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Subject: [Flesh_rpg] World in Hell: "Living Dead Girl"
Date: Sun, 26 Mar 2000 00:29:32 -0500
[Here's the history section for my own World in Hell: "Living Dead Girl." I apologize if this seems too long, but because it's especially character-driven I felt this detail helps establish the motivations of the LDG, who's the real menace of this particular setting. Also, I apologize once more for being so derivative -- this particular setting draws rather heavily from some of the worlds described in the AFMBE rulebook. Still, I hope at least some of you enjoy it, and if you do I'll be glad to pass along the rules specifics about the LDG zombies and "Hela" herself.]
LIVING DEAD GIRL
Margo Schreck was born in Munich, Germany in 1928. Her mother Emma died during childbirth, but her father, Dr. Herman Schreck, raised his daughter as best as he could. Dr. Schreck was not only a brilliant biologist, but also a war veteran, and his experiences as a medic during World War I still haunted him. Fascinated with overcoming the inevitability of death, Schreck’ s research brought him into repeated contact with several other prominent German scientists of the 1930s. In 1933, Dr. Schreck joined the National Socialist party and became increasingly drawn to the occult and to the traditional Nordic Faith, with its tales of Asgard and Valhalla.
Eventually, Dr. Schreck joined a Nazi research team that was working on an entirely different line of inquiry. "Conquer death and we shall conquer the world," Hitler had proclaimed to his top-secret Occult Corps (which was itself a part of Himmler’s mysterious Order of Black Knights), and Dr. Schreck intended to do just that. Just as Valhalla’s dead warriors would fight again when the Twilight of the Gods came, Germany would create an army of immortal soldiers who could never be stopped. Project "Ragnarok" had begun.
During those years when Dr. Schreck and his staff experimented with gasses, chemicals, and serums while combing through confiscated ancient texts stolen from countless libraries across Nazi-occupied Europe, Herman’s daughter had joined the League of German Girls (Bund Deutscher Mädel). She lived a Spartan life of dedication, fellowship, and Nazi conformity, with minimal parental guidance, but during that time Margo often visited her father in the project’s secret laboratory. It was there in 1944 that she first met the project’s liaison to the Occult Corps: a handsome SS (Schutzstaffel) officer named Walter Fuhrmann.
Within a year, Walter was already planning to ask Dr. Schreck for his daughter’s hand in marriage, but before he could propose to Margo, disaster struck. In 1945, Project Ragnarok’s laboratory was struck during the unending Allied bombing and strafing raids on Germany. Margo had been visiting her father that night, and she became trapped in the rubble. Some of the project’s gas canisters ruptured, poisoning Margo before she could escape. By the time Walter reached Margo’s body, she was already dead.
Dr. Schreck and several of his staff survived, but he was driven mad with grief. Although the secret to immortality still eluded them, Project Ragnarok had developed a serum that could allegedly raise the dead once they had fallen in battle. The scientists had never tested the formula, but Schreck secretly used it on his daughter’s dead body. The unknown mixture of gasses which had saturated her body when she was poisoned, the chemicals which Dr. Schreck had used in his serum, and the magical writings in the books that the Occult Corps had stolen now reanimated Margo’s corpse.
As the pigmentation seemingly leached out of Margo’s body and she began to stir, Dr. Schreck cried out that his white-skinned daughter had conquered death, for she was now Hela, the mythological Queen of the Dead made flesh. Indeed, Dr. Schreck was the first to discover that Margo was gone, and in her place was a living dead girl… and flesh was what she hungered for!
By the time Walter and the surviving scientists learned what Dr. Schreck had done, it was too late to save Margo’s father. Hela had killed Dr. Schreck and anyone else who encountered her, and while there wasn’t necessarily much left of their bodies, her victims also rose from the dead to become her undead slaves. Walter and his men were now facing an entire pack of zombies under Hela's psychic control; zombies seeking fresh meat, and with each casualty their numbers were growing. To make matters worse, their queen recovered from any damage that was done to her. No matter how many zombies the Nazis destroyed, Hela herself seemed unstoppable, and soon Munich’s bombed-out ruins were overrun with flesh-eating monsters.
Finally, the last remaining scientists created an experimental weapon: a Mauser that fired a projectile that injected liquid nitrogen into the target. If Hela’s brain could be targeted, the gel might render her "unconscious" for several minutes, which would be just enough time for the humans to transfer her to another Occult Corps facility for study. Walter decided that he would be the one to fire the rifle, and a single shot aimed at Hela’s forehead put her down. With no time to spare, the young officer helped the scientists place her body in a specially prepared drum that would keep Hela in suspended animation.
More soldiers arrived as quickly as they could, and they tried desperately to isolate the infected residents and the dead. No one was allowed to leave Munich under any circumstances, and it was hoped that the problem could be contained and eliminated before it spread any further – particularly to neighboring Dachau, from which Dr. Schreck had procured so many of his test subjects. Walter and his fellow survivors were forced to remain behind as Hela’s drum (along with the remaining records of the project’s experiments) was placed on a military truck headed for a nearby research facility in Nuremberg.
Unfortunately, the Americans had already reached Nuremberg, and were now only days away from Dachau and Munich. The truck never reached the facility, and an attack by the 7th Army on the German convoy killed the soldiers before the Americans could learn what they were transporting. It wasn’t until the Army liberated Dachau and entered Munich that the Americans discovered the horrifying truth: the ruins were filled with nothing but mindless, walking corpses. The Army’s guns were almost useless against the undead, and ultimately it called in tactical air forces that dropped enough bombs on Munich to destroy the last remaining zombies. In the meantime, the War Department transported Hela’s drum and the records to a storage dump in New York City, where they were foolishly forgotten about.
The site remained undisturbed until 1984, when a group of neo-Nazi youths secretly gained access to the dump and found what they were looking for. The skinheads took Hela’s drum and delivered it to Walter Fuhrmann. Walter had made a narrow escape from Munich in 1945, when the city’s hungry zombies ambushed the unsuspecting 7th Army. He’d hoped to find the research facility in Nuremberg, but he soon discovered that the Americans now occupied almost all of Bayern; there was nothing he could do to rescue Margo. Now concerned with his own survival, the resourceful officer fled to the west, across Baden-Wurttemberg. After several desperate weeks, Walter found himself in Switzerland, where he assumed a new identity and hid among the Swiss in Frauenfeld before moving on.
For the next thirteen years, Walter worked for a number of banking and financial industries and amassed a sizable fortune before finally coming to the United States in 1958. He privately supported several neo-Nazi organizations over the years, employed several German scientists that were still loyal to his cause, and had continued to recruit new, younger scientists. Finally, in 1984, his agents had discovered a stolen file from the Department of War, and inside was an inventory of several supply dumps in the New York area. Now sixty-one years old, Walter had found his fiancée at last.
Twelve scientists followed Walter to New York City, where they could begin work behind the façade of a small research center. Between them, these men had devoted more than two decades studying Project Ragnarok’s achievements. Now they could finally put that research to the test. The scientists released Hela from her drum and began a protracted series of tests. Walter ordered the research contingent to keep Hela as comfortable as possible, but they also took many precautions to ensure that she couldn't harm them. Hela craved human flesh; from the moment the scientists freed her, it was all she could think of. Walter still hoped that, if she were kept in a controlled environment and remained well fed, perhaps his beloved Margo could be reasoned with. Accordingly, his scientists made great progress in their attempts to re-educate and to rehabilitate her, but after about ten hours without eating, the hunger would overcome Margo and Hela’s instincts would take over once more. When that happened, Hela saw no difference between old friends and fresh meat.
The flesh had to be living and breathing as it was being consumed, which meant that Walter’s neo-Nazis were responsible for feeding Margo by finding at least two or three victims for her each day. At first, the scientists had attempted to feed Margo by immobilizing a human and allowing her to eat a particular limb or organs from the victim, so that a single person could be kept alive from one meal to the next. Unfortunately, the scientists quickly discovered that Hela’s bodily fluids were poisonous: she needed only to bite a living being and the chain reaction would begin. Over time, Walter’s men would abduct more than 10,000 men, women, and children from New York City and the surrounding region.
Because the neo-Nazis were as discreet as possible when it came to their human prey, they were able to continue their work for nine years without any real trouble from the local authorities. Although a number of infected corpses were either studied or stored in suspended animation just as Hela had been, most of the victims were incinerated onsite in special crematoriums before they could become a threat, and their ashes were carefully disposed of. By 1993, however, agents in the FBI’s Manhattan field office had drawn their own conclusions from the local investigations and launched one of their own; one which led them to Walter’s research center.
Special agents surrounded the facility and fought a number of heavily armed guards and skinheads before finally closing in on the research contingent. Some scientists tried to fight back while others attempted to escape, and in the confusion the center’s zombies were accidentally released – including Hela. For the people trapped inside the building with them, it was as if all Hell had broken loose. Despite his advanced age, Walter fought his way past panic-stricken agents and hungry zombies (whose rapidly growing numbers now included dead neo-Nazis, scientists, and FBI agents) before finding Hela, who was already feasting on living flesh. She agreed to come with Walter, and together they nearly escaped from the center, but an FBI agent confronted them both and shot Walter in the head. The old man was dead; his brains had literally been blown out.
Hela killed the terrified FBI agent before returning to Walter Fuhrmann’s dead body. Margo Schreck loved Walter, but Hela loved the tender taste of his brains even more. Hela then took the clothes from a dying skinhead and fled from the center while flesh-eating zombies around her overran the entire neighborhood. For the first time in forty-eight years, the Queen of the Dead was free – and now she wanted revenge! By the time the Department of Defense realized what the FBI had done, and what was happening in New York City, it was already too late to stop it from spreading across the eastern United States and into Canada. Hela's zombies were an undead army bent on destruction for its own sake, not only killing, but also destroying everything around them, and their numbers were growing at an exponential rate…
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SIMON B. SINISTER
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From: Mark Kinney <alberich@iglou.com> Save Address - Block Sender
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Subject: [Flesh_rpg] World In Hell: Rise of the Mummies
Date: Sun, 26 Mar 2000 02:27:35 -0500 (EST)
In case you didn't think the standard zombies were challenging enough, and to test the flexibility of the zombie creation system with a somewhat different type of undead...but then again, considering some of the deadworlds from the book, not really. This is somewhat sketchy, but should be something to work with...
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RISE OF THE MUMMIES
My team has pulled some nice jobs in the last few years -- have you heard about the disappearance of the Zithian Star Diamond? That was us. Was...
We started the job at the Metropolitan just like any other. An amusingly easy drop through a skylight, avoid a couple of guards, and the Glass Heart would be ours.
Then we saw the blood flowing on the marble floor, coming from the traveling Egyptian exhibit. That was where the guards were -- disemboweled, like nothing I've ever seen. Then we saw what was doing
it.
It doesn't look anything like in the movies, mummies don't. I'd never seen one before, and I don't ever want to see one again.
It was on top of my partner before we could react, ripping his throat out. I pulled on the cords frantically, trying to get the others to pull me back up. That's when I saw what looked like a scruffy bum dropping Smitty through the skylight. I wasn't going to stick around to find out if that was related to the big dead guy -- I cut the cords and risked tripping all sorts of alarms as I dashed through the front door. Then again, jail is better than death, right? Especially if it won't last...
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HISTORY
In the waning days of the last Egyptian Dynasties, the end was apparent to many in the imperial court. Rather than give in, the Pharaoh called in his magicians.
"We will not pass forever into Anubis' realm," he said. "We must be able to avenge the end of our society, our traditions, against these barbarians from the north.
"You will see that the last mummies created in our tradition be treated such that in time, they will return to destroy the monsters who move to annihilate us."
And so it was. Several steps in the traditional mummification process changed, including the retention of the brain in the mummy, and the treatment of certain embalming fluids with herbs believed to have regenerative properties. The mummies were buried, the last Egyptian kings fell to invaders, and the dead remained silent for far longer than the magicians would have thought.
The first ones to wake up were exhibition mummies touring museums throughout the western world. Retaining their basic intelligence, they moved to create more of their kind -- the homeless, clustered around museum buildings in the urban landscape, went unnoticed most of the time, and thus unmissed when the mummies came for them. Eventually they would be noticed, but by that time, there would be far too many of them.
Soon, in various cities around the world, riots would erupt. The early victims would fill out the rioters' ranks, and the cities would collapse into anarchy.
The real threat here is the mummies' intelligence. They are strong and smart, but because they must perform a lengthy ritual to create more, a concerted effort can stall them early -- assuming, of course, that one takes care of them all...
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STORY IDEAS
"Resurrection"
This idea can be pursued from two directions. In one, the Cast Members are in some sort of investigative capacity, and are actually in a position to notice early disappearances among the urban disposessed -- perhaps a beat cop missing some of their contacts, or a PI, or a reporter. Their pursuit of the disappearances should eventually lead to a local museum featuring either a touring or a permanent Egyptian display. Upon discovering what the mummies are doing, they must make it past their old friends and contacts -- people they know, now undead -- and convince law enforcement (or their superiors if the Cast Members are law enforcement) of the coming threat.
The other is the stumble at first upon the scene of a mummification. This cuts right to the chase, but adds the problem that no real activity has yet taken place. The Cast Members must try to either convince authorities that something unusual is going on, or do something about it themselves, before there are more mummies than can easily be dealt with.
"Book of the Dead"
As the mummy crisis advances, a couple of Egyptologists may discover imprecise references to the rituals mentioned in the History section in an obscure text of the Egyptian Book of the Dead. Perhaps, if they can determine what changes were made, they could find some way, natural or supernatural, to reverse the mummies' animation.
The first problem, in the grand tradition of all horror movies, is convincing those in charge to permit this line of research to move forward, considering its esoteric nature. Compounding this is the fact that accessing the necessary materials means penetrating a zone firmly within mummy control -- most museum records, libraries with a chance of containing the proper materials, and so forth, all fell within the first few days.
Ultimately, the Cast Members may find themselves dodging both mummies and the authorities, as they pursue an unauthorized mission, and possibly a fool's errand.
RISE OF THE MUMMIES ZOMBIE
Strength 4 Constitution 2
Dexterity 2 Intelligence 2
Perception 2 Willpower 2
Dead Points 15 Speed 4
Endurance Points n/a Essence 6
Attack: As human, or by weapon type
Weak Spot: Brain, Fire
Getting Around: Like-like; The Lunge
Strength: Strong Like Bull; Iron Grip
Senses: Like the Living
Sustenance: Who needs food?; All Flesh Must Be Eaten
Intelligence: Language; Long Term Memory; Problem Solving
Spreading the Love: "Bury The Body;" This is actual a special version of this involving the actual mummification process -- the mummy can perform a lengthy ritual (at least six hours) to make a new mummy from a recently killed victim. This process can be interrupted, and if not completed, the body will not rise from the dead.
Power 40 (Actually somewhat variable, depending on what skills a Zombie Master may wish to give the mummies, or optionally dropping Iron Grip and The Lunge.)
alberich@iglou.com | Mark Kinney | http://www.iglou.com/nations
"Nothing on the streets about a new vampire in town--... maybe because
he's here and has me by the throat."Wesley Wyndam-Pryce, "Angel"
From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] World In Hell: Rise of the Mummies
Date: Sun, 26 Mar 2000 10:31:57 -0500
Mark Kinney said:
>In case you didn't think the standard zombies were challenging enough,
>and to test the flexibility of the zombie creation system with a
>somewhat different type of undead...but then again, considering some of
>the deadworlds from the book, not really. This is somewhat sketchy, but
>should be something to work with...
[snip]
Wow! That's absolutely brilliant! If there was ever an AFMBE supplement strictly for Worlds in Hell, that's exactly the sort of thing I'd hope to find inside. And it's certainly much scarier than the latest big-budget mummy film!
If I was to do anything differently, it's that I might have the mummies abduct living, breathing humans to mummify. As you'll see below, it was considered "sinful" to harm a corpse, so maybe the Pharoah's magicians came up with a novel solution to the problem when they modified the ceremony -- especially when it came to the mummies' diet. Instead of just eating any flesh they can get their bandaged hands on, maybe the mummies only eat human organs after they're removed from the body during the mummification process (instead of placing them in canopic jars).
If you think those requirements would put the mummies at too much of a disadvantage, I suppose you could take away "brain" as a weak spot and say that they really do pull their victims' brains out with a hook (which means the mummies all have empty skulls). It gives them another "classic" organ to eat, and besides, it would make it all the scarier when you're a human pinned down on the slab and the mummies are getting ready to shove a hook up your nose! ;^)
For an example of the actual process, here's a description of mummification that I borrowed from a site called Tomb of the Chihuahua Pharoahs (http://members.aol.com/crakkrjack/):
"After being delivered to the [special enclosure], the deceased was placed upon a slanted table. The first task that needed to be done was to remove the soft, moist body parts that would cause decay. As these parts were removed, blood and other bodily fluids trickled out and flowed down the table into a collecting bowl.
During the Old and Middle Kingdoms, the brain was left in the head, but starting in the New Kingdom it was removed. The bone that separates the nasal cavity from the brain cavity was broken open by ramming a sharp instrument up the nose. Then, a long hook was used to stir up the brain until it was liquefied. By turning the body face down, the brain would spill out the nostrils. The Egyptians were so rough on the brain because they didn't realize its importance. They thought its purpose was just to produce snot!
Next, some of the major organs were removed. One of the embalmers would use a blade made of sharpened stone or obsidian to make an incision in the left side of the abdomen. Although this step was entirely necessary to remove the organs, they didn't like it because it was considered sinful to "injure" a corpse. In mock ceremony, the other embalmers present would curse and throw stones at the man who made the cut. They didn't really try to hurt him, it was all just part of the ceremony.
The stomach, intestines, liver, and lungs were removed and preserved by drying them in a special salt called natron. Natron is chemically similar to a mixture of table salt and baking soda. Originally dissolved in the ground water, it is found in clumps by oases where it gets left behind when water evaporates.
After drying, the organs would be put in a four-chambered box. This box was stored in the tomb with the mummy. The Egyptians believed that all body parts would be magically reunited in the afterlife and the body would become whole again, just like the god Osiris. According to Egyptian mythology, the god Osiris was murdered by his jealous brother Set and hacked into pieces. The goddess Isis reassembled the pieces and Osiris was magically restored, and went on to become the god of the afterlife.
In later times, it became customary to put each organ into a separate container called a canopic jar. During the Middle Kingdom, the stoppers of the jars were carved to resemble the face of the dead person. Later still, during the New Kingdom, the stoppers of canopic jars were shaped like the heads of the four sons of the god Horus. Each son protected the organ placed inside his respective jar.
Duamutef, who had the head of a jackal, guarded the jar that contained the stomach. Qebehsenuf, who had the head of a falcon, watched over the intestines. Hapi, the baboon-headed son of Horus, protected the lungs, while human-headed Imseti was in charge of protecting the liver.
