AFMBE Rules

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AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:53 pm

All Flesh Must Be Eaten
This is a slimmed down version of the ALMBE game system. By slimmed down, I mean I have trimmed some fat off of the rules to make it easy to learn and easy to manage. This is the basic rules set we will be using. Some mechanics of the system are common sense type stuff and rather than boring you with the details, I’ll use these mechanics behind the scenes. To get started, everyone will need to create a character. This will be a deadly game, so be prepared to create a new character if your first one becomes zombie chow. We are using the AFMBE rules for “Norms” – average, everyday people just trying to survive the zombie apocalypse. After you have created your character, PM or email your character sheet to me and I will look it over and let you know if it is good to go.

Character Types
I’m looking for a well rounded party for this game, so keep this in mind when creating your characters. In other words, I don’t want to see every character be military or law enforcement trained. Some possible background ideas would be; fireman, construction worker, college student, plumber, priest or preacher, pro or amateur athlete, stripper, con man, attorney, doctor, street bum, truck driver, shop owner, store clerk, etc. Be creative. Be interesting. Be different. If you want your character to be a one-armed midget captain of a New York harbor trash barge or a 300lbs hare-lipped hooker with a crack habit and skin condition…I’m cool with that.

Attributes
There are six attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower. You have 14 points to spend. Starting characters' attributes can be between 0 (far below average) and 4 (exceptional). Normally, players can have scores in the negatives and as high as 6, but I'm looking for characters from the middle of the pack.

Attributes are bought on a point for point basis, such as a strength of 4 would cost 4 points and a dexterity of 2 costs 2 points. Level 5 and up costs 3 points per additional level. Level 6 is max for human.

Secondary Attributes

Life Points
Hit points, damage levels, call them what you want. You get hit, you take damage. Run out of life points and you go unconscious. Lose even more and you die. Add your Strength and Constitution. Multiply the result by 4. Then add 10. That's your Life Point total. For example, someone with a 3 STR and a 2 CON would have (3+2) x 4 + 10 = 30 life points.

Endurance
Endurance measures your, well, your endurance. Certain actions burn energy faster than others. When you run out of endurance points, you're physically spent. Add your Strength, Constitution and Willpower. Multiply the result by 3, then add 5. The result is your Endurance Point total. For example, a guy with a 3 STR, 2 CON and a 3 WIL would have (3+2+3) x 3 + 5 = 29 Endurance Points.

Speed
The best way to get away from a pack of zombies is to be faster than your buddy. Speed is basically how fast you can move on your feet. To calculate speed, take your Dexterity and Constitution and add them up, then multiply the result by 2. For example, a guy with a 2 DEX and a 2 CON would have a speed of (2+2) x 2 = 8 Speed, more than enough to outrun the average slow zombie.

Essence
Essence is your character's strength of spirit. It doesn't come into play very often in a game for Norms. Your maximum Essence is equal to the sum of your attributes.

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Re: AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:53 pm

Skills
Players have 30 character points to spend on skills.

Normal Skills cost 1 point per level up to level 5. After that, they cost 3 points per level.

Special Skills cost 2 points per level up to level 5. Each additional level after 5 costs 5 points.

Skills with (Type) next to them require a player to choose a specific aspect. For example, Guns have many different types, such as handgun, shotgun, rifle, etc.

You can specialize in just about any skill. To specialize in a particular skill, you must spend 1 skill point. You then treat a certain aspect of that skill as being 2 levels higher than normal.

For example:
You give your character a level 3 skill rank in Humanities: History, a cost of 6 total skill points due to it being a Special Skill. You then spend 1 more skill point to specialize in Ancient Egypt, thus giving your character a +2 bonus to his Ancient Egypt specialization. This +2 bonus is added to his base 3 skill in Humanities, thereby making him a level 5 skill on any task that would utilize his Ancient Egypt skill.

Skills List

Acrobatics (Special)
The ability to perform tumbles, somersaults and other complex maneuvers. This skill emphasizes balance, flexibility and speed. Use Acrobatics and Dexterity for most tasks. This skill is commonly known by circus performers, dancers, martial artists, gymnasts and athletes. Can be used instead of the Dodge Skill to avoid attacks.

Acting
The ability to play a role and successfully counterfeit behaviors, emotions and other character traits. This skill is useful both to legitimate artists and criminals and con men. Use Intelligence and Acting to give a good performance, and Perception and Acting to spot or judge someone else’s act.

