TEXT: Ia! Ia! The Great 
  Pumpkin Cometh!
  An All Flesh Must Be Eaten Scenario
  Written by Daniel R Davis
  All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios.  All Flesh Must Be 
  Eaten is a trademark of Eden Studios.  Eden Studios exercises no editorial review or responsibility for the 
  content of this document. 
  The Peanuts is owned by Charles M Shultz and any material pertaining to The Peanuts is used here without 
  permission from the aforementioned.  The writer intends no copyright infringement and will comply with any 
  requests from the estate of Charles M Shultz to take the document down from the internet if so asked.  The 
  writer merely pays homage to one of the greatest comic strips of all time with the RPG adaptation herein.
  
  IA! IA! The Great Pumpkin Cometh!
  IA! IA! The Great Pumpkin Cometh!
  IA! IA! The Great Pumpkin Cometh!
  IA! IA! The Great Pumpkin Cometh!
  A One-Shot Scenario by
  Daniel R Davis
  He crept into the pumpkin patch, his movements quick and nervous.  In his hands he held a bundle 
  wrapped in a faded, worn and dirty blanket.  The full moon shone down into the patch, bathing the field 
  in a morass of silver and shadow.  It was nearly time.
  He unwrapped the bundle, letting the tome fall into his hands.  It felt strange, clammy, like dead flesh.  
  An acquaintance of his had found the book and he had managed to have it shipped to him here in his 
  hometown; the place he still called home.
  It was nearing Halloween; only two weeks left.  This time it would come.  This time they would see!  This 
  time, they would have to believe!  He slowly opened the black cover, feeling both trepidation and 
  excitement well up within him.  Everyone would know the truth soon.  They would no longer scoff at him 
  from their homes so far away now.
  As the moon began to creep to its zenith, he began to chant the ancient words from the pages he had 
  marked.
  “Ia!  Ia!  Great Pumpkin Hezz’racth! Rhy’leh Great Pumpkin!  Ia! Ia!”
  Intro
  Thank you for your interest in IA! IA! The Great Pumpkin Cometh!, an adventure scenario for All Flesh Must Be 
  Eaten. This scenario uses a few modifications to the Fear Test rules and is designed to be more horrific and 
  terror-filled for the Cast.  It also uses the Madness Rules in One of the Living (p.73) and the Cast could be 
  prone to going insane from terror.  ZMs wanting a less bleak scenario can simply cut one or both systems out of 
  the setting, but what fun would that be?
  One may also note that there are definite similarities to characters from a certain comic strip.  This is fully 
  intentional.  What if the Great Pumpkin really did exist, but not in the way Linus thought?  What if they all grew 
  up and went their separate ways?  What if Linus finally managed to summon the Great Pumpkin and the act 
  drove him insane?  What if it was some nasty Old One from beyond space and time? 
  Any similarities to persons living or dead are completely in the mind of…Mr. Shultz.  May he rest in peace and 
  may his stories of the little bald-headed boy and his friends continue to delight children forever.
  The writer of this scenario intends no copyright infringement and will comply with any request to remove said 
  scenario from the internet, should the owners of the cartoon personalities ask.
  1
  
  The Setup
  The Cast should all assemble in their old hometown of Shultz Mill after receiving a call from Sally about their 
  old friend Linus.  It’s strange coming back to the small town they left when all of them are successful now in 
  their own right.  Sally stayed behind along with Linus, who, though highly intelligent, had occasional bouts with 
  mental illness.  She became a nurse in the small town of Schultz Mill and Linus had become a museum curator 
  there.  Everyone else had moved away to do other things. 
  Though Linus had been mostly alright, he would occasionally have bouts with his mental problems, bringing new 
  life to his belief in the Great Pumpkin and other such fantasies.  Sally had thought it mostly under control this 
  time with the medication the doctor had given him, but one day he found some strange and obscure information 
  in the museum archives that set him on a hunt for some strange artifact.  He started to take to carrying around 
  his old worn blanket again and started talking about all manner of fantasies.  He stopped taking his medication, 
  unbeknownst to Sally, and secretly smuggled an ancient book into Schultz Mill from overseas. 
  Then one night, a couple weeks before October 31st, he disappeared.  In the morning he returned, rambling 
  incoherently and speaking in another language.  Sally called the doctor treating Linus and he was placed in the 
  Schultz Institute for the insane. 
  Thus as the Cast assemble on a cloudy and chilly October 31st morning in Shultz Mill, the next order should be 
  visiting the now insane Linus.  He is locked away in the Schultz Institute. 
  The Institute
  No one sane ever goes to the Shultz Institute except for the rare 
  visitor looking in on a relative.  The Shultz Institute is where Lucy got 
  her start in psychology, so there are still a few staff members there 
  who remember her. 
  2
  Linus is in a strait-jacket and huddled in a corner of his white and 
  starkly lit padded room, mumbling in some strange nonsensical language.  
  The Cast can talk to him, but it will be hard to get him to speak to 
  them.  Lucy may make a Psychology roll to try to get him to talk.  If 
  successful, he will be able to tell them this much: 
  “IT’S COMING!  I called it!  I CALLED IT!  I knew it was real!  I
  thought it was good!  It’s not good!  Please!  You have to leave!  You 
  can’t stop it!  It’s coming!  IT’S COMING TONIGHT!  The book!  
  THE BOOK!  IA! CLUOGLUUTHON FTAGN EK’LIAL!” 
  Try as the Cast might, they can get no other information from Linus.  Something has completely unhinged his 
  mind. 
  
  Places To Go
  There are a few places the Cast may wish to visit; some of which may give clues as to what horror may be 
  coming.  Others are merely role-playing opportunities.
  Farmer McGregor’s Pumpkin Farm
  Sally knows that Linus did not bring anything back with 
  him when he returned home in his unhinged state, so the 
  blanket-wrapped bundle, which she suspects might be the 
  book he’d had shipped from overseas, must still be 
  wherever he left it.  A Simple Intelligence Test from the 
  Cast is enough to let them remember that there was 
  always only one place that Linus spent his time as a kid 
  during Halloween, Farmer McGregor’s Pumpkin Patch. 
  The McGregor farm is quiet and still and there is a chill 
  in the air that somehow feels colder than anywhere else 
  in town.  Anyone going into the pumpkin patch must make 
  a straight Fear Test (unless they have Nerves of Steel), 
  but any failure should only incur the first result on the 
  Fear Table (p.97) in the AFMBE Book.  Even if 
  successful, the patch seems even more eerie than normal
  and should evoke the willies in anyone who comes within a few feet of it as they feel that they are being 
  watched by unseen eyes.  Linus’s old blanket can be found in the patch, but whatever was wrapped in it is 
  nowhere to be found.
  3
  The McGregor farmhouse is quiet and no one answers the door.  The front door is unlocked.  Looking in the 
  windows the Cast can see that the dining room table has been set as for breakfast or dinner.  If they go inside 
  they will note an odd musky odor in the stagnant air.  The kitchen has moldy food laid out on the counters that 
  must have once been dinner.  Searching around the rest of the house the Cast will be able to find a utility 
  flashlight and a .38 revolver with a half empty box with 20 bullets inside.  There is also an old and well worn 
  double barrel shotgun with a box of 10 buckshot shells. 
  Anyone going by the cellar door should make a Perception + Notice Task roll to note that the musky odor seems 
  strongest at the door.  It smells something like roadkill mixed with some other unidentifiable smell.  The whole 
  thing smells very unpleasant.  This door is also unlocked. 
  The cellar stairwell is dark and the light switch is not working.  The smell that comes out of the cellar when the 
  door is opened is sickening, but not quite bad enough to cause anyone to retch.  Anyone who goes down the 
  stairs without checking the stairs first should make a Simple Dexterity Test to avoid falling down the stairs 
  due to the rotting pumpkin pulp, which is the source of the unidentifiable musky odor that is mixed with the 
  odor of rotting meat.  The fall does D4 x 2 in damage.  If someone falls down the stairs, have the person falling 
  make a Fear Test (at a -1 if they had to roll previously for the pumpkin patch), due to the sudden “oh shit” 
  surprise factor. 
  The scene below by the flashlight’s illumination is grisly and should fall under the “anticipatory fear” level of the 
  Fear Test and the Cast should roll with any appropriate accumulative minuses for any previous Tests.  The cellar 
  has an old refrigerator in a corner and a heavy worktable with worn tools sits in the middle of the room.  A 
  storage room has been built from wood in another corner.  There is also an old furnace and washer and dryer.  
  However, all of these things seem to disappear as the Cast glimpses the pools of mostly dry, but still slightly 
  shiny dark fluid that looks suspiciously like congealed and old blood mixed with rotting pumpkin innards strewn
  