Canopic jars were usually stored in a four-chambered chest that was later placed in the tomb with the mummy. By 1000 BC, the preserved organs were wrapped in linen and placed back in the mummy's body, but the empty canopic jars were still placed in the tomb.
After the organs were removed, the body was washed with wine and rubbed with spices. The alcohol in the wine acted as an antiseptic, helping to kill bacteria. The corpse was then covered with natron, where it sat for 40 days to dry out. Once dried, the skin was shrunken and leathery. The mummy was cleaned again and rubbed with sacred oils to soften the skin.
In one Egyptian myth, the god Horus had his eye miraculously restored after losing it in a battle with the evil god Set. The eye of Horus, known as a wedjat, is associated with healing and protection. A wax or bronze plate with a wedjat carved into it was placed over the embalming incision to magically heal the mummy in the afterlife.
Once the body was fully dried and cleaned, it was adorned with jewelry. Then it was covered in linen shrouds and bound with linen strips. Small magical amulets were inserted between the layers of the bandages to protect the mummy's spirit on its way to the afterlife [some funerary amulets include: ankh (symbolizes life); djed (for strength and stability); tet (protects the limbs); and a scarab (symbolizes rebirth)]. As each layer was added, it was coated with resin to hold the wrappings together with a waterproof seal."
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SIMON B. SINISTER
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rom: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
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Subject: [Flesh_rpg] "Living Dead Girl" Zombies
Date: Sun, 26 Mar 2000 15:35:32 -0500
Joe Wolz said:
>I really like the background for "Living Dead Girl." Do you think you could
>send me the specs on the Zombies and maybe a little more info?
Thanks! Here's the specs for the LDG zombies and Hela herself. As you can see, the last thing you'd want to do is throw the "Queen of the Dead" at some norms who've boarded themselves up in an old farmhouse. Instead, I'd treat her like a Brood Queen or a Zombie Lord and let the players worry about her minions while Hela does her own "Fourth Reich of the undead" thing elsewhere...
LIVING DEAD GIRL ZOMBIES
STRENGTH: 1 to 2
DEXTERITY: 1 to 2
CONSTITUTION: 2
INTELLIGENCE: -2 to level held during life
PERCEPTION: 1 to 2
WILLPOWER: 2
DEAD POINTS: 26
SPEED: 2 to 4
ESSENCE POOL: 6+
SKILLS: Brawling 2, possibly more depending on Intelligence (see below)
ATTACK: Bite damage D4 x 2 (4) slashing or according to weapon type
WEAK SPOT: None
GETTING AROUND: Varies (ranges from "Slow and Steady" to "Life-Like" depending on the body’s physical condition)
STRENGTH: Varies (ranges from "Ninety-Pound Weakling" to "Dead Joe Average" depending on the body’s physical condition)
SENSES: Varies (ranges from "Like the Dead" to "Like the Living" depending on the physical condition of the sense organs), Life Sense
SUSTENANCE: Who Needs Food?, All Flesh Must Be Eaten
INTELLIGENCE: Varies (ranges from "Dumb as Dead Wood" to "Problem Solving" depending on the brain’s physical condition, and can also include "Language"), Teamwork
SPREADING THE LOVE: One Bite and You’re Hooked: mixing bodily fluids or blood with a zombie affects both the living and the dead. An infected but otherwise unharmed victim usually dies within several hours and goes straight from living to undead. Infected corpses rise up as zombies in 3-30 minutes.
SPECIAL: Varies (possibilities include "Diseased Corpse" and "Noxious Odor")
POWER: Varies (ranges from 25 to 62+)
"HELA"
STRENGTH: 7
DEXTERITY: 3
CONSTITUTION: 5
INTELLIGENCE: 3
PERCEPTION: 7
WILLPOWER: 5
DEAD POINTS: 73
SPEED: 18
ESSENCE POOL: 51
QUALITIES/DRAWBACKS: Attractive 4, Cruel 2, Contacts (Neo-Nazis) 4, Delusion (Prejudice) 3, Fast Reaction Time, Gift, Hard to Kill 5, Increased Essence 3, Nerves of Steel 3, Obsession (Genocide!), Old Soul (only previous life: Hel, Nordic death goddess) 1
SKILLS: Acrobatics 2, Beautician 2, Brawling 5, Climbing 2, Dancing (Folk) 2, Dodge 2, Driving (Motorcycle) 3, Driving (Truck) 2, Guns (all) 1, Hand Weapon (Axe) 2, Hand Weapon (Club) 1, Hand Weapon (Knife) 2, Intimidation 3, Language (English) 2, Language (German) 5, Myth & Legend (Norse) 5, Notice 2, Occult Knowledge 4, Running (Dash) 1, Seduction 1, Stealth 4, Swimming 2, Thrown (Knife) 1
ATTACK: Bite and/or claw damage or according to weapon type
WEAK SPOT: None
GETTING AROUND: The Quick Dead, Burrowing, Leaping, The Lunge, Aquatic, Climbing
STRENGTH: Monstrous Strength, Damage Resistant, Iron Grip, Claws, Teeth, The Hug of Death
SENSES: Like Nothing You’ve Ever Seen, Life Sense, Scent Tracking
SUSTENANCE: Who Needs Food?, All Flesh Must Be Eaten
INTELLIGENCE: Language, Long-Term Memory, Problem Solving, Teamwork
SPREADING THE LOVE: One Bite and You’re Hooked: mixing bodily fluids or blood with Margo Schreck affects both the living and the dead. An infected but otherwise unharmed victim usually dies within several hours and goes straight from living to undead. Infected corpses rise up as zombies in 3-30 minutes.
SPECIAL: Regeneration ("Immortality"): note that unlike standard regeneration, Immortality does repair "ineffective holes and missing limbs". Unless her body is completely destroyed (such as being burnt to ashes or dissolved in acid), she will regenerate any damage and eventually return. This special ability also explains Margo’s attractiveness! POWER: approximately 210+
HELA'S PSYCHIC POWERS
SPEAK WITH DEAD: This power is similar to the "Mindtalk" ability of a Brood Queen. Even if they do not posses the "Language" ability, all undead within "earshot" may telepathically communicate with Hela. She can also use this power to read a corpse’s mind whether the body is currently undead or not. The brain’s physical condition will affect how much information Hela can gain.
RULE THE DEAD: Hela may command zombies and compel the minds and actions of any other undead she encounters. The creatures must obey her. For this ability to be fully effective, Hela must be able to use her "Speak with Dead" power. Unlike the powers of a Zombie Lord, the only limit to the detail of Hela's commands is the intelligence of the specific zombies she is commanding, and not the size of the group itself. Also, this power does not cost Hela any Essence points.
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SIMON B. SINISTER
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From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender
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Subject: [Flesh_rpg] Archetype:Travelling Salesman
Date: Sun, 26 Mar 2000 14:23:10 PST
I've tried tinkering with an archetype. What do you think?
Travelling Salesman
Norm
Str 2 Dex 2 Con 3
Int 3 Per 3 Wil 2
LPs 30
EPs 26
Spd 10
Essence 15
Qualities/Drawbacks
Attractiveness 2 (2)
Charisma 3 (3)
Contacts (Suppliers)(2)
Delusions (Grandeur) (-2)
Honorable 2 (-2)
Nerves of Steel (3)
Reckless (-2)
Showoff (-2)
Skills
Acting 4
Beautician 2
Brawling 1
Driving Car 4
First Aid 2
Gun (Shotgun) 3
Haggling 3
Mechanic 1
Notice 1
Seduction 2
Smooth Talking 4
Streetwise 2
Gear
Suit, briefcase, assortment of products (beauty products, encyclopoedias etc), car, shotgun.
Personality
Austin was a small burg, really out of the way, one of a million I've travelled through over the years. But they'd always bought the product and so had always put food on the (diner) table. I was surprised at how quiet it was when I rolled down Main Street, how dead the place had become. Almost a ghost town. Almost.
But a salesman of my calibre always attracts the crowds, and out they came, staggering towards me.
Now this was a town in need of the 'Aphrodite Beauty Range'!
I knew right away something was wrong. I'd listened to some of the weird reports coming through on the radio. But that's the cities, not nice little burgs like this. You just don't expect the folks to start trying to tear their way into the car. Especially old Mrs Tibbs. She passed on in '97. (A good salesman knows his customers). Needless to say I floored it, and roaring out of Austin discovered the world had changed, and my place within it.
Well no longer. I'm a salesman, and an important part of selling is to fill the niche. No more will I be looked at with scorn. No more doors will be slammed in my face. The customers will avoid me no longer; I'll force 'em to look me in the eye. People will always need a product, and in this world gone to hell I'm the man to supply it: Guns, petrol, medicine, candy or paperback books. You want it, I know where to find it. For a price.
I'm in demand now. People want me and the service I can supply; door to door, city to city. I'm 100% hero. A modern cowboy. A knight of the road. I'm Chuck Weinburger: Salesman!!!
Quote
"Listen lady, it's a once in a lifetime chance. There's no downpayment, no interest and nothing to pay until the product's in your hand. You'll not get a better deal. You've got to ask yourself: Can you afford not to?"
eply-To: flesh_rpg@edenstudios.net
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Subject: Re: [Flesh_rpg] Scenario writing
Date: Mon, 27 Mar 2000 04:52:53 EST
Doc Toc writes:
<<Snip>>
> Am I alone in my preference for one-offs? Do you guys have any
> suggestions for campaign play?
>
> Doctor TOC
Doc
Well, first off I agree with a lot of what you've said. I think one key in keeping the game fresh and frightening for the players is to find a reason the existence of the walking dead that is compelling to you and to your players. Something that you can use to throw curves at the players. My AFMBE campaign hasn't really kicked off yet, too much going on in real world, but one idea I've been playing with is running with a supernatural reason for the return of the dead. The idea was inspired by an old Swamp Thing story. The premise of the story was that Swampy's enemy Anton Arcane had escaped/was released? (I don't remember which) from hell, and he had managed to bring along some other reanimated souls from hell with him, they were all horrible serial killers and such. My idea which hasn't quite gelled yet, is that is that something has happened to upset the cosmic order of the universe this might be Man's fault, i.e. some later day wizards delve into something they should not have, or perhaps more celestial in nature, i.e. a second war in heaven has thrown things the world into chaos, the Angel of Death has been slain and now the dead won't stay that way. I'm not sure yet, I'm not really happy with either of these, like I said it hasn't quite gelled yet. Anyway the crusk of the biscuit is that not only are the dead rising up as zombies but that certain evil souls, evil dead if you will :), have escaped from hell and returned to the world of the living, and they have a whole lot of frustration they want to work out. Anyway I'm throwing these more intelligent and more dangerous undead types into the mix will keep the players from getting too overconfident. Another possible way to keep things interesting for the survivor types is to concentrate on the disintegration of society, civilization as we know it has collapsed, people are living in disparate enclaves, things may have degenerated into a type of later day feudalism. PC's might eventually become the leaders of such an enclave, and now they not only have worry about themselves but rather about a society which is counting on them. It's true the game will take a different air as it progresses and yes the PC's might well be holding there heads a bit higher, but if while they were out negating with another enclave, troulble hits back home and dozens died and a fire destroyed the crops and they are facing starvation belive me they'll notice.
Just some random thought to munch on. Mmmmm tastesss like brainssss
Ray Colina
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Subject: [Flesh_rpg] Re:RE Material/New Stuff
Date: 27 Mar 2000 18:04:21 -0000
>
>Ive gotten a few emails on this.
>Here is my reply to why we did not put a "Resident Evil-type" setting in the
>mainbook:
>
>Ok the official word is we are trying to get the Resident Evil license to do
>a Resident Evil sourcebook for AFMBE. The book is in their hands and we are
>awaiting a response back.
I hat to ruin the reputation I one day hope to earn as a calm, reserved Englishman but OH HELL YEAH!
Ahem, sorry.
Whilst, I'm here anyway, I've got a couple of ideas kicking around and wondered whether anyone might be interested. I'm quite interested at the moment in the "Okay, they're here. NOW WHAT?!" story type as opposed to the initial outbreak story and that's kind of where these come from:
CHARACTER ARCHETYPE:Necro-Anthropologist
"Of course it's perfectly safe. Now just smear this on your suit."
"What is it?"
"Your predecessor, shall we go?"
CHARACTER ARCHETYPE:Finder of the Dead
"Your husband was in Maine when the outbreak hit? Good, that'll put him in the last wave of zombies. He'll still be recognisable."
Anyone interested?
All the best
Al
"If you do not learn to master your rage-"
"My rage will master me, is that what you were going to say?"
"...Not necessarily."
MYSTERYMEN
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Subject: RE: [Flesh_rpg] Arthurian Dead World?
Date: Mon, 27 Mar 2000 17:32:17 -0500
Mark Oliver asked:
>Is there any interest in a Dead World based around Britain in the dark ages?
>Something I'm working on for my own group but I could put it together a bit
>more formally.
I'm certainly interested! One of the reasons I asked about WitchCraft just yesterday was that I'm considering running an AFMBE campaign set in a fantastic Dead World, with more of a "sword and sorcery" approach than the book's historical "Dead at 1000" setting. I'd love to see your approach.
>I'm bouncing ideas around of Arthur, mad druids seeking to make the old gods
>walk upon Britain sacred soil, Christian priests destroying pagan sites of
>worship, invading saxon hordes, travelling Irish war bands, celtic
>mercenaries and one particular old druid with a plan to unleash the wraith
>of the old gods before they are forever gone.
You could set the "rise" during Samhain, when herds were collected and separated for slaughter. For farmers, it was the time at which anything not made use of in the garden lost its life essence, and was allowed to rot. Samhain was the original new year, when the Wheel of the Year finished: debts were paid, scores settled, funeral rites observed and the dead put to rest before the coming winter. On that night, the veil between our world and the spirit world was considered negligible, and the dead could return to walk amongst us. Samhain was the night to ensure that they had been honored, fed and satisfied. Throw in an angry druid/witch on that night and if that isn't a perfect excuse for an AFMBE scenario, I don't know what is!
>None of the "First Knight" full plate polished armour but something a bit
>grittier. Saxons in wolf pelts, Britains in rough chain mail and certain
>towns clinging on to the ways of the Romans and their Legions. All set
>around the decaying ruins of Roman spleandour, hidden stone circles and
>shrines and the magic of Glastonbury tor.
>Oh and Zombies by the bucket load.
You might find some visual inspiration in GW's grim "Warhammer" world, with its backward villagers and rotting undead armies. Granted, sometimes Warhammer Fantasy Battle can be a little over-the-top these days, but Warhammer Fantasy Roleplay is still set in a miserable and decidely low-magic world where even the heroes are lucky to have all of their teeth!
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
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Subject: RE: [Flesh_rpg] sourcebooks
Date: Mon, 27 Mar 2000 18:04:03 -0500
Geoffrey Weber said:
>I started writing down some ideas I had for a source book I am calling "I,
>Zombius".
>(meet the real reason for the fall of the Roman Empire.) I was thinking of
>submitting to Demonground, if I get enough written.
Will you be using Roman mythology? I can imagine the zombies being some kind of evil manes. According to the Encyclopedia Mythica (http://www.pantheon.org/mythica/), Manes or Di Manes ("good ones") was the euphemistic description of the souls of the deceased, worshipped as divinities. The formula D.M. ( = Dis Manibus; "dedicated to the Manes-gods") can often be found on Roman tombstones. Manes also meant metaphorically 'underworld' or 'realm of death'. Festivals in honor of the dead were the Parentalia and the Feralia, celebrated in February...
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
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Subject: [Flesh_rpg] Just thought Id share this with you all
Date: Tue, 28 Mar 2000 11:17:47 EST
I just got this website address from an artist who wants to work on AFMBE. <A HREF="http://www.raisinlove.com/zombies/"> http://www.raisinlove.com/zombies/</A>
Its pretty funny stuff....
George Vasilakos
Eden Studios
Zombie Lord
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Subject: [Flesh_rpg] evil dead
Date: Tue, 28 Mar 2000 15:36:49 -0000
For those still interested in that Evil Dead card game I mentioned earlier, I put up some pictures from it here:
http://www.oocities.org/jabbadac/cabinfever.html
>Yes Im looking into a ED license as well. From what I understand talking to a
>few people, Sam Rami is an advid lover of roleplaying games.
Do you know which company currently owns the licensing rights? Is it Anchor Bay? or do they just have distribution rights?
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] "Living Dead Girl" Zombies
Date: Wed, 29 Mar 2000 05:44:50 GMT
Here are my (late) comments...
::SNIP::
> Thanks! Here's the specs for the LDG zombies and Hela herself.
::SNIP::
> LIVING DEAD GIRL ZOMBIES
::SNIP::
> WEAK SPOT: None
::SNIP::
> SUSTENANCE: Who Needs Food?, All Flesh Must Be Eaten
Is it me, or is there a trend for invunerable zombies who don't eat lately? Not that I mind too much, as anything that mixes things up a bit and tosses the players off balance is a good thing, but I think that for most Zombs, being RotLD unstoppable should be a rare type, otherwise it takes away from their uniqueness. Espically in this case with a Nigh-Unstoppable queen leading them. The players do need some hope, even if it is just an illusion.
So far, overall, I *really* like LDG. The background is cool, and I hope we see more, perhaps what the penultimate chaper will be. Is it "The End" or can she be stopped? That's the main hook for any deadworld that has a leader type, to me. Attepmting to stop the thing and restore/rebuild the world. Or does it all end with the players guts spread all over the place and a globe filled with the moaning dead?
> "HELA"
::SNIPPED STATS::
One tough bitch! Oi! =]
> WEAK SPOT: None
See above. =]
Seriously, I like my "god-like" avatars of death and destruction to have one, seriously hard to exploit weakness. It does not have to be like water to the wicked witch, which is anti-climatic to me ("oh, we just need a bucket? Cool.") But does make the odds a little better for our players. Most of them may still die, but at least they knew, or believed, that they had a chance. Heroic attempts that fail are just as dramatic as those that leave them mostly dead.
::SNIP::
> SPECIAL: Regeneration ("Immortality"):
A cool power to add to the AFMBE mythos.
> HELA'S PSYCHIC POWERS
> SPEAK WITH DEAD:
::SNIP::
> RULE THE DEAD:
Good work Simon! Looking foward to seeing more!
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
rom: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] Hard Cover vs. Soft Cover (and Format)
Date: Wed, 29 Mar 2000 06:08:43 GMT
> I was wondering what everyone else though about the fact that the
> sourcebooks for AFMBE are slated to be released in only softcover format.
> This fact also leads me to ask my question; will they be the same size as
> AFMBE, or standard sized 10 1/2 x 7 1/2 inch.
Personally, either size is ging to be bought, but I would perfer the smaller size. I like telling people about my Big Little Book O' Zombies. =]
::SNIP::
> Softcover was meant for pulp comics and trashy novels, not pieces of art
Hey now, let's not bad-mouth trashy novels! There's lots of zombie books in that catagory. Just look at Weird Tales! =]
::SNIP::
> I vote we all bombard Eden with a flurry of email not rivaled since someone
> mistakenly posted Star wars RPG stats on a Trek RPG mailing list, and maybe
> they'll get the hint and give us a nice pretty book. I mean, is there anyone
> out there that isn't willing to shell out that extra $10 to get it
> hardbound? $10, that's like a movie ticket and popcorn. That's like a small pizza.
