Professional Documents
Culture Documents
This draft is not the final product and should not be treated as such.
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The Unisystem Game System is copyright 1999-2017 CJ Carella
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No permission to distribute is included with this document.
All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2017 Eden Studios
The Unisystem Game System is copyright 1999-2017 CJ Carella
All Rights reserved.
Skills <1>
Buying Skills<2>
To acquire skills, use the character points allocated to the Skills category
(as determined by the Character Type). Most skills are deemed Regular
Skills, and cost 1 point per level from levels 1 to 5. After level 5, each
additional level costs 3 points. For example, Lorna wants her character
to have the Driving Skill. She decides that the character is an excellent
driver in fact, he could race cars for a living! Such expertise would
require a skill of 5 or higher. Lorna decides to go for broke and give the
character a Driving Skill of 7. This would cost her 5 points for the first 5
levels, and 6 points for the other two levels, for a total of 11 character
points. Lornas character will be an ace driver, but he will not have very
many skills in other categories.
Special Skills<2>
Certain skills are more difficult to learn, requiring more time and greater
dedication. They are called Special Skills, and include Martial Arts,
Medicine, and others. Special Skills cost 2 points per level until level 5,
and 5 points per level thereafter, unless otherwise specified in the skill
description.
Like most numbers in the Unisystem, high is good and low is bad. The
higher a skill level is, the more proficient the character is at using that
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skill. In general, a level 1 indicates a beginner or amateur, somebody
who has just learned the rudiments of the skill.
Skill Types<2>
Skill Types are required for some skills and represent broad areas of
knowledge within the more generic skill category. For example, within
the Guns Skill are the Handgun, Rifle, and Shotgun Types. Types most
often come into play with broad scholastic skills, such as Humanities,
Science, and Language. Types must be chosen each time the more
generic skill is taken, and cost no character points.
Skill Specialties<2>
Both fiction and real life display many examples of people who
specialize in a specific aspect or field of study within a skill. A history
student may specialize in the early medieval period, for example, or an
occultist may know a great deal more about zombies than anything else.
Specialties are raised by improving the base skill. For example, if the
characters Occult Knowledge Skill rises from 3 to 4, his Occult
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Knowledge (Symbols) Skill goes up to 6. Specialties may not be raised
without increasing the base skill level. Purchasing a new Specialty after
character creation costs 6 experience points.
A character can learn new skills after character creation, during the
course of play. This can be done in two ways: through formal study or
training, or by hands-on experience. The first option is more time
consuming, but is the sure way to do it.
Learning new skills from scratch is usually more difficult than improving
pre-existing skills. This is why it is generally better to have a character
with a wide variety of skills at relatively low levels than an
overspecialized character with only a few skills. The latter character will
have trouble learning new things. The costs of learning new skills and
improving old ones are detailed in Experience (p. 118).
The guidelines provided in the list of skills below, like all the rules in this
book, should always take a second seat to plain common sense. If a
player is trying to twist the letter of the rules to wring some
unreasonable advantage, Zombie Masters should let common sense
prevail.
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Skill List<1>
Acting<3>
Agriculture<3>
The basic skills a character needs to grow and harvest crops and raise
animals. Required Success Levels may be based on types of crops being
grown, poor soil, etc. Note that Veterinary Medicine should be
considered separate from this skill.
Beautician<3>
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Tasks include the materials available (a +2 in a fully stocked beauty
salon, -2 or worse with improvised materials) and the subjects basic
Attractiveness level.
[BEGIN SIDEBAR]
Is the skill very difficult to learn (i.e., any discipline requiring several
years of training)? If so, then it should be a Special Skill, with a higher
point cost. Does the skill require a person to specialize (which means
the skill will be broken into several separate Types) or is specialization
optional or additional (in which the Specialty rules apply)?
And finally, what Attributes are commonly used with the skill in
question, and under what circumstances? Normally, physical activities
rely on Dexterity and in some cases Perception, scholastic disciplines
rely mainly on Intelligence, and so on.
[END SIDEBAR]
Brawling<3>
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Brawling covers basic street fighting, karate-parlor martial arts
training, and similar combat skills. In hand-to-hand combat, Dexterity
and Brawling are used for kicks, punches, and similar maneuvers.
Strength and Brawling are used for takedowns, wrestling and slamming
people around.