  across the floor.  The tools on the worktable are covered in the same dark fluid and a heavy pool of the fluid 
  lies under the table.  A smear of the fluid stops at the door to the storage room.  The buzzing of flies can be 
  heard within.
  If anyone decides to open the door to the storage room it creaks open ominously.  Inside there are shelves of 
  home canned food lining the walls, but the Casts attention is immediately drawn to the carnage that rests on 
  the floor.  Three bloated and maggot crawling corpses sit against the back wall.  Where their heads once were 
  now sits leering jack-o-lantern heads.  This Fear Test should be at a -2 for anyone who sees it (anyone with 
  Nerves of Steel need not roll, but the sight should still evoke the willies) plus any cumulative minuses for 
  repeated scares (See the Fear section later in this adventure module).  Regardless of how bad the failure, the 
  failure should be at least bad enough to force the Cast Member to scream, run as fast as possible back up the 
  stairs (likely on all fours while slipping in gore) back through the house and out the front door and down the 
  steps to retch uncontrollably on the front lawn. 
  Finally, anyone still standing at the door to the storage room will get one final fright as the old refrigerator 
  shudders when the loud motor turns on to keep the temperature inside.  If most of the Cast wasn’t sent over 
  the edge by the corpses, the sudden sound from behind may finish the job.  Yet another Fear Test should be 
  made with any cumulative modifiers for repeated scares.  Anyone opening the refrigerator will find the heads of 
  the victims staring out at them in open-mouthed shock (Yes, you guessed it, another Fear Test at -2 with any 
  cumulative minuses). 
  The Cast may either keep quiet or call the police.  Farmer McGregor is nowhere to be found on the property.  If 
  the police are called the Cast will be detained for a couple hours, but nothing can be pinned on them other than 
  entering a residence without permission because of the sheer length of time the victims have been dead.  The 
  most likely suspect will be farmer McGregor and an APB will be put out on him (though he won’t be found until it 
  is too late).  A few officers will be kept there just in case McGregor returns to the scene of the crime. 
  If the Cast decide not to call the police, the crime scene will eventually be found anyway when one of the 
  neighbors checks in on the family that same day. 
  The Library
  The old community library still looks and smells the same.  Linus used to spend many hours here even in high 
  school.  Nearly any book could always be found in the dusty and packed halls of the old library.  Though the old 
  and scary librarian, Mrs Johnson who used to work the floor is no longer at the front desk, she still works in the 
  old library in the back room while her attractive granddaughter (the little red-haired girl, for folks paying 
  attention here) mans the desk. 
  The red-haired girl (Donna), remembers Chuck from their childhood 
  days.  Sadly, she never left Shultz Mill and got a job running the library.  
  She should act as though she has an interest in Chuck (and of course, 
  Chuck never really forgot the little red-haired girl).  Maybe after all this 
  is over…
  4
  Donna has no clue about anything that Linus may have been looking up, 
  but she can ask her grandmother (who is so old at this point that she 
  still sounds like she’s saying ‘wa-waa-wawawa-waa’) and learn of several 
  books that he recently checked out and returned.  There are several 
  worn and dog-eared pages in the books and all speak of ancient beliefs 
  and Old Gods long since gone from the world.  There is one page (found 
  on a successful Research/Investigation Test) that is so worn that it is 
  nearly falling out of the book.  It tells of the possibility of an ancient 
  Sumerian civilization which worshipped one of the Old Gods and mentions 
  landmarks where the ancient civilization was located.  A supposed
  
  archaeological dig in the area uncovered several artifacts that are housed in various museums.  In the sidebar is 
  written in Linus’ hand the words, ‘Scroll of CLUOGLUUTHON – Shultz Mill Museum’.
  There is another unrelated tidbit about the town that 
  can be found while looking through Linus’ research 
  (successful Research/Investigation Test -2.  NOTE: ZMs
  can use the same research roll as above, but those with a 
  roll of 11 or higher finds this information as well).  
  Within another old and worn journal is a piece of folded 
  paper.  The journal looks as though it’s at least 100 years 
  old and speaks of the original founding of Shultz Mill.  It 
  tells a tale of fighting natives for the land and a warning 
  that the land was a burial ground and any white man town 
  would be cursed by the tree guardian that watches over 
  the grove.  On the folded piece of paper Linus has
  written, “The Kite Eating Tree?  Could Chuck have been right all along?”  Also written on the paper is a drawing 
  of some strange diamond shaped symbol and the words “mystical summoning symbol…the baseball diamond?! I 
  think Pig Pen knows something.”
  The Old School
  The old elementary school where the Cast used to go is completely closed up and fenced off.  A sign stating 
  that it is scheduled for demolitions to make way for a mall is bolted to the high chain-link fence.  Some people 
  around town say that sometimes they swear they can see a light in the old school or a shadow move where there 
  shouldn’t be one.  The new elementary school was built somewhere on the east side of Shultz Mill and has been 
  updated to the new standards. 
  Pig Pen
  Living within the old school is the Casts old friend Pig Pen.  He’s one of the 
  very few local bums in Shultz Mill and may end up helping the Cast in a time of 
  need if they happen near the old school when things go bump in the night later 
  in the scenario.  He’s just as dirty and smelly as he was, if not more so.  When 
  his parents died and a tornado tore down the trailer park, Pig Pen found 
  himself with nothing.  He’s been using the old school as his home for the past 
  ten years, but does not know what to do now that they are tearing down the 
  old building. 
  Pig Pen had a great uncle that was part Native American that always talked 
  like the town was cursed.  He even claimed he knew an ancient ritual to 
  appease the spirits that were restless, though he never actually managed to 
  do the ritual.  He claimed the descendents of the settlers didn’t deserve
  saving.  However, he did give Pig Pen’s family the supposed ritual for appeasing the spirits.  They always thought 
  of him as nothing more than a crazy old man.  Pig Pen has the necessary supplies and ritual in a medicine bag that 
  he kept.  Near as he can figure, the old baseball diamond, which seems to have been around forever, is where 
  the summoning symbol was originally placed.
  5
  Pig Pen has a 9mm pistol with a half a clip, an old 12 gauge shotgun with 6 buckshot shells that may or may not 
  be any good (30% chance of not firing), and 2 small knives.
  
