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All Flesh Must Be Eaten vs Rifts

Compare All Flesh Must Be Eaten and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

All Flesh Must Be EatenRifts
GenreHorror, ModernPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsSimulation, Modular, Character Building, Roleplay-HeavyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d10 + attribute + skill vs a target number (typically 9). Characters are built with three power tiers: Norms (ordinary survivors), Survivors (action heroes), and Inspired (supernatural powers). The Zombie Master uses a detailed zombie creation system to customize the undead threat for each Deadworld setting.Combat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage.
Diced10d20, d100
ComplexityMediumVery High
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseProprietary (Unisystem)All Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherEden StudiosPalladium Books Inc.
Year20042005
LanguagesEnglishEnglish
Best ForGroups who want a zombie survival RPG with flexible character creation, customizable zombie types, and multiple campaign settings from Romero-style horror to wuxia undead.Groups who want long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses.
HighlightsEleven distinct Deadworld settings in the core book, flexible Unisystem engine handles diverse genres, detailed zombie creation toolkit lets GMs craft unique threats, three character tiers support different play stylesOccupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage places many supernatural creatures and war machines on a separate durability scale beyond the reach of ordinary Structural Damage Capacity attacks. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds.
ConsiderationsCharacter creation is point-buy across Attributes, Qualities, Drawbacks, Skills, and Metaphysics, which front-loads a long series of choices before play begins. Combat applies damage multipliers after the hit roll and then subtracts armor, so a single exchange runs through several steps. The book supplies eleven Deadworld settings as construction kits rather than one canonical premise, so a group must settle its own zombie rules and tone first.Character creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system.