Review AFMBE 

 

Home Campaign Galleries Players Character Crafting Humor Reviews and Fiction

 

 

All Flesh Must Be Eaten: A Role Playing Game of Survival Horror (Revised Ed. 2004)

Date Reviewed: 4-10-11

Critical Kobold Rating:    (5 out of 5 Dice)

 

Awesome Undead Apocalypse!

 

 

           Sarah’s lungs burned from the exertion as she rushed up the stairwell steps two at a time. Her head swam from lack of air as she gasped, and she stumbled against the railing as she reached yet another landing. She didn’t even know what floor she was on anymore. The horrid groaning, snarling sounds from below were the only things keeping her on her feet.

            The young paralegal couldn’t explain what was going on. She’d been sitting in on a late-night emergency session with the executives regarding the merger, which had lasted hours, when the conference room doors banged open. Several of the cleaning staff shuffled in, looking disheveled and a bit confused. The CEO had gruffly barked that they were conducting business and needed to be left alone, whereupon the janitors leaped upon him and began tearing chunks of his flesh from his face and limbs with animal savagery.

            The conference room exploded into frantic chaos, with meeting members fleeing screaming towards the doors, but every time a door was opened, it seemed that more staff – the accountants, then the legal department – were prowling the halls, and would race to jump onto the executives and rip into them with teeth and nails. Within minutes, the conference room and surrounding hallways were splattered with gore and inhuman snarling which quickly drowned out the cries for help and screams of agony.

 

 

            Sarah had fled past Anthony from Human Resources, whose formerly handsome features were caked with fresh blood and bits of skin, as he sunk his teeth into the arm of Becky, the CFO’s admin assistant. Sarah ducked into the stairwell, but caught sight of more staff lumbering almost drunkenly up the stairs, preventing her from heading downwards to the parking garage. They spotted her, and began chasing her, their predatory enthusiasm giving them a surprisingly fast gait up the steps.             That’s all her brain had had time to process, and now she threw herself against the stairwell door to enter the floor and get to a phone. But her body slammed hard into the unyielding door, knocking what little air she had out of her, and she stumbled from it, falling onto her back on the landing.

            Sarah groaned, and when she opened her eyes, standing above her was a fat man she’d passed in the lobby a few times, his eyes wild, his shirt front stained with dark crimson. He hissed at her, and spittle flecked with red foam sprayed onto the step beside her. He tossed aside what looked unmistakably like a part of a human lung, and reached for Sarah. The paralegal couldn’t even scream.

            With a dull thunk, a fire axe arced down into the fat man’s skull, splitting it wetly. The man swayed over Sarah, the savagery gone from his face but his corpulent form refusing to fall, even with the axe buried down between his eyes to his nose. A large black man in an electrician’s grey jumpsuit was holding the other end of the axe. The black man stepped over Sarah’s prone form, and kicked the now-dead fat man squarely in the chest. The obese body came loose from the axe and tumbled down the stairwell as the ravenous horde of zombies from Accounts Receivable rounded the bend from below, and they were momentarily bowled over by the crashing form of the blubbery corpse.

            The black man grabbed Sarah roughly by the arm and half-dragged her into the doorway she’d tried to enter a moment before. “C’mon!” he shouted, giving her no choice. He yanked her through the door into a short hallway, and she watched the muscled electrician and another slender man in a $500 suit and thin glasses shove a vending machine back in front of the door as the undead monsters outside reached it and began pounding on the other side.

            The girl was then pushed down the hallway into a spacious waiting room with modern furniture, but no corporate logo behind the receptionist station. Sarah knew she was up in the higher floors of the new skyscraper, the ones which hadn’t been leased out yet.

            “Are you bitten?” the burly electrician growled at her, grabbing her arm in one hand to turn her about and look at her while clutching the bloody axe in the other hand, still dripping with fluid and grey matter.

            “What? … N.. no,” stuttered Sarah, finally catching her breath.

            “Jesus,” said the thinner man in the suit, “Did you get any of its blood in you? Did its blood get into your eyes or mouth?”

            “No!” Sarah almost shouted. “I’m fine! What the hell is going on?”

            The thin man, likely a lawyer, laughed ruefully. “No one knows. About three hours ago, the shit hit the fan. People all over the city started attacking other people, actually chewing them up, like wild creatures. The latest TV reports said they’d traced the original attacks to the hospital over on 48th. Now whoever gets attacked turns just as violent as the others. The whole city’s gone to hell, and it’s getting worse.”

