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The Book of Archetypes
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/16/2017 08:07:16

Thoughout the core rulebook and all sourcebooks, loads of so-called Archetypes - almost completely developed characters - have been presented, often tailored to fit a given setting or situation. The intention is that they should be used as examples or as a basis for a player-character, especially when the group is eager to start playing or someone turns up late or when a character dies and needs to be replaced mid-game. Here are some thirty-odd new Archetypes (many fan-generated) to pick through and possibly select as required. Add a name, personalise them to taste, and head off to find some zombies to flee from...

There is a cautionary note that numbers may not be quite 'by the book' and that the characters may not be cross-compatible with other Unisystem games, this being an artefact of fan-sourcing the Archetypes. But that's a small price to pay - and if you're obsessive about getting things absolutely correct, by all means play about with the numbers - for such an entertaining group of characters.

Conveniently occuplying a single page each (easy to print out and use as your character sheet), there are full game stats, a sketch and a delightful few paragraphs giving an impression of that character in his own words. They are all quite entertaining - and very diverse: archeaologists, corporate executives, firefighters... even some poor soul who was peacefully game-mastering an RPG for his friends when zombies started coming in the window! There are strippers, a terrorist, a garbage man - men and women from all walks of life, all reduced to the common level of having to survive.

If you don't want to play them they make magnificently well-developed NPCs for your party to encounter - perhaps on the road, or they could wander up to the party's safe enclave and ask to come in. Their reactions could be entertaining... especially when a Zombie Rights Activist comes by and tries to remind them that zombies are people too! Many of the stories these Archetypes tell can be a source of inspiration for an event, if not a whole adventure, in your campaign, too.

A motley assortment of new weapons, armour and other gear are also included, mostly drawn from what the Archetypes have with them. The same applies to the new Skills, Qualities and Drawbacks that are provided here.

Ultimately, there's nothing here that you need, but a lot could come in handy, provided your All Flesh Must Be Eaten campaign is set in the present day. Use as inspiration, and as fresh zombie-fodder when you need new warm bodies in a hurry...



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One of the Living
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/15/2017 10:46:51

You're alive, and wanting to stay that way. You believe your brain belongs between your ears, not in a zombie's mouth. This book, the Player's Handbook for All Flesh Must Be Eaten goes some way to aiding your survival. The opening fiction, though, takes a slightly different angle, with the protagonists reminising about their life before the zombie apocalypse, times when exam results and promotions at work (not to mention your love life) felt like life and death. Then Chapter 1: Introduction continues this theme by commenting that plenty of people's initial reaction to this game was 'Cool, we get to fight zombies!' but that they didn't see the potential for a long-running game, just a session of mayhem before they got back to more serious role-playing. To be fair, this game works well in that mode - but if you want, there's scope for more. As well as brains-craving undead, zombies can be a metaphor, a zombie story represents how any society stands or falls based on the decisions of its members... and that chaos is never very far away.

First, though, the rules bits, with Chapter 2: Prey No More providing plenty of new game mechanics - new skills, Qualities (and Drawbacks), and new Gifts for the Inspired and otherwise supernaturally-active folk. Maybe you'd like to document the zombie apocalypse: then the Camerawork skill is for you. If your eye is on long-term survival, Scavenging and Repair might be of more use. There are some Archetypes here as well, as inspiration or ready-made characters.

Next Chapter 3: Making It Up As You Go is a delight for the inner McGyver, providing both ideas and rules for improvising with whatever's to hand with detailed rules for jury-rigging, well, anything. It's followed by Chapter 4: More Implements of Destruction which contains a whole bunch of new weapons as well as ideas for ways in which to terminate those pesky zombies. Pass the nail gun, please. It's not just weapons, though, there is an abundance of useful items of all sorts here.

All material up to here is player-safe, but the following is really for Zombie Masters only (assuming only one person in your gaming group runs the game). Chapter 5: Envy the Dead takes an interesting turn into the psychological and other effects of living through a zombie apocalypse. It's of particular use for Zombie Masters who are looking for a longer campaign and provides loads of ideas for setting up themes, balancing a real world where everyone knows how stuff works with the startling appearance of zombies. What will fail about you as time passes, things you take for granted just won't be there any more. Not just technology but society itself will crumble...

Then, Chapter 6: Blowin' Up Dead Guys provides more than you want to know (especially if you write reviews in your lunch break!) about how rotting and decay affects zombies. There's also plenty about new zombie capabilities for Zombie Masters to build new versions of their favourite weapon: the zombie.

