hit in close combat. D6(3) x Strength in armor-piercing, slashing damage. Teeth Power: +4 Of course, if zombies could talk they would call them fangs because it sounds scarier, but basically these are just your average human chompers with a few modifications. Most notable is that the strength of the jaw has increased dramatically. As a result, the zombie’s bite has all the same advantages of the special ability Iron Grip (it’s just a little harder to bite something than it is to grab it). The zombie’s bite also does extra damage when it latches on to a target. It continues to cause damage each Turn until the zombie runs out of flesh to eat or somehow gets removed (a welding torch works well for this). -3 to hit in close combat. Damage equals 6 per Turn. The Hug of Death Power: +8 It shambles forward, arms outstretched. A week ago he was a loved one. Then he drowned in a terrible ice fishing mishap. Still, he hasn’t lost any of his affection. All he wants now is a hug . . . of death. The zombie needs to get both its arms around the target, but once it does there’s no getting out of it. The zombie grasps its prey in a bear hug and starts squeezing the life out of her. The two usually fall to the ground as the zombie even wraps its legs around the target, causing damage each round until something stops it. Even if the zombie is destroyed, it still holds on (although it no longer squeezes). Better cut it free before the next one arrives. -2 to hit in close combat to establish hug. Strength once hugging equal to 10; hug damage equals D4(2) x 10 per Turn.

Getting Around

Slow And Steady Power: 0 These traditional undead cannot run and even when they walk they do so at much less than normal human speed. On the other hand, like all zombies, they never, ever get tired. Dexterity 1; Speed 2. Life-Like Power: +3 The zombie has the same basic mobility as a living human. Usually this is accompanied by ominous creakings and crackings from the zombies dead joints and bones, but the dead don’t seem to mind, so why should you? Even though these zombies can move around like humans when walking, they still cannot run well. The typical zombie does not have the best sense of balance and running tends to throw them off rather quickly. The zombie can walk quickly however, usually half as fast as the average walking pace for living folks. Dexterity 2; Speed 4. The Quick Dead Power: +10 These zombies can actually move faster and better than normal humans. This makes them particularly dangerous. Quick moving zombies often look strange to the living because their movements are not normal. They flail their arms wildly and move like they had rubber bands for limbs. Their run is a kind of loping gait. It may sound funny, but it’s not when there’s a pack of them closing in. Dexterity 3; Speed 18. Special Movement Modifiers Burrowing Power: +3 Most zombies start off unlife buried six feet under. It’s only natural that some of them would develop a talent for moving like moles (or the worms that dine on their unliving flesh). The zombie has the ability to tunnel underneath the ground for great distances. This may not be the fastest means of traveling -- usually no more than a couple of feet per minute and only through sand and dirt (not rock). It can still come as an awful shock to the living when zombies start coming up from beneath the floorboards or through the basement wall. Leaping Power: +3 Few zombies possess this high flying movement technique, but it is not unheard of. The zombie can literally leap up great heights or forward great distances. This frog-like movement technique is used primarily for attacking prey or getting over obstacles. It is a product of the zombie’s animated musculature more than actual speed. Preparing for the jump might still be a slow process if the leaper is a slow zombie. However, once airborne, the laws of physics take over and it moves fast and high. Can leap obstacles up to 6 feet (2 meters) in height. Can leap forward up to 12 feet (4 meters).

The Lunge Power: +3 Zombies shamble about in their unlife with no haste or hurry. All that can change however once it gets near delicious, living human flesh. Then instinct takes over and the thing becomes capable of quick bursts of speed. Much like a cat stalking its prey, the zombie moves at regular speed until it is within striking distance. Then, like a flash, it can lunge forward (up to three yards/meters on average) as quick as a cat. This often catches the living off guard the first time, but if they survive this surprise attack, they will likely not make the same mistake again. +2 Initiative in close combat. Aquatic Power: +2 Most zombies don’t do very well with water. They either float around helplessly or sink to the bottom like a rock and get mired in the mud. There are those undead, however, who can deal with the watery depths admirably. These zombies either swim at a slow pace or, since they do not need to breathe, walk along the bottom as they please. The important thing is that this ability allows them to do both. Thus, unlike some undead, they won’t get trapped in the deep end of the pool. Gain Swimming 2 skill. Underwater Speed: 3 Climbing Power: +2 As a general rule of thumb, zombies do not climb. First, they tend to think in two dimensions (food and more food) and second, climbing usually requires more coordination and dexterity than the zombie will ever have. In this case, the zombie has the ability to climb through a combination of heightened dexterity and undead strength. The zombie can scale surfaces that would give pause to an experienced mountain climber simply by not caring about pain and using its strength to claw into whatever surface it needs to climb. Thus the zombie can easily scale things like chain link fences, wooden barricades, and even the walls of some houses and buildings. It cannot climb vertical concrete, the glass walls of skyscrapers or any other very tough surface. Gain Climbing 2 skill. Climbing Speed: 3 feet (one meter) per Turn. Flying Death Power: +3 The Wehrmacht had a field day experimenting on the undead; these gruesome critters are one of their greatest triumphs. These zombies have had the marrow hollowed from their bones and have been granted large, leathery wings with which they can fly through the air at a base speed of Dexterity x 2.

Constitution

Weak Constitution Power: –2 No-one really thinks of zombies as getting sick, but the walking dead can be their immune system’s own worst enemies. Immunosuppressants are regularly used in transplant surgery to reduce the risk of rejection, and a recently-created construct can be so full of these drugs that its immune system is seriously compromised. Transplant patients are usually kept in squeaky-clean ICU rooms until the danger is long past, but not all of the creatures in this book may be as careful. Constitution: 0, Dead Points –8. Desiccated Power: -1 The zombie has not taken too well to dying and being put into the ground. It has wasted away and become a mere shadow of its former glory. The body is no longer built for stress and tends to fall apart rather easily. Constitution 1. Minus 5 DPs if a weak spot other than All is chosen. Fresh One Power: 0 These flesh feasters have still got a little of the old piss and vinegar in their bodies. The rigors of dying have not done much to hamper the overall health of these zombies. They're still juicy and have that satisfying meaty smack to them when struck. Constitution 2. Hardy Specimen Power: +5 Maybe it's the zombie chow (TM), but something has brought these creepies back with a rock-hard physique and a resistance to pain to rival that of body-piercing fanatics. These zombies ignore all pain, even if they have senses that allow them to feel pain. Constitution 4. Add 5 DPs to the total DPs if a weak spot other than All is chosen. Tough as Nails Power: +10 These powerhouses of the zombie world are prime specimens off the slab. They don't go down easily and can take quite a pounding. They don't feel pain and they don't tenderize easily. Constitution 7. Add 10 DPs to the total DPs if a weak spot other than All is chosen.

