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 09:02:10 -0700 (PDT)

--- Ronald Larsen <angelicus6@hotmail.com> wrote:

<<< No win situations are simply a matter of choosing the lesser evil. >>>

I can agree with that.

What I like about the horrow aspect of RPGs is trying to kick away at the way the players view the game world. To make unexpected things occur.

Despite that the players have to be given something to aim for, sometimes (v.rarely) survival is enough but most other times I like a little bit more.

Survival alone can be seen as scraping through by the skin of their teeth, survival and achieving some goal is a better success.

If they do bad I let them survive but take "things" away from them (relatives are always nice or for the munchkin types a weapon of some sort).

If they do real bad? Well they get what they deserve when they find a Zombie munching on their brains.

<<< the feeling of "no hope" in not always a bad thing. >>>

The "no hope" feeling hurts them more when they think they've done good :)

Let them save a town if they're good. Let their families live, give the munchkin a large amount of plastic explosives (but no means with which to detonate it) etc. etc.

Hopefully if it's been a good game they'll feel a sense of achievement.

That's when you hit them with the "no hope" thing and hint at the "Zombie Pop" spreading throughout the world.

It's akin to the end of Halloween when JLC pushes Myers out of the window, she celebrates, she thinks she's done good. She saved herself and the kids. Then she looks out the window and he's gone.....

Far more effective than had the kids been bumped off as well. The higher you take their feelings of success and victory the more there is to take away ;)

And wouldn't you just know that the Zombies can follow the smell of that Semtex for miles....

Regards,

Mark


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Subject: RE: [Flesh_rpg] Project Odyssey

Date: Wed, 5 Apr 2000 09:22:01 -0700 (PDT)

--- gen <xenogen@mediaone.net> wrote:

<<< 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. >>>

True, true. The feeling of helplessness is a nice aspect of the horror genre anyhow, let people know what is happening and that they can’t do anything about most of it anyway.

Using your mugging example your character making it through a really rough part of town escaping a mugging himself is an OK win. Your player getting mugged is a moderate loss, getting killed is a big loss. Now if the player can manage to rescue someone else from being mugged then that’s the best win that they could manage.

<<< 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 want them to have an effect on it! I want them to know about it and know that they can’t do anything :)

It would be more "realistic" to have the players find a shipping manifest as originally described. I like a little cinematic touch to my games and would therefore choose the cut scene of the huge truck convoy.

They can’t stop it, not expected to stop it. Just lets them know they’re in for a rough ride next session.

<<< With survival horror there's no traveling around and prospering to "win". You want to win? Live. >>>

But there’s the little wins that make the living easier. You save someone from being the main course at a Zombie picnic and they might give you somewhere to stay for a little while, they might give you a rumour of an arms cache somewhere.

When I say I like there to be a win other than survival to be achievable I don’t mean a "save the world" style win, just a little something extra to reward people who have worked really hard.

As I’ve said in another mail the more you give them the more you have to take away in the twist ending.

Regards,

Mark


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] One-shots v. Extended campaigns...

Date: Wed, 05 Apr 2000 13:27:52 EDT

Alright. Here's my take on the current discussion of whether or not there is a way to win in a survival-horror setting like All Flesh. You can basically

divide most gaming sessions as either one-shots or extended campaigns. I'm certain you long-time gamers can agree.

With the one-shot, you make the characters with the knowledge that it doesn't really matter whether or not they make it through the night. Most often this is done because the GM has an idea for a story that they'd like to see played out. The extended campaign is usually one of two things. Drinking/gaming buddies who want to see how powerful their characters can be, OR your resident visionary/wannabe game-designer has an entire setting/epic storyline that they MUST see played out.

AFMBE is exactly the sort of game that screams out for the one-shot game. Most often, the ZM does not want his characters to live through the night, but rather see how long they can last against unstoppable odds. However, this is not the case in all such one-shots. Perhaps the point of the session is to suppress the undead horror before it can spread to the rest of the world. This also does not lend well to the extended campaign.

Q: So, what must we do with the zombie v. survivor question?

A: Whatever the hell we want!

That's what it boils down to. If you want to lure your players into a false sense of security, and then BAM! Zombie in the closet! That's cool. If you want your characters to find a small, out-of-harm's-way cottage in the valley to live out their lives, that's fine as well.

Perhaps there is a way to have a good extended campaign with All Flesh. Maybe that suppression idea from earlier fails, and you have to track down brain-munchers across the countryside. Perhaps you could do something from "Rise of the Zombie Lords" wherein you're trying to overthrow the local Lord. Or you could do like I'm trying to do. Have a series of related one-shots that eventually explain an entire storyline. Who knows? They all sound like fun to me.

Anyway, it's best left to each gaming group as to how they want to play. We're just fine with the inevitability of our survivors not actually surviving in my neck of the woods. However, I'm going to have to work on something else soon. Different backdrop, different zombies. Maybe I'll do a continual thing then, but for now, the one-shots work.

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] zombie pop

Date: Wed, 05 Apr 2000 11:29:34 PDT

I could just see the marketing campaign:

ZOMBIE POP!

PUTS LIFE IN THE OLD BODY!

Ferg


From: "gen" <xenogen@mediaone.net> Save Address - Block Sender

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Subject: [Flesh_rpg] Bring Out Your Dead!

Date: Wed, 5 Apr 2000 15:11:19 -0400

 

Ok guys, lets have them. Id be interested to see what everyone has cooked up with the extremely well written zombie creation rules. If you could share with the rest of us, Id appreciate it. I think it will be best if we all try to post in the same format though, so that its easy to compare them with each other and see how the dead stack up. Heheh.

Ill get the ball rolling here with this. It's the feature creature in a Dead Times at Zombie High game I'm working on right now.

 

Zom's

Str: 2 Dex: 1 Con: 2

Int: -2 Per: 1 Wil: 2

DP: 26 Spd: 2 Ess: 6

Special Skills:

Brawling: 2

Attacks:

Teeth 6 Damage

Notes: Constantly moan "Zzzzooooom" (z-oh-m, not zoom) as the shuffle around

looking for food.

If bitten a character will become a Zom in 3 - 30 (3d10) minutes.

Anatomy of for a Zom:

The Weak Spot: All Power: +0

Getting Around: Slow and Steady Power: +0

Strength: Dead Joe Average Power: +0

+Iron Grip Power: +1

+Teeth Power: +4

Senses: Like the Dead Power: +0

+Life Sense Power: +2

Need to Feed: Occasionally Power: +2

The Menu: All Flesh Must Be Eaten Power: +0

Intelligence: Dumb as Dead Wood Power: +0

Spreading the Love: One Bite and Your Hooked Power: +2

________

Power Total: 11


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Subject: [Flesh_rpg] From the Home Office in Albany, New York...

Date: Wed, 5 Apr 2000 18:58:48 EDT

Top Ten Rejected AFMBE Sourcebook Titles

10.) ZOIKS!!!!: The Official Scooby-Do Crossover

9.) All Toons Must Be Eaten

8.) A Very Brady Massacre (Featuring a deli tray made from the remains of the

Partridge Family and Ruben Kincaid!)

7.) That Zombie Ate My Mojo!: The Official Austin Powers Crossover

6.) Can Passive-Aggressive Zombie Vegetarians Find Love and Fulfillment? (As seen on OPRAH!)

5.) The Talented Mr. Zombie

4.) Cadaverotica (Featuring a foreword by Jenna Jameson and a four page Set of vinyl-coated photo-illustrated Vivid Video Conversion Rules!)

3.) Thin Ties, Bad Hair: The 1980's Sourcebook

2.) Corpse Force Five (Featuring Graveyard Greg!)

1.) I Saw Mommy Eating Santa's Brains

Ab3


rom: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: [Flesh_rpg] [Flesh_Rpg] Archetype I based on a neighbor

Date:

Wed, 05 Apr 2000 23:38:45 -0500

Came up with this one after listening to my neighbors. What would a zombie movie be without rednecks?

MGK

Good Ol' Boy

Norm

Str 4 Dex 2 Con 4

Int 1 Per 1 Wil 2

LPs 57

EPs 35

Spd 16

Essence 14

Qualities/Drawbacks:

Hard to Kill (5)

Skills:

Brawling 3

Climbing 2

Dodge 3

Driving (Car) 3

Guns (Rifle) 4

Guns (Shotgun) 4

Hand Weapon (Club) 3

Mechanic 2

Stealth 4

Survival (Forest) 2

Gear:

12-gauge Shotgun

.30-06 Hunting Rifle

Pick-up truck (complete with big tires and gunrack)

2 packs of cigarettes

12-pack of Bud

Beer cooler

Lots of ammo

"Lucky Fishin' Hat"

Personality:

"'T other day, me an' my brother Clem was out shootin' some squirrels when we ran out o' beer. So, we reckoned we'd just run on inta town and pick up some at ol' Frank's Carry-out. So, we hopped inta Clem's pick-up and drove on inta town. We's just walkin' inta ol' Frank's store when we saw ol' Earl Miller stumblin' up the street, weavin' all side ta side like he'd been in his moonshine hard this time. He got a stil back up near the crick, y'know."

"Well, I says 'Hey, Clem. Reckon we oughta help ol' Earl find his house agin?' and Clem says 'Y'upmta?' and I says 'Aight.' So we run on over t' ol' Earl. When we'alls got upta 'im, we sees ol' Earl's all covered 'n blood and he's got a big chunk bit outta his neck. I says 'Earl! What the Hell's wrong with yer neck?' And Earl just kinda looks at me all funny-like, his eyes all glazed over like'n he done drunk a gallon o' his White Lightnin'. Then he did the weirdest damn thing. Ol' Earl grabs me an' tries to bite a chunk outta me too! I'm there, a-tryin' to keep 'im from bitin' me, while Clem just stands there gawkin' like a preacher at a girly-show."

"I got ol' Earl offa me, but just kep' comin' back an' tryin' ta bite me. And I'm there a-screamin' at Clem, tellin' him ta help me, 'cuz there ain't no way ol' Earl should be tryin' ta bite me. 'Specially without no chunk bit outta his neck. Fin'ly Clem gits his arm around ol' Earl's neck and pulls 'im offa me. But ol' Earl done bites a piece outta Clem's arm! I figger there's no call for that and somethin' was mighty wrong with ol' Earl, so I gets my Mossberg outta Clem's Chevy truck and put a load o' buckshot through ol' Earl."

"I knew ol' Earl had t' be dead. But that orenry cuss went an' got himself back up off the ground!"

"Nex' thing me and Clem know, there's bunches o' people lookin' funny like ol' Earl staggerin' around town tryin' t' bite people. We ran and holed up in ol' Frank's store with a couple other people, shootin' them crazy people through the windas. They was actin' funny. Like them city boys do with all them drugs."

"We wait aroun' fer a spell, boardin' up all the windas in ol' Frank's store, when us'all hears them helicopters comin' in. Ol' Frank run upstairs an' looked out o' winda up there an' starts hollerin' that the Army's come inta town like they're invadin' or somethin'. That was just great. I says t' myself 'Bub-buh Ray, y' just gotta git yerself and yer dumbass brother outta town afore a buncha fancy-pants, city-boys start shootin' anythin' that moves!'"

Quote:

"Hey, ya'll! Watch this!"

--

"It takes 42 muscles to frown, but only four to pull a trigger."


rom: "gen" <xenogen@mediaone.net> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Redneck Archetype

Date: Thu, 6 Apr 2000 11:08:47 -0400

You should tweak it a little in the skill area, slap it on its hairy pimple ridden behind, and send it out into the world as a trucker template. There aren't many rednecks in urban areas, but no matter where you go, there are truckers. They're like the nomads of the red neck species.

-----Original Message-----

From: owner-flesh_rpg@edenstudios.net

[mailto:owner-flesh_rpg@edenstudios.net]On Behalf Of Machine-gun Kelly

 

Came up with this one after listening to my neighbors. What would a zombie movie be without rednecks?

MGK

Good Ol' Boy

Norm


From: Earle Wheeler <elgorgo@yahoo.com> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Redneck Archetype

Date: Thu, 6 Apr 2000 08:22:44 -0700 (PDT)

 

Being a guy named Earle, and since I live in North Carolina, I feel as if I can speak for rednecks everywhere by saying that, ayup, their are some good ol' boys in urban-developed areas. They don't usually *live* there, but in the outlying communities. Of course, this depends on what part of the country you're in, as well. There are all kinds of rednecks.

Also, see: Night of the Living Dead. It took place in the country, and at the end, you had a bunch of Rednecks rounding up the deadheads. A very good choice for an archetype.

 

From: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Redneck Archetype

Date: Thu, 06 Apr 2000 17:56:08 -0500

> You should tweak it a little in the skill area, slap it on its hairy pimple

> ridden behind, and send it out into the world as a trucker template. There

> aren't many rednecks in urban areas, but no matter where you go, there are

> truckers. They're like the nomads of the red neck species.

True enough, but I did come up with a Trucker Archetype. There's a lot of truckers and shipping companies where I live, but not all of them are rednecks. However, a lot of rednecks come into the city from the outlying areas to shop, hit the nudie bars, hit regular bars, etc. Some even live in the city, but a lot of times their kids end up being mutated by the enviornment and end up as 'White Trash'. But, that's just where I live.

MGK

--

"It takes 42 muscles to frown, but only four to pull a trigger."


From: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Redneck Archetype

Date: Thu, 06 Apr 2000 18:29:15 -0500

> Hey! You forgot Banjo! Or would that be more appropriate for a Hillbilly

> Archetype? Or an Inbred-Creepy-Idiot-Savant Archtype?

I think banjo/harmonica would be best for a Hillbilly Archetype, but I *seriously* considered putting it in this one ;]

MGK

--

"It takes 42 muscles to frown, but only four to pull a trigger."


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Redneck Archetype

Date: Thu, 06 Apr 2000 22:37:38 EDT

> Hey! I resemble that remark. Except for part about not being born

> there. I'm just an educated Red neck, or rather barely educated.

Myself? I'm a transcendental red-neck.

*cops a squat in a lotus position*

*bad southern accent* Ooohhmmm... Ooohhmmm... Ooohhmmm on the range...

Jon David

http://wicca.drak.net/jondavid/

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


rom: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender

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Subject: Re:[Flesh_rpg] Newbie

Date: 7 Apr 2000 10:00:59 -0000

 

On Thu, 6 Apr 2000 13:35:33 EDT SALT2002@aol.com wrote:

>Hello, I'm new to the AFMBE Listserv...

Hi there:), welcome aboard.

>What's been happening? Any news about the Zombie Master Screen? Will it be >release on time?

Apparently not, the last I heard was the end of the month for this one, and ENTER THE ZOMBIE not long after. As for what's been happening...New archetypes have been posted by the score, the AFMBE webring has been set up and the big diuscussion at the moment is on the style of game, whether you do an "AAAARGH! ZOMBIES!" survival horror kind of deal or a "Go here and kill what's causing the zombies" kind of deal. This in turn led into a discussion on how long an AFMBE game can last in terms of sessions. Also, a science fiction sourcebook is in the works, there are the vaguest of vague rumblings about a pirate book and A FIST FULL OF ZOMBIES, the western sourcebook has been officially announced, which has made some people happy and some other people not. Stick around long enough and you're bound to see some posts about it:)

As to running a better game, here's an idea. Don't tell them you're running AFMBE. Say it's a horror game, or a detective one, or whatever and set it up as a standard adventure. Let's use a detective one as an example. You've got four players, the two homicide detectives called to the scene, the forensic pathologist and a journalist. They're at the crime scene, questioning witnesses and doing cop stuff when suddenly the corpse gets up and goes for one of them, or one of the witnesses. They put it down, call in and find out that this has been happening all over the city...

If you've already told them it's AFMBE then cool, go with that especially as the shock tactic outlined above only really works once. However, it's worth it for the look on people's faces:)

All the best and welcome to the decomposing, maggot ridden family:)

Al

"Oh it's so charming, it raises the dead. AMERICANS."

Giles from last night's BUFFY. Sorry, couldn't resist.


From: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender

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Subject: Re:[Flesh_rpg] Newbie

Date: 7 Apr 2000 10:28:21 -0000

>Better to tell them it'll be faintly supernatural than to pretend it will be

>a regular detective game. People get geared up to expect hard-boiled PI

>action and then can feel a little disapponted when it doesn't materialise.

An excellent point. I've been very lucky in having a couple of regular players who thrive off cross-genre stuff, and after a while it colours your perceptions a little bit.

Apropos nothing, I remembered an essential piece of Zombie comicdom that MUST be read. HITMAN, DC's increasingly grim story of a superpowered contract killer in Gotham, in it's early issues at least was the funniest thing around. It's crowning achievement, with the possible exception of the Christmas Issue("Word, said his homie. I got my nine, let's go bust a cap in this nuclear swine.")was a two part story entitled.

ZOMBIE NIGHT AT GOTHAM AQUARIUM

Trust me, you will NEVER look at penguins the same way again.

All the best

Al

"Ah man, I just whacked Flipper!"


From: Mark Oliver <mark_oliver_bsc@yahoo.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Surprise Starts (Was Re : Newbie)

Date: Fri, 7 Apr 2000 03:56:03 -0700 (PDT)

<<< As to running a better game, here's an idea. Don't tell them you're running AFMBE. Say it's a horror game, or a detective one, or whatever and set it up as a standard adventure. >>>

I've got very similar ideas. My group doesn't even know that I've got AFMBE yet :)

They've asked me what I'm doing with my next sessions and I've just told them "something different".

