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Chris's "All Flesh Must Be Eat

Character Generator
Introduction

This is a Microsoft Excel spreadsheet I lumped together to help create characters for the "All Flesh Must Be Eaten"
but is not perfect. There are a few reasons for this. Firstly, I'm not a big Excel user. This is the first major attempt th
together. Secondly, I made it. Thirdly, I haven't really got the time or the inclination to make a huge project out of th
don't have any motivation to get any more done on it. If you really want me to work on it some more, you can conta
As for all the legal stuff: "All Flesh Must Be Eaten" is copyright 1999 Eden Studios, as is much of the stuff in the b
to use this, but things will probably make a lot more sense if you do.
Good luck.
- Chris
Instructions

There should be four sheets in this workbook: "Instructions", which you are now reading, "Character", containing w
"Design", where most of the work goes on, and "Bugs", which will no doubt end up being the largest sheet of them a

For the most part, you don't have to worry about "Instructions" or "Character". "Bugs" you can just type onto to note
that you will use for most of the time, however, is "Design". It is here that you actually create your AFMBE characte
way.
If you look at the Design sheet (go ahead, it doesn't hurt), you will see that there are four basic types of cell.
White cells are where you type in information about your character.
Yellow cells are where there is information that you do not alter.
Blue cells are basically blank space.
Green cells are where you are shown what certain elements of your character sheet will look like.

To create a character, all you really need to think about are those white cells. The others will take care of themselves

There are also Dark Grey and Light Grey cells, which act as nothing more than labels. You can ignore them as well.
Now for a brief walkthrough of each part of the Design sheet
Design: Character

The first three items, Name, Age and Appearance, are pretty self-explanatory. Just type whatever comes into your he
The fourth item, "Type", is the class of your character. For a Norm, type "0". For a Survivor, type, "1". For an Inspi

which solves all my problems but creates more for you), type any other number.
Design: Attributes

This is where you enter what you want your characters statistics (Strength, Dexterity and so forth) to be. The section
how many Attribute Points you have spent and remaining.
Design: Sec. Attributes

The white boxes here will generally be left empty. I have only put them in so that if there are any of you out there w
Points, Life Points etc. without physically having to change statistics to get them, you can type in a modifier here. F
secondary statistic goes down by one. Type "200" and it goes up by two-hundred. Cheat.
Design: Qualities

The section above the "Qualities" section shows you how many Quality points you have spent and remaining. This n
Drawbacks you have (see later).
For each Quality you desire, you need to enter a value. For Qualities that have levels (e.g. Contacts) enter the POIN
Qualities which don't have levels (e.g. Nerves of Steel) just enter "1" if you have it or "0" if you don't.

The two major exceptions to this are "Gift" and "Inspired". These Qualities can either be bought with Quality Points
Note that if you buy them with Metaphysic Points, the "Cost" column will show zero, since no Quality Points are spe
Design: Drawbacks

Much like Qualities. The "Drawback Points" section shows how many points you have received from Drwabacks (1
you can still take (I.e. until you have got 10).

If a Drawback has levels, enter the NUMBER OF POINTS GIVEN by the level you want. If a Drawback does not h
not to have it.
Design: Skills

The section "Skill Points" shows the number of Skill Points you have spent, the number you have remaining, and the
level at which you want to purchase it. For any skill that requires you to specify a type, enter that type in the "Specif
a new skill "Drinking", go down to one of the "Other" skills at the bottom and, in the "Specifics" column, enter "Drin
that skill at.
Design: Metaphysics

Enter a "1" to possess the miracle, enter a "0" (I.e. leave it alone) not to possess the miracle. Note that if you are not

the Inspired Quality, you will not be able to have any miracles.
Design: Possessions, Weapons and Other Fun Things

For each possession or weapon, enter the number you desire. Note, please, that I have left such things as "Punch", "
ease of my own design. If you want a strange character with forty-nine punches, it is quite within your powers to en
I like to think of this not so much as a bug, but as a design feature. A design feature which will hopefully be fixed.
The End

Well, I think I have led you just far enough to abandon you safely in the knowledge that none of you will have under
blame me for wasting three days of my life on this thing.
Goodbye.
- Chris
Notes
The "Bugs" sheet is not protected, so you can happily type in my faults to your heart's content.