INtelligence

Dumb as Dead Wood Power: 0 This is the basic zombie intelligence. It detects something alive and it tries to kill it, end of story. It cannot open doors or climb over things real well, or do much more than walk in straight lines and knock things down. The zombie has Intelligence -2 regardless of how bright it was in life, and cannot use language or tools. Language Power: +1 The zombie can still talk, although it is not a pretty sound. Further, it can understand what others are saying, whether they be zombies or humans. Of course, its language skills are restricted to whatever abilities it had when alive. Talking zombies can cooperate with one another and even make deals with the living. Furthermore, they can read and understand the dangers of words like “flammable” and “explosive.” At the very least, they can get on the phone and call for more ambulances. Add Language (local area) 5. Tool Use Power: +3 per level There are three levels to this intellectual ability. Tool use is a combination of intellect and manual dexterity. Even if a zombie is smart enough to talk, it does not necessarily have the ability to drive a car because it can’t make its body work that way. At level 1, the zombie can use simple tools like clubs, doorknobs, melee weapons and anything else that does not require too much thinking. At level 2, the zombie can operate machines that require some thinking, such as telephones, electrical switches, and firearms. At level 3, the zombie can operate complex machines that require it do several things at once, like driving a car or operating a computer. Any level also grants Intelligence 1. Animal Cunning Power: +2/+4 These zombies are able to puzzle out certain things, and do learn from experiences. At the lower level (+2 Power), the zombie gains Intelligence 0, and knows to use a more direct path to cut off prey, to lie in ambush, and to avoid harmful attacks. At the higher level (+4 Power), the zombie’s Intelligence becomes 1 but it can only act as an intelligent animal. It can open doors by pushing, lift things without grasping, or leave crude traps to get at prey. These abilities may include crude communication and teamwork, but nothing beyond the capacity of a relatively smart animal. Tool use of any sort is not possible.

Senses

Teamwork Power: +4 Some zombies seem to communicate with one another with a kind of ESP. They always know just how to work together when in a group, whether it be to bust down a door by combining their strength or to surround some poor human and close in for the kill. This natural teamwork capability requires no verbal communication between the zombies. Range of communication is 20 yards. Long-term Memory Power: +5 The living dead with this capability learn from their mistakes and the mistakes of others. Thus, if they see that their buddies attacking the humans through a certain doorway are mostly getting their heads shot off, they will try to find a safer way to get at the tasty, well-armed morsel. Likewise, they can remember where a human is hiding, go off and get a club, and come back and use it to help bash down the door. Zombies with this feature are much easier to train since they actually remember instructions given to them and know that when they do what they’re told, they receive a reward (punishment does not work well since most zombies don’t feel pain). This feature is a prerequisite to retaining skills from life (each such skill level adds to Power level). Zombies gain Intelligence 2 for purposes of memory (no language). Problem Solving Power: +15 The zombie is capable of advanced leaps of logic when it comes to getting at its next victim. For instance, it might realize that the dead mall security guard has a key to open the door that those three tasty humans are hiding behind. Or something even simpler like moving a box next to a window in order to climb up high enough to break the glass and crawl through. Most zombies, even tool users, don’t think this far ahead, preferring to move (mentally and physically) in straight lines. The zombie gains Intelligence 2 for purposes of problem solving only (no language or memory). Includes the Tool Use feature at level 3 for free, and allows for increases in Intelligence up to level held during life (each level adds to Power level).

Like The Dead Power: 0 A few days/months/years underground hasn’t exactly done wonders for the zombie’s senses. They are significantly less than human standard. The zombie can only make out dim forms moving around -just the outline of a human figure for instance. Their senses of smell and touch are gone completely and their sense of hearing is pretty shabby. Basically, the zombie will chase down anything that moves without too much discrimination. Even so, it will not attack other zombies. A zombie always knows a brother living dead. Perception 1. Like The Living Power: +1 This zombie returns with the perception of an average human. The better to see you, my dear! There is a drawback to this -- since the zombie retains its sense of touch, it can also feel pain. While attacks to nonvital parts cause no real damage, it still feels like they do. As a result, the zombie becomes temporarily distracted every time it takes significant damage. It is unable to act the Turn after it suffers 10+ Dead Points in a single attack. Perception 2. Like A Hawk Power: +2 The rejuvenation process was better than complete and the zombie retained all of its senses at better than average human level. Again, the zombie feels pain (see Like The Living). On the plus side, its vision is good enough to see exactly who’s doing the shooting and exact appropriate vengeance. Perception 3. Like Nothing You’ve Ever Seen Power: +10 Death has given the zombie a clarity of senses unparalleled in nature. The zombie has eyes like a zoom lens and hearing like an FBI bug. Hardly anything escapes its notice, especially if it’s living and breathing. In fact, it can hear breathing from a hundred yards away. These super-perceptive zombies make deadly hunters, but do feel pain (see Like the Living). Perception 7.

Willpower

Special Senses Modifiers X-ray Vision Power: Perception x2 The zombie has the ability to see through walls, trees, and anything less than three feet (one meter) thick that is not lead. In fact, the zombie probably sees the world this way all of the time -- a series of solid and semi-transparent objects, some of which move around and look especially delicious. Range equals ten times Perception in yards. Life Sense Power: Perception x2 These zombies always know where their next meal is going to come from -- right around that corner. Being dead has given the walking corpse the ability to sense the presence of living beings within a certain range, no matter what obstructions lie between it and its moving dinner. Of course, being able to sense a living thing does not mean the zombie can get to it. Zombies are simple creatures, however, and once they find a nearby source of food they tend to stay as close as possible. Thus, holing up in the old barn is not such a great idea. The zombies cannot get in (at the moment), but they keep massing outside, waiting for you to come out. They know there’s food inside and they are hungry! Range equals ten times Perception in yards. Scent Tracking Power: Perception Like a well trained bloodhound, the zombie has a nose for human flesh. Even if the zombie’s senses are normally terrible, when it comes to sniffing out prey, there’s no stopping this reanimated cadaver. It can follow the scents of living beings that are up to 24 hours old. Like any tracker, it loses the scent if the target passes through water -- although if it’s just a stream, the zombie can probably already smell the scent from the opposite bank. Zombies tend to follow these scent rails around until they find something to eat. Once a zombie encounters potential prey, it often single-mindedly follows that particular scent until it finds the prey once more. Perception times 2 for purposes of smelling (minimum 4). Infravision Power: Perception x2 No, zombie elves or dwarves are not the only ones to come back with Infravision. These zombies home in on the heat given off by living creatures, just like a guided missile. In fact, most zombies with this ability can only tell the living from the dead because of the heat signature. This allows them to hunt day or night, but can cause some problems on a really hot day when even zombie bodies reach temperatures over 98 degrees. Also, the zombies can be distracted by high heat sources. Range equals ten times Perception in yards.

Mindless Pawn Power: -2 These zombies unlive to serve. They barely have a will to speak of and would probably do something rash if they were alive. They are most likely found in the thrall of zombie lords and other would-be necromancers. Willpower 1 The Every-Zombie Power: 0 These creatures have about as much will to succeed as the average Joe on the street. Although they will happily chase down a hapless victim they may not have the angst and gumption to climb through that barbed wire fence or over those precariously stacked barrels. If it's too much work it's probably not worth it. Willpower 2 Resilient Power: +5 The zombie could be a shrewd businessman or someone who could take the stresses of staying in the wilds with little more than a pocketknife and a compass if it were alive. Now, it's merely an unstoppable force of will. These creatures can shrug off all but the most persistent zombie lords and stop at nothing to get at their prey. Willpower 4 Will of Iron Power: +8 These zombies can endure the harshest conditions and are hardly ever bothered by the feeble minds of zombie lords. In fact, if these creatures were intelligent they could be the masters of their domain, bending others to their will. Willpower 7

