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Equipment Supplement #1

deadEarth Equipment Supplement #1 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 1994-2001 The Game Crafter, LLC. Equipment Supplement #1 is Copyright 2001 The
Game Crafter, LLC. All rights reserved.

Credits
writers Chris Hagness
JT Smith
Rafael Lopez

editor Rafael Lopez

cover art Rafael Lopez

artists Benjamin Rogers
Rafael Lopez
Traumatek

Revision
Revision 1.1, 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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deadEarth Equipment Supplement #1 3

How It Works
The following lists are meant to supplement the equipment lists found in the deadEarth Player’s Handbook. In
some cases, items useful in wilderness campaigns have been repeated here for easy reference. However,
players and game masters are advised to make full use of all resources available to them to provide the
greatest variety in their campaigning.

The following codes are used to determine availability. Remember that in wilderness campaigns, reference to
a “city” applies to the scavenging of deserted cities as well. Whether in an occupied city or a deserted city,
availability does not necessarily mean the characters will find their desired item. Craftsmen are often found in
trade caravans, where they perform their crafts in return for protection and access to multiple markets.

common. May be found 90% of the time, almost anywhere.

uncommon. May be found 60% of the time, usually in a town or city.

rare. May be found 30% of the time, usually in a city.

military. May only be found at military or trade depots, and then only 50% of the time.

specialty. May only be found in a location that has a craftsman or producer of a specific nature, and then only
50% of the time.

rare-mil. May only be found at military installations or trade depots, and then only 10% of the time.

rare-spec. May only be found in a location that has a craftsman or producer of a specific nature, and then only
10% of the time.

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deadEarth Equipment Supplement #1 4

Equipment

Books
City Guide. Maps and information regarding a given urban area. Useful if you get lost or if you want to find a
specific item in the deserted ruins of a big city. A specific City Guide may be very hard to find out of the city
perimeter, and prices may also vary. weight: 1. cost: 100. availability: common in the city perimeter, rare
out of it.

Complete Guide to Improvised Weapon Smithing. Nine in ten prisoners in jail around the world know the
contents of this book. Learn how to create home-made explosives, small cannons and other kinds of weapons
using things you can find in any trash can. weight: 2. cost: 400. availability: rare-spec.

Survival Guide, Alternative Nourishment. A generic pre-war guide to alimentation in special situations when
sometimes you don’t have any food or means to cook (in the wilderness, mostly). Why eating meat if you can
go fine with worms and roots? If you can’t hunt, this one may be very useful. Post-war similars are rare-spec
and cost five times as much, but include
specific situations such as ruined places,
radiated wastelands and more. weight: 2.
cost: 300. availability: rare.

Survival Guide, Military (FM 21-76). The
guide issued to U.S. soldiers. Includes
information on hunting, fishing, trapping,
construction of improvised weapons,
poisonous and edible plants and animals,
navigation, water collection and purification,
and much more. weight: 2. cost: 500.
availability: rare-mil.

Survival Skills, Nuclear War. The definitive
guide on effects of radiation fallout, building of
radiation shelters, improvised clothing and
tools, food and water storage, air and water purification, waste handling, and much more. weight: 2. cost:
400. availability: rare-spec.

Tribal Cultures. A pre-war book describing the habits and techniques found in tribal cultures in a given
country or region. Post-war tribal cultures handbooks are rare-spec and cost ten times as much. weight: 2.
cost: 100. availability: uncommon.

World Atlas. A complete pre-war compilation world maps and information on each continent. Must be out of
date in 2023, info is never enough isn't it? Price and availability may vary from place to place. weight: 4. cost:
800. availability: rare.

World Fauna (per continent). The ultimate guidebook to animal lore. Post-war world fauna manuals are rare-
spec., and cost ten times as much. weight: 2. cost: 180. availability: uncommon.

Capital Property
bicycle. A common aluminum non-motorized two-wheeled ground vehicle. Bicycles with gear shifting cost
twice as much. weight: 14. cost: 150. availability: uncommon.

canoe. An aluminum or Kevlar canoe for two persons plus gear, or three persons with little gear. Comes with
two paddles, a yoke for portaging, and 50% of the time with an anchor. There is a 20% chance the canoe has
a squared-off stern for a small outboard motor. weight: 40. cost: 500. availability: uncommon.

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deadEarth Equipment Supplement #1 5

kayak. A plastic or polymer one-person watercraft with minimal storage space for gear. Comes with one two-
ended paddle. weight: 30. cost: 500. availability: uncommon.

pet. One standard cat, dog, or other common domesticated pet. In good condition. cost: 35. availability:
common.

plow. A farming plow for pulling behind a beast of burden. cost: 250. availability: uncommon.

riding beast. A horse or other animal broken and trained for riding. A trained, experienced war horse costs 2-
3 times as much, and has an availability of specialty. Saddle and other accessories not included. cost: 2,000.
availability: uncommon.

tractor. A standard farming implement for pulling various other farm implements. cost: 1,500. availability:
rare.