Consider this my bomb added to the salvo. I don't mind spending the $10 for hardcover, just for the fact that the book will hold up longer!
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
rom: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Wed, 29 Mar 2000 06:11:18 GMT
::SNIP::
> What Shane wants to do is create some ALL NEW Western settings. He's a
> big western fan as you may know and here is a chance to "redo" some Wild
> Weird Zomibe West settings.
That's what I was hoping to hear. Shane's a very good writer, very creative. I look foward to seeing his ideas. And if this book drags some DL players into AFMBE to be eaten, all the better. I want EDEN to have everyone's money.
> Once I get an outline, Ill let you all have a sneak peak at it.
>
> George Vasilakos
> Eden Studios
> Zombie Lord
That's why we love you, Oh Great Zombie Lord, and will follow you into darkness and the fire. And throw all our money at you. =]
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
rom: "g. m." <gm1970@hotmail.com> Save Address
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Subject: RE: [Flesh_rpg] What's in a name?
Date: Wed, 29 Mar 2000 06:33:27 GMT
::SNIP::
> I can't believe they left off BTRC's excellent "Macho Women with Guns" RPG
> series, which includes "Macho Women with Guns," "Renegade Nuns on Wheels,"
> and "Bat-Winged Bimbos from Hell!"
I love you more every day, Simon. =] Don't forget "Macho Women With Guns: The Final Chapter, Part One" and the "Collected Edition with four different covers to sucker in the fanboys" and "More Things to Kill." I am the proud owner of all the MWWG books, and the poster that promoted the Minis. I even got to run an adventure at a local con. Ahhh, the strange things I'm proud of.
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
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Subject: RE: [Flesh_rpg] "Living Dead Girl" Zombies
Date: Wed, 29 Mar 2000 21:13:08 -0500
g. m. said:
[snip]
>Not that I mind too much, as anything that mixes things up a bit and tosses
>the players off balance is a good thing, but I think that for most Zombs,
>being RotLD unstoppable should be a rare type, otherwise it takes away from
>their uniqueness. Espically in this case with a Nigh-Unstoppable queen
>leading them. The players do need some hope, even if it is just an illusion.
Hmm. You're probably right; I guess it shows how much I liked RotLD 1 and 3. Well, at least the LDG zombies are only as fast, strong, and intelligent as their corpses will allow. So I suppose in a sense a head shot is still an important weakness for them. For example, if a sniper blows the brains out of a talking, problem-solving zombie, that zombie will immediately become dumb as dead wood. Time and decay will have the same effect, so if Hela did raise a bunch of nuclear physicists from the dead, she'd better get them to a blackboard as soon as possible. Eventually, as their brains rot, they'll be no better than the scientist on pp 10-13. The same could be said for all of the other variables with the LDG zombies -- sooner or later, they all wind up shuffling around and bumping into things just like the ones in DotD.
>So far, overall, I *really* like LDG. The background is cool, and I hope we
>see more, perhaps what the penultimate chaper will be. Is it "The End" or
>can she be stopped? That's the main hook for any deadworld that has a leader
>type, to me. Attepmting to stop the thing and restore/rebuild the world. Or
>does it all end with the players guts spread all over the place and a globe
>filled with the moaning dead?
Thanks -- now that I've had more time to flesh it out (pun intended), the latest version of LDG is actually much longer. I don't think it went over all that well here on the list though, so if anyone's still interested, you can e-mail me privately and I'll keep you updated. Like Geoffrey's very cool "I Zombius" site, I'm probably going to put all of this LDG stuff online as well.
>>"HELA"
>::SNIPPED STATS::
>One tough bitch! Oi! =]
Hela was sort of written up "off the top of my head," so to speak. Since then I've gotten my hands back on a copy of Armageddon and have managed to come up with something a little closer to what I'd originally envisioned. I'll give you a hint: take an Avatar of Hel and turn it into a teenaged zombie...
>WEAK SPOT: None
>See above. =]
>Seriously, I like my "god-like" avatars of death and destruction to have
>one, seriously hard to exploit weakness. It does not have to be like water
>to the wicked witch, which is anti-climatic to me ("oh, we just need a
>bucket? Cool.") But does make the odds a little better for our players. Most
>of them may still die, but at least they knew, or believed, that they had a
>chance. Heroic attempts that fail are just as dramatic as those that leave
>them mostly dead.
Hela's not indestructible -- there are several ways you could take her down, most of them involving serious overkill, although personally I wouldn't want to be the one that had to do it. Her fiance used a RotLD3-style XM-27 (p166) to knock her unconscious, and of course a big enough bomb (remember how RotLD1 ended?) could blow her to kingdom come. Speaking of Armageddon, p202 of the Myrmidon Press version suggested that there are worse things you can do to Immortals than call them. Maybe all someone really needs to worry about is how to trap Hela somewhere and how much concrete to pour on her head...
>::SNIP::
>SPECIAL: Regeneration ("Immortality"):
>A cool power to add to the AFMBE mythos.
Thanks! I wrote that one up from memory; I've since brought it and her other Aspects more into line with Armageddon's version of death Avatars.
>HELA'S PSYCHIC POWERS
>
>SPEAK WITH DEAD:
>::SNIP::
>RULE THE DEAD:
>
>Good work Simon! Looking foward to seeing more!
Thanks again! Say, if you can authorize me on ICQ, maybe we can talk more about this sometime without irritating all the other list members. ;^)
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
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Subject: RE: [Flesh_rpg] "Living Dead Girl" Zombies
Date: Thu, 30 Mar 2000 05:59:26 GMT
::SNIP::
> Hmm. You're probably right; I guess it shows how much I liked RotLD 1 and 3.
They're within easy reach of my VCR as well. I really need a DVD player. <sigh>
> Well, at least the LDG zombies are only as fast, strong, and intelligent as
> their corpses will allow. So I suppose in a sense a head shot is still an
> important weakness for them. For example, if a sniper blows the brains out
> of a talking, problem-solving zombie, that zombie will immediately become
> dumb as dead wood.
I like that idea. It's usually a matter of the Z takes the head blow and keeps comming without any real modifier to Int in RotLD. That adds some survivability to the Cast. "We can't kill it, but with a few bullets we can out think it."
::SNIP::
> The same could be said for all
> of the other variables with the LDG zombies -- sooner or later, they all
> wind up shuffling around and bumping into things just like the ones in DotD.
And we all have a soft spot ozing stuff for those Zombs... =]
::SNIP::
> I don't think it went over
> all that well here on the list though,
Don't bet on it, as most here are of a "wait and see more before commenting" type. I posted the start of my campagin, and people were going to wait for the whole spiel to rip into it. =] It's coming slowly, I just need a bit more free time. Lament of the 90's. <sigh>
::SNIP::
> Hela was sort of written up "off the top of my head," so to speak. Since
> then I've gotten my hands back on a copy of Armageddon and have managed to
> come up with something a little closer to what I'd originally envisioned.
> I'll give you a hint: take an Avatar of Hel and turn it into a teenaged
> zombie...
Ok, I've been tempted to pck up Armageddon, just to give funds to EDEN if nothing else. Now I have to have it. And the Hardcover Withcraft. Oh well, there are worse uses for money. =]
::SNIP::
> Hela's not indestructible -- there are several ways you could take her down,
> most of them involving serious overkill, although personally I wouldn't want
> to be the one that had to do it. Her fiance used a RotLD3-style XM-27 (p166)
> to knock her unconscious, and of course a big enough bomb (remember how
> RotLD1 ended?) could blow her to kingdom come. Speaking of Armageddon, p202
> of the Myrmidon Press version suggested that there are worse things you can
> do to Immortals than call them. Maybe all someone really needs to worry
> about is how to trap Hela somewhere and how much concrete to pour on her head...
Ture, true. Big Badaboom. And the Cast should sweat for every moment of it. Once I finish my campagin (Death is not the End) I'll have to run LDG. Send more players... ;>
::SNIP::
> Thanks again! Say, if you can authorize me on ICQ, maybe we can talk more
> about this sometime without irritating all the other list members.
Consider yourself authorized, but I'll have to do it twice since I have a home and work ICQ.
And somebody has to keep the list traffic up! =]
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
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Subject: Re: [Flesh_rpg] FFOZ CLARIFIED
Date: Thu, 30 Mar 2000 00:58:57 EST
<<snipped from various conversations....>>>>
<< > I'd like to know if the cover of FFOZ is going to include the Deadlands logo in any way because I think it needs to be made clear that this is an AFMBE book 'inspired' by the Deadlands setting and not an actual DL product.As for conversion rules,if the book is only a collection of DL type deadworlds and not the DL setting its self then they are'nt needed.By By.> >>
Ok let me clarify this AGAIN.
FFOZ is a Western Setting Sourcebook with (at least) 4 NEW settings written by Shane Hensley.
The settings will not be Deadlands settings. They are gonna be something "wild" as Shane tells me.
In the Appendix (we are budgeting about 4 pages of the estimated 176 pages in the boook) we will have NOTES on how to convert the STATS and some mechanics of the Deadlands Game System to AFMBE. We have spoken with Shane and EDEN will be doing the conversion notes and running it by Shane, so he can just concentrate on coming up with some "wild and weird" settings. The conversion notes are so you can use any material published for Deadlands (for example their Archetypes or monsters) and port them to the Unisystem (AFMBE game system). We will not be rewritting or reprinting rules from Deadlands, mearly putting in notes on how to convert stats and skills, etc. Much like how Alternity has conversion rules in there book for the AD&D system to the Alternity system.
The reason EDEN is doing this book is to get some of the Deadlands players attention toward AFMBE.
Shane is doing this because he really likes Zombies and Westerns and is a close friend of mine and has wanted to do a book for us for a while.
As for a Deadlands logo... there will not be one on the front cover - possibly on the backcover (very small like the size of the EDEN Logo that will mention CONVERSION rules of the DEADLANDS system to the UNISYSTEM). I havent decided on it yet and may not put it on at all. But it may help Eden sales of the book to Deadlands players who pick the book up to look at it and notice a mention of the conversion rules.
I hope this clears up the issue. Like I said earlier - as soon as Shane gets me an outline- Ill show it to you all so I can get comments. This is gonna be a product that will get a lot of notice for us so I want it to be done right.
George Vasilakos
Eden Studios
Zombie Lord
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Subject: Re: [Flesh_rpg] book
Date: Thu, 30 Mar 2000 15:55:37 EST
Check on Ebay under "Dawn of the Dead" using the search engine. There are complete sets of them all the time( a set consisting of Flyboy as a zombie, the airport zombie, the hatchet head zombie, and the biker played by Tom Savini.) They are made by a Japanese company called Reds, Inc. and you can get them for between 9.95 and 20.00 dollars a figure depending on the seller.
Kyle
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Subject: [Flesh_rpg] archetype; postal worker
Date: Thu, 30 Mar 2000 13:47:32 PST
I've taken a stab at this archetype. Let me know what you think.
Ferg.
Disgruntled Postal Worker
Norm
Str 3 Dex 2 Con 3
Int 2 Per 2 Wil 3
LPs 45
EPs 32
Spd 10
Essence 15
Qualities/Drawbacks
Acute Senses (Sight) (2)
Cruel (-3)
Fast Reaction Time (2)
Hard to Kill (3) 3
Humorless (-1)
Nerves of Steel (3)
Zealot (-3)
Skills
Brawling 2
Bureaucracy 4
Climbing 3
Computers 1
Dodge 1
Driving (Car) 3
Guns (Rifle) 4
Humanities (psychology) 1
Intimidation 1
Notice 2
Running (Dash) 2
Streetwise 2
Swimming 2
Writing 2
Gear
Rifle with scope, Postal uniform, secret cache of 'missing' mail.
Personality
Yeah I know you. I know all of you. Or at least people like you. You're all the same lemme tell you. I've watched you, you see. I've shared your life; witnessed your joy, your sorrows, your sordid little affairs, your dark secrets. Your cheating, lying lives have slipped through my fingers and I've seen it all; I've delivered it to you.
But am I thanked? Oooh Noo! Am I given the respect I deserve? No siree. What do I get? Complaints, complaints, complaints. "You woke my baby...you broke my collector plate...you opened my mail...you poisoned my dog..."
Well let me tell ya, I was ready to climb the tower and put you all out of your misery, and damn the law.
And then it happened! I dunno what exactly, but sure enough folks I thought best gone, started turning up at their homes, living their sad, little, meaningless lives all over again. And on my route! Can't you people leave me alone?
Well now things are changing. All of a sudden, a man with a rifle is a well respected man. A man with a rifle is a needed man. A man who has the stomach for the little jobs you can't hack. You ain't laughing so hard now are ya! A man in his tower is a lord, and the law's on my side. I've got a purpose ya see, and it ain't no noble Costner crap either. I'm gonna cleanse this town of the dead, and I'm gonna enjoy it.
And when that's done we'll see who's left.
Quote
"You ain't laughin' now are ya <BLAM> haha I said YOU AIN"T LAUGHING NOW haha ARE YA <BLAM BLAM> hehe ARE YA? he <BLAM> ha HUH? HUH? You ain't <BLAM>..."
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] book
Date: Fri, 31 Mar 2000 05:23:54 GMT
::SNIP::
Oh joyous rapture! Pride of place on my monitor stands a Dawn of the Dead
action figure. I didn't even know they made them til today!
Where was I?
Ok you, spit it out! *Where* Did you get the fig?! Don't make me come break into your house! How could you not tell your brethern Zomb lovers where to get this goodie? Where's the rotting, dripping love?
Gotta get one...
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
From: "Grimn /Nathan" <ninguable@hotmail.com> Save Address - Block Sender
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Subject: [Flesh_rpg] Deadworld idea based on 'A Song of Ice and Fire'
Date: Fri, 31 Mar 2000 05:39:50 GMT
I was going through my bookshelves when I saw George R R Martins fantasy book 'A Game of Thrones'. Now the focus of the series isn't(yet) about the Walking Dead, but they do exist..
Basicly theres a world where winter can last decades. On the Northern most tip of the known world. There's a Wall. A massive hulking wall that puts Chinas effort to shame. It was built a few thousand years ago to keep out the Others. General all around bad/evil/nasty things with pale blue eyes who seem to be nigh-invincible. Oh, and also those that they kill tend to turn up dead-yet-not. The Others and their servant Zombies have an extreme... dislike of both the sun and fire and when one of the walking dead leaves a wound, the wound is inflamed and generaly extremely painful.
(The books are rather long, but, imho they are damned good. A far sight better than the Wheel of Time and much more involved.)
The deadworld would be interesting. Winter is coming, and from the north rumours start to drift in that beyond the wall, the dead have clawed their way from a frozen hell. Those who are charged with holding the wall, however, have never been weaker. Worst of all, when the nobles south of the Wall should be be unified as never before. They fall amongst themselves blindly destroying crops and breaking the backs of their people. Something must be done, for when winter comes their will be no place to hide, no safety. The Others shall drive the dead from ocean to ocean. Their hatred frozen in their hearts. The machinations of men are meaningless to them. Soon, nothing will be left. For winter is coming.
Over the top? I hope so. :) But I think some players of mine are going to learn to hate a certain frozen hell I'm preparing for them.
Yours,
-Grimn/Nathan
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] Deadworld idea based on 'A Song of Ice and Fire'
Date: Fri, 31 Mar 2000 06:00:48 GMT
> I was going through my bookshelves when I saw George R R Martins fantasy
> book 'A Game of Thrones'.
I also cannot recommend these books **HIGHLY ENOUGH!** The first two are out, and they are fantastic. Great stuff if you love fantasy. Long, but the payoffs are great. The second book is called "A Clash of Kings," and it's still in HC. Should be pb soon.
> Now the focus of the series isn't(yet) about the
> Walking Dead, but they do exist..
::Good capsule description SNIPPED::
> Soon, nothing will be left. For winter is coming.
>
> Over the top? I hope so. :) But I think some players of mine are going to
> learn to hate a certain frozen hell I'm preparing for them.
Go for it man. If you're going to "pay hommage", pay it to the best. =]
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
rom: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender
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Subject: [Flesh_rpg] I, Zombius
Date: Fri, 31 Mar 2000 07:15:33 PST
Just a suggestion: Zombie weakness: fire?
After all there must have been a reason Boudicca rampaged through Colchester, St Albans and London, burning each town to the ground, before losing to a much smaller force, and poisoning herself to avoid a fate worse than death. (Or did she?)
You may have already thought of that though.
Ferg
rom: "Scott Mallinson" <scttmll@ev1.net> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] BZNFD
Date: Fri, 31 Mar 2000 09:09:58 -0600
""Bisexual Zombie Ninja Fashion Designers""
<Big SNIP>
Dude, that was on Jerry Springer last week; at least steal an idea that's obscure.
Jerry Springer Show # 3109
"Bisexual Zombie Ninja Fashion Designers who were abused by Elvis impersonators, and the women who love them"
Scott M.
<insert clever quote here>
From: Patrick Kinsella <pkinsell@sun.science.wayne.edu> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] BZNFD
Date: Fri, 31 Mar 2000 10:42:15 -0500
""Bisexual Zombie Ninja Fashion Designers""
> Big SNIP>
I can't believe this creation now has it's own acronym. Wait til
you see the website for it :) Oh yeah, and the WB network is
interested in it as well. They need a solid follow up to "Dawson's
Creek" and can't think up another Buffy spin-off.
--
Patrick Kinsella
WSU Computer Repair
(313)577-2471 or Pager: (313)796-7810
eMail Page at: 3137967810@alphapage.airtouch.com
"A grease monkey of the information superhighway."
David Anthony, Fox Newswire
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Subject: [Flesh_rpg] Yahoo! club...
Date: Fri, 31 Mar 2000 10:52:06 EST
For those of you who don't know, there's a club on Yahoo! for AFMBE. I should know. I'm the founder. Anyway, I would love it if some of the rest of you would come by, and join in on the action, because it seems to have a few slow moments, but there's some great potential there.
http://clubs.yahoo.com/clubs/afmbe
Hope to see you all there! Also, don't forget to check out my Angelfire All Flesh site.
http://www.angelfire.com/id/jondavid/
Jon David
http://wicca.drak.net/jondavid/
-------
"Witches ride brooms because Nature abhors a vacuum!"
"Madness takes its toll. Please have exact change."
From: Doctor TOC <otherchris@erols.com> Save Address - Block Sender
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Subject: [Flesh_rpg] Are you dead?