Bureaucracy<3>
This skill provides familiarity with the organization of, and procedures
used by, bureaucratic institutions. With this skill, the character can find
ways to improve an organizations service and performance, or
otherwise obtain their services or products more efficiently. Use
Intelligence and Bureaucracy to devise ways to make a large group or
organization more (or less) efficient; use Willpower and Bureaucracy to
cut through red tape.
Camerawork<3>
The Camerawork skill allows a character to use all sorts of film and video
cameras, including professional grade TV and movie cameras. The
character knows how to move smoothly to avoid the Shaky- Cam (or
knows how to get this effect but present a viewable image if thats your
thing), and how to position himself to get the best shot. The character
can also troubleshoot basic camera problems and operate remote
cameras. Smooth photography while moving rapidly or irregularly uses
Dexterity and Camerawork, troubleshooting requires Intelligence and
Camerawork, and positioning requires Perception and Camerawork. Still
photography uses the Fine Art (Photography) skill.
Cheating<3>
The skill of breaking the rules and tricking an opponent. Mostly used in
games of chance and other forms of gambling. Use Intelligence and
Cheating to perform the trick, or Perception and Cheating to spot such a
trick.
Climbing<3>
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A character with the Climbing Skill knows how to best use any surface to
get to the top. Climbing Tasks use Dexterity, Strength, or Constitution,
depending on the type of climb attempted.
Computer Hacking<3>
Computer Programming<3>
Computer Technology<3>
This is the basic skill with computer technology. In late 20th century
games, it includes how to use a keyboard and mouse, basic commands,
and so on. Games set in the 21st century are not likely to require rolls to
use computer technology.
The Craft Skill covers numerous types of skills such as those employed
by carpenters, seamstresses, weavers, weapon smiths, woodworkers,
etc. When the Craft Skill is purchased, a particular Skill Type must be
specified. Characters may further want to specialize. For example,
Gunsmith is the Specialty of the Craft (Weapon smith) Skill focusing on
guns. Bowyer would likewise relate to bows and cartographers create
maps.
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Intelligence and Craft is used to conceive and plan an item. Dexterity
and Craft is tested to create the item, or repair a damaged item.
Perception and Craft serves to appraise an item. The Fine Arts,
Electronics, Engineering, Mechanic, and other Skills may be used to
supplement the Craft Skill. Note that devising and creating a particular
item may be a time consuming and difficult task. Often, it is far easier to
simply buy a mass produced item.
Rune Carving is a skill Specialty used in the creation of magic items. This
is a specialization, because every type of item has a different, signature
means by which runes must be carved upon it. Thus, a skill in Craft
(Jewelry Rune Carving) Specialty means the character is expert in
creating jewelry and preparing it for enchantments using rules.
Cyberdoc (Special)<3>
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Demolitions<3>
Disguise<3>
Dodge<3>
This is a basic combat skill, representing the ability to move out of the
way of attacks. Dodges include sidestepping a blow, hitting the dirt to
avoid gunfire, ducking behind cover, etc. As a skill, Dodge is learned by
people with some practice in diving for cover. Dodge is used with
Dexterity for most Tasks.
The skill to control any land vehicle of the specific Type. Each kind of
vehicle (Car, Truck, Tracked Vehicle, and Motorcycle, among others)
requires a separate Driving Skill Type. Most driving Tasks use Dexterity
and Driving.
Electronic Surveillance<3>
The skill to set up, use and detect electronic microphones, cameras
hidden in a location to spy on or detect people, and the technology that
goes with them. Use Intelligence and Electronic Surveillance to set up
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and use a bug, and Perception and Electronic Surveillance to detect
one (resisted by the operators original Intelligence and Electronic
Surveillance Task result). Zombie Masters may wish to restrict this skill
to those with military or espionage backgrounds.
Electronics <3>
This skill allows a character to build and repair all manner of electronic
devices and tools, and grants the character knowledge about electronic
systems and the like. The difficulty of repairing an electronic device
depends on how intricate the device is, and how damaged it is.
Constructing an electronic item is also more difficult the more advanced
and complex the device. Zombie Masters should apply a penalty or
bonus depending on these factors. Finally, an electronic tool kit must be
available for all but the most rudimentary repairs. A lab or workshop
may also be required. All repair or construction attempts take time,
ranging from a couple of hours to days. This, too, should be determined
by the Zombie Master.
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characters Engineering Type demands an Intelligence and Engineering
Task.