Must Be Eaten"
enerator

All Flesh Must Be Eaten" roleplaying game. It works (after a fashion),


the first major attempt that I've made to link more than three cells
e a huge project out of this. This spreadsheet works for me, so I
ome more, you can contact me at sharp@wise-guy.co.uk
much of the stuff in the book itself. You don't have to have the book

Character", containing what will end up as your character sheet,


he largest sheet of them all.

can just type onto to note down any bugs you discover. The sheet
te your AFMBE character, no doubt with many mistakes along the

sic types of cell.

heet will look like.

l take care of themselves.

can ignore them as well.

tever comes into your head in the white boxes.


r, type, "1". For an Inspired, type "2". For an Other (a special class

forth) to be. The section below this (titled "Attribute Points") shows

e any of you out there who want to give your character extra Endurance
pe in a modifier here. For example, type in "-1" and your chosen

nt and remaining. This number is also modified by the number of

Contacts) enter the POINTS COST OF the level you want. For

ought with Quality Points (enter "1") or Metaphysic Points (enter "2").
no Quality Points are spent on them.

eived from Drwabacks (10 is the normal maximum) and the points

If a Drawback does not have levels, enter a "1" to have it or a "2"

have remaining, and the total number allowed. For each skill, enter the
r that type in the "Specifics" column. For example, if you want to have
fics" column, enter "Drinking". Then enter the level you want to have

Note that if you are not Inspired, do not have the Gift or do not have

uch things as "Punch", "Kick" and "Rapier Edge" in there purely for
within your powers to enter "49" in the Number column for Punch.
will hopefully be fixed.

e of you will have understood a word I have said. Farewell, and don't

Character Data
Name:
Age:
Appearance:
Type:

John Smith
30
Absolutely Normal
Norm

Attribute Points Spent: 14


Attribute Points Remaining: 0

Strength:
Dexterity:
Constitution:
Life Points:
Endurance Points:

3
3
2
33
23

Intelligence:
Perception:
Willpower:
Speed:
Essence:

Qualities:
Points Spent: 10
Points Remaining: 0

Acute Hearing
Acute Sight
Acute Smell

Hard to Kill Level 1

2
3
1
10
14

Situational Awareness

Fast Reaction Time


Nerves of Steel
Drawbacks:
Points Taken: 5
Points Allowed: 5

Humorless

Cruel Level 3

Attractiveness -1
Metaphysics:
Points Spent: 0
Points Remaining: 0

Possessions:
1 Backpack

2 Ropes

Close Combat:
3 Small Knives

Ranged Combat:
1 .44 Magnum
1 9mm SMG

Skills:
Points Spent: 30
Points Remaining: 0

Acrobatics 3

Knife Hand Weapon 2

Brawling 5
Instruction 3
Climbing 3

Dodge 5
Driving Cars 2

First Aid 3
Handguns 1

The Character Design Area


Key:
White = Data You Put In
Blue = Blank Space
Character
Name:
Age:
Appearance:
Type:

Datum
John Smith
30
Absolutely Normal
0

Attributes
Strength:
Dexterity:
Constitution:
Intelligence:
Perception:
Willpower:

Value
3
3
2
2
3
1

Attribute Points
Total
Spent
Remaining
Sec. Attributes
Life Points:
Endurance Points:
Speed:
Essence Pool:
Qualities Points
Total
Spent
Remaining
Qualities
Acute Hearing
Acute Sight
Acute Smell
Acute Taste
Acute Touch
Artistic Talent
Contacts
Fast Reaction Time
Gift
Good Luck
Hard to Kill
High Attractiveness
High Charisma
High Resources
High Status
Increased Essence Pool
Inspiration
Multiple Identities
Nerves of Steel
Old Soul
Photographic Memory
Resistance (specify)
Resistance (specify)
Resistance (specify)
Situational Awareness