Date: Fri, 31 Mar 2000 11:15:58 -0500
Heheheheehee
Check it out; http://www.brunching.com/toys/toy-areyoudead.html
Doctor TOC
--
The Reverend Doctor "The Other Chris" - Wu Name: Jive Talkin' Choirboy
ICQ # 4814586
Time War RPG - http://jump.to/TimeWar
The TOC Files - http://www.fortunecity.com/tattooine/wilhelm/148/
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Fri, 31 Mar 2000 11:13:39 +0100
> Sure, but some people like it more... codified. DL is a bit of a complex
> system to just fudge, anyway.
>
Well, how else do u think Eden are going to do it? It isn't like there is a periodic table for rpg systems! :-)
> Oh, I'm sure some of that will happen (note my comment in another
> message) but I don't think you'll have people rushing out to buy DL just
> because of this.
>
Or AFMBE, of course.
> If it doesn't already have its own feet, it's too late. Besides which, I
> should think that the ZM Screen and Enter The Zombie will be out
> first -- if *that* isn't enough to establish it, it's too late. AFMBE
> focuses, primarily, on *survival* horror, which Deadlands, despite the
> zombies and everything, doesn't do. Neither does CoC, really (at least
> not on the societal breakdown level.) Given the first printing sold out,
> I don't really think there's a worry here.
I hope not, but the rpg industry seems to be a fickle mistress.
> > Deadlands fans who buy it will buy it as a sourcebook for Deadlands. Besides
>
> And this is bad because? This is *Eden's* book.
Because it won't sell AFMBE...why would they then go out and buy the main rulebook if FFOZ is to be used as a Deadlands sourcebook.
"Just look at it this way...a ripple of space...a river of time...like a burial"
-Thomas Dolby
Martin
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Fri, 31 Mar 2000 10:49:46 +0100
> I also think you're wrong that Deadlands players won't buy the book. I think
> many would just to see more of Shane's twisted imaginings. Since Deadlands
> has a larger market than AFMBE, this exposes MORE people to AFMBE which in
> turn WILL help Eden.
Which won't work because AFMBE doesn’t explicitly have a setting (the point therein) and as the rules have been provided what would be the point of a Deadlands player going out and buying the main rulebook. The only thing iof any use to him would be the zombie rules - unique to this game. If these are provided in a conversion (and there is little point wasting x pages for anything else) then Eden are shotting themselves in the foot.
I like AFMBE, it reads rather well (rules seem a bit clunky, but i havent played it yet); but it revolves around a 'gimmick' (zombie rules) rather than a setting or background world.
"Just look at it this way...a ripple of space...a river of time...like a burial"
-Thomas Dolby
Martin
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Subject: Re: [Flesh_rpg] FFOZ CLARIFIED
Date: Fri, 31 Mar 2000 11:09:19 +0100
> In the Appendix (we are budgeting about 4 pages of the estimated 176 pages in
> the book) we will have NOTES on how to convert the STATS and some mechanics
> of the Deadlands Game System to AFMBE. We have spoken with Shane and EDEN
> will be doing the conversion notes and running it by Shane, so he can just
> concentrate on coming up with some "wild and weird" settings.
Since its too late top reconsider I would just like to say that, IMHO, this is a trend I don't want to see continuing. There are better things those pages could be given over to, even if it is only a small number.
> The reason EDEN is doing this book is to get some of the Deadlands players
> attention toward AFMBE.
>
It seems an odd way of going about it. People will like AFMBE regardless of whether it can be converted to Deadldands; I don't see how that is a valid sales point. Surely the money and the paper would be better spent on advertising elsewhere.
What exactly will you be converting?
"Just look at it this way...a ripple of space...a river of time...like a burial"
-Thomas Dolby
Martin
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Fri, 31 Mar 2000 11:25:59 +0100
> Boy, am I ever tired of this topic. I think we need to face a few facts:
Hey, take it easy! You know you can alwys start a new topic instead.
> 1. The folks at Eden don't have "Screw Me" written on their
> foreheads. Come on...George said that he and Shane were Friends.
> Note the capitol letter. If he thought for one minute that FFOZ was
> going to be a shameless plugging vehicle for Deadlands, do you
> honestly think he would have agreed to it? Give these guys some
> credit.
I have never claimed that Shane is trying to rip anyone off.
> 2. The Man has already said it'll be about 4 pages for the
> conversion notes. I am willing to bet if I printed up all the
> pro/con arguments, it would measure well over twenty. Something is
> really wrong with that.
Well, im not selling my mailing list posts as a sourcebook for an rpg now am i.
> 3. This one may sting, but it is NOT YOUR PRODUCT LINE. I won't be
> buying "Enter the Zombie" simply because it does not sound all that
> interesting to me PERSONALLY. But so what? Sure, the customer
> counts and has a say, but if George decided that the next supplement
> was going to be "Bisexual Zombie Ninja Fashion Designers", that is
> his right. It's his vision, isn't it? Let the Man produce!
Im not losing any sleep over what other people write and sell. Just making my voice heard...and it seems i'm not the only one with such a view either.
Let me put one last question across:
what would you rather see...
A) 4 pages of Deadlands/AFMBE conversion rules
or
B) 4 pages of zombie powers, a new type of zombie, more Inspired powers, another archytpe...even another setting!
I leave it up to you
"Just look at it this way...a ripple of space...a river of time...like a burial"
-Thomas Dolby
Martin
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Subject: RE: [Flesh_rpg] [AFMBE] FFOZ suggestion
Date: Fri, 31 Mar 2000 13:38:57 PST
> but until that time, this discussion should be
> limited to suggestions,
Arguments for and against aside; what I'd actually like to see is an introductory adventure in the book.
I know this generally splits opinion, but I find them incredibly useful. They give a purposeful introduction for new archetypes, and qualities/drawbacks are able to be introduced.
Further there is nothing more useful in introducing new players and, specifically, new ZMs to a game than a quick to read, statted adventure, which leaves you in no doubt as to the flavour/atmosphere of a game, and leaves your players drooling for more.
I know the deadworlds have adventure seeds, and these are great; I really like 'em; they give me a chance to create something of my own, but for starting players something more is needed. After all, who didn't check out 'The Beginning' on the website?
And...a book just doesn't seem complete without one dammit!
Ferg
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Subject: [Flesh_rpg] Evil Dead on PSX
Date: Fri, 31 Mar 2000 21:51:32 GMT
I got a newsletter from IGN, which included this link to a preview for the upcoming Evil Dead game for Playstation:
http://psx.ign.com/previews/13415.html
"Who wants some?"
Cheers!
Aaron
rom: "Dylan Craig" <stalky1@hotmail.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Intro adventure ; co-writing; Don't Mention The War
Date: Fri, 31 Mar 2000 15:20:47 PST
I also like the adventure idea. Although I liked the format of the Mein Zombie adventure seed better then 'The Beginning'. A little more open-ended, you know - letting you come at the thing from several different dimensions (Allied/Nazi). I liked that, but a pageful of adventure seed paragraphs might be even more useful - although I suppose one could get that from this list just fine.
I've got a plan (cunning? maybe) for a AF adventure, full-length, set around a trailer campsite. I'll post the URL once it's up in my my modules section. Seeing as my copy of the AFMBE rulebook is still somewhere over Central Africa, would someone like to co-write the thing with me by filling in the stats?
Finally, let's stop talking about AFOZ. Neither camp seems willing to be convinced, and it's getting to be a bit of a wade.
Dylan
--
"'You had the last Philistine, Big George. This one's mine!"
'If I want this one I'll have him too, bigod!'
'What happens if I just shoot ya, then? Ey? Whatcha think of that?"
From: Earle Wheeler <frankenmac@earthlink.net> Save Address - Block Sender
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Subject: [Flesh_rpg] Zombie Pussycat, Kill! Kill!
Date: Fri, 31 Mar 2000 22:19:16 -0500
So far, "Copy Editor", "Professional Wrestler", "The Kid", and "Conspiracy Theorist" have been posted to the list. I think that Andrew's "Insane Gamer" pretty much covered the idea I was going to use for "Fanboy", and his "Postal Worker" is a more solid idea than I had for the "Serial Killer" for, so I'm going to hold off on those two for a bit.
So, that leaves... "Beatnik"!
But I think I should save that archetype until I've finished my hipster deadworld, "Zombie Pussycat, Kill! Kill!", also featuring archetypes for other exploited stereotypes from the late 50's and early 60's.
(Alternate titles for this Deadworld)
Zombie-A-Go-Go
Naked Zombie
Valley of the Zombies
Mondo Zombie
A Bucket of Zombie Blood
Zombie Zombie Bang Bang
How I Learned to Stop Worrying and Love the Zombies
Zombie Devils on Wheels
-Earle
From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] Zombie Pussycat, Kill! Kill!
Date: Fri, 31 Mar 2000 22:53:54 -0500
Earle Wheeler said:
[snip]
>But I think I should save that archetype until I've finished my hipster
>deadworld, "Zombie Pussycat, Kill! Kill!", also featuring archetypes for
>other exploited stereotypes from the late 50's and early 60's.
[snip]
Now _that_ is a sourcebook for AFMBE that, if Eden published, I would spend my hard-earned money on in a heartbeat!
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
From: "\"Chuck \\\"Darshu\\\" Payne\"" <Darshu@bellsouth.net> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Fri, 31 Mar 2000 23:22:09 -0500
> A) 4 pages of Deadlands/AFMBE conversion rules
> or
> B) 4 pages of zombie powers, a new type of zombie, more Inspired powers,
> another archytpe...even another setting!
Personally I would rather see the conversion rules myself. If I want more Occult goodies for the Inspired I'll buy witchcraft (which I have done) if i want an Archetype I can make it up and I can always think of other settings myself. I just got through coming up with conversion charts for Palladium to Silhouette system and that wasn't fun at all. It took all of 2 months and 4 guys working on it to make it all work right while leaving it munchkin free. If Eden is willing to do this for DL(which, while I like the setting and system i would rather play with another because I don't always have cards and poker chips around.) then I say more power to them. and since its only going to take up 4-5 pages then thats all good too. IMHO
--
O, why should wrath be mute, and fury dumb? I am no baby, I, that with base prayers I should repent the evils I have done: Ten thousand worse than ever yet I did would I perform, if I might have my will; If one good deed in all my life I did, I do repent it from my very soul.
Chuck "Darshu" Payne
ICQ#16586693
Darshu@bellsouth.net
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Subject: Re: [Flesh_rpg] FFOZ CLARIFIED
Date: Fri, 31 Mar 2000 23:31:02 -0500
> >
> It seems an odd way of going about it. People will like AFMBE regardless of
> whether it can be converted to Deadldands; I don't see how that is a valid
> sales point. Surely the money and the paper would be better spent on
> advertising elsewhere.
Actually in the long run it is most likely much cheaper to do a crossover than to advertise in magazines and such. The number of people that will pick it up just because its a crossover will be more than they could get otherwise. I know most of the people at the gaming store where I play don't have one clue what AFMBE is but when I told them about FistFull they all want a copy just because it has something to do with DL and Shane. For 3 weeks i've been running a game there and no one but the players were interested in AFMBE, now they at least want one book. Thats good for Eden regardless of whether or not they pick up the main book or any other book. It at least got them to take a look at AFMBE and maybe some will continue buying Edens products.
--
O, why should wrath be mute, and fury dumb? I am no baby, I, that with base prayers I should repent the evils I have done: Ten thousand worse than ever yet I did would I perform, if I might have my will; If one good deed in all my life I did, I do repent it from my very soul.
Chuck "Darshu" Payne
ICQ#16586693
Darshu@bellsouth.net
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Sat, 01 Apr 2000 06:08:07 GMT
::SNIP::
> > > Deadlands fans who buy it will buy it as a sourcebook for Deadlands. Besides
> >
> > And this is bad because? This is *Eden's* book.
> >
> Because it won't sell AFMBE...why would they then go out and buy the main
> rulebook if FFOZ is to be used as a Deadlands sourcebook.
Why won't it? Exposeure to the Unisystem and the way its presented on FFOZ may encourage them to give AFMBE a try. Esp if they like the less complicated rules. Add to that that most DL players *like* horror games, at least a little. How many people are playing a "pure Western" DL game? The Western Genre has only a tiny nich in the role-playing hobby. Just ask the publishers of "Boot Hill", if you remember it, or HERO games how well "Western HERO" sold. Add magic, monsters and Zombies, and people come to play. And once they see how good the AFMBE world/system is, perhaps they came for the hors'dervs, but then they'll stay for the buffet. (And no crap about misspelling horse-douvers. I'm a 'Merican and can spell it however I want =] ) Just ask any game publisher, and they will tell you that the best thing that can happen for their game, esp a new one, is *Exposure*, which this book is likely to accomplish.
Segue:
I have to admit, I've resisted commenting on this thread. There is a lot of supposition going on, and a lot of people upset that this is a "cross-over" because they think cross-overs are bad and are only used as publishing/get money ploys. So, I ask one question: How many times does George have to say that **This is NOT a Deadlands Suppliment, but a collection of Western-themed Deadworlds?** I think people are getting touchy and hyper, and we need to have cooler heads. In George we trust.
NOTE: My comments are ment to add humor, not insult. Please take in spirit offered.
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC\
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Subject: [Flesh_rpg] Archetype: Opportunistic Thief
Date: Sat, 01 Apr 2000 06:20:37 PST
Dashed this off. Let me know what you think. Ferg.
Opportunistic Thief
Norm
Str 2 Dex 3 Con 2
Int 3 Per 3 Wil 2
LPs 26
EPs 23
Spd 10
Essence 15
Qualities/Drawbacks
Attractiveness 1
Charisma 2
Contacts (Criminal) 2
Covetous (-3)
Lazy (-2)
Situational Awareness 2
Skills
Acting 1
Cheating 1
Climbing 1
Disguise 1
Dodge 2
Driving (Motorcycle)1
Driving (Car) 1
First Aid 1
Gambling 2
Guns (Handgun) 2
Guns (Shotgun) 2
Haggling 1
Hand Weapon (Knife) 2
Lock Picking 2
Mechanic 1
Notice 3
Pick Pocket 2
Smooth Talking 2
Stealth 2
Personality
Hey I'm not heartless you know. I was as shocked as the last guy when the dead started walking the streets. But when opportunity knocks, you've got to be ready to open the door, welcome it in and give it a glass of your best shoplifted liquor.
I mean we're not all blessed with a talent, a great family, wealth or a clean rap sheet . Some of us have to make our own way in the world, using our brains and wits. And if that involves taking the odd shortcut, then hey, that's life. I mean, look at the situation at the moment; it's dire, I agree, but I have every faith that the Government will sort it out, it's what they do after all. No sense then in living in the present (I learned that lesson in the slammer). It's time to plan for the future.
The idea came to me, ya see, the other day. Do you know how many people are buried with their jewellery? And there it is now, just walking around. A shambling store of gold, silver, rubies and diamonds, all free and ready for the taking. I mean, it's not like robbing a store is it? And you know what, I'll be willing to bet that wallets will start to appear pretty soon too.
Like I said, when opportunity knocks...
'Course, there are risks. I'm pretty sure the authorities would take a pretty dim view of it, but what they don't know don't harm 'em. Besides, I'm doing them a service. I deserve a reward for my efforts.
And, of course, there are the marks; they don't generally give up the goods without a fight.
People say that in the present the strong will survive. Me? Survival's enough for now.
But in the future I want to 'live'!
Quote
"Hey. You see the one over there? Yeah, second from the left. Sparkle round the neck. See it? KA-CHING!!"
From: EdenProd@aol.com Save Address - Block Sender
Reply-To: flesh_rpg@edenstudios.net
To: flesh_rpg@edenstudios.net Save Address
Subject: [Flesh_rpg] List Control and new thread
Date: Sat, 1 Apr 2000 12:38:45 EST
Ok I didn't want to do this but FFOZ has gotten alittle out of control and Ive gotten numerous emails from people on the list to "control" it and get people back to talking about AFMBE and Zombie related material.
The comment "everyone has the right to talk about whatever they like on the list" is a little out of hand. Lets keep the discussions to AFMBE and Zombie stuff.
I understands everyones concerns and comments of putting in Deadlands conversions in FFOZ and all the comments are being taken under consideration.
Now lets get on to a new topic.
Ben Monroe has handed in his outlien for our SciFi/Cyberpunk sourcebook.
The book has a working title of :
Zombies in Space
In Space, No one Can Hear Them Chew
How's that for a bone to throw at ya?
George Vasilaos
Eden Studios
Zombie Lord
From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
Reply-To: flesh_rpg@edenstudios.net
To: <flesh_rpg@edenstudios.net> Save Address
Subject: RE: [Flesh_rpg] [AFMBE] Rob Zombie
Date: Sat, 1 Apr 2000 22:09:28 -0500
George Vasilakos said:
>Actually the thought never crossed my mind.
>Personnaly I dont listen to his music or know anything about him.
[snip]
Oh, the mad, mad, mad, mad world of Rob Zombie. Cadaverous cavorting inside the spookshow international! Songs of love, destruction, and other synthetic delusions of the electric head! Hotter than a Mexican's lunch!
Sorry about that. I've been a fan of Rob since his early days in White Zombie, and I understand their music and Rob's artwork was a big influence on Brian Pulido's EVIL ERNIE comics. (The band even makes a cameo of sorts in one of the issues.) Let's not forget the animated White Zombie sequence in "Beavis and Butthead Do America" either!
The Rob Zombie song "Living Dead Girl" was also the inspiration for my own AFMBE/Armageddon crossover, which is now online at the following URL:
http://www.welcome.to/livingdeadgirl/
Speaking of which, I signed my site up for the AFMBE ring and am currently waiting in the queue. I hope the RingMaster adds it soon!
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
From: Philip Reed <philreed@mail.io.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Cyberpunk Zombies -- Attached
Date: Sun, 2 Apr 2000 12:37:15 -0500
Below is the current draft. Any people STILL interested can e-mail me direct so we don't clutter the list.
Techno-Zombie Rampage
An All Flesh Must be Eaten Deadworld
By Philip Reed & ?????????????
History
Mankind entered the twenty-first century full of hope and optimism. A great hurdle had been passed, a new millennium dawned without the apocalyptic visions of the world's doom-sayers taking place. As the years elapsed, the hope and optimism grew.
Technology was already an important part of society in the year 2000 and as 2050 approached, more and more technology emerged: newer, improved transportation, better computers, genetic engineering and cloning entered the mainstream. Even the governments of the world started to modernize, working together on new tech breakthroughs and scientific achievements. All in order to make a more perfect world.
2050 saw the dawning of combat cybernetics. Prosthetics, already in great use by the injured and crippled, were improved upon time and again until the inevitable occurred -- experimentation on soldiers. An experiment based on replacing perfectly healthy arms with improved cybernetic ones. The experiments were successful and over the next decade military forces were enhanced, improved, and just plain cybered-out.
Suddenly, and without warning, the decline of society occurred. The happy, prosperous times were replaced almost overnight with sad, depressing times where unemployment skyrocketed, inflation soared, and the governments turned greedy. By 2075, the governments of the world were hollow shells -- puppets run by the master corporations of the world. People are either haves or have-nots; there is no middle class.