  The Museum
  The Cast can all remember field trips to the old museum, some 
  fond memories, some not so much.  All manner of dioramas and 
  stuffed animals and wax figures wait in the dark recesses of the
  old museum.  Several of the technicians ask after the wellbeing 
  of Linus, though they all seem nervous when asking.  Linus
  became more and more agitated as days went by and many of the 
  techs became concerned for their own safety.
  The ancient scroll that they say Linus pored over is written in 
  Sumerian script and tells of an ancient book even older than the
  Sumerian civilization that speaks of the Great One, 
  CLUOGLUUTHON.  It claims that the book has ancient rites to
  call CLUOGLUUTHON to Earth.  The term CLUOGLUUTHON is neither Sumerian, nor any other recognizable 
  language and the translation of the Sumerian name for the Old God is difficult, requiring the senior translator 
  at the museum to be found, but the Cast learns that it roughly translates to the Grand Fire-Visaged Gourd-
  Headed Old One, or more simply put, The Great Pumpkin.  The scroll details the location of an old underground 
  shrine where the book was kept; a place that had been recently excavated by one of Linus’ old archaeologist 
  buddies and its contents sent on to the Shultz Mill Museum in care of Linus Van Pelt.  The box is in the storage 
  room of the archives, but its contents are not.
  Though the museum has a lot of replica pieces and fake resin models, there are a few authentic weaponry 
  pieces, including an old 17th century cannon and several swords and some old Wild West Colt revolvers.
  The Kite Eating Tree
  The old kite-eating tree still stands; an ancient sentinel waiting for the next unsuspecting kid to fly a kite too 
  close to its branches.  Though the ancient oak tree is huge, gnarled and creepy-looking, it doesn’t seem near as 
  bad as it once did to Chuck or the rest of the group.  The old, knotted and twisted bark does seem to vaguely 
  resemble a face in the old trunk.  Several children play in the field not far off, but occasionally look nervously 
  at the old, creepy tree.  Anyone flying a kite, throwing a Frisbee, ball, or other airborne toy within 50 yards of 
  the tree has a 60% chance of losing it in the branches of the ancient oak.
  See The Park for more information on the tree.
  Around Town
  The General Store
  One of the oldest establishments in Shultz Mill.  The gang used to go and 
  get candy from the general store.  The same old guy still runs the place and 
  there were always childhood rumors that the owner was so old that he was 
  probably immortal and owned the place when it was first built a hundred 
  years ago, but that’s just silly kid stuff, right?
  6
  The store still seems like your standard general store, with a little bit of 
  everything.  One can still go in and get some rope, a bag of flour, some 
  tobacco, a gallon of milk, and a stick of dynamite for those pesky stumps.  
  And yes, there are two cases of dynamite in the stock room.
  When the Great Pumpkin starts attacking the town the old man will end up 
  trying to barricade the place and try to keep the minions from getting
  
  inside.  He may very well take a pot shot at the Cast if he doesn’t see them clearly (he’s near sighted) or they 
  don’t announce their intent.
  Gas Station/Convenience Store
  The Gas ‘n’ Go is your typical gas station plus convenience store and the best place to get a Super Guzzle and 
  Mega Burrito.  There isn’t a whole lot to see here, but you can buy a mini-acetylene torch here as well as fuel.  
  The attendant has a shotgun behind the counter and does not keep more than fifty bucks in the register.
  Because of the big front windows here this place isn’t very good to hold up in.  Plus, any out of control vehicle 
  careening toward the pumps could cause an issue. 
  Diner
  Typical roadside diner.  The food is decent and cheap.  A lot of truckers stop here to eat on their way through 
  to parts unknown.  The staff know Patty quite well, especially Florence…quite well.
  The diner is another place that may not be so good a spot to try to hold up in.  There are large front windows 
  that could be shattered with enough force.  However, there is an abundance of food here.  There is some 
  cutlery that can be had here, but nothing more robust. 
  Park
  There’s really not much of use in the park as far as defense goes.  The old baseball diamond is still here; one of 
  the many stark reminders of why Chuck left Shultz Mill.  There is an open shelter, which doesn’t offer much 
  protection.  Nearby looms the Kite Eating Tree.
  However, the Great Pumpkin isn’t the only supernatural occurrence to ever be witnessed in the little town.  
  There are strange things in Shultz Mill that no one ever recorded…like the ancient burial ground under the park.  
  The Kite Eating Tree nearby does indeed harass children and was an ancient sentinel and guardian of the burial 
  ground, now long forgotten.  Though not as powerful as it once was, it still manages to give the younger 
  population of Shultz Mill the willies.
  The baseball diamond sits in the exact center of the park. If the Cast wishes to actually open another possible 
  can of worms and try the ritual, they will need to prep the diamond by moving the base markers and drawing the 
  required symbols in the dirt at each of the four corners, which will take 30 minutes of work.  The ritual cannot 
  be performed until 2am, by Pig Pen’s recollection from his great uncle’s words.  Plenty of time for The Great 
  Pumpkin to cause havoc in the town.
  The ritual can be used to summon and control the spirit of the tree guardian.  Doing this is one possible way of 
  destroying CLUOGLUUTHON and sending it back to whence it came.  However, the battle will cause untold 
  damage to the town.  If the tree spirit can subdue CLUOGLUUTHON, the Cast can perform the ritual to send 
  the guardian away, which will take CLUOGLUUTHON with it.  This method of removal will still be quite 
  harrowing as the Cast will still have to face the hordes of CLUOGLUUTHON’s minions.
  7
  Old Creepy House
  Children believe this old house to be haunted and even some adults hurry 
  past the place with eerie feelings that they are being watched. None of 
  the Cast can ever remember anyone ever living in the old house, but 
  there are plenty of ghost stories of people going into the old place and 
  never coming out.  ZMs may add anything into this old house they wish if 
  the Cast actually decide to enter.
  
