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Chris's "All Flesh Must Be Eaten" 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 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 contac 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 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 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. Fo 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 POINT 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.

Must Be Eaten" nerator

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

four basic types of cell.

cter sheet will look like.

thers will take care of themselves.

ls. You can ignore them as well.

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

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 s 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: 3 Points Remaining: 4

John Smith 21 Absolutely Normal Norm 1 1 1 18 14

Attribute Points Spent: 6 Attribute Points Remaining: 8

Intelligence: Perception: Willpower: Speed: Essence:

1 1 1 4 18

Artistic Talent Level 1

Drawbacks: Points Taken: 2 Points Allowed: 8 Clown

Recurring Nightmares

Metaphysics: Points Spent: 0 Points Remaining: 0

Possessions:

Close Combat:

Ranged Combat:

Skills: Points Spent: 0 Points Remaining: 30

The Character Design Area


Key: White = Data You Put In Blue = Blank Space Character Name: Age: Appearance: Type: Attributes Strength: Dexterity: Constitution: Intelligence: Perception: Willpower: 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 Datum John Smith 21 Absolutely Normal 0 Value 1 1 1 1 1 1 Number 14 6 8 Alterations 0 0 0 0 Number 7 3 4 Code 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Specifics Point Cost 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Final Value 18 14 4 18 Point Cost 1 1 1 1 1 1 Dark Grey = Category Heading Light Grey = Item Title

Poison Disease Pain

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

0 Number 10 2 8 Code 0 0 0 0 1 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 1 0 0 0 0 0 Number 30 0 30 Level 0 0 0

Other

Specifics

Religious

Fear of Loneliness

Other

Point Bonus 0 0 0 0 1 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 1 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)

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 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

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

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 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

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

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 Code 0 0 0 0 0 0 0 0 0 0 Number 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

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 1*D4 2*D4 0*D4 1*D4 1*D6 1*D6 1*D8 1*D10 2*D12 1*D6 1*D8 1*D10 1*D6 2*D8 1*D6 2*D8 1*D8 1*D10 2*D12 1*D8 1*D8+1 2*D12 3*D12 0*D6 1*D6 1*D8 1*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

1*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 1*1 0*D4 1*D6 1*D8 1*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 SheetValue John Smith 21 Absolutely Normal Norm SheetValue 1 1 1 1 1 1 SheetValue 14 6 8 SheetValue 18 14 4 18 SheetValue 7 3 4 SheetValue

Artistic Talent Level 1

SheetValue 10 2 8 SheetValue

Clown

Recurring Nightmares

SheetValue 30 0 30 SheetValue

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 Qual game.

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

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