You are on page 1of 18

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. Tey all sufer
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. Tus, each cell of the undead monster operates
under its own supernatural power. Chop of 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, desper-
ately searching for something. Destroying one of
these zombies requires either cutting it into so many
pieces that they cant 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
Te classic weak spot, this one never goes out of
style. Even in death the brain remains the seat of con-
sciousness,
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 graf 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
efect on zombie performance. Dead Points are 15.
Heart Power: +7
What really keeps a zombie going? Te heart is
responsible for pumping whatever blood the monster
has lef 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
efect on zombie performance. Dead Points are 15.
Spine Power: +5
Te 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. Afer all, these
things usually work on instinct anyway. However,
sever the spinal cord and suddenly the neurons arent
fring any more. Tis is easier said than done. Te
blade of a shovel to the lower back works well, if the
zombie will hold still for it. Likewise, enough bullets
fred in the right region would do the trick. Te problem
isnt 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 target-
ing 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 efect 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 fre attacks. A little gasoline or napalm
and they fame 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 fre tends to run around on the
panic or roll on the ground, zombies hardly notice the
fames consuming their fesh. Tey keep right on
coming. Tis means that for a few minutes anyway,
the zombie is on fre and can set fre to other things
as it walks around, like characters. Double damage
from fre-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 specifc kinds of chemicals. Te
voodoo masters have powders and potions for
pulling the life back out of a zombie. Certain
neuro-toxins might efectively paralyze a zombie
(and who can really tell the diference between a
paralyzed zombie and a corpse?). In some cases
merely exposing the zombies fesh 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 dont normally do damage. Exact
chemicals and delivery method must be specifed.
Power: -1 to -10 depending on range of
chemicals, their destructiveness, their availability
and difculty of delivery method.
Blessed Objects Power: varies
Tere 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 arent. Double
damage from blessed objects. Exact object,
blessing process, and delivery method must be
specifed. Power: -1 to -10 depending on exact
object, blessing process and the difculty of
delivery method.
Sacred Item Power: +7
Te zombies unlife is maintained by the presence of a sa-
cred 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 zombies body has no efect on its performance. Te
item does not have to be in plain sight, but must be car-
ried 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 its still vain. Te zombie cannot stand
the sight of itself and recoils from mirrors or other large
refective surfaces (at least one square foot). While this
doesnt actually damage the zombie, it prevents it from
attacking in the direction of the refection -- unless it
relies on some way to fnd its prey other than sight.
Disruption Field Power: Varies
Because their fesh has been so traumatized by
death, yet is still made of the same basic matter, zombies
receive half damage from disruption feld 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 unafected by stun guns (see p.
45). Tose with this weakness lose Dead Points
instead of Endurance when shot by one. Te ZM can
decide that stun felds cannot kill the zombie, just
incapacitate it.
Weak Spot: Charm Power: 1
Te 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 of for any reason, the creature returns to
unlife at full strength.
Weak Spot: Salt Power: 2
Whatever the nature of the creatures Weak Spot,
salt will wound it wherever it hits. A blade that is
moistened and sprinkled with salt will cause normal
damage on the frst blow and half damage on the second.
Afer that, the salt must be re-applied to gain this
bonus. A shotgun loaded with salt will cause damage
as birdshot (AFMBE, p. 134). Te Zombie Master
should decide on the efectiveness of attempts to treat
other weapons with salt.
Weak Spot: Silver Power: +4/+8
Te 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 creatures worries. Tis creature of the night is
actually harmed by exposure to sunlight: it sufers
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 Masters discretion,
damage may be reduced for indirect sunlight or
heavy overcast.
Ninety-Pound Weakling Power: -3
Teres 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 ofen 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
Tese walking dead returned with all the muscle
fber of a regular joe (or jane). Nothing special here,
but not below average either. Strength 2.
Strong Like Bull Power: +5
Tis 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
Worlds Strongest Man competition hands down and
not even break a sweat. Strength 7.
Special Strength Features
Damage Resistant Power: +5
Death has made the zombies fesh and bones more
resistant to damage. Te skin is tough as leather, the
muscles resilient as vulcanized rubber. Even the
bones have grown harder, almost as tough as rocks.
Tis makes it much harder to destroy the zombie,
even if it has a weak spot like the brain. All weapons
except fre 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 fre in all its many forms.
Zombie takes half (+1) or no (+3) damage from fre.