  The Old Mill
  Another old structure that’s supposedly haunted by the ghosts of ten workers that were crushed in a logging 
  accident when a set of logs waiting to be cut into lumber broke loose and rolled over them.  The place has been 
  closed since the late ‘40s.  Haunted or not, the old mill would make a nice place for a final stand with 
  CLUOGLUUTHON, should the Cast decide to trap it there and light up its life with dynamite from the General 
  Store.
  Darkness Falls 
  The Cast only really has eight to ten hours to visit their old stomping grounds and get into trouble at the old 
  pumpkin farm before night falls and if they called the cops at the farm then they were detained for three of 
  those hours while the police took their statements.  They can walk from end to end of the town and not find 
  farmer McGregor, nor will police manage to catch him.  Whatever they decide to do, at 11pm something bizarre 
  will happen at the McGregor Pumpkin Patch and all Hell will break loose in Shultz Mill.  If by some chance the 
  Cast are staking out the farm they will not only have to be stealthy to avoid the police who are on duty there, 
  but will be present for the arrival of the aforementioned Hell.
  8
  The Great Pumpkin Cometh!
  At exactly 11pm dark clouds will scud across the moon and a sudden change will befall the pumpkin patch.  
  Anyone around will feel the temperature drop and their breath can be seen as puffs of steam.  The vines of the
  
  patch will begin to writhe and shudder, making it sound like things rustling through the pumpkin patch.  Any and 
  all insect sounds will cease.
  Quite suddenly, the vines from the patch will streak out and attempt to grab anyone close enough to the patch 
  to be attacked (which includes the police as they draw their pistols and run into the patch to investigate the 
  rustling).  There are 4 officers on duty.  As they struggle in the clutches of the vines a huge pumpkin will slowly 
  rise on giant central stalks.  As it turns slowly, an irrational fear grips the officers as they see a horrid and 
  glowing leering visage in the front of the pumpkin.  The first victim is brought to the gaping maw in a flash and 
  its head is bitten off.  The body falls into the writhing patch and the next victim and the next follows suit.  
  Immediately the patch writhes over the headless corpses and suddenly the bodies stand up; their own heads 
  replaced with leering jack-o-lanterns with glowing eyes and mouths.
  As the last of the corpses rise the Great Pumpkin lurches forward toward the lights of Shultz Mill.
  If the Cast happens to be there they should make Dexterity + Dodge Task rolls to keep away from the vines 
  (see The Great Pumpkin (p.??) for the Great Pumpkin stats).  Also have them make a Fear Test at a whopping -8!
  Hell Comes to Shultz Mill
  By the time The Great Pumpkin reaches Shultz Mill it should have a good 20 Pumpkin Minions with it from the 
  surrounding farms.  Anyone who gets in its way will be killed by the minions and tossed into the Great Pumpkin’s 
  twisting vines.  The Great Pumpkin will then devour the head of the corpse and replace it with a glowing jack-o-
  lantern.  Things will quickly get out of control, like all good zombie encounters should, as the townspeople are 
  killed or run screaming or go gibbering insane.
  Stopping the monster should be horribly difficult, but there are at least a couple ways to do it.  The creature 
  could be lured into a trap that uses explosives (there’s cases of dynamite that can be found at the old general 
  store).  It could be set ablaze with enough gasoline.  The Cast could end up finding farmer McGregor and the 
  book and read the passages that will send it back to whence it came (after they get the book from the 
  homicidal McGregor, of course).  Of all the methods, the book is the only permanent way to send it back for 
  good.  Any other method will only destroy the creature until the next Halloween. Where it will reform in the 
  closest pumpkin patch to where it was originally called.
  9
  Also, eventually farmer McGregor will run into the Great Pumpkin and prostrate himself before his Lord and be 
  killed just like the rest of the townsfolk.  When he dies the book will be flung from his dead hands onto the 
  ground where it can eventually be found by the Cast.
  In the end, ZMs should let the players try any plans they decide to come up with, after trying to drive the Cast 
  insane with terror, of course.
  
  Aftermath 
  If the Cast manage to destroy the creature, either permanently or merely temporarily, it will explode in flaming 
  gobbets of fetid pumpkin pulp, as mentioned in the Great Pumpkin stat block.  The Pumpkin Minions will all die 
  when The Great Pumpkin does as their heads explode as well, though their violent deaths will cause no damage 
  to their surroundings, unless you count the disgusting factor of being splattered with rotting pumpkin pulp 
  mixed with some of the blood of the corpse.
  The town of Shultz Mill will be in a horrid state and will not return to normal for quite some time.  Any of the 
  surviving Cast will also likely never be the same.
  Springboard
  If the Great Pumpkin is not stopped in Shultz Mill, its army of pumpkin-headed minions will continue to grow as 
  it sweeps across the land.  It may even be able to create offspring; lesser versions of itself that go off and do 
  even more damage.  The world may quickly become overrun with CLUOGLUUTHON’s minions.  Territories may 
  become controlled by separate pumpkin offspring while the survivors try to stay under the radar of the pumpkin 
  minions, lest they become yet one more body in the pumpkin-headed horde.
  Likewise, if the Cast do at least temporarily stop the creature, it will return the following Halloween for 
  another go at world conquest.  Without using the book to properly send it back it will return.  Unless the book is 
  kept safe (there seems to be no way to destroy the thing) someone else could very well get a hold of it and 
  become driven insane by the thing and call forth the Great Pumpkin yet again.
  The Black Book of Cluogluuthon
  The book is the horrid bible of the Dread Old One called Cluogluuthon.  It is a terrible tome that drives anyone 
  who reads from its passages insane.  The strange symbols seem to move of their own accord and the words seem 
  to crawl across the pages.  As the reader peruses the passages they can’t shake the growing feeling that 
  something is watching them; waiting to pounce.  The cover of the book itself feels almost greasy to the touch 
  and clammy like dead flesh, but not with the roughness of leather; as though the unknown skin the pages are 
  bound in is somehow still animate.
  Anyone reading the book should make a Fear Test at -5.  Success allows the reader to continue, but failure 
  should cause the reader to gain Madness points and suffer any effects of failing the Fear Test, if any.  If the 
  reader stops reading due to the fear they will not be able to bring themselves to pick the book back up for one 
  hour, even though it now beckons to them.  If the reader wishes to resist reading more of the vile tome they 
  must make six minus their Willpower Attribute in Difficult Willpower Tests at one each hour of game time.  
  Failure of any of the Tests means they succumb to the lure of the book and begin reading more.  If all the rolls 
  are successful the reader will have shaken off the lure.
  10
  All the above makes finding the proper passages to send Cluogluuthon back to whence it came.  Assume that if 
  they succeed in the Fear Test they can search the book to find the ritual to send the creature back within 20 
  minutes of perusal.  However doing so requires a Difficult Willpower Test as above to stop reading the tome 
  once the proper passages are found.
  The passage must be read aloud in front of Cluogluuthon to open the gateway, a swirling black vortex, that will 
  send the Old One back to its own dimension.  It will take 4 Turns uninterrupted to read the passage.
  