Consumables
alcohol. One-liter bottle of wine or spirits or one case (24 cans) of beer. Spirits are flammable, and useful for
Molotov cocktails. weight: 2-10. cost: 80. availability: common.

cigarettes. One pack of cigarettes of any variety. weight: negligible. cost: 50. availability: uncommon.

insect repellent. One aerosol can or one squeeze bottle of insect repellent with DEET, good for 15 full-body
applications. weight: 0.5. cost: 10. availability: uncommon.

purification tablets. One bottle of 40 iodine tablets for purifying water, good for 20 quarts. weight: negligible.
cost: 10. availability: uncommon.

ration. Enough dried or canned food and water for one person for one day. weight: 1. cost: 3. availability:
common.

seed. One bag of corn, soybeans, or other fruits or vegetables. One bag yields on average 200 rations worth
of food during one year. weight: 50. cost: 50. availability: common.

soap. A bar of soap or a bottle of dish soap, good for 50 uses. weight: 1. cost: 10. availability: common.

sunscreen. One tube or bottle of water-repellent SPF 40 sunscreen, good for 10 full-body applications.
weight: 0.5. cost: 10. availability: uncommon.

Kits
first aid kit. A small kit containing enough bandages, iodine, alcohol, antiseptic, cotton, thread, and tape to be
applied to ten wounds. In addition, there is a 50% chance per item that any first aid kit will also contain
remedies for insect bites, snake bites, poison ivy and poison oak, a tourniquet, a breathing mask for CPR, a
first aid guide book, a tweezers, a small flashlight, matches, a razor blade, and a small signal mirror. weight:
3. cost: 150. availability: uncommon.

fishing tackle kit. Everything you need for fly fishing or casting in fresh water, including a small tackle box
filled with various plastic baits, sinkers, bobbers, hooks, jigs, spare fishing line, leaders, etc., a tool for removing
hooks, a filet knife, a small cooler for catch and live bait, a small fishing net, and one standard casting pole or a
fly-casting pole with appropriate reel and fishing line. weight: 10. cost: 120. availability: uncommon.

gun cleaning kit. Everything you need for routine maintenance of any rifle or handgun, including cloths, oil,
brushes, rods, and various other cleaning implements. weight: 3. cost: 80. availability: rare.

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deadEarth Equipment Supplement #1 6

leatherworking kit. Skinning knife, utility knife, oils for treating leather, various needles, cotton thread, sinew
and leather thread, four 6-8’ wood poles and twine for creating a hide stretching frame, and dyes for coloring
leather. Often the poles are removed from the kit and a hand axe is carried to create a stretching frame on
demand. weight: 25 (5 without poles). cost: 30. availability: uncommon.

polymer repair kit. Resin, patches, glue, and cleaning knife for repairing damage done to various polymers:
fiberglass, Kevlar, polymer, etc. Will completely restore watercraft to watertight condition after minor damage.
Will restore one armor point on a piece of Kevlar or polymer armor (and only one, even if repeated). A piece of
armor cannot be repaired if it has no armor points. weight: 3. cost: 200. availability: specialty.

shell reloading kit. Everything you need for reloading any size rifle, shotgun, or handgun cartridge, except for
the cartridges themselves and the gunpowder. Includes a vice grip, pliers, funnel, small balance, two razor
blades, etc. weight: 20. cost: 250. availability: rare.

trapping kit. Contains everything you need for trapping game except the skill. Includes two small spring traps,
one medium spring trap, utility knife, ten wooden stakes, twenty 1’ lengths of thin stiff wire, a reel of fishing line,
20’ of rope, and a hammer and nails. In addition, there is a 50% chance per item that any trapping kit contains
various animal calls, buck scent or other animal scent lures, or dried meat and vegetable baits. weight: 12.
cost: 200. availability: rare.

Miscellaneous
ball-point pen. A one-charge standard pen. Available mostly in the black, blue and red colors, although others
may also be found. weight: negligible. cost: 2. availability: uncommon.

blanket, thermal. Thin foil-lined emergency blanket, protects down to freezing temperatures. weight:
negligible. cost: 25. availability: common.

caltrop. Small metal object with 4 or more sharpened points arranged such that when they are resting on the
ground, at least one point is pointing straight up. Fighting or running in an area where 5 or more caltrops have
been strewn requires an average acrobatics roll every round. Anybody stepping on one receives 1 damage to
a foot and D6 stun. weight: 0.5. cost: 4. availability: uncommon.

camp stove. Portable two-burner propane camp stove. Matches and propane not included. weight: 6. cost:
100. availability: rare.

climbing shoes. Snug-fitting low-cut shoes with hard rubber sole for climbing rocks. weight: 1. cost: 120.
availability: rare.

compass, military. Compass that always points north and has tools for directional navigation. weight: 0.5.
cost: 220. availability: military.

crayon. A three-inch long cylindrical piece of hardened colored wax used for drawing. Available in random
colors. The cost is for each crayon. Note that a complete set with the 12 most common colors is rare. weight:
negligible. cost: 1. availability: uncommon.

expedition pack. An oversized hiking pack for serious expeditions. Holds 50 pounds, and has loops and
hooks for carrying tools and other items on the outside. Add 20 to your maximum carrying weight while using
an expedition pack. weight: -20. cost: 75. availability: rare.

fatigues, woodland camo. A military-style uniform or hunting outfit including a t-shirt, heavy shirt, pants,
boots, and a belt, all in woodland camo décor. weight: 6. cost: 28. availability: uncommon.