Next Chapter 7: Sunset Falls provides a ready-made enclave of survivors that the Zombie Master can use. Perhaps this is the party's base, or a refuge they come across in their travels. Maybe it is a rumour and the focus of their journey... surely once they get there they will be safe! It is an organised small-town community that has built up its own ways of coping with the zombie apocalypse, complete with well-detailed inhabitants all ready to interact with the party when they show up. It's followed by Chapter 8: The Future is So Dark, which is a collection of six more settings in which you can run your campaign - replete with ideas on what to do in those settings, of course.

Finally, a couple of Appendices. The first discusses the important topic of surviving a zombie outbreak, covering things like picking a good stronghold and getting organised. Players may read this, indeed you might think that they really ought to, as there's lots of sound practical advice! The shopping list of survival items also provides a good resource for the Zombie Master: if they are running out of X you can built a whole adventure about finding more. The second covers government information. If there was to be a zombie outbreak, what would a government say to its citizens, what advice and support would they provide?

There's a lot here for both players and Zombie Masters to consider: it's well worth the getting particularly if you're looking towards a full-blown campaign rather than a night or two of swatting zombies.



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Zombie Smackdown
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/13/2017 10:48:50

Zombies and wrestling seem an unlikely mix - most zombies want to eat your brains not fight as an entertainment - but somehow this works. Opening with fiction describing the entry of zombies into the pro wrestling circuit, allowing unprecidented levels of mayhem as it is just so darn hard to destroy a zombie and attracting vast TV audiences, Chapter 1: Let the Bodies Hit the Floor talks about the lasting appeal of wrestling as a spectacle and entertainment and the addition of bloodcurdling horror that throwing zombies into the ring accomplishes.

Chapter 2: Rules of the Ring provides the game mechanics you'll need to run wrestling matches including combat moves and some new archetypes. Given that a pro wrestler is an athlete, a new Character Type, the Professional Wrestler, is outlined, leaving the standard Norms, Survivors and Inspired to take the other roles in the wrestling world. This lets you build a wrestler from the bottom up, yet is still compatible with the rest of Unisystem (although remember that pro wrestlers are somewhat larger-than-life regarding their antics in the ring). Naturally this can be applied to a zombie as much as a human being - although if you've a mind to it, you have the makings of a good simulation of wrestling even without the zombies if you fancy that. For those who want to use weapons in the ring (not, of course, legal under the rules...) a selection are provided. Speaking of rules, the rules of the ring are laid out for you along with a description of a wrestling arena. There's plenty more to help you make the bouts as excitng as possible, building up the atmosphere and engaging in plenty of role-play even during a contest as well as when the contestants are out of the ring.

Then on to the settings, beginning with Chapter 3: Babes and Barbed Wire. This is the American televised wrestling circuit with all the show-biz and larger-than-life contenders we know, but with the added twist of zombies. The campaign involves a touring show with an unscrupulous owner. This is followed by Chapter 4: Legendary Masked Men which moves south of the border to explore Mexican lucha libre wrestling. As luchadores are more athlete than body-builder, the fighting styles differ as does the whole style of the campaign: more ring-based with less role-play outside of combat. The last major setting comes in Chapter 5: Land of the Undead Rising Sun, where the zombies take up Japanese-style professional wrestling, a hardcore style that makes the ones explored previously look safe, tame even. These fellows are not martial artists, they are vicious brawlers. With demonic influence beind some, they only get worse. Each provides backstory and a reason for why there are zombies around at all, as well as a cammpaign outline. A further four mini-settings are presented in Chapter 6: And in this Very Ring.

As a wrestling game alone - particularly with the American pro-wrestling setting - this provides an excellent resource, and when you add in zombies (however made) it just adds to the fun. Particularly good for a mix of no-holds-barred brawling and role-playing, that American setting is the one to go for... if it's just the combat you want, the other two are fine as well.



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All Flesh Must be Eaten Revised
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/12/2017 08:35:57

The revised version of the core rulebook begins with an Introduction by Shane Lacy Hensley, in which he discusses the popularity of zombies in movies, books and role-playing games. This, like much of the content, is similar to the original core rulebook, but everything is honed by five years of development and feedback. Chapter 1: The Dead Rise continues in similar vein exploring what the whole zombie concept is about, including a fascinating history of zombie stories through the ages. It also looks at some of the innovative rationales that have been used in various films to explain why zombies are all over the place.

The first four chapters are useful for both players and Zombie Masters, but the last two are appropriate for the Zombie Master alone. Chapter 2: Survivors covers character creation using the Unisystem rules. Archetypes are provided if you don't want to grind through the entire process, but if you do it starts with Character Types (which lay out guidelines for the rest of what's needed), then you need to sort out Attributes, Qualities/Drawbacks, Skills, Metaphysics (if any magical or superpowers are available) and Possessions. There are three Character Types: Norm (like you or me), Survivors (extraordinary characters stronger and smarter than normal), and Inspired (complete with supernatural powers). Those seeking a scary game should opt for Norms, or you might prefer a mix of Norms and Survivors providing character balance isn't important to your group. If you really want to take the fight to the zombies, go for Survivors or a mix of Survivors and Inspired (who have the same number of build points, just distributed differently). Whichever you choose, you get various build points to use to create the characters themselves using a point-buy system. There are plenty of details and examples to help you through the process.