  Minions, Monsters, and Personalities
  Herein are all the creatures and personalities for the scenario, including a couple average townsfolk.  Most of 
  the townsfolk presented here are set up with quick stats instead of full character writeups.  Any of the quick 
  stats below can be used for other townsfolk and not just for the character type listed.
  Farmer McGregor
  Str: 5 Dex: 3 Con: 2 Int: 2 Per: 2 Wil: 2
  LPs: 46 EPs: 32 Spd: 10 Ess: 14
  Attack: Punch D4x5, Kick D4x6, Club D6x4, Knife D4x5, Axe D6x5
  Skills: Brawl 2, Dodge 2, Shotgun 3, Handgun 2, Stealth 3, Notice 3
  Q/D: Hard to Kill 3, Fast Reaction Time
  Gear: Hatchet, Large Knife, Ancient Book of Evil
  General Disposition: Homicidal
  Description: Wild eyed, insane.  Blood spattered. Mumbling 
  incoherently or calling out to the Great One Cluogluuthon. Big and 
  strong, but with the unnatural strength of the homicidal.
  Old Mechanic (Norm)
  Str: 2 Dex: 2 Con: 3 Int: 2 Per: 3 Wil: 2
  LPs: 30 EPs: 26 Spd: 10 Ess: 14
  Attacks: Punch D4x2(4), Kick D4x3(6), Knife D4(2), Wrench D6x2(6)
  Skills: Mechanic 6, scrounging 4, drive 2, fast-talk 2
  Gear: Pocket knife, lighter, any number of heavy objects to throw or use as a club
  A weathered, graying man in stained and torn overalls, he can get anything fixed - if you are willing to wait for 
  him. Constantly wiping his blackened hands with a filthy rag, he knows that whatever he is doing can wait for him 
  to do it right. The only thing that bothers him is all these new electronics that are being put in the cars he is 
  expected to fix.
  Young Farmer (Norm)
  Str: 2 Dex: 3 Con: 2 Int: 3 Per: 2 Wil: 2
  LPs: 26 EPs: 23 Spd: 10 Ess: 14
  Attacks: Punch D4x2(4), Kick D4x3(6)
  Skills: Bureaucracy 2, computers 2, science (agriculture) 4
  Gear: Laptop or pda with modem, cell phone or walkie-talkie
  Full of agricultural college and business classes, he is excited to finally get to run the farm his way. He may be 
  found on the family farm or in a corporate operation ready with spreadsheets on growing patterns and harvest 
  schedules.
  11
  
  Tired Waitress (Norm)
  Str: 2 Dex: 2 Con: 3 Int: 2 Per: 2 Wil: 3
  LPs: 30 EPs: 29 Spd: 10 Ess: 14
  Attacks: Punch D4x2(4), Kick D4x3(6)
  Skills: Acting 1, notice 4, questioning 2, running 2, weight lifting 2, guns (mace) 1
  Gear: Purse full of change, can of mace
  This woman has had to smile at the scum of the earth, and right now she is just tired. She hasn't caught a 
  break since she started working in high school, and isn't going to take any crap now.
  Trucker (Norm)
  Str: 3 Dex: 2 Con: 2 Int: 2 Per: 3 Wil: 2
  LPs: 30 EPs: 26 Spd: 10 Ess: 14
  Attacks: Punch D4x3(6), Kick D4x4(8), Tire Iron D6x3(9)
  Skills: Driving 4, mechanic 1, fast talk 3, brawling 2
  Gear: Tire iron or club, cell phone
  A long haul trucker, he spends a week or more on the road with nothing to do. He’s board and looking for a little 
  excitement, not caring if it's a little piece of ass or a fight that he can leave behind in the morning.
  Old Farmer (Norm)
  Str: 3 Dex: 2 Con: 3 Int: 2 Per: 2 Wil: 2
  LPs: 34 EPs: 29 Spd: 10 Ess: 14 
  Attacks: Punch D4x3(6), Kick D4x4(8), Knife D4x3(6), Shotgun D8x6(24)
  Skills: Bureaucracy 3, craft (farming) 4, mechanic (specialty jury rig) 4(6), driving 3, Guns (shotgun) 3, Hand 
  Weapon (knife) 1
  Gear: Heavy wrench, shotgun, sheath knife
  Only slightly younger than dirt, the old farmer can handle anything. Drought, banks, bad harvest, mechanical 
  breakdown, he has lived through it all and survived.
  Expecting Mother (Norm)
  Str: 2 Dex: 2 Con: 2 Int: 3 Per: 3 Wil: 2
  LPs: 26 EPs: 23 Spd: 8 Ess: 19
  Attacks: Punch D4x2(4), Kick D4x3(6)
  Skills: Computers 2, Dodge 1, Driving (Car) 2, First Aid 2, Hand Weapon (club) 1, Instruction 3, Sciences 
  (Biology) 5
  Q/D/M: Pregnant (-2 to Spd, -1 Dex based maneuvers, +5 Ess.)
  Gear: Purse (Anti-Nausea medicine, Prenatal vitamins, Saltines, handkerchief, $50.00 in assorted change)
  12
  Description: Though not her first child it is certainly proving to be the most difficult in this time of horror.  
  Before getting pregnant she was teaching high school Biology class.
  
  Cop (Norm)
  Str: 3 Dex: 3 Con: 2 Int: 2 Per: 2 Wil: 2
  LPs: 39 EPs: 26 Spd: 10 Ess: 14
  Attack: Punch D4x2(4), Kick D4x3(6), Baton D6x3(9), .40 M&P D8x4(16) 
  Skills: Brawling 3, Dodge 2, Guns (Handgun) 3, Guns (Shotgun) 2, Hand Weapon (Club) 2, Computers 2, Electronic 
  Surveillance 2, Surveillance 2, Drive (Car) 3, Stealth 2, Notice 2, Questioning 2
  Q/D/M: Hard to Kill 3, Reckless, Situational Awareness, Cruel 1
  Gear: .40 M&P Pistol, Handcuffs, Baton, Pepper Spray, Class IIIa Armor Vest (AV (D8x2)+17(25)), 2 Clips, Box 
  of 50 Rounds
  .40 M&P: 4/15/30/90/180, Cap 15+1, EV 2/1
  The Great Pumpkin
  Cluogluuthon The Great Pumpkin
  The manifested form of Cluogluuthon is that of a massive six foot tall, eight foot across, slightly rotten looking 
  pumpkin with a burning, leering jack-o-lantern face, and four huge vine-like stalk appendages coming from the 
  bottom.  The stalks serve as legs of a sort, allowing it to propel itself forward.  Other vines are attached to 
  these central stalks, on which grow normal sized pumpkins.  The central stalks or the writhing smaller stalks can 
  be used to grab victims.  Once a victim is grappled, Cluogluuthon bites off their head and drops the corpse into 
  its writhing mass where a leering jack-o-lantern head with glowing visage is attached to the headless body.  The 
  corpse reanimates into a pumpkin minion to serve Cluogluuthon.
  Str 7 Dex 2 Con 4 Int 2 Per 3 Wil 4
  DPs (see Other Damage p.147) Spd 4 Ess 20
  Attack: Bite D4 x 7(14), Punch D4 x 7(14), Squeeze (D4+1) x 7(21), Slam D6 x 7(21)
  Skills: Tentacle-Fu 4
  Weak Spot: None (+10), Fire (-5)
  Getting Around: Life-Like* (+3)
  Strength: Monstrous (+10)
  Constitution: Hardy Specimen (+5)
  Willpower: Resilient (+5)
  Senses: Like a Hawk (+2), Life Sense (+6)
  Sustenance: Halloween (+6), Human Heads (-3)
  Intelligence: Long-Term Memory (+5), Problem Solving (+15), Pumpkinhead Control** (+1)
  Spreading the Love: Special*** (-2)
  Special Features: Vines**** (+33), Explosive Personality (+5), Domination (Str 3/Art 3) (+15)
  Power: 106
  13
  * Getting Around: The Great Pumpkin can shamble around on its powerfully strong vines, pulling itself along the 
  ground at speed 4.
  ** Pumpkinhead Control: The Great Pumpkin has complete control of the Pumpkinhead zombies it creates and can 
  communicate with them.
  *** Spreading the Love (Special): The Great Pumpkin can create zombies from corpses once it has bitten the 
  heads off the victims.  It replaces the head of the victim with a possessed pumpkin from its patch, which grows 
  a leering, frightening glowing face.  This does not take long, but the victim must be dead.
  