furs. The selling price of one fur from a common animal like a deer or raccoon, or of one fine fur from an
ermine or other small animal. Furs from large animals like moose or bear sell for 2-3 times as much, and have

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deadEarth Equipment Supplement #1 7

an availability of uncommon. Large rare furs like tiger and other exotic furs sell for 5-10 times as much, and
have an availability of rare. weight: varies. cost: 20. availability: common to rare.

galoshes. For protecting shoes or boots from wet weather. Also counts as light rubber armor boots. weight:
1. cost: 10. availability: uncommon.

gas mask. Filters the air. +10 shielding only during use. weight: 2. cost: 150. availability: rare.

globe. A globe of the earth. weight: 2. cost: 100. availability: rare.

goggles. For serious protection from the harsh windstorms and blowing dust and ash. weight: negligible.
cost: 50. availability: rare.
tm
hiking boots. Leather boots with gusseted tongue, fast-lacing system, gore-tex liner, and thick rubber sole.
weight: 3. cost: 100. availability: rare.

hip waders. For fishing in rivers and lakes. Also counts as light rubber armor boots, leggings, shank, and
codpiece. weight: 3. cost: 50. availability: uncommon.

hunting blind. A one-person woodland camouflaged shelter for hunting. The user will receive a +2D6
modifier to hide while remaining relatively motionless in the blind. weight: 6. cost: 50. availability: rare.

inflatable raft. A four-person inflatable raft with four paddles. weight: 10. cost: 350. availability: rare.

ink pen, rechargeable. A rechargeable ink pen, special for firm trace drawings. Three in every four artists
prefer ink pens than common pens. Ink charges are rare, and cost 10 $tandards each. The price of the pen
itself varies depending on the material used and the adorns put onto it. weight: negligible. cost: 5-30.
availability: rare.

life jacket. A personal floatation device (PFD). weight: 2. cost: 50. availability: uncommon.

padlock. An unrusted steel padlock with key. weight: 1. cost: 22. availability: rare.

quiver. A standard quiver holds 20 arrows or 15
bolts. weight: 1. cost: 16. availability: uncommon.

radiation meter. Comes in three varieties. Dose rate
meters are the most effective, instantaneously
analyzing the level of dangerous radiation in an area.
Dosimeters also work, but take longer, requiring some
exposure to possible radiation. Geiger counters do
not measure radiation levels, but instead can be used
to locate trace amounts of radioactivity or determine
the direction of relatively high or low radiation sources.
Requires 2 “D” batteries (not included). weight: 2.
cost: 3,000. availability: rare-spec.

radiation suit. One intact full-body environmentally sealed radiation suit with hood and working air filter. Only
available in bright yellow. Must be worn over all other garments, including armor. Wearing a backpack risks
tearing the suit. Add +60 shielding for a suit in perfect condition. weight: 3. cost: 10,000. availability: rare-
spec.

rain poncho. Plastic rain poncho with hood. weight: negligible. cost: 4. availability: common.

saddlebags. One pair of saddlebags for a riding beast. Each holds 25 pounds. weight: 6. cost: 50.
availability: uncommon.

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deadEarth Equipment Supplement #1 8

sextant. A navigational device for use at sea, out of sight of land. weight: 2. cost: 150. availability:
specialty.

scabbard. A scabbard for a sword. weight: 6. cost: 22. availability: uncommon.

snowsuit. A full-body (except hands, feet, and face) cold-weather snowsuit. weight: 5. cost: 24.
availability: uncommon.

sunglasses. Keep the blowing ash and the ultraviolet radiation out. weight: negligible. cost: 20.
availability: common.

tent, 2-person. Small tent with room for two adults and minimal gear. weight: 4. cost: 160. availability:
uncommon.

tent, 6-person. Large 2-room dome tent or 1-room upright pole tent. Sleeps six adults with room for minimal
gear. weight: 16. cost: 280. availability: uncommon.

tent, screen. Large 1-room upright pole tent with nylon screen walls for insect protection. weight: 4. cost:
80. availability: uncommon.

trap, spring. A spring trap about 4-6” in length, for trapping small game, equipped with a short length of chain
for securing to a stake. Medium spring traps are 6-8” in length and cost and weigh twice as much. Large
spring traps are 12” or greater in length and cost and weigh four times as much. weight: 2. cost: 30.
availability: uncommon.

walkie-talkie. One pair of frequency-matched non-military walkie-talkies with a range of 200 yards. Each
requires 4 AA batteries, not included. weight: 2. cost: 150. availability: rare.

water purifier. Hand-pump purifier with ceramic micro-filter which will clean water of any bacteria and is
infinitely reusable. weight: 1. cost: 200. availability: rare.

Tools
axe, hand. A small hand axe suitable for cutting wood for campfires. weight: 2. cost: 20. availability:
common.

chain saw. A gasoline-powered equipment originally made for cutting wood (but could be used to cut mostly
anything softer than a tree). Fuel not included. The gas tank holds about one pint of gasoline mixed with two-
stroke engine oil (0.5 liter), good for an hour of constant use. weight: 14. cost: 1200. availability: spec.

knife, filet. A thin flexible knife with a sharp edge for descaling and filleting fish. weight: 1. cost: 20.
availability: uncommon.

knife, skinning. A heavily curved knife with a sharpened hook on the back for skinning game. weight: 1.
cost: 20. availability: uncommon.

scissors. A metal-made instrument for precise cut on paper. Bigger scissors can be used for cutting harder
materials but cost and weigh more. weight: 0,5 or more. cost: 10 or more. availability: common.

shovel, folding. Small folding camp shovel. weight: 4. cost: 40. availability: uncommon.