Dark Grey = Category Heading


Light Grey = Item Title

Point Cost
3
3
2
2
3
1

Number
14
14
0
Alterations
0
0
0
0

Final Value
33
23
10
14

Number
10
10
0
Code
1
1
1
0
0
0
0
1
0
0
1
0
0
0
0
0
0
0
1
0
0
0
0
0
1

Specifics

Poison
Disease
Pain

Point Cost
0
2
0
0
0
0
0
2
0
0
1
0
0
0
0
0
0
0
3
0
0
0
0
0
2

Other (specify)
Drawback Points
Total Allowed
Taken
Remaining
Drawbacks
Accursed
Addiction
Adversary
Bad Luck
Clown
Covetous
Cowardly
Crippled Arm/Hand
Crippled Arms
Crippled Leg/Foot
Crippled Legs
Cruel
Delusion-grandeur
Delusion-other
Delusion-prejudice
Delusion-weird
Emotional-dependency
Emotional-depression
Emotional-fear of commitment
Emotional-fear of rejection
Emotional-other
Honorable
Humorless
Impaired Hearing
Impaired Sight
Impaired Smell
Impaired Taste
Impaired Touch
Lazy
Low Attractiveness
Low Charisma
Low Resources
Low Status
Minority
Obsession
Paranoid
Paraplegic
Reckless
Recurring Nightmares
Secret
Showoff
Talentless
Zealot
Other (specify)
Skill Points
Total
Used
Remaining
Skills
Acrobatics (special)
Acting
Beautician

Other

Number
10
5
5
Code
0
0
0
0
0
0
0
0
0
0
0
3
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Specifics

Religious

Fear of Loneliness

Other

Point Bonus
0
0
0
0
0
0
0
0
0
0
0
3
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Number
30
30
0
Level
3
0
0

Specifics

Point Cost
6
0
0

Brawling
Bureacracy
Cheating
Climbing
Computer Hacking
Computer Programming
Computers
Craft (type)
Craft (type)
Dancing (type)
Dancing (type)
Demolitions
Disguise
Dodge
Driving (type)
Driving (type)
Electronic Surveillance
Electronics
Engineer (type)
Engineer (type)
Escapism
Fine Arts (type)
Fine Arts (type)
First Aid
Gambling
Guns (type)
Guns (type)
Guns (type)
Guns (type)
Haggling
Hand Weapon (type)
Hand Weapon (type)
Hand Weapon (type)
Humanities (type)
Humanities (type)
Instruction
Intimidation
Language (type)
Language (type)
Lock Picking (Mechanical)
Lock Picking (Electronic)
Martial Arts (special)
Mechanic
Medicine (special)
Myth And Legend (type)
Myth And Legend (type)
Notice
Occult Knowledge (special)
Pick Pocket
Piloting (type)
Piloting (type)
Play Instrument (type)
Play Instrument (type)
Questioning
Research/Investigation
Riding (type)
Riding (type)
Rituals (type)
Rituals (type)
Running (Marathon)
Running (Dash)
Sciences (type)

5
0
0
3
0
0
0
0
0
0
0
0
0
5
2
0
0
0
0
0
0
0
0
3
0
1
0
0
0
0
0
2
0
0
0
3
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Weaponsmith
Woodwork
Disco
Ballet

Cars
Trucks

Civil
Electrical
Painting
Drawing

Handguns
Shotguns
Rifles
Submachine Gun
Axe
Knife
Club
History
Politics

French
Japanese

Greek
Egyptian

Propeller Plane
Jet Plane
Guitar
Saxophone

Horses
Elephants
Voodoo
Satanic

Biology

5
0
0
3
0
0
0
0
0
0
0
0
0
5
2
0
0
0
0
0
0
0
0
3
0
1
0
0
0
0
0
2
0
0
0
3
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Sciences (type)
Sciences (type)
Seduction
Singing
Sleight of Hand
Smooth Talking
Sport (type)
Sport (type)
Sport (type)
Stealth
Storytelling
Streetwise
Surveillance
Survival (type)
Survival (type)
Swimming
Throwing (type)
Throwing (type)
Throwing (type)
Tracking
Trance (special)
Traps
Unconventional Medicine (type)
Unconventional Medicine (type)
Veterinary Medicine
Weight Lifting
Writing (type)
Writing (type)
Other (specify)
Other (specify)
Other (specify)
Other Special (specify)
Other Special (specify)
Metaphysic Points
Total
Used
Remaining

