TEXT: 03/05/2007 04:08:22 AM
  http://www.allflesh.com/feedingtimenecro.html
  Necrovores
  Str 7 Dex 6 Con 6
  Int 5 Per 4 Wil 4
  DPs 75
  EPs 60
  Spd 24
  Essence 32
  Qualities/Drawbacks
  The Necrovores can comprehend any language on
  Earth, and anyone who hears a Necrovore speak
  claims that it speaks in their native tongue.
  Occasionally, however, there is a "glitch" in their
  ability to decipher languages, as an inappropriate
  word will be placed in favor of the correct one, like
  "Would you care to pepper tonight?" instead of
  "Would you care to die tonight?"
  Some say this is deliberate on the Necrovores' part --
  wouldn't you be more likely to choose pepper instead
  of death? 
  Skills
  Brawling 3, Dodge 2 -- other skills vary and should be
  assigned as needed, and some are peculiar (such as
  Human Piggyback Riding!)
  Attacks
  Tongue: On a successful Simple Dexterity Test, a
  long tentacle that comes to a sharp hollow point is
  propelled from the Necrovore's mouth and targets the
  heart of a Zombie. The tongue has a range of 5 yards.
  It is considered the greatest of delicacies of the
  Zombie anatomy. For every Turn, the tentacle
  penetrates the heart, it inflicts D6 x 2(4) damage.
  Aura of Fear: Zombies instinctively (or what would
  pass for instincts) recognize a Necrovore as a predator
  on sight, and will avoid any encounters with one. If a
  roll is necessary, treat this as a Fear Test with a -10
  penalty for the zombie.
   
  How many dimensions have the Necrovores infested with their undead-raising
  magic? There would have to be other realms, as they have survived centuries
  away from our dimension, and these realms must contain humanoid species.
  The Necrovores eat nothing but undead human (or something very similar)
  flesh, which must be reanimated -- killing the zombies will incur the
  Necrovores' wrath, as they prefer (or most likely need) the still-animated
  corpses' flesh.
  The tastes of the Necrovores varies. Some like their zombie flesh recently
  reanimated, while others tend to "season" their undead by keeping them
  around for a while, to shamble at their leisure. Two things are for sure -- they
  all save the heart for last, and prefer to eat the Zombie while it's still animated.
  Art by WebTroll
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
  03/05/2007 04:07:17 AM
  http://www.allflesh.com/nosferatu.html
  Nosferatu
  New Monster
  Str 3 Dex 3 Con 4
  Int 3 Per 3 Wil 4
  DPs 15
  EPs n/a
  Spd 2
  Essence 10
  Skills
  Brawl 2
  Language (local area) 5
  Attacks
  Claw: D6(3) x Strength damage
  Bite: 6 damage/Turn
  Weak Spot
  Heart (+7)
  Blessed Objects (holy symbols and holy water) (-4)
  Sunlight (D10 damage/minute of exposure) (-5)
  Can't enter churches or sacred places (-1)
  Can't cross running water (-2)
  Getting Around
  Slow and Steady (0)
  Burrowing (+3)
  Leaping (+3)
  Strength
  Strong Like Bull (+5)
  Iron Grip (+1)
  Claws (+8)
  Teeth (+4)
  Senses
  Like the Dead (0)
  Scent Tracking (Perception 2) (+1)
  Sustenance
  Occasionally (+2)
  Blood (-2)
  Intelligence
  Language (+1)
  Animal Cunning (+2)
  Spreading the Love
  Only the Dead (the Nosferatu must drink enough
  blood to kill) (-2)
  The Nosferatu are the vampires from classical medieval
  mythology. People now see vampires as Dracula from the
  novel by Bram Stoker. In modern legend, vampires are viewed
  as romantic, well-dressed men and women out for a little
  romance and a little blood. They are beautiful Incubi and
  Succubi who lure in those of the opposite gender, charm them,
  wine and dine them, have sex with them, then drink of their
  vitæ. Quite a make-over, actually. In the medieval myths,
  vampires were nothing but animated corpses that got up at
  night, drank blood, and then went back to "sleep" before dawn.
  They looked just like our classical zombies, too! They were
  decayed and definitely dead-looking. People feared them at
  night, but scoffed at the thought during the day. Men and
  women of all faiths around the world knew of these nocturnal
  monstrosities and carried about them blessed objects and water
  just for the purpose of defending themselves and their families
  from the beasts. Enough Ann Rice, it's time to bring back the
  "real" vampires! Now, the Nosferatu are available in All Flesh
  Must Be Eaten to scare and challenge your players and their
  characters. Enjoy!
  Submitted by Nick Scheman
  
