You are on page 1of 43

What follows is a draft of Skills for classic Unisystem games.

This draft is not the final product and should not be treated as such.

First Draft black type

Second Draft additions red type

Added Seamanship Skill


Added Sea to Survival Skill
Added Florentine Fighting Special Skill
Added discussion of cinematic skills

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.
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>

Skills are learned abilities, the result of training, study, or experience. In


general, anything that can be taught is considered a skill. The
characters background, education and life experiences determine what
skills he would be likely to have.

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.

The Meaning of Numbers<2>

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

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.
skill. In general, a level 1 indicates a beginner or amateur, somebody
who has just learned the rudiments of the skill.

A level 2 or 3 represents general competency the ability to perform


average tasks with ease. A level 4 or 5 indicates extreme competence in
the subject, the result of a lot of study or practice. Higher levels indicate
true mastery of the skill or craft, and the ability to perform the most
difficult tasks with relative ease.

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.

In game terms, Specialties costs 1 character point, and result in a +2


bonus to Tasks involving that field of expertise. This is written as a
separate skill. For example, a character could purchase Occult
Knowledge 3 for 6 Skill category character points. By specializing with 1
Skill category point, the character could gain Occult Knowledge
(Symbols) 5.

Specialties are raised by improving the base skill. For example, if the
characters Occult Knowledge Skill rises from 3 to 4, his Occult

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.
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.

Specialties should be distinguished from Types, which cost no character


points. For example, a character might take Humanities (History) at level
3 during character creation. This costs the usual 3 Skill points. If he
chooses to specialize, he might learn Humanities (Pre-Columbian
History). This costs 1 point and piggybacks on her History Skill; the
Specialty skill level is 5.

Learning New Skills<2>

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).

Using Common Sense<2>

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.

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.
Skill List<1>

The following sections discuss a number of skills that may be purchased


by All Flesh Must Be Eaten characters. These skills are listed in the
Appendix for easy reference during character generation.

Acrobatics (Special) <3>

The ability to perform tumbles, somersaults and other complex


maneuvers. This skill teaches balance, flexibility, and speed. Use
Acrobatics and Dexterity for most Tasks. This skill is commonly known
by circus performers, dancers, martial artists, gymnasts, and athletes. In
addition, Acrobatics can be used instead of the Dodge Skill to avoid
attacks.

Acting<3>

The ability to play a role and successfully counterfeit behaviors,


emotions and other character traits. A talented actor can weep on
demand, or convincingly display an array of emotions. This skill is useful
to both legitimate artists and criminals and con men. Use Intelligence
and Acting to give a good performance and Perception and Acting to
spot or judge someone elses act.

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>

This is the ability to use make-up, hairdressing, and cosmetics to


enhance a persons appearance. Use Intelligence and Beautician for the
Task; each Success Level adds a +1 to a persons Attractiveness by hiding
blemishes and enhancing a persons good points. Modifiers to these

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.
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.

Beautician Skills can also be used to help change a persons appearance


(Beautician and Intelligence). A skilled character can use hair dyes,
contacts and make-up to change a persons look greatly. This skill can be
used to replace the Disguise Skill, or can add a +1 bonus to Disguise
Tasks for each level of success in the Beautician and Intelligence Task.

Using Beautician and Perception allows the character to see how


extensively a person is made up, and may be used to identify a disguise
(this Task is resisted by the disguisers own Intelligence and Beautician
or Disguise Skills).

[BEGIN SIDEBAR]

Creating New Skills<3>

It is impossible to account for every possible skill in this book.


Chroniclers and players who do not find a skill here should feel free to
come up with their own. When creating a new skill, a few questions
must be answered.

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>

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.
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>

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.
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>

This is the skill to penetrate computer systems through a modem,


overcome protection and password programs, and steal information or
inflict damage on the system. Most tasks use Intelligence and Computer
Hacking, although spotting a specific type of defense or password
system may use Perception and Computer Hacking instead.

Computer Programming<3>

The skill to write a set of commands in one of the many computer


languages. Writing a program uses Intelligence and Computer
Programming; Perception and Computer Programming is used to
recognize elements of another program. It is also used to create
applications for various operating systems.

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.

Craft (Type) <3>

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.