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deadEarth Equipment Supplement #1 9

Services
armor repair. Repair of any type of armor using construction, smithing, chemistry, and/or armor repair skills,
including labor and materials. The cost to repair one armor point on any piece of armor is equal to ¼ of the
cost of an undamaged vest of the same type. cost: 4 to 1300, depending on armor type. availability:
uncommon to rare-spec, depending on armor type.

bodyguards. Cost of hiring one person skilled in most combative skills like senses and weapon skills, who will
defend you on hostile circumstances. Now how much you’ll be able to trust him depends on how much you can
pay. Bodyguards usually bring their own equipment, but you might want to provide better stuff if you can afford
it. cost: 35 per day or much more, depending on the danger. availability: uncommon.

hunting party. Cost of hiring one person skilled in stealth, tracking, search, and ws missile for use in a hunting
party. cost: 15 per day. availability: uncommon.

logging team. Cost of hiring one person skilled in pioneering and ws blade for use in logging. cost: 10 per
day. availability: common.

mining team. Cost of hiring one person skilled in mining. cost: 15 per day. availability: uncommon.

tailoring. Cost of having one garment (shirt, pants, jacket, etc.) made. Alterations or repairs cost 1/5 of full
price. Backpacks, holsters, and other specialty items cost 5 times more. cost: 20. availability: uncommon.

whore. Cost of hiring one person skilled in attending your sexual needs. Some may charge more (or less)
than the standard price for obvious (or not so obvious) reasons. cost: 40 per night, sometimes varying
depending on the nature of the service. availability: common.

wilderness guide. Cost of hiring one person skilled in herb lore, pioneering, navigation, tracking, climbing,
trapping/fishing, and search. Expeditions longer than two weeks cost an additional 50 $tandards per week.
cost: 25 to 50 per day, depending on area. availability: uncommon to rare, depending on area.

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deadEarth Equipment Supplement #1 10

Weapons
Weapons will be a large part of your equipment in terms of cost, size, and weight. There are a two main types
of weapons, projectile and hand to hand.

Projectile Weapons
Projectile weapons require ammunition that, for the most part, is depleted with use and cannot be reused
(arrows and bolts can sometimes be recovered intact). Weapons crafted by smiths and other knowledgeable
woodsmen are durable and serviceable. Improvised versions of these same weapons may do less damage
and stun, have decreased range, require additional moves, have increased weight, and be subject to breakage
during use, depending on the skill roll during manufacture and the discretion of the GM. Except for the sling,
resiliency cannot protect a person from damage dealt by projectile weapons.

bow. Bows come in several varieties.
- compound bow. Compound bows are 3-4’ long, and do damage proportional to their tension, which is
adjustable. Note the damage, range, and moves for the two tensions listed in Table E1.
- long bow. Long bows are 5-6’ long, and
require a person to stand to use. Long bows
provide excellent range.
- short bow. Short bows are 3-4’ long, and are
the easiest to use from horseback.

cannon. Cannons come in various sizes and shapes
and with various methods of firing. Most are too large
and have too inaccurate a trajectory for use against
people, but work great against vehicles and small
structures and buildings. Standard cannon
ammunition delivers its damage directly to the
structure or vehicle; in the rare case where a person is
hit directly, stun should be unnecessary. Explosive
ammunition is an area-effect weapon (see rules for
area-effect weapons in the deadEarth Player’s
Handbook, p.139). Remember that a called shot, say
to the driver’s side window or to a tire, takes double the moves.
- firework cannon. A special light cannon used for firing the super-large fireworks as used in displays.
Uses 8-12” fireworks.
- light cannon. A scaled down version of the massive cannon, still constructed with drop-forged steel
and fired with firing powder. Uses 4-6” cannon balls.
- massive cannon. A standard civil war era cannon that fires 8-12” diameter cannon balls using firing
powder.
- potato gun. A light cannon, usually made of PVC pipe, fired using a sparking mechanism and fueled
with compressed, flammable gas (i.e., hair spray). Can be used to fire potatoes or similarly sized
cylindrical objects, wet rags, and various other devices for interesting effects. Small enough with a
short enough range for firing at a person.

crossbow. Crossbows come in two styles, heavy and light.
- light crossbow. Can be loaded relatively quickly using a tool to pull the string back to a cocked
position.
- heavy crossbow. Loading requires turning a hand crank that moves the firing mechanism back to a
cocked position. Slower, but more powerful. Anything heavier would be a ballista.

flare gun. When used as a weapon, a flare can be deadly. Difficult to aim but with a powerful kick, the flare
impacts and proceeds to burn the target for 2D6 damage.

harpoon gun. Fires 3’ mini-harpoons, either underwater or on land.