Zombies who have fre 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. Te
only way to make a zombie let go is to cut its fngers
of 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 fesh. Strength for gripping equal to 10.
Strength
Claws Power: +8
Humans are not naturally the most impressive
fghting machines. Tey 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 fngernails of the risen
dead. More ofen the zombie actually chews of the
fesh on the ends of its fngers, revealing an inch or so
of bone. Tese bone tips become preternaturally
sharp and capable of tearing through fesh, leather,
and even thin sheet metal (like the roof of a car). No
modifer 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 modifcations. Most notable is that the strength
of the jaw has increased dramatically. As a result, the
zombies bite has all the same advantages of the special
ability Iron Grip (its just a little harder to bite
something than it is to grab it). Te zombies 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 fesh to eat or somehow gets removed
(a welding torch works well for this). -3 to hit in close
combat. Damage equals 6 per Turn.
Te Hug of Death Power: +8
It shambles forward, arms outstretched. A week
ago he was a loved one. Ten he drowned in a terrible
ice fshing mishap. Still, he hasnt lost any of his
afection. All he wants now is a hug . . . of death.
Te zombie needs to get both its arms around the
target, but once it does theres no getting out of it. Te
zombie grasps its prey in a bear hug and starts
squeezing the life out of her. Te 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
Tese 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
Te 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 dont seem to mind, so
why should you? Even though these zombies can
move around like humans when walking, they still
cannot run well. Te typical zombie does not have
the best sense of balance and running tends to throw
them of rather quickly. Te zombie can walk quickly
however, usually half as fast as the average walking
pace for living folks. Dexterity 2; Speed 4.
Te Quick Dead Power: +10
Tese zombies can actually move faster and better
than normal humans. Tis makes them particularly
dangerous. Quick moving zombies ofen look strange
to the living because their movements are not normal.
Tey fail their arms wildly and move like they
had rubber bands for limbs. Teir run is a kind of loping
gait. It may sound funny, but its not when theres
a pack of them closing in. Dexterity 3; Speed 18.
Special Movement Modifers
Burrowing Power: +3
Most zombies start of unlife buried six feet under.
Its only natural that some of them would develop a
talent for moving like moles (or the worms that dine
on their unliving fesh). Te zombie has the ability to
tunnel underneath the ground for great distances.
Tis 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 foorboards or
through the basement wall.
Leaping Power: +3
Few zombies possess this high fying movement
technique, but it is not unheard of. Te zombie can
literally leap up great heights or forward great distances.
Tis frog-like movement technique is used
primarily for attacking prey or getting over obstacles.
It is a product of the zombies 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).
Te 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 fesh. Ten 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. Ten, like a fash, it can lunge forward
(up to three yards/meters on average) as quick as a
cat. Tis ofen catches the living of guard the frst
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 dont do very well with water. Tey
either foat around helplessly or sink to the bottom
like a rock and get mired in the mud. Tere are those
undead, however, who can deal with the watery
depths admirably. Tese zombies either swim at a
slow pace or, since they do not need to breathe, walk
along the bottom as they please. Te important thing
is that this ability allows them to do both. Tus,
unlike some undead, they wont 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. Te 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. Tus 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
Te Wehrmacht had a feld day experimenting on
the undead; these gruesome critters are one of their
greatest triumphs. Tese zombies have had the marrow
hollowed from their bones and have been granted
large, leathery wings with which they can fy
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 systems 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 compro-
mised. 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
Te 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. Te
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
Tese fesh feasters have still got a little of the
old piss and vinegar in their bodies. Te rigors of
dying have not done much to hamper the overall
health of these zombies. Tey'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. Tese 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
Tese powerhouses of the zombie world are prime
specimens of the slab. Tey don't go down easily
and can take quite a pounding. Tey 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
Tis 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. Te zombie has Intelligence -2 regardless
of how bright it was in life, and cannot use language
or tools.
Language Power: +1
Te 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 fammable 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
Tere 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 cant 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 frearms. 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
Tese 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 of prey, to lie in
ambush, and to avoid harmful attacks. At the higher
level (+4 Power), the zombies Intelligence becomes
1 but it can only act as an intelligent animal. It can
open doors by pushing, lif things without grasping,
or leave crude traps to get at prey. Tese 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.
Teamwork Power: +4
Some zombies seem to communicate with one
another with a kind of ESP. Tey 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.
Tis natural teamwork capability requires no verbal
communication between the zombies. Range of communi-
cation is 20 yards.