Brawling
Brawling covers basic street fighting, karate, martial arts training and similar combat skills. In hand-to-hand combat Dexterity and Brawling are used for kicks, punches, and similar maneuvers. Strength and Brawling are used for take-downs, wrestling and slamming people around.

Bureaucracy
This skill provides familiarity with the organization of, and procedures used by, bureaucratic institutions. With this skill, the character can find ways to improve and organization’s service and performance, or otherwise obtain their services or products more efficiently. Use Intelligence and Bureaucracy to devise ways to make a large group or organization more efficient; use Willpower and Bureaucracy to “cut through red tape.”

Cheating
The skill of breaking the rules and tricking an opponent. Mostly used in games of chance and other forms of gambling. Use Intelligence and Cheating to perform the trick, or Perception and Cheating to spot such a trick.

Climbing
A character with the Climbing Skill knows how to best use any surface to get to the top. Climbing tasks use Dexterity, Strength or Constitution, depending on the type of climb attempted.

Computer Hacking
This is the skill to penetrate computer systems through a modem, overcome protection and password programs, and steal information or inflict damage on a system. Most tasks use Intelligence and Computer Hacking, although spotting a specific type of defense or password system may use Perception and Computer Hacking instead.

Computer Programming
The skill to write a set of commands in one of the many computer languages, Writing a program uses Intelligence and Computer Programming; Perception and Computer Programming is used to recognize elements of another program.

Computers
This is the basic skill with computers, including how to use a keyboard and mouse, basic commands, and so on. As computers become more user friendly, most Computer tasks can be viewed as Routine or Easy, except where they may involve unfamiliar programs and operating systems.

Craft (Type)
The Craft Skill covers numerous types of skills such as those employed by carpenters, seamstresses, weavers, weaponsmiths, woodworkers, etc. When the Craft Skill is purchased, a particular Skill Type must be specified. Characters may further want to specialize. For example, Gunsmith is the Specialty of the Craft (Weaponsmith) Skill focusing on guns. Intelligence and Craft is used to conceive and plan an item. Dexterity and Craft is tested to create the item, or repair a damaged item. Perception and Craft serves to appraise an item. The Electronics, Engineering, mechanic and other Skills may be used to supplement the Craft Skill. Note that devising and creating a particular item may be a time consuming and difficult task.

Demolitions
The ability to set and disarm explosives. Use Intelligence and Demolitions to set up an explosive charge, Perception and Demolitions to understand the setup of an unfamiliar bomb, and Intelligence and Demolitions to disarm a bomb.

Disguise
The ability to change one’s appearance using wigs, make-up and clothing. Use Intelligence and Disguise to apply a disguise, Perception and Disguise to spot somebody else’s disguise.

Dodge
This is a basic combat skill, representing the ability to move out of the way of attacks. Dodges include sidestepping a blow, “hitting the dirt” to avoid gunfire, ducking behind cover, etc. As a skill, Dodge is learned by people with some practice in diving for cover. Dodge is used with Dexterity for most tasks.

Driving (Type)
The skill to control any land vehicle of the specific Type. Each kind of vehicle (Car, Truck, Tracked, Motorcycle, etc.) requires a separate Driving Skill Type. Most driving tasks use Dexterity and Driving.

Electronics
This skill allows a character to build and repair all manner of electronic devices and tools, and grants the character knowledge about electronic systems and the like. The use of this skill will depend on the difficulty of the device being created, disabled or repaired. Access to the appropriate tools is required. Understanding an existing electronic device calls for Perception and Electronics; repairing a device requires Intelligence and Electronics. It should be noted that this skill and the mechanical Skill compliment one another and are often used together.

Engineer (Type)
This skill reflects the general knowledge of structural design, material strengths, and construction techniques in a variety of fields and applications. Examples of the Types of Engineering Skill include Architecture, Civil, Construction, Mechanical, Electrical and Biological. Planning or devising an object, structure or device within the character’s Engineering Type demands and Intelligence and Engineering task.

Escapism
This is the ability to escape from ropes, handcuffs and other restraints. Most of the tasks use Dexterity and Escapism, however planning an escape from a location requires the use of Intelligence and Escapism.