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.
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>

Cyberdoc is a specialized skill covering the repair, implantation, and


functioning of cybernetics and nanotechnology. Since this skill is so
difficult and unique, involving a degree of computer technology as well
as standard medicine, it is a special skill, costing 2points per level up to
level 5, and five points per level thereafter. Cyberdoc can be used as a
default for Medicine (p. 57) or Engineer (Robotic) Tasks, though
generally not the other way around (a Robotics engineer cant
successfully install a cybernetic implant due to a complete lack of
training in living anatomy).

Dancing (Type) <3>

This skill is not necessary to gyrate to a catchy tune. Dancing represents


training in a form of dance, and includes anything from ballet to tribal
rituals to high accomplishment on the disco floor. The character must
indicate the specific Type of Dancing he is familiar with. Other Types
have a default level equal to the Dancing level -2. Dancing and Dexterity
are used to actually dance; Dancing and Perception are used to
recognize a type of dance and to judge the quality of anothers
performance.

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.
Demolitions<3>

The ability to set and disarm explosives. Use Intelligence and


Demolitions to set up an explosive charge, Perception and Demolitions
to understand the setup of an unfamiliar bomb, and Intelligence and
Demolitions (resisted by the bombers own Intelligence and
Demolitions) to disarm an enemy bomb. Zombie Masters may restrict
this skill to those with access to military or espionage training.

Disguise<3>

The ability to change ones appearance using wigs, make-up and


clothing. High-tech spies can also use rubber masks, implants and other
gadgets to completely alter their face and even body (such high-tech
aids may give bonuses of +2 to +6, at the Zombie Masters discretion).
Use Intelligence and Disguise to apply a disguise, and Perception and
Disguise to spot somebody elses disguise.

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.

Driving (Type) <3>

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

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.
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.

Understanding an existing electronic device calls for a Perception and


Electronics Task; repairing or constructing a device requires an
Intelligence and Electronics Task. It should be noted that this skill and
the Mechanic Skill complement one another, and are often used
together.

Engineer (Type) <3>

This skill reflects the general knowledge of structural design, material


strengths, and construction techniques in a variety of fields and
applications. Examples of the Types of Engineering Skill include
Architecture, Civil, Construction, Mechanical, Electrical, Robotics,
Starship, and Biological. In some games, the Zombie Master may just
lump them all into one category, depending on how big a role such skills
play in the course of a Story. Alternatively, separation between
Engineering Skill Types (and even Specialties) may be important to the
storyline. Planning or devising an object, structure or device within the

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.
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.

Fine Arts (Type) <3>

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.

Rolls to conceptualize a work of art or to produce it from memory,


improvisation, or imagination require Intelligence and Fine Arts.
Rendering a concept that is recorded, such as using models or plans,
requires Dexterity and Fine Arts. Appreciating anothers work uses
Perception and Fine Arts.

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.

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.
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).

Florentine Fighting Style (Special)<3>

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.

A character who has trained in a two-weapon pairing has learned to use


both weapons in sync to great effect. When used in combat, the Cast
Member uses the Florentine Fighting Style skill for combat rolls even if
he has another Hand Weapon skill that would normally be used for the
weapon in question. For example: A Cast Member who has Florentine
Fighting Style (Sword/Dagger) also takes levels in Hand Weapon
(Sword). While using the Sword/Dagger pairing he uses the Florentine
Fighting Style skill level. Later, after losing his dagger over the side of a
cliff, he must rely only on his sword and may use his Hand Weapon

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.
(Sword) skill instead. If his Florentine skill is higher, or he has no other
skill, he may still default to using the Florentine skill.

The Florentine Fighting Style skill grants an additional attack, parry, or


feint (one free attack/defense action) per Turn with the off-hand
weapon at no penalty. Each action after that still suffers the cumulative
-2 penalty. Therefore, the character gets the nor- mal one attack and
one defense Task each Turn at no penalty, plus one additional attack or
defense Task at no penalty for the off-hand weapon. Damage on a
successful attack roll depends upon which weapon was used in that
attack. Thus, a character who has Florentine Fighting Style (Sword/Axe)
who uses his axe to attack in his second attack action would use the
damage for the axe and not his sword.