Sustenance

Need to Feed Constantly Power: –4 The creature is racked by unending hunger, and must eat every chance it gets. After 5 minutes without eating, the creature starts to lose Strength. For every 5 minutes of starvation, the creature loses one quarter of its original Strength score (rounded up for the purposes of using the Attribute), to a minimum of zero. If food of its desired type is visible (or within range of smell), the creature must make a Difficult Willpower Test (repeatable each Turn) in order to do anything except head for the food and start eating. Need to Feed: Hourly Power: –2 The creature is racked by unending hunger, and must eat every hour. After an hour without eating, the creature starts to lose Strength. For every hour of starvation, the creature loses one quarter of its original Strength score (rounded up for the purposes of using the Attribute), to a minimum of zero. Daily Power: 0 Everyone needs three square meals a day to make the most out of life and these zombies are no exception. They don’t need to eat a whole lot but they must consume at least 10 ounces of whatever it is they crave each day. After a day without eating, the zombie starts to lose Strength. For every day of starvation, the zombie loses one quarter of its original Strength rating (round up for purposes of using the Attribute) to a minimum of zero. Once Strength drops below one, the creature is very weak and can do little more than drag itself slowly along. Lack of food will not destroy the zombie, but it will render it unable to do anything but lie around and moan “Braiiiiiins . . .” Occasionally Power: +2 The zombie can go up to three days without eating, but every fourth day it needs to consume at least 16 ounces of its preferred nutrient. It doesn’t have to eat all 16 ounces at once, but it does need at least that much each three day period. Each day after that, the zombie starts suffering Strength loss (see Daily). Weekly Power: +4 The zombie can keep going with even the smallest amount of food. Once a week it needs to have a nice big meal of at least 24 ounces or it starts to suffer the effects of starvation (see Daily). Who Needs Food? Power: +8 These rare zombies have no need to feed at all. They kill just for the fun of it. Often these zombies are powered by something in the environment, such as sunlight or massive amounts of radioactivity. Should the zombie ever be cut off from its seemingly endless source of reanimatory energy, it will lose its Strength as if it were starving (see Daily).

The Menu All Flesh Must Be Eaten Power: 0 Many zombies just aren’t too particular -- they’ll take any meaty bit of living flesh they can sink their teeth into. This diet works well for zombies who need to eat a lot. Braiiiiiins Power: -3 The classic zombie fare; the living dead love the tender taste of human brains. Often it’s all they can think of, repeating that same word over and over. The tricky part is getting the skull open, so only zombies with either high strength or the ability to use tools should have brains as their main source of nutrition. Sweet Breads Power: -3 Most know these as organs. Pick a particular human organ that the zombie is fond of and have them literally tear in. The liver is always popular, but one kidney is never enough to satisfy a hungry zombie. Then there’s the heart, a perennial favorite with the sentimental living dead. Blood Power: -2 It’s not just for vampires anymore. The zombie needs to drink fresh human blood to keep going. Unlike certain suave bloodsuckers who can take a little and leave the victim living, zombies tend to break the skin and just get as much as they can, as quickly as they can. Just for future reference, the larger the holes in the victim, the more blood available for a hungry ungrowing undead. Soul Sucker Power: +5 For the more supernaturally oriented zombies out there, the flesh of the living does not do the trick. They hunger for something greater: the immortal human soul. Devouring the souls of the living usually requires some sort of physical attack. Examples include a big messy kiss, tearing out the throat, or simply squeezing the life out of the victim. Whatever the method of retrieval, it’s invariably painful and may leave the victim quite, quite dead (until they rise again, that is). The zombie drains Essence points equal to double its Willpower, but only consumes (gains the benefit of) half that (the rest is wasted). Each Essence Point consumed is equal to one ounce of sustenance for purposes of the starvation rules. Radiation Power: +2 A zombie that feeds on radiation needs at least 200 rems for a full meal (see p. 67). Solar Powered Power: +5 Some zombies don’t need meat at all, just the feeling of warmth on their hides. It takes two hours of strong sunlight to make up a complete meal, or one hour if the zombie can receive the light unshielded by atmosphere or glass (in which case, the Vacuum Sealed Quality would be useful). Being further away or closer to the sun, compared to Earth’s orbit, might require more or less hours spent sunbathing, but that is left to the Zombie Master’s discretion.

Special

Acid Blood Power: Varies The zombie’s blood would make a vampire need dentures. It is highly corrosive and will eat through any biological material and some metals. The zombie itself cannot use its blood in an offensive way, but it makes things dangerous for anyone in close combat with the creature. Oddly enough, the zombie’s flesh is immune to the acid blood, even after the zombie is destroyed. Zombie fighters searching for protective wear may choose to garb themselves in the flesh of their foes for added, but gruesome protection. Acid does regular damage per Turn equal to double the Power level of this feature. Diseased Corpse Power: +3 Corpses are renowned for their unsanitary nature. Zombies with this ability carry some dread disease along the lines of the bubonic plague or the ebola virus (although it could be something as mundane as a really bad flu). Any contact with one of these zombies carries a risk of catching the disease, even if the zombie does not successfully attack the person. In fact, the disease often proves a more deadly killer than the zombies themselves. Disease rules are discussed in Chapter Three: Shambling 101 (p. 108). Noxious Odor Power: +5 No corpse really smells good, but these zombies stink to high heaven. In fact, the stink is so great that anyone coming within six feet (two meters) of the festering cadaver is almost immediately overcome by the odor. Living folk begin to vomit uncontrollably and may even pass out if exposed to the smell for too long. Nearby characters must make a Difficult Constitution Test or be rendered unconscious or otherwise incapacitated. Nest Power: Varies Although most zombies have maggots and worms living in their bodies, these zombies have developed a special, symbiotic relationship with some of the parasites. Feeding off the undead flesh has turned the insects into zombies of a sort. They work in conjunction with the living dead that hosts them, swarming out and attacking anything that comes close (close combat distance) to the creature. They can be biting ants, stinging wasps, pinching beetles, even deadly spiders. Whatever they are, it’s sure to creep the Cast Members out the first time they come swarming forth. Creatures do regular damage per Turn equal to the Power level on this feature (they ignore armor). Spitter Power: Varies The zombie can spit some sort of toxic fluid. Often this is a mixture of saliva, embalming fluid, and other unidentifiable internal liquids. The substance causes living skin to itch and burn, much like a very bad case of poison ivy or jellyfish stings. The real threat from this spitting attack is if the zombie manages to hit the target in the face and the toxin gets in her eyes. The

burning sensation effectively blinds the target for D4(2) hours unless she can somehow rinse the fluid from her eyes with lots of running water. Range equals half Constitution in yards (meters). Spit does regular damage per Turn equal to half the Power level of this feature (armor is ignored if face is targeted). Spew Flame Power: Varies Through a curious chemical process that results from the production of methane gas as the body decomposes, the zombie is able to actually open its mouth and release a short range blast of flame, much like the fire eaters at carnivals and renaissance festivals the world over. The zombie can only do this once every six hours, and often does so uncontrollably, although it will save the flaming belch for a living target if one is nearby. Even worse, because the flame is powered by methane, the stench of the belch can be debilitating even if the flame misses. Range equals Constitution in yards (meters). The attack requires a Resisted Test between the zombie’s Dexterity and Perception, and the target’s Dodge and Dexterity Task (or Difficult Dexterity). Flame does regular damage per Turn equal to the Power level of this feature. Detachable Body Parts Power: Varies, but at least +10 The zombie has the bizarre ability to actually separate off parts of its body and let them act on their own. The most common use of this power is removing a hand and letting it crawl about, like Thing in search of prey. The zombie has full control over what the detached body parts do and can even sense what it senses (which is usually only by touch). Tool-using zombies can use this ability to sneak their hands through a hole or window, and have the crawling thing unlock a door from the inside. Others throw their hands like weapons and have them latch onto the necks of prey that are trying to run away. Of course, the zombie can detach any part of the body, including internal organs. Thus small intestines become animated, constricting snakes and so forth. The possible uses are endless. The specifics of this feature, including any special damage are left to the Zombie Master’s discretion. Explosive Personality Power: +2/+5 When this zombie returns to the dead (the kind that does not move, that is), it does so with a bang . . . literally. Once the zombie’s Dead Points are exceeded, its body parts, at least those that remain, fly apart with a loud and messy explosion. At the lower level (+2 Power), the parts spread over a 4 yard (meter) radius. This causes no damage to those caught in the blast, but does force a Fear Test at -4 (at least for the first dozen or so times it is witnessed). At the higher level (+5 Power), the flying guts cause D6(3) points of damage to all those in the explosion radius, and a Fear Test for those who witness it.

