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UNIFIED 
 All Flesh Must
Be Eaten 
 Big Book of
 Aspects
 

All
Weak Spot 
Power: 0 zombie will hold still or it. Likewise, enough bullets
Any attack that harms the living harms the dead. fired in the right region would do the trick. Te problem
No particular area is susceptible. Tey all suffer isn’t made any easier by the act that the best
Dead Point damage until the zombie alls over, again. way to get at the spine is to get behind a zombie and
Just go ahead and bash them. most o the time they are not so cooperative. -4 to hit
None Power: +10 when targeting the spine rom rear; -5 to hit when target-
It could be that the zombie has no weak spot at all. ing the spine rom ront. Dead Points are all located
Whatever orce has animated it has animated every  in the spine, and less than complete destruction o 
bit o it. Tus, each cell o the undead monster operates parts other than the spine has no effect on zombie
under its own supernatural power. Chop off the perormance. Dead Points are 15.
head and the rest o the body keeps coming. Even the Fire Power: -5
decapitated head will bite, i one gets too close. Death has a way o drying the skin and no amount
Amputated limbs squirm around on their own, desper- o moisturizer helps. Some zombies are particularly 
ately searching or something. Destroying one o  susceptible to fire attacks. A little gasoline or napalm
these zombies requires either cutting it into so many  and they flame up like the Fourth o July. Just
pieces that they can’t do any harm or burning it to because these zombies burn quicker than a normal
ashes. A large vat o acid works well too, i there is human does not mean death is immediate. Also,
one lying around. Dead Points are inapplicable (see while a human on fire tends to run around on the
Other Damage, p. 147). panic or roll on the ground, zombies hardly notice the
Brain Power: +6 flames consuming their flesh. Tey keep right on
Te classic weak spot, this one never goes out o  coming. Tis means that or a ew minutes anyway,
style. Even in death the brain remains the seat o con- the zombie is on fire and can set fire to other things
sciousness, as it walks around, like characters. Double damage
such as it is. Damage to the brain means rom fire-based attacks.
that the undead can no longer send signals to the rest Chemicals Power: Varies
o the body telling it what to do. echnically, i someone Acid works well on most zombies, at least i 
wanted to graf a new head onto the old reanimated large enough quantities are available. It is somewhat
body, it would work again, but this seems terribly  disgusting when a zombie melts down to
unlikely. -5 to hit when targeting the head. Dead slime, though. Some zombies are particularly 
Points are all located in the head, and less than complete susceptible to specific kinds o chemicals. Te
destruction o parts other than the head has no  voodoo masters have powders and potions or
effect on zombie perormance. Dead Points are 15. pulling the lie back out o a zombie. Certain
Heart Power: +7 neuro-toxins might effectively paralyze a zombie
What really keeps a zombie going? Te heart is (and who can really tell the difference between a
responsible or pumping whatever blood the monster paralyzed zombie and a corpse?). In some cases
has lef in it to the reanimated limbs and head. In that merely exposing the zombie’s flesh to the chemical
rame o mind, a stake through the heart works well, will do the trick. Other times they must actually 
although a couple o bullets probably does the trick  be injected with it. Double damage rom
quicker and easier. -6 to hit when targeting the heart. chemical-based attacks, or D8(4) per urn rom
Dead Points are all located in the heart, and less than chemicals that don’t normally do damage. Exact
complete destruction o parts other than heart has no chemicals and delivery method must be specified.
effect on zombie perormance. Dead Points are 15. Power: -1 to -10 depending on range o 
Spine Power: +5 chemicals, their destructiveness, their availability 
Te spine holds the whole body together. Even i  and difficulty o delivery method.
everything else is dead, the neurons still have to tell Blessed Objects Power: varies
the muscles when and how to move in order to bring Tere are some zombies who rise again or
down that tasty living morsel over there. Lose the purely religious reasons. In their case, the only 
head and the body can keep on going. Afer all, these way to stop them might be something blessed
things usually work on instinct anyway. However, by God or other higher power. For example,
sever the spinal cord and suddenly the neurons aren’t kosher bullets might harm a zombie just like
firing any more. Tis is easier said than done. Te they would harm a living being while holy 
blade o a shovel to the lower back works well, i the water might act like acid. Zombies susceptible
 

to such methods usually have trouble attacking Weak Spot: Salt Power: –2
those o great aith, destroying churches, and Whatever the nature o the creature’s Weak Spot,
generally are respectul o sacred locations. On salt will wound it wherever it hits. A blade that is
the other hand, sometimes they aren’t. Double moistened and sprinkled with salt will cause normal
damage rom blessed objects. Exact object, damage on the first blow and hal damage on the second.
blessing process, and delivery method must be Afer that, the salt must be re-applied to gain this
specified. Power: -1 to -10 depending on exact bonus. A shotgun loaded with salt will cause damage
object, blessing process and the difficulty o  as birdshot (AFMBE, p. 134). Te Zombie Master
delivery method. should decide on the effectiveness o attempts to treat
Sacred Item Power: +7 other weapons with salt.
Weak Spot: Silver Power: +4/+8
Te zombie’s unlie is maintained by the presence o a sa-
Te creature can be wounded normally by weapons
cred item o power placed somewhere on the body, such
or bullets made o silver. Ashotgun loaded with silver
as a magical scarab or hermetic talisman. Should this
scrap will do the same damage as buckshot (AFMBE,
item be removed or destroyed (usually a -6 to hit, typical
p. 134). At the lower level (+4 Power), all other orms
item has a damage capacity o 5-8), the zombie alls down o attack do hal damage; at the higher level (+8
dead and stops trying to chew on the living. Damage to Power), all other orms o attack do no damage whatsoever.
the zombie’s body has no effect on its perormance. Te Weak Spot: Sunlight Power: –5/–10
item does not have to be in plain sight, but must be car- Burning, peeling, and melanomas are the least o 
ried on the outside o the body (and not, say, embedded the creature’s worries. Tis creature o the night is
in its skull, or used to the skin). actually harmed by exposure to sunlight: it suffers
Mirror, Mirror Power: -3 D8(4) damage per urn at the lower level (–5
It may be dead but it’s still vain. Te zombie cannot stand Power), and D8 x 2(8) per urn at the higher level
the sight o itsel and recoils rom mirrors or other large (–10 Power). At the Zombie Master’s discretion,
reflective suraces (at least one square oot). While this damage may be reduced or indirect sunlight or
doesn’t actually damage the zombie, it prevents it rom heavy overcast.
attacking in the direction o the reflection -- unless it
relies on some way to find its prey other than sight.
Disruption Field Power: Varies
Because their flesh has been so traumatized by 
death, yet is still made o the same basic matter, zombies
receive hal damage rom disruption field guns
by deault (see p. 45). Complete immunity can be
bought or Power +3, while taking ull damage is
Power –3.
Stun Power: –5
Zombies are usually unaffected by stun guns (see p.
45). Tose with this weakness lose Dead Points
instead o Endurance when shot by one. Te ZM can
decide that stun fields cannot kill the zombie, just
incapacitate it.
Weak Spot: Charm Power: –1
Te creature is immobilized by a charm o a particular
sort: an Amulet o Anubis put around the
neck o a mummy, a piece o aoist scripture stuck 
to the head o a Chinese vampire, or some other
object, which is put on the body in a particular way.
When this is done, the creature returns to being a
perectly normal corpse; but i the charm should
come off or any reason, the creature returns to
unlie at ull strength.
 

