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Review of All Tomorrow's Zombies


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Introduction

The name’s Davenport. I review games.

And I’d have thought that if there were one place a fella could get away from zombies, it’d be outer space.

I mean, sure, you’d expect to meet little green men and bug-eyed monsters and mooks in white armor who can’t shoot worth a damn… but zombies? Nah.

Yup, that’s what I’d have thought, all right.

Then Eden Studios sends David Carroll and Jason Vey to my place, all decked out in spacesuits with those helmets that make a guy look like a gumball machine. And you guessed it: they wanted me to review their latest book for All Flesh Must Be Eaten, all about zombies in outer space: somethin’ they called All Tomorrow’s Zombies.

Oh, but it gets better. It’s not enough for these guys to muck up the wild black yonder with walkin’ corpses. Oh, no. They had to load’em up with new powers and cyberware and hand’em ray guns and stick’em everywhere from megacorporate cities to the inside of computer networks. (And you thought the latest virus was a pest…)

So anyway, I’m off to hop the next rocket to Proxima Centauri to get some research done. And yeah, that’s one helluva long way to go to write about the next generation of goddamn rotting zombies.

On the bright side: in space, no one can smell you stink.



Substance

Chapter One: Introduction
The standard Unisystem opener: extended game fiction piece, introduction to the genre, chapter descriptions, book conventions, inspirational material, and information about the author. Probably the most interesting observation here is the fact that many consider Mary Shelley’s Frankenstein to be the first science fiction novel, making the concept of science spawning the walking dead an old one indeed.

Chapter Two: Starship Shamblers
All Tomorrow’s Zombies (hereafter “ATZ”) includes what may be the most extensive rules additions to the corebook yet in an AFMBE supplement.

Character Types

ATZ adds no new character types; however, it does rename the “Inspired” character type “Powered.” This wouldn’t be that big of a deal, except that Metaphysics points can go to the purchase of technological body augmentations such as cybernetics as well as psionic powers. While ordinary Qualities can go towards purchasing augmentations as well, this means that a truly bad-ass street samurai type will be a Powered character rather than a Survivor as one might expect.

Nonhuman Races

Like Dungeons & Zombies, ATZ creates nonhuman racial packages by combining Qualities and Drawbacks. Unlike Dungeons & Zombies, ATZ doesn’t include many new special abilities especially to create these packages, per sé, instead relying upon zombie Aspects for that purpose. That makes rating the value of these rules a little problematic, since their usefulness relies in large part upon what other supplements the GM owns. That said, the scope of zombie Aspects in this book plus the corebook should provide a good start.

New Skills, Qualities, and Drawbacks

The new skills focus on handling high-tech equipment, such as cyberware installation, starship operations, and robotics. In a rules addition particularly appropriate to the genre, skills can default to related skills at a -2 penalty; i.e., a starship pilot can use Piloting (Starship) in place of Systems Operation (Starship Sensors).

The book offers several significant new Qualities for the purchase of bioware, cyberware, nanotech, and starships, as well as Qualities to make the PC psionic or robotic. The Obligation Drawback adds a useful catch to all the high-tech goodies those PCs are packing.

Cybernetics, Bioware, and Nanotech

I’m not entirely comfortable with the way ATZ handles physical augmentations, although it probably makes sense from a game balance standpoint. The book ranks augmentation types as, from lowest to highest power, bioware, nanotech, and cyberware. With the exception of robots, who may have both nanotech and cyberware, no character may possess more than one variety of augmentation – the more powerful version neutralizes the less powerful version in the same body. This limits the role augmentations can play in your ATZ settings, particularly if transhumanism through genetic engineering plays the sort of key role that it does in, say, Blue Planet, or if you want nanotech’s “little builders” to be capable of the magical-to-godlike effects some sci-fi authors attribute to them.

In any case, the augmentation types serve as prerequisites for a respectable menu of powers, with many powers having multiple possible prerequisites. Where multiple augments can offer the same power, the power ranking of the augmentations frequently set the upper limit on the power in question (e.g., enhanced attributes). The chapter includes 19 powers total, and given the aforementioned power levels, it should come as no surprise that they skew much more toward cyberpunk than transhumanism. I should point out that many of these powers may be used as zombie Aspects, which in turn makes them eligible for use in the creation of nonhumans. In that sense, at least, the book does provide some more options for alien species, albeit not in a very obvious manner.

