Showing posts with label All Flesh Must Be Eaten. Show all posts
Showing posts with label All Flesh Must Be Eaten. Show all posts

Saturday, July 7, 2012

AetherCon - You Going?



Grab your virtual dice bags folks and mark down November 16-18, 2012 on your calendar, as the AetherCon Online RPG Convention is coming to your computer! Best of all, it’s FREE!
We will be featuring tabletop RPGs of all types throughout the weekend, highlighted by four three-day tournaments of Pathfinder Call of Cthulhu, Pathfinder, Savage Worlds, and Shadowrun. Game tables will be run on the powerful, yet easy to use, Roll20 browser-based virtual tabletop. Learn more with the Roll20 tutorials and the Roll20 Live Stream.
Grab your virtual dice bags folks and mark down November 16-18, 2012 on your calendar, the AetherCon Online RPG Convention is coming to your computer. 

We will be featuring tabletop RPGs of all types throughout the weekend highlighted by four three day tournaments of Pathfinder, Call of Cthulhu, Savage Worlds, and Shadowrun.

Additionally vendors, industry guests, and artists are also in our plans. We will be releasing free downloadable wallpapers throughout the months leading up to the con. 

Members of the Artists Enclave currently include Paul Abrams (TSR, Shadowrun); Alex E. Alonso Bravo (DC Comics, Pixar, AEG); Brent Chumley (AEG); John L Kaufmann (Shadowrun); Eric Lofgren; (Paizo, White Wolf, Mongoose Publishing), Chris Malidore (Fantasy Flight Games, PEG), Patrick McAvoy (WotC, AEG, Fantasy Flight Games), Brad McDevitt (Chaosium, CGL, Battlefield Press), Jesse Mead (Fantasy Flight Games), Aaron B. Miller (WotC, AEG, Open Design), and Stanley Morrison (AEG) among others.

Additionally, to date game publishers confirmed as taking part in AetherCon either through prize support, supplying guests, or taking a vendors booth include: 

Battlefield Press, Catalyst Game Labs, Chaosium, Chronicles of the Void, Flying Buffalo Inc., Immersion Studios, Imperfekt Industrees, Kenzer and Company, Paizo, Pinnacle Entertainment Group, Stardust Publications, Sundered Epoch and The Design Mechanism.

Confirmed guests to date are Wedge Smith and Doug Bush (Chronicles of the Void), James Sutter (Paizo),  Steven ‘Bull’ Ratkovich (CGL), and Lawrence Whittaker and Pete Nash (The Design Mechanism).

Confirmed games to date include:

All Flesh Must Be Eaten
A Thousand and One Nights
Atomic Highway
Call of Cthulhu
Castles & Crusades
Dark Heresy
Dragon Age
Eclipse Phase
Fantasy Craft
Labyrinth Lord
Legend of the Five Rings
Leverage
Mouse Guard
Mutants & Masterminds
Paranoia
Pathfinder
Pathfinder Society
RIFTs
Savage Worlds
Serenity
Shadowrun
Time Lord
Star Wars WEG D6
Swords and Wizardry

and more are on the way.

If you’d like to play in a game use our Player Pre-Registration Tool.

If you’d like to run a game use our  GM Pre-Registration Tool.

If  you don’t see your game in our lineup, would like to lend a hand, or need to inquire for any other reason, feel free to use our Contact Us page to do so.

Be sure to visit our websites and show your support for AetherCon via Facebook, Google+, and Twitter.


I don't know for sure how much participation I'll personally be able to have with AetherCon, but I've been playing around with Roll20 and it seems pretty great...and, for someone like me who lives in the middle of nowhere, this just sounds like an awesome idea, and I hope it turns out to be huge.

Wednesday, August 31, 2011

Happy Birthday, Dad - An Archetype for All Flesh Must Be Eaten


I wrote this about five years ago and posted it on the Eden Studios Message Boards. It was very well received at the time, but honestly, it's a horrible archetype. Archetypes should be defined by a few stark characteristics and then built from there...this is really more of a full-fledged character, because it is basically my Dad.

Happy birthday, Dad.

(Meant to be used with All Flesh Must Be Eaten by Eden Studios)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: Reserve Deputy
Character Type: Survivor

Strength: 3 Intelligence: 3
Dexterity: 2 Perception: 4
Constitution: 3 Willpower: 5

Life Points: 49
Endurance Points: 38
Speed: 10
Essence Pool: 20

Qualities:
Attractiveness +1
Charisma +2
Contacts: Widespread, small favors +3
Hard to Kill +5
Nerves of Steel (3)
Situational Awareness (2)

Drawbacks:
Impaired Sense: Eyesight (-2)
Honorable (-1)
Resources: Hurting (-2)
Bad Luck: Lv 1 (-3)
Obsession: Burying his family (-2)

Skill:
Brawling 3
Cheating 1
Dodge 1
Driving (Car) 3
Driving (Truck) 4
First Aid 1
Guns (Pistol) 4
Guns (Rifle) 3
Guns (Shotgun) 2
Humanities (Law) 1
Intimidation 3
Mechanic 5
Notice 3
Questioning 2
Research/Investigation 2
Streetwise 3

Gear
Glock 9mm, badge, handcuffs, police flashlight, patrol car, pocket knife, two massive rings of keys (half of which no longer go to anything), vehicle radio, extensive tool sets.