 Strength 
Ninety-Pound Weakling Power: -3
Tere’s nothing like dying to shed those unsightly  Claws Power: +8
pounds. Unortunately, as we all know, muscle disappears Humans are not naturally the most impressive
a lot aster than at. Zombies o this low caliber fighting machines. Tey have no real built in
all below human average when it comes to strength. weapons or killing prey. Some zombies have, in their
However, these weaker zombies are ofen aster than undeath, developed more potent mechanisms or
others and may have special abilities to make up or destruction, usually in the orm o claws. Sometimes
their lack o strength. Either that or they come in very  the claws are merely the tough fingernails o the risen
large numbers. Strength 1. dead. More ofen the zombie actually chews off the
Dead Joe Average Power: 0 flesh on the ends o its fingers, revealing an inch or so
Tese walking dead returned with all the muscle o bone. Tese bone tips become preternaturally 
fiber o a regular joe (or jane). Nothing special here, sharp and capable o tearing through flesh, leather,
but not below average either. Strength 2. and even thin sheet metal (like the roo o a car). No
Strong Like Bull Power: +5 modifier to hit in close combat. D6(3) x Strength in
Tis zombie has returned with a great deal more armor-piercing, slashing damage.
going on in the strength department. While much eeth Power: +4
stronger than average, the zombie is still not beyond O course, i zombies could talk they would call
human range or experience -- at least with respect to them angs because it sounds scarier, but basically 
strength. Strength 4. these are just your average human chompers with a
Monstrous Strength Power: +10 ew modifications. Most notable is that the strength
Reanimation has made the zombie something quite o the jaw has increased dramatically. As a result, the
special indeed, something capable o breaking rocks zombie’s bite has all the same advantages o the special
over its own head, punching through walls, and bending ability Iron Grip (it’s just a little harder to bite
iron bars. Zombies this pumped up would win the something than it is to grab it). Te zombie’s bite also
World’s Strongest Man competition hand’s down and does extra damage when it latches on to a target. It
not even break a sweat. Strength 7. continues to cause damage each urn until the zombie
Special Strength Features runs out o flesh to eat or somehow gets removed
Damage Resistant Power: +5 (a welding torch works well or this). -3 to hit in close
Death has made the zombie’s flesh and bones more combat. Damage equals 6 per urn.
resistant to damage. Te skin is tough as leather, the Te Hug o Death Power: +8
muscles resilient as vulcanized rubber. Even the It shambles orward, arms outstretched. A week 
bones have grown harder, almost as tough as rocks. ago he was a loved one. Ten he drowned in a terrible
Tis makes it much harder to destroy the zombie, ice fishing mishap. Still, he hasn’t lost any o his
even i it has a weak spot like the brain. All weapons affection. All he wants now is a hug . . . o death.
except fire and chemicals do hal damage. Te zombie needs to get both its arms around the
Flame Resistant Power: +1/+3 target, but once it does there’s no getting out o it. Te
Being buried next to an abandoned asbestos actory  zombie grasps its prey in a bear hug and starts
can have its advantages. Whatever the reason, the squeezing the lie out o her. Te two usually all to
zombie is now resistant to fire in all its many orms. the ground as the zombie even wraps its legs around
Zombie takes hal (+1) or no (+3) damage rom fire. the target, causing damage each round until something
Zombies who have fire as their Weak Spot cannot stops it. Even i the zombie is destroyed, it still
have this special eature. holds on (although it no longer squeezes). Better cut
Iron Grip Power: +1 it ree beore the next one arrives. -2 to hit in close
Once the zombie grabs hold o something with one combat to establish hug. Strength once hugging equal
o its hands, nothing is going to make it let go. to 10; hug damage equals D4(2) x 10 per urn.
Forcibly breaking the grasp is nearly impossible, no
matter how many cool aikido moves are thrown. Te
only way to make a zombie let go is to cut its fingers
off one at a time. Even i its hand gets severed rom
the rest o its body, it keeps on holding on. O course
the zombie can let go anytime it wants, but that seldom
happens once it has its hands on some tasty 
morsel o flesh. Strength or gripping equal to 10.
 

 Getting
Slow And Steady
Around
Power: 0 Te Lunge Power: +3
Tese traditional undead cannot run and even Zombies shamble about in their unlie with no
when they walk they do so at much less than normal haste or hurry. All that can change however once it
human speed. On the other hand, like all zombies, gets near delicious, living human flesh. Ten instinct
they never, ever get tired. Dexterity 1; Speed 2. takes over and the thing becomes capable o quick 
Lie-Like Power: +3 bursts o speed. Much like a cat stalking its prey, the
Te zombie has the same basic mobility as a living zombie moves at regular speed until it is within striking
human. Usually this is accompanied by ominous distance. Ten, like a flash, it can lunge orward
creakings and crackings rom the zombies dead (up to three yards/meters on average) as quick as a
 joints and bones, but the dead don’t seem to mind, so cat. Tis ofen catches the living off guard the first
why should you? Even though these zombies can time, but i they survive this surprise attack, they will
move around like humans when walking, they still likely not make the same mistake again. +2 Initiative
cannot run well. Te typical zombie does not have in close combat.
the best sense o balance and running tends to throw  Aquatic Power: +2
them off rather quickly. Te zombie can walk quickly  Most zombies don’t do very well with water. Tey 
however, usually hal as ast as the average walking either float around helplessly or sink to the bottom
pace or living olks. Dexterity 2; Speed 4. like a rock and get mired in the mud. Tere are those
Te Quick Dead Power: +10 undead, however, who can deal with the watery 
Tese zombies can actually move aster and better depths admirably. Tese zombies either swim at a
than normal humans. Tis makes them particularly  slow pace or, since they do not need to breathe, walk 
dangerous. Quick moving zombies ofen look strange along the bottom as they please. Te important thing
to the living because their movements are not normal. is that this ability allows them to do both. Tus,
Tey flail their arms wildly and move like they  unlike some undead, they won’t get trapped in the
had rubber bands or limbs. Teir run is a kind o loping deep end o the pool. Gain Swimming 2 skill.
gait. It may sound unny, but it’s not when there’s Underwater Speed: 3
a pack o them closing in. Dexterity 3; Speed 18. Climbing Power: +2
Special Movement Modifiers As a general rule o thumb, zombies do not climb.
Burrowing Power: +3 First, they tend to think in two dimensions (ood and
Most zombies start off unlie buried six eet under. more ood) and second, climbing usually requires
It’s only natural that some o them would develop a more coordination and dexterity than the zombie will
talent or moving like moles (or the worms that dine ever have. In this case, the zombie has the ability to
on their unliving flesh). Te zombie has the ability to climb through a combination o heightened dexterity 
tunnel underneath the ground or great distances. and undead strength. Te zombie can scale suraces
Tis may not be the astest means o traveling -- usually that would give pause to an experienced mountain
no more than a couple o eet per minute and climber simply by not caring about pain and using its
only through sand and dirt (not rock). It can still strength to claw into whatever surace it needs to
come as an awul shock to the living when zombies climb. Tus the zombie can easily scale things like
start coming up rom beneath the floorboards or chain link ences, wooden barricades, and even the
through the basement wall. walls o some houses and buildings. It cannot climb
Leaping Power: +3  vertical concrete, the glass walls o skyscrapers or
Few zombies possess this high flying movement any other very tough surace. Gain Climbing 2 skill.
technique, but it is not unheard o. Te zombie can Climbing Speed: 3 eet (one meter) per urn.
literally leap up great heights or orward great distances. Flying Death Power: +3
Tis rog-like movement technique is used Te Wehrmacht had a field day experimenting on
primarily or attacking prey or getting over obstacles. the undead; these gruesome critters are one o their
It is a product o the zombie’s animated musculature greatest triumphs. Tese zombies have had the marrow 
more than actual speed. Preparing or the jump might hollowed rom their bones and have been granted
still be a slow process i the leaper is a slow zombie. large, leathery wings with which they can fly 
However, once airborne, the laws o physics take through the air at a base speed o Dexterity x 2.
over and it moves ast and high. Can leap obstacles
up to 6 eet (2 meters) in height. Can leap orward
up to 12 eet (4 meters).
 

Constitution
Weak Constitution Power: –2
INtelligence 
Dumb as Dead Wood Power: 0
No-one really thinks o zombies as getting sick, but Tis is the basic zombie intelligence. It detects
the walking dead can be their immune system’s own something alive and it tries to kill it, end o story. It
worst enemies. Immunosuppressants are regularly  cannot open doors or climb over things real well, or
used in transplant surgery to reduce the risk o rejection, do much more than walk in straight lines and knock 
and a recently-created construct can be so ull o  things down. Te zombie has Intelligence -2 regardless
these drugs that its immune system is seriously compro- o how bright it was in lie, and cannot use language
mised. ransplant patients are usually kept in or tools.
squeaky-clean ICU rooms until the danger is long Language Power: +1
past, but not all o the creatures in this book may be Te zombie can still talk, although it is not a pretty 
as careul. Constitution: 0, Dead Points –8. sound. Further, it can understand what others are saying,
Desiccated Power: -1 whether they be zombies or humans. O course,
Te zombie has not taken too well to dying and its language skills are restricted to whatever abilities
being put into the ground. It has wasted away and it had when alive. alking zombies can cooperate
become a mere shadow o its ormer glory. Te with one another and even make deals with the living.
body is no longer built or stress and tends to all Furthermore, they can read and understand the dangers
apart rather easily. Constitution 1. Minus 5 DPs i a o words like “flammable” and “explosive.” At
weak spot other than All is chosen. the very least, they can get on the phone and call or
Fresh One Power: 0 more ambulances. Add Language (local area) 5.
Tese flesh easters have still got a little o the ool Use Power: +3 per level
old piss and vinegar in their bodies. Te rigors o  Tere are three levels to this intellectual ability.
dying have not done much to hamper the overall ool use is a combination o intellect and manual
health o these zombies. Tey're still juicy and dexterity. Even i a zombie is smart enough to talk, it
have that satisying meaty smack to them when does not necessarily have the ability to drive a car
struck. Constitution 2. because it can’t make its body work that way. At level
Hardy Specimen Power: +5 1, the zombie can use simple tools like clubs, doorknobs,
Maybe it's the zombie chow (M), but something melee weapons and anything else that does not
has brought these creepies back with a rock-hard require too much thinking. At level 2, the zombie can
physique and a resistance to pain to rival that o  operate machines that require some thinking, such as
body-piercing anatics. Tese zombies ignore all telephones, electrical switches, and firearms. At level
pain, even i they have senses that allow them to 3, the zombie can operate complex machines that
eel pain. Constitution 4. Add 5 DPs to the total DPs require it do several things at once, like driving a car
i a weak spot other than All is chosen. or operating a computer. Any level also grants
ough as Nails Power: +10 Intelligence 1.
Tese powerhouses o the zombie world are prime Animal Cunning Power: +2/+4
specimens off the slab. Tey don't go down easily  Tese zombies are able to puzzle out certain things,
and can take quite a pounding. Tey don't eel pain and do learn rom experiences. At the lower level (+2
and they don't tenderize easily. Constitution 7. Add Power), the zombie gains Intelligence 0, and knows
10 DPs to the total DPs i a weak spot other than All to use a more direct path to cut off prey, to lie in
is chosen. ambush, and to avoid harmul attacks. At the higher
level (+4 Power), the zombie’s Intelligence becomes
1 but it can only act as an intelligent animal. It can
open doors by pushing, lif things without grasping,
or leave crude traps to get at prey. Tese abilities may 
include crude communication and teamwork, but
nothing beyond the capacity o a relatively smart animal.
ool use o any sort is not possible.
 