            Just then, there was a loud crash from down a darkened hallway behind the reception desk.

            “Damn!” snarled the electrician, “They’re coming through the drywall in the unfinished section of offices!”

            The trio turned and started for the only other hallway out of the room, towards the elevators, when four more salivating, waxen-fleshed cadavers appeared from around the corner and spotted the living bodies. One was a hot dog vendor who worked every day outside the office building. He was missing one eye and part of his face. The black man hefted the axe over his shoulder, and the lawyer reached towards a couch and lifted his makeshift weapon: the slicing arm of a paper cutter from the copy room on floor twenty-two. “There’s no way out,” he muttered. “All three hallways are filling with goddam cannibal freaks.”

            Just as the snarling forms began to lurch closer, there was a ding from behind them in the hall. The four zombies turned as light filled the hall from around the corner from where’d they’d come.

            “Was that the elevator?” Sarah whispered.

            A moment later, a wiry Hispanic man sauntered around the corner, behind the creatures. They spun and started towards him. The man had some sort of tank strapped to his back, perhaps propane, and there was a hose running over his shoulder to some sort of jury-rigged nozzle, to which a Zippo lighter was duct-taped. As the zombies rushed him, the man snapped the lighter flint, and raised the nozzle. “Oye, pendejos,”  he called happily, “Come get some!” Then a whoosh, and a roiling gout of flame engulfed the undead from the makeshift flame-thrower. The three living people shrank back from the heat, and ducked behind the reception desk.

            When it was over a minute later, the four charred and smoking husks lie still on the floor, and the stench of burning flesh was putrid in the air. The three looked over the desk at the Hispanic. He smiled back.

            “Sí, amigos, “ he said, “They keep going if you just cut off an arm or leg, but if you cook them, they burn real nice.” He sighed and took the tank from his back. “But, I am out of fuel.”

            That’s when the hall behind them, from the new section of offices, began to echo with the thumping of many charging feet.

 


 
 

            Welcome to the world of All Flesh Must be Eaten, the game of modern survival horror set against the backdrop of a zombie apocalypse!  And dudes, if that sentence doesn’t tell you all you need to know to get into this game, then there’s nothing I can do for you.

 

            The game engine is powered by Eden Studio’s Unisystem, my personal most favoritest set of game mechanics of the last decade. I described the game system in my Buffy The Vampire Slayer RPG review, but that game uses the Cinematic version of the Unisystem rules; AFMBE uses the Classic version, which is about 90% the same. The main difference between Classic and Cinematic is that Classic is more detailed. It has a lengthier list of Skills, Qualities, and Drawbacks, and there’s more differentiation in things like weapons and equipment. For example, while Cinematic has the skill “Guns” to cover every firearm ever made, Classic has several individual gun skills, including handguns, rifles, shotguns, heavy weapons, grenade launchers, etc. Classic also has no Drama Points which players use to alter the game (for re-rolling dice, or negating damage, for example.). However, if you’re familiar with one version, you can learn and use the other version in almost no time at all, and mix and match rules to your taste.

 
 

 
 

         There are three broad character types to base a new PC on:

  •  Norms represent the average joe. These guys get eaten regularly in your standard zombie movie.

  • Survivors are more hardy, ass-kickier people. They make zombies work hard for their dinner.

  • The Inspired are basically in between; normal folk who have access to supernatural talents. Priests and holy men, usually.

        Your GM will decide which type is available to you, depending on the feel of the game. For grittier, scarier horror campaigns in the vein of Night of the Living Dead, where there’s a real chance your PC will end up as zombie chow, Norms are the … uh, norm. But if you want a more action-adventure campaign, like the Resident Evil movies, then Survivors are the way to go. If you want magic and holy miracles in your game, then Inspired are the conduits of the mystical mojo. It’s entirely possible to play a group of mixed Norms, Inspired, and Survivors, but bear this in mind: Survivors start out more physically powerful and with more skills, which make them a stronger character type right from the get-go, and an Inspired, while about as physically adept as a Norm, wields magical talents that give them a serious edge when dealing with a world filled with undead nasties. A player with a Norm might feel overshadowed if they keep company with too many Survivors and Inspired.