Long-term Memory Power: +5
Te living dead with this capability learn from their
mistakes and the mistakes of others. Tus, if they see
that their buddies attacking the humans through a certain
doorway are mostly getting their heads shot of,
they will try to fnd a safer way to get at the tasty,
well-armed morsel. Likewise, they can remember
where a human is hiding, go of 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 theyre told,
they receive a reward (punishment does not work
well since most zombies dont feel pain). Tis 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
Te 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, dont think
this far ahead, preferring to move (mentally and physically)
in straight lines. Te 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).
Senses
Like Te Dead Power: 0
A few days/months/years underground hasnt
exactly done wonders for the zombies senses. Tey
are signifcantly less than human standard. Te zombie
can only make out dim forms moving around --
just the outline of a human fgure for instance. Teir
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 Te Living Power: +1
Tis zombie returns with the perception of an average
human. Te better to see you, my dear! Tere 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 signifcant damage. It is
unable to act the Turn afer it sufers 10+ Dead Points
in a single attack. Perception 2.
Like A Hawk Power: +2
Te 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 Te Living). On the plus
side, its vision is good enough to see exactly whos
doing the shooting and exact appropriate
vengeance. Perception 3.
Like Nothing Youve Ever Seen Power: +10
Death has given the zombie a clarity of senses
unparalleled in nature. Te zombie has eyes like a
zoom lens and hearing like an FBI bug. Hardly
anything escapes its notice, especially if its living
and breathing. In fact, it can hear breathing from a
hundred yards away. Tese super-perceptive zombies
make deadly hunters, but do feel pain (see
Like the Living). Perception 7.
Special Senses Modifers
X-ray Vision Power: Perception x2
Te 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
Tese 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
fnd a nearby source of food they tend to stay as close as
possible. Tus, holing up in the old barn is not such a great
idea. Te zombies cannot get in (at the
moment), but they keep massing outside, waiting
for you to come out. Tey know theres 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 fesh. Even if the zombies senses are
normally terrible, when it comes to snifng out prey,
theres 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 its 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 fnd something to
eat. Once a zombie encounters potential prey, it ofen
single-mindedly follows that particular scent until it
fnds 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. Tese zombies home
in on the heat given of 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. Tis 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
Tese zombies unlive to serve. Tey barely have
a will to speak of and would probably do something
rash if they were alive. Tey are most likely found
in the thrall of zombie lords and other would-be
necromancers. Willpower 1
Te Every-Zombie Power: 0
Tese 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
Te 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. Tese creatures can shrug of all
but the most persistent zombie lords and stop at
nothing to get at their prey. Willpower 4
Will of Iron Power: +8
Tese 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
Willpower
Sustenance
Need to Feed
Constantly Power: 4
Te creature is racked by unending hunger, and must eat
every chance it gets. Afer 5 minutes without eating, the
creature starts to lose Strength. For every 5 minutes of star-
vation, 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 Dif-
cult Willpower Test (repeatable each Turn) in order to do
anything except head for the food and start eating.
Need to Feed: Hourly Power: 2
Te creature is racked by unending hunger, and must eat
every hour. Afer 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. Tey dont need to eat a whole lot but
they must consume at least 10 ounces of whatever
it is they crave each day. Afer 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
Te 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 doesnt have to eat
all 16 ounces at once, but it does need at least that
much each three day period. Each day afer that, the
zombie starts sufering Strength loss (see Daily).
Weekly Power: +4
Te 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 sufer the
efects of starvation (see Daily).
Who Needs Food? Power: +8
Tese rare zombies have no need to feed at all.
Tey kill just for the fun of it. Ofen these zombies
are powered by something in the environment, such
as sunlight or massive amounts of radioactivity.
Should the zombie ever be cut of from its seemingly
endless source of reanimatory energy, it will lose its
Strength as if it were starving (see Daily).
Te Menu
All Flesh Must Be Eaten Power: 0
Many zombies just arent too particular -- theyll
take any meaty bit of living fesh they can sink their
teeth into. Tis diet works well for zombies who need
to eat a lot.
Braiiiiiins Power: -3
Te classic zombie fare; the living dead love the
tender taste of human brains. Ofen its all they can
think of, repeating that same word over and over. Te
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. Te liver is always popular, but
one kidney is never enough to satisfy a hungry zombie.
Ten theres the heart, a perennial favorite with
the sentimental living dead.
Blood Power: -2
Its not just for vampires anymore. Te 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 fesh of the living does not do the trick.