  03/05/2007 04:07:17 AM
  http://www.allflesh.com/nosferatu.html
  Special Features
  Regeneration (1 DP/minute) (+2)
  Power: 28
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
  03/05/2007 04:06:12 AM
  http://www.allflesh.com/omegasoldier.html
  Omega Soldier
  New Monster
  By Jon Thompson
  Str 7 Dex 3 Con 2
  Int 3 Per 3 Wil 2
  DPs 70
  EPs n/a
  Spd 18
  Essence 6
  Attack: Usually by weapon or by hand to hand
  Weak Spot: All (but will fight until completely depleted)
  Getting Around: The Quick Dead; Leaping; Climbing
  Strength: Monstrous Strength; Damage Resistant; Flame
  Resistant (+1)
  Senses: Like A Hawk; Infravision
  Sustenance: Weekly; Sweet Breads (Pituitary Gland).
  The Omega Soldier must feed on the pituitary gland of a
  freshly killed human once every week or suffer the effects
  of starvation.
  Intelligence: Problem Solving; Teamwork; Language
  Spreading the Love: Special. Humans may only be
  turned into Omega Soldiers by receiving a specialized
  injection treatment with Compound D. This may only be
  performed on a dead body, and it is a more complicated
  procedure than it sounds. As of yet, the Omega Soldiers
  themselves do not know how to create more of
  themselves.
  Power: 60 + (total skill levels)
   
   
  Special Omega Soldier Aspects:
  Regeneration (+2)
  Skills: Note that the Omega Soldier has all of its military skills still in tact. 
  The Soldier/SWAT Archetype (AFMBE, p. 78) may be referenced for a
  list, but note that many Omega Soldiers have higher ratings here and there,
  as well as diversified abilities, especially when it comes to weapons.
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
  03/05/2007 04:09:02 AM
  http://www.allflesh.com/feedingtimezombie.html
  Feeding Time Zombies
  Str 2 Dex 2 Con 2
  Int -2 Per 2 Wil 2
  DPs 15
  EPs n/a
  Spd 4
  Essence 8
  Skills
  Brawling 2
  Attacks
  Bite damage D4 x 2(4) slashing
  Weak Spot
  Heart
  Getting Around
  Life-Like
  Strength
  Dead Joe Average
  Senses
  Like the Living
  Sustenance
  Daily; All Flesh Must Be Eaten
  Intelligence
  Dumb As Dead Wood
  Spreading the Love
  Special
  Power: 16
   
  Only humans come back from the dead -- no animals can become reanimated.
  This means no zombie milk from zombie cows (a shame, really).
  Speading the Love
  Due to the dark magic that has engulfed the globe, anyone who dies through
  any means becomes a zombie within D6 minutes unless cremated or
  decapitated, and the Necrovores hate damaged goods . . .
  Special Zombie Feature
  Zombies fear Necrovores on sight (see below), but there are rumors of
  "domesticated zombies" -- undead kept as pets for the Necrovores. Whether or
  not this is true is up to the individual Zombie Master, as is whether or not the
  Necrovores keep their zombies on leashes . . .
  Art by WebTroll
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
  03/05/2007 03:59:02 AM
  http://www.allflesh.com/alienzombie.html
  Alien Zombie
  New Monster
  By Jon Thompson
  Str 1 Dex 2 Con 2
  Int 4 Per 2 Wil 2
  DPs 12
  EPs n/a
  Spd 4
  Essence 6
  Attack: Bite damage D4 x 1(2) slashing
  Skills: As desired
  Weak Spot: The Spine
  Getting Around: Life-Like
  Strength: Ninety-Pound Weakling
  Senses: Like the Living
  Sustenance: Who Needs Food?; All Flesh Must Be Eaten
  Intelligence: Teamwork; Problem Solving; Long-Term Memory
  Spreading the Love: One Bite and You're Hooked
  Power: 47 + (total skill levels)
   