Regeneration Power: +2/+5 These zombies have the special ability to recover from the damage done to them. This does not mean that ineffective holes or partially missing limbs are repaired. That is window dressing that gives the zombie a real visual ummph. This regenerative ability is limited to Dead Point damage that will ultimately force the zombie to stop moving around and eating. At the lower level (+2 Power), the zombie regains 1 Dead Point per minute. At the higher level (+5 Power), 1 Dead Point is gained per Turn. Blight Power: +1/level Due to the plague toxins carried in its diseased body, the zombie’s second “death” results in an area of infertility and blight, as though salted with lime. What few plants grow in this blackened area are twisted and poisonous, and animals avoid the spot. The radius of the effect is equal to five feet per point of power spent. Once an area is stricken with blight, it can only be reversed through metaphysics (such as Bountiful Harvest). A zombie massacre can render an entire area unusable by survivors for years to come. Boneless Power: +3 The reanimation process has restructured the zombie’s bones, turning them into a cartilage-like substance. This softened skeleton allows the zombie to squeeze through tight places a normal body could not, to a minimum of four inches wide. Thus, a Boneless zombie could wriggle through a ventilation duct or the space between prison bars. The zombie also suffers less damage from smashing attacks such as those from clubs or maces (acts as D4(2) armor against attacks -- no bones to break). As a downside, the soft bones provide a weaker structure for the zombie’s muscles and ligaments, so the zombies can have a maximum of Strength 2. Bulletproof Power: +4 The zombie is less susceptible to the impaling damage of bullets than to other kinds of harm. The zombie only receives the minimum damage (typically the weapon’s damage multiplier drops to x1) from any normal bullet attack. High-explosive rounds and other specialized ammo may still inflict normal damage, at the ZM’s discretion. Damage from close combat weapons remains unaffected. Death Mask Power: +6 Through some bizarre trick of preservation, the zombie looks and smells like a living human to other people. This effect is strictly visual and olfactory -- the zombie cannot speak or interact unless those special abilities are taken separately. In order to pose as fully human, it must also possess Aspects such as Language and Tool Use. It continues to move and act like a zombie without Getting Around (Life-Like) and Senses (Like the Living) or better. Dogs and other animals are not fooled, however, and react accordingly. If the ZM wishes, potential victims may make a Difficult Perception Test to notice that something seems wrong.

Doppleganger Power: +8 You are who you eat! This power allows the zombie to take on the features of its last victim, permitting it to pass itself off as that individual, though a lack of a pulse or body heat may give the truth away. The zombie does not gain access to the victim’s memories or voice, only his physical appearance. If the ZM wishes, those familiar with the victim may make a Difficult Perception Test to notice something is wrong with their friend. Gremlin Power: +2/level to a max of four levels The zombie exerts a strange electro-magnetic field -- like an EMP pulse -- disrupting electrical devices. Equipment and objects requiring electricity do not operate when the zombie is near -- cars won’t start, flashlights fail, watches stop. The radius of effect of the field equals five feet per level purchased. Large groups of zombies can amplify the effect: A close group of one hundred can incease the range by a factor of ten (or fifty yards per power level). A mob of one thousand zombies increases it by a factor of one hundred (or 500 yards per power level). Hive Mind Power: +8 A simple expansion of the Teamwork Aspect, this ability allows total communication between zombies out to a range of 100 miles. They act as a part of a single entity, coordinating attacks and activities as though part of a single mind with an Intelligence 1. If a “queen” zombie acts as the nexus for the hive, reduce the power cost for all zombies to +6. The death of this leader zombie disrupts the hive mind, and all other zombies revert to Intelligence -2. Liche Lord Power: +15 On ezombie rules them all, and in the darkness binds them. The ZM assigns this power to one zombies in every thousand, providing this individual the equivalent of Long-term Memory and Problem Solving, as well as the ability to command undead as per the Rule The Dead power (see AFMBE, p. 209). Instead of paying Essence Points to command zombies, the Liche Lord pays Dead Points, which can be reconstituted by feeding. Rule the Dead: A Zombie Lord and any sealed human may converse or command any sealed zombie within earshot. Simple commands or questions to less than 5 zombies costs 1 Essence Point. Detailed commands or commanding large groups of zombies costs 2 Essence Points. Large groups of zombies may not be given detailed command. In all cases, the zombies will obey until given another command, even if the object of the commands no longer exists or further activity would do more harm that good.

Locust Power: +3 When delicious human meat becomes scare, zombies with this power can supplement their diet with whatever is handy, stripping trees of bark, devouring plants, and taking chunks out of animals, Although the zombies continue to starve, dropping by one-quarter strength for each day without ten ounces of whatever they crave, Strength cannot be reduced below 1 as they supplement their diet Greenpeace style. But they still crave sweet, sweet flesh, and again a +2 to Preception-based Tests to find it (while starving only). After a month of foraging by a zombie army, most areas are become stripped clean and the zombies must move on, leaving a desolate land in their wake. Sticks Around Power: +2/level to a max of four levels Maybe it’s chemicals in the zombie’s system that kill all the normal bacteria, or re-animating microbes that preserve necrotic flesh, but the zombie’s functional deteriorating occurs at a slower rate than normal, allowing it to delay or avoid the detrimental effects of decay (see pp. 79-84). The first level multiplies the time before skeletonization (as calculated by the formula on p. 80) by ten, the second increases it by a factor of fifty, and the thrid by a factor of 100. the fourth level means the zombie does not effectively decay at all, and can only be eliminated through starvation or destruction. Of course, the body can still decay cosmetically becoming more gaunt, grotesque, and gooey over time, but it retains its full abilities as long as it meets its feeding requirements Will of the Dead Power: +3 Like a cobra mesmerizing its prey, the zombie can somehow stun a victim into inactivity. This may be the power of tis red-eyed gaze, a wolf-like howl, or some kind of mental ability that overcomes the will of a single individual, freezing the victim in his tracks Make a Restricted Test between the zombies Willpower (usually 2) plus 3 for the Power itself versus the victim’s Willpower. Inspired Cast Members add +2 to their roll. The Denial and other metaphysical defenses may also aid the victim at the ZM’s discretion. This effect lasts only D6 turns, after which the victim can make another Willpower Test to break the zombies’ hold on their mind. Billy Bones Power +15 These zombies are only about half the men they once were. No flesh remains on these clacking skeletons to hamper their movement. They don’t need to eat, and even if they did, where would it go? These zombies have only their will (or the will of some zombie lord) driving their bones onward, but the will can be a powerful thing. They are also faster than most run o’ the mill zombies, as they don’t have all that hanging flesh to worry about. A Billy Bones uses its Willpower, or the Willpower of the controlling entity, zombie lord, whatever, instead of its Strength when dealing damage or lifting things,