Tey 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, its invariably painful and
may leave the victim quite, quite dead (until they rise
again, that is). Te zombie drains Essence points
equal to double its Willpower, but only consumes
(gains the beneft 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 dont 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 clos-
er to the sun, compared to Earths orbit, might require more
or less hours spent sunbathing, but that is lef to the Zombie
Masters discretion.
Special
Acid Blood Power: Varies
Te zombies blood would make a vampire need
dentures. It is highly corrosive and will eat through
any biological material and some metals. Te zombie
itself cannot use its blood in an ofensive way, but it
makes things dangerous for anyone in close combat
with the creature. Oddly enough, the zombies fesh is
immune to the acid blood, even afer the zombie is
destroyed. Zombie fghters searching for protective
wear may choose to garb themselves in the fesh 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 fu). 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 ofen proves a more deadly killer
than the zombies themselves. Disease rules are discussed
in Chapter Tree: 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 Difcult
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 of the undead fesh has turned the
insects into zombies of a sort. Tey work in conjunction
with the living dead that hosts them, swarming
out and attacking anything that comes close (close
combat distance) to the creature. Tey can be biting
ants, stinging wasps, pinching beetles, even deadly
spiders. Whatever they are, its sure to creep the Cast
Members out the frst 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
Te zombie can spit some sort of toxic fuid. Ofen
this is a mixture of saliva, embalming fuid, and other
unidentifable internal liquids. Te substance causes
living skin to itch and burn, much like a very bad case
of poison ivy or jellyfsh stings. Te 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. Te
burning sensation efectively blinds the target for
D4(2) hours unless she can somehow rinse the fuid
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
Trough 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 fame, much
like the fre eaters at carnivals and renaissance festivals
the world over. Te zombie can only do this once
every six hours, and ofen does so uncontrollably,
although it will save the faming belch for a living target
if one is nearby. Even worse, because the fame is
powered by methane, the stench of the belch can be
debilitating even if the fame misses. Range equals
Constitution in yards (meters). Te attack requires a
Resisted Test between the zombies Dexterity and
Perception, and the targets Dodge and Dexterity Task
(or Difcult Dexterity). Flame does regular damage
per Turn equal to the Power level of this feature.
Detachable Body Parts
Power: Varies, but at least +10
Te zombie has the bizarre ability to actually separate
of parts of its body and let them act on their
own. Te most common use of this power is removing
a hand and letting it crawl about, like Ting in
search of prey. Te 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. Tus small intestines
become animated, constricting snakes and so forth.
Te possible uses are endless. Te specifcs of this
feature, including any special damage are lef to the
Zombie Masters 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 zombies Dead Points are exceeded,
its body parts, at least those that remain, fy apart
with a loud and messy explosion. At the lower level
(+2 Power), the parts spread over a 4 yard (meter)
radius. Tis causes no damage to those caught in the
blast, but does force a Fear Test at -4 (at least for the
frst dozen or so times it is witnessed). At the higher
level (+5 Power), the fying 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
Tese zombies have the special ability to recover
from the damage done to them. Tis does not mean
that inefective holes or partially missing limbs are
repaired. Tat is window dressing that gives the
zombie a real visual ummph. Tis 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
zombies 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. Te radius of the efect is equal to fve 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
Te reanimation process has restructured the zombies
bones, turning them into a cartilage-like substance. Tis
sofened skeleton allows the zombie to squeeze through
tight places a normal body could not, to a minimum of four
inches wide. Tus, a Boneless zombie could wriggle through
a ventilation duct or the space between prison bars. Te
zombie also sufers 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 sof bones provide a weaker structure
for the zombies muscles and ligaments, so the zombies can
have a maximum of Strength 2.
Bulletproof Power: +4
Te zombie is less susceptible to the impaling damage of
bullets than to other kinds of harm. Te zombie only re-
ceives the minimum damage (typically the weapons dam-
age multiplier drops to x1) from any normal bullet attack.
High-explosive rounds and other specialized ammo may
still infict normal damage, at the ZMs discretion. Damage
from close combat weapons remains unafected.
Death Mask Power: +6
Trough some bizarre trick of preservation, the zombie
looks and smells like a living human to other people. Tis
efect 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 contin-
ues 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 according-
ly. If the ZM wishes, potential victims may make a Difcult
Perception Test to notice that something seems wrong.