First Aid
This skill allows a character to treat basic injuries and use such techniques as CPR and the Heimlich Maneuver. A successful Intelligence and First Aid task will heal some damage to an injured person. Typical tasks include identifying the problem (Perception and First Aid), performing First Aid (intelligence and First Aid) and using CPR or applying the Heimlich Maneuver (Dexterity and First Aid).

Gambling
This is the knowledge of most common games of chance, their rules and techniques, and the best strategies to win the games. A character needs both Gambling and Cheating to effectively break the rules.

Guns (Type)
This skill allows the character to use one type of firearm. The most common Types include Handgun (pistols and revolvers), Rifle, Shotgun, Submachine Gun and Assault Rifle. If the skill is taken in one Type, the character can use other types of guns, but at a -2 penalty to all tasks. Dexterity and Guns are used to fire the weapon. Aiming rolls use Perception and Guns.

Haggling
This skill provides the character the ability to deal for goods and services, or otherwise bring two or more parties to some common ground. It may be applied when buying, selling or bartering goods and services. Use Willpower and Haggling to get the best deal; use Perception and Haggling to spot a con.

Hand Weapon (Type)
Each basic type of weapon is a separate skill. Hand Weapon Skill Types include, axe, club, knife, spear, staff, sword. Pre-modern missile weapons like bows and crossbows are also Types.

Humanities (Type)
Each of the various Humanities disciplines )archeology, anthropology, economics, history, law, political science, sociology, theology, etc.) counts as a separate Humanities Skill Type. Most Humanities tasks use Intelligence or Perception and Humanities.

Instruction
This skill is your ability to pass on your skills and knowledge to others. Teaching is a skill and an art. The subject matter is important but conveying that information in an interesting, stimulating and comprehensive manner is the heart of the Instruction Skill. See the Zombiemaster for details.

Intimidation
The skill to make people afraid, Intimidation is used by bullies or others in most confrontational situations. A good Intimidation task result may stop a fight before it starts by convincing the opponent that he doesn’t want to mess with the character. Use Willpower and Intimidation for “real” intimidation, or Intelligence and Intimidation to bluff.

Language (Type)
Every character is assumed to have level 5 in their native or primary language. Each additional language must be purchased as a separate Skill Type. Your level in a foreign language will depend on how fluent you are in certain situations and surroundings.

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Re: AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:54 pm

Skills Cont.

Lock Picking (Type)
This skill covers all the basics in breaking and entering. There are two Types: Mechanical and Electronic. Most tasks use Lock Picking and Dexterity, modified by the difficulty of the lock. Lock Picking (Electronic) uses Perception and Intelligence for the most part, to spot and neutralize electronic locks and security systems.

Martial Arts (Special)
This is the skill if using an advanced system of hand-to-hand combat. Characters with Martial Arts can do more damage with their hands and feet. Kicks and punches performed with the Martial Arts Skill have a damage bonus equal to the character’s skill level. So, a character with Martial Arts level 3 does and additional 3 points of damage with a kick or punch.

Mechanic
This skill allows a character to build and repair all manner of mechanical devices and tools, and grants him knowledge about mechanical systems and the like. The difficulty of building and/or repairing a mechanism depends on how intricate the device is and how it is damaged. A lab or workshop may be required, as will the appropriate tools to get the job done. Understanding an existing mechanical device calls for a Perception and Mechanic task; repairing or constructing a mechanism requires an Intelligence and Mechanic task.

Medicine (Special)
This skill covers medical knowledge, including basic surgery skills, diagnosis and general medicine. Most doctors also specialize in one type of medicine, such as cardiovascular, surgery, neurosurgery, etc. These are treated as Specialty Skills. Diagnosis tasks use Perception and Medicine, surgery uses Dexterity and Medicine.

Notice
Notice represents the degree of alertness a person has about him. A character with this skill can use it with Perception to see what is happening around him, or with Intelligence to remember something he noticed some time ago. A character with Notice can use it with Perception to spot or hear another character using Stealth.

Pick Pocket
The skill of taking another person’s hard-earned money or things without him noticing it. Most rolls use Dexterity and Pick Pocket.

Piloting (Type)
The skill to control any aircraft or water vehicle of the specific Type. Each Type of vehicle (propeller plane, jet plane, sailboat, helicopter) requires a separate Piloting Skill Type. Most Piloting tasks use Dexterity and Piloting, or Intelligence and Piloting for very large vessels.