while the overall DPs of the creature are still calculated in the usual manner. Add 1 to the basic Dexterity of the zombie and +5 to the Speed. A Billy Bones is harder to hit with piercing weapons, there being so little to target, and -2 is applied to attack rolls (except attacks to the head) when using piercing weapons against it. Displacement Power +4 Looking at this zombie is something akin to looking at an object lying at the bottom of a clear pond. It’s never in the place it looks like it is. The zombie has the uncanny ability to refract light to make its location seem to be where it’s not. Anyone attempting to attack the zombie does so at -4 at a distance and at -2 in hand-to-hand range. Fog Power +10/+1 per 50- yd radius This ability is an advanced version of that found in the Atlas of the Walking Dead (p. 101). Some zombies or even ghostly vessels are able to blanket an entire town, port, or island in a porridge-thick fog that obscures all but the keenest of vision. The power begins at a 500-yd (meters) radius and is an additional +1 Power for each additional 50 yds (meters) beyond this. The fog spreads out at 10 yds (meters) per second and drops almost all visibility to zero. Those attempting to sight a target within this fog do so at -6 beyond a range of 10 yds (meters). Some Ghost Ships have this ability, creating a massive and unnatural blanket of fog to quite suddenly appear out of nowhere to envelop their quarry. Those on the Ghost Ship have no minuses to vision and can still see through the fog as though the objects they were looking at were shadows or mistlike forms. The fog travels with the ship, with the vessel at its center. From The Ashes Power: Variable Sometimes zombies just don’t know when to stay dead, even when they’re incinerated. A zombie with this Aspect can literally be reborn in a spectacular, or even creepy, display on the night following its destruction, or on a particular night, depending upon the Power level of the Aspect. The zombie rises from where it died, either by a bolt of lightning from the sky, in a bright flash of fire or just by reconstituting itself from the leftover bits. Ghostly Form Power: +10 Thar be nothin’ worse than a zombie on a pirate ship...unless it be a zombie on a pirate ship that can walk through your best sword swing to get at you. With this power the zombie can temporarily turn himself insubstantial. The power is very useful for evading those pesky weapons that want to chop you into fish bait. Ghostly Form takes one Turn to activate and costs the zombie one Essence point per

Turn to maintain. However, while insubstantial, the zombie cannot be affected by any physical attacks and can walk or glide through solid substances. Metaphysics, Miracles and magical or blessed items can still affect the zombie in its insubstantial form. Glamour Power +2/+5 Some zombies look quite human, that is until you bring them into the light. For whatever reason, these zombies have some glamour placed upon them to make them look human until something happens to reveal them. They could’ve been cursed by some ancient treasure, disguised by a powerful zombie lord, or any other cause. The circumstance is completely up to the ZM (or the player and ZM if it’s taken by a Cast Member) and can include anything from daylight to being under the light of the moon to being near a holy symbol. Whatever the circumstance, the zombie looks completely human in all respects until the circumstance is met. Then, his true form emerges immediately, which could be a real shocker to anyone believing him to be a living breathing mortal being. At the higher Power level, the zombie can actually control the Glamour, only revealing its true form when it wants to inspire terror in its victim. The zombie will be revealed for what it is, however, once it actually grabs its victim. Graft Power +5/+10 Flesh, it’s not just for eating anymore. With this Aspect the zombie can take pieces of flesh or bone from its victim and literally graft it onto itself, allowing it to heal wounds using the grafted piece. Lost limbs can be replaced, gaping wounds can be closed, and spilled guts can be sealed back inside where they belong. Of course, this does look strange; something akin to a patchwork zombie, but it is effective. It does take time to graft, however. A zombie graft takes about 30 seconds to complete for each half-pound (8 ounces) of flesh and each halfpound can regenerate 10 DPs of damage. Lost limbs take longer to attach, 5 minutes, and heal the zombie of all the damage it took to remove or destroy the limb (see AFMBE p. 147). At the higher level, the zombie can actually graft multiple limbs onto its body, giving it more combat actions per Turn. Each pair of arms grafted onto the zombie gives it one more attack action at no penalty. No more than 6 arms total (including the ones it already had) can be on a zombie. ZMs may even allow the zombie the ability to graft its torso onto an animal’s body (like a centaur) at their discretion. Grafting additional limbs takes the same amount of time as replacing a limb.

Natural Armor Power: See Below Some zombies have hide that is just a bit tougher than most others do. Natural armor is for those creatures that have hardened exoskeletons or chitinous shells or are in some way hardened to damage. Below is the Power level of the Aspect and the Armor Value of each. There is also a description, which can be used as a guide to determine what type of hide the creature may have. Increased Attribute (Type) Power +2 per Level Some zombies are a cut above the rest, whether it’s a ballet dancer’s dexterity or the strength of a body building champion or even the superior intellect of a mad scientist. For each level of this Aspect, the chosen Attribute is increased by 1 point. This Aspect must be purchased in addition to an Aspect that sets the Ability. For example, a zombie with Increased Strength would have to have one of the base Strength Aspects before purchasing Increased Attribute. Speed is calculated as for a living being when this Aspect is taken for Getting Around, instead of using the speed provided in the base Aspect. ZM Note: May not be suitable for PC zombie Cast Members, as there may be a potential for min-maxing. Bloody Mass Power: +4 Sometimes the best defense is not being around to be hit at all. The zombie has such incredible control over its undead form that it can cause itself to break down into a bloody mass of blood, bones, and sick goo. This puddle is fully animate and moves with half the zombie’s normal Speed. Although the zombie cannot attack, it is immune from all physical attacks except fire, explosives, and acids while in this form. It can seep under doors, through grates and even stay cohesive under water. The zombie can fall into the form instantly, even using the technique as a defensive action to avoid an attack. However, it takes a full two Turns for it to reform into a solid body. Bone Blade Kick Power: +2 Some zombie martial artist masters have added a special kicker to their kick. As the zombie’s foot rockets towards its opponent, the flesh peels away to reveal the bones of the foot, fused into a jagged blade. As soon as the foot begins to withdraw, the flesh slides back over the blade, covering it again by the time it touches the ground. The Bone Blade Kick does D6(3) x (Strength + 1) slashing damage. Bullet Sponge Power: +2 Few zombies really mind getting hit by bullets (unless it hits them in their Weak Spot). Some zombies actually like it. It means they don’t have to go looking around for ammunition. Bullets that strike the zombie do damage as normal (if applicable), but then go through the strangely evolved organs of the zombie, making them good to go again (including cartilage casings and organic gunpowder). The zombie can excrete these at will from its hands, or if its got a built-in gun, directly into the weapon. Recycling’s so important in this modern day, it’s touching to see the undead involved too . . .

