Showing posts with label Unisystem. Show all posts
Showing posts with label Unisystem. Show all posts

Wednesday, May 20, 2026

Resident Evil vs Edgerunners Part 4

Last set, a little late but all that is needed to round out the first 3 games.

Plant 42

BOD 18

REF 3

INT 1

COOL 1

MA 2 (for trunk)

Awareness +12

Brawl +3

Coiled Vine 1d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -5 DAM 1d6+2

Takes double damage from rounds containing the Chemical (VJOLT), dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 70 metres radius

Poison Spray - Can project a thick solution of venom 8m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 42 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Must feed on Blood Constantly


Monster Plant (Probably labeled Plant 48-Vine Plant in RE:Genesis)

BOD 6

REF 3

INT 1

COOL 1

MA 2 (for thick tendrils)

Awareness +7

Brawl +3

Coiled Vine 1d6+2

BTM -2 DAM +0

Takes double damage from rounds containing the Chemical Solvant, dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 30 meter radius

Must consume Blood Daily

Plant 43-Ivy

BOD 9

REF 3

INT 1

COOL 1

Awareness +6

Brawl +6

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily


Plant 43-Ivy (for mutated 43a variant)

BOD 9

REF 3

INT 1

COOL 1

Awareness +6 (+7 for 43a)

Brawl +6 (+8 for 43a)

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -3 DAM +1

Takes double damage from fire

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily

(43a varianty will lie on the ground "playing dead" until they sense prey nearing, then attack.)


G Stage I

BOD 8

REF 3

INT 3

TECH 3

COOL 3

MA 2

Awareness +7

Meele +8

Club 1d6 (#2d6)

BTM -3 DAM +1

Tool Use (low level)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

If damaged to Mortal-0 status, the stage retreats from survival instincts and mutates into G Stage II over 10 to 40 minutes (20 minutes). It regenerates all Damage prior to mutation.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth)


G Stage II

BOD 13

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +8

Claws 3d6 AP

BTM -5 DAM +4

Natural Armour SP12 (Effective against Flames as well)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

After being damaged to Mortal-0, G Stage II retreats and mutates into G Stage III over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage III

BOD 18

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +9

Claws 3d6 AP

BTM -5 DAM 1d6+2

Automatically goes last in combat round, as instinctually displays intimidation stance before attack

Natural Armour SP12 (Effective against Flames as well)

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

The Lunge - MA increases by 3 when making a final movement towards a target

Weakpoint - Electricity, takes double damage from electrical sources

Probably can still infect others, but might be too agressive.

After being damaged to Mortal-0, G Stage III retreats and mutates into G Stage IV over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage IV

BOD 23

REF 3

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

(There's a typo in the RE:Genesis Document that kept this as 2, despite the feature: The Quick and the Dead)

Awareness +12

Brawl +9

Bite 3d6 AP

Acidic Bile 4d6, reduces SP of armour by the same

BTM -6 DAM 1d10

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

Probably can still infect others, but might be too agressive.

When it reaches Mortal-0, it's body breaks down into a shapeless cocoon. Where it will regenerate all Damage and after 10 minutes, metamorph into G Stage V.

All Flesh must be Eaten Constantly, Animal Cunning


G Stage V

BOD 24

REF 3

INT 1

MA 2

Awareness +12

Brawl +9

Whipping Tendril 1d10

Teeth 6d6 AP every round if makes contact with target, target cannot escape until Stage V is dead.

BTM -6 DAM 1d10

Cannot Move and Attack at the same time, as it uses it's five tendrils to do both

Each tendril has 15 SDP and Sweep/Trips targets on a hits

Each Tendril is 4m long and 1 foot/one third of a metre thick, making them targetable wih a -2 modifer for TN targeting them.

Might still have an ovipositer but unlikely.

All Flesh must be Eaten Constantly.


As I was going off the first version of Resident Evil 2, not Darkside Chronicles, I didn't give the Stage V the ability to regurgitate zombies.