Chapter 3: Shambling 101 covers the rules you need to play the game (task resolution, combat, character advancement and so on). If you're already familiar with Eden's Unisystem you can skim through this, if you're new to it you will soon find it all falling into place... even those new to role-playing should not find it too much of a challenge although it helps if you have someone more knowledgeable to helo you get started. Then Chapter 4: Implements of Destruction provides the equipment and weapons characters need to survive.

In Zombie Master territory, Chapter 5: Anatomy of a Zombie discusses what zombies are like, providing a wealth of options to help you make your zombies distinctive. Depending on the nature of your zombies, they may have different vulnerabilities - perhaps a head shot doesn't do the trick, they have to be dismembered and burned before they'll stay down. Good for catching out those players who have seen loads of zombie movies and think they know it all. They way they 'feed' and how (if) they can infect others are also discussed. Finally Chapter 6: Worlds in Hell provides a full eleven settings in which to stage your very own zombie apocalypse. Each one includes an underlying rationale for zombies being there and plot ideas galore to get you started. Most are contemporary/near future, but there are also World War 2 and even a mediaeval setting to choose from as well. This is one of the great joys of this game: the only constant is that you have zombies - how they are created and what they are like is left to your discretion.

At the end of the book there are some excellent summary tables encapsulating all the information that you need to create and play characters (or zombies for that matter) as well as conversion notes for those who want to play using the D20 Modern ruleset instead of Unisystem.

You may have been wondering why a revised core rulebook was needed. There are no real changes to content but everything's been streamlined, honed, made more player-friendly without losing the appeal of the original. Be it a one-off game of gory mayhem or a campaign that you are planning, this will set you off on the right path. Good luck avoiding the zombies...



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Fistful o' Zombies
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/10/2017 12:30:25

A Fistful O'Zombies is a sourcebook which presents a fusion of zombies with classic Wild West themes. Chapter 1: Go West opens with a standard but well-told tale of a bounty-hunter in Texas, a tale that turns south when he bites off rather more than he can chew... then comes an Introduction that explains that zombies are all very well when you have a Uzi or a flame-thrower, but when all you have is a six-shooter, well, that separates the men from the boys. Indeed, that's what the Wild West is all about (fictionally, at least, and like previous sourcebooks, we're sticking to the cinematic): personal achievement, standing up against the odds and either surviving or going down in a blaze of glory. 'The West' is defined not only by that but by geography - North America west of the Mississippi (with Mexico thrown in for good measure) and the 19th century as a time-period. This is the Wild West of the movies, not the Old West of history, however, it's worth bearing that in mind. Of course, even in the movies, there were different styles, from the 1920s white-hatted singing cowboys, through John Wayne-style gritty heroes to spaghetti westerns Clint Eastwood-style - and each of these is presented as a possible setting for your game, along with briefer notes on several themes from the 1980s onwards.

First, though, Chapter 2: The Good, the Bad, and the Dead presents an overview of Western history and the game mechanics necessary for creating appropriate characters, along with sample Archetypes. There are three eras of history to consider, firstly the Old West (1830-1865) where the land is unexplored never mind unsettled, with many strange creatures and only black powder muskets to hold them at bay. Then there's the Wild West (the main focus of this book, 1865-1900), with an explosion of settlers and the advent of more advanced weaponry; and finally the New West (1900-1930), where Indians are less of a problem but gangsters still rob banks and trains - even if they chase them with a Model T Ford rather than a horse! Towards the tail-end of this period, Prohibition kicks in with the inevitable booze-smuggling. There's an overview of history, with the Gold Rush, a war with Mexico and the American Civil War featuring large. Continuous skirmishing with American Indians, the advent of the railways and the growth of the cattle business also made their mark. The law and those who enforced it, the feuds between cowboys and sheep herders and more are also covered here. Then there are a whole bunch of rules to cover particularly Western characters and the skills they need - including using a lasso, riding a horse, fanning your revolver, engaging in showdowns (at high noon or any time of your choosing) and even getting hanged... and there's an array of appropriate weapons to choose from as well.