[BEGIN SIDEBAR FROM PAGE 46 OF ARRRGH!]

Florentine Style and Ambidexterity<3>

If the character has Ambidexterity from the Dungeons & Zombies


Supplement for AFMBE, he has an easier time of learning Florentine
Fighting Style. He purchases Florentine Style as though it were a normal
Skill and not a Special Skill. He also has slightly better com- bat abilities
than those who only have one or the other. In this case, the character's
first combat action is done with a +1 bonus! The second action has no
bonus or minus, while the third action has only a -1 to the roll. All other
actions beyond this progress as normal beginning at -2 for the fourth
action.

[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.

Guns (Type) <3>

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.
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.

[BEGIN GUNS SIDEBAR FROM ARM p.92]

Common Gun Types<3>

Handgun: Any handgun, including revolvers, semi-automatic pistols,


and derringers

Rifle/Shotgun: Long-barreled weapons fall under this Type.

Assault Rifle: Military rilfe with aull-auto capabilities. Note that a


character with the Rifle-Shotgun Skill can use an Assault Rifle normally
in semi-automatic setting, but will have a -2 penalty if firing bursts and
the like.

Machine Gun: A large, usually tripod- or bipod mounted, fully


automatic weapon.

Grenade Launcher: Gun or gun attachment that fires small explosive


charges.

Mortars: Portable artillery that lobs shells in high arcs.

Rocket Launcher: Explosive missiles fired from a tube. Some are direct-
fire weapons, while others fire guided missiles.

[END GUNS SIDEBAR]

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

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.
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.

Hand Weapon (Type) <3>

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).

Humanities (Type) <3>

Each of the various Humanities disciplines (archeology, anthropology,


economics, history, law, political science, sociology, theology, etc.)
counts as a separate Humanities Skill Type. In some games, the Zombie
Master may just lump them all into one category, depending on how big
a role such skills play in the course of a Story. Alternatively, separation
between Humanities Skill Types (and even Specialties) may be
important to the storyline, and a variety of penalties may be applied
when trying to use a specific Type outside its range. In any event, most
Humanities Tasks use Intelligence or Perception and Humanities.

Humanities Skill Types can include many Specialties. For example,


Humanities (Law) includes a number of different subjects, any one of
which may be a Specialty (i.e., corporate law, environmental law,
criminal law, etc.). Other than giving a character the normal +2 Task
bonus for Specialties, Zombie Masters may wish to penalize Tasks

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.
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>

This skill allows the character to place a subject in a trancelike state.


While in trance, the subject can recall any memory to the smallest
detail, even if that memory has been consciously forgotten or even
buried due to trauma or brainwashing. If the memory is particularly
traumatic, however, the person may not be able to answer the
questions coherently. In addition to questioning, the hypnotist may
implant suggestions and commands that the subject must obey when
released from the trance. Willpower and Hypnosis are used for most
Tasks, usually resisted with a Difficult Willpower Test from the subject.
If uncovering memories buried by earlier hypnosis or brainwashing, the
Task is resisted by the Hypnosis skill of the brainwasher, sometimes
modified by the Chronicler, depending upon time and technology. Most
hypnosis sessions take about ten minutes.

Instruction<3>

Teaching is a skill and an art. The subject matter is important but


conveying that information in an interesting, stimulating, and
comprehensive manner is the heart of the Instruction Skill.

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

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.
added together. When the teacher accumulates five Success Levels in
the Task, the student gets 1 Experience Point toward improving that
skill.

For example, Rolando is an accomplished singer (level 5), and a decent


teacher (level 3). Maria wants to learn to sing better; she has Singing 1.
Rolandos Singing Skill is more than two levels higher than Marias, so he
may teach her. After they spend a good deal of time working together
during one week, Rolando tests his Instruction Skill. He rolls a 6, adds

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>

The skill to make people afraid, Intimidation is used by bullies or others


in most confrontational situations. A good Intimidation Task result may
stop a fight before it starts by convincing the opponent that he doesnt
want to mess with the character. Use Willpower and Intimidation for
real intimidation attempts, or Intelligence and Intimidation to bluff.