G Adult (G Imageo Mutator in RE:Genesis)

BOD 11

REF 3

INT 1

COOL 3

MA 2

Awareness +12

Meele +7

Swipe 1d6+2

BTM -5 DAM +4

Regurgitate 1d10 Acid in 1m range and a G Imageo, though this cannot be implanted to develop into a G Adult

All Flesh must be Eaten Daily, Animal Cunning


G Imageo (G Imageo Spawn in RE:Genesis)

BOD 1

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +3

Nip 1 damage (#1d6/3)

Can sense living things within 20 metres

Small target - TN for attacks are at -4

Transmits infection by crawling into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

Who Needs Food? (internal reserves that clearly didn't expire before the end of the night)


I am not sure if G Adults can produce functional Imageo, as they seem to just bite in game.

Sunday, April 26, 2026

Resident Evil vs Edgerunners Part 3

This week is invertebrates


Black Tiger

BOD 22

REF 7

INT 3

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

Awareness +12

Athletics +6

Brawl +7

Swipe 1d6+3 #2d6+3

BTM -6 DAM +1d10

Nest (Baby Spiders) - unless a Web-Spinner dies by burning (fire, chemical or electrical), 1d6+2 Baby Spiders will emerge from the abdomen.

In AFMBE, they do a certain amount of automatic damage within melee range but die with the host. This can be represented by 1d6+2 #8 damage to all targets within melee range

Poison Spray - Can project a thick solution of venom 12m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Spines - Fling 3 metres and ignores SP8 or less. D6 spines hit each does 1d6/2 damage and 1d6+2 on removal unless a surgical procedure is performed, rolling a botch does 1d6+2 more damage.

Must Eat Organs Occasionally, Animal Cunning

 

Brain Suckers

BODY 10

REF 7

INT 3

COOL 6

MA 14 (2 while climbing) (#9 while climbing)

Athletics +6

Awareness +7

Brawling +8

Swimming +6

Claws 1d6+3 AP (#2d6 AP)

Will Attack Twice if possible

BTM -4 DAM +2

Treats result as 17 for purposes of a foe Escaping a Grappling move.

Poison Spray - Can project a thick solution of venom 4m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

#The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Eat Brains Daily, Animal Cunning

 

These seem to jump around, but that's not reflected in the AFMBE write-up. The write-up also claims it can change the colour of it's skin when submerged. This is not in RE3 not does the AFMBE write-up have any mechanic for this.

 

Cockroaches

BODY 6

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Athletic +6

Awareness +6

Brawling +3

Nibble 1d6/3 AP

BTM -2 DAM +0

Must Eat Flesh Daily, Animal Cunning

Cockroaches can pass diseases just by touch. Any skin to cockroach contact can do it. The disease can either be a deadly disease, or the T-Virus.

 

Drain Deimos

BODY 9

REF 7

INT 1

COOL 6

MA 14 (2 while climbing) (#9 while climbing)

Athletics +6

Awareness +7

Brawling +8

Claws 1d6+3 AP (#2d6 AP)

Will Attack Twice if possible

BTM -3 DAM +1

Treats result as 17 for purposes of a foe Escaping a Grappling move.

#The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Drink Blood Daily, Animal Cunning

 

These things seem to leap about and run towards Jill, but the adaption to AFMBE does not mention that.

 

Grave Digger

BODY 13

REF 7

INT 1

COOL 7

MA 14

Awareness +12

Brawl +7

Bite 1d6+3 (#3d6) AP

BTM -5 DAM +6

Burrowing - Can tunnel through dirt and sand at half MA

Must Eat Flesh Daily, Animal Cunning

Quake - As the Gravedigger burrows, the massive and powerful muscles disrupt the very ground above. If enough creatures are present, then they can create massive structure damage (Referee's discretion). This ability is automatically employed once for every 3 rounds turns of movement. Thoe effected must roll 1d10 and roll equal or less than their REF score.

A failure in this causes the victims directly above the creature to fall. They are stunned for 1d3+1 rounds unless they pass another 1d10 vs REF roll.

Can hold its breath underground for 5 minutes, can't burrow through 1 foot/0.3m of concrete, neither can get go through steel or metal

 

Moth

BODY 3

REF 6

INT 1

COOL 3

MA 3 (Flight 3)

Awareness +7

Brawling +3

Antennae 1d6/2 (#1d6)

BTM -1 DAM -1

Scent Tracking - Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +10.

Must Eat Flesh Occasionally

 

The parasitic larvae and accompanying Babysitter trait are from Resident Evil Outbreak and so are out of the scope of my project.

