Radiation Table Supplement #2

deadEarth Radiation Table Supplement #2

Read This Or Die

License This document is licensed under the GNU Free Documentation License. See Appendix A for details. Notice of Trademark TM deadEarth is a trademark of The Game Crafter, LLC. The Game Crafter is a registered trademark of The Game Crafter, LLC. Notice of Copyright deadEarth is Copyright 1994-2002 The Game Crafter, LLC. Radiation Table Supplement #2 is Copyright 2000-2002 The Game Crafter, LLC. All rights reserved. Credits writers illustrations Chris Hagness JT Smith Adam Beckett James Clark Cory Cone Michele Diegoli Joshua Tingdahl Denise Robinson

cover art

Revision Revision 1.3, released on March 30, 2002. More Information For more information about the world of deadEarth and other supplements, visit the web site at http://www.deadearth.com. For more information about The Game Crafter and our other games, visit our web site at http://www.thegamecrafter.com

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How It Works Radiation Table Supplements (RTS) are built to enhance and expand the Radiation Table in the deadEarth Player’s Handbook (PHB). You may ask yourself why we would want to expand the 1000 radiations on the original table. The answer is that we are just plain crazy. :-) We keep coming up with new radiations and we thought you’d like to see what we’ve come up with. RTS’ often refer to radiations listed in the PHB. When this happens the radiations are denoted as “(000) Radiation name.” When a radiation refers to an RTS its notation will look like “(RTS8-00) Radiation name.” We suggest three methodologies to implement an RTS into your dE gaming environment: random selection, replacement, or reconstruction. Use random selection to allow for the most diversity in radiation. Before each gaming session you (as the game master) should create small strips of paper with the names of each supplement and each section of radiations from the deadEarth Player’s Handbook (i.e.: 100s, 200s, 300s, …, RTS3). Put each strip into a hat, dice bag, potato chip bag, or any other container you’ve got laying around. Before each gaming session, each player will draw from the hat to determine which table they will roll on for that gaming session. At the beginning of each new gaming session, each player will redraw. Another way to introduce an RTS into your radiation table is to use the replacement method. This method is simple. Simply pick a section of the radiation table (for example: the 300s), and then replace that section with a given RTS. Our final suggestion for bringing an RTS into your gaming environment is quite tedious, but is sometimes the most gratifying. The method we’re talking about is called reconstruction. Use a word processor or spreadsheet to create a new list of radiations, which you handpick from the PHB or any RTS. We don’t suggest that you waste your time typing out all the descriptions, instead simply type the number to roll, the name of the radiation, and its original number. Your list will look like this: 000 001 002 … Avian hybrid Dreadful Heightened Senses etc. 060 RTS1-13 144 …

By creating a list like this you can really customize your radiation table to suit your campaign, players, etc. and by listing the original numbers, you and your players will be able to easily look up the radiation’s description.

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Radiation Table RTS2-00 Frogman. You are slowly turning into something out of a 1960’s “Attack Of…” movie. Every D6 weeks add a cross-mutation from an amphibian. Treat these cross-mutations as binary. When your amphibian cross-mutations are greater than the total number of other radiations that you have, then remove Frogman from your list of radiations. Removing Frogman from your list of radiations does not remove your amphibian cross-mutations. cost: none. range: self. effect: temporary. RTS2-01 Restraint. The number of radiations on your list cannot be greater than your renown. Remove radiations from ~Michele Diegoli your list until this is true starting with the first radiation on your list. Restraint can be removed in this way, but the initial effect must still take place (reduce number until equal to renown). cost: none. range: self. effect: binary. RTS2-02 Fortuitous mutation. Add a cross-mutation to your list of any type. Add one (1) to strength, resiliency, and moves. cost: none. range: self. effect: cumulative. RTS2-03 Lead poisoning. You have ingested a large amount of heavy metal particles that are weakening your body and its immune system. Subtract xD6 from running and weight training (distributed as you wish between the two), where x is a D6. Also subtract x times 10 from your shielding. cost: none. range: self. effect: cumulative. RTS2-04 Fever. You have contracted a serious fever. Subtract x from all rolls, where x is a D6, for a period of 2D6 days. Then remove fever. cost: none. range: self. effect: temporary. RTS2-05 Alone. You have a fear of being separated from the group. You will avoid being separated at all costs. If all other members of the group die, you will have to beat a difficult resolve roll to keep from committing suicide. cost: none. range: self. effect: binary. RTS2-06 Antisocial. Subtract 2D6 from charisma. cost: none. range: self. effect: cumulative. RTS2-07 Leaps and bounds. You will no longer gain any skill points by performing skills. Each time you add renown, you will gain 250 skill points per point of renown. Add one (1) renown. cost: none. range: self. effect: binary. RTS2-08 Auxiliary mutations. Choose an animal you currently have a cross-mutation with; if you do not have any cross-mutations, re-roll on this table. You may spend 60 skill points at any time to add another cross-mutation of your choice with that same animal. Your choice of animal is fixed when auxiliary mutations is added to your list. cost: 60 skill points. range: self. effect: cumulative. RTS2-09 Cumulative mutations. Each time you add a cross-mutation to your list, you may also add a cross-mutation of your choice with any animal you already have at least one cross-mutation with. If the mutations are not added immediately, the option to add is forfeit. cost: none. range: self. effect: binary.