Doppleganger Power: +8
You are who you eat! Tis power allows the zombie to take
on the features of its last victim, permitting it to pass itself
of as that individual, though a lack of a pulse or body heat
may give the truth away. Te zombie does not gain access
to the victims memories or voice, only his physical appear-
ance. If the ZM wishes, those familiar with the victim may
make a Difcult Perception Test to notice something is
wrong with their friend.
Gremlin
Power: +2/level to a max of four levels
Te zombie exerts a strange electro-magnetic feld -- like
an EMP pulse -- disrupting electrical devices. Equipment
and objects requiring electricity do not operate when the
zombie is near -- cars wont start, fashlights fail, watches
stop. Te radius of efect of the feld equals fve feet per level
purchased. Large groups of zombies can amplify the efect:
A close group of one hundred can incease the range by a
factor of ten (or ffy 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. Tey act as a part of a single entity, coordinat-
ing 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.
Te 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.
Te ZM assigns this power to one zombies in every thou-
sand, providing this individual the equivalent of Long-term
Memory and Problem Solving, as well as the ability to com-
mand undead as per the Rule Te Dead power (see AFM-
BE, 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 with-
out 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 fesh, and again a +2
to Preception-based Tests to fnd it (while starving only).
Afer 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 its chemicals in the zombies system that kill all the
normal bacteria, or re-animating microbes that preserve ne-
crotic fesh, but the zombies functional deteriorating occurs
at a slower rate than normal, allowing it to delay or avoid
the detrimental efects of decay (see pp. 79-84). Te frst lev-
el multiplies the time before skeletonization (as calculated
by the formula on p. 80) by ten, the second increases it by
a factor of ffy, and the thrid by a factor of 100. the fourth
level means the zombie does not efectively 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 some-
how stun a victim into inactivity. Tis 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, freez-
ing the victim in his tracks
Make a Restricted Test between the zombies Willpower
(usually 2) plus 3 for the Power itself versus the victims
Willpower. Inspired Cast Members add +2 to their roll. Te
Denial and other metaphysical defenses may also aid the
victim at the ZMs discretion. Tis efect lasts only D6 turns,
afer which the victim can make another Willpower Test to
break the zombies hold on their mind.
Billy Bones Power +15
Tese zombies are only about half the men they
once were. No fesh remains on these clacking
skeletons to hamper their movement. Tey dont
need to eat, and even if they did, where would it go?
Tese zombies have only their will (or the will of
some zombie lord) driving their bones onward, but
the will can be a powerful thing. Tey are also faster
than most run o the mill zombies, as they dont have
all that hanging fesh 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 lifing 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.
Its never in the place it looks like it is. Te zombie
has the uncanny ability to refract light to make its
location seem to be where its 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
Tis 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. Te
power begins at a 500-yd (meters) radius and is an
additional +1 Power for each additional 50 yds
(meters) beyond this. Te fog spreads out at 10 yds
(meters) per second and drops almost all visibility
to zero. Tose 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. Tose 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. Te fog travels with the ship, with the
vessel at its center.
From Te Ashes Power: Variable
Sometimes zombies just dont know when to stay
dead, even when theyre 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. Te zombie
rises from where it died, either by a bolt of lightning
from the sky, in a bright fash of fre or just by
reconstituting itself from the lefover bits.
Ghostly Form Power: +10
Tar 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. Te power is very useful for
evading those pesky weapons that want to chop you
into fsh 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 afected by any physical attacks
and can walk or glide through solid substances.
Metaphysics, Miracles and magical or blessed items
can still afect 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. Tey couldve been cursed by some
ancient treasure, disguised by a powerful zombie
lord, or any other cause. Te circumstance is completely
up to the ZM (or the player and ZM if its
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. Ten, 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. Te zombie will be revealed for
what it is, however, once it actually grabs its victim.
Graf Power +5/+10
Flesh, its not just for eating anymore. With this
Aspect the zombie can take pieces of fesh or bone
from its victim and literally graf it onto itself,
allowing it to heal wounds using the grafed 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 efective. It does take time to graf, however. A
zombie graf takes about 30 seconds to complete for
each half-pound (8 ounces) of fesh 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 graf multiple limbs onto its
body, giving it more combat actions per Turn. Each
pair of arms grafed 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 graf its torso onto an animals body (like
a centaur) at their discretion. Grafing 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. Tere 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 its a
ballet dancers 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. Tis 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. Te 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. Tis puddle is fully
animate and moves with half the zombies normal Speed.