 

Slide Worms

BODY 6

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +6

Swimming +6

Bite 1d6 (#1d6+3) AP

BTM -2 DAM +0

Treats result as 17 for purposes of a foe Escaping a Grappling move

 

Spider Babies (Can also substitute for Baby Fleas)

BOD 1

REF 7

INT 1

COOL 1

MA 14

Awareness +7

Brawl +3

Bite 1d6/2 AP (#1d6 AP)

BTM +0 DAM -2

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Eat Flesh Daily

 

The AFMBE adaption does not mention their leaping abilities, though this is their sole attack in the games.

 

Wasp/Giant Wasp

BODY 1/3

REF 6

INT 0

COOL 6

MA 3 (Flying 19)

Awareness +6

Brawl +3

BTM +0 DAM -3/-2

Stinger 1/1d6 AP

Poison damage is 1d6/3d6

 

Must Eat Organs Daily

 

Much more guessing with this one. RE1 has both in the remake but one is a special sort of encounter and unfortunately the AFMBE adaption merges them with the massive giant wasps from Outbreak. So, I tried to split the difference and had to guess at the poison values.

 

Web-Spinner (Giant Spider)

BOD 8

REF 7

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

Awareness +7

Athletics +6

Brawl +6

Bite 1d6+3 AP

BTM -3 DAM +1

Nest (Baby Spiders), unless a Web-Spinner dies by burning (fire, chemical or electrical), 1d6 #1d6+2 Baby Spiders will emerge from the abdomen.

In AFMBE, they do a certain amount of automatic damage within melee range but die with the host. This can be represented by 1d6 #8 damage to all targets within melee range

Poison Spray Can project a thick solution of venom 3m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Must Eat Organs Occasionally, Animal Cunning

 

Web-Spinners, the engineered but failed BOW don't seem to make webs or have the Nest power, unlike the Giant Spiders exposed to the T-Virus in Racoon City.

Tuesday, April 7, 2026

Resident Evil vs Edgerunners Part 2

Today is vertebrates

Someone suggested that human teeth are accounted for in Cyberpunk 2020/Interlock with the Ceramic Teeth/Powerjaw cybernetic implants, which means normally 1d6/3. This woud make human zombies even more pathetic in the rules unless they have some sort of automatic bite on a grappled target and go for non-armoured sections.

I've been finding I get really big BODY scores for some monsters, so I scaled down the DP to BODY conversion. Really big DP is now DP-15 = Divided amount, Divided amount/5 = +1 CON up to +3, remainder is divided by 10 up to +5 then that remainder is divided by 100

Adder

BOD 5

REF 6

INT 1

COOL 6

MA 3

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Flesh Weekly, animal cunning


Alligator

BOD 26

DEX 6

Int 3

COOL 6

MA 3

Awareness +6

Brawl +7

Athletics +8

Bite 3d6 AP

BTM -7 DAM +1d10+2

(Should have Scent Tracking but I supose the alligator in the game never showed much hunting prowess.)

Treats result as 17 for purposes of a foe Escaping a Grappling move.

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Weekly, animal cunning


Cerberus/Zombie Dog

BODY 5

REF 5

INT 1 (Animal)

Cool 5

MA 3

Awareness +5

Athletics +7

Brawl +6

Bite 1d6+1 AP from Chromebook 3 (#1d6+3 AP)

BTM -2 DAM +0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Must Eat Flesh Daily, Dos not spread but also it could be interpreted as spreading by bite, animal cunning

Treats result as 17 for purposes of a foe Escaping a Grappling move

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Daily, animal cunning


Crow/Raven

BOD 5

REF 6

INT 1

COOL 3

MA 3 on ground 19 in air

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Organs Daily, animal cunning

A single bird is quite a small target, but they normal travel in groups of 4-10, getting easier to hit as they flock


Neptune

BOD 22

REF 6

INT 3

COOL 3

MA 3

Awareness +6

Brawl +8

Swiming +8

Bite 3d6+2 AP from Chromebook 3 (#4d6 AP)

BTM -6 DAM +1d10

Can follow the scent of living beings that are 24 hours old. Can lose trace if target leaves the body of water, for skill purposes this is +12

Double Damage From Electricity

Still can't survive out of water, but can survive in freshwater

Must Eat Flesh Weekly, animal cunning


Yawn

BOD 22

REF 7

INT 1

COOL 6

MA 14

Awareness +7

Brawl +6

Bite 1d6+3 AP (#3d6 AP) Venom Injected into hit location, 2d6 damage for 5 rounds

BTM -6 DAM +1d10

Spitter - Can spit a water-down version of venom up to 7m, 1d6 damage and target is blinded for 5 rounds

Chomp - By taking two rounds to unhinge it's jaw, Yawn can do 6d6 damage with a bite

Hug of Death - Once Yawn Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Can follow the scent of living beings that are 24 hours old. Can lose trace if target enters a body of water, for skill purposes this is +14

Must Eat Flesh Weekly, animal cunning

Sunday, March 29, 2026

Unisystem to Cyberpunk 2020, Resident Evil vs Edgerunners

While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.