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RTS2-10 Complementary mutations. From now on, every time you add a cross-mutation to your list, you may instead add up to D6 cross-mutations of your choice from the same organism. cost: none. range: self. effect: binary. RTS2-11 Precarious power. You can use the power of any radiation manipulation from the Radiation Table or any supplement by spending 15 skill points in addition to the costs (if any) of that power. However, if you choose to use that power, you must roll on the table that you chose the power from. cost: 15 skill points plus a roll on the table. range: any radiation table. effect: binary. RTS2-12 Subordinate mutations. Only D6 of your dominant cross-mutations will have an effect at any one time. Each time you add a cross-mutation, you may choose to make it one of your dominant ones, removing the effect of one of the subordinates. All mutations stay on your list, and if a dominant is removed, a subordinate of your choice will take its place. cost: none. range: self. effect: binary. RTS2-13 Mutation supplements. Your game master will determine a substance which, when you ingest it, can possibly cause you to cross-mutate. Each time it is eaten, roll percentiles; if you roll over 50, you may add a cross-mutation to your list from one of the following categories (determined by the game master): mammal, reptile, amphibian, bird, and fish. cost: none. range: self. effect: binary. RTS2-14 Peripheral mutation. You may only choose cross-mutations, which affect your physical appearance. You may not choose any cross-mutations, which would alter your height, weight, skills, or attributes. Any cross-mutations you have which alter these remain, but their effects are negated. cost: none. range: self. effect: binary. RTS2-15 Residual mutation. Any time a cross-mutation would be removed from your list, roll percentiles. If above 50, it is removed; if 50 or below, it is not (there is no effect). cost: none. range: self. effect: binary. RTS2-16 Collateral mutation. Every time a cross-mutation is added to your list, add another from the same organism. cost: none. range: self. effect: binary. RTS2-17 Concomitant. Every time you add a cross-mutation to your list, gain 8D6 skill points. cost: none. range: self. effect: binary. RTS2-18 Ineffable. Your name is unspeakable. If you or anyone tries to utter your name they must roll a D6: On a 1, the speaker will take a point of damage to the head; On a 2, the speaker will lose consciousness; On a 3, the speaker will lose his/her hearing for D6 hours; On a 4, the speaker will lose his/her ability to speak for D6 hours; On a 5, the speaker will burst into tears and roll on the floor writhing in pain for D6 minutes; On a 6, remove ineffable from your list of radiations. cost: none. range: anyone who says your name. effect: temporary. RTS2-19 Ancillary mutations. Each time you add a cross-mutation to your list, there is a 50% chance that each other cross-mutation on your list is removed. Every time you remove a crossmutation from your list, there is a 50% chance that it will be replaced by another of the same type (mammal, etc.). cost: none. range: self. effect: binary. RTS2-20 Incidental mutation. Add a cross-mutation to your list of any type. cost: none. range: self. effect: binary. RTS2-21 Contingency. Every time you add a radiation to your list, you must roll a D6 and apply one of the following contingencies: On a 1, spend 20 skill points; On a 2, remove a random radiation; On a 3, subtract one (1) move; On a 4, subtract one (1) resiliency; On a 5, subtract one