Questioning
This is the ability to interrogate, spot lies, and otherwise extract the truth from people. Interrogations should be roleplayed with bonuses or penalties being applied to the task roll based on player performance. Tricking somebody into revealing something uses Intelligence and Questioning, spotting a lie uses Perception and Questioning. Breaking a victim’s will to resist uses Willpower and Questioning. The use of torture and drugs may also give bonuses to the questioner’s task.

Research/Investigation
This skill allows a character to search out information or follow a series of clues and leads to a reasonable conclusion through deduction, source checking, and the like. The use of this skill takes time determined by the amount and scope of research being conducted. Most uses of this skill involve Intelligence and Research tasks. In some cases, Constitution and Research tasks or Perception and Research tasks may be called for.

Riding (Type)
The skill to ride horses, carts, and other animals or animal driven vehicles. Each type of animal or vehicle requires a separate Riding Skill Type.

Running (Type)
There are two types of Running. The first is Running (Marathon) covers running for endurance and distance. A character with Running (Marathon) can use his skill and Constitution to resist fatigue. Add 1 Endurance Point to the character’s pool for every level in Running (Marathon). The second is Running (Dash). A character with Running (Dash) can increase speed for short distances. On a dead run, use Constitution and Running (Dash) to increase maximum running speed. Each Success level acquired adds +1 to the character’s Speed Secondary Attribute.

Sciences (Type)
Each science (biology, chemistry, astronomy, mathematics, physics, etc.) counts as a separate Science Skill Type, just as the Humanities Skills description. Most Science tasks use Intelligence or Perception.

Seduction
The ability to make oneself sexually attractive to other people by saying the right things and putting on the right act.

Sleight of Hand
This is the ability to perform sleight of hand. With this skill a character can fool someone into looking at one thing while he does something else. Most Sleight of Hand tasks use Dexterity, or Intelligence to plan a complex maneuver.

Smooth Talking
This skill allows the character to lie convincingly or to confuse and deceive others. Use Intelligence and Smooth Talking for most tasks.

Stealth
The ability to move quietly and to take advantage of cover and concealment. Most task rolls use Dexterity and Stealth; Perception is used to find good hiding places.

Streetwise
The general knowledge of the lore and rules of the streets. A character with this skill knows how to behave in a given situation, knows the names and most of the faces of the more notorious local members of the underworld, and can identify most illegal transactions and operations. Use Intelligence and Streetwise to recognize locations and people; use Perception and Streetwise to spot trouble or detect criminal activities nearby.

Surveillance
This is the ability to follow and keep people under observation. Use this skill to follow or observe others, or know when you are being followed or observed. Use Surveillance and Perception for either activity.

Survival (Type)
This is your ability to live off the land. Each kind of terrain requires a separate Skill Type. Attepts to use a Survival Skill in the wrong place or type of terrain carries penalties. Common Types include Forest, Mountains, Jungle, Desert, Arctic.

Swimming
Swimming is the skill that allows a character to stay afloat and to move in the water without drowning. Use Swimming with Constitution, difficulty levels based on situation.

Throwing (Type)
This skill has three basic types, but others may be added as desired. Thrown (Knife) includes all small sized edged weapons. Thrown (Axe) covers any top-heavy object with longish handles, such as maces, baseball bats and similar projectiles. Thrown (Sphere) provides expertise in targeting rocks, grenades or any such hand-sized object. All Skill tasks use Strength and Thrown.

Tracking
This is the skill used to follow the trail of an animal or person, usually in wilderness terrain, but also in an urban setting if snow or dust are present in enough quality to leave a trail. Most Tracking Tasks use Perception and Tracking; attempts to hide one’s tracks use Intelligence and Tracking.

Traps
This is the knowledge to detect, disarm and set traps, snares and the like. It is commonly known by Special Forces soldiers, guerrillas, hunters, trappers and others. Use Traps and Intelligence to devise a trap, Traps and Perception to detect a trap, and traps and Dexterity to disarm a trap.

Unconventional Medicine (Type)
This skill covers all methods of healing not widely accepted by Western Science, including herbal medicine, acupuncture, etc., each of which is considered a different Skill Type. The effectiveness of each type of unconventional medicine is determined by the Zombie Master. If the skill is effective in treating disease or injury, use the same skills and effects as the conventional Medicine Skill.