Like Te Dead
 Senses Power: 0
eamwork Power: +4 A ew days/months/years underground hasn’t
Some zombies seem to communicate with one exactly done wonders or the zombie’s senses. Tey 
another with a kind o ESP. Tey always know just are significantly less than human standard. Te zombie
how to work together when in a group, whether it be can only make out dim orms moving around --
to bust down a door by combining their strength or to  just the outline o a human figure or instance. Teir
surround some poor human and close in or the kill. senses o smell and touch are gone completely and
Tis natural teamwork capability requires no verbal their sense o hearing is pretty shabby. Basically, the
communication between the zombies. Range o communi- zombie will chase down anything that moves without
cation is 20 yards. too much discrimination. Even so, it will not attack 
Long-term Memory Power: +5 other zombies. A zombie always knows a brother living
Te living dead with this capability learn rom their dead. Perception 1.
mistakes and the mistakes o others. Tus, i they see Like Te Living Power: +1
that their buddies attacking the humans through a certain Tis zombie returns with the perception o an average
doorway are mostly getting their heads shot off, human. Te better to see you, my dear! Tere is
they will try to find a saer way to get at the tasty, a drawback to this -- since the zombie retains its sense
well-armed morsel. Likewise, they can remember o touch, it can also eel pain. While attacks to nonvital
where a human is hiding, go off and get a club, and parts cause no real damage, it still eels like they 
come back and use it to help bash down the door. do. As a result, the zombie becomes temporarily distracted
Zombies with this eature are much easier to train every time it takes significant damage. It is
since they actually remember instructions given to unable to act the urn afer it suffers 10+ Dead Points
them and know that when they do what they’re told, in a single attack. Perception 2.
they receive a reward (punishment does not work  Like A Hawk Power: +2
well since most zombies don’t eel pain). Tis eature Te rejuvenation process was better than complete
is a prerequisite to retaining skills rom lie (each and the zombie retained all o its senses at
such skill level adds to Power level). Zombies gain better than average human level. Again, the zombie
Intelligence 2 or purposes o memory (no language). eels pain (see Like Te Living). On the plus
Problem Solving Power: +15 side, its vision is good enough to see exactly who’s
Te zombie is capable o advanced leaps o logic doing the shooting and exact appropriate
when it comes to getting at its next victim. For  vengeance. Perception 3.
instance, it might realize that the dead mall security  Like Nothing You’ve Ever Seen Power: +10
guard has a key to open the door that those three tasty  Death has given the zombie a clarity o senses
humans are hiding behind. Or something even simpler unparalleled in nature. Te zombie has eyes like a
like moving a box next to a window in order to zoom lens and hearing like an FBI bug. Hardly 
climb up high enough to break the glass and crawl anything escapes its notice, especially i it’s living
through. Most zombies, even tool users, don’t think  and breathing. In act, it can hear breathing rom a
this ar ahead, preerring to move (mentally and physically) hundred yards away. Tese super-perceptive zombies
in straight lines. Te zombie gains Intelligence make deadly hunters, but do eel pain (see
2 or purposes o problem solving only (no language Like the Living). Perception 7.
or memory). Includes the ool Use eature at level 3
or ree, and allows or increases in Intelligence up to
level held during lie (each level adds to Power level).
 

Mindless Pawn
Willpower  Power: -2
Special Senses Modifiers Tese zombies unlive to serve. Tey barely have
X-ray Vision Power: Perception x2 a will to speak o and would probably do something
Te zombie has the ability to see through walls, rash i they were alive. Tey are most likely ound
trees, and anything less than three eet (one meter) in the thrall o zombie lords and other would-be
thick that is not lead. In act, the zombie probably  necromancers. Willpower 1
sees the world this way all o the time -- a series o  Te Every-Zombie Power: 0
solid and semi-transparent objects, some o which Tese creatures have about as much will to succeed
move around and look especially delicious. Range as the average Joe on the street. Although
equals ten times Perception in yards. they will happily chase down a hapless victim they 
Lie Sense Power: Perception x2 may not have the angst and gumption to climb
Tese zombies always know where their next through that barbed wire ence or over those precariously 
meal is going to come rom -- right around that stacked barrels. I it's too much work it's
corner. Being dead has given the walking corpse probably not worth it. Willpower 2
the ability to sense the presence o living beings Resilient Power: +5
within a certain range, no matter what obstructions Te zombie could be a shrewd businessman or
lie between it and its moving dinner. O course, being able someone who could take the stresses o staying in
to sense a living thing does not mean the zombie can get the wilds with little more than a pocketknie and a
to it. Zombies are simple creatures, however, and once they compass i it were alive. Now, it's merely an unstoppable
find a nearby source o ood they tend to stay as close as orce o will. Tese creatures can shrug off all
possible. Tus, holing up in the old barn is not such a great but the most persistent zombie lords and stop at
idea. Te zombies cannot get in (at the nothing to get at their prey. Willpower 4
moment), but they keep massing outside, waiting Will o Iron Power: +8
or you to come out. Tey know there’s ood Tese zombies can endure the harshest conditions
inside and they are hungry! Range equals ten and are hardly ever bothered by the eeble minds o 
times Perception in yards. zombie lords. In act, i these creatures were intelligent
Scent racking Power: Perception they could be the masters o their domain,
Like a well trained bloodhound, the zombie has a bending others to their will. Willpower 7
nose or human flesh. Even i the zombie’s senses are
normally terrible, when it comes to sniffing out prey,
there’s no stopping this reanimated cadaver. It can
ollow the scents o living beings that are up to 24
hours old. Like any tracker, it loses the scent i the
target passes through water -- although i it’s just a
stream, the zombie can probably already smell the
scent rom the opposite bank. Zombies tend to ollow 
these scent rails around until they find something to
eat. Once a zombie encounters potential prey, it ofen
single-mindedly ollows that particular scent until it
finds the prey once more. Perception times 2 or purposes
o smelling (minimum 4).
Inravision Power: Perception x2
No, zombie elves or dwarves are not the only ones
to come back with Inravision. Tese zombies home
in on the heat given off by living creatures, just like a
guided missile. In act, most zombies with this ability 
can only tell the living rom the dead because o 
the heat signature. Tis allows them to hunt day or
night, but can cause some problems on a really hot
day when even zombie bodies reach temperatures
over 98 degrees. Also, the zombies can be distracted
by high heat sources. Range equals ten times
Perception in yards.
 