Escapism<3>
This is the ability to escape from ropes, handcuffs and other restraints.
Most of these Tasks use Dexterity and Escapism, with each attempt
taking between 1 and 5 minutes, depending on the complexity of the
bonds. A simple rope tie would have no modifier, but complex knots
might have penalties of -1 to -5, police handcuffs involve a penalty of -4,
and a straitjacket/strap/chain combo might have penalties of -5 to -8.
Expert escape artists also use visualization techniques they carefully
think about their method of escape before attempting it. This is an
Intelligence and Escapism Task that takes two minutes; each Success
Level adds a +1 to an immediately subsequent Dexterity and Escapism
Task.
There are many Types of Fine Arts Skill, such as Drawing, Painting,
Computer Graphics, etc. In some games, the Zombie Master may lump
them all into one category, depending on how big a role such skills play
in the course of a Story. Alternatively, separation between Fine Arts Skill
Types (and even Specialties) may be important to the storyline.
The Success Levels of a Fine Arts Task indicate how good the artistic
expression is. Regardless of the final Task result, the Success Levels
cannot exceed the skill level of the artist. For example, a character with
Fine Arts (Drawing) 2 cannot accumulate more than 2 Success Levels on
a drawing.
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First Aid<3>
This skill allows a character to treat basic injuries, and use such
techniques as CPR and the Heimlich Maneuver. A successful Intelligence
and First Aid Task heals some damage to an injured person (see Medical
Healing, p. 113). Typical Tasks include identifying the problem (use
Perception and First Aid), performing First Aid (Intelligence and First
Aid), and using CPR or applying the Heimlich Maneuver (Dexterity and
First Aid).
The art of fighting with two weapons was developed into a complex
fighting style in Florence, Italy. This was far more than just picking up
two weapons and swinging them around and its original incarnation was
the sword and dagger, or dirk, pairing. Eventually, this was expanded to
encompass any two-weapon pairing. With this skill a character can fight
with a weapon in each hand. This does not mean that the character is
ambidextrous, as he still has a dominant hand, only that the character
has trained in the use of a specific two-weapon pairing in combat
situations.
This is a Special Skill, which costs 2 points per level at character creation
(see AFMBE p. 119 for raising or purchasing a Special Skill after
character creation). Each Pairing must be chosen as a separate skill.
Some more common ones include Sword/Dagger, Sword/Sword, and
Sword/Cape.
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(Sword) skill instead. If his Florentine skill is higher, or he has no other
skill, he may still default to using the Florentine skill.
[END SIDEBAR]
Gambling<3>
This is the knowledge of most common games of chance, their rules and
techniques, and the best strategies to win the games. A character needs
both Gambling and Cheating to effectively break the rules.
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This skill allows the character to use one type of firearm. The most
common Types include Handgun (pistols and revolvers), Rifle, Shotgun,
Submachine Gun, and Assault Rifle. If the skill is taken for one Type, the
character can use other types of guns, but at a -2 penalty to all Tasks.
Dexterity and Guns are used to fire the weapon. Aiming rolls use
Perception and Guns; each Success Level adds +1 to the Guns Skill on
the next shot fired at the aimed target.
Rocket Launcher: Explosive missiles fired from a tube. Some are direct-
fire weapons, while others fire guided missiles.
Haggling<3>
The skill provides the character with the ability to deal for goods and
services, or otherwise bring two or more parties to some common
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ground. It may be applied when buying, selling or bartering goods or
services. Often used in a Resisted Task, each level of success modifies
the price of the subject by 10%. It may also be used for less tangible
exchanges, such a political deal making. In such circumstances, the
Zombie Master should adjudicate the result given the goal and the
levels of success. Haggling can also be used to determine whether the
character is being misled or conned. Use Willpower and Haggling to get
the best deal; use Perception and Haggling to spot a con.
Each basic type of weapon is a separate skill. Hand Weapon Skill Types
include Axe, Club, Foil/Rapier, Knife, Spear, Staff, Sword, Whip, and
Hook. Pre-modern missile weapons like Bow and Crossbow are also
Types. They must be learned separately. When using an unfamiliar
weapon, use the most closely related Hand Weapon Skill at -2 to -4
(depending on how dissimilar the weapons are).
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attempted outside the specialization. For example, a character with
Humanities (Ancient History) gains a +2 bonus for Tasks involving the
Spartan wars, but may incur a -1 penalty for a question concerning the
Renaissance, or a -3 penalty for a question about World War I.