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deadEarth Equipment Supplement #1 11

sling. Slings are simple to make and find ammunition for, but difficult to master. However, a master slinger
can knock a man unconscious at 200 feet with a well-placed stone.

Ammunition
arrows / bolts. Ten wooden arrows for any type of bow or ten wooden bolts for any type of crossbow.
weight: 2. cost: 5. availability: common.

bowstring. Technically not ammunition, but a piece of the bow or crossbow that is often replaced. weight:
negligible. cost: 5. availability: uncommon.

cannon ball, explosive. Explosive cannon balls for massive cannons cost 5 times as much and weigh 3 times
as much. weight: 15. cost: 150. availability: rare.

cannon ball, standard. Cannon balls for massive cannons cost 3 times as much and weigh 4 times as much.
weight: 20. cost: 25. availability: uncommon.

cannon firing charge. A light cannon uses one charge; a massive cannon uses three charges per firing.
weight: 1. cost: 50. availability: rare.

firework. One super-large firework as used in large displays, fired from a firework cannon. Capable of igniting
combustible materials if hit directly. weight: 15. cost: 100. availability: rare.

flare. Use with a flare gun as a weapon or as a signaling device. weight: 1. cost: 30. availability: rare.

hair spray. A canister of compressed, flammable gas such as hair spray that may be used with a potato gun
cannon. A full canister is good for 30 shots. weight: 0.5. cost: 3. availability: common.

harpoon. One 3’ harpoon for a harpoon gun. weight: 2. cost: 20. availability: rare.

sling stones. Ten fist-sized roundish stones for use with slings. weight: 5. cost: 2. availability: common.

Hand to Hand Weapons
Hand to hand weapons include all edged and blunt weapons, whips and chains, short-ranged throwing
weapons, and various other weapons which do not require ammunition. Weapons crafted by smiths and other
knowledgeable woodsmen are durable and serviceable. Improvised versions of these same weapons may do
less damage and stun, require additional moves, have increased weight, and be subject to breakage during
use, depending on the skill roll during manufacture and the discretion of the GM.

bola. A thrown weapon consisting of three or four stone or metal weights connected together by 3’ lengths of
rope. The bolas are twirled above the head by the knot of the ropes and released. The weights spread out as
it flies and encircle the target, trapping arms, legs, or neck (roll for random location unless a called shot was
announced).

boomerang. A properly crafted boomerang is designed to return to the thrower if it misses. When used in
combat, however, a person does not often have the time to wait for the boomerang to return (another 5 moves).
Thus, improvised boomerangs that do not return are often just as effective. Typically made of light metals and
sharpened to a fine edge, boomerangs require special storage and gloves for handling to prevent injury.

brass knuckles. One-piece metal bar with finger loops. Weight and price are for one hand; double for pair.

brick. A class of thrown weapons including bricks, cinder blocks, chunks of stone, metal scrap, and other
heavy stone and metal objects. Can be thrown shot-put style or discus style.

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deadEarth Equipment Supplement #1 12

cat o’ nine tails. A wood handle with nine short whips on one end, each usually tipped with a small metal
spike.

dagger. Daggers come in several varieties for cutting, stabbing, and throwing.
- dirk. A long, heavy-bladed dagger with a handle but no guard, balanced for throwing.
- shiv. A slim-bladed dagger with only a sharp point, no edge, such as an awl or ice pick. Easily
concealed, for stabbing only.

dynamite. Dynamite comes in quantities of ¼ stick, ½ stick, and a whole stick. The listed damage, stun,
weight, and cost are each doubled for a ½ stick, and are each quadrupled for a whole stick.

firework. Fireworks come in various shapes, sizes, and varieties. Each must be lit before throwing.
- large firework. A class of firework which has a definite explosion or is capable of causing significant
damage: M-80s, road flares, etc. Capable of igniting combustible materials if hit.
- small firework. A class of firework that has minor explosions or other effects, mostly capable of
causing only stun, such as a box of Black Cats.

lasso. A 25’ length of rope tied with a large loop on one end, which is twirled over the head and thrown.
Cannot cause damage directly, but can be used to jerk a target around for additional stun.

maul. A long-handled construction maul.

meat cleaver. A square, heavy-bladed knife sharpened for cutting meat. Has no point, so can only be swung.

Molotov cocktail. A bottle of flammable spirits, gasoline, or kerosene with a rag for a wick/fuse. Must be lit
before throwing.

nunchaku. An oriental flailing weapon consisting of two wood or metal pieces about one foot long each,
connected by 4-6” of rope or chain. Can be used to strike and parry.

sap gloves. Leather gloves with pockets over the knuckles filled with powdered lead. Adds +1 stun to all
punches.

shield. In addition to their protective benefits, shields can be used in melee combat with destructive results
which are often enhanced with special modifications.
- glass shards. Easy to find and easy to apply, crushed glass or glass shards are extremely useful in
taking apart an unarmored foe or in shredding leather armor. Crushed glass can be glued to leather
bracers as well, allowing one to bash without the extra weight of a shield.
- heavy spikes. Heavy spikes are the equivalent of railroad spikes or short lengths of sharpened re-rod,
which are welded to the shield front. These require a metal shield and contribute greatly to its weight.
- hooks. Hooks are more difficult to use than spikes, but allow one to trap a weapon or arm with a
shield and drag it out of the way. If the hooks are heavy enough to resist bending, they can be
sharpened to add damage equal to light spikes.
- light spikes. Light spikes are the equivalent of kitchen knives or razors, which can be fastened to any
type of shield and provide excellent damage for their weight.

sledge. A long-handled construction sledge.

throwing axe. A small, specially balanced axe for throwing.

throwing stars. A class of weapons consisting of various small objects with multiple points or sharpened
edges, including but not limited to saw blades, meat cutter blades, sharpened discs, metal fan blades, and
sharpened ground-down tire irons. Many objects require special storage and gloves for handling to prevent
injury.