I presume that people have seen the story suggestion on the AFBME official web site, the one that opens with the car crash?

I'm going to tell the players about a week before hand to choose a character, almost any character within limits, who all live in a city in small town America.

We get to the session and I tell them they are all on a bus travelling home to their city. They don't get character sheets or anything yet.

I'll have my Twilight 2000 box out on the floor so the more inquisitive players will think I've got some kind of "start of WW3" game planned for them.

Run the game as described until it dawns on them that they are facing Zombies and then get out the character sheets, not sure if I'll pregenerate the characters or let them make them then and there.

I plan on that game being a campaign style adventure and then I'll also be running lots of one offs. As people have pointed out AFMBE is v.good for that.

Thanks to the ppl who mentioned the "Zombie School Reunion" and zombie penguins concepts, both fantastic ideas.

<<< Giles from last night's BUFFY. Sorry, couldn't resist. >>>

I actually saw some of Buffy last night, couldn't believe it, Zombies! The world is trying to tell me something :)

Regards,

Mark


rom: Mark Oliver <mark_oliver_bsc@yahoo.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Surprise Starts (Was Re : Newbie)

Date: Fri, 7 Apr 2000 04:37:35 -0700 (PDT)

--- C Donn <stumerac@hotmail.com> wrote:

<<< Perhaps you should allow the players to create their character before the game begins. >>>

Certainly considered this options. As you've said I would need to print out some lists of skills and stuff.

<<< Maybe to much work, >>>

:)

That is a point.

It would also mean that they would know it's not Twilight 2000 and will be expecting something odd. If they think it's a T2K game then they really won't be expecting a dead body to try and eat their brains.

I'm only going to get to surprise them this way once and I really want to make the most of it.

I'll be thinking about this anyhow.

If I do reproduce some skill sheets would anyone else be interested in having them?

Mmm, much to do, still got my Arthurian dead world on the boil as well.....


From: Earle Wheeler <elgorgo@yahoo.com> Save Address - Block Sender

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Subject: Re: Was - RE: [Flesh_rpg] zombie compilation video now :Bad zombie pu ns

Date: Fri, 7 Apr 2000 08:20:16 -0700 (PDT)

Dead Throat

The Zombie in Ms. Jones

Behind the Green Tomb

The Dead Shoe Diaries

Zombie Nights

 

--- Richard Steed <RICHARDS4@uk.cpm-int.com> wrote:

> Opened a fair can of worms I think try:

>

> Deadie does Dallas? (bad pun)

> Deadator (they're back and they have some time to kill)

> Die-tanic (sod freezing to death let's eat each other)

> Die Hard with a vengeance.

>

> I will no doubt think of some more

>

> rich

>

> -----Original Message-----

> From: owner-flesh_rpg@edenstudios.net

> [mailto:owner-flesh_rpg@edenstudios.net]On Behalf Of Grimn /Nathan

> Sent: 07 April 2000 15:38

>

> >I always wanted to make the short film "Coffee Break of the Living

> >Dead", followed by "Smoke Break of the Dead" and the third

> >installment,

> >"Field Trip of the Dead".

> >

> How about 'The Procrastinating Dead'

> The Dead will walk the earth!

>

> Sometime tommorow if they feel like it...

>

> >Topped only by High School Reunion of the Dead where the alumni from

> >EVERY

>

> >year come back ;)

> >

> For some reason this just made me think of my 'Escape from Zombie

> High' game

>

> I'm planning... :)

>

> See Zombie Cheerleaders!

>

> Run screaming in fear from the Undead Star Trek Club!

>

> Send the Teachers who failed you back to hell as they rise from the

> grave!

>

> Chills! Thrills! Maybe even some blatant Nudity!

>

> Everything you can expect and more from:

>

> ESCAPE FROM ZOMBIE HIGH!

>

> -Nathan


From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] New Archetype; Elvis Worshipper

Date: Fri, 07 Apr 2000 11:24:35 PDT

Hi All. Another archetype that wouldn't leave me alone. I was extremely tempted to make it Inspired, but have left it as a Norm. What do you think?

Ferg

Elvis Worshipper

Norm

Str 2 Dex 2 Con 2

Int 3 Per 3 Wil 3

LPs 26

EPs 26

Spd 8

Essence 27

Qualities/Drawbacks

Artistic Talent: Singing (3)

Contacts (Other Fans, all walks of life) (2)

Delusions (Weird) (-3)

Obsession (-2)

Photographic Memory (2)

Skills

Beautician 2

Computers 2

Dancing 3

Dodge 2

Drive (Car) 2

First Aid 2

Guns (Pistol) 2

Haggling 2

Instruction 2

Notice 2

Play Instrument (Guitar) 3

Research/Investigation 1

Singing 3

Surveillance 2

Gear

Car, map of sightings, Elvis biography, Elvis T-shirt, Pistol, Clippings Album, Walkman (and many, many Elvis CDs).

Personality

What I need to know is have you seen Him? You don't know how far I've travelled, or what I've seen. You think I look desperate? You try killing a King!

I've tracked sightings across the country. If He was difficult to track when He was dead, it's almost impossible now. I even hear people are sacrificing themselves to Him, leaving themselves in His path. Desperate, foolish, sad individuals, dressed in white, sequined jumpsuits. Some say he is shepherding lost souls to Him, to join His holy army. I've already dealt with some of them.

It's not what He wants! It's not His will!

Don't tell me how it started. I already know. I was there. August 16th, Graceland. The time and place of the King's resurrection.

I've been making the pilgrimage for years. Someone had to keep the memory alive.

I was horrified. At first I thought it was some cheap stunt; publicity at the expense of His followers. A crowd of us had chosen to keep vigil by the graves in the Meditation Garden. Such a peaceful, beautiful place. It has never failed to calm my spirit. That's why it was such a shock!

The Earth began to move and before we knew it there He stood, growling His trademark "uuuh-huuh" deep down in his throat. He was magnificent. He'd lost a lot of weight of course, and looked kind of pale, but that didn't matter. He gave forth a...an aura, yes that's the word, of such divinity, that we all but fell to our knees.

One of the girls even rushed to Him in her joy, and He moved to her with arms outstretched. In His embrace she swooned (but He protected her, and held her tight). He let her fall though, and that's when I saw the blood. At first I thought she'd hit her head on the paving, but I was wrong. By then though others were rushing to his embrace, and that's when the screaming started. Of course. it was never unusual to hear screaming near the King, but I felt a voice in my mind urging me to leave, even as others were being drawn by the noise.

I know now though. The voice in my head. I've heard it in countless interviews, and in countless songs. He speaks to me, guides me, protects me!

And I'm not alone. There are more like me (though no others have my special link); I suppose there have always been the faithful, the ones who never gave up hope of His return.

But not like this, and not now!

He gives me purpose: He tells me the 'risen one' is a fake; It is not the one we love. It is here to harm us, to gather an army of the dead. It must be destroyed. I cannot ignore His voice or His calling!

Quote

"<BLAM> Elvis has left the building"


From: SALT2002@aol.com Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Surprise Starts (Was Re : Newbie)

Date: Fri, 7 Apr 2000 15:36:29 EDT

Thank you all for your ideas and support. I only wish they did not know I was running AFMBE 'cause your PI and other cross genre ideas are great.

In a message dated 4/7/00 3:56:30 AM, mark_oliver_bsc@yahoo.com wrote:

<<I presume that people have seen the story suggestion on the AFBME official web site, the one that opens with the car crash?...We get to the session and I tell them they are all on a bus travelling home to their city>>

Yeah, that's what I was planing on running. Just a couple of settings changes:

Its a High School team from Alexandria, LA (Cajun Mojo/They Came from Outer Space) returning from a lost Football game in Boiser City, when they come across the "Car Crash." The only folks who are awake are the Cast Members who get out to investigate. I've picked a couple of the pre generated folks from the book/web page 'cause of the cool character sketches and made slight changes. So far I've retro fit the two adults; the Biker into the Trucker/Bus Driver, the Priest into the Coach (LA is just below the Bible Belt and its a Catholic School) and changed the Hacker and Goth Chick into Band members. Of course there is the Cheerleader and the Football star. I am running a test game tonight with my regular group (Rifts, Deadlands, Axes and Allies and DiskWars) so I'll be all set come next months con.

Again thanks for all your help...

Cooper

salt2002@aol.com


From: Owen Thompson <omt100@psu.edu> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] New Archetype; Elvis Worshipper

Date: Fri, 07 Apr 2000 16:09:48 -0400

I don't know, I think I would find it even more funny if it was an inspired archetype besides that, I am still working on regaining control. Good work

As in all things I am off

Owen Thompson


From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] New Archetype; Elvis Worshipper

Date: Fri, 7 Apr 2000 21:20:21 -0400

Ferg said:

>Hi All. Another archetype that wouldn't leave me alone. I was extremely

>tempted to make it Inspired, but have left it as a Norm. What do you think?

>

>

>Elvis Worshipper

>Norm

[snip]

Suddenly the lyrics to Elvis' "Big Hunk O' Love" seem even scarier:

Hey baby, I ain't askin' much of you,

No no no no no no no no baby,

I ain't askin' much of you-

Just a big-a big-a big-a hunk o' love will do.

Don't be a stingy little mama

You're 'bout to starve me half to death.

Well you can spare a kiss or two

And still have plenty left.

No no no baby, I ain't askin' much of you-

Just a big-a big-a big-a hunk o' love will do.

You're just a natural born beehive

Filled with honey to the top.

Well I ain't greedy baby-

All I want is all you got.

No no no baby, I ain't askin' much of you-

Just a big-a big-a big-a hunk o' love will do.

I got wishbone in my pocket,

I got a rabbit's foot 'round my wrist.

You know I'd have all the things these lucky charms could bring

If you'd give me just one sweet kiss.

No no no no no no no baby, I ain't askin' much of you-

Just a big-a big-a big-a hunk o' love will do.

-----------------

SIMON B. SINISTER

-----------------

http://welcome.to/dreadfulandsinister


From: "Anthony Parente" <dyelan@prodigy.net> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Surprise Starts (Was Re : Newbie)

Date: Fri, 7 Apr 2000 21:32:28 -0700

I am thinking along the lines of letting the players know they are playing the AFMBE game but not introducing the zombies right away. I think using the evil dead trilogy would be a good way to go about it. Say the players visit a small cabin and find a piece of the book of the dead. The rest of the pieces are scattered around the country.

Introduce a villian who is searching for the pieces in order to restore the book and summon the hordes of zombies. The players can spend their time dodging the villian trying to keep the piece they have out of his hands or go in search of the book themselves. Maybe unwittingly restoring the book and summoning the dead by accident. Or the villain defeats the players and they watch helplessly as he raises the dead. Either way lots of zombies.

On the other hand, if the player get anxious and want some action maybe with a portion of the book one of them could be possessed or several corpses could be animated.

Still thinking on this...

Anthony


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Keeping the corpses fresh...

Date: Fri, 07 Apr 2000 23:27:50 EDT

Well, it's a topic that we all will (if not already) have to face. I love some of the surprise start ideas on introducing everyone to the game by not really letting them know. Unfortunately, I was too late on that discussion. :-(

Anyway, on to a similar topic, how do we keep the excitement going?

Yes, obviously we have the resources and brain-power to keep the ideas coming, and to keep them unique, but is that enough? Are we that confident as Zombie Masters to say that we won't fall into a rut. After all, even the best campaign from an old, tried-and-true game can become old hat. Again, how do we keep this from happening?

I have a few ideas to throw out, but I'd like to hear some of yours, first.

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


From: "Doug Pirko" <dpirko@home.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Keeping the corpses fresh...

Date: Sat, 8 Apr 2000 00:08:22 -0400

From: Jon David

> Anyway, on to a similar topic, how do we keep the excitement going?

Only about a third of my sessions are actual "Zombie" sessions. The walking dead may appear in each sesson, but they're often just a distraction, not the central whatsit of the adventure.

Other survivors, occupied towns, the army, CDC crews, Survivalists, Zombie Cultists... often the human threat is far more important then the undead threat. And this way when we play "Zombie Wave Attack" or whatever it stays fresh.

Doug.


From: "g. m." <gm1970@hotmail.com> Save Address

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Subject: [Flesh_rpg] New All Flesh Web Page

Date: Sat, 08 Apr 2000 10:50:56 GMT

Hi fellow Fleshites!

Just wanted to let you know that my small AFMBE web page is up! Yea! It can be found at:

http://www.oocities.org/sneezythesquid/allflesh.html

And I have one thing of interest to most people here, I'm sure. The messages I've saved from the list, from Sep. 21, 1999 - Jan 2, 2000 in MS Word format. Enjoy! =]

And yes, I've applied to the webring. =]

--

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: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 13:44:45 EDT

I've been pondering having some sort of stupid drinking party, where we get a s**tload of beer, rent a bunch of zombie flicks, and basically have a film-festival (What do you expect? I'm a college student). Anyway, I think that I've found some real winners that I definitely want to pick up (The Rock & Roll Zombies, Toxic Zombies...), along with a couple of the true classics (Dawn of the Dead, Evil Dead 2...). However, I'm not certain that the list is yet complete. Any suggestions?

Jon David

http://wicca.drak.net/jondavid/

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


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Subject: [Flesh_rpg] new archetype; taxi driver

Date: Sun, 09 Apr 2000 11:15:24 PDT

Helloooooo. Iiiiiis aaaanyone ooooouuuuut thereeeeeeee? Iiiiii'm aaalll alooooone.

So made this up in the meantime. What do y'all think?

Valiant Taxi Driver

Norm

Str 2 Dex 4 Con 2

Int 2 Per 2 Wil 2

LPs 26

EPs 23

Spd 12

Essence 14

Qualities/Drawbacks

Fast Reaction Time (2)

Nerves of Steel (3)

Photographic Memory (2)

Honourable (-2)

Showoff (-2)

Skills

Brawling 1

Dodge 2

Driving (Car) 5

First Aid 1

Hand Weapon (Club) 3

Intimidation 1

Mechanic 4

Notice 3

Questioning 3

Smooth Talking 2

Storytelling 3

Streetwise 3

Gear

'Betsy' (Armoured Taxi), Baseball Bat and Golf Club (in trunk), set of clothes, fluffy dice.

Personality

I always wanted to be a cabbie, y'know. All the movie greats have played 'em. That's right; Bobby De Niro, Ernie Borgnine. I ever tell you 'bout the time I had Bobby De Niro in my cab? I says to 'im "Mr De Niro sir..." Huh? Yeah I'm lookin' where I'm goin'; you wanna drive?

Where was I? Oh yeah. Real heroes y'know, but no respect. So when I left school, I said to myself "whaddya wanna be?" And here I am.

I'm lookin' I'm lookin'!

Me an' Bets, we know this city like our own mothers. I'll direct an' she'll get you there. 'Course Bets has taken some beatin' since the dead rose, an' it ain't like the city's the same no more.

Bets neither. Yeah, I had to soup 'er up some, and add on the extras. You seen that Ben 'Ur movie? That's where I got the idea for the wheels. Takes them dead boys off at the knee! Scored me loadsa points! Eh? Yeah we run 'em down, did'ntcha see the reinforced grill I welded on? Took me ages, but I can't have Bets freezin' up when some dead guy gets rammed.

Yeah, maybe that's the way you used to go fella, but times 'ave changed. Trust me, this is the way now.

People are 'oled up all over the place in their little strong'olds. But I guess you know that. More still are 'oled up in the 'burbs and outlyin' towns. But there are always folk who need to get from A to B, an' that's where Me an' Bets come in.

You see we've cruised these streets for years, and will drive 'em evermore. I ain't leavin' Bets, an' we ain't leavin' the city. She's ours ya see, an' we're 'ers. But we 'ave a duty too. Bobby De Niro; he protected little Jodie, and Ernie, well Ernie guided Kurt.

We 'ave a reputation to keep, an' so long as people need protectin' on their way in or out of the city, me an' Bets, we're gonna see 'em safe!

Quote

"Hey buddy, you may wanna hang on. <BDUMP THUMP CRUNCH> Woo hoo, ya' see that. Hit three of 'em. Hey take a look out the back will ya. Any of 'em not gettin' up?"


From: "gen" <xenogen@mediaone.net> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] new archetype; taxi driver

Date: Sun, 9 Apr 2000 14:26:01 -0400

Add Minority, and Bad English skills and it looks like a keeper. :)

-----Original Message-----

From: owner-flesh_rpg@edenstudios.net

>Helloooooo. Iiiiiis aaaanyone ooooouuuuut thereeeeeeee? Iiiiii'm aaalll alooooone.

>So made this up in the meantime. What do y'all think?

>Valiant Taxi Driver

>Norm


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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 11:31:28 PDT

> a s**tload of beer, rent a bunch of zombie flicks,

 

Never mind the beer! Have shots of "Brain Haemhorrage", which is (?) cream liqueur poured into a shotglass of tequila. Forms a cloudy, corrugated, grey-white blob in the clear liquor. Add grenadine for the haemhorrage.