The Zombies Rise
In 2088, with society slipping deeper into a modern dark age, one minor accident made everything much, much worse. The dead began rising from their graves.
Shock was the first reaction of society. As the dead clawed their way from the cemeteries, flooding the streets of the monstrous cities worldwide, most people were in too much shock to react with anything other than a quick scream, a painful death, and then a slow, shambling walk as they joined the growing horde.
As the horror grew, the survivors began to realize what was happening and started combating the undead, fighting them in every city of the world. Shooting and shooting at them, fear dawning as the undead continued coming. The dead could not be killed.
Techno-Zombie Rampage
It is now 2093 and society is very different from the time before the zombies. The corporations have increased their security forces and protections, turning each of their headquarters into an armored fortress with more firepower and manpower than ever held by a private organization before the zombie plague. The people of the world are either lucky, living in one of these fortresses, or very unlucky and living out in the world without any protection other than their own wits and weapons.
Ways of killing the undead have been discovered and shared amongst the survivors, but with the billions of zombies covering the world and the countless types of variants, it is not always possible to know what type of zombie you are facing and in what way to take it out. Most zombies of 2093 are easily killed with a single shot to the head. This type of zombie is easy to dispatch and no danger to anyone but the stupid and careless. The most frightening zombies are those which will not die but must instead be completed devastated and dismembered, their bodies decimated and reduced to bits of bloody, meaty hamburger. There are countless zombies between these two extremes.
There is one common element to all zombies across the world: If one bites your flesh, you become one. What type of zombie you become seems completely random so any time someone is bitten, those around him instantly shoot him in the head and tear his body to bits. There's nothing worse than a dead ally coming back the next day to chew on you. It is in this world our story takes place. Cyber-out, grab a gun, and welcome to Techno-Zombie Rampage.
Cyberpunk-Era Characters and Gear
The following rules are intended specifically for a cyberpunk-style game setting. Players wishing to incorporate any of these new features into any other All Flesh Must Be Eaten setting must discuss the matter with their Zombie Master. Not all of the usual cyberpunk trappings have been included here for the simple reason they are not all applicable to the type of game usually run by a Zombie Master. Groups wishing to run extended campaigns in a cyberpunk setting are encouraged to create their own rules for desired elements not presented below.
Characters
Create characters as you would for any All Flesh Must Be Eaten game. The following are new rules and gear players will find useful for their characters in a Techno-Zombie Rampage adventure.
Archetypes
All of the archetypes included in the All Flesh Must Be Eaten rulebook (pp. 68-79) are usable in a cyberpunk-era game without any modifications. Players should use their cash (determined by Resources) to purchase any cybernetic implants or futuristic weaponry before the game starts. In addition to the 12 archetypes included in the rulebook, the following new archetypes are specifically meant to be used in a cyberpunk adventure. These new archetypes already have their resources spent on the gear indicated with an "*". Any remaining cash is detailed with the rest of their gear.
Bounty Hunter
Survivor
STR 4 DEX 3 CON 4
INT 3 PER 4 WIL 2
LPs 42
EPs 35
Spd 14
Essence 20
Qualities/Drawbacks
Skills
Gear
Personality
Quote
Fixer
Norm
STR DEX CON
INT PER WIL
LPs
EPs
Spd
Essence
Qualities/Drawbacks
Skills
Gear
Personality
Quote
Street Operative
Survivor
STR DEX CON
INT PER WIL
LPs
EPs
Spd
Essence
Qualities/Drawbacks
Skills
Gear
Personality
Quote
New Qualities and Drawbacks
While the qualities and drawbacks in the All Flesh Must Be Eaten main rulebook are appropriate to Techno-Zombie Rampage, there are a few that need to be added to the list for this cyberpunk-era nightmare of flesh.
Corporate Benefactor
Variable Social Quality
This is similar to Contact (main rulebook p. 39) but a lot more powerful. The character has a benefactor with a high-position in a corporation who supplies him with gear and can even arrange some very special assistance at times. The following table presents the value of gear supplied in relation to the cost of a Corporate Benefactor.
Character Points "Gear Value"
4 $6,000
6 $8,000
8 $12,000
10 $20,000
This "Gear Value" may be spent on anything the character wishes but is only available on very rare instances (at the start of each game session the player should roll 1d10 and on a roll of 1 his benefactor will come through with the goods in that session). This is never given to the character as cash but rather the requested goods/services. Any money not spent during this session is lost. "Gear Value" may not be spent on cybernetics.
Cyber Rejection
8-Point Physical Drawback
You may not use any cybernetic enhancements -- your body automatically rejects them and you will die (in 1d6 hours -- quicker than you could recover from the surgery enough to benefit from the enhancement) if you insist on having one installed.
Gear
Most of the equipment found in the All Flesh Must Be Eaten rulebook is useful in a Cyberpunk adventure but, being a futuristic setting, some new gear must be added to what is already detailed on pp. 127-141 of the main rulebook. The largest concentration of new gear is, or course, cybernetics which will most likely not be useful in any other Deadworlds.
Cybernetics
Just what would a Cyberpunk game be without the cybernetics? Below are some of the more common cybernetics found in Cyberpunk fiction which have been deemed appropriate for a game involving lots and lots of combat.
NOTE: A character's Essence is not enhanced by cybernetics.
Cyberlimb - Arm: The most basic of cybernetic components, a cyberarm is simply a bionic arm which replaces the character's flesh and blood arm. A cyberarm grants the character a +2 modifier to Strength in any task involving only that specific arm (such as an arm-wrestling event). Cost: $1,500; EV 4/2; AV U.
Cyberlimb - Hand: A cybernetic hand is included with a cybernetic arm though some people may find the need for just the hand and not a completely new arm. A cybernetic hand grants the character a +1 modifier to Strength in any action involving only the hand (including punches and other strikes). Cost: $300; EV 1/1; AV U.
Cyberlimb - Leg: Similar to the arm, a cyberleg adds a +2 modifier to Strength in tasks involving only the leg (kicks immediately come to mind) and also a +1 to Constitution for purposes of determining Speed (+2 if both meat legs have been replaced with cyberlimbs). Cost: $1,300; EV 4/2; AV U.
Cyborg Body: This is the one for those of you either badly injured or just plain crazy. This procedure involves replacing the flesh torso and organs with a metal one. It grants a +2 modifier to Strength and Constitution and a -1 modifier to Dexterity. A character with flesh and blood arms and legs may not lift or carry weight over the human maximum (as indicated on p. 30 of the main rulebook). A character with one cyberarm or leg may add 1/2 the listed arm or leg modifier to his attributes for any action while a character with both arms and/or legs replaced may add the full modifier.
Example: A character with STR 4 and a CON 3 adds a cyborg body, a cyberarm and a cyberleg. His modified STR is now 8 (4 + 2 + 1 + 1) and his modified CON is now 5 (3 + 2) or 6 for purposes of Speed. The same character, replacing all of his limbs with cybernetics, has a STR 10 (4 + 2 + 2 + 2) and a CON 5 (3 + 2) or 7 for purposes of Speed. Cost: $7,500' EV 8/4; AV R.
Cyberlimb Armor: A cybernetic limb (or full body) may be armored, giving it some protection against most forms of attack. The base cyberlimb has an Armor Value equivalent to the Leather Armor on p. 138 of the main rulebook (D6 + 1 (4)). Increasing the armor of a cyberlimb uses the following table.
Armor Value EV Cost AV
D6 + 6 (9) +4 $200 U
(D6 x 2) + 9 (15) +10 $400 U
(D8 x 2) + 9 (17) +16 $700 R
Damage done to a cyberlimb that penetrates the armor value causes Life Point damage (yes this is unrealistic, but then so is the concept of zombies). Any single attack causing 5x the average AV of a cyberlimb in damage rips it completely from the body of the cyborg causing an additional 1d4 x 2 LP damage to the cyborg (armor does not protect against this additional damage).
EV and Cost are in addition to the base EV and Cost of the limb being armored.
NOTE: The cyberhand may not be armored. The Cyborg Body may use cyberlimb armor with a x3 modifier to the listed armor costs.
Implanted Weaponry: Almost any weapon may be implanted into a character (either right into his meaty body or into a cybernetic limb) with some money and a little time spent in surgery. The following table lists various weapons and what location of the body they may be implanted in.
Weapon Possible Locations EV Surgery Cost
Claws* Hand +1 $500
Garrote* Hand +1 $500
Small Knife Hand, Arm +1 $500
Large Knife Hand, Arm +2 $500
Handgun# Hand, Arm +4 $2,000
Submachine Gun# Arm, Body +6 $4,500
Shotgun# Arm, Body +7 $4,500
EV and Cost are in addition to the base EV and Cost of the weapon being implanted.
* Indicates a new weapon detailed below.
# Ammunition capacity is 1/2 the original capacity of the weapon implanted.
Concealed Weaponry: The costs for implanted weaponry were for weapons protruding from the modified body part. To conceal a weapon (hidden from view until it "pops" out for use) costs an additional 50% of the base surgery cost. Revealing or concealing a weapon takes a complete turn. Weapons are equipped with safety features which prevent their use when concealed.
CyberOptical Enhancement: Nothing more than cyborg eyes. The base cybernetic eye costs $100 and may be enhanced with either Night Vision (+$300), Magnification/Zoom (+$300), or Infrared (+$500). The listed costs are per eye.
Enhanced Reflexes: The entire body is "hardwired" for faster-than-human reflexes. This is purchased in levels, with each purchased level adding +1 to the character's Dexterity. Maximum level of +5. Cost: $800/level.
Weapons
Presented below are weapons which may be found in a cyberpunk world. Players may select weapons for their characters from those shown here or the lists in the main rulebook.
Close Combat Weapons Table
Weapon Type EV Damage Cost Avail
Claws* 1/1 (D4 + 1) x STR $500 U
Garrote# 1/1 # $100 U
* This weapon may only be used as a cybernetic implant and not on its own.
# The garrote is a thin wire used by assassins to strangle their enemies. A successful use of a garrote requires a Strength test between the attacker and defender. If the attacked wins then the rules for suffocation (p. 108 of the main rulebook) must be used, with a new Strength test being rolled every 30 seconds. The Zombie Master must use his judgement regarding success and failure of this weapon.
Ranged Weapon Table
Weapon Range Damage Cap EV Cost Avail
Zombies of the Dark Future
Zombies intended to run against cyborged warriors of the future need to either work in massive groups (always fun to dump 100+ zombies on the characters) or be tough, nasty, and scarier than the average flesh eater. The following are a few zombies perfect for use against over-powered thugs commonly encountered in a Cyberpunk setting. Zombie Masters should also include any of the undead monsters from the main rulebook he feels are appropriate to the adventure, mixing zombie types within a single horde. The Basic Zombie on p. 146 of the All Flesh Must Be Eaten main rulebook should be modified slightly before being dropped into this Deadworld. Simply change the Weak Spot to Brain and the Power from 5 to 11 and the Basic Zombie is reading to feast on your players' characters.
No Flesh?
Zombies encountering cybernetically-enhanced characters will no doubt be very upset at the lack of meat on each modified human body. To balance things out a little for the unfortunate zombies, simply subtract 1 from the Power of the zombie for each cybernetic enhancement in the party (yes, implanted weapons and cybernetic eyes count). This will throw more and more zombies at the cyborgs which makes things more fun for everyone involved and helps stomp those "munchkin" players in the group.
The Zombies
And now, for those of you anxiously awaiting an army of new undead, here are the zombies of a possible dark future.
Cybernetic Zombies
Story Ideas
The Techno-Zombie Rampage Deadworld is one of cyber-horror, a world where things that were once dark and depressing have suddenly become much worse. Following are some brief ideas for Zombie Masters wishing to run an adventure in this world of neon lights, dirty streets, and the walking dead.
Break-In
Even though zombies have overrun the world, that doesn't mean that corporate greed has disappeared. Corporations are constantly attempting to infiltrate the opposition "fortresses" and steal whatever new bit of technological superiority they may have developed. It's just that things are a little more difficult now that there's a constantly growing army of the undead between them. An air infiltration is no good since it's way too easy to mount anti-aircraft defenses for just such instances. The characters are either hired by a corporation or are members of a corporate infiltration team. They must make their way to the target fortress either on foot (suicide in this world) or (preferably) on a vehicle of some kind. The journey there and back will take them through countless zombies but it is the actual infiltration of the fortress that will put their skills to the test.
The target corporation has been experimenting with captured zombies, increasing their strengths and speed and working on various forms of mind control. Everything they did worked, except for that bit about mind control. The "super" zombies have taken control of the inner-fortress and are starting to work their way out. The initial defenses the characters encounter know nothing of the problem deep in the corporate HQ but as they work their way deeper and deeper into the structure the PCs will begin to realize something is horribly wrong. To complete their mission they must now go through not only the corporate security but also the "super" zombies, find their target (usually a computer disk or working prototype of some new device) and get back out -- preferably without becoming a dead statistic or another shambling undead. If they succeed, they still have to make it back to their starting point -- through more zombies, and with the target object. Otherwise they won't be paid and/or may lose their jobs and be forced out into the world, away from the protective walls of the corporate HQ they had recently called home.
Treasure Hunt in the Sewers
The characters have heard rumors of a lost weapons cache somewhere in the sewers of the city. They have been approached by someone who claims to know the exact location of this cache and is interested in retrieving it -- with the PCs' help.
Philip Reed
Art Director
Steve Jackson Games
www.sjgames.com
From: "Dylan Craig" <stalky1@hotmail.com> Save Address - Block Sender
Reply-To: flesh_rpg@edenstudios.net
To: flesh_rpg@edenstudios.net Save Address
Subject: Re: [Flesh_rpg] Ack! No last hits... and WW1
Date: Sun, 02 Apr 2000 16:00:00 PDT
<Fweep!>
No last hits, people. That means if you step up to say that the AFOZ thread should die, using the email as a soapbox for a last restating of facts as you see 'em is... um... even if I happen to agree with 'em... not a good idea. :)
It's not about who's right and who's wrong - it's about not wanting to have to delete 70-80% of the mailings on the list without reading them. A last appeal to take it to the chatrooms, a streetwalk fistfight, whatever.
On a totally different note, thinking back on that World War 1 thread we had going, if dead troops were rising from the grave Germany would have been squashed like an egg in a vice. Millions of Russian dead (the disastrous Russian two-prong assault that kicked off the war) on the eastern front, even if they were spreading in all directions, would have mauled the German armies. When your enemies are brain-sucking zombies it suddenly isn't as significant that they're illiterate and unarmed peasants anymore, and the eastern front didn't have the arty necessary to stop zombie wave attacks. And unless you make your zombies intelligent, they would have frozen stiff in the walk back to Moscow (unable to use the railways to get back to the populated areas of Russia), so Russia would be largely unaffected.
Yup. The war would have looked totally different. Trenches would have probably been abandoned pretty soon, in favour of the open countryside. Cushiest job would have probaly been the Navy. Most coastal areas would probably been crammed with fleeing soldiers or blasted to shreds by naval bombardment. Eww! Luckily your frontline troops would have had their sharpened entrenching tools on hand for the melees; according to 'all quiet on the Western front' those were a much-loved weapon, at least on the german side.
Dylan
--
"Oh Mr. Smith and Mr. Wesson
Why'd ya close op shop so late?
Just fitted out a girl who looked like a bird
Measured .32, .44, .38 "
From: "Joe Wolz" <Hubcap@twne.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Ack! No last hits... and WW1
Date: Sun, 2 Apr 2000 19:08:14 -0500
I a huge fan of WWI, being the guy who started the thread (I know, soundin arrogant), but anyway, I think you got the feel down. Though, the Navy wouldn't have such a cushy job sometimes (given that all the dead rise for no reason, ala Night of the Living Dead). I mean, you're ship is going down off the coast of Denmark, you're formerly dead crewmatesw are on fire, wanting your brains...Kind of a rock and a hard place, huh?
But what if it was the gas that did it?
From: "Mark Kinney" <alberich@iglou.com> Save Address - Block Sender
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Subject: [Flesh_rpg] Archetype: High-class Thief
Date: Mon, 3 Apr 2000 02:47:09 -0500
Okay, here's that archetype I was talking about. It is also, in a way, the source of the Rise of the Mummies narrative. As opposed to the earlier opportunistic thief, this one is the "Entrapment" or "Mission Impossible" type using climbing gear, rapelling, and all the other near stuff to gain entrance to their targets.
-----
High-class Thief
(Survivor)
Str 6 Int 3
Dex 5 Per 4
Con 3 Will 3
Life Points 30
Endurance Points 29
Speed 16
Essence 20
Qualities/Drawbacks
Accute Hearing +3 (2)
Contacts 3 (3)
Covetous (Conspicuous and Greed) (-4)
Fast Reaction Time (2)
Resources +2 (4)
Situational Awareness (2)
Status +4 (3)
Adversary (Police) (-3)
Attractiveness +2 (2)
Charisma +2 (2)
Multiple Identity (2)
Skills
Acrobatics 3
Climbing 3
Craft (Gemworking) 2
Disguise 2
Dodge 1
Driving (Car) 1
Electronics 2
Escapism 2
Haggling 2
Lockpicking 3
Martial Arts 1
Notice 3
Research/Investigation 2
Smooth Talking 2
Stealth 3
Streetwise 2
Traps 1
Gear
Cellular Phone, Dark Clothing, Climbing Gear, Lockpick Set, Camera, Other Intrusion Gear
Personality
I'm one of the best. Among the best of the best, even if I do say so myself. Get in unnoticed, take the target, and leave a really nice duplicate in its place. I don't need the money -- although I'll admit it's nice. It's the knowledge that I got the best of them. Of course, success feeds itself. I can move through so-called high society, and gain access to places you wouldn't believe. These people practically beg me to come in and case their place.
At least, that's how it was until the dead came to life. I lost a good couple of partners on that last museum hit. Pretty soon they were everywhere, and my job became a bit too dangerous.
Now what's left of the government wants to use my services, much to the consternation to those FBI fools who actually managed to track me down. If I'm lucky, they'll actually send me with some backup, because I really don't want to become an organ-eating walking tissue wrap.
Quote
"It's across the zombie-filled street on the fourth floor, huh? Impossible? No, I shouldn't think so..."
alberich@iglou.com | Mark Kinney | http://www.iglou.com/nations
"Nothing on the streets about a new vampire in town--... maybe because he's here and has me by the throat."