 

            Anyway, you get an allotted number of character creation points depending on your PC type to buy up scores in six main attributes:  Strength, Dexterity, Constitution, Willpower, Intelligence, and Perception. The abilities are all rather self-explanatory, as is when you’d use them in a game. Your beginning scores in these attributes range from one to five, with a normal human averaging around two in any category. Scores can eventually be raised above five, but that’s far above the normal human capacity, so it can only be done by spending experience points later in the game.

 

            Once you choose your main stats, you’ll have some Secondary Attributes that’re based on those primary ones. You determine Life Points, which represent the damage you can absorb before passing out or dying. Most Norms average around 30 Life Points, and Survivors may have 45 or 50 LPs. You also have an Endurance score, which is used up as you engage in long-term strenuous activity such as building barricades or hauling ass out of a zombie-filled city on foot. When your Endurance is gone, you’re exhausted and must rest, or you’ll eventually pass out and collapse. How far you can get before doing so is based on your Speed score. Finally, there’s your Essence score, a measure of your spiritual attunement with the universe. This is really only used by the Inspired for channeling their magic, but others might have their Essence affected by said magic, or by some zombies’ special powers. Since it’s related to your life force, if your Essence ever becomes depleted, you can die.

 

            Next you can choose Qualities and Drawbacks.  Qualities are beneficial and cost character creation points, but Drawbacks are just that, and give you points for accepting some unpleasant side effect. They’re basically any personality trait or characteristic that isn’t a learned skill. Being artistic, charismatic, or hard to kill are Qualities, while being cruel, addicted to drugs, or lazy are Drawbacks. Each one has an effect on your PC during game play, so be careful about which ones you want. Points gained from choosing Drawbacks can be spent to improve your PC in other ways, whether it’s getting more Qualities, or boosting a skill or attribute score some more.

 

            After that, it’s on to Skills. You get a separate pool of character points to buy skills with, but the idea is the same as with Attributes: you spend points to buy levels. When using a skill, you add your skill level and the attribute that the skill check is appropriately based on to get a total skill score. The attribute score you add may vary according to the circumstances of the skill use.

 

            For example, when using the Guns skill to blow the head off of a slavering cannibalistic taxi driver using a shotgun, you add your Dexterity score to see if you hit. However, if you’re trying to repair the bent firing pin of a 9mm Glock pistol, you may be rolling your Guns skill with your Intelligence score.

 

            After that, most characters are done, and ready to hit the mean streets of the zombie apocalypse! If you have an Inspired character, though, you’ll have the extra step of choosing your supernatural talents, which you’d spend your points on in place of a few skills. Magic of a divine nature falls under the heading of Miracles,  and you can spend your PC points to buy things like healing magic, prophetic visions, or shooting holy fire from your hands with which to righteously burn the undead into crispy chunks.

 

 
 

 
 

            No matter what the task is in Unisystem, from dismembering a zombie in combat using hedge clippers to making a map of downtown on an Etch-A-Sketch, the resolution system is the same. (Um, it’s unified. Get it?) You sum your relevant Attribute score to the rating of whatever Skill you’re using, and then roll a single ten-sided die and add the d10 result to your sum. (If you’re not using a particular skill, you generally just double your Attribute.) Anything totaling over a nine is a success, basically.

 

            Example: Ron the car wash employee has fled into a warehouse to hide with his partner, Eddie, after bloodthirsty zombies appeared in town. Eddie is jumped on by the gnarly zombie of a former warehouse forklift driver, who’s now trying to chew on Eddie’s throat. Ron quickly grabs the zombie from behind and attempts to yank him off Eddie, because Eddie owes him twenty bucks. Ron has a Dexterity score of “2”, and a Brawling skill score of “3”. His total so far is five, so in order to successfully pry the slavering undead off of his friend, Ron’s gonna have to roll a four or better on a d10 to meet the standard target number of nine.

 

            The higher your total is above nine, though, the better your result. Roughly every two points above nine adds a “success level” to your outcome. Higher success levels can mean added damage from attacks, or better protection from defenses, or the faster or more accurate use of a skill. The circumstances and your wise and benevolent GM will dictate the exact benefits of extra success levels.

           

            There are of course various modifiers for range, poor weather, crappy equipment, or using a skill without the appropriate gear. (Ever try to suture a hemorrhaging puncture wound with just dental floss and a stick pin? Not pretty, Bones.) The complexity level of your game will decide how many of these modifiers you want/ need to use for routine tasks, but for the most part, modifiers will run between -2 and +2 for a given situation.

 

            And that’s all there is to it.