  **** Vines (Using a little inspiration from KissMeDarkly’s Tentacles Quality): The Great Pumpkin has a great 
  network of powerful Vines that it can use to move around with or even grapple or attack opponents.  It grips 
  with Strength of 10 and each Vine must take 30 DPs of damage to cut.  The Great Pumpkin has 20 of these 
  Vines, the rest of his Vines are burdened with growing pumpkins. The Great Pumpkin uses these Vines to bring 
  victims up to its glowing mouth so that it can chew off their heads.  The Great Pumpkin can squeeze or slam 
  victims with its Vines, or even do a crude punch or swat attack. The damages are detailed above.
  Domination: The Great Pumpkin has the ability to attempt to control the minds of those humans around it.  It 
  usually uses this ability for the purpose of halting someone from damaging it or making them stop squirming.  It 
  uses a Willpower + Art against a Difficult Willpower Test for the victim (See Terra Primate p.65 for more info 
  on Domination).
  Pumpkinhead Minion
  Str 4 Dex 2 Con 2 Int 2 Per 2 Wil 2
  DPs 15 Spd 4 Ess 14
  Attack: Bite D4 x 2(4), Punch D4 x 4(8 )
  Skills: Brawling 2
  Weak Spot: Pumpkin Head (+6)
  Getting Around: Life-Like (+3)
  Strength: Strong Like Bull (+5), Damage Resistance (+5)
  Senses: Like the living (+2), Life Sense (+4)
  Sustenance: Who Needs Food? (+8 )
  Intelligence: Animal Cunning (+4), Tool Use 1 (+3)
  Spreading the Love: Nobody Loves Me (-5)
  Power: 37
  Completely destroying the pumpkin head on top will destroy the minion.  The minion is resistant to damage in its 
  head.
  The Kite Eating Tree
  Str 7 Dex 2 Con 4 Int 1 Per 2 Wil 4
  DPs 235 Spd 4 Ess 20
  Attack: Bite D4 x 7(14), Punch D4 x 7(14), Slam D6 x 7(21), Branch Claw D6x7ap(21)
  Skills: Branch-Fu 5
  Weak Spot: None (+10), Fire (-5)
  Getting Around: Life-Like (+3)
  Strength: Monstrous (+10), Iron Grip (+1), Claws (+8 )
  Constitution: Hardy Specimen (+5)
  Willpower: Resilient (+5)
  Senses: Like the Living (+1), Life Sense (+2)
  Sustenance: Who Needs Food? (+8 )
  Intelligence: Animal Cunning (+4)
  Spreading the Love: Nobody Loves Me (-5), Regeneration (Con/Minute) (See Angel)
  Special Features: Natural Armor – Heavy Bark (D8x3+10) (+6), Increased DPs (3)
  14
  Power: 69
  
  Gear
  Dynamite
  (NOTE: Though there are rules written up officially for dynamite in FFoZ, these are the author’s own 
  interpretation.)
  Dynamite, the bane of tree stumps and fishing ponds everywhere. It was created in 1866 by Alfred Nobel and 
  consists of an absorbent material (sawdust was originally used) soaked in nitroglycerine and wrapped in a 
  protective paper coating and topped with a blasting cap and wire or fuse.  Dynamite becomes unstable the older 
  it gets as the nitroglycerine sweats out of the stick over time. Assume a 10% chance of accidental detonation 
  just by trying to move it around for each 10 years of age.  Anyone trying to move old dynamite should make a 
  Simple Dexterity Test with a -1 for each 10 years of age.  Storage in extreme heat, over 90 degrees, 
  accelerates the deterioration.  Assume the above minuses and percentages for every 5 years beyond the first 
  10.  Also, there’s a distinct possibility that dynamite held in high temperatures for long periods of time can 
  detonate on its own without even being jostled!  Assume half the usual percentage chance for moving it to 
  determine whether it explodes on its own.
  Area of Effect
  Ground Zero: 1  - General Effect: 3  - Maximum: 5
  Damage
  Ground Zero: D6x4(12)  - General Effect: D6x2(6)  - Maximum: D6(3)
  The Horror of Fear!
  Fear is an important part of any survival horror game, but what do you do when people just aren’t failing their 
  Fear Tests?  It has been said in many circles that the Fear Test is just too easy to make; that the threat of 
  the Fear Test just isn’t that scary.  Well, hopefully the optional rules below will put the terror back into Fear.
  Fear, It’s a Scary Thing
  Fear can be a debilitating thing, especially when faced with a horde of flesh eating, walking corpses or some 
  horror that just should not be.  What you will find below is an optional chart for adding penalties to the fear 
  roll.  The penalties have been boosted a bit from some of the originals in the AFMBE main book (p.96 Fear 
  Modifiers).  These are examples, for the most part, and are here to give ZMs a good idea of the level of fear 
  involved in each encounter.
  Optional Fear Penalties
  Penalty
  Examples
  -0
  Normal fright - A scary movie, frightening sounds around the corner.  This is lump in the throat 
  type stuff.  Everyone gets scared like this occasionally and it’s usually no big deal.
  -1
  Mild fear - Blood and gore, horrid writing/symbols in blood, etc.  This is more your anticipatory 
  fear; knowing that something is wrong and waiting for the other shoe to drop.
  -3
  Moderate fear - Walking corpses, things dragging entrails, the dead eating the living.  A more 
  primal an immediate fear.  A fear that makes most normal folks run screaming for their lives.
  -4
  Horror - Seeing your best friend/parent/etc now undead, possessed, or changed in grotesque 
  ways, and coming for you, a slavering monster steps through an airlock it just tore through and 
  rips through five of your best marines to get to you.  This kind of fear is more for inhuman things 
  that should not be able to happen, but do, or horror that hits close to home, like something 
  happening to relatives or best friends.  Those with Nerves of Steel may still have to roll against 
  certain types of fear in this category.
  15
  