   
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
  03/05/2007 04:06:44 AM
  http://www.allflesh.com/astralzombie.html
  Astral Zombie
  New Monster
  Str n/a (1) Dex n/a (1) Con n/a
  Int 2 Per 7 Wil 4
  DPs n/a (30)
  EPs n/a
  Spd 18
  Essence 150 max
  Attack: Soul Smite; Ecto Smack; Leech (see Special
  Astral Zombie Aspects below).
  Weak Spot: Religious Items and Powers (see
  Destruction below).
  Getting Around: Special. The astral zombie's
  movement is very unique. It exists only half way
  between this world and the astral world, which gives it
  special advantages and disadvantages. When
  incorporeal, the zombie more or less flies at will and
  can pass through any substance. However, it may not
  come into contact with any physical object. When
  corporeal, it is able to come into contact with physical
  objects but only on a limited basis through the use of
  ectoplasm. Its effective Strength and Dexterity when
  manipulating objects are 1. It may pass through non-
  dense substances, such as wood or glass, but it leaves
  a sticky mess everywhere when it does so. This
  special Aspect is worth +5 Power.
  Strength: Special (see Getting Around above).
  Senses: Like Nothing You've Ever Seen; X-Ray
  Vision
  Sustenance: Special; Soul Sucker. The astral zombie
  does not feed on flesh. It feeds on the essences of
  human beings. The zombie has a maximum of 150
  Essence Points, and it loses Essence Points at a rate of
  one per day. Generally, they must feed at least
  monthly to survive. Unlike other zombies, the astral
  zombie tends not eat everything in sight. In fact, they
  often times choose their prey in very complicated and
  deliberate manners, establishing a strict pattern for
  hunting and feeding. The only time they feed
  excessively is when they are planning to spawn (see
  Spreading the Love below).
  Intelligence: Problem Solving; Teamwork; Long-
  Term Memory
  Spreading the Love: Spawning. When an astral
  zombie wishes to create another like itself, it must
  spawn. Doing so is rather simple. It must consume
  and store no less than 120 Essence Points. The
  They disappeared slowly, one by one. It ain't like in the movies, where all the
  sudden there's zombies everywhere, eatin' everything in sight. We didn't even
  see 'em till it was too late. Heck, we don't even know how many there are. 
  Could only be a couple; could be an entire army. You only ever see one at a
  time, but they look different. So you can sorta tell 'em apart.
  Me, I seen two at least. It was the most God-awful sight I've ever seen. Not
  scary because it was all covered with gore and screemin' like a dyin' banshee. 
  No, it was terrifying because a how horribly silent it was. I was just walkin'
  down the hall, and there it was, comin' outta Jainie's room. It just looked at
  me, real slow, then turned away. By the time I got in there, it was too late. 
  The monster had sucked the soul right outta her.
  Folks try to say they're just ghosts, but ghosts don't suck the flesh off of
  people's faces before they kill 'em. And these ones ain't stupid neither, not
  like them movie zombies. So, in some ways maybe they are like ghosts. These
  bastards don't kill, they hunt. But there is one thing that sets them apart from
  any ghost or anything else. A ghost would have to be the restless spirit of the
  dead, one of our own, and by God I tell you these beasts ain't like anything,
  living or dead, from this world or the next.
  Indeed, the astral zombie is a strange and alien beast that no one would want
  to mess with. This creature borrows many of its features from its fellow
  undead, the ghost, but carries with it the appetite and mindlessness of the
  insatiable zombie. It possesses the unique ability to exist simultaneously in
  both the astral and physical worlds, and it uses this ability to do what zombies
  do best -- hunt down human beings for consumption.
  In appearance, astral zombies are much like ghosts. They look like restless
  spirits, but it's their horribly alien nature and hungry appetite that set them
  apart. The astral zombie is also not trapped fully in the astral world as a ghost
  might be. It can step into our world to wreak its havoc in entirely new ways. 
  Its astral powers and cunning intelligence make it one of the most deadly form
  of zombies ever known.
  Fortunately, these creatures are quite rare and do not swarm in mass numbers
  as other zombies do. They hunt their prey in small numbers or as solitary
  killers. Yet, this doesn't make them any less terrifying. A single astral zombie
  is capable of devouring the population of an entire town all by itself before
  moving on to hunt further. Of course, along the way it just might decide to
  spawn a small legion of buddies to join in on the feast.
  Editor's Note: The Astral Zombie presented here varies from that included in
  the Abominations Codex, part of the WitchCraft line. That volume, p. 147,
  may be consulted for a different take on this subject.
  Special Astral Zombie Aspects
  Invulnerability: When incorporeal, the astral zombies has no Str, Con or Dex,
  and is immune to physical attacks. When corporeal it has a Str of 1, a Dex of
  1, and 30 Dead Points. During this time, blunt and piercing weapons do one-
  third damage, while explosives, fire, and electricity do half damage. 
  Enchanted weapons and miracles do full damage at all times (even when
  incorporeal). Power: +10
  