This would let me access all the variable things from All Flesh Must Be Eaten and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really should have saved the landing page, but for the point of my conversion, these were good enough.

https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm

https://web.archive.org/web/20041115083816/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_cyberware.htm

https://web.archive.org/web/20050221060251/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_zombies.htm


Credit to whoever made these.

 

I just did some reversing and eyeballing to come up with the stat to stat conversion equations.

Since Unisystem also used stat + skill + 1d10, I just applied the Shadowrun conversion number (x1.666) to change the 1-6 results into 1-10. Then fiddled with them to get the right spread.

Originally, I did a formula:

Stats were rounded to the nearest whole number and 2 is added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less

BODY = STR and CON are converted to 2020 numbers separately. With CON having accounting for any extra Dead Points about the normal 15. by dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10 for the remainder, so the numbers don't get too big. 15 in Unisystem being 25 in Interlock. The final tally is averaged.

This proved too unwieldly because Unisystem assumes 2 = competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended up using a simpler chart, erasing the last several days of work on this and making my third revision:

1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10

After than I tried to get it so 12 = 20, which returned us to a normal 1.666 multiplier from before for scores over 6

BODY was still an average of the Cyberpunk 2020/Interlock score with Dead Points still effecting CON

INT is both INT and TECH for those Zombies which can use tools. There is a slight disconnect here, with many zombies having negative INT. This was resolved as followed, a INT of 0 or less means a Zombie has an INT of 1 and not TECH score.

PER ended up just being Awareness, as there is no core awareness/Wisdom stat in Interlock.

Pushing Will from a sort of Charisma/Force of personality thing to COOL

Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres), divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to get running.

That matches up pretty much with MA (meters per round, x3 for running)

Zombies tend to have fixed speeds though, so the normal score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.

Skills were recalculated the same way to fit 2020 numbers.

If I was to do this for Cyberpunk RED, I’d go back to the start and rework these all again

 

The sample homebrewed zombie below had a few additions. In general, I don't hold the idea of living zombie being fully immune to conventional firepower, so I employ a Battletech idea. A zombie who has two hit locations destroyed bleeds out eventually (Timeframe at the Referee's discretion).

The description said Damage Resistance (halve damage) but also said this was the result of the Decentralized heart emerging, so I stuck to the 2020 version.

The spine weak point and the regeneration remain unchanged from AFMBE.

Damage remains an issue, multiply Bite 1d4 by STR gets a range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through what the conversion rated Light Armourjackets and like all slashing/stabbing weapons in that game, doubles penetrating damage

Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent and 2020 generally rates melee attacks as not very good (unless martial arts).

I was suggested damage for teeth should be 1d6 or 1d6/2+1 since 2020 leans more on realism.

Anytime I present an alternative with a # at the start, it is a more tone-based damage, which is higher than what might be "realistic “for a zombie.

 

Biotechnica Zombie

A horrible nano-bot firmware glitch affecting people with both Muscle & Bone Lace and Skinweave.

BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8

REF = 2 = 6

INT = 1 = 3

TECH = 1 = 3

COOL = 2 = 6

MA = 4 x 0.75 = 3

EMP = NA

LUCK = NA

ATT = NA

Skills

Awareness = 1 = 3

Brawl = 2 = 6

Melee = 2 = 6

Attack Bite 1d6/2+1 (#1d6+3) or with Weapon

An alternative idea would be to up all damage as a Bite in AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be the same as a Large Knife in this adaption.

Therefore, you could upgrade the Bite to 1d6+3 and so take any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or Wolvers, 3d6(AP).