New Zombie Aspects

Speaking of zombie Aspects, the book includes only four of them: one that makes them resistant to disruption field guns, one that makes them vulnerable to stun guns, and two new non-flesh sources of food – radiation and solar power.

Psionics

ATZ streamlines the rules first printed in WitchCraft, combining raw power and finesse into a single score. The trade-off works fine for me, given the amount of extra space this allows. Powers include biokinesis (heal/harm), ESP, mesmerism, pyrokinensis, telekinesis, telemagery (illusions), and telepathy. Of the reprints of psionics so far – the others being Pulp Zombies and Terra Primate – I’d rate this as the best combination of powers.

Sci-Fi Equipment

Although light on individual items, the chapter does manage to cover a nice range of tech levels, from flechette bullets and pulse rifles to blasters and energy swords, throwing in such goodies as vibroweapons and monofilament flails along the way. A nice selection of ranged weapon modifications appears here as well. It’s not all weaponry, of course – miscellaneous equipment includes Star Trek standbys like the scanner and the teleport anchor, a couple of spacesuits, and a few examples of nanotechnology. (Nanogel, which reshapes itself into complex devices as needed, is a particular favorite of mine.) Armor gets short shrift, sadly, the only four examples being inertia fields (as in Dune), nanoweave armor, personal forcefields, and reflective (anti-laser) body suits. Those hoping for power armor are in for a disappointment, as such technology only gets a nod in a sidebar in the following chapter, suggesting the use of the Robot Quality at reduced cost to simulate it.

Starships

The book sports an efficient starship creation system that covers everything from a snub fighter to a town-sized mother ship. While the armament options are a little sparse – three sizes of guns (turrets optional) and one variety of torpedo (homing optional) – the system factors in a wide range of ship aspects, from speed and handling to emergency measures and cargo space. Furthermore, the options cover starship features from a variety of sci-fi sub-genres, including cyberpunk “jacked” controls, interstellar travel with and without FTL drives, and Star Trek-style teleporters and cloaking devices.

As with power armor, the book will disappoint those eager for detailed mecha rules; however, the section offers a serviceable alternative using the starship creation rules with reduced costs for land-based mecha travel.

Perhaps the best advice in the section comes in the sidebar regarding whether to bother with the starship creation system in the first place. If the ship is little more than a background detail, such as the warship Sulaco in Aliens, working out its stats hardly seems worth the effort.

Expanded Vehicle Rules

While some sci-fi authors may concern themselves with the minutia of interstellar travel, ATZ wisely chooses to cut most of that away in the name of space concerns (pardon the pun) and fun while still offering a few nods to “hard” sci-fi. The latter comes mostly in the form of dealing with ship speeds, and then mostly in a narrative sense. Once you get down to ship-to-ship combat, however, it’s space opera all the way, with rules for stunts like loops and barrel rolls more suitable for aircraft than spacecraft.

The Cyberweb

Since the Cyberweb presumably would be one of the last places you’d expect to find zombies, I suppose it should come as no surprise that rules for hacking are very bare-bones. The mechanics make no allowances for the quality of the hacker’s hardware or software; instead, all of the character’s mental attributes replace his physical ones, and the average of these attributes determines the damage the hacker can do in virtual hand-to-hand combat (e.g., a hacker with an average of 4 does D8 x Intelligence in damage). Hackers attack using Perception and the highest of their hand weapon skills. Hackers can also make ranged attacks that do damage equal to the character’s Willpower multiplied by the success levels on a Perception + Guns roll. (A sidebar points out that since the stereotypical hacker isn’t likely to be a combat monster, so GMs may want to allow the success levels from a single Intelligence + Computer Hacking roll to serve as a bonus to cyber-combat.)

Hazardous Environments

This section covers the various unusual environmental circumstances that can arise in a sci-fi setting, including vacuums, microgravity, radiation, and futuristic diseases. While space combat defaults to something resembling space opera, these environmental rules seem relatively realistic with a few streamlined and cinematic options. For example, by default, microgravity involves determining whether each character is braced, unstable, free-floating, or spinning, with each state having modifiers to attacks and dodges and changes of status for making failed attacks or taking damage; however, a sidebar allows for a flat -2 penalty to normal combat moves while in freefall with microgravity skill specialization removing the penalty. Radiation, by contrast, has no cinematic option: dosages of varying levels give you increasingly unpleasant side effects, not mutations or superpowers.