Chapter 3: Singing Cowboys draws its inspiration from early Hollywood depictions of the West, where implausibly good cowboys never cussed or even shot each other much, and burst into song at the drop of a (white) hat. These are the days of Gene Autry, Roy Rogers, and Dale Evans... and Champion, the Wonder Horse. In this setting, the player characters - indeed the players themselves - are encouraged to sing, and singing does grant additional effects a bit like a Dungeons & Dragons Bard's does. The party must also abide by the Law of the West, written by Gene Autry himself. There are a few other rules modifications and additions to help capture the flavour of this setting. We also learn the reason for the plague of zombies... and it's one that will bring the campaign to a juddering halt once the party figure it out, so this is a setting for a one-off game or very short campaign. Plots are based on the movies, and four are provided for you to use (and reuse). While the underlying comcept is a neat trick, it will annoy some players and bore others: consider your group with case before using this setting.

On to Chapter 4: True Grit. This setting is Westerns, John Wayne-style. Men are tough, standing no nonsense and hard to kill, they also drink hard and tend to look down on women as a 'weaker sex'... although they do get on with American Indians, at least those who are ex-Army scouts or similar. Set around 1880, there's a plausible reason for the presence of zombies and a campaign outline that starts with a normal Wild West game and introduces supernatural elements carefully, quite neat especially if you don't let on to your players that you are running All Flesh Must Be Eaten to begin with.

Next comes Chapter 5: Spaghetti with Meat, a setting that takes its inspiration from the so-called Spaghetti Westerns (think Clint Eastwood). Typical characters are hard-bitten drifters with a shady (although often unrevealed) past, the odd preacher or wise American Indian won't go amiss either. Decide for yourselves who is the good, who is the bad and who is the ugly. Set in about 1865, the reason there are zombies again is a plausible one; and this is coupled with a well-developed campaign outline to involve the party and enable them to deal with the problem - complete with notes on how to extend it beyond the specific instance of zombies that has just been dealt with.

Then, Chapter 6: Dances with Zombies is an intriguing setting in which the player characters are all American Indians, members of the Sioux tribe just after the Battle of the Little Bighorn in 1876 (Custer's Last Stand). Starting with a detailed account of the events leading up to and during the battle, the setting then diverges from history with Sitting Bull conducting a dark ritual that raises the 7th Cavalry (Custer's outfit) from the dead... that wasn't quite what he was aiming for, of course, and once he realises that they are as much of a danger to the Red Man as they are to the White Man, the race is on to deal with this menace. There's plenty of background on Sioux life and customs to help you set the scene, and a detailed campaign outline to get you started.

Finally, Chapter 7: Other Settings provides just that: several other settings complete with brief notes on what sort of adventures you might run there. Perhaps Bloody Muddy, set on a 1870s paddle steamer full of gamblers... or perhaps you'd rather be a bunch of US Cavalry in Here Comes the Cavalry. Adventurous types who don't mind the cold can go North to Alaska. Each has its own rationale for why there are zombies around. There are also conversion notes if you want to use the material herein with Deadlands (or the other way around) - an interesting touch bearing in mind that the creator of Deadlands also wrote this book!

Another great sourcebook, a fusion of two cinema staples, zombies and Westerns, that should appeal to fans of both. Explore new horizons and kill anything that doesn't have a pulse, pardner!



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Pulp Zombies
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/08/2017 07:47:53

Pulp Zombies, like Enter the Zombie, looks at a movie-fusion approach, this time mixing classic zombie films with the pulp genre. It opens with a fairly massive piece of fiction, The Night Chicago Died, which unleashes the undead amidst mobsters on Chicago's streets. Chapter 1: Setting the Stage then chips in with an attempt to define what 'pulp' actually means, looking at the concept of larger-than-life adventures in the style of those of the 1920s to 1940s... while it's hard to pin it down in words, most people have a general idea of what pulp means. Precise chronology is not important, double-fisted action and excitement are.

Chapter 2: Pulpy Flesh continue in this vein, continuing to define, or at least give an impression of, what 'pulp' actually means - high stakes, thrilling locations and above all, action and high adventure. Heroes are, well, heroic and never hesitate, they just know what is right without agonising over ethical choices... and villians are just evil, not misunderstood. There's some background about the Pulp Era, based firmly in America, with everything from sample prices to favourite entertainments and daily life being discussed (and a reminder that although ethnic minorities and women had a rough deal in real life, there's no need to replicate that in your games). Franklin D. Roosevelt is in the White House, the radio is a common form of entertainment in the home, movies were booming and the railroad is already declining in the face of the automobile... and everyone's fascinated by aircraft. That done, attention is turned to the all-important business of creating Pulp Hero characters, with a new Character Type to facilitate this. There are also suggestions for building a party - in the movies, most heroes act alone, or at most have a few sidekicks, but this doesn't work so well in a role-playing game. Gadgets and supernatural powers are also covered and the chapter ends with a few Archetypes ready to be played or to be used as a source of inspiration.

