Thoughout the core rulebook and all sourcebooks, loads of so-called Archetypes - almost completely developed characters - have been presented, often tailored to fit a given setting or situation. The intention is that they should be used as examples or as a basis for a player-character, especially when the group is eager to start playing or someone turns up late or when a character dies and needs to be replaced mid-game. Here are some thirty-odd new Archetypes (many fan-generated) to pick through and possibly select as required. Add a name, personalise them to taste, and head off to find some zombies to flee from...
There is a cautionary note that numbers may not be quite 'by the book' and that the characters may not be cross-compatible with other Unisystem games, this being an artefact of fan-sourcing the Archetypes. But that's a small price to pay - and if you're obsessive about getting things absolutely correct, by all means play about with the numbers - for such an entertaining group of characters.
Conveniently occuplying a single page each (easy to print out and use as your character sheet), there are full game stats, a sketch and a delightful few paragraphs giving an impression of that character in his own words. They are all quite entertaining - and very diverse: archeaologists, corporate executives, firefighters... even some poor soul who was peacefully game-mastering an RPG for his friends when zombies started coming in the window! There are strippers, a terrorist, a garbage man - men and women from all walks of life, all reduced to the common level of having to survive.
If you don't want to play them they make magnificently well-developed NPCs for your party to encounter - perhaps on the road, or they could wander up to the party's safe enclave and ask to come in. Their reactions could be entertaining... especially when a Zombie Rights Activist comes by and tries to remind them that zombies are people too! Many of the stories these Archetypes tell can be a source of inspiration for an event, if not a whole adventure, in your campaign, too.
A motley assortment of new weapons, armour and other gear are also included, mostly drawn from what the Archetypes have with them. The same applies to the new Skills, Qualities and Drawbacks that are provided here.
Ultimately, there's nothing here that you need, but a lot could come in handy, provided your All Flesh Must Be Eaten campaign is set in the present day. Use as inspiration, and as fresh zombie-fodder when you need new warm bodies in a hurry...
[4 of 5 Stars!]