Vodka Jellies (made with lime instant jelly powder) would work well as toxic slime. You could serve it in a replica of the RotLD zombie cases. I forget what jelly is called in America though - Jello? Damn cultural references...

Dylan


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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 11:44:57 PDT

> You'll probably maul me for saying this, but isn't Universal Soldier a

> zombie film? Technically? Sort of?

Hmm. JCVD's movies certainly show a marked tendency for repeatedly attempting to devour our brains, so... :)

Now, 'Cast a Deadly Spell' has the unmissable 'bonbon zombies', but I wouldn't call it a zombie movie per se... we definately need some ideas for non-apocalyptic 'roaring forties' Deadworlds.

Dylan


From: "Ralph Hodge Jr." <rhodgejr@gte.net> Save Address - Block Sender

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Subject: [Flesh_rpg] RE: Elvis worshipper

Date: Sun, 9 Apr 2000 15:21:01 -0400

Andrew, shouldn't this archetype have some Hand to Hand skill? After all Elvis was a Black-Belt himself. (Don't make me use my stuff on ya!).

 

And this ones for Geoff Weber, I live ancient Rome too. I've had a couple of ideas for your setting. How about zombies in the arena instead or in addition to animals and gladiators. Or here's another one, zombie powered chariot races, ala Ben Hur. Too campy, what if you use the Zombie Lords Idea and the zombie Gladiator idea and do a Zombie Army as in Spartacus. There was an excellent source book from D&D on running an ancient Rome campaign.

 

And I don't know who it was, but one of you Flesh Freaks out there quoted Aaron, from Titus Andronicus. I love that play, havent seen the Anthony Hopkins/Jessica Lange version of it . Was it good?

 

Ralph Hodge


From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Flix!

Date: Sun, 9 Apr 2000 16:01:14 -0400

Dylan said:

>Never mind the beer! Have shots of "Brain Haemhorrage", which is (?) cream

::SNIP::

I can't believe you forgot Men at Work's favorite cocktail... the Zombie! Here's a recipe:

http://www.webtender.com/db/drink/1000

-----------------

SIMON B. SINISTER

-----------------

http://welcome.to/dreadfulandsinister


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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 9 Apr 2000 16:22:02 EDT

In a message dated 4/9/00 5:46:38 PM !!!First Boot!!!, oxcart@hotmail.com writes:

<< Anyway, I think that I've found some real winners that I definitely want to pick up (The Rock & Roll Zombies, Toxic Zombies...), along with a couple of the true classics (Dawn of the Dead, Evil Dead 2...). However, I'm not certain that the list is yet complete. Any suggestions? >>

Jon, (and everyone) For something fresh, I would recommend "The Dead Hate the Living" I just watched it, and think its pretty good twist on the zombie thing. Since it is so new, many people have prolly not seen it yet.

-Chad


rom: Graveyard Greg <graveyardgreg@netzero.net> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 15:47:01 -0500

> Now, 'Cast a Deadly Spell' has the unmissable 'bonbon zombies', but I

> wouldn't call it a zombie movie per se... we definately need some ideas

> for non-apocalyptic 'roaring forties' Deadworlds.

How about "Roaring Twenties" Deadworlds?

Keep yer eyes open, Zombie Fans...I'm already working on it! Just got to wait for Alex and George's approval.

Graveyard Greg


From: Earle Wheeler <frankenmac@earthlink.net> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 16:55:30 –0500

Well, here are some Zombie flicks I think you might want to avoid showing at your party:

Creature of the Walking Dead: A very, slow, boring film, with some stock Russian film footage spliced in if I remember correctly. About 20 minutes of the film is a fat guy getting a rub down while pontificating the recent murders in the town.

Chopper Chicks in Zombie Town: Not really your typical Troma fare, and despite the wonderful name, the flick isn't entertaining, even in a MST3K sort of way.

I, Zombie: A pretty good flick, actually, but a tad to introspective for a big beer drinking party.

And here are some films I specifically recommend for a big beer swilling party, where the attendees attention is dis-focused more on local matters than what is on the TV:

Plan 9 from Outer Space: Besides it's academic schlock value, this film is great background party material, and it's short.

Night of the Living Dead: The original black and white version, mainly for the same reason as the above, you can have it playing in the background and people can look up and get the hang of what's going on without even hearing the sound. For a rowdy crowd, I'd recommend editing the flick down some if you have 2 VCR's.

(?Revenge of the) Video Dead: Hehehehehehe.

Return of the Living Dead 2: Lots of gorey zombies and a really stupid, "Home Alone" plot.

Re-Animator, or Bride of Re-Animator: These are really good flicks, funny and dark, and with enough in-your-face-gore to make the sorority girls squeal and the frat boys hurl.

And here are flicks I would choose for the main event:

Dead Alive, Cemetery Man, Evil Dead 2, Dawn of the Dead

Just my opinion there.


From: "Dylan Craig" <stalky1@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 14:08:50 PDT

How about "Roaring Twenties" Deadworlds?

As long as we can keep the tommyguns. 'Thirties or forties also lets you have (among other great things), the .357 magnum, FBI agents who are allowed to carry actual guns (gasp), passenger aeroplanes, SCUBA, etc. Either way, I could really go for some kind of 'Dead-a Nostra' setting. Concrete boots are the perfect way of dealing with those unkillable zombies, after all.

Of course you don't want this to clash with Mein Zombie. Hmmm.

I once had an idea for an "Undead Lords of Crime" game, with an assortment of dead PCs (wraiths, zombies, vampires, etc... Ravenloft templates), resurrected by a sorceror to handle (i.e., manage) his counterattacks against crime families that were beginning to hamper his operations in Chicago, 1990's. With long-dead PCs, it would have alloweed the PCs to play dead folks from all sorts of eras - 30's gangster hoods, 60's bomb-throwing anarchists, 70's Shaft-style crooked PI's, and contemporary gang-bangers fresh off the mortuary slabs. All of them geased into working for the sorceror, and having to figure out the new rules of crime in the 90's. Never got it together, though.

Dylan

--

"I'm a creature of the street and I rip of all the money

I was kicked in the teeth and shoved face-first through a window

I got a gangland name and a teardrop-tattooed eye

They call me 'Little Ceasar' in the brotherhood of crime..."


From: "Simon B. Sinister" <simonbsinister@home.com> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Flix!

Date: Sun, 9 Apr 2000 17:49:23 -0400

Earle Wheeler suggested:

[snip]

>Return of the Living Dead 2: Lots of gorey zombies and a really stupid,

>"Home Alone" plot.

[snip]

Honestly, that's the last RotLD film I would ever show to anyone. That movie is so, so awful that you'll have a room filled with angry, drunken people in no time. The human body just can't handle enough booze to make RotLD2 watchable. Besides, I distinctly remember a serious lack of gore (or actual humor) in that film. It was like Disney said "let's make a zombie movie."

Instead, I think the original RotLD is mandatory. It's got a naked Linnea Quigley, a group of punks and '80's-style new wave kids, a fun soundtrack and an absolutely wicked sense of humor. That movie is a party just waiting to happen.

RotLD3 might be a possibility as well. It's a harder call since the movie drags a little, but if the party-goers are patient, Mindy Clarke's S&M-style zombie girl might be worth the wait. But I wouldn't even make my worst enemies sit through RotLD2!

-----------------

SIMON B. SINISTER

-----------------

http://welcome.to/dreadfulandsinister


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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 9 Apr 2000 21:16:41 EDT

Here are some good ones if alcohol is involved. Night of the Zombies, Burial Groundurial , The Gates of Hell, and Lucio Fulci's Zombie. With the exception of the last movie they are horrible, but entertaining. Fulci's Zom bie is good and creepy, if somewhat of a ripoff of Romero.

Enjoy.

Kyle


From: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] new archetype; taxi driver

Date: Sun, 09 Apr 2000 18:29:51 -0500

> Add Minority, and Bad English skills and it looks like a keeper. :)

Agree with that. Did you do this as a English cabbie or as an American cabbie? If you want to use this as an American cabbie, make sure you add "Handgun under the front seat" under the Gear list ;]

MG "No, I'm Canadian. It's like an American but without a gun" K

--

"It takes 42 muscles to frown, but only four to pull a trigger."


From: Earle Wheeler <frankenmac@earthlink.net> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Sun, 09 Apr 2000 22:03:31 -0500

> From: "Simon B. Sinister" <simonbsinister@home.com>

> Honestly, that's the last RotLD film I would ever show to anyone. That movie

> is so, so awful that you'll have a room filled with angry, drunken people in

> no time. The human body just can't handle enough booze to make RotLD2

> watchable. Besides, I distinctly remember a serious lack of gore (or actual

> humor) in that film. It was like Disney said "let's make a zombie movie."

Well, I do agree that RotLD 2 was the worst of all of them, and strangely enough, there's another film with the same kid and several of the actors from RotLD 2 in another horrible movie, Invaders from Mars. It may have even more in common than that, but I don't feel like finding out.

But I guess I feel that RotLD 1 requires too much of the viewers attention than RotLD 2, because it's a better, funnier movie.

You're right about less gore in 2 than 1, I was going on memory, and I think I based the gore quotient on one beginning zombie scene.

And nothing competes with naked Quigly.

Not to mention, the soundtrack to RotLD 1 kicks ass.

-e


From: "Tommy Brownell" <tommyb@sstelco.com> Save Address - Block Sender

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Subject: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 03:38:10 -0500

Hi deadheads,

Having seen "All Flesh Must Be Eaten" in a game shop recently, I pondered buying it, but didn't, as I was saving spare scratch for something else at the moment. However, in the meantime thoughts of the game filled my head and I really wanted to give it a shot. I saved my scratch, made the aforementioned purchase and thought, "Maybe I'll be able to pick the game up now." To be honest, I had never seen AFMBE or anything about it before. But on another mailing list, fellow gamer Simon B. Sinister mentioned that he played it and I thought "Cool!" and I had him sell me on the game. It wasn't a hard sell. Half-brushing off his warnings that the game was selling well and that the second printing could be a month or longer in coming, I had a certainty in mind that AFMBE would be at the above mentioned game shop.

Damn me for a fool.

Had it been there, I would certainly have bought it. As it stands, it looks like I'm waiting for the second printing. Unfortunately, my sanity may crack long before then. I figured I would be doomed to eat my gaming group in order to fulfill my zombie fantasies here.

But then I started looking at the archive that a fellow list-member posted, I noticed something about an adventure synopsis or the like...but it was from before the game was said to have shipped! Was I mistaken? Or had someone bastardized the rules early?

Basically, I have come to ask a request. I have every intention of purchasing All Flesh Must Be Eaten, and I plan to do it with a happy heart and giving wallet. But in the mean time, I must ask: Dungeons & Dragons has 'em...as does GURPS..other systems as well, I'm sure...and admitted, the aforementioned systems are older...but has anyone cobbled together the equivalent of "Fast-Play" rules? Half of my group is out of town next week, leaving me with the PERFECT opportunity to test the waters with some of my players. Using the simplified descriptions of the rules given on the site and the archetypes, character sheets and what have you, I have a pretty decent idea of what to do. But that still leaves out skills, powers, weapons, zombies and such.

So, am I asking too much? Is this something George and the design time would approve of? Again, while I can't speak for everyone that would like fast-play rules, I can say that they would be merely to tide me over until the real deal was firmly in my grasp. So, what say you, deadheads? What say you, Zombie Lord over us all

I humbly await your collective response....

Tommy

(Hoping his first message to the list doesn't get him eaten alive...unless that's the initiation or something.)


From: "g. m." <gm1970@hotmail.com> Save Address

Reply-To: flesh_rpg@edenstudios.net

To: flesh_rpg@edenstudios.net Save Address

Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 09:54:05 GMT

> Hi deadheads,

Hi! We have a nice plot for you right over here...

::SNIP::

> But on another mailing list, fellow gamer Simon B. Sinister mentioned that

> he played it and I thought "Cool!" and I had him sell me on the game. It

> wasn't a hard sell.

Zombs do tend to sell themselves... =]

::SNIP::

> But then I started looking at the archive that a fellow list-member posted,

Yea! Somebody mentioned my archive! Hazza! And I know most of you have it as my hitcounter shot from "1" to "60" in one day! And not one thank you! Oh well, it's a thankless job but we do it for the love...and the brains...

> I noticed something about an adventure synopsis or the like...but it was

> from before the game was said to have shipped! Was I mistaken? Or had

> someone bastardized the rules early?

Well, Matt from EDEN gave us a brief run-down of how the game worked, and scenarios don't really need stats at first, just "Where are we stickin' the Zombs this time?" We did a lot of that to hold us over until that great Little Big Book of Zombies came out.

> Basically, I have come to ask a request. I have every intention of

> purchasing All Flesh Must Be Eaten, and I plan to do it with a happy heart

> and giving wallet. But in the mean time, I must ask: Dungeons & Dragons

> has 'em...as does GURPS..other systems as well, I'm sure...and admitted, the

> aforementioned systems are older...but has anyone cobbled together the

> equivalent of "Fast-Play" rules? Half of my group is out of town next week,

::SNIP::

If you have access to WITCHCRAFT or ARMAGEDDON, it's the same system as those, just with different magic for the Inspired. If you leave them out, or want their powers to develop later, you're ready to go.As for fast-play rules, a handout of that in the ZM Screen would not be a bad idea if it's not too late, if it can fit on a single or double sided page.

::SNIP::

> I humbly await your collective response....

> Tommy

> (Hoping his first message to the list doesn't get him eaten alive...unless

> that's the initiation or something.)

You *Wish* initation was that easy...Boys, get the hole ready! =]

--

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: "Tommy Brownell" <tommyb@sstelco.com> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

To: <flesh_rpg@edenstudios.net> Save Address

Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 05:39:25 -0500

>>Hi deadheads,

>

>Hi! We have a nice plot for you right over here...

Excellent! Something with a view? Oh...I would imagine not...=P

>Zombs do tend to sell themselves... =]

Certainly!

>::SNIP::

>>But then I started looking at the archive that a fellow list-member posted,

>

>Yea! Somebody mentioned my archive! Hazza! And I know most of you have it as

>my hitcounter shot from "1" to "60" in one day! And not one thank you! Oh

>well, it's a thankless job but we do it for the love...and the brains...

*ahem* As a very recent addition to the list, allow me to say "Thank you!" I quite enjoyed reading a lot of that which I missed out on!

{Offers up my neighbors' brains as a gift}

>>I noticed something about an adventure synopsis or the like...but it was

>>from before the game was said to have shipped! Was I mistaken? Or had

>>someone bastardized the rules early?

>

>Well, Matt from EDEN gave us a brief run-down of how the game worked, and

>scenarios don't really need stats at first, just "Where are we stickin' the

>Zombs this time?" We did a lot of that to hold us over until that great

>Little Big Book of Zombies came out.

Ahhhh! Explains much! I do believe I would have fallen in that camp...er....I believe I will have to!

<SNIP>

>If you have access to WITCHCRAFT or ARMAGEDDON, it's the same system as

>those, just with different magic for the Inspired. If you leave them out, or

>want their powers to develop later, you're ready to go.As for fast-play

>rules, a handout of that in the ZM Screen would not be a bad idea if it's

>not too late, if it can fit on a single or double sided page.

Sadly, no, I don't have access to the Armageddon or Witchcraft rulebooks...this is/will be my first encounter with the Unisystem rules, I'm afraid.

>::SNIP::

>>I humbly await your collective response....

>>Tommy

>>(Hoping his first message to the list doesn't get him eaten alive...unless

>>that's the initiation or something.)

>

>You *Wish* initation was that easy...Boys, get the hole ready! =]

Worse than being eaten alive? Yoiks!


From: "Doug Pirko" <dpirko@home.com> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 08:10:05 -0400

From: Tommy Brownell <tommyb@sstelco.com>

> But in the mean time, I must ask: Dungeons & Dragons has 'em...as does

>GURPS..other systems as well, I'm sure...and admitted, the aforementioned

>systems are older...but has anyone cobbled together the equivalent of

>"Fast-Play" rules?

Well, it probably isn't quite the answer you wanted...

I started my game almost two months before All Flesh was released... I was caught up in Zombie-Mania in late December.

My system, Eden's "Witchcraft" combined with the templates and notes on the AFMBE homepage.

I had to make up Zombie rules, but that wasn't too hard.

The game had _no_ conversions on the player side when the rules came out... I just got to define my Zombies properly on the GM side.

If you or someone you know owns "Witchcraft" you'll do fine.

Doug.


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 09:09:14 EDT

 

> How about "Roaring Twenties" Deadworlds?

> As long as we can keep the tommyguns.

I had already been working on this idea. I once heard rumor that Al Capone had dabbled in "Black" Magick. So, I figured why not have undead hit-men? They always take the contract, you never have to pay them much, and you can dispose of the body by having your boys eat their kill.

Also, in the tradition of Bub, I thought it would be cute to have the zombies using tommyguns, which puts the funniest damned picture in my mind. That, and the concrete shoes thing that's already been mentioned. Of course, for that final touch, Eliot Ness, Vampire Hunter!

Anyway, it seems that the idea pretty much writes itself (if you have enough knowledge of the era). Have fun GG!

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: RE: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 09:13:27 EDT

Earle Wheeler suggested:

[snip]

> Return of the Living Dead 2: Lots of gorey zombies and a really

> stupid, "Home Alone" plot.