Although the zombie cannot attack, it is immune from all
physical attacks except fre, explosives, and acids while in
this form. It can seep under doors, through grates and even
stay cohesive under water. Te 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 zombies foot rockets towards
its opponent, the fesh peels away to reveal the bones of the
foot, fused into a jagged blade. As soon as the foot begins
to withdraw, the fesh slides back over the blade, covering
it again by the time it touches the ground. Te 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 dont 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). Te zombie
can excrete these at will from its hands, or if its got a
built-in gun, directly into the weapon. Recyclings so
important in this modern day, its touching to see the
undead involved too . . .
Burrowing Finger Power: +5
Tis deadly attack works best against living foes
and those zombies with a particular weak spot. Using
only its index fnger to attack (regular close combat
attack), the zombie jabs the digit deep into the targets
fesh. Once it penetrates, the fnger breaks of and
begins to worm its way through the targets body,
causing massive internal damage. It makes its way
towards the targets heart or brain, depending what
the zombie wishes. Te fnger then works its way out
and crawls back to the owner, who may attach it again
with no penalty. Te zombie can only use one fnger
at a time in this manner.
Te initial fnger attack causes D4(2) x Strength
damage. Each round afer that, it moves six inches
(15 centimeters) towards the targets 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
Te skeleton within the zombie is highly animate,
dying to get in on the fghting action. Te ribs and
other bones of the torso work with the fesh to create
a bizarre but deadly attack. Te ribs shif and expand
through the fesh until they protrude in a circle out
from the spine in the middle of the zombies chest.
From the top, it looks like the spokes of a wheel
(since all the ribs extend to the same length). Ten
they start spinningreally, really fast, like the blades
of a helicopter. Tese super-strong ribs slice and dice
anything that comes near. It is hard to attack with the
torso, however, so a zombie must frst 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 persons 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 zombies own Essence Pool. Any Essence
absorbed in excess of the zombies normal Essence
Pool level dissipates afer 24 hours, but may be used
until that point. Tis Aspect does not serve to raise the
zombies 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. Te zombie
can, at will, fre spurts of blood from anywhere in
its body. Tese jets have a range of just three yards
(meters). In combat, their greatest use is to temporarily
blind or distract an opponent. Te 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 Difcult
Dexterity Test. If successful, the target is partially
blinded and sufers -3 on hand-to-hand attacks and -
6 on ranged attacks.
Decaying Bite Power: +3
Te zombie carries special, supernatural parasites
that devour fesh. Fortunately for the zombie, this
Aspect renders its own fesh 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. Tey immediately start to eat away at
the targets fesh, starting with the location of the bite.
Te consumption spreads at the rate of one inch (2.5
centimeters), causing one point of damage, per
minute. Eventually, it devours the entire bodybe it
zombie or humanunless the victim cuts out the
infected area or scours it with fame 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. Te whip extends up to thirty
feet (10 meters) and can be used to swing from chandeliers,
infict stinging blows on an opponent, or
entrap a target in its undead grasp. Since it is part of
the walking deads 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.
Te zombie can use the whip simply to attack,
causing D4(2) x (Strength - 1) damage. Making a
grappling attack requires targeting a specifc location
on the targets body (damage is still sufered). If successful,
the whip ensnares the body part and does not
let go until cut (10 points to sever), removed (efective
Strength 4) or withdrawn by the zombie. Te
entrails have an armor value of D6 + 1(4).
Fighting Flying Head Power: +3
Te secret to winning any fght is using ones head.
Certain zombies take this adage very literally. Tose
with this Aspect can remove their heads and let them
fy and attack on their own. Te zombies body continues
to fght without any penalty as long as the head
remains within line of sight. Te head itself can fy at
a rate equal to three times the zombies normal
Speed. Attacks against the head sufer a -5 penalty.
Unless the brain is a Weak Spot, damage short of total
destruction (30 non-weapon/60 weapon) is ignored.
Te fying 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
Te bones in the tips of the zombies fngers can
extend through the fesh at will, becoming razor
sharp bone blades capable of severing fesh and muscle
with ease. Tese 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 efective techniques in the
martial arts involve grabbing a hold of the opponent
in some way, but ofen this maneuver is more
easily said than done. Te Flesh Fist combines the
damaging power of a punch with a grab that does
not require the zombie to use its hands at all. Te
fesh on the zombies 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 fst (unless they do not wish to).