Wesley Wyndam-Pryce, "Angel"
From: Richard Steed <RICHARDS4@uk.cpm-int.com> Save Address - Block Sender
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To: "'flesh_rpg@edenstudios.net'" <flesh_rpg@edenstudios.net> Save Address
Subject: RE: [Flesh_rpg] Ack! No last hits... and WW1
Date: Mon, 3 Apr 2000 11:55:43 +0100
And of course they had submarines back then too I believe
20,000 leagues under the sea and dead crew mates trying to eat you ;)
Rich
-----Original Message-----
From: owner-flesh_rpg@edenstudios.net
[mailto:owner-flesh_rpg@edenstudios.net]On Behalf Of Joe Wolz
Sent: 03 April 2000 01:08
To: flesh_rpg@edenstudios.net
Subject: Re: [Flesh_rpg] Ack! No last hits... and WW1
I a huge fan of WWI, being the guy who started the thread (I know, soundin arrogant), but anyway, I think you got the feel down. Though, the Navy wouldn't have such a cushy job sometimes (given that all the dead rise for no reason, ala Night of the Living Dead). I mean, you're ship is going down off the coast of Denmark, you're formerly dead crewmatesw are on fire, wanting your brains...Kind of a rock and a hard place, huh?
But what if it was the gas that did it?
rom: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] AFMBE/Conspiracy X Crossover
Date: Mon, 3 Apr 2000 07:20:00 -0400
Darshu asked:
>Anyone thought of adding AFMBE to Conspiracy X or come up with an
>X-files type AFMBE adventure?
>I am planning on adding a zombie oneshot into my ongoing Conspiracy X
>game this coming weekend and just wanted to see if anyone had any ideas.
The "Clean and Floss" story idea for my "Living Dead Girl" deadworld suggests having Cast Members play Aegis agents on the trail of an intelligent and sneaky zombie queen, but I didn't go into any real detail. I just mentioned it as a possibility, along with other RPG crossovers.
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] Ack! No last hits... and WW1
Date: Mon, 3 Apr 2000 07:25:09 -0400
Rich said:
>And of course they had submarines back then too I believe
>
>20,000 leagues under the sea and dead crew mates trying to eat you ;)
Now THAT is a nightmarish idea. U-boats and such could be claustrophobic enough, but throwing a crew of flesh-eating zombies into one of those little things... I like it! I imagine we'll see similar situations in "Zombies in Space," come to think of it. For instance, imagine if Kane had been bitten by an alien zombie before Ripley let him back aboard the Nostromo...?
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
From: "gen" <xenogen@mediaone.net> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] AFMBE/Conspiracy X Crossover
Date: Mon, 3 Apr 2000 10:36:36 -0400
That did have very AFMBE overtones, now that you mention it. One of the Stock settings in particular seemed to be directly linked to it, if I remember how it went correctly.
The Bad Guys(tm) were going to raise X amount of zombies by a certain time, and if they accomplished their task they would bring around their own version of the rapture. People would start walking around dead, and gnawing on in-laws, human sacrifice, cats and dogs living together; mass hysteria.
Something along those lines right?
About the ConX crossover; I think that most accessible way to do it would be to just rub a few adventures in ConX trying to find out who unleashed an experimental chemical agent into the water supply of a small rural town in the mountains called Raccoon City. They then discover a gigantic globe spanning corporation is behind it.
Then...wait.. Oh, that's Rez Evil :P
-----Original Message-----
Behalf Of Magwier@aol.com
The corpse is out there
Ab3
BTW Did anyone see the X-Files/Millenium crossover?
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Subject: RE: [Flesh_rpg] Enter the Zombie
Date: Mon, 3 Apr 2000 10:53:00 -0400
The things I'm looking for in Enter the Zombie sourcebook are; a new larger melee weapon list:
Id like to run a medieval game a la Army of Darkness, and that will be a whole lot easier when I have a larger list of melee weapons to arm my undead hordes with.
Development of the Martial Arts skill (and possibly a construction system for making your own):
Might now its pretty much "Kick" or "Punch", with anything beyond that being verbose window dressing and having no real game effect. Maneuvers will add a lot to H-to-H and Melee combat, methinks.
New Qualities!!:
I'm looking forward to this one probably the most. I felt that aside from Old Soul there were very few original Qualities or Drawbacks given. I've just been converting the ones from Jovian Chronicles and Tribe8 as I need them. It'll be nice to have some with an Asian flavor.
New Inspired Gifts!:
Just think of all the cool things that can be going on there! DBZ meets NotLD! Mwahahahaha!
Ancient Chinese Secret:
Ill be interested to see what they use as a method of raising the dead in EtZ. Chinese Mythology is chalk full of people popping up after their dead and walking around, but most of the time they are fairly unzombie like; don't moan or walk with a limp ;), don't look decayed at all, all that. Killing these zombies could literally be "freeing their souls", complete with bright bursts of Chi being unleashed as the fall and their soul escapes the decayed prison of flesh.
And of course, it just would be complete without;
The 4 pages of Conversion Rules for Feng Shui!!
-----Original Message-----
Behalf Of Jon David
<<So, I'm asking, since it'll be released soon enough what can we expect to see out of EtZ? What will survival-horror be like in the Kung-Fu world? Do we even have to think of the horrors of a Shaq-Fu world? What does the first sourcebook for AFMBE have in store for us, the gamers?>>
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Subject: [Flesh_rpg] Formula for Success
Date: Mon, 3 Apr 2000 11:31:13 -0400
It has occurred to me that there seems to be one classic formula that has received lots of use lately in big budget movies, and would be perfect for AFMBE games. This formula has been around since the beginning of the film industry, but one particular piece of "film" boils it down to such an extent that it is instantly recognizable. I like to call this;
The Scooby Doo Formula
From Friday the 13th to Nightmare on Elms Street, from Scream to I Know What You Did Last Summer, from The Faculty to The Haunting, this single formula has been the most successful in recent history. And that can only be a good thing for survival horror gamers.
The Ingredients;
700 Lbs. *+#soft, attractive, supple, teenage flesh (divided into 4 - 6 individual servings)
1 **Suburb with detailed information on 5 locations ( The School, Hardware Store, Town Hall, The Jail and Your House)
2 point maximum in Combat Skills (because kids are dumb)
3 point minimum in Attractiveness (Uncool Kid exempt)
600 Zombies that want to get a taste of those nicely wrapped teenage brains.
*most commonly divided into Jock, Beauty Queen, Nerd, Uncool Kid, and Joe Average. May vary depending on individual situation.
+ add 6 lbs. for each female serving.
# Malcontent or Bad Kid may be added if ZM wishes to give the party a member more adapt at combat.
** Locations may vary depending on individual situation
PS; I'm thinking of working up a few of the templates above into fully useable form, but for now the names are self explanatory enough. I've never been a big template fan myself, but AFMBE characters are sort of disposable so its kind of nice to not have to spend time making a new one each time.
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Subject: [Flesh_rpg] More Tom Savini/Romero Rumors...
Date: Mon, 3 Apr 2000 11:38:36 EDT
Snipped off Dark Horizons:
Tom Savini's Projects: 'B-Chill' appears to have had a chat with FX guru Tom Savini the other day while he hosted a Film Festival at the Alamo Draft House in Austin, Texas. Here's what the scooper learned "Savini said that as of now, the "Vampirates" movie is in finacial limbo, so he's waiting daily to get a go ahead. He also talked about the commentary track recorded recently with George Romero for the upcoming "Knightriders" DVD and said that George was questioning Tom about the idea of another "Living Dead" film. Tom was very happy with the idea, with much applause from the crowd. They've even got a working title - 'Twilight of the Dead' (actually an audience member yelled that out, Savini smiled in response)".
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Subject: [Flesh_rpg] Artwork
Date: Mon, 03 Apr 2000 16:14:00 -0500
How was the majority of the art conceived for AFMBE? I noticed alot of solar flares all over the place, was this basically fun w/ photoshop or? Also, I'm guessing models or at least scavenged pictures were used and then "zombified", was there any participation on behalf of Eden on helping with the gruesome images or were they Christopher's Shy's friends or...?
My curiosity just needs to be sated. I'm rather partial to this type of artwork, it gives AFMBE a style all of its own. Later.
-Guy
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Subject: Re: [Flesh_rpg] [AFMBE] A Fist Full of Zombies
Date: Mon, 3 Apr 2000 18:17:05 -0400 (EDT)
And that's it.
Would someone please email me when a certain group of rude individuals stops ignoring polite requests to stop spouting the same arguements over *two* sheets of paper? I could filter them all out, but that defeats the purpose of a mailing list, IMO.
In the meantime, I'm gone.
alberich@iglou.com | Mark Kinney | http://www.iglou.com/nations
"Ever since she ran me through with a two-by-four, things have been different." -- Angel, "Angel"
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Subject: Re: [Flesh_rpg] Whatever Happened to Titan Run???
Date: Mon, 03 Apr 2000 19:24:38 -0400
Knighte336@aol.com wrote:
>
> However, I was totally inspired when someone (forgive me for not
> remembering your name) started discussing their "Titan Run" scenario. I
> latched on, and began expanding slightly. I'd like to turn Titan Run into a
> mini-campaign as a break for my group - maybe let TR runs for about three
> months (5-10 stories).
You're forgiven :-). I'm glad you liked it. I'm currently working on expanding Titan Run into a fully-fledged adventure, with hints for how to make it the start of a campaign. I might submit it to Demonground when I'm done, but I'm undecided right now.
One idea I'm playing with is making it the start of a campaign by having the hyperspace intelligence that is raising the dead be one half of a binary creature. When the Titan brings it back into normal space, the entity will attempt to reunite with its "other half", the creature's original body, buried half-a-mile down on a world that humanity has only just discovered - a world filled with alien tombs...
When the creature reanimates its own corpse, its power increases exponentially. It has to be stopped, but when you're dealing with a creature that is smart, several million years old, and capable of raising the dead of any world it comes within a lightyear of, that becomes a task easier said than done. The campaign could then go in any number of ways; Deathship Troopers, with Space Marines sent into cities of the dead, hunting for the creature before it extinguishes all life; The Zombie Strikes Back, as the creature marshalls it's long dead followers, reactivates dormant technology and launches a fleet of death ships against all life; or even a slightly more standard campaign, as the creature heads to the brightest, most life-filled planet in the galaxy...Earth.
Other possibilities include hunting for survivors on other ships or devastated colonies, the idea of dead aliens (move over H.R.Giger), and the coolness factor of being able to say "I say we take off, nuke the site from orbit. It's the only way to be sure" and *mean* it :-)
One evil idea that appeals to me is having the creature be the reason there aren't any alien civilisations within hailing range of Earth. Millions of years ago, it killed them all, until one species managed to seperate its mind from its body and trap the mind in hyperspace.
Doctor TOC
--
The Reverend Doctor "The Other Chris" - Wu Name: Jive Talkin' Choirboy
ICQ # 4814586
Time War RPG - http://jump.to/TimeWar
The TOC Files - http://www.fortunecity.com/tattooine/wilhelm/148/
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Subject: Re: [Flesh_rpg] Whatever Happened to Titan Run???
Date: Mon, 03 Apr 2000 22:28:00 -0400
Bobby Jennings wrote:
>
> Will Titan Run involve Time War in mean or fashion?
I had honestly not considered that possibility at all (for those of you wondering what he's on about, Time War is a time-travel/parallel universe RPG I'm working on with a view to publication some time this year - check out the URL in my sig). That said, I could very easily do a crossover adventure! I'll give that some serious thought. Thanks for the idea :-)
> BTW, I'm with Knighte336, Titan run is a good setting. Keep it up.
Cheers! I'll do that.
Doctor TOC
--
The Reverend Doctor "The Other Chris" - Wu Name: Jive Talkin' Choirboy
ICQ # 4814586
Time War RPG - http://jump.to/TimeWar
The TOC Files - http://www.fortunecity.com/tattooine/wilhelm/148/
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Subject: [Flesh_rpg] RE: Zombies of the Carribean
Date: Mon, 03 Apr 2000 23:25:24 -0400
Hello all, I'm gonna put aside my hypocrisy and obnoxiousness and post a campaign idea I am working on!
I love pirates and I love zombies, well not love in a necrophilia way but...anyways I thought that they were two great tastes that taste great together.
My idea was to set the campaign up in the 1660-1680 era and have the players be menbers of an established crew. After a merchant vessel is spotted, the captain gives the PCs the order, "Take her and she's yours!" After a brief boarding action, the PCs have their own ship and still keep a powerful ally!
While sailing around, getting used to their new ship, they spot a vessel in an area of strange fog. When they sail in closer, they see a large merchat ship with battle damage adrift in the fog, easy pickings for the crew. When they board the ship, they see no one on deck, but hear some noise from below deck. When they investigate the noise...BANG! Zombies come flooding out from down below and savagely attack the NPC members of the PCs crew, eating them and look for more treats!
Because I am going to run this soon, I will put in a warning to one of my players on the list, STOP READING NOW!!! Below is the core idea behind my campaign.
SPOILER SPACE
10
9
8
7
6
5
4
3
2
1
OK, now lets resume. The zombies that are suddenly appearing around the Carribean are creations of a joint venture by African slaves and South American Indians. These groups have joined forces to take their revenge on the Spanish for destroying their cultures. The other nations in the Carribean are just additional meat for the beast. Sorry guys, wrong place at the wrong time.
African shaman and Indian medicine men have found a way to break down the barrier between the world of the living and that of the dead. This has caused the recent dead to rise again, hungry for the flesh of the living. A side effect of the breakdown of this barrier is a fog that is engulfing the Carribean and expanding outward as the zombies spread the love!
I'm still working on some additional details, but this is the core. I've been working on rules for flintlock weapons and have been using GURPS Swashbuclers as my primary source of info for the times and the level of technology.
I hope some of you get a kick out of this idea and try something like it sometime. Keep it real and piece out!!! Of your tasty flesh that is!!!
edchuk, AKA hypocrite, prick, asshole, obnoxious wanker, and unapologetic about his opinions...BITCH!
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] Whatever Happened to Titan Run???
Date: Tue, 04 Apr 2000 04:28:23 GMT
::SNIP::
> You're forgiven :-). I'm glad you liked it. I'm currently working on
> expanding Titan Run into a fully-fledged adventure, with hints for how
> to make it the start of a campaign. I might submit it to Demonground
> when I'm done, but I'm undecided right now.
Hey, we all liked it, I think. Get to work! :)
> One idea I'm playing with is making it the start of a campaign by having
> the hyperspace intelligence that is raising the dead be one half of a
> binary creature. When the Titan brings it back into normal space, the
> entity will attempt to reunite with its "other half", the creature's
> original body, buried half-a-mile down on a world that humanity has only
> just discovered - a world filled with alien tombs...
Now *THAT'S* a cool visual...ship hurtling through the clouds, they part and there's just a mass of darkend buildings, filling the available land...and as the ship lowers, the external lights reveal the skulls and bones and other tomb-acutrments. Then the landing in front of the largest building and its massive arched door, looking all the world like someone let Giger design the door of R'lyeh...
> When the creature reanimates its own corpse, its power increases
> exponentially. It has to be stopped, but when you're dealing with a
> creature that is smart, several million years old, and capable of
> raising the dead of any world it comes within a lightyear of, that
> becomes a task easier said than done. The campaign could then go in any
> number of ways; Deathship Troopers, with Space Marines sent into cities
> of the dead, hunting for the creature before it extinguishes all life;
> The Zombie Strikes Back, as the creature marshalls it's long dead
> followers, reactivates dormant technology and launches a fleet of death
> ships against all life; or even a slightly more standard campaign, as
> the creature heads to the brightest, most life-filled planet in the
> galaxy...Earth.
Have you seen the ships from GDW's BATTLEFLEET GOTHIC? They're what leaped into my mind at that last bit. Campagin perculating now...
::SNIP::
> One evil idea that appeals to me is having the creature be the reason
> there aren't any alien civilisations within hailing range of Earth.
> Millions of years ago, it killed them all, until one species managed to
> seperate its mind from its body and trap the mind in hyperspace.
That's a great bit. Keep it.
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
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Subject: [Flesh_rpg] Short Story/Archetype: The Battered Wife.
Date: Tue, 04 Apr 2000 07:11:43 GMT
I apologize in advance for any typos. Too tired to proofread right now. :) anyway, enjoy.
Can You remember a time when you, or I, or *anyone* at all laughed freely? If you can I'm jealous. I haven't laughed since I put a bullet through my sons head.
That bastard I married deserved what he got. But John. Not John... God. He was the sweetest kid. He would never hurt anyone or anything. Everybody loved him. When my husband was sober he called John his 'pride and joy'. I guess if he'd known that John wasn't his things probably would have been worse. I don't know what I would have done if I had had his baby. I'm glad I didn't. I at least made sure of that if nothing else. God...
When I left him all I wanted was a second chance. The counselers had told me for`years that I had to take responsibility for my own life. I had to stand on my own. So I finaly did. My husband then hunted me down. Broke into my house and killed my boy. He left a note outside my bedroom door. He LEFT ME ALIVE... But John...
The god-damned mother-fucking worthless BASTARD.
I was cut off for weeks. I didn't go to John's funeral. The police stopped calling for information. Then so did the friends I had left. The power was cut. Then the water and phone. In the distance I heard sirens. And I saw smoke bellowing from the city. Night after night, the sky began to glow. It didn't matter. John was dead.
I had been staring at the night sky with a pistol in my lap. It was beautiful. There were no clouds and I lost count of the stars. I started hearing noises downstairs. I heard them, but I didn't pay attention until I heard the thumping on the stairs. Then the sound of the door creaking open. When I turned, John was there. Moonbeams danced through the window making my son glow. He was beautiful. He looked like an angel. Behind him, a large silohuete loomed. When John shuffled foward. I saw what he was. Pale eyes gazed at me, a rasping wheeze the only words my son gave me. What had happened to my boy? Jonh shuffled foward; his wheeze turning into a growl. My ex-husband walked into the light behind him. His eyes the same as my sons.
That bastard. I'll say it now. I enjoyed killing him. Twice wasn't enough for him. But my boy... He deserved so much better. So much more than I gave him. Oh god please forgive me. He's dead. And it's my fault. My fault he turned into that thing. Please. PLEASE forgive me John. I'm sorry. I'm so sorry.
Qoute: "You remind me of my Husband before he was killed." "No. Thats not a compliment."
(Note: The stats aren't particularly well done. I'm gonna go over them better later. Don't really have the time as this is a rushed job. :) )
Strength:2
Dexerity:3
Constitution:4
Intelligence:3
Perception:4
Willpower:4
Life Points:34
Endurance Points: 35
Speed: 14
Essence: 20
Qualities:
Attractiveness +2
Nerves of Steel +2
Situational Awareness +2
Contact (Support Group) 1
Drawbacks:
Humourless: -1
Recuring Nightmares -2
Obsession (Memory of Son) -4
Skills
Guns (Handgun) 4
Guns (Rifle) 2
Hand Weapons 2
Notice 2
Dodge 2
Driving (Car) 2
Seduction 2
Acting 3
Fine Arts (Drama) 3
First Aid 1
Medicine 1
Martial Arts 1
Gear: .32 Handgun, SR25 Rifle, Duffel Bag, Photo Album, Letters, Small Pouch filled with teeth, Minivan.
From: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Whatever Happened to Titan Run???