Personality
No rest for the wicked, I guess.  I busted my ass for years as a mechanic, turning wrenches to make it for my family.  I was a damn good one…only reasons I didn’t make any more money was because I don’t like to take people for a ride, and I have a tendency to wind up getting’ hurt a lot more than most.  I probably shoulda died more times than I can count.  I’ve broken so many bones that I’ve lost count.  See this limp?  Got a rod in my leg when I broke my femur while workin’ on a big rig.  Slowed me down for about a month.  I went back to work in a wheel chair, then on crutches, until I could make it out to my shop on a crutch.  I don’t let things slow me down.  I always said I’d take care of my family, and one way or another, I was gonna take care of my family.

I got electrocuted about five years back, put me outta work again.  That rod in my leg helped shoot the electricity right through my foot.  Docs said I was lucky to be alive, much less able to ever walk again.  I walked into my house the next night.  I don’t let things slow me down.

Two years ago I decided I’d try to do some real good in the community and I became a reserve deputy for the county Sheriff’s department.  It was hard getting used to the schooling, but it paid off.  ‘Course, that’s when my wife of thirty years died.  At fifty years old, just got my commission card from the county, my kids grown up and my wife gone.  I tried to go back to work, twistin’ wrenches while fightin’ with the deputies at the Sheriff’s office…lazy pieces of shit that didn’t wanna do anything.  It was a hard adjustment.

But not as hard as this.

I wouldn’t have believed it was zombies, except I went to my son’s apartment and saw her trying to get in the door.  Most of her friends and even her family wouldn’t have recognized her, but there was no way I couldn’t.  The woman I married.  The woman I promised to take care of.  Standing in front of me again.

I froze, and it was a mistake.  I started crying and she she came over…I thought to hold me.  She leaned in to kiss me and the most god-awful smell came over me.  Snapped me back to reality, but she had already bitten into my neck.  I knocked her off and I ran.  Managed to stop the bleeding, thanks to some friends of mine.  It was real touch and go, and if I wasn’t so damned stubborn, I probably would have died and became one of them.  But I don’t let things slow me down.

That was six months ago.

My commission card don’t mean shit right now, but that’s okay.  Someone’s still gotta serve and protect.   My youngest son’s the only family I’ve got left.  The rest of them are shambling around somewhere, including her. Well, I always said I’d take care of my family.

One way or another, I’m gonna take care of my family.

Quote
“I’m getting too old for this shit.”

Wednesday, November 24, 2010

Tommy's Take on ARRGH! Thar Be Zombies

As a long-time Eden fan, it was great to see them get new product out the door in the form of Arrgh! Thar Be Zombies for All Flesh Must Be Eaten.

The question is, is it the resurrection of a once strong line...or its last gasp?

Arrgh! Thar Be Zombies had been in development for quite a while now (I honestly don't remember when)...but the source material feels like an artifact of its time. That is, Pirates were still pretty hot back when the buzz was first building about this...but I don't know if the buzz is still there, at least until Johnny Depp makes another Pirates movie (and it is coming soon enough).

AtbZ's is 160 pages in black and white, $25 for print and $17.50 for PDF. For the production values, it's probably a good deal for the print, less so for the PDF. The book marks are...not impressive, though searchability and copy and paste are enabled.

AHOY MATEY

Pretty standard opening chapter for an AFMBE genre book, with an extensive bibliography and glossary of pirate-speak. We also get an impressive timeline, running from 1492 through 1722, hitting every major recorded event in historical piracy in order to give you a good perspective on the non-zombified source material.

The timeline and glossary really elevate this section above and beyond the normal opening chapter. A very nice addition to the book.

YE PIRATES AND PRIVATEERS

This is the basic pirating chapter and we get a more in-depth history of the pirates, as well as some discussion on the various motivations for being a pirate (some seeking adventure while others were making political statements)...and, of course, greed. The book also plugs Enter the Zombie for fun with Asian pirates.

In a section on disease, we get disease rules for Unisystem, covering dysentery, malaria, scurvy, smallpox, syphilis, typhoid and tuberculosis...full mechanics for each, including contracting the diseases, their effects on your PC and curing the diseases.

As is typical in roleplaying books, slavery gets mentioned but not focused on, just a nod to the existence of slavery in the era.

We also get a version of the 8 Articles of Piracy, with the caveat that they do change from ship to ship, but this is common enough that it can be used as a jumping off point for most ships. We also get the pirate punishments, such as keel haulin', walkin' the plank, hangin' and so on.

A new character type, the Silver Screen Swashbuckler, is presented, for those wanting a more cinematic approach to their piracy (without going full blown Cinematic Unisystem, which I would totally do if I were truly wanting a cinematic pirate game).