Next, Chapter 3: Hollow Earth presents the first of three fully-developed settings. This is interesting in that there's a distinct campaign arc, beginning with the party involved in seeking out ancient artefacts... without a zombie in sight! They emerge later in a series of devastating earthquakes, and then the fight is on to get rid of them and set things straight, which involves a journey to the centre of the earth. There's a lot of background explaining not just what is going on but why, and plenty of NPCs from archaeologists to members of a mysterious society that keep popping up - but are they a hinderance or a help? Loads of resources here concerning artefacts and where to seek them out and much, much more... but although it's not mentioned, the thought occurs that this might best be run with the players unaware that you're running All Flesh Must Be Eaten: present it as a pulp adventure run using the Unisystem ruleset and let the emergence of zombies come as a complete surprise!

In Chapter 4: Zombies Inc. we get a completely different setting: here a criminal mastermind has worked out how to raise zombies and then organised them to create an unprecidented crimewave, with the heroes working to put an end to the undead crime spree across America (and indeed the world). There's an abundance of information of the (on the face of it) unlikely crime lord behind the zombies and several location-based scenario outlines to get you going, as well as notes for further adventures and on how to wrap things up in a satisfactory manner once the crime lord is brought down. Classic stuff in a Doc Savage vein.

Chapter 5: They Want Our Women takes a different tack yet again. Basically, the Martians have landed. It's very much Mars Attacks! in style, and should only be played tongue-in-cheek... with Martians being classified by head size (the larger the more important, of course) what do you expect? Strictly speaking, this isn't a 'zombie' setting, but the Martians are bizarre enough and more importantly pulp enough for that not to matter too much.

Finally, Chapter 6: Scattered Pulp provides a host of other setting outlines, in far less detail than the preceeding three, which you may explore at your leisure. All piulp in style, there's plenty to keep you happy whether Chinatown is crawling with undead, film noir detective stories and more.

The fusion of zombies and pulp is a marriage made in heaven, or at least in some deranged place that makes for excellent role-playing ideas. There's something for just about everyone here.



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Enter the Zombie
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/07/2017 12:53:36

This sourcebook for All Flesh Must Be Eaten takes the 'Hong Kong Action Theatre' approach to zombies. Diving straight in with Chapter 1: Corpses Rising, we begin with ominous fiction that sets the scene - a corpse used in a foul ritual to unleash a demon assassin to wreak vengeance. It's an excellent story, perhaps a shade long if you are itching to get to the meat of the book.

Then comes the Introduction, which explains how this book mixes up the themes of monster movie (especially, of course, the zombie ones) and 'chop-sockey' style martial arts movies. These remarks are followed by Chapter 2: Tao of the Dead, which provides the necessary game mechanics to mix in martial arts and more esotetic stuff like chi powers, with an eye to both the living and zombies having access to them. Most people probably pick up this book expecting to have their characters destroy zombies with dramatic kung-fu moves... but what if the zombies know them as well? Here we find resources for building martial artist characters from the ground up - for remember, Grasshopper, that these skills must be learned and practised - and also for practitioners of gun-fu. Thus we have two new Character Types, the Martial Artist and the Shooter, along with new skills than enable them to do their thing. There's a note that Martial Artists created with these rules are pretty powerful, so much so that they would out-fight most characters created in other Unisystem variants in a stand-up, knock-down confrontation. Fine, of course, if that's what you want, but you may prefer to confine them to your All Flesh Must Be Eaten game. There's a whole array of Chi Techniques, cinematic in the extreme, which both Martial Artists and Shooters can access. For those wishing to play a zombie Martial Artist, there are further notes on how to create zombie characters with sufficient brains (in their heads, I mean... not on the menu) to be capable of using these skills and techniques. The chapter ends with a fine selection of martial arts weapons.

Next comes Chapter 3: Hard Boiled Corpses. We're now into Zombie Master territory, because this chapter describes the alternate Hong Kong in which this game is set. Now ruled by mainland China (as in the real world), it displays distinctive features: an obsession with making money, a sleazy underbelly of strip clubs and massage parlours and gambling dens, and organised crime in the shape of the Triads. Under Communist rule, however, the police have more leeway to deal with trouble and... well, shall we say that one idea they came up with resulted in zombies. Not on purpose, I hasten to add. This makes for a compelling backstory, something the party might wish to investigate inbetween just trying to stay alive. The particular kind of zombies are discussed, along with the four distinct groups who are involved in the situation: the cops, the Triads, drug dealers and the zombies themselves (these ones are quite smart, you see). There are sample NPCs and plenty of notes about each group. A couple of outline scenarios are provided based on this concept, and it's easy to think of how to expand on them - or the situation in general - to create a whole campaign. The chapter ends with a few archetypes all ready to jump into the fray...