Burrowing Finger Power: +5 This deadly attack works best against living foes and those zombies with a particular weak spot. Using only its index finger to attack (regular close combat attack), the zombie jabs the digit deep into the target’s flesh. Once it penetrates, the finger breaks off and begins to worm its way through the target’s body, causing massive internal damage. It makes its way towards the target’s heart or brain, depending what the zombie wishes. The finger then works its way out and crawls back to the owner, who may attach it again with no penalty. The zombie can only use one finger at a time in this manner. The initial finger attack causes D4(2) x Strength damage. Each round after that, it moves six inches (15 centimeters) towards the target’s vital organs, causing an additional D6 x 2(6) damage each Turn. When it reaches the heart or brain, it causes D8 x 6(20) damage each Turn until the target dies. Buzzsaw Torso Power: +4 The skeleton within the zombie is highly animate, “dying” to get in on the fighting action. The ribs and other bones of the torso work with the flesh to create a bizarre but deadly attack. The ribs shift and expand through the flesh until they protrude in a circle out from the spine in the middle of the zombie’s chest. From the top, it looks like the spokes of a wheel (since all the ribs extend to the same length). Then they start spinning—really, really fast, like the blades of a helicopter. These super-strong ribs slice and dice anything that comes near. It is hard to attack with the torso, however, so a zombie must first Grab or grapple (Resisted Simple Dexterity Tests) an opponent before pulling them into the spinning bones of death. Once a victim comes into contact, D12 x 4(24) points of slashing damage are delivered per Turn. Chi Suck Power: +4 Chi Suck is related to Soul Sucker (see AFMBE, p. 155). Zombies with this ability border on being vampiric, although blood is not what they suck. Once a zombie Grabs, grapples (Resisted Simple Dexterity Tests) or bites someone, it can hold on and start sucking out the person’s very life essence. In games terms that means, well, Essence. Each Turn the zombie sucks in D10 x 3(15) Essence Points, adding them to the zombie’s own Essence Pool. Any Essence absorbed in excess of the zombie’s normal Essence Pool level dissipates after 24 hours, but may be used until that point. This Aspect does not serve to raise the zombie’s permanent Essence Pool level. Crimson Spray Power: +1 Not only does the master zombie have unbelievable control over its dead body, it can also control the stagnant, stale blood that lies in its veins. The zombie

can, at will, fire spurts of blood from anywhere in its body. These jets have a range of just three yards (meters). In combat, their greatest use is to temporarily blind or distract an opponent. The zombie can use this Aspect and make one other attack in the same Turn without incurring multiple action penalties. Striking a target in the eyes requires a Difficult Dexterity Test. If successful, the target is partially blinded and suffers -3 on hand-to-hand attacks and 6 on ranged attacks. Decaying Bite Power: +3 The zombie carries special, supernatural parasites that devour flesh. Fortunately for the zombie, this Aspect renders its own flesh immune to the parasites. Others are not nearly so fortunate. Whenever the zombie successfully bites someone (causing at least 4 points of damage), a number of the nasties get passed to the victim. They immediately start to eat away at the target’s flesh, starting with the location of the bite. The consumption spreads at the rate of one inch (2.5 centimeters), causing one point of damage, per minute. Eventually, it devours the entire body—be it zombie or human—unless the victim cuts out the infected area or scours it with flame or acid. Of course, the treatment causes its own damage, but no one said this was going to be easy. Entrail Whip Power: +2 Digestion is all well and good, but certain undead masters have learned to put their internal organs to other uses. Tearing open their own stomachs (which causes no damage), they pull out their small intestine, which has become leathery and tough in death and makes a perfect whip. The whip extends up to thirty feet (10 meters) and can be used to swing from chandeliers, inflict stinging blows on an opponent, or entrap a target in its undead grasp. Since it is part of the walking dead’s body, it is also somewhat animate. It can grab onto things with its own strength rather than relying on simple momentum like a plain old inanimate whip. The zombie can use the whip simply to attack, causing D4(2) x (Strength - 1) damage. Making a grappling attack requires targeting a specific location on the target’s body (damage is still suffered). If successful, the whip ensnares the body part and does not let go until cut (10 points to sever), removed (effective Strength 4) or withdrawn by the zombie. The entrails have an armor value of D6 + 1(4). Fighting Flying Head Power: +3 The secret to winning any fight is using one’s head. Certain zombies take this adage very literally. Those with this Aspect can remove their heads and let them fly and attack on their own. The zombie’s body continues to fight without any penalty as long as the head

remains within line of sight. The head itself can fly at a rate equal to three times the zombie’s normal Speed. Attacks against the head suffer a -5 penalty. Unless the brain is a Weak Spot, damage short of total destruction (30 non-weapon/60 weapon) is ignored. The flying head has an unlimited range and can attack with a bite or head butt that causes D4(2) x (Strength - 1) damage. Fingerblades Power: +1 The bones in the tips of the zombie’s fingers can extend through the flesh at will, becoming razor sharp bone blades capable of severing flesh and muscle with ease. These retractable blades stretch out as far as eight inches (10 centimeters) and cause D4(2) x Strength slashing damage. Flesh Fist Power: +4 Some of the most effective techniques in the martial arts involve grabbing a hold of the opponent in some way, but often this maneuver is more easily said than done. The Flesh Fist combines the damaging power of a punch with a grab that does not require the zombie to use its hands at all. The flesh on the zombie’s hand slides forward along the forearms and stretches out, wrapping around the target and grasping it tight. Zombies with this power automatically perform a Grab Combat Move on an opponent whenever they successfully strike with their fist (unless they do not wish to). This allows them to execute any throws or lock moves on the same Turn without multiple combat action penalties. Flesh Holster Power: +1 The zombie, either through some quirk of undeath or by design, has one or more pockets of flesh in its body. The skin covering these pockets looks perfectly normal, at least normal for a walking corpse. However, the zombie can, with no harm to itself, reach into the pocket with ease to put something in or pull something out—something like a knife or gun. This happens as fast as a normal person would draw a gun from a holster. The pocket can range from wide and deep (roughly the size of a high-velocity handgun) to long and slim (for a katana or the like). Larger weapons cannot be stored. Grasping Feet Power: +5 Throws, locks, and chokes are an important part of any martial arts attack, but first the opponent must be grappled successfully. Undeath has loosened the zombie’s feet up a bit, allowing the bones of the feet and toes to grasp a target as effectively as a hand. The zombie can make a normal kick attack but instead of pulling the foot back after the strike, it latches on to the target. Zombies with this power automatically perform a Grab Combat Move on an opponent whenever they successfully strike with their feet (unless they do not wish to). This allows them to execute any throws or lock

moves on the same Turn without multiple combat action penalties. Hand-Gun Power: +3/+5 In this guy’s case, they couldn’t pry the gun from his cold, dead fingers. The zombie forces a stripped down gun into his hand, parting flesh and bone to make it fit. While this makes the hand pretty useless for anything but shooting, that’s okay, who wants to do anything else anyway? At the higher Power level, the gun merges with flesh, and cannot be distinguished until bullets start popping out of the back of the hand. Each gun can be fired eight times before reloading, a process that takes one Turn per bullet to accomplish since the zombie must peel back a flap of flesh to insert new shells. Alternatively, the zombie can swallow the bullets and they are channeled to the proper places in one hour. The guns have a range of 3/10/20/60/120, and do damage depending on the shell inserted (up to 9mm, see AFMBE, p. 134). Horns, Tusks, and Spikes Power: +2 Control over the body, the key to success for all martial artists, has developed in undeath to the point where the zombie can cause spiky protrusions to grow from its body. Horns from the head, spikes from the elbows or knees— anything the zombie desires. Even better, the spikes spring forth with the speed of a stiletto and retract just as fast. On the down side, the zombie can only create one large or two smallish spikes at a time. The spikes increase the multiplier of an attack by one, or grant a D10(5) damage if no damage would be done normally. In-Bodied Armor Power: +6 While sticks and stones and guns might not hurt a zombie as much as they do living folks, they still take their toll after a while. A little extra protection never hurts. Zombies with this Aspect have steel or kevlar plates sewn into the fleshy parts of their body, usually the torso and sometimes the legs. This acts just like normal body armor except that it cannot be taken off and is not immediately obvious to the casual observer (although it does give the zombie an extra bit of bulk). Protection is (D8 x 3) + 18(30). Iron Shirt Body Power: +3 In life, masters can protect their bodies against harm through the use of chi. In death, this effect requires no Essence expenditure. The flesh hardens to the strength of iron, yet remains supple enough for the zombie to move. The result: a natural armor rating of D8 + 8(14). Just a Flesh Wound Power: +5 A zombie with this Aspect may restore all those nicks, dents, gouges, cavities and severed limbs that add luster to a walking dead’s appearance. The Aspect allows a zombie to regain 2 Dead Points per day, but more importantly missing body parts and other cosmetic blemishes (say, gaping holes in the chest, pealing skin on the face, etc.) slowly return to normal. The exact time frame is up to the Zombie Master, but the Zombie Restoration Table may be instructive.