Veterinary Medicine
Just like the Medicine Skill, but applies to animals. A Veterinarian can treat humans, but is at a -3 penalty to all task rolls, and despite the results of the rolls, cannot gain more than 2 Success levels.

Weight Lifting
This is your ability to lift things beyond the normal limits of your strength.

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Re: AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:54 pm

Qualities & Drawbacks
Qualities are innate characteristics that give the character an advantage or positive trait. Drawbacks are characteristics that somehow limit or detract from the character. Both serve to round out the character and can be very helpful both to roleplay and to “succeed” in the game. Qualities are desirable traits and therefore the “cost” character points. Drawbacks, on the other hand, are limiting factors, and as a “reward” for acquiring them, the character gains extra points. Points acquired from Drawbacks can be used in any point category – Attributes, Qualities and Skills. For point categories other than Attributes, Drawback points may be added on a one-for-one basis. Purchasing Attribute points using Drawbacks is much more expensive. The cost to raise an Attribute one level is equal to the value of that level. For example, raising an Attibute from level 3 to 4 costs 4 Drawback points, from level 4 to 5 costs 5 Drawback points, and so on. Further, the costs are cumulative. Raising one Attribute from 3 to 5 costs 9 Drawback points.

Players get 5 points to spend on Qualities.
Players can take up to 10 points in Drawbacks. (You don’t have to take the full 10, or any at all, choice is yours.)

Qualities
Acute Senses (Cost: 2 points) - Choose a sense. Any Perception or Notice check using that sense gains a +3 bonus.

Artistic Talent (Cost: 3 points) - Choose a form of art (drawing/painting, sculpture, singing, etc). You gain a +3 bonus on all related task attempts. Essence pool is raised by 12.

Attractiveness (Cost: 1-5 points) - You are exceptionally good-looking. Each level of this Quality grants you a +1 bonus on social tasks in which looks can be a factor.

Charisma (Cost: 1-5 points) - Each level grants +1 to any social task.

Fast Reaction Time (Cost: 1-3 points) - Each level of this Quality grants you +1 to initiative checks.

Hard to Kill (Cost: 1-5 points) - Each level of this quality grants you 3 bonus life points and +1 on survival (not the skill) tests to stay alive when critically injured.

Nerves of Steel (Cost: 1-3 points) - Each level of this quality grants you +1 on willpower checks to resist fear.

Photographic Memory (Cost: 2 points) - You never forget. You also gain a +1 bonus on most scholastic skill checks.

Resistance (Disease) (Cost: 1-5 points) - Each level grants you +1 to Constitution checks to resist illness.

Resistance (Poison) (Cost: 1-5 points) - Each level grants you +1 to Constitution checks to resist poison.

Resistance (Fatigue) (Cost: 1-5 points) - Each level further lessens endurance loss do to strenuous activity.

Resistance (Pain) (Cost: 1-5 points) - Each Level further lessens penalties due to injury.

Situational Awareness (Cost: 2 points) - You gain +2 on Perception-based rolls to sense trouble or danger.

Good Luck (Cost: 1-5 points) - Each level of this quality grants you a luck point. A luck point can be used to improve the results of a roll after it is made. Multiple points can be spent on a single roll, up to your maximum amount. Luck points are replenished at the start of each game session.

Tireless (Cost: 1-5 points) - Each level grants 3 bonus endurance points a +1 bonus to survival tests to stay awake longer than is normally possible.

Drawbacks
Impaired Senses (Reward: 2 points) - Choose a sense. Any Perception or Notice task using that sense suffers a -3 penalty.

Addiction (Reward: 1-5 points) - You're addicted to a substance. The stronger the substance, the more points this Drawback is worth. Habitual drinking, smoking or marijuana is worth 1 point. Heavy drinking or light use of LSD is worth 2 points. Alcoholism, habitual use of barbiturates or cocaine is worth 4 points. Habitual use of heroin, heavy use of barbiturates or cocaine is worth 5 points. When a character doesn't get his fix, he goes into withdrawal and suffers a penalty to all rolls equal to the value of the addiction.

Attractiveness (Reward: 1-5 points) - You are especially unattractive. Each level of this Drawback gives you a -1 penalty to any social skill task in which looks are important.

Charisma (Reward: 1-5 points) - Each level of this Drawback gives you a -1 penalty on all social skill task.