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(1) strength; On a 6, subtract D6 from a random skill. cost: none. range: self. effect: binary. RTS2-22 Roasted. You have developed a severe allergy to radiation. The next time you roll on the radiation table, you will burn alive as your body attempts to fight off the radiation. cost: none. range: self. effect: permanent. RTS2-23 Disastrous mutation. Add a cross-mutation to your list of any type. Subtract one (1) from strength, resiliency, and moves. cost: none. range: self. effect: cumulative. RTS2-24 Erratic mutation. Every time you are required to roll on the radiation table, roll percentiles. If you roll above 50, roll on the table; if 50 or below, add a cross-mutation of any type to your list instead of rolling on the table. cost: none. range: self. effect: binary. RTS2-25 Mutation mutation. You may alter your cross-mutations in any of several ways, as you wish (choose one): ~Adam Beckett • Change their position in your list of radiations. • Change their type without altering the effect (reptile becomes mammal, etc.). • Combine multiple cross-mutations into a single radiation mutation (mammal and bird and reptile into one mutation). • Interchange the effect from binary, cumulative, or permanent to any other effect (except temporary). • Change the effect of one of your cross-mutations. • Remove one cross-mutation to re-roll on the radiation table. cost: none. range: self. effect: temporary. RTS2-26 Voodoo. You are a mad whack voodoo ninja. Add the new skills "art" and "art specialization: sculpture" to your character sheet at 4D6 and 2D6, respectively. The creation of a voodoo doll requires an average sculpture roll. After the doll is successfully created, you can spend 20 skill points to psychically bond the doll to any person as long as you have something that is uniquely theirs that you can attach to the doll (like hair, or a toothbrush). Once bonded, you can stick the doll with pins which will do the damage and stun of a knife stab. Only the initial stab does damage; leaving pins in the doll does nothing. Since the bonded person is not actually stabbed, only the sensation of pain occurs. The damage and stun both go away within a round. Persistent sticking of the doll, however, could incapacitate an individual for a while, but a person can never be killed with the voodoo doll. You cannot tear or otherwise mutilate the doll or the psychic bond is broken. cost: 20 skill points. range: 20 miles. effect: binary. RTS2-27 Genie. Your body has changed on a molecular level. You are now living water vapor (steam). You must assimilate two gallons of water vapor per day to sustain yourself. You can no longer be healed by normal means. Assimilate five gallons of water vapor to repair one hit point. Stun no longer applies to you and you no longer have resiliency. Your punches and kicks do normal damage (scalding steam damage). Being in an area of severe dryness (like a desert) will do D6 damage per day, and this damage cannot be healed until you leave the dry area. cost: none. range: self. effect: binary.
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RTS2-28 Diagnostic sense. Add D6 to medical doctor. cost: none. range: self. effect: cumulative. RTS2-29 Shock wave. Any stun you deliver with a blow from hand-to-hand or weapons to yourself or to others may be radiated psychically. For five skill points, you can make the stun of a single blow apply to everyone in your radius (including yourself), but you must deliver the blow yourself and state your intentions before the blow is delivered. cost: 5 skill points. range: 15-foot radius. effect: binary. RTS2-30 Peculiarity. You are a peculiar-looking individual. Add D6 radiations of your choice of any type to your list. Each must have at least some effect on your personal appearance. cost: none. range: self. effect: cumulative. RTS2-31 Failsafe. Each time you are required to roll on the table, you may instead add a crossmutation of your choice to your list. If you do, roll a D6 and apply one of the following effects based on your roll: On a 1, remove failsafe; On a 2, remove a random radiation from your list; On a 3, subtract one (1) move; On a 4, subtract one (1) resiliency; On a 5, subtract one (1) strength; On a 6, remove failsafe and the last radiation on your list. cost: none. range: self. effect: temporary. RTS2-32 Innately mammalian. Remove from your list every cross-mutation that is not with a mammal. For each mutation removed, add a cross-mutation of your choice with a mammal. If you have no cross-mutations, add D6 cross-mutations of your choice with mammals. Then remove innately mammalian. cost: none. range: self. effect: temporary. RTS2-33 Innately reptilian. Remove from your list every cross-mutation that is not with a reptile. For each mutation removed, add a cross-mutation of your choice with a reptile. If you have no cross-mutations, add D6 cross-mutations of your choice with reptiles. Then remove innately reptilian. cost: none. range: self. effect: temporary. RTS2-34 Innately amphibious. Remove from your list every cross-mutation that is not with an amphibian. For each mutation removed, add a cross-mutation of your choice with an amphibian. If you have no cross-mutations, add D6 cross-mutations of your choice with amphibians. Then remove innately amphibious. cost: none. range: self. effect: temporary.