Mind Eating Power: +3 per level Amind is a terrible thing to waste. Zombies with this ability actually absorb the knowledge and skills of the people they attack. After a successful bite attack to the head of the target, the knowledge-hungry zombie makes a Resisted Test pitting a Willpower and Mind Eating Level Task against the victim’s Difficult Willpower Test. For every Success Level of the zombie’s Task over those of the victim, the zombie gains either one key fact or one level of skill from the unwilling donor. If the zombie consumes the victim’s entire brain, 10 facts or skill levels are absorbed. The newly gained facts or skills last a number of days equal to the level of this Aspect. For an additional 2 points per level, the absorbed knowledge is permanent. Melding Power: +3 This truly disgusting technique immobilizes both the zombie and its target. First, the zombie must successfully Grab or grapple (Resisted Simple Dexterity Tests) the opponent, bringing his body into close contact. Then, the flesh of the zombie becomes soft and gooey and begins to meld with the flesh of the target, seeping through any natural or fibrous clothing (plastic, rubber, or metal bars the meld). The two bodies become inseparable and both fall to the ground. The zombie then tries to bite, eat or otherwise inflict a close combat attack (+4 bonus). Avictim can try to tear away by succeeding at a Resisted Simple Strength Test. If successful, both the victim and the attacker suffer D10 x 5(25) points of damage. The zombie using the power can undo its effects at any time. Few masters possess this Aspect, but some lesser zombies have it, sacrificing themselves to effectively immobilize an opponent while their master carries on with other business. My Body is a Deadly Weapon Power: +2 Sometimes in a fight, a weapon would be useful but none are handy. For some zombies, this possesses no problem—any arm or leg will suffice. The zombie can detach one of its own limbs and use it as a weapon. Any master capable of this trick has no problem balancing on one leg and hopping around at half its normal Speed. An arm acts as a club and does D8(4) x Strength damage. Aleg acts as a big club and does D10(5) x Strength damage. Both can be used two-handed if desired (except of course when one arm is being used as a weapon). Prehensile Hair Power: +3 Many masters keep their hair long either out of vanity or as a sign of devotion to their art. In death, these long locks serve them in new and exciting ways. Undeath makes the hair strong as piano wire and totally animate. Using this preternatural third limb, the zombie can make grasping and throwing attacks, wield small weapons (knives, shuriken) and throw objects.

Plus, it’s really cool at parties. Zombies with this ability often hide weapons in their hair until the moment to strike comes. The hair has a Strength 2 less than the zombie’s normal Strength (minimum of 1) and provides the zombie with an extra attack action each Turn. Ribs of Doom Power: +3 Zombies who like food that really sticks to their ribs love this Aspect. First, the undead warrior has to get in nice and tight next to his opponent. Then, its own ribs extend forth and latch onto whatever is in front of them, usually the body of the zombie’s opponent. The ribs not only pierce the opponent’s flesh but grasp him tightly as well. This attack leaves the zombie’s hands free for other things, usually tearing away at parts of the hapless victim. A successful Grab or grapple (Resisted Simple Dexterity Tests) entangles the zombie’s victim, and does D4(2) x Strength crushing damage in addition to whatever other attack the zombie launches. Each Turn thereafter, D4(2) x (Strength - 1) damage may be caused, as well as whatever other attack the zombie launches. Escaping the ribby grasp requires a successful Resisted Task or Test (a Simple Strength Test, or a Strength and Martial Arts Task, whichever is higher). Shifting Bones Power: +3/+5 Skilled martial artists know to strike soft flesh and muscle rather than bone when they punch. With some zombies, however, the exact location of the bones is never a sure thing. Undead masters with this ability can swiftly shift the location of portions of their skeleton in order to help block incoming attacks. Worse still, the bones grow through the flesh in the form of damaging spikes. The zombie must make a Difficult Willpower Test in order to maneuver its bones to intercept an incoming attack. If successful, the bone meets the blow. If an unarmed attack was blocked, the zombie suffers no damage, and the attacker incurs D4(2) + their own Strength damage points. If the attack was with a close combat weapon of some sort, the bone acts as (D8 x 2) + 8(16) armor. At the higher Power level, the bones’ protection applies to ranged attacks, including bullets. Shot-Arms Power: +4 A variation on the Hand-Gun Aspect, the zombie instead imbeds a stripped-down, single-shot shotgun in each arm by forcing it between flesh, cartilage and bone. The zombie can still use its hands normally, and until the gun fires (or someone uses a metal detector), no one can tell that the guns are there. Firing one of the guns rips a hole in the zombie’s palm, which may cause 1 point of damage depending on the Weak Spot chosen. Each gun can only be fired once before reloading, a process that takes two Turns per shell to accomplish as the zombie must peel back a flap of

flesh to insert new shells. Alternatively, the zombie can swallow the slugs and they are channeled to the proper places in one hour. The guns have a range of 5/25/50/100/200, and do damage depending on the shell inserted (see AFMBE, p. 134). Shuriken Nails Power: +1 Why carry around unwieldy, pointy throwing stars when fingernails are always handy? The zombie’s nails have become hard as steel and sharp as a razor in death. They are also detachable. With a flick of the wrist or ankle, the zombie can send one fingernail or toenail flying with the speed of an arrow. Of course, the zombie only has a total of 20 of these projectiles, but if retrieved, they can be put back in place. If the zombie also has some unnatural healing capacity, the nails grow back in 48 hours. The nails have a range of 3/5/8/10/13, and cause D4(2) x Strength slashing damage. Snake’s Spine Lunge Power: +2/+4 Despite the name of this Aspect, the zombie does not actually have the spine of a snake. Rather, for the duration of this bizarre yet devastating attack, its spine kind of looks like a snake. The spine actually extends up out of the body, telescoping out up to a distance of four yards (meters). At the end of the spine is, of course, the head, which bites (D4 x 2(4) slashing damage) or head butts (D4(2) x Strength damage) on a successful Simple Dexterity Test, or Dexterity and close combat skill Task. At the higher Power level, the head acts as a bludgeoning flail weapon, and causes D10(5) x Strength damage. This all happens as quickly as a snake strikes (thus the name) and can be a devastating attack against unwary opponents who think they are out of reach (-4 to defense actions on the first attack, -2 on the second). This strike takes the place of a regular attack action. Spying Eyes Power: +2 Not so useful in actual combat, this technique allows crafty warriors to spy on their enemies before the fight ever begins. Simply plucking out an eye activates the Aspect. The floating eye moves at a rate equal to four times the zombie’s normal Speed to a distance of Willpower x 10 yards (meters). It not only lets the owner see whatever the eye sees, it lets them hear as well, strangely enough. The zombie can concentrate on what it sees through the flying eye or what it sees with its remaining eye, but not both at once. Strength in Numbers Power: +6 Traditionally, zombies have always found their greatest strength in numbers. While individual master zombies can be quite formidable on their own, sometimes they find the classic ways are the best. In order for this Aspect to work, each participating zombie must possess it. The zombies actually meld their flesh and bones into one another, creating a larger, more powerful zombie creature. When two or more zombies join together they can add extra limbs if they wish or simply fuse their masses together to make a bigger body.