Next, Chapter 4: Flesh Eaters in Little China moves across the Pacific to San Francisco and presents a quite different setting that mixes sorcery and zombies into a heady underworld amongst Chinese immigrants. There's a lot going on in Chinatown and it's not all restaurants and laundries. Plenty of background explaining precisely what is happening and why. Secret societies, triads and martial arts brotherhoods abound, with examples of each being provided with plenty of detail to get them up and running in your game. And then there are sorcerers and mystics as well... and the outline of an adventure involving hordes of zombies and an underground lair presided over by a decidedly ancient sorcerer. There's an outline of how magic works here (but if you want a detailed magic system you are better off looking at Witchcraft, another Unisystem game), and another couple of scenario outlines, including one where the party start out as a bunch of tourists that find far more than they expected... Again, the chapter ends with some Archetypes.

Then Chapter 5: Once Upon a Corpse in China takes yet another angle on the whole Chinese action/zombie fusion. This takes us back roughly a thousand years to historic China, where squabbling kung fu schools have accidentally created zombies when brawling with each other. With rival schools, Imperial magistrates and the Shaolin Temple itself trying to sort the problem out, there's plenty of scope for cinematic martial arts action. Two scenarios are provided, one has the party working for the Imperial authorities and the other sets them as the ones who spawned the zombies in the first place...

Finally, Chapter 6: Undead Kombat starts with the premise that a soldeir's soul gets mystically entangled with those he has killed in battle, and ends with what happens when ancient Persian Magi start meddling. The Magi wanted to live forever, but their undead cohorts were both quarrelsome and hungry. The solution involves a massive contest between the zombies called the Tournament of Souls... only now they've decided to include human beings on the card. Set up a range of situations in a massive stadium on a remote island and let combat commence! A couple of scenario outlines are provided that take this setting beyond a simple 'arena' game.

Overall, this puts a delightful spin on the whole zombie concept, and should provide sufficient interest for even those players in your group who don't really fancy a zombie game. The martial arts rules are excellent and give you the tools to create cinematic action with or even without zombies added in. A refreshing look at zombies, a brilliant fusion of two exciting movie styles, well worth a look!



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Zombie Master's Screen
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 06/05/2017 09:30:30

The actual screen part of this product is fairly standard, a four-panel screen with a fairly gory and dramatic painting on the player side and a whole bunch of useful charts for the Zombie Master. This has an Outcome Table supporting levels of success (or failure) in task resolution, fear effects, explosive damage charts, how much protection body armour or other cover gives you, damge tables, a chart showing turn progression during combat and other useful stuff that it's far easier to have right in front of you than have to look up.

There is also an adventure, Coffee Break of the Living Dead. Opening with a piece of fiction that sets the scene - and the nature of this particular scenario's zombies - the adventure is set in the opening hours of a zombie outbreak with the party trapped in a high-rise office building. The background is yet another reason for having zombies over and above the range of suggestions in the core rulebook, but if you've already started a campaign using one of them it's reasonably easy to adapt this to fit in.

Although it will be quite difficult to pull off, especially if the players know they are playing All Flesh Must Be Eaten, the adventure begins with the characters trundling off to a normal day at work. They don't know each other, but all work in the same building which they shortly will discover is just outside the containment zone set up around a suspected terrorist incident at a research laboratory. After a typically boring start to the day at the office, everyone just coincidentally decides it's time for a coffee break and goes down to the lobby coffee shop... and that's when the lift breaks down. By the time they emerge, the place is crawling with zombies, and things go downhill from there.

The adventure is well-supported with floor plans and descriptions of the chaos in various parts of the building. Eventually, surviving party members may try to leave the building. That's when they meet the authorities outside, who are expecting zombies to come out and are armed and waiting...

The booklet also contains notes on using the Zombie Master's Screen to good effect, pre-generated characters to use with the adventure (these are honed to the adventure, but you could use other characters although some modification might be necessary), some new rules and a discussion of zombie and other survival horror as portrayed in film. Excellent for inspiration and for helping you create the right atmosphere in your games.

The adventure is a solid horror-survival scenario, which works well as an introduction to the game and the beginning (if you wish) of a whole campaign. The essay on horror is good, too, starting with the need to ascertain what scares your particular group... and throw it at them combined with the loss of control of your surroundings inherent in a zombie game. Loads of ideas and concepts to play with as you develop your own adventures.



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CJ Carrella's WitchCraft
von Ian F. [Verifizierter Käufer] Hinzugefügt am: 05/04/2017 05:34:02

A classic modern-supernatural game you can run from a single book.

I picked up Witchcraft (2nd ed) around 1999, and played with the book so often I had to get it rebound. While the supplements are useful (especially Mystery Codex), the core book could keep you playing for years on its own. The system is very easy to figure out, and has card and diceless variants included that I've used with success as well. The setting has the right amount of interesting groups to use in play, and you can re-skin them trivially to fit your own vision of an occult conspiracy setting.