Language (Type) <3>

Every character is assumed to have level 5 in their native or primary


language. Each additional language must be purchased as a separate
Skill Type. The skill level in a language determines not only basic fluency,
but the thickness of the characters accent (see the Language Skill
Level Table nearby). Most of the time, the character need not pass a
Task to see if he communicates; as long as the character knows the
language, assume that he can talk in it without needing to roll. A Task
roll would be necessary in situations involving highly technical or
scholarly speech (which may use many words the character doesnt
know) or when dealing with extreme regional accents or slang.

[BEGIN Language Skill Level Table]

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.
Skill Level;Fluency

1;Very thick accent and frequent grammatical mistakes; the character


will be immediately identified as a foreigner, and may be
misunderstood.

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.

4;Full fluency, only a Resisted Test (listener's Simple Perception versus


speaker's Simple Intelligence) will spot the characters accent.

5;Complete mastery; the character can pass for a native without


problems.

6+;Dialects; character can perfectly imitate regional accents and dialects


in addition to the main version of the language.

[END LANGUAGE SKILL LEVEL TABLE]

Lasso<3>

Sometimes it is better for a cowboy to capture his prey rather than


filling it full of lead. On these occasions, lassoes come in quite handy. A
lasso is simply a length of rope (typically twenty feet/seven meters or
less) with a sliding loop at the end. In day-to-day use, ranch hands hurl
them at stray cattle. With a good throw, the loop falls over the animals
head and the cowboy tugs to pull it tight. Then he wraps a loop around
the pommel of his saddle and uses his horse to drag the steer back to
the herd. In a rodeo or any other time when a steer must to be taken
down (bull-dogged), the cowboy might jump down and wrap the rope
tightly around the steers legs, thereby immobilizing it. This is often
done to brand a cow, since the animal is not likely to remain still when
scorched with a hot iron.

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.
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.

Lassoing an animal is a normal Task with no special modifiers. Cows and


steers are not intelligent enough to dodge and weave, so those
experienced with lassoes have little trouble catching them in their
noose (one Success Level is sufficient). More intelligent creatures,
humans included, pit a Simple Dexterity Test against the ropers Lasso
and Dexterity Task. Should the target win (regardless of what happens
with the roper) or the roper fail, the noose is eluded. Should the roper
succeed and the target fail, the lasso attempt succeeds.

Every Turn thereafter, a lassoed character may attempt to wiggle or


break free. This is another Resisted Task. The attacker uses a Simple
Strength Test or a Strength plus Lasso Skill Task. The victim uses
Escapism with either Strength or Dexterity (his choice). If the victim
does not have Escapism, a Difficult Strength or Dexterity Test is
required. Lassoing the neck actually does damage 2 x Strength, tripled
against living creatures.

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.

Lock Picking (Type) <3>

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)

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.
uses Perception and Intelligence for the most part, to spot and
neutralize electronic locks and security systems.

Magic Bolt<3>

This is the skill for targeted Metaphysical attacks used in place of an


Invocation or other power, but only for targeted effects. A Magician
could use Magic Bolt instead of Elemental Air to cast a lightning bolt, for
example, but not for causing a gust of wind. Because Magic Bolt is easier
to learn than most Metaphysics, characters can become quite adept at
tossing around supernatural attacks fairly quickly, at the expense of
lowered levels with other effects (which use the Invocation level for
Tasks). Use Dexterity and Magic Bolt to strike; Perception and Magic
Bolt for aiming.

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.

Martial Arts (Special) <3>

This is the skill of using an advanced system of hand-to-hand combat.


Characters with Martial Arts can do more damage with their hands and
feet. Kicks and punches performed with the Martial Arts Skill have a
damage bonus equal to the characters skill level. Therefore, a character
with Martial Arts level 3 does an additional 3 points of damage with a

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.
kick or punch. This bonus is added when the rest of the damage has
been calculated, after any multipliers and dice rolls.

[MARTIAL ARTS SIDEBAR]

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.

Martial Arts Skill<2>

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

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.
additional Combat Move costs 1 Combat Move Point. Thus, a character
with Martial Arts 3 would have 9 Combat Move Points to spend.