BTM -3 DAM +2

Skinweave SP 12

Weak Point - Spine: Only Called Shots/Destruction of Torso can stop it

Decentralized Heart +2 to Death Save to Torso

Regenerates 1 Damage per round

Can use simple tools and traps, possesses long-term memories and animal cunning, eats organs, doesn't spread

 

Now that’s out of the way, let’s get into the Resident Evil monsters. Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I am cheating though by adding Crimson Heads from the 2002 remake of Resident Evil, but that is to bulk out the humanoid section. I was going to do 1 post per game, but I spent so long redoing the conversion math repeatedly, we will do this by theme instead. No real attempt a lore here, it’s your games.

Monsters that were or are partly human.

 

t-Virus RULES

Any Bite/Scratch that breaks the skin or causes ingestion transmits the infection, the victim takes 1d6 damage every hour or 1 per day with incidental infections such as droplets (Resist with diseases and bio war agents for 1d6/2 damage) until death occurs by any means. Within the next hour they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.

 

Zombie/Modified Zombie

BODY 5

INT 1

REF 3

COOL 3

MA 2

Skills

Notice +3

Brawl +6

Bite 1d6/2+1 (#1d6+3)

Vomit 1d6 Acid 1m range

BTM -2 DAM 0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Must Eat Flesh Daily, Spread via Bite

 

Crimson Head Zombie

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +3

Brawl +6

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to intiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

 

Crimson Head Zombie Prototype

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +6

Brawl +9

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Natural Armour SP4

Does not make Stun Saves

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

#The RE: Genesis netbook claims it can cause airborne t-Virus infections if in proximity to those of low constitution. If that is chosen, any unsealed foes will become infected if they are in melee contact with the infected for more rounds than their BTM as a positive number.

 

Licker

BODY 4

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness +7

Brawl +7

Athletics +6

Claws 1d6+3 AP (#2d6 AP)

Tongue 2d6 2m (As a Slice & Dice)

BTM -1 DAM -1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Clawed/Evolved Licker

BODY 9

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness = +7

Brawl +8

Athletics +6

Claws 3d6 AP

BTM -3 DAM +1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Can effectively sense any living thing within 30m of itself

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Hunter α

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +14

Occasionally eats flesh including animals, animal cunning

 

Hunter β

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Dodge +7

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Natural Armour SP 4

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, For skill purposes this is +14

Occasionally eats organs including animals, animal cunning

Has a tendency towards playing with it's food, might pause for a round before killing target

 

Hunter γ

BODY 12

REF 7

INT 3

COOL 7

MA 14

Skills

Awareness +7

Brawl +8

Swimming +6

Claws 2d6 AP (#3d6 AP)

Unhinged Jaw 6d6 (#4d10)

BTM -3 DAM +1

Weak Spot - Fire: Takes double damge from fire

Chomp - By taking two rounds to unhinge it's jaw, the Hunter can do 6d6 damage with a bite

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Is blind and relies on other senses

Daily eats organs, animal cunning

 

Chimera

BODY 9

REF 7

INT 3

COOL 6

MA 14 (2 when climbing and 1 while crawling on walls/ceilings)

Skills

Notice +7

Brawl +7

Athletic +6

Claws 1d6+3 AP (#2d6 AP)

The semi-parasitic maggots living on its regenerating, necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour) to anyone in melee range

Must Eat Flesh Daily, animal cunning

 

Tyrant (T-002 Model)

BODY 11

REF 7

INT 1

COOL 1

MA 14

Skills

Awareness +12

Brawl +8

Dodge +7

Talons 3d6 (AP) (#4d6 AP)

BTM -5 DAM +4

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature, and it must be total

I disagree with this, the Tyrant has a massive secondary/exposed heart. Weakpoint - Heart would be better, requiring damage to the Torso

Can effectively sense any living thing within 70m of itself

I also doubt this, but it was part of the original AFMBE write-up

Fear - Automatically initiates Facedown rolls with an effective Rep of 7 and suffers no ill-effect from losing

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Does not need to eat (presumably it's filled up on nutrients in its tank), is created through surgery, animal cunning

 

Tyrant (T-103 Model)/Super-Tyrant [T-103R]

BODY = 11

REF = 3 [6]

INT = 6 [1]

Tech = 6 [0]

COOL = 1

MA = 2 [3]

Skills

Awareness = +12

Brawl = +9 [+12]

Intimidation = +9 [+0]

Athletics +6 [+0]