And (at the time of this writing, and for quite some time) it's free.

This game features an interesting magic system, some great artwork, and a very usable dice engine. You will likely want to moderate how the experience system works (I found characters advancing way too quickly in some games), and also remember that guns are deadly in this game.



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Dungeons & Zombies
von Aaron W. [Verifizierter Käufer] Hinzugefügt am: 03/31/2017 20:01:49

Dungeons & Zombies is probably the closest thing we'll get to a generic fantasy Unisystem book. This book, along with Witchcraft or (preferrably) Armageddon and the AFMBE corebook (which add up to either $12, $27 or $42 depending on which ones you buy), are all you need to run and play a fantasy game far greater than D&D.

Dungeons & Zombies adds 2 character types, the Adept Hero and ther Talented Hero. Talented Heroes are nonmagical fantasy heroes such as rogues, fighters and rangers, while Adept Heroes are mages, psychics and necromancers. For cleric-type characters, it would be best to use the Inspired stats in the AFMBE corebook.

There are quite a few great Qualities and Drawbacks for both magical and nonmagical characters, but the best Qualities in D&Z (in my opinion) are the Racial and Profession Qualities. They are Quality, Drawback and Power packages that reflect the strengths and weaknesses of various fantasy races and classes such as elves, dwarves, rangers and paladins. Some even allow characters to exceed Attribute maximums or maximum ranks of Hard to Kill.

D&Z adds a Skill for shields (and stats for a few different types of shields), alchemy, rune carving (for magic item creation), and taunting. It also includes Armageddon's Magic Bolt Skill, allowing mages to progress faster with single-target spells than with other types of magic.

D&Z comes with some Invocations, Necromancy powers, and magic item creation rules. There are a few new uses for currently existing Invocations (Induce Sleep for Affect the Psyche, Sheet Lightning for Elemental Air, and Soulfire Burst for Soulfire. I may have forgotten a few). For necromancy, there is the Death Raising power, which allows you to raise zombies and give them extra powers. Magic item creation is based on the Rune Carving Skill, and requires Inspired powers. Magic items can be given bonuses to Armor Value, damage and accuracy. Some items can also be "charged" with Invocations or Necromancy powers.

I won't go into detail on the book's Deadworlds, but they are all great. The book also provides the stats for various fantasy monsters such as a dragon, goblins, orcs, minotaurs, and a griffon. It ends with a dungeon crawl adventure: The Tomb of Doom. Unlike the dungeon from which it got its name, you will find no save-or-die traps (or no-save deathtraps) but it can still be quite deadly, especially with the lethality of Unisystem combat.

This book is great on its own, but much better when supplemented by other Unisystem books. My first suggestion is Armageddon for both Lesser and Greater Invocations, as well as Primal Powers (which work well as powers for Clerics or Paladins of different gods), and Psychic and Necromancy powers. My second suggestion is Terra Primate, which has what amounts to a monster manual in the Appendix. The stats for monsters in Terra Primate are variable and most of them use a different formula for speed Endurance Points and Life Points, so there will be a bit of math for the ZM, but it is well worth the money.



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One of the Living
von Aaron W. [Verifizierter Käufer] Hinzugefügt am: 03/26/2017 17:42:35

It's no secret that All Flesh Must Be Eaten was made for one-shots. While the core rulebook certainly does have more than enough information to run an extended campaign, it doesn't have specific rules for all of the problems you'll encounter in the long run. That's where this book comes in. It has rules for scavenging, jury-rigging, and farming. It also has new Miracles for the Inspired. The Deadworlds seem shorter than in other AFMBE books, but still contain useful information for your game. One of the Living has no short supply of items to use in your game either. Chapter 4 has items like iodine tablets for water, spear guns for killing zombies, and even Necronomicon Ex Mortis: The Book of the Dead.

Unlike most other AFMBE sourcebooks, where if you take out the zombies you have yourself a genre book, One of the Living works best for survival horror campaigns. That is actually what makes it my favorite AFMBE sourcebook. It feels more like an extension of the corebook than any other book out there.



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Armageddon the End Times
von Aaron W. [Verifizierter Käufer] Hinzugefügt am: 03/26/2017 16:19:54

I originally bought the book for the Primal Powers it has, but as it turns out, this book offers so much more than that. If you use the Unisystem at all, this book is a must-have. Along with the setting-specific stuff (which I will admit I hardly even read, but I'm sure is great), it comes with a few Greater Invocations, Spirit Patrons (Boons granted by spirits, demons, and basically anything else more powerful than humans, as well as Obligations which you can take to lessen the cost of the Boons. Think Qualities/Drawbacks), rules for magic item creation (Much different from the magic item creation rules provided in Dungeons & Zombies), and of course Primal Powers (Powers granted by Old Gods, think Divine Inspiration in Witchcraft/AFMBE, but way more badass and with significantly more options to choose from). The rules, like in all other Eden Games, can be used in basically any setting you want.