Tis allows them to execute any throws or lock
moves on the same Turn without multiple combat
action penalties.
Flesh Holster Power: +1
Te zombie, either through some quirk of
undeath or by design, has one or more pockets of
fesh in its body. Te 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 outsomething
like a knife or gun. Tis happens as fast as a
normal person would draw a gun from a holster.
Te 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
Trows, locks, and chokes are an important part of any
martial arts attack, but frst the opponent must be grappled
successfully. Undeath has loosened the zombies feet up a
bit, allowing the bones of the feet and toes to grasp a target
as efectively as a hand. Te zombie can make a normal kick
attack but instead of pulling the foot back afer the strike, it
latches on to the target. Zombies with this power automati-
cally perform a Grab Combat Move on an opponent when-
ever they successfully strike with their feet (unless they do
not wish to). Tis 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 guys case, they couldnt pry the gun from his cold,
dead fngers. Te zombie forces a stripped down gun into
his hand, parting fesh and bone to make it ft. While this
makes the hand pretty useless for anything but shooting,
thats okay, who wants to do anything else anyway? At the
higher Power level, the gun merges with fesh, and can-
not be distinguished until bullets start popping out of the
back of the hand. Each gun can be fred eight times be-
fore reloading, a process that takes one Turn per bullet to
accomplish since the zombie must peel back a fap of fesh
to insert new shells. Alternatively, the zombie can swallow
the bullets and they are channeled to the proper places in
one hour. Te 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. Te 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 afer
a while. A little extra protection never hurts. Zombies with
this Aspect have steel or kevlar plates sewn into the feshy
parts of their body, usually the torso and sometimes the
legs. Tis acts just like normal body armor except that it
cannot be taken of 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 efect
requires no Essence expenditure. Te fesh hardens to
the strength of iron, yet remains supple enough for
the zombie to move. Te 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 deads appearance. Te 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. Te
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. Afer 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 victims Difcult
Willpower Test. For every Success Level of the zombies
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 victims entire
brain, 10 facts or skill levels are absorbed. Te 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
Tis 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.
Ten, the fesh of the zombie becomes sof and gooey
and begins to meld with the fesh of the target, seeping
through any natural or fbrous clothing (plastic, rubber,
or metal bars the meld). Te two bodies become inseparable
and both fall to the ground. Te zombie then
tries to bite, eat or otherwise infict a close combat
attack (+4 bonus). Avictim can try to tear away by succeed-
ing at a Resisted Simple Strength Test. If successful,
both the victim and the attacker sufer D10 x 5(25)
points of damage. Te zombie using the power can
undo its efects at any time. Few masters possess this
Aspect, but some lesser zombies have it, sacrifcing
themselves to efectively immobilize an opponent
while their master carries on with other business.
My Body is a Deadly Weapon Power: +2
Sometimes in a fght, a weapon would be useful
but none are handy. For some zombies, this possesses
no problemany arm or leg will sufce. Te 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, its really cool at parties. Zombies with this ability
ofen hide weapons in their hair until the moment to
strike comes. Te hair has a Strength 2 less than the
zombies 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. Ten, its
own ribs extend forth and latch onto whatever is in
front of them, usually the body of the zombies opponent.
Te ribs not only pierce the opponents fesh but
grasp him tightly as well. Tis attack leaves the zombies
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 zombies victim, and does D4(2) x Strength
crushing damage in addition to whatever other attack
the zombie launches. Each Turn thereafer, 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).
Shifing Bones Power: +3/+5
Skilled martial artists know to strike sof fesh 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 swifly shif the location of portions of their
skeleton in order to help block incoming attacks.
Worse still, the bones grow through the fesh in the
form of damaging spikes. Te zombie must make a
Difcult 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 sufers 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 fesh, cartilage and
bone. Te zombie can still use its hands normally, and
until the gun fres (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 zombies palm, which may
cause 1 point of damage depending on the Weak Spot
chosen. Each gun can only be fred once before
reloading, a process that takes two Turns per shell to
accomplish as the zombie must peel back a fap of
fesh to insert new shells. Alternatively, the zombie
can swallow the slugs and they are channeled to the
proper places in one hour. Te 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 fngernails are always handy? Te zombies nails
have become hard as steel and sharp as a razor in death.
Tey are also detachable. With a fick of the wrist or
ankle, the zombie can send one fngernail or toenail fying
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. Te nails have a range of 3/5/8/10/13,
and cause D4(2) x Strength slashing damage.