Punch 1d6+3 (#2d6)

Will attack twice if possible

[Talons 3d6 (AP) (#4d6 AP)]

[Can attack twice a round with no penalty]

BTM -5 DAM +4

Power Limiter Coat, All but head SP 14 SDP 42, Listed value of 400 split like Dead Points

When the Power Limiter is Destroyed, the Tyrant mutates into a Super-Tyrant

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature and it must be total

[Weakpoint - Heart: Only Called Shots/Destruction of Torso can stop it]

Can effectively sense a pre-programed target(s) within 70m of itself [Stops]

Does not need to eat (presumably it's filled up on nutrients in it's tank), is created through surgery, problem solving [Dumb as dead wood]

 

 

Nemesis-T Type

Stage I

BODY 25

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +9

Heavy Weapons +8

Punch 1d6+3 (#2d6)

Tentacle (Melee) 3d6 and t-Virus infection

This infection appears to spread slower according to the netbook, the roll to resist is made every 3 hours but causes 2 wounds if failed, with 3 total failures resulting in death and reanimation

Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10 1 1 1,000 VR

BTM -7 DAM 1d10+2

Coat (All but Head and upper part of Right Arm) SP 14

When reaching Mortal levels, Nemesis retreats and metamorphoses into Stage II

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat (presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage II

BODY 22

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +10

Punch 1d6+3 (#2d6)

Tentacle 4m 3d6 (#5d6) and t-Virus infection

BTM -6 DAM 1d10

Weak Spot - Chemical (Acid): Will not be rendered inanimate unless acid is applied to body, is reduced to quivering mound of necrotic flesh for 1d6/2 x BODY minutes then transforms into Stage III

Tattered Clothing (Lower Abdomen and Legs) SP 8

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage III

BODY 21

REF 3

INT 1

COOL 1

MA 2

Skills

Awareness +12

Brawl +10

Tentacle 4m 3d6 (#5d6) and t-Virus infection

Can attack two separate targets per round

Spitter 2m 2d6 Acid (#3d6)

BTM -6 DAM 1d10

Weak Spot - None: Only total dismemberment can stop this creature, and it must be total

Can effectively sense any living thing within 70m of itself

Weekly eats flesh, animal cunning

Saturday, February 22, 2025

Unisystem Conversions

 This was going to be a post reiterating the rpocess to convert GURPS 3E into Unisystem. The RPG (like FUDGE) which was designed to cover the percieved flaws in GURPS and had a long line of supplements.

Unfortunately, I cannot find the site for the GURPS conversion anymore and that sort of mirrors how Unisystem can't be found either. it being reliant on you sifting out the zombies from their zombie + genre books and readapting their Buffy game. Unisystem's generic book remaining in development hell and Eden Studios retreating back to just being a games store.

So I'm going to reiterate a different site instead and hope anyone who still cares about Unisystem goes through and downloads anything nthye find useful before time erases it.


https://patchlord.com/patchworld/unisystem/index.html


For a site that hasn't been updated since 2020, it has had quite a life of constant updates since 2001. I particularly enjoy using this site to compose mash-up properties where I can use the adaptions as extra enemeis or as translation keys to mix system.


And while I am under no delusion that boolstering this site on my blog will bring it no more traffic than punching in "Unisystem to BLANK conversion" into Google, I hope it inspires someone else.


I especially like mashing Star Wars with other settings as the used-future meets fairy-tale fantasy nature of the Galaxy is flexible enough to include anything so long as you can sufficiently obscure it's origins.

Thursday, September 7, 2023

Unisystem Starting Types

Unisystm is one of those 2nd-tier systems now basically forgotten but could have been a major contender alongside Savage Worlds and BRP for cotrol of the generic RPG genre, which GURPS has reigned supreme over for decades and likely will continue to do so.

It startd out as powering the deadly and comprehensive Zombie Survival RPG, All Flesh Must Be Eaten and the very 90s Witchcraft. Then went on to power some more cinematic games like the Licensed Buffy/Angel RPGs back during their heyday.
It could do what GURPS could do (in fact a conversion will feature on the blog someday) and it could do it without gtting trapped in the minutea. Backing this claim up were comprehensive sourcebooks about playing Zombies in ajacent genres like pirates, space and dungeon-fantasy.
The only thing letting it down was Eden Studios never managed to get the generic book off the ground which would explain how to use the rules as a toolkit like how GURPS could be. Without that book or continual interest from Eden Studios, the whole system basically faded out of the hobby's conciousness.