  -6
  Terror - seeing your own body being mutilated (i.e., shock), monstrous gibbering creatures that 
  have thrown all you know of the natural order of things right out the window, things that fly in the 
  face of reality.  This is more like minor Mythos type stuff, but still explainable in the irrational 
  mind.  It can also involve someone going into shock from the terror involved with massive physical 
  trauma like losing a limb or a great white shark bite.
  -8
  Pure Supernatural Terror - powers that cause twenty or more people to spontaneously explode 
  around you…and you may be next; a human suddenly morphing into some hideous beast or demon; 
  half a dozen wolves suddenly morph into humanoid forms and come for you.  This is supernatural 
  fear, things that defy all explanation.  They are things that the mind cannot fathom.  In this 
  instance, the mind usually just shuts down, unable to cope with what is happening.
  -10 or more Mind Numbing Insanity Causing Terror - The Thing That Should Not Be is standing right next to 
  you; you’ve just looked into the maw of the world devourer.  These are insanity causing events and 
  don’t happen very often.
  At the ZMs discretion, an additional -1 penalty could be added to the Fear Test for the following events.  These 
  could be cumulative:
  1) The Cast Member is totally unprepared for the encounter (i.e., no weapons or gear and only an ink pen and a 
  pack of Altoids to speak of)
  2) Cast Member is totally surprised or caught off guard by the encounter
  3) Repeated scares within a short span of time, causing the Cast Member to slowly break (whether subsequent 
  Fear Tests have been successful or not)
  Even When Successful…
  Even when a Fear Test succeeds there should be some level of residual fear.  People suffer from nightmares 
  every day over movies and frightful encounters, or jump at shadows after being really scared, and there’s no 
  reason why your Cast shouldn’t too.  The additional minuses above help in keeping fear present in someone that 
  had made a successful Fear Test.  Another frightful encounter within only a few hours of each other should 
  have that -1 modifier tacked on, even if the next encounter is not as frightful as the last.
  Example: Beth has just had an encounter with a horribly mutilated corpse that suddenly sat up and started to 
  drag itself toward her.  Though she succeeded in the roll she still gains a -1 penalty to the next roll for residual 
  fear.  Twenty minutes later, she sees a corpse and bloody scuff marks heading off in a direction.  She succeeds 
  again but runs from the encounter, hoping the zombie doesn’t come looking for her (the ZM has her roll a 
  Constitution Test and she vomits in the alley she ducks down).  Though this encounter was not as bad as the 
  zombie, she still gains another -1 penalty for the residual fear build up and is now at a -2 to resist the next 
  fearful encounter.  She steps around the corner right into a blood and gore covered Brad, who has had a few 
  encounters with the walking dead himself after going to look for her.  This is a startling encounter as she did 
  not know Brad was going to be there and the ZM makes her roll a Fear Test.  She rolls poorly with the minus for 
  possibly thinking he could be a zombie and the -2 penalty for residual fear and faints.
  After getting a few hours of uninterrupted time without a frightful encounter, all the cumulative minuses for 
  residual fear are dropped
  16
  Night Terrors
  Nightmares also work to keep the fear levels high.  After a series of fearful encounters, keep track of the 
  cumulative minuses for multiple fearful encounters.  If the minuses equal the Willpower of the Cast Member 
  then they have a very bad nightmare, often called a night terror, as soon as they sleep.  This nightmare will drop 
  them by D4(2) Endurance due to not being able to go back to sleep, but also make them unable to function at 
  peak performance due to the lack of sleep.  All actions performed the day after are at a -1 penalty until the 
  Cast Member gets a good night’s sleep.
  
  Becoming Desensitized
  Much like the sense of smell can become desensitized to a scent that is constantly around, eventually, people 
  become desensitized to the horrors around them.  Seeing zombies just isn’t so scary anymore as they’ve seen 
  hundreds of them over the course of their adventures.  When a Cast Member has the same type of frightful 
  encounter a total of 15 times minus their Willpower score, they no longer need to roll for that type of 
  encounter.  One can only see so many mutilated corpses before going, yeah, yeah, whatever.
  One Last Note
  A couple things to remember about the Fear Tests are that all modifiers mentioned in this section will go 
  against the roll for the Fear Table roll (see AFMBE p.96 Using the Fear Table), including those for residual 
  fear.  Another thing to note is that you are the ZM.  If an outcome is not preferable at the time, change it.  
  You have that power.  If it will enhance the game to have the Cast Member pooping his pants while he shakes in 
  a corner, fudge the modifiers.  If you don’t tell the player what the modifier is before he rolls, he won’t suspect 
  a thing.  Well, he might, but if he’s having fun, no harm no foul.
  Cast of Characters
  Most of the gear that the Cast may possess would be inconsequential or useless in the scenario, as they all came 
  in from out of town except for Sally and won’t have thought to bring much more than clothes and toiletry kit.  
  Of anyone, Patty may have a handgun stowed in her Semi and Franklin came by car and may have one in his trunk.  
  ZMs could even allow Chuck to have one in the private jet, but that would be left all the way back at the airport.  
  Nice ZMs may allow Sally to have a gun in the house for target practice or for protection.  ZMs may also hand 
  out any other useless items they wish.
  17
  
  Charles “Chuck” (Business Executive)
  Type: Norm
  Str: 2 Dex: 2 Con: 3 Int: 3 Per: 2 Wil: 2
  LPs: 39 EPs: 29 Spd: 10 Essence: 14
  Qualities/Drawbacks
  Hard to Kill 3 (3)
  Status 3 (CEO of a corporation)
  Resources: Rich (4)
  Honorable 1
  Obsession (Being more than just a blockhead) (-2)
  Emotional Problems (Fear of failure) 1
  Reckless (-2)
  Skills
  Brawling 2
  Bureaucracy 3
  Computers 3
  Dodge 2
  Driving 2
  Guns (Handgun) 2
  Hand Weapon (Club) 2
  Language (Japanese) 3
  Engineer (Mechanical) 4
  Notice 2
  Research/Investigation 3
  Smooth Talking 2
  Stealth 1
  Personality
  I was always the little blockhead loser.  Things never seemed to change in that sleepy little town.  The day I 
  packed up my belongings and my dog and left, everything changed. I headed to New York, got a job, rose up the 
  ladder, left that job to start my own business, and now I’m CEO in my own company.  Although, I hear my dog’s 
  doing even better.  Star in his own action adventure series or something like.  Even too busy for his old master, 
  it seems.  Some things never change, I guess.
  So when I got the call from my sis I didn’t know what to do.  I really didn’t want to go back to that cursed little 
  small town where everything stayed the same; the place where this little old blockhead couldn’t do anything 
  right.  But what she told me made me want to go back.  See, there were only two people I cared about in that 
  little town besides my dog; my sister Sally, and my friend Linus.  I had to go see him.  I had my private jet 
  prepped and I was on my way.
  Quote: “Kick the football?  How ‘bout you take the football and shove it up your…”
  18
  
  Franklin (Ex-Military)
  Type: Norm
  Str: 3 Dex: 2 Con: 3 Int: 2 Per: 2 Wil: 2
  LPs: 46 EPs: 29 Spd: 10 Essence: 14
  Qualities/Drawbacks
  Hard to Kill 4
  Nerves of Steel (3)
  Situational Awareness (2)
  Cruel 1 (-1)
  Addiction (Habitual Smoking) 1 (-1)
  Reckless (-2)
  Minority (-1)
  Phobia (Claustrophobic) (-1)
  Skills
  Brawling 3
  Climbing 2
  Computers 1
  Dancing 2
  Dodge 3
  Driving 1
  Guns (Rifle) 2
  Guns (Handgun) 2
  Hand Weapon (Knife) 2
  Language (Arabic) 1
  Notice 2
  Research/Investigation 1
  Stealth 2
  Survival (Urban Warzone) 2
  Survival (Desert) 1
  Swimming 1
  Throwing (Sphere) 2
  Tracking 2
  Personality
  Being the only black family in that sleepy little town was kinda hard.  I mean, I had friends, sure, but visiting 
  family out of town was kinda a pain.  I was never able to relate to other brothers because I didn’t act like other 
  brothers.  Still, I had some pretty good friends there and it was sad to hear that one of them had been ill.
  I was fresh out of the military when I got the call from Sally. I remember she could really dance.  She always 
  had this thing for Linus, Lucy’s brother.  Well, I guess they finally tied the knot, but never ended up moving out 
  of our old town like everyone else did.  Of course I jumped on a plane right away.  I hope they’re all alright.
  Quote: “Nah, its simple, man.  When you dance, you gotta get your neck into it too.”
  19
  