Clown (Reward: 1 point) - You always have a joke or a funny comment at the ready. While not necessarily a bad thing, it can get old fast, especially when being chased by a pack of zombies.

Cowardly (Reward: 1-3 points) - Each level of this Drawbacks gives you a -1 penalty on willpower tests to resist fear.

Cruel (Reward: 1 point) - You either enjoy inflicting pain, or you are indifferent to the suffering of others. In either case, you have no qualms about harming others. While your family and friends are safe, enemies and strangers are fair game.

Cruel (Reward: 3 points) - You live to cause pain and suffering, and no one is safe. This is not a Drawback to be taken lightly, since the other cast members will either end up dead at your hands, or put you down like the rabid dog that you are.

Delusions (Reward: 1-3 points) - You suffer from a prejudice, delusions of grandeur, a phobia, weird delusions, or anything else you can think of. The level of the drawback dictates the severity. For example a 1 point phobia of enclosed spaces would make you uncomfortable if you were trapped in an elevator, while at 3 points, you might suffer a full-blown panic attack.

Emotional Problems (Reward: 1 point) - Fear of rejection, depression, emotional dependency, and fear of commitment are just a few of the problems many people have. There are no game play mechanics involved, just roleplaying.

Humorless (Reward: 1 point) - You don't have much of a sense of humor. In fact, you have little patience for such nonsense.

Physical Disability (Reward: 1-4 points) - Here are a few examples of disabilities:
Missing or Crippled Arm/Hand (1 or 2 point): Any tasks that require the use of both hands suffer a -3 penalty. If your disability can be overcome with say, a prosthetic hand, the value of this drawback is lowered. Missing or Crippled Leg/Foot (2 or 3 points): You cannot run or walk normally. With crutches, you can move at 1/3 your base speed. Close combat tasks take a -2 penalty. If your disability can be partially overcome with prosthetics the penalty to speed is reduced to 1/2 and the close combat penalty is only -1, but the drawback value is lower.
Missing or Crippled Legs (4 points): You are unable to walk. Without a wheelchair, you're stuck dragging yourself along the ground.
Missing or Crippled arm (4 Points)

Nightmares/Insomnia (Reward: 1 point each) - Either you are constantly tormented by nightmares or suffer from a sleep disorder. There's a 1 in 10 chance every night that you do not receive the required amount of sleep to function properly.

Reckless/Showoff (Reward: 1 point each) - Either you don't think before you act (reckless), or constantly need the attention of others (showoff). Both traits are common among zombie bite victims.

Bad Luck (Reward: 1-5 points) - While characters with good luck have a number of points that can be used to improve the outcome of rolls, those with bad luck have a number of points equal to the value of the Drawback that the Zombie Master can use each game session to subtract from rolls the character makes.

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Re: AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:55 pm

Skill Checks

What to Roll
When using a skill to accomplish a task, roll a d10. Add your skill level to the roll, and whichever attribute applies. For example, shooting at someone requires dexterity + guns (or just dexterity, if you're unskilled). Someone with a DEX of 3 and a gun skill of 2 would roll 1d10+5.

How to Succeed
The target number for most tasks is 9. If you roll a 9 or higher, you succeed. If you don't, you fail.

Degrees of Difficulty
As shown on the chart below, performing easier tasks give you a bonus to your roll, while difficult tasks incur a penalty.

DifficultyModifier
RoutineNo roll needed
Easy+5
Moderate+3 to +4
Average+1 to +2
Difficult-1 to -2
Very Difficult-3 to -5
Heroic-6 to -9
Near Impossible-10


Degrees of Success
There is a whole section in the AFMBE rule book that details the varying levels of success and the benefits that come from rolling above your target number, but I am going to distill it down to this one, simple principle - The better you roll, the better the results. If the target number for a task is 9 and you manage to score a 22, you’re going to reap the benefits of a great success.
Rolling natural 1's and 10's

Rolling a natural 10 gives you a bonus d10 roll, the result of which is added to your first roll. Conversely, rolling a natural 1 gives you another d10 roll with the result subtracted from your original roll.