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Chemistry
Physics

Football
Basketball
Baseball

Desert
Jungle
Knife
Axe
Sphere

Acupuncture
Herbal Remedies

Creative
Journalistic
Other
Other
Other
Other
Other

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Number
0
0
0

Metaphysics
Blessing
The Binding
Divine Sight
The Touch of Healing
Holy Fire
Strength of Ten
Visions
Other (specify)
Other (specify)
Other (specify)

Code
0
0
0
0
0
0
0
0
0
0

Cost
0
0
0
0
0
0
0
0
0
0

Specifics

Possessions
Auto Injector
Backpack
Binoculars
Biohazard Suit
Professional Camera
Camouflage Fatigues
Cellular Phone
Climbing Gear
Combat Webbing
Compass

Number
0
1
0
0
0
0
0
0
0
0

EV
1/1
4/2
2/1
30/15
2/1
8/4
1/1
10/5
2/1
1/1

Cost ($)
100
75
100
1000
800
200
200
200
15
50

Other
Other
Other

Cutting Torch
Doctor's Bag
Fire Extinguisher
First Aid Kit
Flare Gun
Flashlight
Gas Mask
Geiger Counter
Infrared Goggles
Nightvision Goggles
Hands Free Radio
Handcuffs
Laptop Computer
Lockpick Set
Medic Kit
Metal Detector
Multitool
Personal Radio
Quarantine Tent
Radiation Suit
Inflatable Raft
Rope
SCUBA Gear
Sleeping Bag
Specimen Jars/Collection Tools
Survival Rations
Professional Tape Recorder
Telescope
Tent
Toolkit
Vehicle Radio
Professional Video Camera
Water Purifier
Close Combat Weapons
Punch
Kick
Small Knife
Large Knife
Short Sword/Huge Knife
Fencing Foil
Broadsword
Bastard Sword
Greatsword
Rapier Edge
Rapier Point
Katana
Spear
Spear Charge
Staff Short Punch
Staff Swing
Small Mace
Mace
Large Mace
Wooden Axe
Battle Axe
Greataxe
Halberd
Small Club/Stick
Police Baton/Large Stick
Bat/Club/Pipe/Chair
Chainsaw

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
0
0

2/1
10/5
4/2
2/1
2/1
2/1
4/2
1/1
2/1
4/2
1/1
1/1
10/5
1/1
6/3
2/1
1/1
1/1
100/50
50/25
60/30
2/1
20/10
2/1
10/5
1/1
2/1
4/2
30/15
20/10
25/12
6/3
2/1

75
1000
50
100
100
150
200
200
250
3000
200
50
2500
200
250
250
20
150
3500
2500
500
20
500
50
100
10
300
300
150
1000
1000
2000
100

Number
0
0
3
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Damage
3*D4
4*D4
2*D4
3*D4
3*D6
3*D6
3*D8
3*D10
4*D12
3*D6
3*D8
3*D10
3*D6
4*D8
3*D6
4*D8
3*D8
3*D10
4*D12
3*D8
3*D8+1
4*D12
5*D12
2*D6
3*D6
3*D8
3*D10

EV
n/a
n/a
1/1
1/1
2/1
2/1
4/2
4/2
8/4
2/1
2/1
2/1
4/2
4/2
4/2
4/2
2/1
4/2
6/3
1/1
4/2
6/3
10/5
1/1
2/1
2/1
20/10

Broken Bottle
Ranged Weapons
Thrown Rock
Thrown Knife
Short Bow
Long/Composite Bow
Crossbow
.22 Caliber Handgun
.32 Caliber Handgun
.38 Caliber Handgun
9mm Handgun
10mm Handgun
.45 Caliber Handgun
.357 Magnum
.44 Magnum
9mm SMG
.22 LR Civilian Rifle
5.56 mm Civilian Rifle
.30-06 Civilian Rifle
7.62 mm Civilian Rifle
12-guage Slug Shotgun
12-guage Buckshot Shotgun
12-guage Birdshot Shotgun
5.56mm Assault Rifle
7.62mm Assault Rifle
7.62mm Sniper Rifle
.50 Caliber Sniper Rifle
5.56mm Machine Gun
7.62mm Machine Gun
.50 Caliber Machine Gun