Hypnosis<3>
Instruction<3>
The first step in using the Instruction Skill is to pick a subject matter to
teach. This may be any skill known by the teacher, but it must be at
least two levels higher than the students level.
If the required skill level is possessed, the teacher and student must
spend a certain amount of time on lessons. Every week of game time
that the two spend at least 10 hours studying the skill, the teacher can
attempt an Intelligence and Instruction Task. The Success Levels of this
Task are cumulative; for example, if the teacher and student spend
three weeks working on the skill, the Success Levels of all three rolls are
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added together. When the teacher accumulates five Success Levels in
the Task, the student gets 1 Experience Point toward improving that
skill.
3 for the skill level, and 2 for his Intelligence for a total of 11, or 2
Success Levels. The next week, they study together again, and Rolando
rolls particularly well gaining three Success Levels. Maria gains 1
experience point dedicated to the Singing Skill.
Intimidation <3>
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Skill Level;Fluency
2;Thick accent but largely fluent; the character should have no problems
being understood.
3;Slight accent; native speakers will realize this is not the character's
first language.
Lasso<3>
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In the conflict-ridden worlds of All Flesh Must Be Eaten, the lasso is
more likely used on human prey or for dramatic tricks. Cowboys may
take Lasso as a new skill. It should normally be used with Dexterity.
The victim breaks free with a Dexterity Test success only if the roper
fails. The victim ruins the rope if using Strength and gaining two Success
Levels. Should the attacker get two Success Levels more than the victim,
he has effectively bound the victim. The targets struggles are
ineffective until circumstances change. This usually means the attacker
leaves the vicinity, the victim manages to find a knife or other sharp
object, and so on.
The Zombie Master may alter these rules to fit bizarre creatures that
have additional ways to break free of a lasso.
This skill covers all the basics in breaking and entering. There are two
Types: Mechanical and Electronic. Most Tasks use Lock Picking and
Dexterity, modified by the difficulty of the lock. Lock Picking (Electronic)
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uses Perception and Intelligence for the most part, to spot and
neutralize electronic locks and security systems.
Magic Bolt<3>
Magic Theory<3>
Students of the occult arts often learn this skill, which covers the
elements and techniques of Magic. Ceremonial covenants like the
Rosicrucians study Magic like a science, and are more likely to have this
skill, although some among the Wicce also have this systematic
knowledge. Magic Theory is used with either Intelligence or Perception
to identify and recognize styles of Magic. Gifted characters with this skill
can judge the strengths and weaknesses of any Magical matrix (such as
that of an ongoing or maintained Invocation). This allows practitioners
to best plan a way to counteract or dispel the Magic abilities of an
enemy. Use Perception and Magic Theory for this purpose; every level
of success adds a +1 bonus on any Task involving resisting or
counteracting a Magical effect.
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kick or punch. This bonus is added when the rest of the damage has
been calculated, after any multipliers and dice rolls.
Martial Arts<1>
The martial arts rules that follow are designed specifically for Enter the
Zombie. Although compatible with other Unisystem games, they are
intended to simulate the amazing and diverse martial arts abilities of
movie masters, not real martial artists. As such, characters made with
these rules will be more powerful than martial artists from your
standard All Flesh Must Be Eaten games. That does not mean Enter the
Zombie characters cannot be used with other AFMBE game settings, just
be aware that these people kick major butt.
As noted in the basic rules, purchasing the Martial Arts Skill costs 2
points per level-to-level 5, and 5 points for every level above that.
Martial Arts gives a
+1 bonus to damage per skill level for all unarmed attacks made with
the skill.
Purchasing the Martial Arts Skill (whether or not the Martial Artist
Character Type is used) grants access to three core Combat Moves. The
variety of martial arts schools is astounding, and no attempt is made
here to categorize them. Each player should simply review the list of
Combat Moves and decide which three make up the core studies of his
school. Common moves are Punch, Kick, and Breakfall, but there is no
reason why the character could not be part of an eclectic dojo that
emphasizes Heat Butt, Back Kick, and Flip as core maneuvers. Each of
the core Combat Moves is automatically learned at the same level as
the Martial Arts Skill.
For each level of Martial Arts Skill, the character gains 3 Combat Move
Points to purchase additional Combat Moves. Each level of each
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additional Combat Move costs 1 Combat Move Point. Thus, a character
with Martial Arts 3 would have 9 Combat Move Points to spend.