Snakes 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. Te 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 fail weapon, and causes D10(5) x Strength
damage. Tis 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 frst attack, -2 on the second). Tis strike
takes the place of a regular attack action.
Spying Eyes Power: +2
Not so useful in actual combat, this technique allows crafy
warriors to spy on their enemies before the fght ever be-
gins. Simply plucking out an eye activates the Aspect. Te
foating eye moves at a rate equal to four times the zombies
normal Speed to a distance of Willpower x 10 yards (me-
ters). It not only lets the owner see whatever the eye sees,
it lets them hear as well, strangely enough. Te zombie can
concentrate on what it sees through the fying 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 fnd the
classic ways are the best. In order for this Aspect to work,
each participating zombie must possess it. Te zombies ac-
tually meld their fesh 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 fve zombies can join together in this way.
It takes one full minute for each zombie to join the feshy
monstrosity and only one can join at a time. Te frst zom-
bies stats serve as the base for the rest of the creature. Every
additional zombie that joins in adds 1 to all of the zombies
physical Attributes (which may afect Secondary Attri-
butes 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.
Tey decide they want to have four arms and so lose one
Attribute bonus (they choose Dexterity). Te 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 zombies
Speed by two per pair (its really hard to move
with extra legs). Te 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 sufered equally between them.
Sword-Arm Power: +2/+4
Te zombie has removed the fesh 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 fesh of the arm actually peels
back, revealing the bone blade only when desired.
Tis allows the zombie to hide the true extent of its
abilities. Afer it has fnished using the blade for whatever
slice-and-dice work is at hand, the fesh closes
back around as if the sword arm had never existed.
Tef of the Body Power: +5
A zombies 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. Te 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 theres nothing
more annoying to an opponent than chopping of 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 unwieldyeach one allows for an
extra kick attack each Turn but slow the zombies
Speed by 1 (its really hard to move with extra legs).
Chopping of a limb requires targeting the body
part (see AFMBE, p. 104), and doing damage equal to
one fourth (round down) of the targets total Life
Points with some sort of slashing weapon. Tearing it
of requires that the zombie have a Strength equal to
twice the targets Constitution and do one third
(round up) of the targets total Life Points in damage
to the arm.
Trapping Flesh Power: +3
Decomposition and rot have lef the zombies body
in an almost gelatinous state. Trough 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 fesh.
Tings get real tricky when the zombie solidifes
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 zombies
torso result in the attacker getting caught within
the zombies body. Te weapon or limb remains
unusable until pulled free. Tis requires a Resisted
Testthe attackers Simple Strength Test against the
zombies 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. Te walking dead can release
the hold at any time.
Turret Torso Power: +1
Sometimes, following a running target with an
automatic weapon is difcult. Other times, running
one way and shooting another can be a problem.
Zombies with this Aspect do not sufer from such
hassles. Teir torsos are unrestrained by the traditional
limitations of the spinethey can turn a full 360
degrees. Tis added fexibility 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, fxes 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). Te zombie gets a +2 bonus
to hit targets when it is standing still, and sufers no
multiple action penalty from moving and shooting at
the same time.
Undead Flexibility Power: +3
Te constant struggle of every athletebuilding strength
while keeping limber and loose. Death makes it that much
easier to loosen up. Te 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. Te advantage of all this?
First, the zombies 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). Its a slow process, but that cat-
fap, 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 Escap-
ism Tasks.
Venous Defense Power: +2
Zombies do not usually need blood to keep going, making
all those veins and arteries useless under most circumstanc-
es. Tis Aspect allows the shambling horror to control and
animate its veins and arteries and use them as weapons. Te
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 zombies
body, extending three inches out. Tey provide D6 + 1(4)
armor. Also, they burrow into and tear at the fesh of anyone
that comes into contact with the zombie. As a result, anyone
grappling with the zombie sufers automatic attacks (D6 x
2(6) slashing damage) from the zombies veins.
Wall Crawling Power: +2
A combination of undead claws and the stickiness of rotting
fesh 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.
Tis gives the zombie unparalleled maneuverability in com-
bat, since it can fght from a wall or hang from the ceiling
with ease. Tis 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 bodys joints and bones work limit amount of spin
and the motion of the leg. For a zombie, joints and bones no
longer limit movement. Te 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 zombies 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. Te whirling cyclone kick does D10(5)
x Strength damage. Te zombie must spend one Turn build-
ing up speed before it strikes an opponent.

You might also like