No Combat Move level may be higher than a characters Martial Arts


Skill level. The Martial Arts Skill is increased just as any other Special
Skill (p. 119). Such an increase also raises each core Combat Move. A
Martial Arts Skill improvement also provides 3 Combat Move Points to
spend on additional Combat Moves. Otherwise, additional Combat
Moves may be improved as Regular Skills. New additional Combat
Moves may be learned at the cost of 6 points for level 1.

For example, Genna is an accomplished fighter with a Martial Arts Skill


of 5. She chooses Punch, Crescent Kick, and Roll with the Blow as her
core Combat Moves. Each of these defaults to level 5. She also has 15
points with which to purchase additional Combat Moves. She decides
on Arm Lock 3, Counterpunch 4, Stabbing Hand 4, and Trip 4. Later,
Genna accumulates 7 experience points and decides to raise her Martial
Arts Skill to 6. Punch, Crescent Kick, and Roll with the Blow
automatically rise to 6. She also gains 3 Combat Move Points to spend
on her additional Combat Moves. Genna raises Arm Lock to 4 and
Counterpunch to 6.

Combining Combat Moves<2>

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.

Combat Move Descriptions<2>

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

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.
Special Chi Techniques coming up (see p. 37), however, they are not so
special.

Arm Lock: The character must have successfully parried an attack or


executed a Grab move to use Arm Lock. Once successfully applied,
damage may be inflicted once each Turn, without Test or Task, until the
Arm Lock is broken. Breaking free requires a Resisted Task between the
defenders Difficult Strength Test and the attackers Strength and Arm
Lock Task. A Strength and Martial Arts Task may be used in place of
either roll. Damage: Strength.

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.

Breakfall: Each level of success in a Dexterity and Breakfall Task


reduces the damage multiplier from falls by one level. Once the
multiplier is reduced to 1 (or if it starts there as in the case of Judo
Throws and Trips), remaining Success Levels decrease the damage 1
point each. Damage: None.

Counterpunch: A quick follow-up punch to a successful parry. Each


level of success in the defense Task adds +1 to the immediately
following Counterpunch attack roll. 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.

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.
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).

Judo Throw: The character must have successfully parried an attack or


executed a Grab move to use Judo Throw. A successful Dexterity and
Judo Throw Task knocks the target down, imposing a -4 penalty to most
combat actions until he spends an attack action to get up (defense
actions may still be used when prone but suffer the normal -4 penalty).
Damage: D4(2).

Jump Kick: Damage: D6(3) x (Strength+2). On a failed Dexterity and


Jump Kick Task, the character must pass a Difficult Dexterity Test or fall
down, suffering D4(2) points of damage, and incurring a -4 penalty to

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.
most combat actions until he spends an attack action to get up (defense
actions may still be used that Turn at a -4 penalty).

Kick: Regardless of success, the combatant suffers a -2 penalty to any


defense action taken that Turn, or the next. Damage: D4(2) x
(Strength+1).

Punch: Damage: D4(2) x Strength. The combatant gains +2 to any


defense action taken the same Turn that he uses the simple Punch
move.

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.

Roundhouse: The combatant suffers a -2 to any defense action during


the same Turn that he commits himself to this heavy blow. Damage:
D6(3) x Strength.

Stabbing Hand: Damage: D4(2) x (Strength +1).

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

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.
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).

[END MARTIAL ARTS SIDEBAR]

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.

Understanding an existing mechanical device calls for a Perception and


Mechanic Task; repairing or constructing a mechanism requires an
Intelligence and Mechanic Task. It should be noted that this skill and the
Electronics Skill complement one another, and often are used together
to make repairs to an item or to construct an item.

Medicine (Special) <3>

This skill covers medical knowledge, including basic surgery skills,


diagnosis, and general medicine. Most doctors also specialize in one

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.
type of medicine, such as cardiovascular, surgery, or neurosurgery.
These are treated as Specialty Skills.

Diagnosis Tasks use Perception and Medicine, general treatment calls


for Intelligence and Medicine, and surgery uses Dexterity and Medicine.

Microgravity Control<3>

This skill represents the characters ability to cope with zero- or


microgravity environments. It covers being able to adapt perspective
changes to avoid confusion, using solid objects to move in the right
direction, use propulsion aids properly, and make it look easy. Its
particularly important in microgravity combat.