Each Combat Move is a separate action. More than one move may be
performed in a single Turn, but multiple action penalties apply if the
normal allotment of one attack and one defense action is exceeded (p.
100). This rule may be avoided if the Combat Move description provides
otherwise.
These are the kicks, punches, karate chops, and flips students can learn
in any martial arts school. They take time and effort to master, and can
really hurt when done correctly (remember that damage for all Combat
Moves is increased by the combatants Martial Arts Skill level). Most
martial artists would not consider them basic. Compared to the
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Special Chi Techniques coming up (see p. 37), however, they are not so
special.
Back Kick: This move allows the character to attack targets behind him
without turning around. On a failed Dexterity and Back Kick Task, the
character must succeed at a separate Dexterity and Martial Arts Task, or
he becomes off-balance (-2 to all combat actions for the next Turn). On
an attack roll of 1, the character must pass a Dexterity and Martial Arts
Task or he falls down (-4 penalty to most combat action until he spends
an attack action to get updefense actions may still be used that Turn
but incur the -4 penalty). Damage: D4(2) x Strength.
Crescent Kick: A powerful circular kick. This attack suffers the same
unbalancing risks as the Back Kick Move, except the Dexterity and
Martial Arts Task suffers a -2 penalty. Regardless of success, the
combatant suffers a -2 penalty to any defense action that Turn, or the
next. Damage: D6(3) x Strength.
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Disarm: The Dexterity and Disarm Task is resisted by the targets
Dexterity and Weapon Skill. If the attacker wins, the weapon is dropped
or tossed away. Damage: None.
Flip: When prone, the character may attempt a Dexterity and Flip Task
to get up without using an action. If successful, the character may act
normally that round (performing both an attack and defense action).
Failure uses a defense action, and the character remains on the ground.
Damage: None.
Grab: Much more than a quick clutch or tenuous grasp, a Dexterity and
Grab Task secures a limb or the torso in a solid hold. A successful Grab
allows the attacker to employ one additional Combat Move in the same
Turn without incurring a multiple action penalty for that move (see
AFMBE, p. 100). A Grab may also be combined with a parry or Dodge
defense action with no multiple action penalty to the either maneuver.
Damage: None.
Head Butt: On a failed Dexterity and Head Butt Task, the attacker
suffers the damage. This attack may be performed when the
combatants hands are occupied or otherwise restrained. Damage:
D4(2) x Strength.
Jab: A light, fast punch that can be used twice in a turn without
incurring extra action penalties (p. 100). Damage: D4(2) x (Strength-1).
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most combat actions until he spends an attack action to get up (defense
actions may still be used that Turn at a -4 penalty).
Roll with Blow: This move may be used whenever the character has
been successfully hit in hand-to- hand or melee combat. It is tested
immediately after a blow lands but before damage is calculated. Each
Success Level in a Dexterity and Roll with Blow Task reduces the damage
multiplier of the attack by 2 (if the multiplier is reduced to 0, no damage
is inflicted). Whether successful or not, using this move sacrifices the
combat- ants next attack move. Damage: None.
Shove: This move uses Strength and Shove in a Resisted Task against
the targets Strength and Dexterity, or Strength and Martial Arts Skill. If
the attacker wins, the target is pushed back one yard (meter) per
Success Level, and must pass a Simple Dexterity Test minus the Success
Level of the Shove or fall down. Downed characters suffer a -4 penalty
to most combat actions until they spend an attack action to get up
(defense actions may still be used that Turn but incur the -4 penalty).
Damage: None.
Spin Kick: This attack suffers the same unbalancing risk as the Back Kick
move. Regardless of success, the combatant suffers a -2 penalty to any
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defense action taken that Turn, or the next. Damage: D4(2) x
(Strength+2).
Sucker Punch: If the attacker wins a Resisted Task (Sucker Punch and
Intelligence against a Simple Perception Test), the target cannot defend
against the punch. Damage: D4(2) x Strength.
Trip: When the attacker succeeds with a Dexterity and Trip Task, the
target is knocked down, imposing a -4 penalty to most combat
actions until he spends an attack action to get up (defense actions
may still be used that Turn, but incur the -4 penalty). Damage: D6(3).