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RTS2-35 Cursory. Subtract a D6 from search. cost: none. range: self. effect: binary. RTS2-36 Human genome project. For each binary or cumulative radiation on your list, either make it permanent or remove it from your list. For each made permanent, subtract 15 from your shielding. For each removed, add five to your shielding. cost: none. range: self. effect: temporary. RTS2-37 Mutant genome project. For each binary or cumulative radiation on your list, either make it permanent or remove it from your list. For each made permanent, add five to your shielding. For each removed, subtract 15 from your shielding. cost: none. range: self. effect: temporary. RTS2-38 Lacerations. Your face and body are covered by fresh and scarred lacerations from radiation exposure damage. Subtract D6 from charisma. cost: none. range: self. effect: binary.

~Cory Cone

RTS2-39 Adulterate. Add a D6 to guile and forgery. cost: none. range: self. effect: binary. RTS2-40 Balls of steel. Your groin will no longer cause you double stun from hits taken to it. cost: none. range: self. effect: binary. RTS2-41 Skin and skulls. Your skin is beginning to retreat from the extremities of your body. It is shrinking and growing tighter. Your transformation will take D6 months. At the end, your teeth will be showing at all times as your lips will have stretched themselves into uselessness. The tips of your phalanges (fingers and toes) will have torn through your skin. Most likely the skin on your elbows, knees, and chin will have worn thin or torn to expose the bones beneath. Add 2D6 intimidate for your horror factor. Subtract D6 from charisma. Subtract 2 moves. cost: none. range: self. effect: binary. RTS2-42 Mustationary. Make mustationary a cross-mutation of your choice. cost: none. range: self. effect: permanent. RTS2-43 Muceanic. Remove and re-roll any radiation on your list that is not a cross-mutation. cost: none. range: self. effect: temporary. RTS2-44 Morbidity. Your body will now absorb radiation at a faster rate. Subtract 50 from shielding. cost: none. range: self. effect: binary. RTS2-45 Operating system. Add a D6 to computer operations and computer programming. cost: none. range: self. effect: cumulative. RTS2-46 Modus operandi. Add a D6 to investigate and interrogate. cost: none. range: self. effect: cumulative.

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RTS2-47 Mussel. You have cross-mutated with a fresh-water mussel. Add two strength. cost: none. range: self. effect: binary. RTS2-48 Beat insurmountable odds. You may remove beat insurmountable odds from your list to reduce the difficulty of any single impossible roll to merely an average roll. cost: none. range: self. effect: temporary. RTS2-49 Affluent. Add a D6 to haggle, appraise, and business. cost: none. range: self. effect: cumulative. RTS2-50 Psychometrics. You may spend five skill points to add a D6 to a single resolve roll. You may add any number of dice this way to your single roll. cost: 5 skill points. range: self. effect: binary. RTS2-51 Inception of mutation. From now on, every time you roll a radiation which is not a cross-mutation, you may choose to either re-roll that radiation, or keep it and permanently remove 10 hit points from random parts of your body. cost: none. range: self. effect: binary. RTS2-52 Mutation integration. Make mutation integration a cross-mutation of your choice. In addition, increase one of your attributes by a D6. Your game master will determine which attribute is applicable based on the cross-mutation chosen. cost: none. range: self. effect: cumulative. RTS2-53 Limber. Add a D6 to acrobatics and martial arts. cost: none. range: self. effect: binary. RTS2-54 Biomaterials. Randomly determine D6 different body parts. For each body part, roll a D6 and determine what type of natural armor (both for shock and stun) that body part now has: On a 1, none; On a 2, wood; On a 3, rubber; On a 4, flack; On a 5, leather; On a 6, soft plastic. cost: none. range: self. effect: binary. RTS2-55 Flagellum. You have cross-mutated with a single-celled organism. You grow a 3-4 foot whip-like flagellum from your tailbone, which helps you to move in water. Add a D6 to swimming. cost: none. range: self. effect: binary. RTS2-56 Supreme mutation. You may cross-mutate with each other human you encounter. Every time you encounter a human who does not have any cross-mutations, compare your moves, resiliency, and strength to the unmodified attributes of that person (before applying skill and radiation bonuses). You may choose to raise any of your attributes to the level of that person. Each point you raise any attribute has a cost of 15 skill points. cost: 15 skill points per point. range: touch. effect: binary. RTS2-57 Mutation handicap. Every time you add a cross-mutation to your list, subtract one from either strength, resiliency, or moves permanently. cost: none. range: self. effect: binary. RTS2-58 Doomutation. Every time you add a cross-mutation to your list, roll percentiles. If you roll below your shielding, you die. If you roll your shielding or above, you live a while longer. cost: none. range: self. effect: binary. RTS2-59 Kudos. Add one (1) renown for every level of charisma above 2D6. cost: none. range: self. effect: binary. RTS2-60 Stonefist. Add one (1) to all damage from punches. cost: none. range: self. effect: binary. RTS2-61 Leadfoot. Add one (1) to all damage from kicks. Subtract two moves. Add five shielding. cost: none. range: self. effect: binary.