Second Roll (1d10)Bonus to First Roll
1-50
6+1
7+2
8+3
9+4
10+5, roll again


Second Roll (1d10)Penalty to First Roll
6-100
5-1
4-2
3-3
2-4
1-5, roll again


Fear
Facing the hordes of undead will test your character’s resolve and general state of mind. At times your character must pass a Willpower test. If the test is failed, the character succumbs to panic. This could result in the character “freezing up” or running away. I won’t bother in posting the Fear chart from the rule book. Suffice it to say, you’ll know when your character gets spooked.

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Re: AFMBE Rules

Post  Grizz on Tue Nov 04, 2008 2:56 pm

Weapons
Below are the weapons tables. I’ve streamlined them from the basic rules of the book for ease of combat. I’d rather not have to hassle with keeping track of every bullet fired or the variances of particular calibers. If you want realistic stats on ballistics, read Guns and Ammo. There are some nuances to certain weapons, mostly grenades and fire weapons, that I’ll deal with behind the scenes. Keep in mind, the heavier a weapon is will affect your endurance, dexterity, etc. The more complex a weapon, the harder to maintain it and/or find parts and ammo for it.

As for ammo, instead of keeping track of every round fired, I’m going to use a simpler system. Ammo Points will be used to symbolize ammo supply on a Point to Combat Turn basis. For instance, if your character has a rifle and you have 3 Ammo Points, which means you have enough ammo for 3 Combat Turns before running empty. If your character has more than one firearm you will need to keep track of each firearm’s Ammo Points.

To start, your character can own 1 melee weapon and 1 ranged weapon. Your beginning ranged weapon will come with a default 5 Ammo Points (AP). No military grade weapons can be taken at start up.

Melee WeaponDamage
PunchD4 X Strength*
KickD4 X Strength +1*
Small KnifeD4 X Strength -1**
Large KnifeD4 X Strength**
MachetteD6 X Strength
SwordD8 X Strength**&
SpearD6 X Strength**&
Spear (Charge)D8 X Strength +1**&
Staff (Jab)D6 X Strength
Staff (Swing)D6 X Strength +1 @
HammerD8 X Strength
Tire IronD10 X Strength &
Sledge HammerD12 X Strength +1 @
Wood AxeD8 X Strength**&
Fire AxeD8+1 X Strength**&
Small ClubD6 X Strength -1
Police BatonD6 X Strength
Bat/PipeD8 X Strength &
ChainsawD12+1 X Strength +1**@


* - Does either life point or endurance point damage
** - Slashing/stabbing weapon. Damage is calculated normally, and then armor protection is subtracted. Remaining damage is doubled.
& - Weapon may be used 2-handed, raising the strength of the wielder by 1 for damage purposes.
@ - Weapon must be used 2-handed. Damage modifiers already reflect this.

WeaponRange (In Yards)Damage
Thrown Rocks3/7/10/13/201 X Strength
Thrown Knives3/5/8/10/13D4 X Strength -1**
Crossbow5/13/40/65/100D6 X Strength**
Composite Bow10/30/50/100/200D8 X Strength**
Compound Bow7/40/65/150/250D10 X Strength**
Deringer3/10/20/60/120D4 x 2
Revolver3/10/20/60/120D6 x 3
Semi-Auto Handgun3/10/20/60/120D6 x 4
High-Velocity Handgun3/10/20/60/120D8 x 4
Submachine Gun3/15/30/100/200D6 x 4
Hunting Rifle10/50/150/600/1000D8 x 6
Shotgun10/30/50/100/200D8 x 6
Assault Rifle10/50/150/600/1000D8 x 4
Machine Gun10/50/150/600/1000D8 x 5
Sniper Rifle15/75/225/900/2000D8 x 6
Heavy Machine Gun15/75/250/1200/5000D10 x 6
Molitov Cocktail2/7/10/13/20D4 x 2
Grenade2/7/10/13/20D8 x 5
Flamethrower30/40/50/60/65D6 x 2
Grenade Launcher30/50/100/200/250D6 x 10


**: Slashing/stabbing weapon. Damage is calculated normally, and then armor protection is subtracted. Remaining damage is doubled.

Initiative
Initiative is a matter of common sense; the party or person who initiates the violence usually goes first at the beginning of a fight. Typically, after the first combat turn, initiative will be settled by a d10 + DEX. The highest result wins the initiative and makes the first move, the remaining characters act in descending order of initiative.

Damage – Giving and Receiving
Every time you are hit, the damage is subtracted from your life points. When you reach below zero, you're incapacitated (and most likely dying). Non-lethal attacks subtract from the target's endurance point total. Once endurance reaches 0, you're unconscious.