Sci-Fi Gaming

Here the chapter takes a look at the overall considerations raised and challenges posted by sci-fi gaming, including the roles of technology (and technobabble), science (as both background element and problem-solver), and language. I especially welcomed the discussion of adventure scale, particularly as it relates to a zombie apocalypse – as the book points out, a worldwide disaster looses a bit of its punch if the heroes can simply leave the planet. I also appreciated the observations regarding when one-environment worlds and stereotyped aliens are appropriate as opposed to more detailed planets and cultures. The use of assorted technobabble explanations for zombies could come in handy as well.

Archetypes

The chapter concludes with four ready-to-play archetypes that do a pretty good job of showcasing the supplement’s new character creation options, even if they don’t all necessarily fit in the same type of setting:

  • Alien Bounty Hunter (Survivor)
  • Robotic Tutor (Survivor)
  • Stimmed Corp (Powered)
  • Xenobiologist (Survivor)


Chapter Three: The Cybered Dead
The book bills this first Deadworld as the “kitchen sink” setting. Well… sort of. The text freely admits that starships aren’t part of this “sink,” nor are aliens. What it does feature is a familiar cyberpunk dystopia – complete with humanity-depleting cyberware – along with psychic powers and, of course, zombies. In this case, the zombies are mindless flesh-hungry shamblers spawned from a chemical weapon and able to spread their affliction by mere proximity. The bigger twist, however, is the obligatory megacorps’ use of technologically “neutered” zombies as cybernetically-enhanced shocktroops.

The setting includes two very different but equally intriguing scenarios. The first, hearkening back to Resident Evil, involves the infiltration of a highly secure corporate complex to neutralize the mysterious force of organized and enhanced zombies who’ve taken it over. The second has a more Escape from New York feel, as the PCs must pose as inmates in the town-turned-prison camp that was the site of the initial zombie outbreak in order to rescue an influential man’s daughter from her terrorist captors.

The chapter offers two new character archetypes, both Powered: the Street Samurai and the Cyber Cowboy.


Chapter Four: The Cycle of Death
This one’s just flat-out weird.

Positing an Earth transformed by nanotechnology into a world largely free from want, with most governments fractured into smaller close-knit communities living in a growing wilderness, this setting nevertheless presents threats in the form of two very different breeds of zombie. The first sort appear to be the traditional living corpse; however, half of them pursue humans to drain them of Essence (asuras), and half of them pursue humans to provide them with Essence (devas). (Yes, there’s a sci-fi explanation for this seemingly supernatural creature from the Hindu faith that’s converted 60% of the population in the setting.) The second comes in the form of predatory nanobots that swarm over humans and completely replace their bodies at a touch, resulting in zombies that are just this side of intangible and damn near indestructible – which seems only fair, given the ridiculously easy access characters have to wild levels of technology in this setting.

Speaking of which: a very welcome sidebar makes nanotechnology much more flexible than it is in the basic rules, allowing players to create Norm-level characters with an overlay of Powered-level Attribute, Quality, and Power points that they can reconfigure (within certain limits) using only a Simple Intelligence Test. Given the supposedly wondrous nature of nanotechnology in the setting, I can hardly see running a game in it without this option.

For new archetypes, the chapter offers the Kshatriya Scout (Survivor) – a sort of nanotech-enhanced ranger type protecting her community from external threats – and a Nano-Engineer (Norm).


Chapter Five: Cyber Marines and Death Scenes
Probably the most obvious of the Deadworlds, this one takes its cue first and foremost from the sci-fi action/survival horror of Aliens. Players take the roles of space marines and consultants sent via slower-than-light travel to investigate the sudden silence of a penal-turned-profitable-mining colony.

To no one’s surprise, I’m sure, insectoid acid-blooded aliens have overrun the colony. Unlike their xenomorph kindred from the Alien franchise, however, these creatures don’t use unconsumed victims for parasitical hosts; instead, they turn them into zombies and link them to the colony hive mind, resulting in undead with the effective mental capacity of the average human. (Yes, that includes the use of firearms.)