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Book of All Flesh
von Charles E. [Verifizierter Käufer] Hinzugefügt am: 03/07/2017 14:41:41

There are some okay moments, but it's aged really badly.



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All Flesh Must be Eaten Revised
von Aaron W. [Verifizierter Käufer] Hinzugefügt am: 02/07/2017 13:41:42

The rules are fairly simple. 9 is the target number to roll for all actions, after modifiers. There are three types of characters. The first, and my personal favorite of the three, is Norms. They are average people such as you or me. They will probably survive if they're smart, but shouldn't run headfirst into the zombie hordes expecting to survive like in zombie movies. The second type is Survivors. They're essentially the main character in a zombie video game. They're tougher than Norms , with 5 extra points for Attributes (Your basic stats), Skills (No explanation required) and Qualities (Somewhat similar to feats in D&D). They don't have to be as careful as Norms, but will still probably die if they're stupid about it. The third type is the Inspired. They have the same Attribute points as Norms if I remember correctly, with fewer points for Skills and the same points for Qualities. What makes the Inspired special is Metaphysics, which are basically magic. In AFMBE, the rules for Metaphysics only cover divine type magic, but you can easily replace it with magic from Witchcraft (Another great Eden game, this one's free also). Some may find the Inspired out of place in a zombie game, but because this is an Eden game, they're there anyway. I don't personally like to play in games with Inspired, but they are very balanced compared to Survivors if you do want to play them. There are also detailed rules for creating zombies, and a bunch of campaign settings, called Deadworlds, to use in the game as well.



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Army of Darkness Corebook
von Thomas B. [Häufiger Rezensent] Hinzugefügt am: 10/18/2016 05:50:02

Thoughts:

  • The biggest problem the book has is that it's shackled to Army of Darkness. It strains to convince you that playing the Blacksmith would really be fun. Well, the bench just isn't as deep in this setting as it is in Buffy or Angel. The true highlights are the other time periods, the archetypes (and what they mean for a potential game),
  • The Mass Combat rules may not sound like much, but I have used the Savage Worlds version of them quite a bit, and adapted the Army of Darkness rules into D&D5e to good effect. The core conceit behind these rules are my favorite mass combat rules of all time, and my players actually get excited when they realize I'm wheeling them out. I actually like these rules better than the Savage Worlds version because the Savage Worlds rules have a Knowledge (Battle) prerequisite that almost none of my players ever take, while the AoD rules are based on Intelligence and Influence.
  • The production values on licensed Eden Studios books were always on point, and this is no exception. Everything about the book screams Army of Darkness, from the screen caps to the layout to the quotes peppered all over it. The writing is similarly evocative. This isn't a dry rulebook, this is a book laden with pop culture references and snark. Now, you will have to decide how much or how little that bothers you. Personally, I hate rulebooks that read like textbooks.
  • The nature of the setting, and the portrayal of Deadites, makes it so that adapting new monsters in is not only easy, but fitting. Demons seem to come in all shapes and sizes, especially if you take the canon of Ash vs Evil Dead into account. The various monsters in the Army of Darkness book, plus the list of monster abilities, give you a good start on creating your own.
  • While the book was "one and done", it is completely compatible with the Buffy the Vampire Slayer and Angel RPGs (rules wise...a little work would be needed to reconcile the settings, but monsters, Qualities and mechanics like magic can be swiped at will), expanding your options. Taking it a step further, and Classic Unisystem games like All Flesh Must Be Eaten and Witchcraft use the same base system, just a bit more complex (more Skills, the Essence mechanic and so on).
  • Army of Darkness was a movie, and pretty well wrapped up its story in 90 minutes. The GM section recommends structuring your game like a "season", which Ash vs Evil Dead does a nice job of demonstrating. In fact, it feels much more appropriate now, ten years later, than it did then. Similarly, the structure of groups filled with Heroes and Primitive Screwheads is demonstrated much better in the Ash vs Evil Dead show than it is in the Army of Darkness movie.

So if you've been watching Ash vs Evil Dead and decided to start looking for something that could emulate that style of game, you don't necessarily have to reinvent the wheel. Army of Darkness covers most of the ground that you would need, in a solid and unobtrusive system (Cinematic Unisystem just does not get in the way). I mean, it even has a rule for extreme gore. Even better, it's not nearly as out of print as I thought it was. Obvious labor of love from all involved, which now seems strikingly more relevant than it did when released, thanks to the Ash revival tour on Starz.

For my full review, please visit http://mostunreadblogever.blogspot.com/2016/10/tommys-take-on-army-of-darkness.html



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