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RTS2-62 Quid pro quo. During combat, you may choose to activate quid pro quo. Once activated, you become psychically bonded to your opponent. If you die, so does your opponent. However, if your opponent dies, so do you. This bond will be maintained for D6 days after combat (unless quid pro quo is removed), and is effective forever. cost: 10 skill points. range: self. effect: binary. RTS2-63 Ill. You are not truly ill, but you have the symptoms and appearance of being sick. You have a nagging cough with plentiful phlegm, raspy breathing, etc. Medical treatment on you is increased by one level of difficulty. cost: none. range: self. effect: binary. RTS2-64 Regulation. Your advancement is well regulated. You may not acquire more than 12 skill points per week; you must record your points over the entire week and discard any more than 12. You may not use skill points mid-week to raise skills, but you may use them to activate radiation effects. If you receive fewer than 12 skill points in a week, add skill points to bring the total to 12. cost: none. range: self. effect: binary. RTS2-65 Stability. Add five to your shielding for each radiation on your list. cost: none. range: self. effect: binary. RTS2-66 Durability. Add D6 to resiliency. cost: none. range: self. effect: cumulative. RTS2-67 Mort. The very sound of your name brings on the hunt. You can hunt down anything. It doesn’t matter if it’s a rare item, a person, or a place, if it is there, you will find it. Add a natural ability and a D6 to tracking, navigation, interrogate, reason, intuition, streetwise, search, haggle, and influence. Add two specializations to your skill list, which start at 4D6 each. They are navigation: map reading and navigation: cartography.

~James Clark

RTS2-68 Irresistible. Add a D6 to charisma and influence. cost: none. range: self. effect: binary. RTS2-69 Eye color. Your eyes change color. Roll a D6 for each eye and apply the new color: On a 1, blue; On a 2, brown; On a 3, green; On a 4, black; On a 5, yellow; On a 6, red. cost: none. range: self. effect: binary. RTS2-70 Sterile. You do not produce zygotes, and therefore cannot generate offspring. cost: none. range: self. effect: binary. RTS2-71 Offshoot. Add (652) add limb and (349) vegetation to your list of radiations; remove offshoot. cost: none. range: self. effect: temporary. RTS2-72 Innately avian. Remove from your list every cross-mutation that is not with a bird. For each mutation removed, add a cross-mutation of your choice with a bird. If you have no cross-