[snip]

> Honestly, that's the last RotLD film I would ever show to anyone.

Perhaps I should show the good ones towards the beginning. Somebody might actually pay attention.

Oh, and uh... Mindy Clarke... Meeeeoowww! ;-)

Jon David

http://wicca.drak.net/jondavid/

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


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] Flix!

Date: Mon, 10 Apr 2000 14:39:30 +0100

While on the subject of ROTLD does anyone know where I can get hold of the theme music. I have the ROTLD soundtrack with all the songs on but it does not contain the music which plays over the opening credits. Is this available anywhere as I really like it

Cheers,

Rich


From: EdenProd@aol.com Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 10:27:39 EDT

In a message dated 4/10/00 1:38:59 AM Pacific Daylight Time, tommyb@sstelco.com writes:

<< So, am I asking too much? Is this something George and the design time would approve of? Again, while I can't speak for everyone that would like fast-play rules, I can say that they would be merely to tide me over until the real deal was firmly in my grasp. So, what say you, deadheads? What say you, Zombie Lord over us all >>

We currenlty have a fast play kit for our Conspiracy X game. We are developing one for WitchCraft and would love to have one for AFMBE. But it is still being designed.

Once its done - it will be free and available for download off our website.

George Vasilakos

Eden Studios

Zombie Lord


From: "g. m." <gm1970@hotmail.com> Save Address

Reply-To: flesh_rpg@edenstudios.net

To: flesh_rpg@edenstudios.net Save Address

Subject: RE: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 14:57:17 GMT

> While on the subject of ROTLD does anyone know where I can get hold of the

> theme music. I have the ROTLD soundtrack with all the songs on but it does

> not contain the music which plays over the opening credits.

 

I haven't heard of a score album being released for it, but it would be cool. Is the ROTLD soundtrack out on CD?

--

GAry m, minor epot

aka "Sneezy the Squid" · www.oocities.org/sneezythesquid

------------------------------

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

Reply-To: flesh_rpg@edenstudios.net

To: flesh_rpg@edenstudios.net Save Address

Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 15:00:30 GMT

From: EdenProd@aol.com

::SNIP::

> We currenlty have a fast play kit for our Conspiracy X game. We are

> developing one for WitchCraft and would love to have one for AFMBE. But it is

> still being designed.

> Once its done - it will be free and available for download off our

> website.

>

> George Vasilakos

> Eden Studios

> Zombie Lord

 

Yet another reason why we love you, George! We're not worthy!

BTW, are you guys going to be at DragonCon in Atlanta in July? I hope so.

--

GAry m, minor epot

aka "Sneezy the Squid" · www.oocities.org/sneezythesquid

------------------------------

If life is a lesson, it's a crash course.

- Derek Lin

DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC


From: EdenProd@aol.com Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 11:29:08 EDT

In a message dated 4/10/00 8:01:27 AM Pacific Daylight Time, gm1970@hotmail.com writes:

<< Yet another reason why we love you, George! We're not worthy!

BTW, are you guys going to be at DragonCon in Atlanta in July? I hope so. >>

Currenlty we wont have a table- but I maybe going out to talk with Tom Savani since he will be there and to go with my son as fanboys.

George Vasilakos

Eden Studios

Zombie Lord


From: Richard Steed <RICHARDS4@uk.cpm-int.com> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

To: "'flesh_rpg@edenstudios.net'" <flesh_rpg@edenstudios.net> Save Address

Subject: RE: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 16:47:30 +0100

Well I picked it up on CD second hand in London (UK) a couple of years ago - I'll bring it into work and put up a track list if you're interested.

Rich

>While on the subject of ROTLD does anyone know where I can get hold of the

>theme music. I have the ROTLD soundtrack with all the songs on but it does

>not contain the music which plays over the opening credits.

I haven't heard of a score album being released for it, but it would be cool. Is the ROTLD soundtrack out on CD?

--

GAry m, minor epot

aka "Sneezy the Squid" · www.oocities.org/sneezythesquid

------------------------------

If life is a lesson, it's a crash course.

- Derek Lin

DNRC Member since 1995 · ICQ#: 8391493 · #dragoncon on DALnet mIRC


From: SALT2002@aol.com Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: ZM Screen Release Date (Was: Re: [Flesh_rpg] One more into the insanity!)

Date: Mon, 10 Apr 2000 13:59:45 EDT

In a message dated 4/10/00 2:55:11 AM, gm1970@hotmail.com wrote:

<<a handout of that in the ZM Screen would not be a bad idea if it's not too late, if it can fit on a single or double sided page.>>

Wow, that's a great idea, but please don't slow down the already tentative release date of Late April. I really need this screen to help run AFMBE at the local con in May... god speed the ZM Screen!

Cooper

salt2002@aol.com


From: Earle Wheeler <frankenmac@earthlink.net> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 16:56:22 -0500

I bought it on CD at a Barnes & Noble! Check out bn.com or amazon.com. You can also find the soundtracks to other Zombie flicks... but none of them are "punk rawk" like RotLD 1. ;-)

> I haven't heard of a score album being released for it, but it would be

> cool. Is the ROTLD soundtrack out on CD?


From: "Tommy Brownell" <tommyb@sstelco.com> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

To: <flesh_rpg@edenstudios.net> Save Address

Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 14:55:47 -0500

> We currenlty have a fast play kit for our Conspiracy X game. We are

>developing one for WitchCraft and would love to have one for AFMBE. But it is

>still being designed.

> Once its done - it will be free and available for download off our

>website.

Very awesome, and very commendable! Hearing such fan-friendly news like this makes me ever more confident in my (soon-to-be) investment.

But I don't suppose it'll be ready at the end of the week, eh? =P

Glad to hear the news, though!

Tommy

About to Burst in Futile Search of Brains and Flesh of My...


From: "Tommy Brownell" <tommyb@sstelco.com> Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] One more into the insanity!

Date: Mon, 10 Apr 2000 14:45:32 -0500

>Well, it probably isn't quite the answer you wanted...

>

>I started my game almost two months before All Flesh was released... I was

>caught up in Zombie-Mania in late December.

That is completely understandable. As it is, I haven't been this hyped about an RPG in a LONG time...maybe even ever..

>My system, Eden's "Witchcraft" combined with the templates and notes on the

>AFMBE homepage.

>

>I had to make up Zombie rules, but that wasn't too hard.

>

>The game had _no_ conversions on the player side when the rules came out...

>I just got to define my Zombies properly on the GM side.

>

>If you or someone you know owns "Witchcraft" you'll do fine.

D'oh! I was afraid you would say that...


From: Geoffrey P Weber <s2gpwebe@titan.vcu.edu> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Flix!

Date: Mon, 10 Apr 2000 20:35:53 -0400 (EDT)

> classics (Dawn of the Dead, Evil Dead 2...). However, I'm not certain that

> the list is yet complete. Any suggestions?

seriously, as good as it is, Dawn of the Dead is too long to keep non-zombie fan's attention. I would suggest Dead Next Door. its cool, (hard to find though)


From: SALT2002@aol.com Save Address - Block Sender

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Subject: [Flesh_rpg] Re: Flix

Date: Mon, 10 Apr 2000 22:41:49 EDT

By far the best college Zombie genre movie is Army of Darkness... great story line, great special effects and the most excellent lines. And its easy to find too...

Evil Dead I & II are not that bad off either...IMHO.

PS "Klatuu, Barada, Nickto" are old time Sci-fi words, the key to the book of the dead (AoD) and three dark- side SW:CCG cards in the Jabba's Palace expansion.

Cooper

salt2002@aol.com

Gi'me some sugar baby –AoD


From: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Keeping the flesh fresh

Date: 11 Apr 2000 08:35:21 -0000

Kind of a catch all post this one, so here we go:

ELVIS:You sick twisted madman! I LOVE it! I'm put in mind of one of the funniest comics ever produced, WHITE TRASH, which saw someone looking strikingly like Axel Rose and a guy called simply "The King" engaging in horrid and meaningless combat with the US Army, hillbillies and whoever got in their way. Standout panel, from one of the end pages: A vast wall of smoking, ruined speakers with the Axel guy leaning against them, his guitar gently smouldering, looking knackered but very happy. The King, standing off to one side and looking extremely pissed says:

"Okay, we're going to try that again and this time, I say this time we're going to slow it the FUCK DOWN!"

Pardon my french. And keep up the good work:)

Also, a free plug. Sneezy the Squid not only has a particularly cool website, but some fantastic links as well. Full marks for the US Army Tactical Report and the medical breakdown report. Absolutely top, and coming soon to a group of very worried players near me:)

As for keeping the flesh fresh, so to speak, I've got a couple of ideas there. First and foremost is the flipside of the human threat;human incompetence. News reports that say areas are clear or the infestation's over when it's not, new zombie killing weapons that don't, bad intelligence. All these things can make your players lives very interesting indeed. Another possibility is the good old fashioned moral dilemma. If your players have discovered the outbreak, hang them up on a moral dilemma. If they tell the world, panic ensues, people die, more zombies. If they don't tell the world, what sort of people are they? Alternately, remember OUTBREAK, specifically the sequence where the Army takes out a couple of trucks full of people trying to break out of the town? Change the disease for possibily zombification(Hey I think I just invented a word!)and once again you've got an interesting concept.

Anyway, time to go do the next post:)

All the best

Al

"Dad, I'm hust going up to my room with two strange men I hardly know, okay?" "Sure son."

MYSTERYMEN


From: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Biological Derivative 118

Date: 11 Apr 2000 08:39:40 -0000

Believe it or not, I drafted this before reading the superb faked reports on Sneezy the squid's website. As I say, it's a draft and all suggestions gratefully received. Next is BD119, which does something rather more unpleasant.

All the best

Al

FROM:Dr.Margaret Craine(mcraine2@defnet.org)

SUBJECT:Counter Measures for Returned Incursions

Further to your request, please find below a complete rundown on experimental Biological Derivative 118, aka "Skunk Juice". This is presently undergoing operational testing and if successful, will be distributed to the general populace.

Yours,

Dr.Margaret Craine(Colonel)USAMRIID

BIOLOGICAL DERIVATIVE 118-"Skunk Juice"

Biological Development 118 was developed by accident following an attack on the town of

Jefferson Illinois. The town had already suffered one attack and the local National Guard unit, along with volunteers, were in the process of disposing of the remains when the second wave hit. A force of thirty-five Returned made their way into the town centre, the largest concentration of people, and proceeded to attack them, with the exception of the disposal detail. Whilst they engaged in combat and several were lost to the Returned, they were never targetted individually. Eventually, the Returned and the Newly Returned left the town, leaving the majority of the disposal detail unharmed.

Deeply traumatised, the survivors radioed for evac and were immediately flown to the nearest field hospital. Following extensive analysis, it was discovered that they were left alone, not because of some internal quirk of their DNA, but because of their stench. The Returned had not attacked because they had smelt like the they were already dead. Those that were attacked had all taken hostile action against the Returned, thus registering as a threat.

BD 118 was rushed into development, and is being issued to troops across the country at this moment. Early tests have proved successful and if this success continues, troops will be able to penetrate further into the terrirtory held by the Returned than ever before.

GAME STATS

Weapon Range Damage Cap EV AVAIL

BD118 50m - 8 treaments 1/1 *

*Item is issued as standard to all members of the Armed Forces and Emergency Services

Description:Skunk Juice is issued in gas-powered cans, just like deoderant and about as friendly to the Ozone layer. The only difference is a funnel which is placed on the nozzle, and which has to be held over the applied area to ensure that maximum coverage is achieved.

Effect:Unless the Zombie has Infravision or Lifesense, it's Perception is halved when trying to detect anyone covered in Skunk Juice. As an optional effect if you're running a fairly non-supernatural game is that it also makes the effective range of Lifesense five times perception in yards.

Disadvantages:It STINKS. Anyone spraying themselves for the first time will have to make a Difficult Willpower test to not vomit. This drops to a Challenging the second time, a Standard the third and so on. Anyone standing near someone covered in Juice also has to make a Difficult Willpower test to avoid vomiting.


From: Mark Oliver <mark_oliver_bsc@yahoo.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Re: Flix

Date: Tue, 11 Apr 2000 02:22:53 -0700 (PDT)

--- SALT2002@aol.com wrote:

<<< By far the best college Zombie genre movie is Army of Darkness >>>

It is a v.good film. Some of my players really like that film as well so I know that when they do realise the sort of game I'm going to spring on them they're going to love it :)

<<< Evil Dead I & II are not that bad off either >>>

IMHO Evil Dead 2 is better, better sense of humour to it.

<<< PS "Klatuu, Barada, Nickto" are old time Sci-fi words, the key to the book of the dead (AoD) and three dark- side SW:CCG cards in the Jabba's Palace expansion. >>>

I'm sure this has come up before but I'll say it again....

Those words are the words given by the alien to the woman in the film "The Day the Earth Stood Still" to be said to the Robot Gort. That film is hardly "old-time" :)

They are also the names given to three of Jabbas guards in ROTJ. The names are never used in the film but the script used them (it's easier to write "Luke runs past Berada" than "Luke runs past generic henchman #23").

I don't recall them being the keys to the book in AOD (long time since I've seen it) but that's another neat reference :)


From: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Biological Derivative 118

Date: Tue, 11 Apr 2000 04:27:58 PDT

Hey I love this. Good work.

It strongly reminds me of Paranoia. Just how popular would the R&D boys after experimental weapons started to go wrong - frequently.

Ferg


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Subject: [Flesh_rpg] agri-adventure seed

Date: Tue, 11 Apr 2000 10:06:00 -0700 (PDT)

" The secret is the spices... "

He shouldn’t of hit her that hard...It was mostly the bourbon..well she couldn’t make it all the way to town on the old tractor,and things would be better in the morning.Thank god the farm was so isolated Farmer John Anderson felt that nothing would keep him warm during the long cold nights between growing seasons like a mail-order bride from Thailand.It works old real well for the first year.She didn’t take to the language real well,but she could sure pickle them cucumbers like no one in the state.She even took first prize at two state fairs,and people were driving all the way in from the cities just to get some of the legendary pickles,or the addictive Thai pickle salsa.As his wife's legendary pickling prowess became more famous the relationship moved away from the bliss that had been a multi-cultural American gothic to a minor rivalry then constant arguments. Late that night,John woke up hardly able to move as every muscle was drawn taught and painfully strained.He could see that he was in the barn laying in a rusted out aluminum canoe.he was breathing a strange fluid that had spices suspended in it. Now every harvest season he digs himself out of the ground,knowing only that he must harvest the cucumbers every night until just before dawn.At least now he is not so lonely,as five other people now seem to share the same conviction,even if they are not that talkative.

The i.n.s. is wondering how one tiny woman could manage her pickle empire alone.the first car they sent out never reported back. The wife has recruited five other zombies from unfortunate customers,and people looking for work.her understanding of spoken English is not very good,but better then she would let anyone one know,but her understanding of written English is very good.she has grow tall rows of corn on the outside of her property,while cucumbers are grow closer to the house so she can control her workers better,and keep them secret.the first ins car was buried by the zombies under some vacant land,and well concealed.the ins inspectors have now joined the harvest.She is currently arranging to bring relatives in from Thailand to help with the business end of things that the zombies can’t do.She has also set up a cousin with an internet introduction site that she is planning to use to extend the racket.


From: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Zombie Questions

Date: Tue, 11 Apr 2000 14:20:23 -0500

Under "Acid Blood" in the Zombie Powers section, it states that "Acid Blood does regular damage per Turn equal to twice the Power Level". Regular damage is a set number of points or what? I couldn't find a description.

On the Zombie Power level, how do you determine the zombies actual Power? I figured it was adding up all the points spent on Intelligence, Getting Around, Powers, et cetera, but they don't add up to the numbers listed in the descriptions when I add and subtract the Power Levels.

George? Ferg? Greg? Anybody?

MGK

--

"It takes 42 muscles to frown, but only four to pull a trigger."


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Subject: [Flesh_rpg] Nocturne/F-13

Date: Tue, 11 Apr 2000 14:43:52 EDT

Hi-

I seem to remember some folks here are PC gamers so, has anyone played "Nocturne"? It seems to be a Film-Noir/hard-boiled dectective zombie game. The poor packaging design keeps you from actually telling what it is about, but the screenshots look cool. Also if anyone has F-13 (the Stephen King vehicle) is it worth the ching, or should I wait until it is in the bargin bin? It has a tempting mini-game called "Whack-A-Zombie" were the premise is to whack zombie as they pop out of their graves.

Advanced thanks,

-Chad


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Subject: Re: [Flesh_rpg] Zombie Questions

Date: Tue, 11 Apr 2000 12:32:59 PDT

> Under "Acid Blood" in the Zombie Powers section, it states that "Acid

> Blood does regular damage per Turn equal to twice the Power Level".

> Regular damage is a set number of points or what? I couldn't find a

> description.

Erm...good point. I took this to mean that it does just points of damage double to the points you assigned it. So if you create a super acid zombie with 'acid blood' power 10 (and provided it didn't constantly melt through the floor) the damage should you get hit would be 20 points. I think it means regular as opposed to something like fire damage where you may take damage per turn.