Date: 4 Apr 2000 08:03:29 -0000
>When the creature reanimates its own corpse, its power increases
>exponentially. It has to be stopped, but when you're dealing with a
>creature that is smart, several million years old, and capable of
>raising the dead of any world it comes within a lightyear of, that
>One evil idea that appeals to me is having the creature be the reason
>there aren't any alien civilisations within hailing range of Earth.
>Millions of years ago, it killed them all, until one species managed to
>seperate its mind from its body and trap the mind in hyperspace.
>
>Doctor TOC
Now that's HORRENDOUSLY nasty and puts an idea I had a long time ago in a new perspective. It was for a medium(200 years on or so) SF game where humanity had expanded to a set point across space and then, with no warning, the colonies and ships furthest out had simply stopped transmitting. The blackout had moved closer, and closer until Earth and the lunar and Martian colonies were the only ones left. Then it had stopped. The game would have started with the players as some of the first exploratory teams working for an archaeological group sent out to find out what happened. Compress the timescale, possibly making them the Search and Rescue(EVENT HORIZON anyone?)teams sent out to the nearest colonies and ships and this would fit in fairly well. The good news?The crew's still there. The bad news?Boy are they hungry:)
All the best
Al
"Wow.Whole sentence sarcastic."
LAKE PLACID
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Tue, 04 Apr 2000 07:52:30 PDT
> Hello all, I'm gonna put aside my hypocrisy and obnoxiousness and
> post a campaign idea I am working on!
> I love pirates and I love zombies, well not love in a necrophilia
> way but...anyways I thought that they were two great tastes that taste
> great together.
Fantastic idea. I'd love to see this if you add more detail. The setting is full of flavour. I got to thinking about buried treasure, and guardians of the treasure waking up hungry on a desert island. Great for pirate settings.
Or even a bunch of kids finding the ship a la 'Goonies'.
I'm off to stick a cutlass through the sail and buckle my swash!
Ferg
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Subject: Re: [Flesh_rpg] Short Story/Archetype: The Battered Wife.
Date: Tue, 04 Apr 2000 08:03:30 PDT
Good one!
Suitably bleak for the setting. My only question would be as to what purpose the archetype has in the game, since the flavour story has sort of implied a readiness for suicide.
Does the battered wife go on a man hating revenge kick, or is she just determined not to end up like her family?
On the other side, you could make her a great NPC, similar to the guy in the Zombie World comic, 'Eat Your Heart Out', where she could be keeping her beloved, risen son in the basement, hidden from the prying of the neighbours, but who still needs a regular food supply.
Just some thoughts.
Ferg
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Tue, 4 Apr 2000 11:41:07 EDT
In a message dated 4/4/00 8:14:31 AM Pacific Daylight Time, angelicus6@hotmail.com writes:
<< Is this the beginning of a AFMBE/Seventh Sea conversion. Hmm... >>
(((George grabs another bone from his bag of goodies and throws it on the table)))
Well I just finished talking with John Wick over the weekend.
I was trying to get him to write a AFMBE sourcebook for Eden currenlty entitled:
"Argh! Thar Be Zombies!" (or ATBZ)
The book was gonna be a combination of Orkworld and 7th Sea type settings: Zombie Pirates and Ork Pirates, etc.
He has agreed to write a short story and introduction for the book. We are now shopping the book to other industry writer.
This is still an embryo idea. Not set in stone.
George Vasilakos
Eden Studios
Zombie Lord
From: Richard Steed <RICHARDS4@uk.cpm-int.com> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] RE: Zombies of the Caribbean
Date: Tue, 4 Apr 2000 16:55:24 +0100
Cool - if you stretch it a bit you could add the Rime of the Ancient Mariner as an idea - let's face it it's a zombie story at heart.
Rich
-----Original Message-----
From: owner-flesh_rpg@edenstudios.net
[mailto:owner-flesh_rpg@edenstudios.net]On Behalf Of EdenProd@aol.com
Sent: 04 April 2000 16:41
To: flesh_rpg@edenstudios.net
Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
<< Is this the beginning of a AFMBE/Seventh Sea conversion. Hmm... >>
(((George grabs another bone from his bag of goodies and throws it on the table)))
Well I just finished talking with John Wick over the weekend.
::SNIP::
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Tue, 04 Apr 2000 12:15:19 -0400
edward tumber wrote:
>
> Hello all, I'm gonna put aside my hypocrisy and obnoxiousness and
> post a campaign idea I am working on!
> I love pirates and I love zombies, well not love in a necrophilia
> way but...anyways I thought that they were two great tastes that taste
> great together.
You're not the only one. Didn't Tim Powers combine the two in "On Stranger Tides"? Good company to be in :-)
Nice idea.
Doctor TOC
--
The Reverend Doctor "The Other Chris" - Wu Name: Jive Talkin' Choirboy
ICQ # 4814586
Time War RPG - http://jump.to/TimeWar
The TOC Files - http://www.fortunecity.com/tattooine/wilhelm/148/
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Subject: RE: [Flesh_rpg] Whatever Happened to Titan Run???
Date: Tue, 4 Apr 2000 12:42:25 -0400
I missed the first few messages in this thread, so if this has been mentioned just let me know. :)
The only really Zombies in Space material that I can think of off the top of my head is the computer game System Shock 2. Now, I'm not sure about the details, as I haven't actually attempted to finish the game yet (got Homeworld and played that instead), but I know that they were sure pretty darn scary.
I admit to being jumped a number of times while playing that game in a dark room. Even spilled a drink a few times, and almost fell out of my chair. Heheh. Id be willing to bet that someone can extract the spooky sounds they make into .Wav format. That'd make a good Multimedia addition to a space game.
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Tue, 04 Apr 2000 10:24:14 PDT
> > Hello all, I'm gonna put aside my hypocrisy and obnoxiousness and
> > post a campaign idea I am working on!
> > I love pirates and I love zombies, well not love in a necrophilia
> > way but...anyways I thought that they were two great tastes that taste
> > great together.
>
> You're not the only one. Didn't Tim Powers combine the two in "On
> Stranger Tides"? Good company to be in :-)
> Nice idea.
>
> Doctor TOC
Talking about campaign ideas... It seems I may get hold of a AFMBE book from 3D-Games, and as soon as I do, I'll finish my Resident Evil2 conversion. (Need da rules man!) This is due to the fact that NONE of my players have tried RE2!!! What a gift! I may have to add a few more NPC's to give it a bit more RPG feel. What do you think? Anything you would have added? Things to watch out for? Gimme something?
Ron
"Suicide is our way of saying to God;
'You can't fire me, I quit!"-Bill Maher
From: "Paul A. Schreiber" <werecrow@earthlink.net> Save Address - Block Sender
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Subject: [Flesh_rpg] Long Term Games
Date: Tue, 04 Apr 2000 11:00:53 -0700
>I think that, in order for this line to continue, the emphasis will
>have to move away from zombies eventually. I think people will grow
>tired of this formula sooner with this than with perhaps any other sort
>of game. Point of fact, most gamers I have spoken to about AFMBE have
>all expressed the opinion that it's great as a 'one-off' sort of game.
>Personally I don't think it has to be (depending on one's imagination),
>but that's the perception, and I wouldn't be surprised if most people
>had that view.
This has been my concern too, but what I want to try, if I can get a game started, is to use the same characters over and over, even if they die, even it different settings, stories, eras, time, periods, etc...
It'll come out like an inside joke, like RotLD 1 & 2. Concidering how deadly it can be, this and it's humor, I hope-ing will hold my players intrest.
This will result in some highly skilled character after awhile to be sure, but then I can make some really powerful zombies, and totally screw up the world too without worrying about any repercussions to the campaign. I can try to run long stories, but if the "survival after the movie" part drags on or something, we can start over and be none the worse for ware.
Any comments?
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Subject: RE: [Flesh_rpg] Messages
Date: Tue, 4 Apr 2000 20:01:31 -0400
Paul A. Schreiber asked:
>Where's it at, and why don't we do a mass migration?
http://clubs.yahoo.com/clubs/afmbe
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
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Subject: RE: [Flesh_rpg] RE: Zombies of the Caribbean
Date: Tue, 4 Apr 2000 20:14:39 -0400
Rich said:
>Cool - if you stretch it a bit you could add the Rime of the Ancient Mariner
>as an idea - let's face it it's a zombie story at heart.
"The loud wind never reached the ship,
Yet now the ship moved on !
Beneath the lightning and the Moon
The dead men gave a groan.
They groaned, they stirred, they all uprose,
Nor spake, nor moved their eyes ;
It had been strange, even in a dream,
To have seen those dead men rise."
"The Rime of the Ancient Zombie," eh? Well, that's a whole new way of looking at Life-in-Death. Given what happened to the crew, if the sailors did become zombies I can imagine their sustenance being blood. Why, even the poor dehydrated mariner had to drink his own blood at one point just to speak!:
"With throats unslaked, with black lips baked,
We could nor laugh nor wail ;
Through utter drought all dumb we stood !
I bit my arm, I sucked the blood,
And cried, A sail ! a sail !"
-----------------
SIMON B. SINISTER
-----------------
http://welcome.to/dreadfulandsinister
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Subject: RE: [Flesh_rpg] Messages
Date: Tue, 04 Apr 2000 22:04:44 EDT
http://clubs.yahoo.com/clubs/afmbe
Dang! I didn't get to the message fast enough.
Hi! I'm the founder of the message board in question. I actually thought I had sent out the address earlier, but I guess a few of you didn't get it, because you're newer than that.
Yea, it's up and running. We've even got George on the list, and he's posted a couple times. However, I've had a time getting people to speak up more, but I think it's been working, which is great!
Anybody and everybody is welcome to join, post your stuff, start a discussion. I hope it can someday be one of the best damn gaiming clubs on Yahoo!
Jon David
http://www.angelfire.com/id/jondavid/
-------
"Witches ride brooms because Nature abhors a vacuum!"
"Madness takes its toll. Please have exact change."
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Subject: Re: [Flesh_rpg] Long Term Games
Date: Tue, 4 Apr 2000 23:36:45 EDT
In a message dated 4/4/00 2:09:14 PM Eastern Daylight Time, werecrow@earthlink.net writes:
<< This will result in some highly skilled character after a while to be sure, but then I can make some really powerful zombies, and totally screw up the world too without worrying about any repercussions to the campaign. I can try to run long stories, but if the "survival after the movie" part drags on or something, we can start over and be none the worse for ware. >>
First of all let me tell you that even the most powerful PC can fall prey to unlucky die rolls. Someday I'll have to tell you about my Dwarven Uber-Fighter and how he was killed by a leper with a stick.
Then again maybe not.
Also you could do what the resident Evil games do and have much more powerful stuff waiting for the players as they get deeper and deeper into the game. If you read the old DEADWORLD comic, the zombies became the least of their worries after a while it was the other humans being bastards in the face of the Zombie apocalypse that did the most damage to the main characters.
Perfect example of this is the CHILL game I ran many many years ago ... the players are trapped in an apartment building and the zombies are storming it. Two of the three PC's still left standing suddenly start fighting over who has to take point. The exchange became heated and suddenly roundhouses to the head and bullets were flying.
And don't be afraid to shake the plot up, if the players on 'on the road' in Zombieland they can meet all kind of strange characters and situations. Hell you could have a whole session where the PC's run afoul of a rival survivalist group or one where they get food poisoning and have to try and find medicine. Neither story could have a zombie as anything more than window dressing. In a recent session of my game I had the party encounter a Time Lord! (Not the Doctor though ... this guy was based on Wayne Alexander)
The players have a part to play in this too-any good game session it's 48% me, 52% the players.
For example, the game I'm running now here at the Ponderosa has some VERY advanced characters ... veritable combat machines in some cases but I've managed to bring each of them to their knees at least once per session. They play true to the character knowing it will be good for the session.
A pair of examples:
GOOD EXAMPLE
Me: "You burst into the villain's lair and see that he is using a deli slicer to carve up the remains of your fiancee. You also realize what the contents of that deli tray you consumer earlier where. The villain leers at you, and says 'Don't be sad ... now she'll be a part of you always. Make a Fear check."
Player: "I fail voluntarily and collapse into total hysterics. It's what my character would do."
BAD EXAMPLE
Me: "The Nazi's hold you up by your arms, stretching you out spread-eagled. The Commandant says revs up the chainsaw and says, 'We haff veys of making you talk!"
Other Player: "I spit at him!"
Me: "The Commandant glares, 'This is your last chance- I am prepared to be reasonable. Hear my proposal or suffer horrible icky dismemberment.'"
Other Player: "I kick him in the nads!"
Me: "Your legs are broken, remember?"
Other Player: "Well can't I flop one at him or something?"
Me: "No. And you should barely be able to think straight."
Other Player: "Yeah right. I spit on him again."
Me: "That is the last straw for the Commandant. He lunges at you with the chainsaw. You feel the cold metal tear into the flesh of your shoulder."
Other Player: "Cool! As my arm comes off I use the momentum to swing free and head butt the Commandant."
Obviously these are some extreme examples but I think you get my meaning.
Goodness what a rambling post this is... I hope I made my point.
Ab3
I did have a point ... didn't I?
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Wed, 05 Apr 2000 03:46:53 GMT
> SNIP<<
>
> << Is this the beginning of a AFMBE/Seventh Sea conversion.
> Hmm... >>
>
> (((George grabs another bone from his bag of goodies and throws it on the
> table)))
>
> Well I just finished talking with John Wick over the weekend.
>
> I was trying to get him to write a AFMBE sourcebook for Eden currenlty entitled:
>
> "Argh! Thar Be Zombies!" (or ATBZ)
I love it for the title alone. Anyone seen the flick "Elephant Parts" that had the Pirate Alphabet gag? Just me? Oh well. Anywho, I can't wait to see this one. I am plesantly suprised at how many people love the AFMBE idea and how many possible books there are already.
::SNIP::
> This is still an embryo idea. Not set in stone.
Zombie Babies! Awww, how cute! =]
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
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Date: Tue, 04 Apr 2000 23:59:04 EDT
I've got an idea for an archetype... And as soon as I get the book back, I'll mock it up.
Archetype: Norm: Kid
What roll does a young kid play in the world of survival horror? Well, as some of you RE fans may recall, there was one young'n in particular that was key to the storyline. Now, I would like to take this idea a little further. Maybe a schoolyard bully, or a kid from a more "down-and-out" family.
Dang! I need that book. However, if anyone would like to speed up the process, and see more archetypes on my page, perhaps someone could do up a text file with the qualities/drawbacks/skills lists with the costs on there, along with the point allocations for norms, survivors, and inspired characters. If someone would be ever so nice... Please?
Jon David
http://www.angelfire.com/id/jondavid/
-------
"Witches ride brooms because Nature abhors a vacuum!"
"Madness takes its toll. Please have exact change."
rom: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] AArgh (was FFOZ)
Date: Wed, 05 Apr 2000 04:10:56 GMT
> It's truly the zombie thread.
>
> No matter what you hit it with, it just comes back.
>
> We've tried shooting it in tne head (with logic), the heart (with passionate
> argument), and are on course for setting it on fire...
>
> Does it have a weak spot?
The "Delete" key. =]
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
From: "g. m." <gm1970@hotmail.com> Save Address
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Subject: Re: [Flesh_rpg] Long Term Games
Date: Wed, 05 Apr 2000 04:09:46 GMT
::SNIP::
> This will result in some highly skilled character after awhile to be
> sure, but then I can make some really powerful zombies, and totally
> screw up the world too without worrying about any repercussions to the
> campaign. I can try to run long stories, but if the "survival after the
> movie" part drags on or something, we can start over and be none the
> worse for ware.
>
> Any comments?
IMHO, I think the best way to do a AFMBE campagin would to have to be one of two options. Call it the Night of the Living Dead option vs the Return of the Living Dead option.
The NotLD has one goal, and one goal only: Live. Don't become Zombie Chow(TM). Each of the Romero movies, and the RE games that are inspired by it, has the Cast in a "bad situation"(TM) that they must do their level best to not get killed by. Be it trapped in a farmhouse, police station, mall, old mansion, underground bunker or entire city. There are serious troubles and menaces that are more than cappable of killing the Cast, and that's where the horror and character development comes from. Watching friends and fellow survivors fall under the jaws of death, biker guns, or killer plants. Once the Cast escapes the area or evades the threats often enough, the story's over. This could be a one night session that ends in a gory bloodbath of carnage (Brain Dead) or silent staring at the remains (NotLD '90) or escape (Dawn/Day). Start a new session of new characters.
The other option, RotLD, has a definate cause of the Zombs rising which can be overcome, either well (RotLD 2) or badly for the cast (RotLD). There are other examples, mostly offered in the AFMBE book as deadworlds. They Came From Beyond is the one that leapes readly to mind. The excellent Titan Run is another. There is a "root cause" that has the Zombies walking. There is an explination in the NotLD, but it's vague, and possibly cannot be stoped. This is the main difference, that the Cast can find out about this goal, and can stop it, if they live long enough. This has the most likly option for a long-term campagin, as the Cast peels away the Onion to get to the heart of the problem. Once they find out the cause, figure out a way to stop it, and either do stop it or die trying, campagin's over. And don't be afraid to let it end badly, this is a horror game.
I, like everyone else hear it appears, loves the "Rise" scenarios for their innate coolness factor, but without a graspable, defeatable root cause, the campagin is going to be a one-shot/mini-campagin. Ain't nuthin' wrong with that. Sometimes all you want is a good, swift bite. If you want the whole steak, then option two is the way to go. Kinda like short stories vs novels, just a matter of personal preference.
--
GAry m, minor epot
aka "Sneezy the Squid"
------------------------------
If life is a lesson, it's a crash course.
- Derek Lin
DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC
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Subject: Re: [Flesh_rpg] RE: Zombies of the Carribean
Date: Wed, 5 Apr 2000 00:11:23 EDT
In a message dated 4/4/00 11:48:10 PM Eastern Daylight Time, gm1970@hotmail.com writes:
<< I love it for the title alone. Anyone seen the flick "Elephant Parts" that had the Pirate Alphabet gag? Just me? Oh well. >>
Sings: "Lucky and Ramona and Sunset Sam..."
Ab3
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To: Flesh <flesh_rpg@edenstudios.net> Save Address
Date: Tue, 4 Apr 2000 22:34:55 -0700 (PDT)
I got an idea for a zombie/golem biased on the Puppetmaster movies by Full Moon productions. More specifically movies 1-3, but before I go into the creation of these creatures let me explain something. According to the movies the puppets are made and kept alive by a fluid made out of human brains, but the equation for this formula is found on an Egyptian scroll. The Egyptians believed that the heart not the head was the residence of the human conciseness (I think that’s right if not someone correct me), so I’m making the formula out of hearts instead of brains. But it’s not like I could stop you if you wanted to use brains.
PART 1: THE CONSTRUCTED GOLEM
A) CONSTRUCTION
1) MATERIALS NEEDED
You could build the golem out of any material you want as long as it is air and water tight and there is a circulatory system built for the solution to travel through since this is what gives it life.