Need to Feed
 Sustenance 
Constantly Power: –4 Te Menu
Te creature is racked by unending hunger, and must eat All Flesh Must Be Eaten Power: 0
every chance it gets. Afer 5 minutes without eating, the Many zombies just aren’t too particular -- they’ll
creature starts to lose Strength. For every 5 minutes o star- take any meaty bit o living flesh they can sink their
 vation, the creature loses one quarter o its original Strength teeth into. Tis diet works well or zombies who need
score (rounded up or the purposes o using the Attribute), to eat a lot.
to a minimum o zero. I ood o its desired type is visible Braiiiiiins Power: -3
Te classic zombie are; the living dead love the
(or within range o smell), the creature must make a Diffi-
tender taste o human brains. Ofen it’s all they can
cult Willpower est (repeatable each urn) in order to do think o, repeating that same word over and over. Te
anything except head or the ood and start eating. tricky part is getting the skull open, so only zombies
Need to Feed: Hourly Power: –2 with either high strength or the ability to use tools
Te creature is racked by unending hunger, and must eat should have brains as their main source o nutrition.
every hour. Afer an hour without eating, the creature starts Sweet Breads Power: -3
to lose Strength. For every hour o starvation, the creature Most know these as organs. Pick a particular
loses one quarter o its original Strength score (rounded up human organ that the zombie is ond o and have
or the purposes o using the Attribute), to a minimum o them literally tear in. Te liver is always popular, but
zero. one kidney is never enough to satisy a hungry zombie.
Daily Power: 0 Ten there’s the heart, a perennial avorite with
the sentimental living dead.
Everyone needs three square meals a day to
Blood Power: -2
make the most out o lie and these zombies are no
It’s not just or vampires anymore. Te zombie
exception. Tey don’t need to eat a whole lot but needs to drink resh human blood to keep going.
they must consume at least 10 ounces o whatever Unlike certain suave bloodsuckers who can take a little
it is they crave each day. Afer a day without eating, and leave the victim living, zombies tend to break 
the zombie starts to lose Strength. For every  the skin and just get as much as they can, as quickly 
day o starvation, the zombie loses one quarter o  as they can. Just or uture reerence, the larger the
its original Strength rating (round up or purposes holes in the victim, the more blood available or a
o using the Attribute) to a minimum o zero. Once hungry ungrowing undead.
Strength drops below one, the creature is very  Soul Sucker Power: +5
weak and can do little more than drag itsel slowly  For the more supernaturally oriented zombies out
along. Lack o ood will not destroy the zombie, there, the flesh o the living does not do the trick.
Tey hunger or something greater: the immortal
but it will render it unable to do anything but lie
human soul. Devouring the souls o the living usually 
around and moan “Braiiiiiins . . .” requires some sort o physical attack. Examples
Occasionally Power: +2 include a big messy kiss, tearing out the throat, or
Te zombie can go up to three days without eating, simply squeezing the lie out o the victim. Whatever
but every ourth day it needs to consume at least 16 the method o retrieval, it’s invariably painul and
ounces o its preerred nutrient. It doesn’t have to eat may leave the victim quite, quite dead (until they rise
all 16 ounces at once, but it does need at least that again, that is). Te zombie drains Essence points
much each three day period. Each day afer that, the equal to double its Willpower, but only consumes
zombie starts suffering Strength loss (see Daily). (gains the benefit o) hal that (the rest is wasted).
Weekly Power: +4 Each Essence Point consumed is equal to one ounce
o sustenance or purposes o the starvation rules.
Te zombie can keep going with even the smallest
Radiation Power: +2
amount o ood. Once a week it needs to have a nice
A zombie that eeds on radiation needs at least 200
big meal o at least 24 ounces or it starts to suffer the rems or a ull meal (see p. 67).
effects o starvation (see Daily). Solar Powered Power: +5
Who Needs Food? Power: +8 Some zombies don’t need meat at all, just the eeling
Tese rare zombies have no need to eed at all. o warmth on their hides. It takes two hours o 
Tey kill just or the un o it. Ofen these zombies strong sunlight to make up a complete meal, or one
are powered by something in the environment, such hour i the zombie can receive the light unshielded by 
as sunlight or massive amounts o radioactivity. atmosphere or glass (in which case, the Vacuum
Should the zombie ever be cut off rom its seemingly  Sealed Quality would be useul). Being urther away or clos-
endless source o reanimatory energy, it will lose its er to the sun, compared to Earth’s orbit, might require more
Strength as i it were starving (see Daily). or less hours spent sunbathing, but that is lef to the Zombie
Master’s discretion.
 

Acid Blood
 Special Power: Varies burning sensation effectively blinds the target or
Te zombie’s blood would make a vampire need D4(2) hours unless she can somehow rinse the fluid
dentures. It is highly corrosive and will eat through rom her eyes with lots o running water. Range
any biological material and some metals. Te zombie equals hal Constitution in yards (meters). Spit does
itsel cannot use its blood in an offensive way, but it regular damage per urn equal to hal the Power level
makes things dangerous or anyone in close combat o this eature (armor is ignored i ace is targeted).
with the creature. Oddly enough, the zombie’s flesh is Spew Flame Power: Varies
immune to the acid blood, even afer the zombie is Trough a curious chemical process that results
destroyed. Zombie fighters searching or protective rom the production o methane gas as the body 
wear may choose to garb themselves in the flesh o  decomposes, the zombie is able to actually open its
their oes or added, but gruesome protection. Acid mouth and release a short range blast o flame, much
does regular damage per urn equal to double the like the fire eaters at carnivals and renaissance estivals
Power level o this eature. the world over. Te zombie can only do this once
Diseased Corpse Power: +3 every six hours, and ofen does so uncontrollably,
Corpses are renowned or their unsanitary nature. although it will save the flaming belch or a living target
Zombies with this ability carry some dread disease i one is nearby. Even worse, because the flame is
along the lines o the bubonic plague or the ebola powered by methane, the stench o the belch can be
 virus (although it could be something as mundane as debilitating even i the flame misses. Range equals
Constitution in yards (meters). Te attack requires a
a really bad flu). Any contact with one o these zombies
Resisted est between the zombie’s Dexterity and
carries a risk o catching the disease, even i the
Perception, and the target’s Dodge and Dexterity ask 
zombie does not successully attack the person. In
(or Difficult Dexterity). Flame does regular damage
act, the disease ofen proves a more deadly killer
per urn equal to the Power level o this eature.
than the zombies themselves. Disease rules are discussed
Detachable Body Parts
in Chapter Tree: Shambling 101 (p. 108).
Power: Varies, but at least +10
Noxious Odor Power: +5
Te zombie has the bizarre ability to actually separate
No corpse really smells good, but these zombies off parts o its body and let them act on their
stink to high heaven. In act, the stink is so great that own. Te most common use o this power is removing
anyone coming within six eet (two meters) o the a hand and letting it crawl about, like Ting in
estering cadaver is almost immediately overcome by  search o prey. Te zombie has ull control over
the odor. Living olk begin to vomit uncontrollably  what the detached body parts do and can even sense
and may even pass out i exposed to the smell or too what it senses (which is usually only by touch).
long. Nearby characters must make a Difficult ool-using zombies can use this ability to sneak 
Constitution est or be rendered unconscious or otherwise their hands through a hole or window, and have the
incapacitated. crawling thing unlock a door rom the inside. Others
Nest Power: Varies throw their hands like weapons and have them latch
Although most zombies have maggots and worms onto the necks o prey that are trying to run away. O 
living in their bodies, these zombies have developed course, the zombie can detach any part o the body,
a special, symbiotic relationship with some o the including internal organs. Tus small intestines
parasites. Feeding off the undead flesh has turned the become animated, constricting snakes and so orth.
insects into zombies o a sort. Tey work in conjunction Te possible uses are endless. Te specifics o this
with the living dead that hosts them, swarming eature, including any special damage are lef to the
out and attacking anything that comes close (close Zombie Master’s discretion.
combat distance) to the creature. Tey can be biting Explosive Personality Power: +2/+5
ants, stinging wasps, pinching beetles, even deadly  When this zombie returns to the dead (the kind that
spiders. Whatever they are, it’s sure to creep the Cast does not move, that is), it does so with a bang . . . literally.
Members out the first time they come swarming Once the zombie’s Dead Points are exceeded,
orth. Creatures do regular damage per urn equal to its body parts, at least those that remain, fly apart
the Power level on this eature (they ignore armor). with a loud and messy explosion. At the lower level
Spitter Power: Varies (+2 Power), the parts spread over a 4 yard (meter)
Te zombie can spit some sort o toxic fluid. Ofen radius. Tis causes no damage to those caught in the
this is a mixture o saliva, embalming fluid, and other blast, but does orce a Fear est at -4 (at least or the
unidentifiable internal liquids. Te substance causes first dozen or so times it is witnessed). At the higher
living skin to itch and burn, much like a very bad case level (+5 Power), the flying guts cause D6(3) points
o poison ivy or jellyfish stings. Te real threat rom o damage to all those in the explosion radius, and a
this spitting attack is i the zombie manages to hit the Fear est or those who witness it.
target in the ace and the toxin gets in her eyes. Te
 