 

> On the Zombie Power level, how do you determine the zombies actual

> Power? I figured it was adding up all the points spent on Intelligence,

> Getting Around, Powers, et cetera, but they don't add up to the numbers

> listed in the descriptions when I add and subtract the Power Levels.

My understanding of zombie power levels is that you start with your basic 5 point zombie (pg 146) then raise or lower power scores with the different abilities, depending on what you want. However, you are right; having taken another quick look, this only seems to work for 'Rise of Walking Dead' zombies. It's sort of close for 'Phade' but way off for 'Sacred Soil'.

So to answer, that's how I do it for any zombies I create (I see the zombies in the rulebook Deadworlds as special cases), and frankly it's your game. Make the zombies in a way that you and your group will enjoy. If you use the method above and they're too weak, bung in some more; it's not like there's a shortage!

Hope that's of some help

Ferg


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Subject: RE: [Flesh_rpg] Nocturne/F-13

Date: Tue, 11 Apr 2000 19:43:31 –0400

::SNIP::

>has anyone played "Nocturne"? It seems to be a Film-Noir/hard-boiled dectective

>zombie game. The poor packaging design keeps you from actually telling what

>it is about, but the screenshots look cool. Also if anyone has F-13 (the

>Stephen King vehicle) is it worth the ching, or should I wait until it is in the bargin

>bin? It

::SNIP::

I've got both, and unfortunately neither is worth the full price.

Nocturne is chalk full of bad camera angles, doesn't have any character development at all, and is generally not as fun as it could have been. its got pretty crisp graphics if you have a super video card (I've got an annihilator pro and it worked great). But that's about it. Id wait for it to hit the bargain bin, then get it. Or just not get it at all.

F13, I was disappointed with. Its just not what I was hoping for. Its got some digiNovella material, but there's no way to print it out or read it without the cd in your drive. The extras aren't really that special, and can almost all be found in one place around he net or another. Stuff like screen saver material, an icon or 3, and some pictures. It would be worth 10$ or so, but that's it. Wait for the bargain bin, but if you don't mind reading lots of text on your PC then get it. The story's pretty good. Anyone but King fanatics, just don't bother though. But some snack food or see a movie with that extra 20$ :)


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Subject: [Flesh_rpg] Feng Shui conversions

Date: Tue, 11 Apr 2000 23:48:20 EDT

Hey all,

Spoke to John Nephew (over at Atlas) and Robin Laws (designer of Feng Shui) about inserting conversion notes between Feng Shui and Unisystem in Enter the Dragon.

Seems there is a fairly complex licensing arrangement between Atlas, Laws and the former publisher of Feng Shui (accounting for unpaid creditors of the latter I assume). Robin suggested we steer away from such a conversion officially. Not being the type to ignore advise (particularly when it involves IP rights), I am afraid we will not be including such conversions in ETZ.

Still, if interest is strong enough, and someone wants to take the lead on it, we could use this forum to announce a non-Eden site that produces such conversion rules. Speaking purely hypothetically, of course . . .

Alex Jurkat

Eden Studios


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Subject: [Flesh_rpg] Size Matters...

Date: Wed, 12 Apr 2000 01:01:37 EDT

One of the many things I really like about AFMBE is the size of the book (and the feel of the high quality hardcover too) so I was hoping that all future AFMBE Source Books (ETZ & AFFOZ) are going to at least be the same size. I know they are not hardcover, but the size matters...I guess is a tactile thing. Anybody else feel the same?

How about the Zombie Master Screen, that's going to have the same look and feel right. In the same size too...Quick Dead (God speed) the ZMS.

Cooper

salt2002@aol.com

http://members.tripod.com/diskwars


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Subject: [Flesh_rpg] Update! Update!

Date:

Wed, 12 Apr 2000 11:06:21 GMT

Hello Fellow Deadites!

I have made an Update to my All Flesh web page! The seocond archive is now available, and is why I have been relativly silent lately. The available posts in this archive are from Jan. 2, 2000 - Feb. 23, 2000. It's also 69 pages and is 326k. I've also added some more links and changed the layout around a bit. Let me know what you think!

For love and brraaiiinnnsss, I do this for you all...

--

GAry m, minor epot

aka "Sneezy the Squid" · www.oocities.org/sneezythesquid

------------------------------

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] Nocturne/F-13

Date: Wed, 12 Apr 2000 05:13:56 -0700

Nocture is great! Think...Resident Evil (Actually, Nightmare Creatures might be a better example, though neither really has the depth of Nocturne), in the World Acording to Lovecraft, and with the gritty (you were right -- film noir) feel of Casablanca.

--Patrick Barrett


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Subject: Re: [Flesh_rpg] Size Matters...and release dates

Date: Wed, 12 Apr 2000 11:19:16 EDT

In a message dated 4/11/00 10:02:52 PM Pacific Daylight Time, SALT2002@aol.com writes:

<< How about the Zombie Master Screen, that's going to have the same look and feel right. In the same size too...Quick Dead (God speed) the ZMS. >>

The Zombie Master Screen will be done in the size as "normal" game products 8 1/2 x 11. This is due to costs. The screen itself will fold out to 4 panels. The module inside will be 8 1/2 x 11, 48 pages, which will include a ready to run module, new archtypes, larger versions of the character sheets and some other goodies.

and on another note it looks like the ZM Screen and ETZ will have to be dealyed until May (primarily due to cashflow- distributors have stillnot paid us for AFMBE main rulebook yet - even though they sold out, sigh, I love this buisness)

George Vasilakos

Eden Studios

Zombie Lord


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Subject: Re: [Flesh_rpg] Size Matters...and release dates

Date: Wed, 12 Apr 2000 08:36:10 -0700 (PDT)

--- EdenProd@aol.com wrote:

<<< it looks like the ZM Screen and ETZ will have to be dealyed until May >>>

Curses!

I hope that you get your financial problems with the distributors sorted out real soon.

I really want to get my hands on the ZM screen. At very short notice last night I ran my first AFMBE session and the only flaw in it was my flicking through the book occassionally to look up a chart or such like that I couldn't remember (or bluff well enough so as to trick my players:) ).

On the up side the players really seemed to like it and it looks like I might have got one of them interested in buying his own copy of the book.

On that note there is a shop in the UK that apparently still has some copies of AFMBE left (well one was sighted on Saturday).

They have a web site (www.orcsnest.com) and they may deal with customers overseas.

Anyhow I was impressed with the game before I ran it yesterday and now I'm even more impressed.

There's ppl over here waiting to spend their cash on your products if only you could get them out....

All the best.

Regards,

Mark


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Subject: [Flesh_rpg] Zombie character creation rules

Date: Wed, 12 Apr 2000 16:49:11 EDT

Hey all,

We are working through the playtest of ETZ and the ZM screen at the moment, but I wanted to share some stuff with you and get some feedback.

I have been working up zombie character creation rules for both supplements (actually it is likely these rules will appear in all the AFMBE supplement -- it's only three pages and is highly relevant to all). I have attached them below. Comments are welcome. Also, if you can work up several zombie characters, I would be interested in hearing how the process goes, and how they match up with regular characters.

Thanks,

Alex Jurkat

Chief Zombie Thrall


Creating Zombie Cast Members (14)

A rudimentary zombie Cast Member creation system exists in the AFMBE main rulebook in the Rebirth Into Death setting (see p. 210). For those who want a bit more out of their zombie character creation process, the following is suggested.

The Basics (12)

Zombie characters start with the basic zombie template relevant to the setting contemplated. The player adds the Problem Solving and Long-term Memory Aspects (see All Flesh Must Be Eaten, p. 156), unless they are already part of the basic zombie's make-up. This boosts the Power level by up to 20 points. The result a playable Cast Member -- one that engages in basic human reasoning and can retain learned skills.

From there, players may spend 10 points on Attributes following the usual spending patterns (1 point per level up to 5, 3 points per level after that). Note that human maximums do not apply to zombies. Each point spent on Attributes increases the Power level by one.

At this point, Secondary Attributes should be calculated as normal, except for Endurance. Zombies don't do endurance.

Now, subtract the zombie Cast Member's Power level from 90. The difference is the number of character points the player has available to spend on Qualities, Skills, Metaphysics and Zombie Aspects. Up to 10 points of Drawbacks may also be accepted.

[Sidebar:

For those who have not noticed, All Flesh Must Be Eaten Character Types (other than the Norm) are built by dividing 70 points between the Attribute, Quality, Skill and Metaphysics categories. A zombie character draws from a 90-point pool, but must spend roughly 20 points getting to a level of cognizance that normal humans take for granted (Problem Solving and Long-term Memory). Still, given the powers available to zombies via Aspects, and the greater flexibility afforded to move points between the categories, zombie characters are almost always a bit more powerful than living Cast Members. Zombie Masters may limit zombie player choices to curtail min-maxing, or grant additional points for a more high-power game.]

[Sidebar:

Zombie Character Creation Sample, Part I

Susanne decides to play a zombie character and the setting being played uses the Basic Zombie from the main rulebook with a Brain Weak Spot addition (+6 Power). After adding Long-term Memory and Problem Solving, the Cast Member's Intelligence increases to 2, and the Power level becomes 31.

Susanne spends her 10 Attribute points increasing the character's Attributes as follows: Strength 3, Dexterity 4, Constitution 3, Intelligence 3, Perception 3, Willpower 4. The new Power level is 41.

Just to even things out, Susanne decides that her walking dead habitually smokes Lucky Stripes through malformed lips (the physical harm from this Addition is irrelevant, but the psychological compulsion remains). This 1-point Addiction Drawbacks results in a Power level of 40.

Subtracting the new Power level from 90 results in a total character point pool of 50. Susanne can now begin buying Qualities, Skills, Metaphysics and Aspects.]

Qualities (12)

Qualities (and further Drawbacks) are purchased as in normal character creation. Zombies may purchase any Supernatural Quality or Drawback desired.

Additional Dead Points may be gained through the Hard to Kill Quality. The Essence Pool may be supplemented by the Increased Essence Pool Quality.

Qualities or Drawbacks that affect Endurance Points may be taken but no points are gained or lost. It would seem that any zombie would have the Recurring Nightmares Quality, but that would have no game effect and thus would not supply additional character points.

Skills (12)

Skills may be purchased at the regular prices. Depending on the state of the corpse (Missing Limb Quality, lack of Language Aspect), certain skills may be unusable.

Zombie Cast Members may not employ the Optional Skill Point Generation System. Their advantage lies in the flexibility to move points among categories (other than the Attributes). That feature undermines the applicability of the optional system. Zombies may benefit from the Age Quality (see Zombie Master's Screen, p. [?]) and its addition to Skills (among other things).

Metaphysics (12)

Metaphysics may be gained at regular cost. Note that the Gift Quality remains a prerequisite for such abilities, and must be purchased. Inspiration must also be purchased if Miracles are desired.

Aspects (12)

Aspects not already settled by the basic zombie template for the setting at issue may be purchased from Chapter Five: Anatomy of a Zombie of the main rulebook, or from those listed in other supplements. In general, this means that only special features, and the Language Aspect may be chosen. Core Weak Spot, Getting Around, Strength, etc. Aspects may not be added. For example, if the basic zombie template of the setting has the Strong Like Bull Aspect, the Monstrous Strength Aspect may not be purchased. The Special Strength Features, like Damage Resistance and Flame Resistance, may be gained.

The Power of an Aspect equals its cost in character points.

[Sidebar:

Zombie Character Creation, Part II

Susanne decides her undead protagonist is a religious type with a direct connection to a higher power. She purchases the Gift (5 points), Inspiration (5 points), and the Miracles Divine Sight and Holy Fire (5 points each). She also decides to increase her character's Essence supply a bit by taking 5 levels of Increased Essence Pool. This burns 25 of her 50 points.

Susanne also grabs 2 levels of Hard to Kill, increasing the Dead Points of the character's brain to 21. Her remaining character point pool stands at 23. Most core zombie Aspects are set by her setting zombie template. Still, Susanne decides that Infravision (Power 6), Language (Power 1) and Regeneration (Power 2) sound cool, and spends another 9 points.

With her remaining 14 points, Susanne purchases a few basic skills. Humanities (Theology) 2, Rituals (Religious) 2, Questioning 2, Singing 1 and Smooth Talking 2 seem appropriate for her work with the faithful and doubting alike. Hand Weapon (Club) 1, Dodge 2, and Guns (Handgun) 2 keep her from being a liability in a fight. Finally, she gets Brawling 2 for free as part of her basic zombie template. Thus ends the supply of character points.

The final zombie character looks like this:

Undead Reverend

Str 3

Dex 4

Con 3

Int 3

Per 3

Wil 4

Dead Points 21

Endurance Points n/a

Speed 14

Essence 45

Qualities/Drawbacks

Addiction (Habitual Smoking) (-1)

Gift (5)

Hard to Kill (2)

Inspiration (5)

Increased Essence 5 (5)

Skills

Brawling 2

Dodge 2

Guns (Handgun) 2

Hand Weapon (Club) 1

Humanities (Theology) 2

Rituals (Religious) 2

Questioning 2

Singing 1

Smooth Talking 2

Metaphysics

Divine Sight (5)

Holy Fire (5)

Aspects

Attack: Bite damage D4 x 2(4) slashing

Weak Spot: Brain

Getting Around: Slow and Steady

Strength: Dead Joe Average

Senses: Like the Dead; Infravision

Sustenance: Daily; All Flesh Must Be Eaten

Intelligence: Problem Solving; Long-term Memory; Language

Special: Regeneration]

Effects of Damage (12)

Zombies suffer no degradation in abilities due to Dead Point loses. Damage affects them only as provided in the main rulebook (see AFMBE, pp. 147, 152-153). The downside is that once Dead Points are extinguished, the zombie goes down. Unless specified by a particular Aspect, no zombie may have negative Dead Points.

Zombie Recovery (12)

Most zombies do not recover Dead Points. They get one unlife, and they better preserve it.

More important zombies, such as principal Adversaries, Supporting Cast or Cast Members, may heal by consuming -- you guessed it -- flesh (or whatever it is they feed on). For each allotment of sustenance consumed above the required amount to avoid starvation (see AFMBE, p. 154), the zombie regains a number of Dead Points equal to the Power of its Sustenance Aspect. For example, a zombie with the Weekly Sustenance Aspect (Power 4) must consume 24 ounces a week. If it consumes 48 in any given week, it will heal 4 Dead Points. 72 ounces heals 8 Dead points, and so on.

Zombies with the Who Needs Food? Aspect (Power 8) recuperate 1 Dead Point per minute, as long as they can access their source of reanimatory energy. Otherwise, they regain nothing.

Depending on the setting, or certain Aspects chosen (see, e.g., Regeneration, AFMBE, p. 159), zombies may be restored in other ways.

Zombie Improvement (12)

Zombie characters earn experience points just like the living. These points may be spent in the same way to increase abilities. New Aspects are gained at double their Power cost, and a Story rationale for such a significant change should be devised by the Zombie Master and player.


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Subject: Re: Re: [Flesh_rpg] Size Matters...and release dates

Date: Wed, 12 Apr 2000 20:41:54 EDT

George:

Argh, this is not good news on both accounts!! IMHO

Does this mean all AFMBE source books and future products will be 8 1/2 x 11 or just the ZMS??? I can totally understand the cost, but just don't loose the AFMBE quality and appeal in the process.

As for your deadbeat distributors, perhaps the Zombie Masters and their Lords on this list server can send a few legions of Zombies to encourage payment ASAP...who are they? (heheheh ;-)

Cooper

salt2002@aol.com

http://members.tripod.com/diskwars

 

In a message dated 4/12/00 8:20:58 AM, EdenProd@aol.com wrote:

<<The Zombie Master Screen will be done in the size as "normal" game products 8 1/2 x 11. This is due to costs. The screen itself will fold out to 4 panels. The module inside will be 8 1/2 x 11, 48 pages, which will include a ready to run module, new archtypes, larger versions of the character sheets and some other goodies.


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Subject: RE: [Flesh_rpg] Keeping the flesh fresh

Date: Wed, 12 Apr 2000 21:00:40 -0400

Al said:

[snip]

> Another possibility is the good old fashioned moral dilemma. If your players have discovered the outbreak, hang them up

>on a moral dilemma. If they tell the world, panic ensues, people die, more zombies. If they don't tell the world, what

>sort of people are they? Alternately, remember OUTBREAK, specifically the sequence where the Army takes out a couple of

>trucks full of people trying to break out of the town? Change the disease for possibily zombification(Hey I think I just

>invented a word!)and once again you've got an interesting concept.

You know, as much as I hate RotLD Part Two, we saw this sort of thing happening when the heroes tried to leave town. The Army had quarantined the entire city and fired on anybody or anything who tried to get out. Considering how things got in the first RotLD film, I really can't blame them, either. Brrr! But yes, that would be an interesting dilemma to be on the soldiers' side. What would you do?

-----------------

SIMON B. SINISTER

-----------------

http://welcome.to/dreadfulandsinister


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Subject: Re: [Flesh_rpg] Update! Update!

Date: Wed, 12 Apr 2000 22:23:51 EDT

In a message dated 4/12/00 5:08:23 AM, gm1970@hotmail.com writes:

>Let me know what you think!

Looks good. Nice background...its bloody. I was looking into making an AFMBE page, but I'd want to combine it with my DiskWars page and soon to be Red Alert! from LUG... ahhh time will tell. If you want, check out my page...