It still was a great game system and if a generic system cannot be produced, then maybe encapsualting the different ways the systemw as used can be a rough facsimile.

What will follow is the starting point distrabutions for all the Non-Cinematic gamelines, as a platform to build off on.

These were divided into point totals which further were split by  how they could spend their points.
Norms wer 50 points (49 in AFMBE for a quirk of the early rules)
Survivors were 70 (the people you expect to see in stories not just the people caught up)
80 was high powered, which is why Witchcraft and some others started here when other lines didn't, but some had options to boast starting points to this level.
Beyond that it was more the taste of the gameline that detrmined how many extra points were needed to deal with situations and threats.

Some of thes are weaker than they seem just ebcuase those cool Metaphysical/Power points had to be spent on something to start with. I am personally not clear on how Eldritch Skies's Drama Poitns work. Cinematic Unisystem games had Drama Points but otherwise they seem to functional as a "power" sopurce like the other game lines.

NAME

Attributes

Qualities/Drawbacks

Skills

Other

Witchcraft

 

 

 

 

Gifted/80p

15

10/10

25

30 Metaphysics, mandatory costs

Lesser Gifted/80p

20

15/10

30

15 Metaphysics, mandatory costs

Mundanes/80p

25

20/10

35

-

Bast/80p

15

10/10

30

25 Metaphysics, mandatory costs

Greater Gifted/110p

20

15/15

35

50 Metaphysics, mandatory costs

Spirits 80p

20

20/10

20

20 Metaphysics, mandatory costs

Undead/80p

15

15/10

25

25 Metaphysics, mandatory costs

Lesser Supernatural/80p

15

15/10

25

25 Metaphysics, mandatory costs

Armageddon

 

 

 

 

Potential Hero/50p

15

5/10

30

 

Beginning Gifted

15

5/10

25

5 Metaphysics, mandatory costs

Gifted/80p

15

10/10

25

30 Metaphysics, mandatory costs

Lesser Gifted/80p

20

15/10

30

15 Metaphysics, mandatory costs

Mundanes/80p

25

20/10

35

-

Lesser Supernatural/80p

15

15/10

25

25 Metaphysics, mandatory costs

Supernatural/120p

30

20/15

40

30 Metaphysics, mandatory costs

Greater Gifted/110p

20

15/15

35

50 Metaphysics, mandatory costs

Greater Supernatural/200p

30

20/15

60

90 Metaphysics, mandatory costs

Gifted Master/200p

25

20/15

55

100 Metaphysics, mandatory costs

AFMBE

 

 

 

 

Norms/49p

14

5/10

30

-

Survivors/70p

20

15/10

35

-

Inspired/70p

20

10/10

25

15 Metaphysics

Martial Artists/70p

25

10/10

15

20 Metaphysics, mandatory costs

Shooters/70p

20

15/10

20

15 Metaphysics, mandatory costs

Adept Heroes/70p

15

15/10

20

20 Metaphysics, mandatory costs

Talented Heroes/70p

20

20/10

30

-

Professional Wrestlers/75p

20

10/10

35

10 Metaphysics

Pulp Heroes/70p

20

10/10

25

15 Powers

Legendary Heroes/110p

30

20/10

30

30 Powers, Does not make fear checks

Alt Survivors 80p

20

20/10

40

-

Alt Inspired 80p

20

15/10

25

20 Metaphysics

Alt Alt Inspired 80p

20

15/10

30

15 Metaphysics

Terra Primate

 

 

 

 

Pre-Heroic/50p

15

5/10

30

-

Heroic/70p

20

15/10

35

-

Powered/70p

20

10/10

25

15

Conspiracy X

 

 

 

 

Pre-Heroic/50p

15

5/10

30

-

Neo-Talented/50p

15

5/10

25

5 Power

Heroic/70p

20

15/10

35

-

Talented/70p

20

10/10

25

15 Power

Veteran/95p

25

25/10

45

 

Talented Veteran/95p

20

20/15

30

25 Power

Eldritch Skies

 

 

 

 

Operatives/80p

20

20/10

30

10, Drama Points

Civilian/75p

15

10/10

25

25, Drama Points

Veterans/105p

25

30/10

40

10, Drama Points