Regeneration Power: +2/+5 Doppleganger Power: +8


Tese zombies have the special ability to recover You are who you eat! Tis power allows the zombie to take
rom the damage done to them. Tis does not mean on the eatures o its last victim, permitting it to pass itsel
that ineffective holes or partially missing limbs are off as that individual, though a lack o a pulse or body heat
repaired. Tat is window dressing that gives the may give the truth away. Te zombie does not gain access
zombie a real visual ummph. Tis regenerative ability  to the victim’s memories or voice, only his physical appear-
is limited to Dead Point damage that will ultimately  ance. I the ZM wishes, those amiliar with the victim may
orce the zombie to stop moving around and make a Difficult Perception est to notice something is
eating. At the lower level (+2 Power), the zombie wrong with their riend.
regains 1 Dead Point per minute. At the higher level Gremlin
(+5 Power), 1 Dead Point is gained per urn. Power: +2/level to a max o our levels
Blight Power: +1/level Te zombie exerts a strange electro-magnetic field -- like
Due to the plague toxins carried in its diseased body, the an EMP pulse -- disrupting electrical devices. Equipment
zombie’s second “death” results in an area o inertility and and objects requiring electricity do not operate when the
blight, as though salted with lime. What ew plants grow in zombie is near -- cars won’t start, flashlights ail, watches
this blackened area are twisted and poisonous, and animals stop. Te radius o effect o the field equals five eet per level
avoid the spot. Te radius o the effect is equal to five eet purchased. Large groups o zombies can ampliy the effect:
per point o power spent. Once an area is stricken with A close group o one hundred can incease the range by a
blight, it can only be reversed through metaphysics (such as actor o ten (or fify yards per power level). A mob o one
Bountiul Harvest). A zombie massacre can render an entire thousand zombies increases it by a actor o one hundred
area unusable by survivors or years to come. (or 500 yards per power level).
Boneless Power: +3 Hive Mind Power: +8
Te reanimation process has restructured the zombie’s A simple expansion o the eamwork Aspect, this ability
bones, turning them into a cartilage-like substance. Tis allows total communication between zombies out to a range
sofened skeleton allows the zombie to squeeze through o 100 miles. Tey act as a part o a single entity, coordinat-
tight places a normal body could not, to a minimum o our ing attacks and activities as though part o a single mind
inches wide. Tus, a Boneless zombie could wriggle through with an Intelligence 1. I a “queen” zombie acts as the nexus
a ventilation duct or the space between prison bars. Te or the hive, reduce the power cost or all zombies to +6.
zombie also suffers less damage rom smashing attacks such Te death o this leader zombie disrupts the hive mind, and
as those rom clubs or maces (acts as D4(2) armor against all other zombies revert to Intelligence -2.
attacks -- no bones to break). Liche Lord Power: +15
As a downside, the sof bones provide a weaker structure On ezombie rules them all, and in the darkness binds them.
or the zombie’s muscles and ligaments, so the zombies can Te ZM assigns this power to one zombies in every thou-
have a maximum o Strength 2. sand, providing this individual the equivalent o Long-term
Bulletproo Power: +4 Memory and Problem Solving, as well as the ability to com-
Te zombie is less susceptible to the impaling damage o mand undead as per the Rule Te Dead power (see AFM-
bullets than to other kinds o harm. Te zombie only re- BE, p. 209). Instead o paying Essence Points to command
ceives the minimum damage (typically the weapon’s dam- zombies, the Liche Lord pays Dead Points, which can be
age multiplier drops to x1) rom any normal bullet attack. reconstituted by eeding.
High-explosive rounds and other specialized ammo may
still inflict normal damage, at the ZM’s discretion. Damage Rule the Dead : A Zombie Lord and any sealed
rom close combat weapons remains unaffected. human may converse or command any sealed
Death Mask Power: +6 zombie within earshot. Simple commands or
Trough some bizarre trick o preservation, the zombie questions to less than 5 zombies costs 1 Essence
looks and smells like a living human to other people. Tis Point. Detailed commands or commanding large
effect is strictly visual and olactory -- the zombie cannot groups o zombies costs 2 Essence Points. Large
speak or interact unless those special abilities are taken groups o zombies may not be given detailed
separately. In order to pose as ully human, it must also command. In all cases, the zombies will obey 
possess Aspects such as Language and ool Use. It contin- until given another command, even i the object
ues to move and act like a zombie without Getting Around o the commands no longer exists or urther
(Lie-Like) and Senses (Like the Living) or better. Dogs and activity would do more harm that good.
other animals are not ooled, however, and react according-
ly. I the ZM wishes, potential victims may make a Difficult
Perception est to notice that something seems wrong.
 

Locust Power: +3 while the overall DPs o the creature are still calculated
When delicious human meat becomes scare, zombies with in the usual manner. Add 1 to the basic
this power can supplement their diet with whatever is Dexterity o the zombie and +5 to the Speed. A Billy 
handy, stripping trees o bark, devouring plants, and taking Bones is harder to hit with piercing weapons, there
chunks out o animals, Although the zombies continue to being so little to target, and -2 is applied to attack 
starve, dropping by one-quarter strength or each day with- rolls (except attacks to the head) when using piercing
out ten ounces o whatever they crave, Strength cannot be weapons against it.
reduced below 1 as they supplement their diet Greenpeace Displacement Power +4
style. But they still crave sweet, sweet flesh, and again a +2 Looking at this zombie is something akin to looking
to Preception-based ests to find it (while starving only). at an object lying at the bottom o a clear pond.
Afer a month o oraging by a zombie army, most areas It’s never in the place it looks like it is. Te zombie
are become stripped clean and the zombies must move on, has the uncanny ability to reract light to make its
leaving a desolate land in their wake. location seem to be where it’s not. Anyone attempting
Sticks Around to attack the zombie does so at -4 at a distance
Power: +2/level to a max o our levels and at -2 in hand-to-hand range.
Maybe it’s chemicals in the zombie’s system that kill all the Fog Power +10/+1 per 50- yd radius
normal bacteria, or re-animating microbes that preserve ne- Tis ability is an advanced version o that ound
crotic flesh, but the zombie’s unctional deteriorating occurs in the Atlas o the Walking Dead (p. 101). Some
at a slower rate than normal, allowing it to delay or avoid zombies or even ghostly vessels are able to blanket
the detrimental effects o decay (see pp. 79-84). Te first lev- an entire town, port, or island in a porridge-thick og
el multiplies the time beore skeletonization (as calculated that obscures all but the keenest o vision. Te
by the ormula on p. 80) by ten, the second increases it by power begins at a 500-yd (meters) radius and is an
a actor o fify, and the thrid by a actor o 100. the ourth additional +1 Power or each additional 50 yds
level means the zombie does not effectively decay at all, and (meters) beyond this. Te og spreads out at 10 yds
can only be eliminated through starvation or destruction. (meters) per second and drops almost all visibility 
O course, the body can still decay cosmetically becoming to zero. Tose attempting to sight a target within
more gaunt, grotesque, and gooey over time, but it retains this og do so at -6 beyond a range o 10 yds
its ull abilities as long as it meets its eeding requirements (meters). Some Ghost Ships have this ability, creating
Will o the Dead Power: +3 a massive and unnatural blanket o og to quite
Like a cobra mesmerizing its prey, the zombie can some- suddenly appear out o nowhere to envelop their
how stun a victim into inactivity. Tis may be the power o quarry. Tose on the Ghost Ship have no minuses to
tis red-eyed gaze, a wol-like howl, or some kind o mental  vision and can still see through the og as though the
ability that overcomes the will o a single individual, reez- objects they were looking at were shadows or mistlike
ing the victim in his tracks orms. Te og travels with the ship, with the
Make a Restricted est between the zombies Willpower  vessel at its center.
(usually 2) plus 3 or the Power itsel versus the victim’s From Te Ashes Power: Variable
Willpower. Inspired Cast Members add +2 to their roll. Te Sometimes zombies just don’t know when to stay 
Denial and other metaphysical deenses may also aid the dead, even when they’re incinerated. A zombie with
 victim at the ZM’s discretion. Tis effect lasts only D6 turns, this Aspect can literally be reborn in a spectacular,
afer which the victim can make another Willpower est to or even creepy, display on the night ollowing its
break the zombies’ hold on their mind. destruction, or on a particular night, depending
Billy Bones Power +15 upon the Power level o the Aspect. Te zombie
Tese zombies are only about hal the men they  rises rom where it died, either by a bolt o lightning
once were. No flesh remains on these clacking rom the sky, in a bright flash o fire or just by 
skeletons to hamper their movement. Tey don’t reconstituting itsel rom the lefover bits.
need to eat, and even i they did, where would it go? Ghostly Form Power: +10
Tese zombies have only their will (or the will o  Tar be nothin’ worse than a zombie on a pirate
some zombie lord) driving their bones onward, but ship...unless it be a zombie on a pirate ship that can
the will can be a powerul thing. Tey are also aster walk through your best sword swing to get at you.
than most run o’ the mill zombies, as they don’t have With this power the zombie can temporarily turn
all that hanging flesh to worry about. A Billy Bones himsel insubstantial. Te power is very useul or
uses its Willpower, or the Willpower o the controlling evading those pesky weapons that want to chop you
entity, zombie lord, whatever, instead o its into fish bait. Ghostly Form takes one urn to activate
Strength when dealing damage or lifing things, and costs the zombie one Essence point per
 