<http://members.tripod.com/diskwars>

Cooper

salt2002@aol.com

http://members.tripod.com/diskwars


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Subject: Re: [Flesh_rpg] Size Matters...and release dates

Date: Thu, 13 Apr 2000 01:21:27 EDT

In a message dated 4/12/00 5:45:50 PM Pacific Daylight Time, SALT2002@aol.com writes:

<< Does this mean all AFMBE source books and future products will be 8 1/2 x 11 or just the ZMS??? I can totally understand the cost, but just don't loose the AFMBE quality and appeal in the process. >>

Only the ZM Screen will be 8x11.

The full AFMBE line will be ZOMBIE SIZED!

<<As for your deadbeat distributors, perhaps the Zombie Masters and their Lords on this list server can send a few legions of Zombies to encourage payment ASAP...who are they? (heheheh ;-) >>

Do not worry- my zombie hoardes are taking care of them

george vasilakos

eden studios

zombie lord


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Subject: Re: [Flesh_rpg] Crazies! RPG

Date: Thu, 13 Apr 2000 10:02:28 CEST

>I know I'm getting off topic here, but I want to get the word out. For

> those

> of you who didn't already know, I've been working on a game for a while.

> It's called Crazies! Well, I finally got some of the major

::SNIP::

COOL STUFF! Mind if I rip this for a 2-3 session adventure?


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Subject: [Flesh_rpg] Z Files

Date: Thu, 13 Apr 2000 04:21:36 EDT

Now that we have a martial arts and western sourcebooks with crossover rules in the works, I'd like to suggest for somewhere down the road a "Z Files" or "Conspiracy Z" book crossing AFMBE with Conspiracy X. For one thing, the Conspiracy X and Unisystem rules are similar enough that you can almost use the stats for each as written and just use the rule system of your choice. Second, the Conspiracy X world alone (let along general conspiracy theory) offers the potential for all kinds of wacky deadworlds. The zombies could be caused by Atlantean nanotechnology, Grey Telepathy, or Saurian science, or even all of the above with different zombie types duking it out as foot soldiers for the aliens.

Andrew Ross (draxus@aol.com)


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Subject: Re:[Flesh_rpg] Z Files

Date: 13 Apr 2000 08:50:51 -0000

Interesting idea, especially tying it to CONSPIRACY X. My own thoughts have been heading down a similar but less specific path, and I've been thinking very much in terms of modern day, slightly X-Files type settings. In fact, one possibility, which I'll work up into a full adventure seed later in the week if anyone likes could run something like this:

THE DISAPPEARED

Since December 1998, the missing have not been missing. Everyone listed as having run away from home, their jobs, their lives have been quietly and covertly harvested for one single use:Weapons testing.

However, those responsible for the harvesting have noticed something unusual. Whether the Harvested are killed by gunfire, chemical weapons, blunt trauma or anything else, they don't stay dead. They get back up, and they get back up hungry, and mad. Now with over five hundred people at their compound, the Harvesters are faced with a problem, a very hungry problem...

I'll work this up as a full adventure seed later this week. Straight away, the two or three possible ways to get the PCs involved are:

The Harvesters have started dumping destroyed Zombies as far from the compound as possible. All sorts of questions will be raised once bodies that are bullet-ridden, potentially radioactive and infectious, which have been dead for months and may have human flesh in the remains of their digestive tract are discovered...

The old favourite:They're hired by the relatives of one of the disappeared to find them.

They're a Special Ops unit sent to bust up the Alaskan compound or even steal a Zombie. Of course, they may not have been told this:)

As I say, I'll detail this more in a couple of days.

All the best

Al


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Subject: [Flesh_rpg] Dawn of the dead board game

Date: Thu, 13 Apr 2000 14:47:53 +0100

hi guys,

I was playing around with my copy of this (from www.homepageofthedead.com) when I remembered reading a long time ago on alt.horror that there was an alternative set of rules available for the game.

Does anybody have them or know where I can get them or even know what I'm talking about?

Cheers,

Rich


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Subject: Re: [Flesh_rpg] Dawn of the dead board game

Date: Thu, 13 Apr 2000 07:29:00 PDT

SPI used to publish a magazine called Ares (Aries?) which had adventures, expansions, and other information relating to their games. I believe the first issue of the series had alternate rules for Dawn of the Dead. I've seen a few of these magazines on Ebay, going for about $7, so you shouldn't have any problems getting a copy. Just do a search for: SPI dawn.

Mike


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Subject: Re: [Flesh_rpg] Crazies! RPG

Date: Thu, 13 Apr 2000 07:59:58 PDT

I think this stuff is great!

Did you have a system in mind for use with the game? Or is that the next part?

And for the hugely lazy amongst us (mainly me) a little adventure to kick it all off? It seems ideal for dumping normal characters in and letting them come up with ways to escape...but did you have anything in mind for characters starting off as asylum inmates in certain secret societies?

Thanks for the posting

Ferg


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Subject: Re: Re: [Flesh_rpg] Dawn of the dead board game

Date: Thu, 13 Apr 2000 11:28:24 EDT

I know this is an OOP type of thing and I'm guessing there are a limited number of the below mentioned magazine.

Perhaps some kind individual with a copy could pass them along to the rest of us, or at least get a copy to

<www.homepageofthedead.com> people so they can put it on their site...

Cooper

salt2002@aol.com

http://members.tripod.com/diskwars

In a message dated 4/13/00 7:30:09 AM, baronzemo@hotmail.com wrote:

<<SPI used to publish a magazine called Ares (Aries?) which had adventures, expansions, and other information relating to their games. I believe the


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Subject: Re: [Flesh_rpg] Crazies! RPG

Date: Fri, 14 Apr 2000 09:50:28 CEST

> I think this stuff is great!

>

> Did you have a system in mind for use with the game? Or is that the next

> part?

> And for the hugely lazy amongst us (mainly me) a little adventure to kick

> it

> all off? It seems ideal for dumping normal characters in and letting them

::SNIP::

I was kinda playing with the idea that all communication with the Restfull Acres had broken down some time ago, and sending the players out to find out what's cookin'. Then they would have to not only escape, but figuring out how this crazy society works, so they can survive until they escape... I love throwing my PCs into unexpected situations and watch how they deal with it. I figure the characters should be pretty normal people, maybe one of them balancing on the edge of mental problems. I'm thinking Kult, CoC, or something similar as a system/world background...

Ron

"Suicide is our way of saying to God;

'You can't fire me, I quit!"

-Bill Maher


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Subject: Re: [Flesh_rpg] Crazies! RPG

Date: Fri, 14 Apr 2000 04:16:20 PDT

 

> I figure the characters should be pretty normal people, maybe one of

> them balancing on the edge of mental problems. I'm thinking Kult, CoC, or

> something similar as a system/world background...

Yep, this is good thinking, especially for CoC. An investigator wigs out, or even better doesn't, is sent off to the asylum, and the rest need to break him out.

Then they're all stuck. Perfect!

Also perfect: the rules are up. My lazy gene kicks in, and tells me I'm happy.

Thanks again!

Ferg


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Subject: [Flesh_rpg] Playtesters

Date: Fri, 14 Apr 2000 09:20:46 EDT

 

Hey all,

Eden is always looking for good, active playtesters. If you are interested in being in on the creation of AFMBE supplements, please return the attached NDF to me, and I will subscribe you to the Zombie playtester list.

Thanks for your support,

Alex Jurkat

Eden Studios

[[Archivist’s Note: The NDF was an attachment. To get the NDF you will need to e-mail EDEN and request it. Their email address is available on their web page: www.allflesh.com]]


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Subject: [Flesh_rpg] (OT) Escape from amazing Nightmare

Date: Fri, 14 Apr 2000 15:54:38 +0200

Hi !

If you want ti shoot a few zombis, try this:

http://www.culte.net/tokto/preview.htm

(and don't forget, SPACE to reload)

David Burtin

Poste (01.71.71) 52.54

CANAL+ Technologies

2-4 place Raoul Dautry

75014 Paris


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Subject: [Flesh_rpg] BD119-Love Spray

Date: 15 Apr 2000 14:46:24 -0000

This is the sequel to the BD118 post I put up earlier this week. Hope you like it:)

All the best

Al

TO:General Richard Duffy(Rduffy@defnet.org)

FROM:Dr.Margaret Craine(mcraine2@defnet.org)

SUBJECT:Biological Derivative 119 "Love Spray"

With BD118 achieving a 60% success rate in field operations, our attention has now turned to two further objectives:

1)Develop offensive countermeasures for the Returned

2)Develop further defensive countermeasures against the Returned.

Whilst Objective 2 is still at the planning stages, Objective 1 has enjoyed considerable success. Enclosed below are the details.

Yours

Dr.Margaret Craine(Colonel)USAMRIID

BIOLOGICAL DERIVATIVE 119-"Love Spray"

BD119 is effectively the reverse of BD118. Where 118 used the smell and pheremonal releases of the dead to mask our troops from the Returned, BD119 uses the pheremonal releases of the living ON the Returned. The Returned devouring one another would not only thin out their ranks and allow for deeper strikes into their territory but also provide a desperately needed psychological boost for our troops.

This idea presented itself during the development of BD118 and was tested almost immediately on the group of 5-10 Returned kept at this facility for such purposes. Two Returned were separated from the group and placed in isolation. One was sprayed with the compound and then introduced to the other, the theory being that if BD119 was successful, the other Returned would attack and consume them.

Unfortunately, tests took far longer than anticipated. The original thinking, that BD119 could be derived from something as minor as human sweat, was quickly replaced by the realisation that it would need to be a far more complex substance. After six months of exhaustive testing, during which time "The Odd Couple" as we had come to refer to them showed no interest whatsoever in one another, a different approach was taken.

By this time, BD119 was a combination of sweat, pheromones (Hence the nickname), skin cells and blood plasma. We introduced the substance, adjusting the heat in the room to 80 degrees and introduced the two Returned. The one treated was attacked and devoured in just under two minutes.

More interestingly, when introduced back into the compound with the other Returned, the survivor of the test was himself attacked and consumed. BD119 is clearly effective past the initial stage, leading to a potential complete collapse of any Returned force it's introduced to.

In conclusion then, what we have is a qualified success. Further tests showed that BD119 is 50% successful in temperatures from 65-79 degrees Celsius and 98% effective above that.

RECOMMENDED DEPLOYMENT

As a result of this, it's recommended that BD119 itself is deployed in either grenades or modified flamethrowers. More importantly, it also to be deployed in tandem with either a vehicular or man-portable flamethrower. By raising the temperature not only of the target but the surrounding area, BD119's efficiency in the field will optimised.

GAME STATS

Weapon-BD119 Grenade

(Treat as a defensive grenade, using the same ranges)

Weapon-BD119 Thrower

DESCRIPTION:Effectively a modified flamethrower rig, the tanks are filled with BD119 liquid which is shot at high pressure at the target. Effectively a man-portable water cannon.

Range-30/40/50/60/70

Damage-*

Cap-15 bursts**

EV-50/25

Cost-n/a

Avail-R

*Anyone hit by it must make a challenging DEX roll to stay upright.

**Love Spray is highly effective even in short bursts, hence the higher capacity.

Effect:Any Zombie with Lifesense or Heightened Sense has to make a Difficult Perception roll to not mistake the target for a live human and attack accordingly.

Disadvantages:Whilst, like BD118 it stinks really badly, the only real disadvantage to BD119 is how temperamental it is. At the ZM's discretion, if the temperature in the area isn't approaching BD119's operational area, a straight D10 roll can be used to determine how effective it is. On 1-9 all it does is knock down the Zombie that's hit, on 10 it works.


From: "alasdair stuart" <alasdair@usagimail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] Character Archetype-Necro Anthropologist

Date: 15 Apr 2000 14:55:23 -0000

A quirk in my server may have already sent this, so if that's the case, many apologies and delete away:) If not, I keep imagining this one looking like Jeff Goldblum in JURASSIC PARK for some reason:)

All the best

Al

Necro-Anthroplogist

STR-2 DEX-2 CON-2 INT-3 PER-4 WIL-3

LPS:26

EPS:26

SPD:8

ESSENCE:16

Qualities/Drawbacks

Nerves of Steel 3 (3)

Reckless 2 (2)

SKILLS

Computers 2

Drive:Car 3

First Aid 1

Humanities(Anthropology) 4

Research/Investigation 3

Stealth 2

Survival(Rural) 2

Guns(Handgun) 2

GEAR

Flare gun, Flashlight, Digital camera, laptop, humvee, tape recorder,

HISTORY

I felt like the last guest at the party when the outbreak hit. Biologist, Physicists, Psychologists even mathemeticians were being choppered out to top-secret government bunkers to work on how to beat the Returned and me, a humble anthropologist? I was left to clean up the mess. So I did what every self-respecting scientist would do. I kicked back and watched some serious tv.

Which was just about the most sensible thing I could do. Here's the thing about anthropology; It's far more about interpretation than just about every other discipline there is. We see patterns, and we try and fit them to other patterns or at the very least try and map them back to their origin. You know, I wrote a paper about how professional wrestling is the logical extension of gladiatorial combat and...But I'm getting off the point. And the point is this; when things started going badly, and the Eastern Seaboard was lost, I noticed something. The major concentrations of the Returned were all about the same size, and they were all hitting the same kind of place over and over again. They were hunting in packs, and packs can be predicted.

Of course, I was ignored at first. When you've got someone telling you how to kill the unliving hordes descending on your town and someone else telling you about their migration patterns, which one would you listen to? I didn't hold it against them, just got the hell out of Dodge before they hit. I headed south, straight into the HZ, and spent the next two months there, living out of cans and following one horde of Returned as they made their way across the country.

They have a plan, I know that now. And they're intelligent, intelligent enough to nearly bring me down more than once. The thing is though, if they're following a pattern then that pattern can be disrupted and they can be slowed down. And anything that can be slowed down can be stopped.

QUOTE

"Audio Journal Entry 97: Following the Alpha Pack north through Idaho, I've discovered signs of communication. One drew a crude arrow on the wall of the last building in town. Is it to guide other packs this way? Is it a left over muscle memory from life? Or is it a message for me, to follow them?"


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Subject: [Flesh_rpg] ADVENTURE SEED-The Harvested

Date: 15 Apr 2000 14:51:06 -0000

This is the full write-up for the adventure seed I posted a little while back, in response to the Z Files post. It kind of got away from me but everything should be here:)

All the best

Al

THE HARVESTED

IN A NUTSHELL

A munitions firm responsible for the kidnapping of over a 1000 people get more than they bargained for when their test subjects begin to reanimate.

SPARTAN INC

Run by Miles Weller, a young and gifted engineer, SPARTAN's reputation for making safe weapons is legendary. They supply most US police departments, a couple of European ones and have recently won the contract to supply non-lethal restraint technology and hand-held anti-personnel technology to the US army. They like to use the slogan: "Weapons for war, and nothing else."

To this end, Weller masterminded construction of The Farm. To ensure that his company's weapons were as safe as possible, they had to be thoroughly tested. Inevitably, sacrifices had to be made but Weller sleeps soundly at night in the knowledge that if the Harvested's families knew how their loved ones gave their lives, they'd realise how worthwhile the cause was.

THE HARVESTERS

Alpha Team are a group of ex Intelligence operatives and soldiers recruited by Spartan for their unswerving loyalty to their superiors and their total disregard for human life. Led by Capt.Mary Halloran, a decorated Green Beret sniper, they carry out their kidnappings with military precision, and have been ordered to step up their operations to provide the farm with more test subjects.

THE HARVESTED

The victims of Alpha Team cover every income bracket, ethnicity, gender, sexuality and religious preference. Their time at the farm is short and brutal, although David Trent, a medical student taken over a year ago is the de facto leader. Nicknamed "Lucky" by the scientists at the Farm, Trent has survived 30 tests and remains SPARTAN's number one test subject.

THE ZOMBIES

Ever since a test one week ago, SPARTAN's test subjects no longer stay dead. The zombies are intelligent, aware, hugely strong and seem obsessed with escape.

PLOT

SPARTAN MUNITIONS are a young up and coming firm, riding the wave of a couple of solid DoD contracts and with offices and plants in most major cities in America. They promote gun control, are responsible for developing the safest and most controlled weapons on the planet and have the ear of several Congressmen and Senators. They hold staff picnics, have a softball league and aside from their slightly unusual product, could be AnyCompany USA.

Apart from one small factor; SPARTAN's reputation for producing the safest, most reliable weapons on the planet stems from something that doesn't turn up in the company brochure. For the last two years, they have been kidnapping US citizens and taking them to a test facility in the Rockies, code-named The Farm, where they are used as live test material for every weapon SPARTAN produces.

Except now, SPARTAN have hit a problem. One week ago, whilst having the new RAZORDOG restraint grenade tested on him, David Trent's luck ran out. Trent struggled so much that the net of razor sharp wire, as hoped, contracted in on him, cutting his jugular and killing him within seconds. The retrieval team were sent out to get the body, which promptly got back up, ignoring the damage it had taken and proceeded to kill three members of the Retrieval team before having it's head blown off. The three Retrieval team members then got back up and they too, were only dropped by shots to the head.