Mechanic<3>
This skill allows a character to build and repair all manner of mechanical
devices and tools, and grants him knowledge about mechanical systems
and the like. The difficulty of repairing a mechanism depends on how
intricate the device is, and how damaged it is. Zombie Masters should
apply a penalty or bonus depending on these factors. Constructing a
mechanical item is also more difficult the more advanced and complex
the device. Again, modifiers should be imposed by the Zombie Master.
Finally, a mechanical tool kit must be available for all but the most
rudimentary repairs. A lab or workshop may also be required. All repair
or construction attempts take time, ranging from a couple of hours to
days. This too should be determined by the Zombie Master.
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type of medicine, such as cardiovascular, surgery, or neurosurgery.
These are treated as Specialty Skills.
Microgravity Control<3>
Military Tactics<3>
Navigation (Type)<3>
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plot and calculate a course or flight plan, and Navigation and Perception
to examine someone elses course or coordinates for mistakes.
Weather, bad or non-existent navigation equipment, or unreliable or
incorrect maps may result in penalties to the Navigation roll. Failure
indicates the plotted course is off by 10 miles per every 2 points by
which the roll was failed.
Notice <3>
This is the skill of true arcane knowledge. It covers most of the basic
Metaphysical facts of whatever world serves as the background for the
game, including a working knowledge of Essence and other specific
supernatural features.
Parachuting<3>
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result in all sorts of nastiness, from getting hung up in a tree to broken
bones or even death (see falling damage, p. 108). Unlike other skills, a
smiple, safe landing with a parachute in emergency situations can be
performed untrained with a Simple Dexterity Test at -2. For these
situations, such as ejecting from a crashing jet plane, the chute will
auto-deploy (the rip cord is attached to the ejection module and pulls
automatically), eliminating the need for a Test to deploy, but at the
Zombie Masters option, a D10 can be rolled; if the result is a 1, the
auto-deploy fails and the chute does not open.
Persuade<3>
Pick Pocket<3>
The skill to control any aircraft or water vehicle of the specific type.
Each type of vehicle (propeller plane, jet plane, sailboat, ocean liner,
starship) requires a separate Piloting Skill Type. Most Piloting Tasks use
Dexterity and Piloting, or Intelligence and Piloting for very large vessels.
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The character is able to play a musical instrument of one type, chosen
when the skill is taken. The character may choose more than one type
of instrument to play, but each instrument is counted as a separate Skill
Type. At the higher levels of the skill, the character is more proficient in
tonal quality, rhythm, and improvisation. In order to play for pleasure,
the character would use Dexterity and Play Instrument. If performing a
complex piece of music, the attempt would use Intelligence and Play
Instrument. If the character is performing a long piece of music, use
Constitution and Play Instrument. In all circumstances, the quality of the
performance is reflected in the levels of success. No matter what the
ultimate roll, no musician may enjoy more Success Levels than he has
skill levels.
Questioning<3>
This is the ability to interrogate, spot lies, and otherwise extract the
truth from people. This skill is quickly learned by police officers, private
investigators, and investigative reporters. Most interrogations should be
roleplayed. If a Task or Test is needed, how well the player roleplayed
the interview should give him bonuses or penalties of +5 to -5, at the
Zombie Masters discretion. Tricking somebody into revealing
something uses the questioners Intelligence and Questioning, resisted
by a Simple Intelligence Test. Spotting a lie uses Perception and
Questioning, also resisted by a Simple Intelligence Test. Breaking a
victims will to resist uses Willpower and Questioning, resisted by a
Simple Willpower Test. The use of torture and drugs may give bonuses
of +1 to +6 to the questioners Task.
Repair (Type)<3>
Eventually items and equipment the Cast Members own will start to
break down into disrepair. Found objects that have lain unused for
many months or years may need some work to get them running again.
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Electronics, Textiles, Carpentry, Masonry, and so on. Electronics skill
applies to all kinds of electronics, while Mechanic most often applies to
large pieces of heavy machinery. The Repair skill may be appropriate for
TV repairmen, the furnace guy, plumbers, and tailors. The player and
ZM should discuss the desired effect of the skill before commit- ting skill
points to it.
Required Success Levels for this skill are based on how damaged the
item is. Fixing a simple tear in a pair of jeans or hotwiring an average car
might require only one Success Level. Effecting repairs on a cracked
engine block could need multiple Success Levels. This might require the
use of special equipment as well.