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mutations, add D6 cross-mutations of your choice with birds. Then remove innately avian. cost: none. range: self. effect: temporary. RTS2-73 Innately vegetagious. Remove from your list every cross-mutation that is not with a plant. For each mutation removed, add a cross-mutation of your choice with a plant. If you have no cross-mutations, add D6 cross-mutations of your choice with plants. Then remove innately vegetagious. cost: none. range: self. effect: temporary. RTS2-74 Innately human. Remove from your list every cross-mutation and their effects; replace any altered body parts with the normal human parts. For each mutation removed, gain 25 skill points. cost: none. range: self. effect: temporary. RTS2-75 Lethal gene. Your genes have altered in a way that may kill you. Roll percentiles. If you roll above 50, remove lethal gene; if you roll 50 or below, you are dead. cost: none. range: self. effect: temporary. RTS2-76 Leap of faith. Add 2D6 to genetic engineering. If you roll genetic engineering and fail, the result is multiplied by a D6 (i.e., roll D6 times on the table). cost: none. range: self. effect: binary. RTS2-77 Rescue. Add a D6 to first aid. cost: none. range: self. effect: cumulative. RTS2-78 Inside-out. Your body turns itself inside out through your navel, leaving you a stinking morass of torn muscles, shattered bones, and sprawling intestines. Your insides (now on the outside) will dry out in D6 hours and you are dead. cost: none. range: self. effect: binary. RTS2-79 Back door. Add a D6 to escape. cost: none. range: self. effect: cumulative. RTS2-80 Lethal mutation. You have mutated in a way that may kill you. Roll percentiles. If you roll above 50, remove lethal mutation and add a cross-mutation of your choice of any type to your list; if you roll 50 or below, you are dead. cost: none. range: self. effect: binary. RTS2-81 Ravenous. You now require 4 rations per day to survive. Add 10 pounds to your weight each month. cost: none. range: self. effect: binary. RTS2-82 Owl. You have cross-mutated with an owl. Your neck can rotate 200 degrees in each direction. Add 2D6 to senses and intuition. cost: none. range: self. effect: binary. RTS2-83 Nightmares. You have constant nightmares, which leave you weak and shaking in the morning. Subtract a D6 from senses, intuition, memory, reason, and resolve due to lack of sleep. cost: none. range: self. effect: binary. RTS2-84 Excessive mutations. Compare the number of cross-mutations in your list to your renown. Choose cross-mutations to remove from your list until the total number is equal to your renown. These radiations are not removed from your list, but their effects are negated unless excessive mutations is removed. Excessive mutations counts as a cross-mutation, but cannot be one of those chosen to negate. cost: none. range: self. effect: binary. RTS2-85 Awkward. Subtract a D6 from acrobatics. cost: none. range: self. effect: cumulative. RTS2-86 Mutilization. You have a specialization in mutation. Roll your genetic engineering 6 times against easy, simple, average, difficult, improbable, and impossible odds. For each success, choose a radiation from the table and add it to your list. For each failure, roll on the radiation table. After this, all your genetic engineering rolls are reduced in difficulty by one level. cost: none. range: self. effect: binary.

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RTS2-87 Concomitant mutations. Each time you roll on the radiation table, roll an additional time. These radiations are paired, so that if one is affected so is the other, and if one is removed both are removed. Add 20 shielding. cost: none. range: self. effect: binary. RTS2-88 Progressive mutation. Add one (1) to your shielding every week. Each time you roll on the radiation table, subtract 20 from your shielding. cost: none. range: self. effect: binary. RTS2-89 Regressive mutation. Subtract one (1) from your shielding every week. Each time you roll on the radiation table, add 20 to your shielding. cost: none. range: self. effect: binary. RTS2-90 Skin graft. Replace the skin type on D6 different body parts of your choice with the skin type of your choice (must be of a type you currently have on at least one body part from a crossmutation). cost: none. range: self. effect: cumulative. RTS2-91 Pulsating mutation. Make pulsating mutation a cross-mutation ability (cannot be something that effects physical appearance) of your choice. Roll a D6 each day. On a 1-3, pulsating mutation has no effect (is temporarily negated). On a 4-6, pulsating mutation has the normal effect. cost: none. range: self. effect: binary. RTS2-92 Insipid. Subtract D6 from charisma. cost: none. range: self. effect: binary. RTS2-93 Acicular fist. One of your hands (flip a coin to determine which) will grow to have very sharp, sturdy, and pointy fingers. Your new fingers may get in the way sometimes, but they are more useful than detrimental. Add a specialization jimmy lock: with fingers to your skill list at 4D6. Also, add a hand-to-hand attack, which uses brawling but has the damage and stun of using a knife. cost: none. range: self. effect: binary. RTS2-94 Mortality. Remove all nonpermanent radiations from your list, including mortality. For each removed, subtract 10 from your shielding and permanently remove 1 hit point. cost: none. range: self. effect: temporary.