Military Tactics<3>

This skill represents knowledge an execution of military history and


tactics, as well as, the ability to create new plans of action in the midst
of battle. It is primarily used in the execution of large-scale operations,
but can also come in handy for smaller squads that need to analyze
tactical situations. Executi9ng and planning operations uses Intelligence
and Military Tactics, while analysis of a given tactical situation uses
Perception and Military Tactics.

Myth and Legend (Type) <3>

This is the knowledge of the mythology and folklore of a specific culture


or nation. This skill can be used to identify supernatural creatures, but
the information gleaned from myth and legend may be completely
wrong or at least very inaccurate. Each culture or nation is a separate
Skill Type.

Navigation (Type)<3>

This skill covers knowledge of map reading and plotting, course


calculating and the like. It is common amongst scouts, pilots, artillery
officers, and communications and sensor operators. Types of Naviagtion
include Air, Land, Sea, and Space. Use Navigation and Intelligence to

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.
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>

Notice represents the degree of alertness a person has about him. A


character with this skill can use it with Perception to see what is
happening around him, or with Intelligence to remember something he
noticed some time ago. A character with Notice can use it with
Perception to spot or hear another character using Stealth.

Occult Knowledge (Special) <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.

Myth and Legends is a comparatively broader skill covering a variety of


topics. Much of that information is contradictory, false, or
misinterpreted. Occult Knowledge, on the other hand, is less inclusive
(the character will not know as much), but that information, at least as
relates to Essence and mystical powers, will be essentially true. The
character may also know some information about a number of cults and
supernatural creatures, although some of that information may be
flawed or incomplete.

Parachuting<3>

This skill determines the ability of a parachutist to deploy his chute,


steer himself in midair, and land without breaking bones. Deploying a
chute is usually done with Intelligence, while steering is handled via
Perception and Dexterity for landing. A failed roll on any of these can

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.
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>

While Intimidation uses the threat of violence to motivate someone,


and Smooth Talk uses guile and deception to convince others, both skills
apply to individuals. Use Persuade to influence groups of people (from
one to thousands) using either emotional arguments or cold logic. When
trying to persuade the town of survivors to convert the high school gym
into a greenhouse when they want an armory, this is the skill to use.

Multiple success or failure levels may influence the degree of apathy or


enthusiasm with which your plans are met by the target audience.

Pick Pocket<3>

The skill of taking another persons hard-earned money or things


without him noticing it. Most rolls use Dexterity and Pick Pocket,
resisted by the victims Perception and the highest of his Notice,
Streetwise or Pick Pocket Skills (if any, or Perception alone not
doubled otherwise).

Piloting (Type) <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.

Play Instrument (Type) <3>

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.
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.

The Repair skill allows a character to make simple repairs to a number


of different itemstelevision sets, refrigerators, ripped jeans; it is the
skill used by repairmen. Typical subtypes for this skill could include

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.
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>

This skill allows a character to search out information or follow a series


of clues and leads to a reasonable conclusion through deduction, source
checking, going to libraries, searching on the Internet, and the like.
Alternatively, this skill can be used by the character to do legwork
running down leads on a story, questioning contacts and sources of
information (the latter would incur some penalties; this aspect would
best be left to the Questioning Skill).

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.

Riding (Type) <3>

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.
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.

Rituals (Type) <3>

The skill to perform rituals and ceremonies of a particular culture,


religion, or mystical group (each counts as a separate Skill Type). Rituals
that require dancing or other complex physical activity use Dexterity
and Rituals; most others use Intelligence and Rituals to remember all
the appropriate steps or activities involved.

Running (Type) <3>

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).

Running (Dash) trains the character to increase speed for short


distances. On a dead run, use Constitution and Running (Dash) to
increase maximum running speed. Each Success Level acquired adds +1
to the characters Speed Secondary Attribute.

Scavenging<3>

The ability to find useful materials may become paramount to the


survival of your Cast Members after the fall of civilization. The Survival
skill most often applies to finding edible nuts and berries or constructing
a lean-to, while Scavenging deals with scrounging up D-cell batteries or
a 67 cabernet. The character with the ability to find things in the most
unlikely of places could become important to the group in the end.

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.
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.