Research/Investigation <3>
In all cases, the use of this skill takes time. The amount of time is
determined by the Zombie Master, based on the nature of the search
being undertaken by the character. Most uses of this skill involve
Intelligence and Research Tasks. In other cases, it is possible that
Constitution and Research (in the case of searching through dusty old
tomes for long periods of time or walking the length and breadth of a
library for the better part of a day), or Perception and Research (in the
case of researching obscure facts in voluminous materials, such as
finding a certain name in a room full of documents) can be used.
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The skill to ride horses, carts, chariots and other animals or animal-
driven vehicles. Each type of animal or vehicle requires a separate
Riding Skill Type.
There are two Types of Running. The first one is Running (Marathon).
This skill covers running for endurance and distance. A good marathoner
can cover ten or more miles (15 or more kilometers) without stopping.
An official marathon usually covers 25 miles (40 kilometers). The best
runners can cover that distance in about two hours. A character with
Running (Marathon) can use this skill and his Constitution Attribute to
resist the effects of fatigue after a long period of extensive physical
activity. Also, add 1 Endurance Point to the characters pool for every
level in Running (Marathon).
Scavenging<3>
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Scavenging skill allows a Cast Member to locate items of a general or
specific natureanyone can find bandages in a hospital or supermarket,
but a scavenger could turn them up by looking in car glove boxes. The
more specific the item being searched for, the more difficult it is to find.
You could use Scavenging to search an abandoned city for car
batteries, but trying to find car battery for 67 Volkswagen
would be much harder. If the Cast Member must find specific items (a
type of food, or a specific mechanical part), the Zombie Master should
bump up the required Success Levels. Finding a specific item is a
Scavenging and Perception Task, modified by the area being searched.
Intelligence and Scavenging could be used to figure out the best places
to scavenge for a specific thing, decided upon by the ZM, or to identify
objects that could do in a pinch.
Additionally, if the Cast Member has the Survival skill, and is Scavenging
in a relevant area, they may add half their Survival skill to their
Scavenging skill while in that area.
Seamanship<3>
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with this skill. The Skill uses Dexterity + Seamanship for the most part,
but could use any other Attribute at the Zombie Masters option.
Late 20th century and more modern era seaman are just as likely to use
System Operations (ship) as they are Seamanship and smart ones have
Navigation, as well.
Seduction<3>
Shield (Type)<3>
This skill is for all aspects of shield use, from parrying blows to shield
bashing. Each type of shield (target, small, medium, or large) is a
separate Type (-2 penalty is applied when using the wrong Type). It
functions similarly to the Hand Weapon skill, but unskilled shield users
cannot default to Hand Weapon to improvise shield use (see p. 101).
Singing<3>
While everybody can try to sing, this skill is necessary to do it right. This
skill reflects the training of the characters voice. Use Constitution and
Singing for the quality of the song, Intelligence and Singing to remember
every verse of a long or complex song, and Perception and Singing to
recognize and measure the quality of someone elses singing.
Sleight of Hand<3>
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Perception Test (Simple or Difficult depending on the circumstances) or
a Perception and Notice Task. To plan a complex magical trick (e.g.,
sawing a woman in half, diverse death traps) requires an
Intelligence and Sleight of Hand Task, often supplemented by assorted
Craft Skills to actually build the contraptions or gadgets needed.
Smooth Talking<3>
This skill covers all types of competitive sports, from football to ping-
pong. Each Sport must be learned as a separate Type. Depending on the
Task, use Strength or Dexterity and Sport. For example, a football pass
would use Dexterity and Sport (Football); a tackle would use Strength
and Sport (Football). To come up with a good strategy or game plan, use
Intelligence and Sport; to spot a rules violation, use Perception and
Sport.
Stealth <3>
Storytelling <3>
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fictional, although the audience will generally not know the difference.
The character must constantly be aware of how the listeners are
reacting to the tale and thus may alter his pacing, volume, or even
change the course of the story to elicit a better or greater response.
Streetwise <3>
The general knowledge of the lore and rules of the streets. A character
with this skill knows how to behave in a given situation, knows the
names and most of the faces of the more notorious local members of
the underworld, and can identify most illegal transactions and
operations. Use Intelligence and Streetwise to recognize a local street
name, gang color, or criminal, and Perception and Streetwise to spot
trouble or detect criminal activities nearby.
Surveillance <3>
This is the skill of living off the land. Each kind of terrain requires a
separate Skill Type. Attempts to use a Survival Skill in the wrong place or
type of terrain are at a -3 penalty. Common Types include Forest,
Mountain, Jungle, Desert, Sea, and Arctic.