 

 
 

 
 

 

           In AFMBE, there’s generally some sort of outbreak of ravenous brain-eating zombies that run amok across the land, with your intrepid (or perhaps quite trepid) PCs fighting for survival. The rule book provides an entire chapter for the GM about creating zombies; what strengths and weaknesses they have, what abilities they possess, how fast they move, if and how they infect others to become undead, and of course, how to take ‘em out. Usually a good shot to the noggin will drop a walkin’ dead, but not always…

 
 

            AFMBE provides a total role playing game package in one sweet volume, including stats for several civilian and military vehicles, as well as rules for chases, equipment lists, weapon and armor stats, and many complete sample pre-gen characters to use as archetypes. The material in the GM section covers environment, optional game rules, fear checks, healing rules, notes on technology levels, poisons, etc.  If you’re having problems coming up with a good flesh-chewing background, the book offers several “Dead World” campaign ideas, which each entail several pages of background, setting, plot points, world overview, and zombie stats to get you started.  Any of your favorite zombie films can be mimicked using AFMBE.

 

             The campaign could be about sheer survival, if your PCs are everyday Norms just trying to eke out a living in their suburban ‘hood while not getting snacked on by their pasty neighbors. It might be a military game, where your PCs are Survivors in an elite zombie-killing squad, or maybe a search and rescue team for civilians trapped in city buildings deep in undead turf. Perhaps there’s a cure for the infection, and your PCs are part of the research team working in a lab where “specimens” are caged. (Hard to see how anything could go wrong there, eh?) If you have Inspired types, then magic and paranormal may be the order of the day; maybe you’re a band of holy warriors for a church or divine order whose task is to destroy the undead menace on Earth, using holy water and calling down miracles from Heaven. The game can really go any direction that sizzles your sausage.

 

             After every game, players will earn maybe 2-3 Experience Points for their brave characters (if any still remain alive). These can be used as in most other point-buy games, to spend on increasing abilities, or acquiring new Miracles, or improving skills or learning new ones. Some Drawbacks can be bought off with XP over time, and a few Qualities may be purchased with XP after PC creation. It's possible in this manner for a Norm to advance into the Survivor range of skills and stats, if she lives long enough to reach that pinnacle.

 


 
 

            I love the Unisystem. It’s complete, simple, malleable, intuitive, and fast. It’s worth picking up one of the core books just to have the system, even if you don’t plan on running a campaign in that particular genre. You could easily do any sort of monster/ horror game with AFMBE, but since it’s a complete rules set, you don’t even need to use zombies or any of the horror trappings. You could literally run any game you have in mind with some tweaking. But, add a few of the other core books to your collection as I have, and your choices multiply exponentially.

           

            This kobold’s shelves have a special place for my Unisystem books. I can mix sci-fi, fantasy, historical, espionage, occult, pulp, suspense, swashbuckling, Western cowboy, Eastern wuxia, or any other random weird-ass background that I think up based on the interchangeable material provided in the books. While it's all written for zombie games, if you simply ignore the zombie material, you've got an amazing generic game system that can handle anything.

 

            The fact that this particular core book sparked an entire line of zombie setting sourcebooks in the AFMBE line should tell you how good it is. And really, who doesn’t love a good post-apocalyptic undead-fest?

 

            Eden Publishing went through some dead time (ha! ha! Get it?) when they weren’t producing any material for a while due to business issues they needed to sort out. Even besides that, though, they’re legendarily slow to slap more books on the game store shelves. Release dates come and go for Eden like bullets past the heads of onrushing zombies. So as fun as their stuff is, it’s aggravating as hell to wait for other goodies. I encourage you to get into their game lines, but you must be willing to be patient for further product. Seriously patient.

 

         For gawd’s sake, man, it’s flesh eating zombies!

 

 
 

 

 

[Go to Critical Kobold Game Reviews Page]  OR  [Go to Critical Kobold Movie Reviews Page]

 

Home     Campaign     Players & PCs     Character Crafting     Reviews and Fiction    Humor    Galleries    Links    Portal

The Penderyn Campaign is the creation of Christopher Cecil.
All website content by Christopher Cecil unless otherwise noted.
The DM:  Email The DM  |
 Read the DM's Welcome

 © 2000-2011, Christopher Cecil
 All Rights Reserved.

Website design by Kris 
Webmistress's Acknowledgements 

This site designed to be viewed at a resolution of 800 x 600 or better