An autopsy revealed that he had indeed died from the RAZORDOG wounds, but had somehow got back up and gained the strength to kill three people in under a minute, with his bare hands. Mystified by this, SPARTAN head office ordered "Patient Zero"'s body to be placed in deep freeze and flown to the main company lab in Houston, Texas. In the meantime, work proceeded at The Farm, and the latest wave of test subjects were flown in.

The second Return occurred when Martha Jensen, a young caucasian Bostonian got back up after choking to death on SPARTAN's new HOLDTIGHT restraint foam. Jensen walked through a plate glass partition like it was paper and throttled the scientist responsible for the test before again being dropped by a headshot. She screamed her name the entire time.

That seemed to be a catalyst of sorts. Within the space of an hour, every single victim of the Farm's research had clawed their way back to the surface and made a beeline for the staff, aided by the live Harvested. Alive or dead, they wanted out.

WHY'S IT HAPPENING

OOPS THERE GOES ANOTHER RUBBER TREE PLANT: Every single Harvested individual has two thoughts, 24 hours a day, until they die:Escape and Revenge. The concept of Memes, or ideas that spread like a virus has been well documented but always assumed to be theoretical or restricted to changes in culture. The Harvested have just proved that wrong, with the death of their leader provoking such a vast reaction that the Meme now has the power to not only reanimate the recent dead, but ALL the dead.

ZOMBIES' WEAK SPOT: Exactly what they want. The imperative to escape is so powerful that the dead will return to final death less than a mile away from the Farm. A lucky few may make it back to their families and make their peace before dying for the last time.

A COMPANTY AFFAIR: TWINSWORD BIOTECHNOLOGIES, one of SPARTAN's rivals has discovered the Farm and reported it to the Government. In return for the contracts SPARTAN have, TWINSWORD have agreed to eliminate the Farm, using their newest development, SECOND WIND. SECOND WIND is a benign virus that massively augments the immune system and adrenal glands, allowing previously fatal injuries to be either healed, or ignored for up to twelve hours at a time. SECOND WIND was introduced into the water supply at The Farm the day before Trent's final test.

ZOMBIES' WEAK SPOT: Hitting them with the old 1-2. Catastrophic damage to a limb (Such as severing it)will force SECOND WIND to repair that area, drawing on it's resources elsewhere in the body. Hit them somewhere else and the systemic shock will kill them outright. Alternately, heat will kill the virus as effectively as any other.

MOVING UPMARKET: Weller has had a crisis of conscience. The blood of hundreds is on his hands and more importantly, it just doesn't look good for the company. As a result, and with the help of a couple of loyal Congressman, Weller has acquired a small meteorite, recovered by the government earlier that year and which has the power to raise the dead. Miller has it placed in the Harvested living quarters. His company's hands are clean and his victims have a second chance at life. After all, he's not done anything wrong if there are no bodies...

ZOMBIE'S WEAK SPOT: Dependent on what zombie raising mcguffin you have Weller acquire from the government. In this case I've used the Grave Impact setting, which also opens up the adventure as a possible prelude. If meteorites from the Zombie planetoid have begun hitting Earth, how long can it be before the real thing arrives?

ADVENTURE HOOKS

MISSING RELATIVE: The old favourite. The PCs are assigned to track down a missing relative who they discover has been harvested and taken to The Farm. They track them down, and must break them out of the farm whilst avoiding both Alpha Team and the Returned.

OPERATION CLEANSWEEP: The Government has discovered what SPARTAN does at the Farm, and more importantly, the press are about to go public with it. The PCs are part of the unit sent to torch the place and either eliminate or rehouse the Harvested. Of course, no one outside SPARTAN knows about Patient Zero, yt.

A CRY IN THE WILDERNESS: When the revolt begins, SPARTAN discipline breaks and an SOS is sent out. Any local mountain rescue or Emergency Service units are obligated to reply. Similarly, the PCs could be on a skiing trip when someone has an accident and they spot a chalet off in the distance...

WALKING HOME: David Trent is dead, and has been for some time. When SPARTAN can't work out what's caused him to reanimate, they dump the body where it's discovered and the PCs are handed the case. A dead body is fair enough, but a dead body which is thousands of miles away from home, riddled with bullets of different calibres and shows signs of having been in extreme cold, that's something else altogether...


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Subject: [Flesh_rpg] Character Archetype-Cleaner(Formerly Finder of the Dead)

Date: 15 Apr 2000 14:58:25 -0000

Whereas this guy, I think of very much like Preston Lennox, Michael Madsen's character in SPECIES. The sort of quiet, polite person who could kill you fifteen different ways in under thirty seconds, that kind of thing:)

All the best

Al

 

Cleaner

STR-3 DEX-3 CON-3 INT-3 PER-4 WIL-3

LPS:24

EPS:32

SPD:12

ESSENCE:19

Qualities/Drawbacks

Contacts(Intelligence Community) 2 (2)

Situational Awareness 2 (2)

Fast Reaction Time 2 (2)

Nerves of Steel 3 (3)

Nightmares

SKILLS

Dodge 3

Drive: Car 2

First Aid 2

Guns (Handgun) 4

Guns (Shotgun) 2

Questioning 3

Research/Investigation 2

Streetwise 2

Surveillance 2

Survival-Urban 2

GEAR

Handgun, Shotgun, Flashlight, Flare gun, First Aid Kit, Compass, Binoculars, Survival Rations, Lockpick set, Jeep

HISTORY

I was out of town when the world ended. The line of work I'm in, you travel a lot whether you actually want to or not. When I got back, I found everything I held dear, my family, my friends, even my damn cat, were gone. No, gone would be too clean, they were trapped in some form of half-life, along with most of the rest of the Eastern seaboard. Still, I knew what I had to do. It took me a week, a week living rough in Zombietown USA to find them, but I did and I saved them all. A single shot through the brain and they die quick, clean and free. I swear my brother smiled as he dropped.

It helped me a lot, doing what I did. Not only did I deny the Zombies a few more loyal members, but I saved my family and friends, I set them free. I was able to move on with my life and they, they were able to find out whether there was something better than shambling unlife. I hope there is, for all our sakes.

Now, I offer my services to whoever wants them. For a fee, I'll track your loved one, as far as I need to for as long as I need to, until I find them. When I do, I'll do for them what I did for my brother, and everyone's as happy as they can be, under the circumstances. I can even arrange for the body to be shipped out and reburied. For a little extra, of course.

QUOTE

"You want me to find your husband right? And he was in New York when the infestation hit? Excellent, that was only two weeks ago. He should still be recognisable."


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Subject: Re: [Flesh_rpg] BD119-Love Spray

Date: Fri, 14 Apr 2000 10:30:48 PDT

Goddamn, Al your a genius. I'm still laughing.

First I imagine my group with BD118 ("What? You want us to wear your spray, walk into a zombie infested area, and see how long it takes for the zombies to notice us, but you won't give us guns in case we try to escape!") and now I imagine them wearing the spray, then using a leaking can of BD119.

Sheer genius.

Keep 'em coming

Ferg


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Subject: Re: [Flesh_rpg] Playtesters

Date: Sat, 15 Apr 2000 00:32:12 EDT

In a message dated 4/14/00 9:18:02 PM Pacific Daylight Time, SALT2002@aol.com writes:

<< How about a fax of the print out? (Sorry...) >>

Thats fine. Please fax any NDFs to 425-962-2593.

George Vasilakos

Eden Studios


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Subject: Re: [Flesh_rpg] [AFMBE] FFOZ & Frankenstien's imagination??

Date: Sat, 15 Apr 2000 02:34:01 EDT

In a message dated 4/3/00 9:26:11 PM Central Daylight Time, Magwier@aol.com writes:

<< Actually if I remember the boom rightly the monsters name was Adam. The good Doctor did this because he like God was creating new life... >>

I can't say I'm 100%, but I'd say that I'm pretty close that the Adam naming was a later addition to the story: If I remember correctly, according to Shelley's story, Frankenstein never named his monster, because to him, his monster was not at all a real person, but an abomination. Therefore, it was not deserving of such a name.

Flagg


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Subject: Re: [Flesh_rpg] [AFMBE] FFOZ & Frankenstien's imagination??

Date: Sat, 15 Apr 2000 13:35:44 -0700

From the Gutenberg online copy of the text.

ftp://metalab.unc.edu/pub/docs/books/gutenberg/etext93/frank10a.txt

Here are all references to Adam.

"Remember that I am thy creature; I ought to be thy Adam, but I am rather the fallen angel, whom thou drivest from joy for no misdeed.

"But Paradise Lost excited different and far deeper emotions. I read it, as I had read the other volumes which had fallen into my hands, as a true history. It moved every feeling of wonder and awe that the picture of an omnipotent God warring with his creatures was capable of exciting. I often referred the several situations, as their similarity struck me, to my own. Like Adam, I was apparently united by no link to any other being in existence; but his state was far different from mine in every other respect."

"But it was all a dream; no Eve soothed my sorrows nor shared my thoughts; I was alone. I remembered Adam's supplication to his Creator. But where was mine? He had abandoned me, and in the bitterness of my heart I cursed him."

And... that's it. As I said before, the creation compares himself to Adam, but does not refer to himself as Adam. He has no name. The Ravenloft supplement for AD&D had a Frankenstein-like character, and his creation was indeed named "Adam".


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Subject: Re: [Flesh_rpg] Playtesters

Date: Sun, 16 Apr 2000 01:12:48 EDT

In a message dated 4/15/00 12:21:18 PM Eastern Daylight Time, oxcart@hotmail.com writes:

<< First, this is an agreement that I will playtest some of your projects for All Flesh Must Be Eaten, give you feedback, possible suggestions for improvement, and stuff like that. >>

You got it.

<< Second (and I am in full agreement), I will not publish anything that is assumed to be confidential. It's mainly between me and my gaming group, and they're not supposed to say anything either.>>

You got it.

<< Third, when I'm done as a playtester, I give back everything I might have that belongs to you.>>

Not necessary. It's all going to be wordprocessing files. Deleting them is good enough.

<< Fourth, I don't bug you for a job.>>

Yah, don't bug us, but our most active and helpful playtesters often wind up as writers at some point. I am much more inclined to give an assignment to someone who has put in significant time and energy into the line, than someone else.

<< Fifth, uhh... Could you give me this one in plain English? I'm not up on my legalize.>>

You got the basics.

Alex


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Subject: Re: [Flesh_rpg] Playtesters

Date: Sun, 16 Apr 2000 01:15:26 EDT

In a message dated 4/15/00 4:03:53 AM Eastern Daylight Time, stalky1@hotmail.com writes:

<< This playtesters thing sounds great, but what exactly does it entail? Demo-team type stuff? >>

Nope, playtesting is reading through our material pre-publication, playing through it during regular game sessions and commenting on how everything worked. It's checking stats and calculations, internal consistency, and consistency within the books of the line. It's recommending changes that enhance the product without requiring whole sections to be rewriten. It's writing up additional material that you feel should be included and you have some handle on.

Demoing is going out to local stores and cons and running game sessions of Eden's lines.

Alex


rom: "andrew ferguson" <andrewferguson@hotmail.com> Save Address - Block Sender

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Subject: [Flesh_rpg] new archetype; repentant televangelist

Date: Sun, 16 Apr 2000 13:25:09 PDT

Hi all.

Back again. Hope you like this one; my first stab at an Inspired. Let me know what you think. (Many apologies for the attempt at the accent!)

Repentant Televangelist

Inspired

Str 2 Dex 3 Con 3

Int 3 Per 4 Wil 5

LPs 30

EPs 35

Spd 12

Essence 30

Qualities/Drawbacks

Charisma (2)

Gift (5)

Impaired Sense (Sight: One Eye) (-2)

Increased Essence Pool (2)

Inspiration (5)

Obsession (-2)

Metaphysics

Divine Sight

The Touch of Healing

Visions

Skills

Acting 3

Beautician 2

Dodge 1

Driving (Car) 1

Gambling 2

Guns (Pistol) 1

Humanities (Theology) 1

Intimidation 2

Notice 2

Seduction 3

Smooth Talking 3

Storytelling 4

Gear

White Suit, Wigs, Make-up Case, Jewellery (various gold rings/gold crosses), Leather Bound Bible (very new looking).

Personality

Ya'll know me mah brothers and sisters. Ya'll know mah story. Ah've bin a preacher for seven years, my brothers and sisters, seven years.

But ah've bin a sinner, oooooh yes, a sinner.

Ah've broken all ten of God's holy laws, ma freyunds, aaall ten. Ah've cheated and taken the Lor's holy name in vayun, ah've robbed and adultered, coveted and yes ah've killed. An' none of y'all knew. Mah freyunds ah've bin a sorry ex-cuse for a human bein'. An' ah felt no shayum, people, no shayum at all!

But all that's behind me now mah freyunds. I say, all that's behind me.

Ah had a dream. In the darkest of hours as the deyud rose from God's holy ground, ah had a dream.

An angel, he came down to me. He looked at me with his golden eyes and ah felt shame, oh yes brothers and sisters, ah felt the greatest shame of all. An' ah wept, yessir, ah wept for mah sins.

Ah cried to the heavens "Oh how can ah repent mah sins Lor'? Ah'm so sorry for the way ah lived mah life, how can ah repent?" An' the angel spoke forth.

He said "Child, you must carry the Lor's word. His children must be guided out o' this tahme of darkness. Child, you must lead them. Lead them through the valley o' night to safety".

An' the angel, he reached out an' plucked out mah eye, an' in mah vanity ah screamed. But the angel, he laid his hands upon me. An' he took the pain, mah freyunds. He took mercy upon mah wretched soul an' gave me the Lor's blessin'. An' when ah woke, people, mah eye was gone, but the Lor', he was with me.

So heyur ah am, mah brothers and sisters. Ah've made a vow: Ah'll never sin again. Ah'm gonna live by God's holy laws, yessir ah am.

Ah'm here to guide y'all. Follow me this last tahme. Ah know of a place. A place o' safety. Ah can take y'all theyur; just take mah hand.

The Lor' has given me his blessin'. Ah will not fail Him.

Quote

"YEYUSS brothers and sisters. WALK in the light o' THE LOR' and let HIM be your shepherd."


From: MYacks@aol.com Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Zombie Questions

Date: Sun, 16 Apr 2000 18:56:56 EDT

In a message dated 4/11/00 2:10:56 PM Eastern Daylight Time, mgkelly@axom.com writes:

<< Under "Acid Blood" in the Zombie Powers section, it states that "Acid Blood does regular damage per Turn equal to twice the Power Level". Regular damage is a set number of points or what? I couldn't find a description.>>

That's to differentiate it from the various types of damage (see p. 105). Probably could have made that clearer. Best bet is to discuss regular damage as the default on page 105. Will do that on the reprint.

<< On the Zombie Power level, how do you determine the zombies actual Power? I figured it was adding up all the points spent on Intelligence, Getting Around, Powers, et cetera, but they don't add up to the numbers listed in the descriptions when I add and subtract the Power Levels. >>

The basic concept was to make Power roughly equal to character points. That said, I fudged and rounded and massaged to the point that the comparison is very rough. If you add the Attributes up (6), the skill (2) and a bonus for the bite attack (1), you get 9 points. Subtract 2 for the incredible low Speed and 2 for its sheer stupidity and that leaves you 6. Round it to 5 just to make it neat . . .

Well, you get the idea. Basic zombies are real weak. I didn't want to give them much in the way of Power level.

As we get into the supplements, and zombie Cast Members, I will try to be more precise on the Power level equals character points stuff.

Thanks,

Alex


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Subject: Re:[Flesh_rpg] new archetype; repentant televangelist

Date: 17 Apr 2000 08:12:51 -0000

On Sun, 16 Apr 2000 13:25:09 PDT andrew ferguson <andrewferguson@hotmail.com> wrote:

>Hi all.

>

>Repentant Televangelist

SNIP

Magnificent:) Why do I now have the image of the Steve Martin preacher in LEAP OF FAITH "curing" rigged victims of their zombiehood? This is going in the file, whether as an NPC or a player.

Y'know for some reason all I can hear is Jim Carrey saying "This hay-ouse, is cle-ar".

:)

Best

Al


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Subject: Re: [Flesh_rpg] Playtesters

Date: Mon, 17 Apr 2000 09:06:40 EDT

In a message dated 4/17/00 2:38:29 AM Eastern Daylight Time, muzaffer@bilten.metu.edu.tr writes:

<< do you accept playtesters outside us? >>

Certainly -- some of our most active and valuable Conspiracy X playtesters are UKites. Now, if your American English language skills are not strong, it may be difficult for us to get meaningful feedback from you. That's a call you would have to make.

Alex


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Subject: [Flesh_rpg] new archetype; indignant mortician

Date: Mon, 17 Apr 2000 07:03:51 PDT

Hi all,

will be missing for the next 10 days as I'm off on holiday to Italy. Let me take this opportunity to wish you all an enjoyable easter break, and leave you with this little gift (not as tasty as an egg, I know, but let me know what you think).

Try not to do anything too interesting while I'm gone; I don't wanna miss out!