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Temperature Effects Chart<3>
Swimming <3>
Swimming is the skill that allows a character to stay afloat and to move
in the water without drowning. Floating is an Average difficulty
Constitution and Swimming Task when fully clothed; it becomes Easy
with little or no clothing (see Modifiers to Tasks and Tests, p. 94). Each
2/1 EV (see p. 126) of equipment or weight effectively reduces a
characters Swimming Skill level by one.
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If the Task is failed, the character sinks and drowns in a number of Turns
equal to his Constitution. Shedding clothing or equipment (which
requires one Turn) allows a character to attempt the Task anew.
If the character succeeds, he stays afloat and may swim at a speed equal
to his Swimming Skill in yards (meters) per Turn. Swimming is an
exhausting activity. Floating with little clothing uses 1 Endurance Point
per 10 minutes. Floating while fully clothed uses 1 Endurance Point per
minute. Swimming unclothed takes 1 Endurance Point per minute at
half-speed and 5 Endurance Points per minute at full speed. Those who
swim clothed, or who carry equipment when they swim, use double the
Endurance cost and move at half speed. Towing another person while
Swimming imposes a -1 modifier, doubles the Endurance cost, and
halves the swimmers speed.
This skill has three basic types, but others may be added as desired.
Thrown (Knife) includes all small-sized edged weapons. Thrown (Axe)
covers any top-heavy object with a longish handle, such as maces,
baseball bats, and similar projectiles. Thrown (Sphere) provides
expertise in targeting rocks, grenades, or any such hand-sized object.
The latter also defaults directly to Sport (Baseball), if that skill is
possessed. All skill Tasks use Strength and Thrown.
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Tracking <3>
This is the skill used to follow the trail of an animal or person, usually in
wilderness terrain, but also in an urban setting if snow or dusts are
present in enough quantity to leave a trail. Most Tracking Tasks use
Perception and Tracking; attempts to hide ones tracks use Intelligence
and Tracking.
Traps<3>
This is the knowledge to detect, disarm, and set traps, snares and the
like. It is commonly known by Special Forces soldiers, guerrillas, hunters,
trappers, and others. Use Traps and Intelligence to devise a trap, Traps
and Perception to detect a trap, and Traps and Dexterity to disarm a
trap.
This skill covers all methods of healing not widely accepted by Western
Science, including herbal medicine, acupuncture, etc., each of which is
considered a different Skill Type. The Zombie Master determines the
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effectiveness of each type of unconventional medicine. If the skill is
effective in treating disease and injury, use the same skills and effects as
the conventional Medicine Skill (see p. 57).
Just like the Medicine Skill, but applies to animals. A Veterinarian can
treat humans, but is at a -3 penalty to all Task rolls, and despite the
results of rolls, cannot gain more than two Success Levels.
Weight Lifting<3>
This skill allows the character to construct and write entertaining and/or
meaningful written accounts and narratives. The character is able to
write text in a convincing manner to suit whatever goal or presentation
is required. Types of skills would include Academic (learned expositions
of the arts, humanities or sciences), Advocacy (legal arguments, ad copy
or promotional materials), Creative (such as novels, poems or plays),
Journalistic (informative discussions of newsworthy topics), and
Technical (precise descriptions using nomenclature specific to a certain
technology).
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[SIDEBAR]
The more cinematic game lines from Eden Studios use a streamlined list of
Skills. Zombie Masters who wish to trim down the classic Unisystem Skill list
available to Cast Members should review those games for examples, as each
cinematic game line contains a variable Skill list similar to that found in Beyond
Human.
Many of these Skills cover areas similar to other skills. For example, Sports
covers throwing a grenade, but not gymnastics or boxing. Those are covered by
Acrobatics and Kung Fu. In some situations, Skills may do the same thing, such
as using either Computers, Piloting, or Science to pilot a starship. When in
doubt, talk it out.
Gun Fu ; clearing a jammed gun, shooting ; Assault Rifle, Revolver, Trick Shots
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Kung Fu ; brawling, kicking the wolfman, martial arts ; Feints, Identifying
Fighting Styles, Specific Maneuvers
Mr. Fix It ; crafts, electronic repair, mechanics ; Auto Repair, Carpentry, Home
Electronics
[END SIDEBAR]
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All Rights reserved.