  Schroeder (Concert Pianist)
  Type: Norm
  Str: 2 Dex: 3 Con: 2 Int: 3 Per: 2 Wil: 2
  LPs: 26 EPs: 23 Spd: 10 Essence: 14
  Qualities/Drawbacks
  Artistic Talent (Piano) 3
  Resources (wealthy) 3
  Addiction (Habitual Drinking) (-1)
  Skills
  Brawling 1
  Climbing 1
  Computers 1
  Dodge 2
  Driving 1
  Play Instrument (Concert Piano) 5
  Guns (Handgun) 1
  Hand Weapon (Club) 1
  Instruction 2
  Language (Latin) 2
  Notice 2
  Research/Investigation 1
  Riding (Horse) 2
  Seduction 2
  Throwing (Sphere) 2
  Writing (Music) 4
  Personality
  They told me after my latest concert that Sally had called.  It had been a long time since hearing from any of 
  them.  When I left it was on a music scholarship.  I became a world famous pianist and I’ve toured all over.  I 
  ended up marrying Lucy, but it didn’t work out.  We split up and she went on to become a psychologist.  From 
  what I understand, she’s helped the police in a criminal psychologist capacity on a couple occasions.  It’s 
  probably something to do with that sadistic streak she’s always had.  She can put herself in the criminal’s shoes, 
  so to speak.
  We always suspected that ol’ Linus had some problems, but I never thought he’d end up put away in the looney
  bin.  Sally needs some support and, I don’t know, maybe it will be good for Linus too to see all the old gang again.  
  Now that my tour is over I’ve got some free time.  Hell, maybe it’ll be good for me to see the old stomping 
  ground too.
  Quote: “It’s Ludwig Von Beethoven, you cretin, now shut up and let me play!”
  20
  
  Lucy (Criminal Psychologist)
  Type: Norm
  Str: 2 Dex: 2 Con: 2 Int: 3 Per: 2 Wil: 3
  LPs: 26 EPs: 26 Spd: 8 Essence: 14
  Qualities/Drawbacks
  Attractiveness 2
  Charisma 1
  Contacts (Law Enforcement) 3
  Situational Awareness 2
  Resources (Well-Off) (2)
  Cruel (-1)
  Delusions of Grandeur (-2)
  Showoff (-2)
  Skills
  Brawling 2
  Bureaucracy 2
  Computers 1
  Dodge 2
  Driving 2
  Guns (Handgun) 2
  Humanities (Law) 4
  Humanities (Psychology) 4
  Notice 3
  Questioning 3
  Research/Investigation 2
  Storytelling 2
  Throwing (Sphere) 1
  Personality
  So Linus finally went nutters.  Only a matter of time, really.  I always knew my brother was a few sandwiches 
  shy of a picnic.  At least he finally married Sally.  I decided to go back to the old town after Sally called me, 
  just to see how he was doing.  I should be able to lend some mental support to Sally too.
  I wonder if the rest of the gang will be there.  Haven’t seen any of them in years.  Wonder how the ol’ 
  blockhead has been.  I wouldn’t be surprised if he’s back living there after moving away all those years ago.  
  Good ol’ failure-face.  Classic depression and self defeating attitude coupled with anxieties and misplaced blame.  
  I just wonder if he still has that damn dog.  If I get licked by that damn dog again it’ll be too soon.
  Quote: “You seem to be suffering from some deep-seeded childhood issues of inadequacy coupled with your 
  inability to do well in sporting activities.”
  21
  
  Patricia "Patty" (Trucker)
  Type: Norm
  Str: 3 Dex: 3 Con: 2 Int: 2 Per: 2 Wil: 2
  LPs: 39 EPs: 26 Spd: 10 Essence: 14
  Qualities/Drawbacks
  Hard to Kill 3
  Situational Awareness 2
  Resistance (Fatigue) 2
  Contacts (Truckers) 2
  Addiction (Habitual Drinking & Smoking) 1 (-2)
  Cruel (-1)
  Fear of Rejection (-1)
  Honorable (-1)
  Minority (Lesbian) (-1)
  Showoff (-2)
  Skills
  Brawling 3
  Climbing 1
  Dodge 3
  Driving (Semi) 3
  Driving (Car) 1
  Electronics 1
  Gambling 2
  Guns (Handgun) 3
  Hand Weapon (Club) 2
  Intimidation 2
  Mechanic 3
  Notice 2
  Seduction 2
  Smooth Talking 2
  Stealth 2
  Streetwise 2
  Personality
  Well, they were all more right about me than they knew.  After experimenting with Marcie a few times I left 
  town and became a trucker.  I love traveling all over the US.  Beats the Hell out of hangin’ out in one place the 
  rest of your life.  I get to meet other people, see new things, and make new acquaintances all the time.  Still, 
  when I got the message that ol’ Linus was in the crazy house I figured I better go and see him.
  It had been a while since I’d been through that town.  Marcie had moved on and realized that she was Bi.  
  Married some guy and headed out west.  I hear they do movies now.  You know…those kinds of movies.  Myself, 
  I’m 100% BeeGee.  Hmm…I wonder if Lucy will be in town.  Now there was a hottie!
  Quote: “So…who wants the cool taste of a Peppermint Patty?”
  
  Sally Van Pelt (Nurse)
  Type: Norm
  Str: 1 Dex: 3 Con: 2 Int: 3 Per: 3 Wil: 2
  LPs: 22 EPs: 20 Spd: 10 Essence: 14
  Qualities/Drawbacks
  Attractiveness 1
  Contacts (Hospital) 1
  Resistance (Fatigue) 2
  Resistance (Blood & Gore) 2
  Emotional Dependency (-1)
  Honorable (-1)
  Skills
  Acting 1
  Beautician 2
  Computers 2
  Dancing 3
  Dodge 1
  Driving 2
  Hand Weapon (Club) 1
  Language (Latin) 1
  Medicine 3 (6)
  Myth & Legend 1
  Notice 2
  Science (Biology) 2
  Throwing (Sphere) 2
  Unconventional Medicine (acupressure/Massage) 3
  Writing (Technical) 2
  Personality
  My poor Linus!  He’d been sick for some time; talking about odd things like books and the great pumpkin.  I had 
  thought he had outgrown all that stuff.  He even stopped carrying his blanket.  Then not long ago, the blanket 
  came back out.  He started mumbling about it being almost time for the great pumpkin.  He started looking into 
  strange books and lore and the dark occult.  He’d shut himself up for days, rarely even coming out for food.
  Then one night he came home, wide eyed.  He was rambling incoherently.  He said something about the great 
  pumpkin was arriving and that we’d all see and that it was nothing like he believed.  Then he curled up into a 
  corner and began babbling in some strange nonsensical language, saying “Ia! Ia!” and other such nonsense.  I 
  called the doctor and they took him away to the Schultz Institute.  Now all he talks about in his mad ramblings, 
  while clutching his blanket, is the great pumpkin.  Oh I hope he gets better soon!
  Quote: “Oh my poor sweet baboo!  We have to find a way to help him!”
  23
  
SOURCE: textdata/thevault/All Flesh Must Be Eaten (AFMBE)/Adventure/Adv - The Great Pumpkin Cometh.pdf