Also unsurprisingly, the PCs will find themselves stranded on this world. Facing off against a vastly superior foe (in terms of both numbers and technology) with limited supplies and any possible rescue many months away makes this survival horror at its finest.

The setting offers more flexibility than it appears at first blush. Although cybertech, as the title suggests, represents state-of-the art technology for humans, this isn’t hardwired (pardon the pun) into the scenario. The humans might have power armor or personal energy weapons as well, for example. As for the aliens, they may rely upon their formidable natural weaponry, or they could use advanced biotech that certainly will outclass the best human technology has to offer. What’s more, they may have brought some unusual zombies from their other-dimensional home, allowing GMs to make use of any number of exotic zombie abilities.

On the downside, while the zombies are certainly creepy, the aliens just don’t seem… well… alien enough. I mean, with their spikes, stingers, bio-electric charges, wings, and personal wormhole generators, they’re definitely formidable foes, but they lack the Giger-esque wrongness of the Alien xenomorphs. Instead, they come across as admittedly icky bugs in dire need of blasting. And the more technology they have, the more they’re going to seem like just another alien race. Blaster shoot-outs, while certainly intense, don’t really make for good horror.

For archetypes, the setting includes the Space Marine (Powered) and the Technical Advisor (a.k.a. Ripley, Survivor incarnate).


Chapter Six: Virtual Armageddon
Now we come to a great idea hamstrung by its very scope.

With the real world going to Hell – complete with a disease that turns its hosts into murderous living “zombies” – Earth’s population has begun a mass exodus, uploading their consciousnesses into a massive multi-world simulation where nobody ever truly dies.

Unfortunately, various glitches in the system have created virtual zombies as well. And while ordinary citizens have to obey the limitations of the individual virtual worlds, these zombies remain stuck in the form they were in when they died. In other words, if they died in a futuristic setting, they can haul their heavy ordinance into a Medieval simulation. And like their living counterparts, these zombies simply re-form in the “neutral zone” known as Limbo when “killed,” ready for more havoc.

As to that scope issue I mentioned: this is a setting in which virtually (pun intended) anything can happen; however, that doesn’t do a GM much good if all he owns are this book and the AFMBE core rulebook. He could incorporate elements from any other AFMBE sourcebook – a subsection even discusses the use of Chi powers from Enter the Zombie to simulate Matrix-style action – but a supplement’s worth can’t be judged by what other books the person might own.

On the bright side, the setting does include rules for creating virtual versions of real-world PCs and modifying them as a given virtual world (or its owner) allows.

The setting offers some truly innovative scenarios. In addition to the obvious virtual zombie-hunting/capturing, the PCs may find themselves called upon to battle the real world’s zombies by uploading themselves into android bodies. Zombies vs. Robots!!

Sadly, the chapter ends with a couple of rather boring archetypes borrowed from the core rulebook: the (Virtual) Athlete (Survivor) and the (Virtual) Detective (Norm).


Chapter Seven: Death of the Alliance
Okay, so there had to be a Star Wars-style space opera setting in this book. That’s pretty much a given. I’d rather it hadn’t been a full-blown Star Wars pastiche, however, complete with blatant knock-offs of Jedi Knights, Darth Vader, and Emperor Palpatine. I just can’t imagine running this one with a straight face, but perhaps that’s not the point.

Still, the setting does have its moments. If nothing else, it’s the only full setting that explicitly allows for alien PCs. It includes stats for three varieties of star fighter, although those wanting capital ship combat are on their own. Perhaps the most clever touch is the use of an abridged from of Necromancy to serve as a zombie-appropriate stand-in for Sith powers. And the setting does include a nice range of zombies, from low-powered zombie shock troops on up to incredibly powerful Star Corps zombies, the latter complete with energy swords and copious cybernetic enhancements. The Star Corps zombies have a neat trick up their rotting sleeves, too: destroy the fighter they’re piloting, and they automatically eject themselves at your ship and tear open your cockpit. Very nasty indeed.