Let's say your character with STR 3 punches someone. The damage he rolls is 1d4, multiplied by his strength, as shown on the first chart. He rolls a 2, multiplies it by 3 (his STR level) and comes up with 6 damage, to be taken from either life points or endurance (attacker's choice).

Another example, say you stab someone with a small knife, the damage is d4 x strength -1. You roll a d4, getting a 3. Now you multiply it by your strength -1, which is 2, coming up with 6 damage. Since slashing weapon damage is doubled after factoring in armor protection (in this case none) the 6 damage is now 12.

Lastly, you shoot someone with a semi-auto handgun. Damage for that gun is 1d6 x 4. Getting a 6 on your roll, multiplying it by 4 gets you 24 damage. However, the target is wearing body armor, which reduces all damage taken by 4. The armor blocks 4 of the 24 damage. The 20 points that get through are now doubled to 40 damage.

Aiming
Aiming before you shoot greatly increases the chances of hitting the target. Any weapon that fires a projectile can be aimed. Before you shoot, roll Perception and the skill related to the weapon you're aiming with. Each success level gives you a +1 bonus on your next shot. Aiming delays your action, meaning that on your turn you begin aiming. At the end of the combat round, you shoot. While you're aiming, the target can dive for cover, shoot at you, or in the case of zombies, close the gap and eat your face, so exercise caution.

Armor
A typical piece of armor covers a specific are of the body. If you're struck in that area, the armor subtracts its value from the damage of the attack, lessening, and sometimes canceling altogether, the damage inflicted. Because the characters in this game are considered “Norms”, and most will not be military grade, armor will be utilized sparingly. The kinds of armor you can expect to use are leather jackets, biker helmets, sporting pads and helmets, or possibly armor that has been jury-rigged from various odds and ends. Military grade armor, such as Kevlar will not be readily available. To keep things simple, if you run across armor, or create some, I’ll give you the stat for it. In other words, all armor will be ZM approved.

Avoiding Attacks
Much cheaper than armor, dodging and blocking attacks is a great way to stay healthy, and it's easy to do.

To block an attack, roll dexterity and brawl.
To dodge an attack, roll dexterity and dodge.
To shove a zombie who's trying to grab you, roll strength and brawl.

If you beat the attacker's roll, you avoid the attack.

Hit Locations
When you attack someone, the Zombie Master determines where the target is hit. If you want to target a specific location, go ahead, but beware the penalty to your attack roll.

Location/EffectModifier to Hit
Head: Blunt damage is doubled; slashing/piercing is tripled. Bullet damage is modified by two levels (i.e., armor piercing bullets inflict triple damage, normal bullets inflict four times damage. Endurance point damage is quadrupled. -4
Neck/Throat: Blunt damage is doubled; slashing/piercing is quadrupled. A slashing attack on this area that does enough damage to kill the victim results in decapitation. Bullet damage is modified by one level (i.e., armor piercing bullets inflict double damage, normal bullets inflict triple damage.-5
Arms/Legs: Damage in excess of Life Points/3 cripples the limb; extra damage is lost.-2
Hand/Wrist/Foot/Ankle: Damage in excess of Life Points/4 cripples the area. Extra damage is lost.-4
Vital Points(heart,lungs,spine,kidneys,etc): Blunt damage is doubled; slashing/piercing is tripled. Bullet damage is modified by one level.-2


Experience
Every so often (typically after a lengthy scene or session), I'll award experience points (also known as character points) which can be used to raise your skills, qualities, and attributes. The following is the guideline for improvement and cost:

ImprovementPoint Cost
Attribute**5 points
Existing Skill*The cost of the next level
Existing Special Skill*The cost of the next level +1
New Skill6 points for level 1
New Specialty6 points
New Special Skill8 points for level 1
New QualitySame as character creation
Removing DrawbackThe value of the drawback


* - Raising a skill also raises any specialties of that skill.
** - Strength and Constitution can only be raised a total of two times each. Dexterity, Intelligence, Perception and Willpower can only be raised one time each. The human limit for any attribute is 6. No amount of experience can raise an attribute higher than that
*** Within reason. A character with a missing hand as a drawback can’t simply grow a new hand and remove the drawback..

Grizz
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