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deadEarth Equipment Supplement #1 13

Polearms
Polearms come in a wide variety of shapes and sizes, but for the most part are a long wood or metal shaft (6-
10’) topped by a metal spike, axe, or combination of the two. Polearms find use in situations where length is an
advantage; mostly in fighting from horseback or defending against horseback attacks while on the ground.
Most polearms are stabbing weapons, though a few have heads also designed for swinging and some can be
thrown. Most are too long to swing like a staff, though they may be used to parry.
- bardiche / voulge. A 6-7’ shaft with a large axe head which extends partially back down the length of
the shaft.
- glaive. A 7-8’ shaft topped by a single-edged curved blade turned outward like an axe, often
sharpened to the tip to allow both swinging and stabbing.
- guisarme / fauchard. A 7-8’ shaft topped by a single-edged curved blade turned inward for swinging.
Relatively ineffective without modifications; a spike is often added for a stabbing option.
- halberd. A 7-8’ shaft topped by a head that has both forward-pointing spike for stabbing and small axe
blade for swinging.
- harpoon. A spear whose head has a small hook meant to enter flesh and prevent removal. Harpoons
are usually thrown with WS Thrown, and made of metal to increase the damage.
- javelin. Most often a 8’ wood shaft sharpened to a point, though the point can also be a streamlined
metal head. Can be thrown with WS Thrown.
- lance. All lances except practice lances are metal the entire 10’ length.
- lawn tool. Includes polearm use of shovels, rakes, hoes, and other common long-handled tools.
- mancatcher. A 6-8’ shaft topped by a half-circle band with small projecting spikes. The shape is
meant to encircle a man; the spikes are positioned such that freeing oneself is impossible. It is
possible (but very difficult) to pin the arms as well; once trapped, a person can be pushed and pulled
around at a safe distance, inflicting damage with the spikes again and again, until they make an
average acrobatics or escape roll to escape.
- naginata. A polearm of oriental design; a 2-3’ curved blade at the end of a 5-7’ shaft.
- partisan / spetum / ranseur. A 7-8’ shaft topped by a spear head and two smaller blades which
project out from the main blade and are meant to catch and trap melee weapons.
- pike. An extremely long spear (8-16’) for use in ranks.
- spear. Standard spear length is 7-8’ with a 1’ head. Can be thrown with WS Thrown.
- trident. A 6-7’ shaft with a head that has 3-5 spikes, each 1-2’ long.

weapon damage stun weapon skill range mvs load capacity reload wt. cost availability
bow, compound (high D6 + 5 D6 ws missile 200 feet 7 1 1 3 5 450 rare
tension)
bow, compound (low D6 D6 ws missile 100 feet 5 1 1 3 5 450 rare
tension)
bow, long D6 + 2 D6 ws missile 200 feet 5 1 1 3 4 300 uncommon
bow, short D6 D6 ws missile 100 feet 5 1 1 3 2 260 uncommon
cannon, firework 2D6 2D6 ws ballista 200 feet 15 1 1 20 50 800 specialty
cannon, light 4D6 -- ws ballista 200 feet 10 1 1 20 250 1,500 specialty
cannon, massive 5D6 + 5 -- ws ballista 200 feet 15 1 1 30 400 3,500 specialty
cannon, potato gun 2D6 2D6 ws ballista 100 feet 7 1 1 7 6 330 rare
crossbow, heavy 2D6 D6 ws missile 200 feet 4 1 1 8 12 450 uncommon
crossbow, light D6 D6 ws missile 100 feet 4 1 1 5 5 310 uncommon
flare gun 2D6 D6 ws handgun 40 feet 4 1 1 3 3 1,000 rare
harpoon gun 2D6 D6 ws missile 40 feet 4 1 1 5 5 300 rare
sling D6 D6 ws missile 200 feet 5 1 1 2 1 5 common
Table E1

