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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 t together. Secondly, I made it. Thirdly, I haven't really got the time or the inclination to make a huge project out of t 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 wh "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 charact 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 h The fourth item, "Type", is the class of your character. For a Norm, type "0". For a Survivor, type, "1". For an Insp
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", "K 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.
or the "All Flesh Must Be Eaten" roleplaying game. It works (after a fashion), . This is the first major attempt that I've made to link more than three cells n to make a huge project out of this. This spreadsheet works for me, so I k on it some more, you can contact me at sharp@wise-guy.co.uk os, as is much of the stuff in the book itself. You don't have to have the book
ading, "Character", containing what will end up as your character sheet, being the largest sheet of them all.
gs" you can just type onto to note down any bugs you discover. The sheet ally create your AFMBE character, no doubt with many mistakes along the
type whatever comes into your head in the white boxes. Survivor, type, "1". For an Inspired, type "2". For an Other (a special class
y and so forth) to be. The section below this (titled "Attribute Points") shows
f there are any of you out there who want to give your character extra Endurance ou can type in a modifier here. For example, type in "-1" and your chosen
have spent and remaining. This number is also modified by the number of
ls (e.g. Contacts) enter the POINTS COST OF the level you want. For or "0" if you don't.
her be bought with Quality Points (enter "1") or Metaphysic Points (enter "2"). o, since no Quality Points are spent on them.
have received from Drwabacks (10 is the normal maximum) and the points
u want. If a Drawback does not have levels, enter a "1" to have it or a "2"
mber you have remaining, and the total number allowed. For each skill, enter the ype, enter that type in the "Specifics" column. For example, if you want to have e "Specifics" column, enter "Drinking". Then enter the level you want to have
miracle. Note that if you are not Inspired, do not have the Gift or do not have
ve left such things as "Punch", "Kick" and "Rapier Edge" in there purely for is quite within your powers to enter "49" in the Number column for Punch. e which will hopefully be fixed.
that none of you will have understood a word I have said. Farewell, and don't
Character Data Name: Age: Appearance: Type: Strength: Dexterity: Constitution: Life Points: Endurance Points: Qualities: Points Spent: 7 Points Remaining: 2
3 2 2 8 14
Situational Awareness
Fast Reaction Time Nerves of Steel Drawbacks: Points Taken: 4 Points Allowed: 6
Paranoid
Impaired Sight
Possessions:
Close Combat:
Ranged Combat:
Handguns 2 Shotguns 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
Specifics
Religious
Fear of Loneliness
Other
Point Bonus 0 0 0 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 2 0 0 0 0 0 0 0 0
Specifics
Point Cost 0 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)
2 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 0 2 0 3 2 0 0 0 0 2 1 0 0 2 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
Cars Trucks
Handguns Shotguns Rifles Submachine Gun Axe Knife Club History Politics
French Japanese
Greek Egyptian
Biology
2 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 0 2 0 3 2 0 0 0 0 2 0 1 0 0 4 0 0 0 0 0 2 0 0 0 1 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 Metaphysics Blessing The Binding Divine Sight The Touch of Healing Holy Fire Strength of Ten Visions Other (specify) Other (specify) Other (specify) Possessions Auto Injector Backpack Binoculars Biohazard Suit Professional Camera Camouflage Fatigues Cellular Phone Climbing Gear Combat Webbing Compass
Chemistry Physics
0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0
Cost 0 0 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
Specifics
Other Other Other Cost ($) 100 75 100 1000 800 200 200 200 15 50
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 0 0 0 0 0 0 0 0 0 0 0 0 Number 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
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 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
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 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
0 Number 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
3*D4-1 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
n/a 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
Yellow = Data You Don't Put In Green = What It Looks Like SheetValue Bryce Lawson 18 Absolutely Normal Norm SheetValue 3 2 2 3 2 2 SheetValue 14 14 0 SheetValue 30 26 8 14 SheetValue 9 7 2 SheetValue Acute Hearing
Nerves of Steel
Situational Awareness
SheetValue 10 4 6 SheetValue
Impaired Sight
Paranoid
SheetValue 30 30 0 SheetValue
Brawling 2
Demolitions 3
Handguns 2 Shotguns 2 Submachine Gun 2 Axe Hand Weapon 3 Knife Hand Weapon 2
Martial Arts 2
Occult Knowledge 1
Playing Guitar 1
Surveillance 2
Traps 2
SheetValue 0 0 0 SheetValue
Availability U C C R C C C C C C
SheetValue
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 SheetValue
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
n/a 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
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 Qua game.
s no real reason to stop having Qualities. Unless you want to play a proper