Sciences (Type) <3>

Each science (biology, chemistry, astronomy, cryptography,


mathematics, physics, etc.) counts as a separate Science Skill Type. In
some games, the Zombie Master may just lump them all into one
category, depending on how big a role such skills would play in the
course of a Story. Alternatively, separation between Science Skill Types
(and even Specialties) may be important to the storyline, and a variety
of penalties may be applied when trying to use a specific Type outside
its range. See the description of the Humanities Skill for more
information (p. 55). Most Sciences Tasks use Intelligence or Perception.

Seamanship<3>

This is the knowledge and practical application of not only making a


vessel go, but also discerning your tack from your scud and knowing
what to do if a fire breaks out aboard a vessel. Anything needed to keep
a ship moving, including trimming, raising and lowering sails, manning
the tiller, putting out fires, manning the bilge and other tasks, is covered

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.
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>

The ability to make oneself sexually attractive to other people by saying


the right things and putting on the right act. Intelligence is used,
modified by any Charisma or Attractiveness bonuses or penalties the
character might have. Other skills may give bonuses to Seduction
attempts. For example, previous Tasks using Beautician and Smooth
Talking add their Success Levels to the Seduction attempt.

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>

This is the ability to perform sleight of hand and legerdemain, and is


known mainly by stage magicians. With this skill, a character can fool
the audience into looking at one thing while she does something else.
Most Sleight of Hand Tasks use Dexterity and are resisted by a

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.
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 allows the character to lie convincingly or to confuse and


deceive others. This skill is commonly known by con men, salespersons,
and politicians. Use Intelligence and Smooth Talking for most Tasks.

Sport (Type) <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>

The ability to move quietly and to take advantage of cover and


concealment. Most Task rolls use Dexterity and Stealth; Perception is
used to find good hiding places.

Storytelling <3>

This skill allows a character to sway or influence an audience, be it one


individual or a group of people, from one emotion to the next by means
of a tale. It can be used for educating an individual or a group of people,
as well as merely for entertainment. In some cultures, storytelling is the
means by which knowledge and lore are passed down, and so the skill
has uses for some primitive societies, but is also quite useful under
certain circumstances when dealing with Myth and Legend and Occult
Knowledge and the like. The character may tell a tale that is true or

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.
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.

Storytellers use Willpower and Storytelling Tasks. The Success Level


dictates the effectiveness or entertainment value of the story. If the
people listening to the story are familiar with the tale, they may resist
the attempt of the storyteller character to influence them with a
Difficult Willpower Test.

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 ability to follow and keep people under observation. A


character with Surveillance can attempt to keep sight of a target while
following him through a crowded street, and remaining unobserved. By
the same token, this skill allows a person to know if he is being followed
or observed. Use Surveillance and Perception for either activity.

Survival (Type) <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.

[BEGIN TEMP EFFECTS CHART FROM CONX p. 110]

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.
Temperature Effects Chart<3>

General categories for environmental conditions are given. Chroniclers


should decide which apply. Damage is taken in Endurance Points until
those are exhausted, then in Life Points.

Extremely Cold: Strength 3, Dexterity 3, Constitution 3, Willpower


2; D8(4) points of damage per Turn; frostbite occurs within minutes of
exposure.

Very Cold: Strength 1, Dexterity 1, Constitution 1, Willpower 1; 1


point of damage per Turn; frostbite may occur after 30 minutes of
exposure.

Cold: Dexterity 1; 1 point of damage every 30 minutes; frostbite might


occur after a few hours of exposure.

Hot: 1 point of damage every 30 minutes.

Very Hot: Strength 1, Dexterity 1, Constitution 2, Willpower 2; 1


point of damage per minute; may suffer heat exhaustion.

Extremely Hot: Strength 3, Dexterity 3, Constitution 3, Willpower


2; D4(2) point of damage per 30 seconds; will suffer heat exhaustion
with any strenuous activity.

[END TEMPERATURE EFFECTS CHART]

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.

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.
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.