  03/05/2007 04:06:44 AM
  http://www.allflesh.com/astralzombie.html
  zombie then spends these 120 points to create another
  zombie by spawning it directly from itself. The new
  zombie is a unique creature unto itself and is fully
  matured within twenty minutes of being born (or
  spawned rather . . .). Generally, astral zombies don't
  spawn unless their Essence Pools are full, so as not to
  fully weaken themselves. Contrary to the practice of
  most zombies, astral zombies rarely spawn. This
  special Aspect decreases Power by 5.
  Power: 89
  Optional Rule: Fleshing It
  This is an optional rule for those who prefer their
  zombies with meat. The astral zombie gains an
  additional Aspect to drain the flesh off of human
  beings and compose a temporary body for itself. To
  do this, the zombie simply uses its Soul Sucker ability,
  except instead of draining Essence Points, it drains
  Life Points. These points are set aside and called
  Flesh Points. Once the zombie has acquired its full
  number of Dead Points in Flesh Points, its got enough
  flesh to constitute a full body. Generally, the body
  takes the same general shape as the zombie's ghostly
  visage, except that it is *really* slimy. Note that in
  order to have normal features the zombie must
  actually consume these features. So, if it wants eyes
  and hair, then it must eat the eyes and hair off of a
  body (or corpse, though they do prefer the warm
  bodies). This special Aspect is worth +10 Power.
  This fleshy body does not really change anything as
  far as game mechanics go; it just makes the zombies
  gorier and meatier. The only real exception is that the
  zombie may not pass through hard substances while
  "fleshed." If it attempts to do so, all flesh is lost and is
  left clinging to the wall (or whatever) along with a
  bunch of slime. Otherwise, their Flesh Points are
  tallied right alongside their Dead Points, and all
  damage is done as normal. Once it reaches zero Flesh
  Points, the body is wasted.
  Soul Sucker: This Aspect is essentially the same as the one described at
  AFMBE, p. 155. The ability may only be used while in corporeal state. To use
  it, the zombie must simply score a successful attack. The attack must be a
  grab, but a firm grasp need not be made. The zombie then latches on with its
  mouth and begins to suck. It drains twice its Willpower in Essence Points
  from the victim, but only draws half of those into its own Essence Pool. The
  other half is lost. The process takes about twenty seconds, and the victim is
  left paralyzed during the attack. Any damage done during the process with
  enchanted weapons or miracles breaks the zombie's grasp and stops the
  attack. Victims are only killed if reduced to zero Essence Points. Power: +5
  Soul Smite: This is a powerful attack that the zombie uses to paralyze its
  opponents. With it, the zombie lashes out with its willpower and literally
  smites a portion of the victim's soul. The task is resolved using the zombie's
  Willpower as the appropriate stat. Furthermore, the zombie must spend 6
  Essence Points to use the ability. Success means that the victim loses D4 x 2
  Essence Points and must make a Constitution check or fall unconscious for D6
  x 2 minutes. Victims reduced to zero Essence by this ability are merely
  knocked unconscious. The attack may be used in any physical state, but is
  generally used to subdue victims before feeding. No Essence Points are
  gained by the zombie in this attack. Power: +5
  Ecto Smack: This is a simple physical attack with an ectoplasmic limb. It
  does D4 x 2 regular damage and leaves a sticky mess everywhere. Power: +1
  Leech: This is the zombie's only means of feeding while noncorporeal. With
  it, the zombie may drain one Essence Point per hour from an unconscious
  victim. The task is resolved using the zombie's Willpower. Because it's so
  slow, it is seldom used, and when it is, it's usually done on sleeping or
  unconscious victims. Power: +2
  Solidity: While the astral zombie is trapped between the material world and
  the astral world, it is capable of varying the degree to which it exists in these
  two worlds. At will, the zombie may either solidify itself and exist closer to
  this world, or it may de-solidify and exist primarily in the astral world. This
  transformation takes about thirty seconds and is revolting to witness. When
  incorporeal, the astral zombie looks more or less like the ghost of a mutilated
  corpse. When corporeal, it looks similar, except that it is surrounded by a thin
  film of ectoplasm. See Optional Rule: Fleshing It for more on the creature's
  body. Power: +3
  Destruction
  Killing an astral zombie is a difficult task. They only exist partially in this
  world, and they can only truly be harmed by enchanted weapons or miracles. 
  There are two ways to kill an astral zombie. The first is to reduce it to -10
  dead points. This is easier said than done, since the last ten points of damage
  can ONLY be done by an enchanted weapon or a miracle (the initial damage,
  down to zero, may be done normally). The second way to kill an astral zombie
  is to reduce it to zero Dead Points while it is on holy ground (any kind of holy
  ground will do). This damage can be done by any normal means. This special
  Weak Spot Aspect is worth +10 Power.
  An astral zombie that is reduced to zero hit points, but not killed, is rendered
  completely incorporeal. While in this state, the zombie is absolutely incapable
  of affecting the material world. It will remain in this state until it consumes 10
  Essence Points (which it can only do through Leech). At this point, it regains
  10 Dead Points. The zombie may regenerate further Dead Points by spending
  an equal amount of Essence Points.
  
  03/05/2007 04:06:44 AM
  http://www.allflesh.com/astralzombie.html
  However, it must be noted that many astral zombies do not seek to return
  immediately to the physical world. Many choose to remain in a state of
  slumber, which they may do for quite some time. Some astral zombies will
  even enter this state of slumber willingly. It is unknown when and why they
  finally choose to wake up.
  Submitted by Jon Thompson
  Copyright © 2001 Eden Studios, Inc. All Rights Reserved.
  Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
  
SOURCE: textdata/thevault/All Flesh Must Be Eaten (AFMBE)/3rd Party/AFMBE - New Monsters.pdf