The archetypes are a Hot Shot Pilot (Survivor) who’s essentially Han Solo as a cat-man (I wish I were kidding…) and a Young Mystic Knight (Powered) who’s a Luke Skywalker wannabe.


Chapter Eight: Future Shock
The book concludes with two mini-settings: “Dead Contact” and “I, Zombie.”

Dead Contact

While the premise follows John Carpenter’s rather lackluster Ghosts of Mars – miners on a hostile frontier world accidentally release the spirits of deceased aliens who proceed to possess humans (or human corpses, in this case) and go on a murderous rampage – the implementation offers some interesting possibilities.

For example, unlike the protagonists of Ghosts of Mars, the PCs of “Dead Contact” don’t come across a destroyed town, but rather are inhabitants of the town pre-destruction. This provides more roleplaying opportunities as the PCs try to organize a response to the zombie threat. Making that response a bit tougher is the fact that the town armory consists of only 10 pulse rifles and one anti-ship gun to divide between 70 adults.

Also, the setting’s timeline seems more akin to Aliens than it does Ghosts of Mars – slow interstellar travel is a reality, and humans have made contact with other intelligent alien races. These facts give the setting some room to grow beyond this one scenario if the participants are so inclined.

Most interesting to my mind, however, is the nature of the zombies themselves. They start out confused by their reanimation and barely have the wits to flee superior numbers, but the longer they last, the more of their high intelligence returns. On the other hand, the zombies are rotting away as well, so they’re essentially doomed to re-extinction even as they grow smart enough to understand their fate. This means that the zombies will have the ability and motivation to try to take the humans out with them… or to find a negotiated settlement of some sort, assuming the humans can come up with a way to solve the zombified aliens’ plight. How often does that happen in a zombie game?

I, Zombie

From the title, I figured this setting would involve zombies serving in a robot-like capacity before running amok. But no: the setting includes actual robots. However, these robots exist primarily to explain why humans have grown so bad at handling crises for themselves – like, say, a zombie uprising caused by the shiny new Solar System-wide network of teleportation gates.

The real trick to this setting lies in trying to re-learn and recreate effective defenses in a world in which the primary defense force consists of robots who can’t tell humans from zombies and who carry stunners that won’t affect the zombies anyway. This takes survival horror to a whole new level: the characters won’t just have to figure out how to fight zombies – they’ll have to figure out how to fight, period. (Given that, the zombies’ superhuman senses and animal-level cunning may make them particularly deadly. At least humans could buy themselves more time against totally mindless Romero zombies.)


Style
I’d have to say that this is probably the least visually consistent of the AFMBE series. While it includes some really nice art, a larger amount is really hard on the eyes – especially the archetype portraits, which seem to grow more rushed as the book goes on.

The writing’s clear and error-free but seems to lack flavor, possibly due to the sheer breadth of the subject matter. The game fiction is the exception, uniformly capturing the spirit of the book as a whole (in the opener) and of the individual Deadworlds.

In the tradition of Eden Studios books everywhere, ATZ closes with an index.



Conclusion

Squeezing a subject as broad as sci-fi into 184 pages is no easy task, especially when attempting to include mechanics that do every subgenre justice. ATZ does an admirable job under that limitation, although I find that the system choices made – the primacy of cybernetics, for example – create a sort of default setting that the individual settings have to work around. Honestly, I don’t see how that could have been avoided without offering markedly different rules as needed and substantially increasing the size of the book.

On the other hand, I’d have to say that ATZ falls somewhere between Enter the Zombie and Dungeons & Zombies in terms of genre coverage: like the former, it had to introduce all new mechanics to Unisystem, while like the latter, it had to cover an almost ridiculously inclusive genre. And although the book fudges a bit in places to be that inclusive – e.g., the rules for alien races – overall, I’d call it a success.

In short, All Tomorrow’s Zombies should more than suffice as a sci-fi supplement for All Flesh Must Be Eaten as well as sci-fi supplement for Unisystem as a whole.


SUBSTANCE:

  • Setting
    • Quality = 4.0
    • Quantity = 5.0

  • Rules
    • Quality = 4.0
    • Quantity = 4.0

STYLE:

  • Artwork = 3.0

  • Layout/Readability = 4.0

  • Organization = 4.5

  • Writing = 4.0

  • Proofreading Penalty = 0.0

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