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 14

weapon action damage stun weapon skill range moves wt. cost availability
bola throw 0 D6 ws thrown 30 feet 5 2 15 uncommon
boomerang throw D6 D6 ws thrown 30 feet 4 2 15 uncommon
brass knuckles punch +1 +1 hand to hand hand to hand varies 1 20 uncommon
brick swing strength + D6 D6 ws melee hand to hand 5 4 4 common
throw D6 D6 ws thrown 15 feet 5 4 4 common
cat o’ nine tails swing 2 D6 ws melee hand to hand 4 2 60 rare
dagger, dirk stab D6 + 2 D6 ws blade hand to hand 4 1 25 uncommon
throw D6 D6 ws thrown 30 feet 4 1 25 uncommon
dagger, shiv stab D6 D6 ws blade hand to hand 3 1 15 uncommon
dynamite, ¼ stick throw D6 D6 ws thrown 30 feet 6 1 250 rare
firework, large throw D6 D6 ws thrown 30 feet 6 1 180 rare
firework, small throw 0 D6 ws thrown 30 feet 5 1 60 rare
lasso throw 0 D6 ws thrown 15 feet 7 1 7 common
maul / sledge jab strength D6 ws melee hand to hand 4 18 50 uncommon
swing strength + D6 + 2 D6 + 3 ws melee hand to hand 5 18 50 uncommon
meat cleaver swing strength + D6 D6 ws blade hand to hand 5 6 60 uncommon
Molotov cocktail throw D6 D6 ws thrown 20 feet 6 2 80 common
nunchaku swing 2 D6 ws melee hand to hand 3 2 80 uncommon
pick axe jab strength D6 ws melee hand to hand 4 14 25 common
swing strength + D6 + 2 D6 ws melee hand to hand 5 14 25 common
police baton (tonfa) jab strength D6 ws melee hand to hand 4 2 40 rare
swing strength + D6 D6 ws melee hand to hand 4 2 40 rare
sap gloves punch +0 +1 hand to hand hand to hand varies 1 20 uncommon
shield bash strength 2D6 ws shield hand to hand 5 varies +0 varies
shield, glass shards bash strength + 1 2D6 ws shield hand to hand 5 +2 +10 varies
shield, heavy spikes bash strength + D6 2D6 ws shield hand to hand 5 +15 +45 varies
shield, hooks bash strength + D6 2D6 ws shield hand to hand 5 +15 +50 varies
shield, light spikes bash strength + 2 2D6 ws shield hand to hand 5 +5 +25 varies
sickle swing strength + D6 + 4 2D6 ws blade hand to hand 6 22 120 rare
staff, wood jab strength D6 ws melee hand to hand 4 4 10 common
swing strength + 1 D6 ws melee hand to hand 5 4 10 common
staff, hollow metal jab strength D6 ws melee hand to hand 4 5 30 common
swing strength + 1 D6 ws melee hand to hand 5 5 30 common
staff, heavy metal jab strength + 1 D6 ws melee hand to hand 4 8 60 uncommon
swing strength + 2 D6 ws melee hand to hand 5 8 60 uncommon
throwing axe swing strength + D6 D6 ws blade hand to hand 4 3 40 uncommon
throw D6 + 1 D6 ws thrown 40 feet 4 3 40 uncommon
throwing star throw D6 D6 ws thrown 30 feet 4 1 5 uncommon
Table E2

weapon action damage stun weapon skill range moves wt. cost availability
bardiche stab D6 D6 ws melee 6 feet 4 18 140 rare
swing strength + D6 + 4 D6 ws blade 6 feet 6 18 140 rare
glaive stab D6 D6 ws melee 7 feet 4 16 115 uncommon
swing strength + D6 + 2 D6 ws blade 7 feet 6 16 115 uncommon
guisarme stab D6 + 1 D6 ws melee 7 feet 4 15 110 uncommon
swing strength + D6 D6 ws blade 7 feet 5 15 110 uncommon
fauchard stab D6 D6 ws melee 7 feet 4 15 110 uncommon
swing strength + D6 + 1 D6 ws blade 7 feet 5 15 110 uncommon
halberd stab D6 + 1 D6 ws melee 8 feet 4 16 120 uncommon
swing strength + D6 + 1 D6 ws blade 8 feet 5 16 120 uncommon
harpoon stab D6 + 2 D6 ws melee 5 feet 4 15 100 uncommon
throw D6 + 2 D6 ws thrown 20 feet 5 15 100 uncommon
javelin stab D6 D6 ws melee 7 feet 4 8 80 common
throw D6 D6 ws thrown 50 feet 5 8 80 common
lance stab D6 + 1 D6 ws melee 8 feet 4 20 140 rare
lawn tool swing strength + 2 D6 ws melee 5 feet 5 5 20 common
mancatcher thrust D6 D6 ws melee 6 feet 4 14 160 rare
naginata swing strength + D6 + 2 D6 ws blade 7 feet 5 13 140 rare
partisan stab D6 + 2 D6 ws melee 7 feet 4 13 100 uncommon
pike stab D6 + 1 D6 ws melee 8-16 feet 5 20 110 uncommon
ranseur stab D6 + 2 D6 ws melee 7 feet 4 13 120 rare
spear stab D6 + 1 D6 ws melee 7 feet 4 12 90 uncommon
throw D6 + 1 D6 ws thrown 30 feet 5 12 90 uncommon
spetum stab D6 + 2 D6 ws melee 7 feet 4 13 110 uncommon
trident stab D6 + 2 D6 ws melee 6 feet 4 15 100 uncommon
voulge stab D6 D6 ws melee 6 feet 4 17 140 uncommon
swing strength + D6 + 3 D6 ws blade 6 feet 6 17 140 uncommon
Table E3

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 15

Armor
Improvised armor plays an important role in survival in deadEarth. Table E4 shows a number of armors which
are created using improvised parts or improvised construction methods.