~Joshua Tingdahl

RTS2-95 Armistice. Subtract 4D6 from all WS skills. cost: none. range: self. effect: binary. RTS2-96 Truce. Subtract 4D6 from brawling, boxing, wrestling, martial arts, and any specializations of these. cost: none. range: self. effect: binary. RTS2-97 Mutectomy. Remove a cross-mutation of your choice from your list. cost: none. range: self. effect: temporary. RTS2-98 Mutosis. For each cross-mutation on your list, you may either add one (1) hit point to a random part of your body, make the cross-mutation permanent, or make the cross-mutation cumulative. For every non cross-mutations on your list, you may either add one (1) resiliency, add three to your shielding, or gain three skill points. cost: none. range: self. effect: binary. RTS2-99 Sticky paws. Add a D6 to hork. cost: none. range: self. effect: cumulative.

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Appendix A
GNU Free Documentation License Version 1.1, March 2000 Copyright (C) 2000 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

0. PREAMBLE The purpose of this License is to make a manual, textbook, or other written document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.

1. APPLICABILITY AND DEFINITIONS This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language. A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (For example, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any

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mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them. The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, whose contents can be viewed and edited directly and straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup has been designed to thwart or discourage subsequent modification by readers is not Transparent. A copy that is not "Transparent" is called "Opaque". Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML designed for human modification. Opaque formats include PostScript, PDF, proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML produced by some word processors for output purposes only. The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.

2. VERBATIM COPYING You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3. You may also lend copies, under the same conditions stated above, and you may publicly display copies.

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3. COPYING IN QUANTITY If you publish printed copies of the Document numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects. If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages. If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a publicly-accessible computer-network location containing a complete Transparent copy of the Document, free of added material, which the general network-using public has access to download anonymously at no charge using public-standard network protocols. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public. It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.

4. MODIFICATIONS You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version: A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission. B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified

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C. D. E. F.

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Version, together with at least five of the principal authors of the Document (all of its principal authors, if it has less than five). State on the Title page the name of the publisher of the Modified Version, as the publisher. Preserve all the copyright notices of the Document. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices. Include, immediately after the copyright notices, a license notice giving the public permission to use the Modified Version under the terms of this License, in the form shown in the Addendum below. Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the Document's license notice. Include an unaltered copy of this License. Preserve the section entitled "History", and its title, and add to it an item stating at least the title, year, new authors, and publisher of the Modified Version as given on the Title Page. If there is no section entitled "History" in the Document, create one stating the title, year, authors, and publisher of the Document as given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the Document, and likewise the network locations given in the Document for previous versions it was based on. These may be placed in the "History" section. You may omit a network location for a work that was published at least four years before the Document itself, or if the original publisher of the version it refers to gives permission. In any section entitled "Acknowledgements" or "Dedications", preserve the section's title, and preserve in the section all the substance and tone of each of the contributor acknowledgements and/or dedications given therein. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section numbers or the equivalent are not considered part of the section titles. Delete any section entitled "Endorsements". Such a section may not be included in the Modified Version. Do not retitle any existing section as "Endorsements" or to conflict in title with any Invariant Section.

If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles. You may add a section entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard. You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already

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includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one. The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version.

5. COMBINING DOCUMENTS You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice. The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work. In the combination, you must combine any sections entitled "History" in the various original documents, forming one section entitled "History"; likewise combine any sections entitled "Acknowledgements", and any sections entitled "Dedications". You must delete all sections entitled "Endorsements."

6. COLLECTIONS OF DOCUMENTS You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects. You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.

7. AGGREGATION WITH INDEPENDENT WORKS A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, does not as a whole count as a Modified Version of the Document, provided no compilation copyright is claimed for the

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compilation. Such a compilation is called an "aggregate", and this License does not apply to the other self-contained works thus compiled with the Document, on account of their being thus compiled, if they are not themselves derivative works of the Document. If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one quarter of the entire aggregate, the Document's Cover Texts may be placed on covers that surround only the Document within the aggregate. Otherwise they must appear on covers around the whole aggregate.

8. TRANSLATION Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License provided that you also include the original English version of this License. In case of a disagreement between the translation and the original English version of this License, the original English version will prevail.

9. TERMINATION You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

10. FUTURE REVISIONS OF THIS LICENSE The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/. Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.

ADDENDUM: How to use this License for your documents

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To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page: Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST. A copy of the license is included in the section entitled "GNU Free Documentation License". If you have no Invariant Sections, write "with no Invariant Sections" instead of saying which ones are invariant. If you have no Front-Cover Texts, write "no Front-Cover Texts" instead of "Front-Cover Texts being LIST"; likewise for Back-Cover Texts. If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.

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