urn to maintain. However, while insubstantial, the Natural Armor Power: See Below 
zombie cannot be affected by any physical attacks Some zombies have hide that is just a bit tougher
and can walk or glide through solid substances. than most others do. Natural armor is or those creatures
Metaphysics, Miracles and magical or blessed items that have hardened exoskeletons or chitinous
can still affect the zombie in its insubstantial orm. shells or are in some way hardened to damage.
Glamour Power +2/+5 Below is the Power level o the Aspect and the
Some zombies look quite human, that is until you Armor Value o each. Tere is also a description,
bring them into the light. For whatever reason, these which can be used as a guide to determine what type
zombies have some glamour placed upon them to o hide the creature may have.
make them look human until something happens to Increased Attribute (ype) Power +2 per Level
reveal them. Tey could’ve been cursed by some Some zombies are a cut above the rest, whether it’s a
ancient treasure, disguised by a powerul zombie ballet dancer’s dexterity or the strength o a body building
lord, or any other cause. Te circumstance is completely  champion or even the superior intellect o a mad scientist.
up to the ZM (or the player and ZM i it’s For each level o this Aspect, the chosen Attribute
taken by a Cast Member) and can include anything is increased by 1 point. Tis Aspect must be purchased in
rom daylight to being under the light o the moon addition to an Aspect that sets the Ability. For example,
to being near a holy symbol. Whatever the circumstance, a zombie with Increased Strength would have to have
the zombie looks completely human in all one o the base Strength Aspects beore purchasing
respects until the circumstance is met. Ten, his true Increased Attribute. Speed is calculated as or a living
orm emerges immediately, which could be a real being when this Aspect is taken or Getting Around,
shocker to anyone believing him to be a living instead o using the speed provided in the base Aspect.
breathing mortal being. At the higher Power level, ZM Note: May not be suitable or PC zombie Cast
the zombie can actually control the Glamour, only  Members, as there may be a potential or min-maxing.
revealing its true orm when it wants to inspire terror Bloody Mass Power: +4
in its victim. Te zombie will be revealed or Sometimes the best deense is not being around to be hit at
what it is, however, once it actually grabs its victim. all. Te zombie has such incredible control over its undead
Graf Power +5/+10 orm that it can cause itsel to break down into a bloody
Flesh, it’s not just or eating anymore. With this mass o blood, bones, and sick goo. Tis puddle is ully
Aspect the zombie can take pieces o flesh or bone animate and moves with hal the zombie’s normal Speed.
rom its victim and literally graf it onto itsel, Although the zombie cannot attack, it is immune rom all
allowing it to heal wounds using the grafed piece. physical attacks except fire, explosives, and acids while in
Lost limbs can be replaced, gaping wounds can be this orm. It can seep under doors, through grates and even
closed, and spilled guts can be sealed back inside stay cohesive under water. Te zombie can all into the orm
where they belong. O course, this does look  instantly, even using the technique as a deensive action to
strange; something akin to a patchwork zombie, but avoid an attack. However, it takes a ull two urns or it to
it is effective. It does take time to graf, however. A reorm into a solid body.
zombie graf takes about 30 seconds to complete or Bone Blade Kick Power: +2
each hal-pound (8 ounces) o flesh and each halpound Some zombie martial artist masters have added a special
can regenerate 10 DPs o damage. Lost limbs kicker to their kick. As the zombie’s oot rockets towards
take longer to attach, 5 minutes, and heal the zombie its opponent, the flesh peels away to reveal the bones o the
o all the damage it took to remove or destroy  oot, used into a jagged blade. As soon as the oot begins
the limb (see AFMBE p. 147). At the higher level, to withdraw, the flesh slides back over the blade, covering
the zombie can actually graf multiple limbs onto its it again by the time it touches the ground. Te Bone Blade
body, giving it more combat actions per urn. Each Kick does D6(3) x (Strength + 1) slashing damage.
pair o arms grafed onto the zombie gives it one Bullet Sponge Power: +2
more attack action at no penalty. No more than 6 Few zombies really mind getting hit by bullets
arms total (including the ones it already had) can be (unless it hits them in their Weak Spot). Some zombies
on a zombie. ZMs may even allow the zombie the actually like it. It means they don’t have to go
ability to graf its torso onto an animal’s body (like looking around or ammunition. Bullets that strike the
a centaur) at their discretion. Grafing additional zombie do damage as normal (i applicable), but then
limbs takes the same amount o time as replacing a go through the strangely evolved organs o the zombie,
limb. making them good to go again (including cartilage
casings and organic gunpowder). Te zombie
can excrete these at will rom its hands, or i its got a
built-in gun, directly into the weapon. Recycling’s so
important in this modern day, it’s touching to see the
undead involved too . . .
 

Burrowing Finger Power: +5 can, at will, fire spurts o blood rom anywhere in
Tis deadly attack works best against living oes its body. Tese jets have a range o just three yards
and those zombies with a particular weak spot. Using (meters). In combat, their greatest use is to temporarily 
only its index finger to attack (regular close combat blind or distract an opponent. Te zombie can use
attack), the zombie jabs the digit deep into the target’s this Aspect and make one other attack in the same
flesh. Once it penetrates, the finger breaks off and urn without incurring multiple action penalties.
begins to worm its way through the target’s body, Striking a target in the eyes requires a Difficult
causing massive internal damage. It makes its way  Dexterity est. I successul, the target is partially 
towards the target’s heart or brain, depending what blinded and suffers -3 on hand-to-hand attacks and -
the zombie wishes. Te finger then works its way out 6 on ranged attacks.
and crawls back to the owner, who may attach it again Decaying Bite Power: +3
with no penalty. Te zombie can only use one finger Te zombie carries special, supernatural parasites
at a time in this manner. that devour flesh. Fortunately or the zombie, this
Te initial finger attack causes D4(2) x Strength Aspect renders its own flesh immune to the parasites.
damage. Each round afer that, it moves six inches Others are not nearly so ortunate. Whenever the
(15 centimeters) towards the target’s vital organs, zombie successully bites someone (causing at least 4
causing an additional D6 x 2(6) damage each urn. points o damage), a number o the nasties get passed
When it reaches the heart or brain, it causes D8 x to the victim. Tey immediately start to eat away at
6(20) damage each urn until the target dies. the target’s flesh, starting with the location o the bite.
Buzzsaw orso Power: +4 Te consumption spreads at the rate o one inch (2.5
Te skeleton within the zombie is highly animate, centimeters), causing one point o damage, per
“dying” to get in on the fighting action. Te ribs and minute. Eventually, it devours the entire body—be it
other bones o the torso work with the flesh to create zombie or human—unless the victim cuts out the
a bizarre but deadly attack. Te ribs shif and expand inected area or scours it with flame or acid. O 
through the flesh until they protrude in a circle out course, the treatment causes its own damage, but no
rom the spine in the middle o the zombie’s chest. one said this was going to be easy.
From the top, it looks like the spokes o a wheel Entrail Whip Power: +2
(since all the ribs extend to the same length). Ten Digestion is all well and good, but certain undead
they start spinning—really, really ast, like the blades masters have learned to put their internal organs to
o a helicopter. Tese super-strong ribs slice and dice other uses. earing open their own stomachs (which
anything that comes near. It is hard to attack with the causes no damage), they pull out their small intestine,
torso, however, so a zombie must first Grab or grapple which has become leathery and tough in death and
(Resisted Simple Dexterity ests) an opponent makes a perect whip. Te whip extends up to thirty 
beore pulling them into the spinning bones o death. eet (10 meters) and can be used to swing rom chandeliers,
Once a victim comes into contact, D12 x 4(24) points inflict stinging blows on an opponent, or
o slashing damage are delivered per urn. entrap a target in its undead grasp. Since it is part o 
Chi Suck Power: +4 the walking dead’s body, it is also somewhat animate.
Chi Suck is related to Soul Sucker (see AFMBE, p. It can grab onto things with its own strength rather
155). Zombies with this ability border on being vampiric, than relying on simple momentum like a plain old
although blood is not what they suck. Once a inanimate whip.
zombie Grabs, grapples (Resisted Simple Dexterity  Te zombie can use the whip simply to attack,
ests) or bites someone, it can hold on and start sucking causing D4(2) x (Strength - 1) damage. Making a
out the person’s very lie essence. In games terms grappling attack requires targeting a specific location
that means, well, Essence. Each urn the zombie on the target’s body (damage is still suffered). I successul,
sucks in D10 x 3(15) Essence Points, adding them to the whip ensnares the body part and does not
the zombie’s own Essence Pool. Any Essence let go until cut (10 points to sever), removed (effective
absorbed in excess o the zombie’s normal Essence Strength 4) or withdrawn by the zombie. Te
Pool level dissipates afer 24 hours, but may be used entrails have an armor value o D6 + 1(4).
until that point. Tis Aspect does not serve to raise the Fighting Flying Head Power: +3
zombie’s permanent Essence Pool level. Te secret to winning any fight is using one’s head.
Crimson Spray Power: +1 Certain zombies take this adage very literally. Tose
Not only does the master zombie have unbelievable with this Aspect can remove their heads and let them
control over its dead body, it can also control the fly and attack on their own. Te zombie’s body continues
stagnant, stale blood that lies in its veins. Te zombie to fight without any penalty as long as the head
 