No more than five zombies can join together in this way. It takes one full minute for each zombie to join the fleshy monstrosity and only one can join at a time. The first zombie’s stats serve as the base for the rest of the creature. Every additional zombie that joins in adds 1 to all of the zombie’s physical Attributes (which may affect Secondary Attributes depending on the Aspects held by the base zombie). Optionally, it can forgo one physical Attribute bonus, and choose to add another pair of limbs instead. For example, two zombies with physical Attributes of 3 join together. They decide they want to have four arms and so lose one Attribute bonus (they choose Dexterity). The new creature now has four arms and Strength and Constitution of 4. For each extra set of arms, the zombie gets an additional attack and defense action that Turn without multiple action penalties. Additional legs allow for two extra kick attacks each Turn but slow the zombie’s Speed by two per pair (it’s really hard to move with extra legs). The zombie can only use Qualities, Skills, Combat Moves, Metaphysics (including Special Chi Techniques) and Aspects held by the base zombie. Once the zombies decide to separate again (which takes one minute per zombie), divide whatever damage has been suffered equally between them. Sword-Arm Power: +2/+4 The zombie has removed the flesh from one of its arms and fused the bones there into a single sharpened mass. On a successful close combat attack, this sword bone causes D8(4) x Strength slashing damage. At the higher Power level, the flesh of the arm actually peels back, revealing the bone blade only when desired. This allows the zombie to hide the true extent of its abilities. After it has finished using the blade for whatever slice-and-dice work is at hand, the flesh closes back around as if the sword arm had never existed. Theft of the Body Power: +5 A zombie’s body is simply a tool for its ends (eating brains, for instance). Some zombies can upgrade their set of tools, making additions by stealing cool parts from their friends and enemies. The newly attached limb functions perfectly normally, no matter where the zombie places it. Unfortunately, the attachment only lasts for about an hour and then the process starts to fail. Still, during combat there’s nothing more annoying to an opponent than chopping off his arm, sticking it in the middle of your chest and using it to punch him. Each additional arm allows the zombie to make another attack or defense action that Turn without multiple action penalties, if the arm is located somewhere were it can reach the opponent. Additional legs are a little more unwieldy—each one allows for an extra kick attack each Turn but slow the zombie’s Speed by 1 (it’s really hard to move with extra legs).

Chopping off a limb requires targeting the body part (see AFMBE, p. 104), and doing damage equal to one fourth (round down) of the target’s total Life Points with some sort of slashing weapon. Tearing it off requires that the zombie have a Strength equal to twice the target’s Constitution and do one third (round up) of the target’s total Life Points in damage to the arm. Trapping Flesh Power: +3 Decomposition and rot have left the zombie’s body in an almost gelatinous state. Through sheer force of will, the zombie holds itself together and looks relatively solid (for a walking corpse). It can, when struck, release some of this concentration, causing the blow to sink into the disgusting, rotting mass of flesh. Things get real tricky when the zombie solidifies itself again, trapping the hand, foot, or weapon inside its body. Attacks against the zombie cause normal damage, but all close combat attacks against the zombie’s torso result in the attacker getting caught within the zombie’s body. The weapon or limb remains unusable until pulled free. This requires a Resisted Test—the attacker’s Simple Strength Test against the zombie’s Simple Constitution Test. In the meantime, the zombie is free to engage in any close combat attack desired, particularly those which require a Grab or grapple action. The walking dead can release the hold at any time. Turret Torso Power: +1 Sometimes, following a running target with an automatic weapon is difficult. Other times, running one way and shooting another can be a problem. Zombies with this Aspect do not suffer from such hassles. Their torsos are unrestrained by the traditional limitations of the spine—they can turn a full 360 degrees. This added flexibility allows the zombie to easily keep its eye and gun on the target, even while its feet are headed somewhere else. It also allows the zombie to better aim since it simply extends an arm like the barrel of a gun from a tank, fixes its head and aims head and gun as one. For zombies, this is an easier way of doing things (cuts down on pesky hand-eye coordination problems). The zombie gets a +2 bonus to hit targets when it is standing still, and suffers no multiple action penalty from moving and shooting at the same time. Undead Flexibility Power: +3 The constant struggle of every athlete—building strength while keeping limber and loose. Death makes it that much easier to loosen up. The zombie can bend all of its joints in any way it pleases. Elbows and knees can bend backwards, hips rotate beyond the normal extremes, and even the head can spin around 360 degrees. The advantage of all this? First, the zombie’s Dexterity increases by 1. Secondly, the

zombie can squirm through any opening large enough for them to get their body mass through in some form (note that for those with a Weak Spot, that portion must come through relatively intact). It’s a slow process, but that catflap, vent, or chimney, is now access enough to the tasty humans dwelling within. Also, the zombie gains a +3 bonus when resisting locks, grabs, or throws, or performing Escapism Tasks. Venous Defense Power: +2 Zombies do not usually need blood to keep going, making all those veins and arteries useless under most circumstances. This Aspect allows the shambling horror to control and animate its veins and arteries and use them as weapons. The veins separate and poke out of the body, writhing about like worms. Tough as leather and sharp as needles, these veins form a kind of sparse, animate fur all over the zombie’s body, extending three inches out. They provide D6 + 1(4) armor. Also, they burrow into and tear at the flesh of anyone that comes into contact with the zombie. As a result, anyone grappling with the zombie suffers automatic attacks (D6 x 2(6) slashing damage) from the zombie’s veins. Wall Crawling Power: +2 A combination of undead claws and the stickiness of rotting flesh allow the zombie to move over almost any surface with ease, regardless of incline. In other words, the zombie can move up walls and even across ceilings as easily as it walks. This gives the zombie unparalleled maneuverability in combat, since it can fight from a wall or hang from the ceiling with ease. This ability also lets it move up and down ropes, vines, and other hanging means of conveyance with ease. Whirling Cyclone Kick Power: +3 Sometimes a skilled martial artist spins his body around as he kicks in order to increase speed and power. However, the way the body’s joints and bones work limit amount of spin and the motion of the leg. For a zombie, joints and bones no longer limit movement. The zombie can twist its torso a full 360 degrees. When using this Aspect, the zombie kicks out and lets the force twist the lower portion of its body around and around. His lower body spins like a top, balanced on one leg while the other swings around and around with cyclonic speed. All the time the zombie’s torso remains erect and unmoving, allowing it to use hand and head normally and direct where it moves. While spinning, the zombie can move its normal Speed. As soon as its leg makes contact with something the spinning stops as the full force of the attack is unleashed. The whirling cyclone kick does D10(5) x Strength damage. The zombie must spend one Turn building up speed before it strikes an opponent.

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