Systems Operations (Type)<3>

This is the skill of operating and understanding complex devicesradar


sets, advanced communication systems, sonar devices, and the like.
Each Type must be learned separately: Communications, Encryption,
Starship Sensors, and Weapons Systems. Operation Tasks use
Intelligence and the System Operations Skill. Systems that require a fine
ear or eye (sonar, for example), use Perception and Systems Operations
instead. Using an unfamiliar system (anything the character has not
trained with) incurs penalties of 1 to 4, depending on the differences
between the systems. In far future settings, Systems Operations can
default to (and from) Piloting (Starship).

Throwing (Type) <3>

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.

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.
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.

Trance (Special) <3>

Trance is often used by those that claim to be shamans and mystics. It


enables the character to enter a meditative state that transcends
physical limitations. Among other things, someone in a trance can
withstand pain, hunger, and thirst better than the average human
being. A trance is also helpful when sensing the influence of the
supernatural.

To enter into a trance, use Willpower and Trance. If successful, the


character becomes extremely focused on the task-at-hand, which gives
him a -2 penalty on all non-related Perception Tests. On the other hand,
the character is not affected by pain and shock penalties, and he gains a
+2 bonus on all Tasks and Tests he is concentrating on. A character in
Trance also regains Essence more rapidly; characters gain double the
normal Essence amount per hour of meditation.

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.

Unconventional Medicine (Type) <3>

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

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.
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).

Veterinary Medicine <3>

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>

When trying to exceed Strength limits (see Strength Table, p. 30),


Weight Lifting is very helpful. Use Strength and Weight Lifting instead of
Strength times two, or, if the Strength Attribute is higher than the
Weight Lifting Skill, add one-third of the Weight Lifting Skill level
(rounded up) to the base number.

Writing (Type) <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).

Using an Intelligence and Writing Task, the character is able to write


documents, items, notes, or whatever the type of specialization implies.
The quality of the writing depends on the Success Levels obtained. The
Success Level of such a work cannot exceed the writers skill, however.
Using a Perception and Writing Task, the character can critique writing
of the style with which he is familiar.

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.
[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.

Beyond Human Skill Table

Skill ; Used For : Examples of Specialization

Acrobatics ; climbing obstacles, dodging, tumbling ; Dodge, Gymnastics,


Parkour, Stealth

Art ; acting, painting, playing musical instruments ; Tattooing, Painting, Writing


(Fiction)

Computers ; building databases, computation, hacking, programming ;


Codebreaking, Program Languages, Star Ship Trajectory

Crime ; breaking and entering, skulking around, picking pockets ; Lock-Picking,


Street Contacts, Tailing

Doctor ; curing diseases, determining cause of death, treating injuries ; Poison


Identification, Prescription Drugs, Surgery

Driving/Riding ; cars, elephants, trucks, horses ; Parallel Parking, Stunts/Tricks,


Tailing

Getting Medieval ; axe, sword, table leg ; Disarm, Feint, Parry

Gun Fu ; clearing a jammed gun, shooting ; Assault Rifle, Revolver, Trick Shots

Influence ; deceiving, intimidating, manipulating, persuading ; Fast-Talking,


Scamming, Seduction

Knowledge ; general area knowledge, history, sociology, various other -


ologies ; Afrobeat Culture, Members of the Chicago Political Machine, History
of Tradecraft

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.
Kung Fu ; brawling, kicking the wolfman, martial arts ; Feints, Identifying
Fighting Styles, Specific Maneuvers

Languages ; decipher arcane languages, ordering food in a foreign land ;


American Sign Language, Elvish, Gaelic, Slavic Slang

Mr. Fix It ; crafts, electronic repair, mechanics ; Auto Repair, Carpentry, Home
Electronics

Notice ; find clues, general observation, realize something noticed earlier is


important ; Find Secret Doors, Spot Tails

Occultism ; black magic, forbidden knowledge, supernatural creatures ;


Influence of/on Heavy Metal Bands, Names of Power, Performing Rituals

Piloting ; non-tracked and non-wheeled vehicles ; Carrack, Clipper, Fixed-Wing,


Hovercraft, Rotary-Wing, Sloop

Science ; biology, chemistry, physics, robotics ; Astrogation, Chemical


Formulae, Genetics

Sports ; jumping, swinging a bat, throwing a ball ; Hurdles, Grenade Throwing,


Tackling

Wild Card : anything not covered by the other Skills

[END SIDEBAR]

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.

You might also like