remains within line o sight. Te head itsel can fly at moves on the same urn without multiple combat action
a rate equal to three times the zombie’s normal penalties.
Speed. Attacks against the head suffer a -5 penalty. Hand-Gun Power: +3/+5
Unless the brain is a Weak Spot, damage short o total In this guy’s case, they couldn’t pry the gun rom his cold,
destruction (30 non-weapon/60 weapon) is ignored. dead fingers. Te zombie orces a stripped down gun into
Te flying head has an unlimited range and can his hand, parting flesh and bone to make it fit. While this
attack with a bite or head butt that causes D4(2) x makes the hand pretty useless or anything but shooting,
(Strength - 1) damage. that’s okay, who wants to do anything else anyway? At the
Fingerblades Power: +1 higher Power level, the gun merges with flesh, and can-
Te bones in the tips o the zombie’s fingers can not be distinguished until bullets start popping out o the
extend through the flesh at will, becoming razor back o the hand. Each gun can be fired eight times be-
sharp bone blades capable o severing flesh and muscle ore reloading, a process that takes one urn per bullet to
with ease. Tese retractable blades stretch out as accomplish since the zombie must peel back a flap o flesh
ar as eight inches (10 centimeters) and cause D4(2) to insert new shells. Alternatively, the zombie can swallow
x Strength slashing damage. the bullets and they are channeled to the proper places in
Flesh Fist Power: +4 one hour. Te guns have a range o 3/10/20/60/120, and do
Some o the most effective techniques in the damage depending on the shell inserted (up to 9mm, see
martial arts involve grabbing a hold o the opponent AFMBE, p. 134).
in some way, but ofen this maneuver is more Horns, usks, and Spikes Power: +2
easily said than done. Te Flesh Fist combines the Control over the body, the key to success or all martial
damaging power o a punch with a grab that does artists, has developed in undeath to the point where the
not require the zombie to use its hands at all. Te zombie can cause spiky protrusions to grow rom its body.
flesh on the zombie’s hand slides orward along Horns rom the head, spikes rom the elbows or knees—
the orearms and stretches out, wrapping around anything the zombie desires. Even better, the spikes spring
the target and grasping it tight. Zombies with this orth with the speed o a stiletto and retract just as ast. On
power automatically perorm a Grab Combat the down side, the zombie can only create one large or two
Move on an opponent whenever they successully  smallish spikes at a time. Te spikes increase the multiplier
strike with their fist (unless they do not wish to). o an attack by one, or grant a D10(5) damage i no damage
Tis allows them to execute any throws or lock  would be done normally.
moves on the same urn without multiple combat In-Bodied Armor Power: +6
action penalties. While sticks and stones and guns might not hurt a zombie
Flesh Holster Power: +1 as much as they do living olks, they still take their toll afer
Te zombie, either through some quirk o  a while. A little extra protection never hurts. Zombies with
undeath or by design, has one or more pockets o  this Aspect have steel or kevlar plates sewn into the fleshy
flesh in its body. Te skin covering these pockets parts o their body, usually the torso and sometimes the
looks perectly normal, at least normal or a walking legs. Tis acts just like normal body armor except that it
corpse. However, the zombie can, with no cannot be taken off and is not immediately obvious to the
harm to itsel, reach into the pocket with ease to casual observer (although it does give the zombie an extra
put something in or pull something out—something bit o bulk). Protection is (D8 x 3) + 18(30).
like a knie or gun. Tis happens as ast as a Iron Shirt Body Power: +3
normal person would draw a gun rom a holster. In lie, masters can protect their bodies against
Te pocket can range rom wide and deep (roughly  harm through the use o chi. In death, this effect
the size o a high-velocity handgun) to long and requires no Essence expenditure. Te flesh hardens to
slim (or a katana or the like). Larger weapons cannot the strength o iron, yet remains supple enough or
be stored. the zombie to move. Te result: a natural armor rating
Grasping Feet Power: +5 o D8 + 8(14).
Trows, locks, and chokes are an important part o any Just a Flesh Wound Power: +5
martial arts attack, but first the opponent must be grappled A zombie with this Aspect may restore all those
successully. Undeath has loosened the zombie’s eet up a nicks, dents, gouges, cavities and severed limbs that
bit, allowing the bones o the eet and toes to grasp a target add luster to a walking dead’s appearance. Te Aspect
as effectively as a hand. Te zombie can make a normal kick allows a zombie to regain 2 Dead Points per day, but
attack but instead o pulling the oot back afer the strike, it more importantly missing body parts and other cosmetic
latches on to the target. Zombies with this power automati- blemishes (say, gaping holes in the chest, pealing
cally perorm a Grab Combat Move on an opponent when- skin on the ace, etc.) slowly return to normal. Te
ever they successully strike with their eet (unless they do exact time rame is up to the Zombie Master, but the
not wish to). Tis allows them to execute any throws or lock Zombie Restoration able may be instructive.
 

Mind Eating Power: +3 per level Plus, it’s really cool at parties. Zombies with this ability 
Amind is a terrible thing to waste. Zombies with this ofen hide weapons in their hair until the moment to
ability actually absorb the knowledge and skills o the strike comes. Te hair has a Strength 2 less than the
people they attack. Afer a successul bite attack to the zombie’s normal Strength (minimum o 1) and provides
head o the target, the knowledge-hungry zombie the zombie with an extra attack action each urn.
makes a Resisted est pitting a Willpower and Mind Ribs o Doom Power: +3
Eating Level ask against the victim’s Difficult Zombies who like ood that really sticks to their
Willpower est. For every Success Level o the zombie’s ribs love this Aspect. First, the undead warrior has to
ask over those o the victim, the zombie gains get in nice and tight next to his opponent. Ten, its
either one key act or one level o skill rom the unwilling own ribs extend orth and latch onto whatever is in
donor. I the zombie consumes the victim’s entire ront o them, usually the body o the zombie’s opponent.
brain, 10 acts or skill levels are absorbed. Te newly  Te ribs not only pierce the opponent’s flesh but
gained acts or skills last a number o days equal to the grasp him tightly as well. Tis attack leaves the zombie’s
level o this Aspect. For an additional 2 points per hands ree or other things, usually tearing away 
level, the absorbed knowledge is permanent. at parts o the hapless victim. A successul Grab or
Melding Power: +3 grapple (Resisted Simple Dexterity ests) entangles
Tis truly disgusting technique immobilizes both the the zombie’s victim, and does D4(2) x Strength
zombie and its target. First, the zombie must successully  crushing damage in addition to whatever other attack 
Grab or grapple (Resisted Simple Dexterity ests) the zombie launches. Each urn thereafer, D4(2) x
the opponent, bringing his body into close contact. (Strength - 1) damage may be caused, as well as
Ten, the flesh o the zombie becomes sof and gooey  whatever other attack the zombie launches. Escaping
and begins to meld with the flesh o the target, seeping the ribby grasp requires a successul Resisted ask or
through any natural or fibrous clothing (plastic, rubber, est (a Simple Strength est, or a Strength and
or metal bars the meld). Te two bodies become inseparable Martial Arts ask, whichever is higher).
and both all to the ground. Te zombie then Shifing Bones Power: +3/+5
tries to bite, eat or otherwise inflict a close combat Skilled martial artists know to strike sof flesh and
attack (+4 bonus). Avictim can try to tear away by succeed- muscle rather than bone when they punch. With some
ing at a Resisted Simple Strength est. I successul, zombies, however, the exact location o the bones is
both the victim and the attacker suffer D10 x 5(25) never a sure thing. Undead masters with this ability 
points o damage. Te zombie using the power can can swifly shif the location o portions o their
undo its effects at any time. Few masters possess this skeleton in order to help block incoming attacks.
Aspect, but some lesser zombies have it, sacrificing Worse still, the bones grow through the flesh in the
themselves to effectively immobilize an opponent orm o damaging spikes. Te zombie must make a
while their master carries on with other business. Difficult Willpower est in order to maneuver its
My Body is a Deadly Weapon Power: +2 bones to intercept an incoming attack. I successul,
Sometimes in a fight, a weapon would be useul the bone meets the blow. I an unarmed attack was
but none are handy. For some zombies, this possesses blocked, the zombie suffers no damage, and the
no problem—any arm or leg will suffice. Te zombie attacker incurs D4(2) + their own Strength damage
can detach one o its own limbs and use it as a points. I the attack was with a close combat weapon
weapon. Any master capable o this trick has no problem o some sort, the bone acts as (D8 x 2) + 8(16) armor.
balancing on one leg and hopping around at hal  At the higher Power level, the bones’ protection
its normal Speed. An arm acts as a club and does applies to ranged attacks, including bullets.
D8(4) x Strength damage. Aleg acts as a big club and Shot-Arms Power: +4
does D10(5) x Strength damage. Both can be used A variation on the Hand-Gun Aspect, the zombie
two-handed i desired (except o course when one instead imbeds a stripped-down, single-shot shotgun
arm is being used as a weapon). in each arm by orcing it between flesh, cartilage and
Prehensile Hair Power: +3 bone. Te zombie can still use its hands normally, and
Many masters keep their hair long either out o vanity  until the gun fires (or someone uses a metal detector),
or as a sign o devotion to their art. In death, these no one can tell that the guns are there. Firing one o 
long locks serve them in new and exciting ways. the guns rips a hole in the zombie’s palm, which may 
Undeath makes the hair strong as piano wire and totally  cause 1 point o damage depending on the Weak Spot
animate. Using this preternatural third limb, the chosen. Each gun can only be fired once beore
zombie can make grasping and throwing attacks, wield reloading, a process that takes two urns per shell to
small weapons (knives, shuriken) and throw objects. accomplish as the zombie must peel back a flap o 
 