3*D4-1

n/a

Number
0
0
0
0
0
0
0
0
0
0
0
0
1
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Range
3/7/10/13/20
3/5/8/10/13
5/13/40/65/100
10/30/50/100/200
7/40/65/150/250
3/10/20/60/120
3/10/20/60/120
3/10/20/60/120
3/10/20/60/120
3/10/20/60/120
3/10/20/60/120
4/15/30/90/180
4/15/30/90/180
3/15/30/100/200
10/50/150/600/1000
10/50/150/600/1000
10/50/150/600/1000
10/50/150/600/1000
5/50/100/200/300
10/30/50/100/200
10/30/50/75/100
10/50/150/600/1000
10/50/150/600/1000
15/75/225/900/1000
15/75/250/1200/5000
10/100/300/1000/3000
10/150/300/1000/4000
15/200/400/2000/6000

Damage
3*1
2*D4
3*D6
3*D8
3*D10
2*D4
2*D6
3*D6
4*D6
5*D6
4*D8
4*D8
6*D6
4*D6
4*D4
4*D8
6*D8
5*D8
5*D8
6*D8
5*D6
4*D8
5*D8
5*D8
6*D10
4*D8
5*D8
6*D10

Chris, November 2000

Yellow = Data You Don't Put In


Green = What It Looks Like

Availability
U
C
C
R
C
C
C
C
C
C

C
U
C
C
C
C
C
U
U
U
U
C
C
U
U
U
C
C
R
R
U
C
U
C
U
C
C
C
C
C
U
U
C
Cost ($)
n/a
n/a
10
25
50
75
150
200
250
150
150
500
150
150
75
75
50
100
150
25
100
200
250
n/a
10
25
100

Availability
n/a
n/a
C
C
C
U
R
R
R
U
U
U
R
R
U
U
R
R
R
C
R
R
R
C
C
C
C

n/a

n/a

Capacity
n/a
n/a
1
1
1
8-10
6-9
6-8
10-15
10-15
7-10
6-10
6-10
20-40
1-10
1-30
1-10
1-30
1-8
1-8
1-8
20-30
20-30
20
10
200
100
100

EV
1/1
1/1
6/3
8/4
6/3
1/1
1/1
1/1
1/1
1/1
2/1
1/1
2/1
6/3
8/4
10/5
8/4
8/4
8/4
8/4
8/4
8/4
10/5
10/5
28/14
22/11
24/12
84/42

Cost ($)
n/a
25
200
300
250
200
250
300
500
600
750
800
900
700
500
600
700
800
500
500
500
1200
1500
1500
1800
1800
2000
4000

Availability
C
C
C
C
U
C
C
C
C
C
C
C
U
U
C
C
C
C
C
C
C
U
U
U
R
R
R
R

SheetValue
John Smith
30
Absolutely Normal
Norm
SheetValue
3
3
2
2
3
1
SheetValue
14
14
0
SheetValue
33
23
10
14
SheetValue
10
10
0
SheetValue
Acute Hearing
Acute Sight
Acute Smell

Fast Reaction Time

Hard to Kill Level 1

Nerves of Steel

Situational Awareness

SheetValue
10
5
5
SheetValue

Cruel Level 3

Humorless

Attractiveness -1

SheetValue
30
30
0
SheetValue
Acrobatics 3

Brawling 5

Climbing 3

Dodge 5
Driving Cars 2

First Aid 3
Handguns 1

Knife Hand Weapon 2

Instruction 3

SheetValue
0
0
0
SheetValue

SheetValue
1 Backpack

2 Ropes

SheetValue

3 Small Knives

SheetValue

1 .44 Magnum
1 9mm SMG

BUGS
Aw hell, loads. Just jot them all down below and I'll try to think of something. -C

Main Bug: No actual rules. All "Points Used" values can be negative, meaning that there is no real reason to stop having Qual
game.

e is no real reason to stop having Qualities. Unless you want to play a proper

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