Cheers,

Ferg

Indignant Mortician

Norm

Str 2 Dex 3 Con 2

Int 3 Per 2 Wil 2

LPs 29

EPs 23

Spd 10

Essence 14

Qualities/Drawbacks

Charisma (2)

Hard to Kill (1)

Honourable (-2)

Obsession (-2)

Nerves of Steel (3)

Resources (3)

Skills

Beautician 3

Craft (Carpentry) 2

Craft (Mortician) 4

Disguise 3

Drive (Car:Hearse) 2

First Aid 2

Guns (Pistol) 1

Hand Weapon (Club: Spade) 3

Humanities (Theology) 2

Medicine 1

Notice 2

Rituals 3

Tracking 2

Gear

Black Suit, Hearse (reinforced with grills), Spade, Pistol, Bag of Carpentry/Body Preparation tools, Make-up Kit (cosmetics, wigs).

Personality

I've always said to Mr Grimes that we are in the only profession where you'll never get a dissatisfied customer walking away! Haha...yes, forgive me, mortician's humour.

Well that's always been true up until a few weeks ago. You can imagine the surprise when Mr Simpson began crashing around the prep room one night, his organs falling out of his body. I couldn't believe it; it's this sort of thing that underlines why we should never leave things partly done! I've told Mr Grimes time and again.

I'm not ashamed to admit I hid from this frightful sight: We had cut open and removed half the organs from a living man. I mean to say, you hear of strange things like this happening, but you never expect it to happen to you. All I could think about was the lawsuit. It was morning when I left the attic.

I searched for Mr Simpson's body but couldn't find it anywhere. I fetched Mr Grimes, and to our horror and astonishment we discovered all the graves had been dug up. Who would do such a frightful thing? Who had stolen our customers? After all, it's not like they could have gotten up and walked away is it?

Well how wrong can you be? We found some of the bodies minutes later, or rather they found us! I recognised them: Mrs Forbes, Dr Walters, Mr Stewart, and leading them in an angry rampage, Mr Simpson!

Well men in our trade have pride in our work and a responsibility to our customers. It took Mr Grimes and myself all morning to get our clients in the ground again, and I must say they were all very reluctant. I mean, really, what kind of thanks is that?

It turns out that many of them are still wandering around; it really is quite inappropriate. And some of their behaviour...it's shocking! But I'll not have it said we don't take care of our clients at Leafy Woodlands Funeral Services.

I'll find the rest of them and return them to their proper resting places if it's the last thing I do!

Quote

"Ahem...Mr Matthews, it's time to go home. Honestly, you've been hard to track down. Come along now...Stop that Mr Matthews, it's quite undignified!"


rom: Machine-gun Kelly <mgkelly@axom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] new archetype; indignant mortician

Date: Mon, 17 Apr 2000 20:05:29 -0500

> will be missing for the next 10 days as I'm off on holiday to Italy.

First off: Screw you, Ferg. ;]

This Archetype would be amusing as all get out [I heard my neighbors say that once.] I think you need to add something about never having to pay malpracice insurance ;]

MGK

--

"Got Zombie?"


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Subject: [Flesh_rpg] Crazies! update...

Date: Tue, 18 Apr 2000 11:49:07 EDT

I've been working on it, and I've gotten a lot of stuff done. Most of the rules are up, along with the tentative character creation system. Some of this still needs tweaking, but from what I've been getting in email, I don't imagine it'll be hard to find people to playtest. So, if you think you can play with what I have up, go for it, and tell me what you think so far.

http://www.angelfire.com/id/jondavid/crazies/

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


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Subject: [Flesh_rpg] All Flesh at GenCon? Woo-hoo!!!

Date: Tue, 18 Apr 2000 11:53:37 EDT

Just got the prereg mag in the mail today for GenCon, and I see that you guys are going to be sponsoring AFMBE. Now I REALLY want to go.

Just out of curiosity, is there any sort of schedule for what days that's going to take place? If I'm going to prereg for it, I'd kinda like to know if I'll be able to make it, and the mag didn't have much of a schedule, just prices, expected durations, # of players, stuff like that.

Also, I noticed you're going to have Witchcraft out there, as well. How similar is it to All Flesh? If it's close enough, I'd like to see about playing that too.

Hmm... Zombies and Witches... Two of my favorite things... Joy!

Merry part, y'all!

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


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To: flesh_rpg@edenstudios.net, aawalter@kent.edu, bab19@po.cwru.edu, moonbunny_99@yahoo.com Save Address

Subject: [Flesh_rpg] There's a sequel...

Date: Tue, 18 Apr 2000 12:35:21 EDT

Remember that cool zombie/shoot-'em-dead...again Game? Well, there's a sequel to it.

http://www.culte.net/tokto/escape2.htm

I don't think it's as good as the first game, and the intro is in French, but still...

Jon David

-------

"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] Crazies! update...

Date: Tue, 18 Apr 2000 18:54:41 CEST

> I've been working on it, and I've gotten a lot of stuff done.

> Most of the rules are up, along with the tentative character creation

> system. Some of this still needs tweaking, but from what I've been getting

> in email, I don't imagine it'll be hard to find people to playtest. So, if

> you think you can play with what I have up, go for it, and tell me what you

> think so far.

Cool. Looks good, but might still need some cleaning up, and it doesn't seem fully completed. Compiled all the text into a more readable word doc. and I'm going through it now. Comments later.

Ron

"Suicide is our way of saying to God; 'You can't fire me, I quit!"

-Bill Maher


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To: jerrod_kaine@mailcity.com, flesh_rpg@edenstudios.net Save Address

Subject: Re: [Flesh_rpg] All Flesh at GenCon? Woo-hoo!!!

Date: Tue, 18 Apr 2000 20:54:36 EDT

In a message dated 4/18/00 11:35:41 AM, jerrod_kaine@mailcity.com writes:

>Is there a web page for GenCon 2000?

<A HREF="http://www.wizards.com/gencon/GC2K/welcome.asp">Wizards of the Coast< /A>

http://www.wizards.com/gencon/GC2K/welcome.asp

I'll be there again this year...

Cooper

salt2002@aol.com


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Subject: Re: [Flesh_rpg] All Flesh at GenCon? Woo-hoo!!!

Date: Wed, 19 Apr 2000 00:32:55 EDT

In a message dated 4/18/00 11:54:59 AM Eastern Daylight Time, oxcart@hotmail.com writes:

<< Just out of curiosity, is there any sort of schedule for what days that's going to take place? If I'm going to prereg for it, I'd kinda like to know if I'll be able to make it, and the mag didn't have much of a schedule, just prices, expected durations, # of players, stuff like that.>>

Here's the schedule I gave them. Hopefully, they followed it:

WitchCraft

Thurs 7PM

Fri 2PM

Sat 7PM

Sun 10AM

AFMBE

Thurs 5PM

Fri 5PM

Sat 12PM

Sun 10AM

<< Also, I noticed you're going to have Witchcraft out there, as well. How similar is it to All Flesh? If it's close enough, I'd like to see about playing that too. >>

The game systems the same. The backstory is very different. More modern conspiracies and magic, than apocalyptic flesh-eaters running around.

Alex Jurkat

Zombie Lackey


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Subject: Re: [Flesh_rpg] All Flesh at GenCon? Woo-hoo!!!

Date: Wed, 19 Apr 2000 00:38:27 EDT

In a message dated 4/18/00 9:34:28 PM Pacific Daylight Time, MYacks@aol.com

writes:

> The game systems the same. The backstory is very different. More modern

> conspiracies and magic, than apocalyptic flesh-eaters running around.

Hey, two great tastes that go great together. I used the AFMBE rules to make some zombies for my WitchCraft game and boy was that fun. The players were expecting the usual generic undead and got quite a shock :)

Andrew Ross (draxus@aol.com)


From: "Jarred" <jarred@mindspring.com> Save Address - Block Sender

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Subject: [Flesh_rpg] RE Hello

Date: Wed, 19 Apr 2000 00:54:28 -0400

Greetings All

 

I just joined this mailing list tonight and wanted to say hey.

 

Jarred W. Wallace

 

"It's not the cough that carries you off.

It is the coffin that they carry you off in"


eply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] RE Hello

Date: Wed, 19 Apr 2000 08:12:59 -0400

Jarred wrote:

> Greetings All I just joined this mailing list tonight and wantedto say hey.

Welcome to the List

--

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

AIM: Darshu20

Darshu@bellsouth.net


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Subject: [Flesh_rpg] Hallo Hallo

Date: Thu, 20 Apr 2000 20:44:09 -0400

Hey everyone,

I've been looking into this game a bit, after seeing (yet not picking up, as I lacked $30 at the time) the rulebook down at a hobby store not too long ago, and it looks quite fun. I've been tinkering with the idea of an RPG modeled after the Romero films for a damn long time now, so perhaps I've found a worthy, helpful, and sometimes silly sourcebook for it (sorry, designers, I'm addicted to the old West End D6 System) Unlike the constantly humorous world of what seems to be most AFMBE games, mine will probably be quite grim, as a world where the ratio of Zombies to Humans, as of "Day of the Dead", was 400,000 to 1 might be expected to be. But, what about everyone else? How do you run your games? How do the players take to it?

Lexington


ly-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Thu, 20 Apr 2000 23:17:25 -0500

> Unlike the

> constantly humorous world of what seems to be most AFMBE games, mine will

> probably be quite grim, as a world where the ratio of Zombies to Humans, as

> of "Day of the Dead", was 400,000 to 1 might be expected to be. But, what

> about everyone else? How do you run your games? How do the players take to it?

It's a long, slow slide into Hell. The dead are winning. More of them each day. Hope the players can find enough ammo, food, supplies, and defensible shelter. The government is dragging it's feet, tied up in bureacracy. The police, National Guard and military can't be everywhere at once to defend people. Then citizens will no longer be permitted to live in private residences, only in military controlled 'safe zones'. Then those will fall as the army of the dead grows even larger. But, the players know what they're in for and they know that they most likely will not survive, yet they perservere. If they wanted to run a funny style game, I would have patterned it after the 'Return of the Living Dead' movies, rather than the Romero universe.

Speaking of, I was thinking the other day, and I decided that if the dead were to rise from the grave I would definitely immediately secure [in order of importance] ammunition, food, and toilet paper. Why toilet paper above something like gasoline or body armor? Because I *AM NOT* using my socks.

MGK

--

"Got Zombie?"


From: "Jarred" <jarred@mindspring.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Fri, 21 Apr 2000 00:28:53 -0400

>Unlike the

> constantly humorous world of what seems to be most AFMBE games, mine will

> probably be quite grim, as a world where the ratio of Zombies to Humans, as

> of "Day of the Dead", was 400,000 to 1 might be expected to be. >

Yes I have to agree with your view of a zombie game. I also feel that a game ala "Night, Dawn, or Day of" is the right setting. I also have thought that a game set in this kind of world would be great. The closest I have come to this playing type of game is playing CoC. They have a one nighter in a zombie setting in the "Blood Brothers" game book.

So AFMBE is right up my ally. But unfortunately me friends suck and nobody playing rpg's anymore. That's why I am going to make every effort to get to GenCon this year. So I can at least play it once.

Later

Jarred W. Wallace

"It's not the cough that carries you off.

It is the coffin that they carry you off in"


From: "Big Vinni" <killian0@ix.netcom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Thu, 20 Apr 2000 14:13:02 -0400

I've always wanted to run something akin to the Resident Evil game series. I have tried to accomplish this with Champions, and even toyed with the idea of adapting Deadlands, but neither one felt right. I've looked at AFMBE on the shelf for nearly a month, then the store manager told me it was the last copy...and the print run was sold out! I grabbed it and after reading it I have one thing to say. I AM NOT SORRY. Now if I can just work out the details to run something that feels like RE I will be happy.

Maximillian Ursovich- The Tangent-Minded Polar bear whose mental remote is stuck on channel surf. Stop the thoughts, I want to go sane...

ICQ# 40951228 killian0@ix.netcom.com


From: "Big Vinni" <killian0@ix.netcom.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Thu, 20 Apr 2000 14:14:59 -0400

::SNIP::

> Speaking of, I was thinking the other day, and I decided that if the

> dead were to rise from the grave I would definitely immediately secure

> [in order of importance] ammunition, food, and toilet paper. Why toilet

> paper above something like gasoline or body armor? Because I *AM NOT*

> using my socks.

>

> MGK

> --

> "Got Zombie?"

Now there's a scary thought. Anyone got change for the Laundromat? Talk about dirty socks...Whose up for looting Kmart? :-)

Maximillian Ursovich-

The Tangent-Minded Polar bear whose

mental remote is stuck on channel surf.

Stop the thoughts, I want to go sane...

ICQ# 40951228

killian0@ix.netcom.com


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Subject: [Flesh_rpg] Supplements....supplements...need supplements.

Date: Thu, 20 Apr 2000 14:27:35 -0400

Okay, so it's not as scary as hearing "Brains..." but it's what I crave. So there is supposed to be 2, or 3 supplements this month for AFMBE... Where are they?

The most important to me is the Zombie Master's scream...I mean screen. Then Enter the Zombie might be cool, but what do we really know about this one? And Fistful of Zombies...what's more to say...western horror with conversion rules for DL....cool! Please, someone, give up some details on these products and their release dates....I'm salivating here...oops that's blood, bit through my tongue again..

 

Maximillian Ursovich-

The Tangent-Minded Polar bear whose

mental remote is stuck on channel surf.

Stop the thoughts, I want to go sane...

ICQ# 40951228

killian0@ix.netcom.com


From: "Jon David" <oxcart@hotmail.com> Save Address - Block Sender

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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Fri, 21 Apr 2000 15:40:18 EDT

 

> Now there's a scary thought. Anyone got change for the Laundromat?

> Talk about dirty socks...Whose up for looting Kmart? :-)

Imagine what shopping would be like. A shopping cart full of what provisions you can scavenge, that little baby seat loaded up with guns and ammo. Clean-up on aisle three takes on a whole new meaning when you have to send someone to shoot a couple zombies, first.

Jon David

http://www.angelfire.com/id/jondavid/

-------

"Madness takes its toll. Please have exact change."


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Subject: Re: [Flesh_rpg] Hallo Hallo

Date: Fri, 21 Apr 2000 15:55:27 -0400

Okay, neat idea...adapting the stuffer shack scenario from Shadowrun for AFMBE...heh heh...hmm...I live near King of Prussia Plaza, a pretty big mall...this would be make an interesting scene for an AFMBE game...

Maximillian Ursovich-

The Tangent-Minded Polar bear whose

mental remote is stuck on channel surf.

Stop the thoughts, I want to go sane...

ICQ# 40951228

killian0@ix.netcom.com


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Subject: [Flesh_rpg] A trip to the days of silent game?

Date: Sat, 22 Apr 2000 20:05:48 GMT

I just played those Zombie games on the net (the ones in french) and I was wondering something. I did not hear any sounds. Do they have sounds or did the programmers not include sound to speed up the game etc. Just wondering if the PC I was on was messed up or something. Either way, they are great little games and I still like them. Maybe I'll put on some More Kombat and blast some Zombie brains anyway. Is anyone interested in a(n unofficial) revised gun chart. I know they said wo could feel free to do so and I am some what of a gun (and weapon) afficianado. I also have a Word 98 Zombie character shett that I think is pretty good. If anyone want's my revisions just say so. For the edenstudios guys out there, I will gladly do weapon charts for any games for some dough. If you have a position that deals with weapons and item systems etc. I am pretty good at it. I have been messing wiht White Wolf and others for a while.

By the way, I just wanted to commend you on the book. When I got to the end and saw the charts,listings, movies, and the great website, I was astonished. I felt as if I had been held by White Wolf and their lack of interenst and interaction with their consumers.

"Speak! speak! thou fearful guest!

Who, with thy hollow breat

still in rude armor drest,

Comest to daunt me!

Wrapt not in Eastern Balms

But with thy fleshless palms

Stretched, as if asking alms,

Why dost thou haunt me?" -Henry Wadsworth Longfellow

"He's coming to eat your brains, poet boy!" –Me


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Reply-To: flesh_rpg@edenstudios.net

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Subject: Re: [Flesh_rpg] A trip to the days of silent game?

Date: Sat, 22 Apr 2000 16:19:08 -0400

----- Original Message -----

From: Creature Killer <creaturekiller@hotmail.com>

::SNIP::

> I just played those Zombie games on the net (the ones in french) and I was

> wondering something. I did not hear any sounds. Do they have sounds or did

> the programmers not include sound to speed up the game etc. Just wondering

> if the PC I was on was messed up or something.

There is sound for the game.

Jarred W. Wallace

"It's not the cough that carries you off.

It is the coffin that they carry you off in"


From: SALT2002@aol.com Save Address - Block Sender

Reply-To: flesh_rpg@edenstudios.net

To: flesh_rpg@edenstudios.net Save Address

Subject: Re: [Flesh_rpg] Supplements....supplements...need supplements.

Date: Sat, 22 Apr 2000 16:27:08 EDT

In a message dated 4/21/00 12:31:16 PM, killian0@ix.netcom.com writes:

>Zombie Master's scream...I mean screen

Yeah, I got so desperate, I made my own for last night's game, and even scaled it down to the cool AFMBE book size.

But I sure would like to have the really thing before CONduit 10: Night of the Living CONduit sci-fi/fantasy and gaming convention here in Salt Lake City.

The other sups. will help, but I'm screaming for the screen...

Cooper

salt2002@aol.com

http://members.tripod.com/diskwars