flesh to insert new shells. Alternatively, the zombie No more than five zombies can join together in this way.
can swallow the slugs and they are channeled to the It takes one ull minute or each zombie to join the fleshy
proper places in one hour. Te guns have a range o  monstrosity and only one can join at a time. Te first zom-
5/25/50/100/200, and do damage depending on the bie’s stats serve as the base or the rest o the creature. Every
shell inserted (see AFMBE, p. 134). additional zombie that joins in adds 1 to all o the zombie’s
Shuriken Nails Power: +1 physical Attributes (which may affect Secondary Attri-
Why carry around unwieldy, pointy throwing stars butes depending on the Aspects held by the base zombie).
when fingernails are always handy? Te zombie’s nails Optionally, it can orgo one physical Attribute bonus, and
have become hard as steel and sharp as a razor in death. choose to add another pair o limbs instead. For example,
Tey are also detachable. With a flick o the wrist or two zombies with physical Attributes o 3 join together.
ankle, the zombie can send one fingernail or toenail flying Tey decide they want to have our arms and so lose one
with the speed o an arrow. O course, the zombie Attribute bonus (they choose Dexterity). Te new creature
only has a total o 20 o these projectiles, but i  now has our arms and Strength and Constitution o 4. For
retrieved, they can be put back in place. I the zombie each extra set o arms, the zombie gets an additional
also has some unnatural healing capacity, the nails grow  attack and deense action that urn without
back in 48 hours. Te nails have a range o 3/5/8/10/13, multiple action penalties. Additional legs allow or
and cause D4(2) x Strength slashing damage. two extra kick attacks each urn but slow the zombie’s
Snake’s Spine Lunge Power: +2/+4 Speed by two per pair (it’s really hard to move
Despite the name o this Aspect, the zombie does with extra legs). Te zombie can only use Qualities,
not actually have the spine o a snake. Rather, or the Skills, Combat Moves, Metaphysics (including
duration o this bizarre yet devastating attack, its Special Chi echniques) and Aspects held by the base
spine kind o looks like a snake. Te spine actually  zombie. Once the zombies decide to separate again
extends up out o the body, telescoping out up to a (which takes one minute per zombie), divide whatever
distance o our yards (meters). At the end o the damage has been suffered equally between them.
spine is, o course, the head, which bites (D4 x 2(4) Sword-Arm Power: +2/+4
slashing damage) or head butts (D4(2) x Strength damage) Te zombie has removed the flesh rom one o its
on a successul Simple Dexterity est, or Dexterity and close arms and used the bones there into a single sharpened
combat skill ask. At the higher Power level, the head acts mass. On a successul close combat attack, this sword
as a bludgeoning flail weapon, and causes D10(5) x Strength bone causes D8(4) x Strength slashing damage. At the
damage. Tis all happens as quickly as a snake strikes (thus higher Power level, the flesh o the arm actually peels
the name) and can be a devastating attack against unwary back, revealing the bone blade only when desired.
opponents who think they are out o reach (-4 to deense Tis allows the zombie to hide the true extent o its
actions on the first attack, -2 on the second). Tis strike abilities. Afer it has finished using the blade or whatever
takes the place o a regular attack action. slice-and-dice work is at hand, the flesh closes
Spying Eyes Power: +2 back around as i the sword arm had never existed.
Not so useul in actual combat, this technique allows crafy Tef o the Body Power: +5
warriors to spy on their enemies beore the fight ever be- A zombie’s body is simply a tool or its ends (eating
gins. Simply plucking out an eye activates the Aspect. Te brains, or instance). Some zombies can upgrade
floating eye moves at a rate equal to our times the zombie’s their set o tools, making additions by stealing cool
normal Speed to a distance o Willpower x 10 yards (me- parts rom their riends and enemies. Te newly 
ters). It not only lets the owner see whatever the eye sees, attached limb unctions perectly normally, no matter
it lets them hear as well, strangely enough. Te zombie can where the zombie places it. Unortunately, the attachment
concentrate on what it sees through the flying eye or what it only lasts or about an hour and then the process
sees with its remaining eye, but not both at once. starts to ail. Still, during combat there’s nothing
Strength in Numbers Power: +6 more annoying to an opponent than chopping off his
raditionally, zombies have always ound their greatest arm, sticking it in the middle o your chest and using
strength in numbers. While individual master zombies can it to punch him.
be quite ormidable on their own, sometimes they find the Each additional arm allows the zombie to make
classic ways are the best. In order or this Aspect to work, another attack or deense action that urn without
each participating zombie must possess it. Te zombies ac- multiple action penalties, i the arm is located somewhere
tually meld their flesh and bones into one another, creating were it can reach the opponent. Additional legs
a larger, more powerul zombie creature. When two or more are a little more unwieldy—each one allows or an
zombies join together they can add extra limbs i they wish extra kick attack each urn but slow the zombie’s
or simply use their masses together to make a bigger body. Speed by 1 (it’s really hard to move with extra legs).
 

Chopping off a limb requires targeting the body  zombie can squirm through any opening large enough or
part (see AFMBE, p. 104), and doing damage equal to them to get their body mass through in some orm (note
one ourth (round down) o the target’s total Lie that or those with a Weak Spot, that portion must come
Points with some sort o slashing weapon. earing it through relatively intact). It’s a slow process, but that cat-
off requires that the zombie have a Strength equal to flap, vent, or chimney, is now access enough to the tasty
twice the target’s Constitution and do one third humans dwelling within. Also, the zombie gains a +3 bonus
(round up) o the target’s total Lie Points in damage when resisting locks, grabs, or throws, or perorming Escap-
to the arm. ism asks.
rapping Flesh Power: +3 Venous Deense Power: +2
Decomposition and rot have lef the zombie’s body  Zombies do not usually need blood to keep going, making
in an almost gelatinous state. Trough sheer orce o  all those veins and arteries useless under most circumstanc-
will, the zombie holds itsel together and looks relatively  es. Tis Aspect allows the shambling horror to control and
solid (or a walking corpse). It can, when animate its veins and arteries and use them as weapons. Te
struck, release some o this concentration, causing the  veins separate and poke out o the body, writhing about like
blow to sink into the disgusting, rotting mass o flesh. worms. ough as leather and sharp as needles, these veins
Tings get real tricky when the zombie solidifies orm a kind o sparse, animate ur all over the zombie’s
itsel again, trapping the hand, oot, or weapon inside body, extending three inches out. Tey provide D6 + 1(4)
its body. Attacks against the zombie cause normal armor. Also, they burrow into and tear at the flesh o anyone
damage, but all close combat attacks against the zombie’s that comes into contact with the zombie. As a result, anyone
torso result in the attacker getting caught within grappling with the zombie suffers automatic attacks (D6 x
the zombie’s body. Te weapon or limb remains 2(6) slashing damage) rom the zombie’s veins.
unusable until pulled ree. Tis requires a Resisted Wall Crawling Power: +2
est—the attacker’s Simple Strength est against the A combination o undead claws and the stickiness o rotting
zombie’s Simple Constitution est. In the meantime, flesh allow the zombie to move over almost any surace with
the zombie is ree to engage in any close combat ease, regardless o incline. In other words, the zombie can
attack desired, particularly those which require a move up walls and even across ceilings as easily as it walks.
Grab or grapple action. Te walking dead can release Tis gives the zombie unparalleled maneuverability in com-
the hold at any time. bat, since it can fight rom a wall or hang rom the ceiling
urret orso Power: +1 with ease. Tis ability also lets it move up and down ropes,
Sometimes, ollowing a running target with an  vines, and other hanging means o conveyance with ease.
automatic weapon is difficult. Other times, running Whirling Cyclone Kick Power: +3
one way and shooting another can be a problem. Sometimes a skilled martial artist spins his body around as
Zombies with this Aspect do not suffer rom such he kicks in order to increase speed and power. However, the
hassles. Teir torsos are unrestrained by the traditional way the body’s joints and bones work limit amount o spin
limitations o the spine—they can turn a ull 360 and the motion o the leg. For a zombie, joints and bones no
degrees. Tis added flexibility allows the zombie to longer limit movement. Te zombie can twist its torso a ull
easily keep its eye and gun on the target, even while 360 degrees. When using this Aspect, the zombie kicks out
its eet are headed somewhere else. It also allows the and lets the orce twist the lower portion o its body around
zombie to better aim since it simply extends an arm and around. His lower body spins like a top, balanced on
like the barrel o a gun rom a tank, fixes its head and one leg while the other swings around and around with
aims head and gun as one. For zombies, this is an easier cyclonic speed. All the time the zombie’s torso remains erect
way o doing things (cuts down on pesky hand-eye and unmoving, allowing it to use hand and head normally
coordination problems). Te zombie gets a +2 bonus and direct where it moves. While spinning, the zombie can
to hit targets when it is standing still, and suffers no move its normal Speed. As soon as its leg makes contact
multiple action penalty rom moving and shooting at with something the spinning stops as the ull orce o the
the same time. attack is unleashed. Te whirling cyclone kick does D10(5)
Undead Flexibility Power: +3 x Strength damage. Te zombie must spend one urn build-
Te constant struggle o every athlete—building strength ing up speed beore it strikes an opponent.
while keeping limber and loose. Death makes it that much
easier to loosen up. Te zombie can bend all o its joints in
any way it pleases. Elbows and knees can bend backwards,
hips rotate beyond the normal extremes, and even the head
can spin around 360 degrees. Te advantage o all this?
First, the zombie’s Dexterity increases by 1. Secondly, the

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