We get a discussion on how some Qualities and Drawbacks have changed, complete with a new table for Resources, fitting the age. New Qualities and Drawbacks are present as well, such as Berserker (a full on berserker rage), Light Sleeper and Internal Compass. We also get some fairly in depth rules for alcohol in there. New Drawbacks include Landlubber (for those who aren't comfortable at sea) and One Eye ('cause it's a pirate game).

Several new skills are present, as well as dueling rules, which are kind of cool, including a variety of maneuvers that one can use.

Zombies get several new Aspects as well, including Billy Bones, which basically turns them into skeletons instead. From The Ashes means the zombie will return, with the power level dependent on when they come back.

Some very nice mechanics that should make this a draw for many All Flesh GMs, as several of those Aspects could be used in any game, as well as many of the Qualities.

TH' TOOLS O' THE TRADE

THe equipment chapter starts off with tables for English, French and British currency, the ones you are most likely to deal with in a historical piracy game. Several pieces of equipment are listed, many of which I believe have appeared before, but with Piracy era pricing now.

Additionally, appropriate armor and weapons for the age are present, including cannons and flintlocks.

Not surprisingly, ships themselves are covered including - in a nice touch - ghost ships, complete with aspects. With a little work, and in some cases none at all, most of the Zombie Aspects can be applied to ghost ships!

A discussion is made on life on the high seas, such as press gangs where people were forced onto ships, and mutiny...but I'm not 100% sure why those wound up in the equipment chapter. There is a small Mutiny Point mechanic for those wanting to track the captain's loss over his men.

The chapter ends with several pages on ship to ship combat, including tables for when the ship's toughness gives way, maneuvers for ships and boarding rules.

The ghost ship rules are especially cool, in my opinion, The rest is largely functional, but not inspiring.

VODOU

The state goal of this chapter is to try to combine historical and cinematic vodou. It uses Miracles as a base (like most All Flesh metaphysics do), and seems to include most of the Loa. I'm not terribly up on my Vodou, but I did notice that Shango is missing (he's one of the few that comes to mind for me when I'm thinking of Vodou Loa).

Several new Miracles are present, many of which could be used in a non-Vodou set-up with minor reskinning, if that, such as Speak True - which forces a person to tell the truth and suddenly makes me want to play an Inspired Lawyer in a Witchcraft game.

Rituals are also present, including Samedi's ritual for making zombies, which should be a bad idea in such a game.

Again, several mechanics that can be lifted and used not only in a non-Pirate game, but in any Witchcraft game that supports Miracles.

VOODOO QUEEN OF THE SHROUDED ISLES

Here, we get the first of the Deadworlds in the book.

It all starts with two seamen who are tortured under belief that they are pirates and a mother begging to the Petro Loa for vengeance, sparking a zombie plague.

There are a few ways that this can go, with some adventure seeds that put the PCs up against the Voodoo Queen, an immortal female pirate and oodles of zombies with the hopes of setting the world right again. There is even an option for letting the PCs play as the men that started this mess: now zombies on a blood-red ship.

It's a cool little setting and I do like the hook of having the PCs as zombies from the ship that tortured the sons that started all of this.

THE BLACK FLEET

This one is a straight forward race for a crystal skull against the Black Fleet, which borrow some imagery from the Pirates of the Caribbean films.

Like with the previous setting, this Deadworld also allows for a Zombie option, with the PCs playing a ship from the Black Fleet that has been dispatched in its own direction.

ISLANDs IN A DARK SEA

This is, essentially, an AFMBEd Spelljammer with serial numbers filed off and, I must say, that's awesome. Galileo creates ships that run off of personal essence and can fly up into the "Dark Sea", which you and I know as outer space...which is threatened by some nasty buggers called the Necronians. You basically have carte blanche to add whatever you like here, with a saurian race included and even a set of cyborg zombies that the PCs can cross paths with (and who look more than a little like the borg).

Seriously, I think this is the coolest Deadworld I've seen in an All Flesh book and jumps my opinion on the book up several notches.

PIECES OF EIGHT

These are a pair of non-Eurocentric Deadworlds that provide a framework to be built on by the ZM, featuring Asian piracy and Aztec piracy, as well as some mini plot seeds (literally, as one involves a hostile tree).

We do get an EXTENSIVE index at the end.

CONCLUSIONS

On one hand, I dunno, something about the AFMBE layout and set-up feels...dated. Eden has GORGEOUS production values on their licensed products, less so on their in-house stuff. On the other hand, you are also generally paying at least $15 less for their in-house stuff...

Given the lack of features (including usable bookmarks - these are not), the PDF is incredibly overpriced at $17.50...however, the print book at $25 could well be worth it, as there is a LOT that can be mined for other All Flesh games in here, presumable a credit to Daniel Davis.

If this is the new beginning for Eden Studios and All Flesh Must Be Eaten, and not a last gasp, then they could do a LOT worse than give Mr. Davis more work in this line.

It is worth noting that this book heavily references other All Flesh books, including Enter the Zombie (which any ZM should already own, anyway, as far as I'm concerned and Atlas of the Walking Dead).

A must-buy for All Flesh GMs, due to the sheer amount of plunderable material, if nothing else.