B) ANIMATION
1) MATERIALS NEEDED
This is pretty much obvious you need heart or brain (which ever you prefer) of the person whom you wish to reanimate to prepare the solution for animation plus additional hearts or brains to make more of the solution.
C) ADVANTAGES
1) Depending on what materials used the golem could have incredible durability and strength.
2) Because of sealed circulatory system golem would need less injections of the solution.
3) Can be built any size
4) You can make lots of cool attachments for it (chainsaw, flame-thrower, machinegun, rocket launcher etc.)
5) Build it any way you like. (Extra limbs, extra eyes, give it wheels or tank treads..)
D) DRAWBACKS
1) Exotic materials = exotic price.
2) Large size = large amounts of solution needed.
3) Skill level of builder determines level of complexity at which the golem is built affecting mobility and dexterity. i.e. what kind of and how many joints.
4) Lack of lungs makes it a mute.
5) Sight and sound being only stimulus available could cause insanity.
6) Lack of glands or hormones could mean no emotions causing disassociation.
7) Time between injections could depend on level of activity, how strenuous the activity is, the purity of the solution (were there only human parts used or were animal parts included as well)
The amount of time allowed for animation could be based on the level of skill the person has in chemistry or alchemy, the ability to read Egyptian hieroglyphics, and level of purity of the solution.
PART 2: THE HUMAN GOLEM
A) CONSTRUCTION
1) MATERIALS NEEDED
Minimal, just grab a fresh body.
B) ANIMATION
1) MATERIALS NEEDED
Same as Part 1 above
C) ADVANTAGES
1) Lots of humans mean lots of zombies.
2) One good-sized injection to saturate cells and bring about animation.
3) Highly mobile and highly dexterous.
4) Can pass it off as a living person so long as no one looks too closely.
D) DRAWBACKS
1) Need more frequent injections to keep it functional.
2) That whole rotting thing .(which could be kept at bay with the solution)
3) More susceptible to damage.
Well that’s about all I can think of right now I hope this sparks some new ideas.
=====
"The world is my ashtray"
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Subject: Re: [Flesh_rpg] Short Story/Archetype: The Battered Wife.
Date: Wed, 05 Apr 2000 05:46:53 GMT
> Good one!
Thanks.
> My only question would be as to what purpose the archetype has in >the
> game, since the flavour story has sort of implied a readiness >for suicide.
That's up to whoever plays her. Personaly, I'd think it would be interesting for her personal focus in a game to *find* a reason to stay alive. She didn't let her son and ex-husband kill her, so somethings keepin her going. The question is what. (the answer is, again, up to the player)
> Does the battered wife go on a man hating revenge kick, or is she just determined not to end up like her family?
<shrug> My grand 'vision' (=P) for the archetype doesn't really include her hating men/males. Her son was male. She certaintly didn't hate him. She's just obsessed/paranoid/been beaten in marriage/gone through hell/ex-husband killed sun/killed her own son/killed her ex-husband(twice). That'll mess you up. :)
> On the other side, you could make her a great NPC, similar to the guy in
> the Zombie World comic, 'Eat Your Heart Out', where she could >be keeping
> her beloved, risen son in the basement, hidden from the >prying of the
> neighbours, but who still needs a regular food supply.
I actualy had this idea when I was writing her. I ended up cutting it. But... The possibility is definately still there. And that possibility definately opens up enough to run an entire game. imho. :)
> Just some thoughts.
They are appreciated. Thanks for the input.
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Subject: Re: [Flesh_rpg] Messages
Date: Wed, 5 Apr 2000 02:16:37 EDT
In a message dated 4/4/00 7:02:00 PM Pacific Daylight Time, werecrow@earthlink.net writes:
<< Ok, so forget the mass migration. That format is slow and unwieldy. I would really like everyone to look at the Star Trek boards I mentioned and see I we'd like to try and get EDEN to get some boards like that. And how about some comments from EDEN too. Can you guys do this if enough people like the idea, or is there some reason you wouldn't be able to do this? >>
Currenlty I do all the programming for the Eden websites. I dont have the time to set something like this up. As some of you may know I work at Last Unicorn Games as there new Graphic Designer/Art Director and they have a full time webgguy who does there website and the TrekRPG site.
Eventually Id like to get a site like that made up for Eden.
George Vasilakos
Eden Studios
Zombie Lord
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Subject: Re: [Flesh_rpg] Artwork
Date: Wed, 5 Apr 2000 02:21:55 EDT
In a message dated 4/3/00 2:06:36 PM Pacific Daylight Time, twilight@vbe.com writes:
<< How was the majority of the art conceived for AFMBE? I noticed alot of solar flares all over the place, was this basically fun w/ photoshop or? Also, I'm guessing models or at least scavenged pictures were used and then "zombified", was there any participation on behalf of Eden on helping with the gruesome images or were they Christopher's Shy's friends or...? >>
A lot of the "photo realistic" art (Chris's and mine) are photo retouches of scans from movies and magazines and photos. We take the images into photoshop and "play" with them.
I drew the archetypes traditionally with pen, ink and marker as did Brad (who does pencil illustrations) and Mike O (who uses washes and marker).
AFMBE does has its own "style" though doesnt it.
George Vasilakos
Eden Studios
Zombie Lord
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Subject: [Flesh_rpg] Project Odyssey
Date: Wed, 05 Apr 2000 02:23:56 -0500
I've slowly been assembling a Flesh Game to run for both my group and a local convention. I want to use the same basic premise for the zombie origins and such (not that ot would really matter in the con game...) so that I don't need to do as much work. Basically, what I have now is a rough origin for the zombies and a few neat scenes.
Well, it all comes down to somewhat of a Resident Evil / House of the Dead rip-off in that there is a large company doing secret research on nanotechnology and tissue reanimation for the militiary. The gist of the project (labelled Project Odyssey) is to create an army of self-replicating nanites that can operate a cadavar in response to remote programing. They only finifhed the first part.
So, as in all zombie games/movies/comics/etc the test subjects get loose and a horrible side effect is discovered, that the nanites can travel via the excretions of the zombie (as in saliva). Normally, the nanites would quickly go dormant without a body to support them, but if they are introduced into another body (by say... a bite) they quickly take over operation of the victim's central nervous system.
Anyways, for my con game all of the characters (Norms) are hanging out at a local plaza when zombies attack. This is basically as far as I've gotten for planing.
But for my real game, the characters will be specialists sent in by the military (or maybe the parent corporation, I'm not sure) to clear out the base. It would be set about a week after the convention initial run-in when the small town (i's always a small town) has been quarantined. Eventually they should discover the origins and try to either disable all of the nanotech, or install the operating system so that the zombies can be controlled.
One small idea that I've had for near the end of the initial scenerio is to have the head doctor have gone mad after a week or so of being trapped with the zombies (he managed to program them not to attack him - somehow) and he now plans on detonating a large nanotech bomb, that will release the nanites into the atmosphere, turning the world undead!
Anyways, I'm looking for more concrete ideas and some feedback. I've already done the easy part, design the zombies. I'll just paste the stats here...
Project Odyssey Zombies
Weak Spot: Spine (+5)
The Nanotech creates a series of data nodes throughout the corpse’s spine, re-energizing the nerve pathways to allow information transfer between the machines. Destruction of the spinal cord results in a loss of communication between the nanotech as well as the miniature auto-factories that replenish the supply of machines. Once communication is lost, the nanotech becomes dormant, and the corpse loses mobility.
Getting Around: Slow and Steady (0)
While the bodies are being filtered enough energy through new pathways, it is not a seamless system. Finite control is lost, as the nerves are not operating at 100% capacity. There is also a delay as the nanotech transmits data to the central nodes where it is analyzed. As such, the zombies have a slower response time than most living people.
Strength: Dead Joe Average (0)
Similar to the loss of fine motor controls, the nanotech cannot convey any special strength to the corpse unless it has been specially prepared. Decay in muscle tissue and the delay in data transfer allows only a basic amount of force to be employed by the bodies.
Senses: Like the Living (+1)
One of the first objectives of the nanotech is to upgrade and augment the senses of the corpse to living standards. Auxiliary control nodes are constructed in the ocular and auditory cavities to provide adequate sensory data to the system. A soldier is useless if it cannot see the enemy.
Sustenance: Daily (0)
Menu: Brains (-3)
One thing that was supposed to keep the zombies under control was the need for specialized electrical energy to power the nanotech. Unfortunately, this same energy is available in living beings, primarily in the brain as bio-electric force is used to power a person’s nervous system. A living brain contains enough active energy to power a zombie for an entire day. If a zombie does not have enough energy it goes dormant, and will reactivate if it is fed energy again.
Intelligence: Animal Cunning (+2)
Teamwork (+4)
The nanotech was programmed with basic tactical software. Not intelligence per se, but a carefully programmed reaction database allows the constructs to fulfil their mission objectives. While still easy to trick, the Project Odyssey zombies will work together in rough "squad tactics" to take down prey, as any other infected being is considered a friendly.
Spreading the Love: One Bite and You’re Hooked (+2)
One thing that the scientist’s did not expect was a transfer of the nanotech through saliva and blood. When the corpse is first infected, the auto-factories begin altering bodily fluids to a more specialized consistency, allowing the nanotech to travel easier. When someone is bitten by the zombie, some of this new fluid medium is usually transferred with the nanotech.
Once in a new body, the machines lose contact with their data nodes and seek to construct new auto-factories in the host’s spinal column. The tiny machines will have to fight the host’s immune system however, so not everybody who is bitten is doomed. Once the auto-factories are constructed however, there is very little that can stop the spread of the nanotech, and eventually all of the victim’s immune system will be destroyed while the machine try to take over the body. The victim will grow very sick and die, within a few hours he will rise again as a zombie.
TOTAL 11 Power Points
Str: 2 Dex: 1 Con: 2
Int: 0 Per: 2 Will: 2
Speed: 2
Essence: 9
Dead Points: 15
Skills: Brawl 2
Attack: Bite d4 x 2 (4) – slashing
rom: "Paul A. Schreiber" <werecrow@earthlink.net> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Messages
Date: Tue, 04 Apr 2000 23:41:43 -0700
Posted by:
>George Vasilakos
>Eden Studios
>Zombie Lord
>Eventually Id like to get a site like that made up for Eden.
Thanks for the info. If you're busy, you're busy. Glad to hear you want to do it though. Keep us posted if it starts to loom on the horizon.
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Subject: [Flesh_rpg] Re: Kid Archetype
Date: Wed, 05 Apr 2000 00:59:31 PDT
> I've got an idea for an archetype... And as soon as I get the book back,
> I'll mock it up.
>
> Archetype: Norm: Kid
Just don't forget the kid variants: Fat Kid, 'Cool' Kid, Nerdy Kid and Awkward Kid. Also Kid's Girlfriend.
Ferg
From: Mark Oliver <mark_oliver_bsc@yahoo.com> Save Address - Block Sender
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Subject: [Flesh_rpg] System Question
Date: Wed, 5 Apr 2000 02:07:24 -0700 (PDT)
Hi,
Been really busy of late so I haven't been able to keep a tab on this list as well as I should have.
Anyhow joined from my "portable" email account as well as my normal one so I can join in again, I can just about hear the sighs now.
Anyhow a question on the Unisystem (which I'm new to)
Skill & Attribute rolls
-----------------------
The rules say that there are two types of attribute test, simple where you add double the attr to a d10 and complex where you add the straight attr.
Fair enough.
But what when there are skills that would assist an attribute.
A player has a PCN of 4 and a notice skill of 2. Notice is intended (in part) to be used to boost perception but for a simple test it's not used. To the player it's not worth having the skill in that instance.
Surely the skill must be worth something?
Why not always add the attribute undoubled and then any relavant skill?
Rather than double the attribute to represent an easier task why not just add a bonus to the players roll? That is done with skill tests and it makes sense to me to apply the same logic to attribute tests.
The weightlifting skill is another example where skills and attributes overlap. The rulebook mentions something about adding 1/3 of the skill in certain cases. Why make it so complicated?
If someone doesn't have a skill just roll the straight attribute. Where the skill clearly is an aquired skill (like driving or shooting) apply a -2 and limit the maximum success level. Where the skill is a boost to a "natural" ability, like weightlifting or noticing things, just roll the straight skill.
Anyhow that was a bit of a ramble, apologies.
Any responses from someone who really knows the system and understands the logic behind the rules or from a GM who knows how to play the rules with a group?
Thanks in advance,
Regards,
Mark
From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender
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Subject: [Flesh_rpg] Re: golems
Date: Wed, 05 Apr 2000 04:51:18 PDT
Wow, excellent ideas.
There were brief comments on higher ranking zombies for more advanced players in a longer game (can't remember what they were since us people at the back pay little attention) and this provides the answers.
Someone creates the golems. These run around making more zombies (each injection doing something else, changing weak points or powers). The zombies eat the people. You now have three ranks of undead to wade through at different difficulty levels. And a final goal in stopping the golem maker.
Marvellous!
Ferg
From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Project Odyssey
Date: Wed, 05 Apr 2000 05:05:49 PDT
The zombies are great, and clearly well thought out. Well done.
I've always liked the big business/government as bad guys scenario. I toyed with a similar idea in that the NSA or some such has a company front, behind which they conduct their research. The idea; to develop a zombie delivery system that takes a country from the inside without any risk of comeback. Of course, the gov't need a small, expendable and easily contained town to experiment on.
The characters discover that the nanites have been developed to travel within a brand of popular food or drink, one with international appeal. Once ingested they can begin to function.
Things go wrong, as you suggested, but characters discover the delivery orders for one truck. They set out to stop it and later discover information about the fleet of delivery trucks they couldn't stop.
Hence even a minor victory leads to a full blown failure and a new deadworld.
Like I said, just toying with the idea, and it needs more thought, but I hope it's of help.
Good luck with the con
Ferg
From: "Patrick J Barrett" <jerrod_kaine@mailcity.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Project Odyssey
Date: Wed, 05 Apr 2000 05:47:50 -0700
On Wed, 05 Apr 2000 05:05:49 andrew ferguson wrote:
>
>The zombies are great, and clearly well thought out. Well done.
>
>I've always liked the big business/government as bad guys scenario. I toyed
>with a similar idea in that the NSA or some such has a company front, behind
>which they conduct their research. The idea; to develop a zombie delivery
>system that takes a country from the inside without any risk of comeback.
>Of course, the gov't need a small, expendable and easily contained town to
>experiment on.
::SNIP::
I've got your carrier: McDonald's and Coca-Cola!
--Patrick Barrett
From: Mark Oliver <mark_oliver_bsc@yahoo.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Project Odyssey
Date: Wed, 5 Apr 2000 06:14:58 -0700 (PDT)
--- andrew ferguson <andrewferguson@hotmail.com> wrote:
<<< They set out to stop it and later discover information about the fleet of delivery trucks they couldn't stop. Hence even a minor victory leads to a full blown failure and a new deadworld. >>>
That's a no win situation for the players though, which isn't nice. There's got to be a way where exceptional role-playing can result in a "victory" of some form being achieved.
I like the idea of the 1st adventure ending with an additional fleet of delivery trucks being discovered.
How's about if the first batch is threatening the players friends, family or something else prescious to them?
That way there's a definate "win" that the players can achieve by defeating the delivery or escape of the first batch. There's also a definate "loose" where their families all get turned into Zombie chow. Of course then there's the "you really f****d it up" ending where they players get turned into Zombie chow.
Success could also easily be rated by how many of each players family end up on the inside of a Zombie.
"Mmmm well Bob you didn't do too bad with only your Gran, your aunt and your brother Jim being munched but full praise must go to Tim who only lost his pet dog, Spot, to the Zombie Menace!"
If the players survive let them celebrate or commiserate for a little while. Then hit them with a cut scene which starts with a can of "Zombie Pop" (whatever), the camera pulls back to show a whole tray of "Zombie Pop", continues to pull back to show the back of a truck full of "Zombie Pop", pulls back through the open rear end of the truck to show it driving down a road, a harbour full of ships can be seen in the distance. Continueing it's flight away from the truck the camera flies away showing truck after truck after truck after truck heading towards the waiting harbour.....
Mmmm, like the idea anyhow.
My campaign should be starting up soon and this has inspired me somewhat.
Thanks for kicking it off!
Regards,
Mark
From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Project Odyssey
Date: Wed, 05 Apr 2000 09:27:51 EDT
> That's a no win situation for the players though,
> which isn't nice. There's got to be a way where
> exceptional role-playing can result in a "victory" of
> some form being achieved.
Who says?
My players are complaining because I don't kill them fast enough. I mean, for crying out loud guys! That was the whole point of the third act. What? One of you already becoming a zombie, and eating a team-mate wasn't enough? Jeez!
Jon David
http://www.angelfire.com/id/jondavid/
-------
"Witches ride brooms because Nature abhors a vacuum!"
"Madness takes its toll. Please have exact change."
From: "Ronald Larsen" <angelicus6@hotmail.com> Save Address - Block Sender
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Subject: Re: [Flesh_rpg] Project Odyssey
Date: Wed, 05 Apr 2000 08:39:31 PDT
> <<< They set out to stop it and later discover
> information about the fleet of delivery trucks they
> couldn't stop.
>
> Hence even a minor victory leads to a full blown
> failure and a new deadworld. >>>
>
> That's a no win situation for the players though,
> which isn't nice. There's got to be a way where
> exceptional role-playing can result in a "victory" of
> some form being achieved.
Being a "former" Kult GM I must state that dispair can be a powerfull tool in a horror game. No win situations are simply a matter of choosing the lesser evil. Players will relate to the situation as long as you give them choices and don't force them either way (tricking them however is a totaly different matter). Paradoxes and irony belong in a horror campaign, and the feeling of "no hope" in not always a bad thing.
From: "gen" <xenogen@mediaone.net> Save Address - Block Sender
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Subject: RE: [Flesh_rpg] Project Odyssey
Date: Wed, 5 Apr 2000 11:57:49 -0400
Player's Characters manage to live; The Win.
Were talking about (1) a Modern Day setting, (2) in a Zombie game. In both of these genre's, players can only have a certain amount of impact on the world around them. Lets face it, the real world is a No Win situation. There are things that you can chance and things that are beyond your control to even influence in the slightest. I can singe handedly stop someone from being mugged on my street, but I cant stop tyrannical dictators in the middle east from slaughtering innocents.
The players can complete their objective, and manage to live through the horrific events, but there is not really a way they would even knew about the other truck. So there's no way they could have an effect on what happens to it.
I don't think there are very many players who sit down at a AFMBE game with the misconception that the ZM is going to "play fair" in the first place. They've seen the movies, and they know the odds of their living through it are slim to none. I mean, 4 people armed with small arms and sports equipment vs. 600 walking dead?! That's a no win situation.
Its all about telling the story with AFMBE. More so then with nearly any other game. Most genre's are open ended, with players traveling around the setting and completing tasks appropriate to the genre. If they complete these tasks, and their characters prosper, they "Win". With survival horror there's no traveling around and prospering to "win".
You want to win? Live.