bone armor. Bone armor is, of all the types of armor, the least protective. Long bones are hollow, flat bones
are thin, and both are brittle once they dry. However, bones typically conform nicely to the human body and
provide other benefits (fear, intimidation, etc.). The bone helmet, vest, and shield have high collector’s value.
Most often bones are lashed together with rope and attached to the body with straps and buckles.

chain mail armor. A type of metal armor which uses small
interconnected rings or links. Usually applied in layers for better
protection.
- aluminum. Made of lightweight aluminum rings.
- chain. Improvised chain mail made of steel link chain.
- steel. Made of lightweight steel rings.

masks. Helmets designed to protect the face provide their armor
protection to the face in all melee and hand-to-hand attacks. Projectile
attacks will destroy the mask on impact (if it was a called shot to the
face), rendering it useless. The rest of the helmet remains intact.
- motorcycle mask.
- sports mask.
- welding mask.

padded armor. Improvised armor made out of anything with padding:
bus seats, life jackets, couch cushions, insulation, etc. Normally
padded armor is thick, bulky, and heavy, especially when wet.

ring mail armor. A type of metal armor which uses medium-sized rings sewn to leather armor.
- aluminum. Made of lightweight aluminum rings.
- gasket. Improvised ring mail made of steel gaskets, nuts, etc.
- steel. Made of lightweight steel rings.

rubber armor, light. Rubber armor in about half of its normal thickness.

scale mail armor. A common type of armor which uses small overlapping plates.
- aluminum. Made of lightweight aluminum plates.
- can. Improvised scale mail made of flattened aluminum soda cans.
- plastic. Improvised scale mail made of flattened plastic soda bottles or other soft plastics.
- steel. Made of lightweight steel plates.
- tin. Improvised scale mail made of flattened tin ration cans.

wood armor. The construction of wood armor is accomplished with four different methods. In each case,
different pieces of armor are attached to the body with straps and buckles.
- solid wood armor. The most difficult to manufacture, requiring softening and bending of large
sections of wood to conform to the body, or carving curved plates from hardwood blocks. Each body
part has two pieces, joined by straps and buckles.
- wood slat armor. Somewhat easier is the bending of strips of wood, which are fastened together after
bending. Wood slat armor is non-overlapping, leaving gaps between slats, and often does not cover
the sides of the body.
- wood shingle armor. Hand-sized wood shingles are fastened to a leather garment and to each other,
offering a little flexibility and the protection of overlapping armor; comes in one piece.
- wood pole armor. Created using bamboo, branches, dowels, or other pole-type wood pieces, usually
lashed together tightly with small gaps between poles.

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 16

armor type stress shock helmet collar sleeve bracer glove vest codpiece legging shank boot shield availability
bone 2 0 50 2 10 3 10 3 150 8 15 4 15 4 150 10 uncommon
chain mail, 3 2 200 3 160 2 160 2 50 1 800 8 220 3 200 2 rare
aluminum
chain mail, chain 4 2 80 8 80 8 650 40 110 10 100 10 uncommon
chain mail, steel 4 2 200 4 200 4 200 4 70 2 1300 15 225 4 225 4 rare
padded 1 4 12 3 10 3 10 3 35 20 12 5 12 4 common
ring mail, 3 1 160 3 125 2 125 2 500 9 180 3 180 2 45 3 rare
aluminum
ring mail, gasket 3 1 120 4 120 4 120 4 400 15 140 4 140 4 30 3 uncommon
ring mail, steel 4 1 160 4 165 4 165 4 700 16 190 4 190 4 55 3 rare
rubber, light 1 2 30 2 15 2 15 1 3 0 80 8 3 0 10 3 10 2 5 2 uncommon
scale mail, 4 1 160 3 160 3 800 9 220 4 200 3 75 3 rare
aluminum
scale mail, can 3 1 80 2 80 2 400 8 110 3 100 3 uncommon
scale mail, 2 3 45 3 45 2 200 8 50 3 50 3 uncommon
plastic
scale mail, steel 5 1 200 5 200 5 1300 16 225 5 225 5 75 3 rare
scale mail, tin 4 1 100 4 100 4 650 14 110 4 110 4 uncommon
wood, solid 2 1 12 4 8 1 10 3 10 3 25 18 5 1 12 5 12 5 12 4 20 8 uncommon
wood, slat 2 1 10 3 10 3 50 15 12 5 12 4 common
wood, shingle 3 2 30 3 30 3 160 15 30 5 30 4 uncommon
wood, pole 2 1 10 3 10 3 25 15 12 5 12 4 common
Table E4

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 17

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
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

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 18

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.

3. COPYING IN QUANTITY

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 19

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
Version, together with at least five of the principal authors of the
Document (all of its principal authors, if it has less than five).
C. State on the Title page the name of the publisher of the
Modified Version, as the publisher.
D. Preserve all the copyright notices of the Document.
E. Add an appropriate copyright notice for your modifications

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 20

adjacent to the other copyright notices.
F. 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.
G. Preserve in that license notice the full lists of Invariant Sections
and required Cover Texts given in the Document's license notice.
H. Include an unaltered copy of this License.
I. 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.
J. 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.
K. 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.
L. 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.
M. Delete any section entitled "Endorsements". Such a section
may not be included in the Modified Version.
N. 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
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

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 21

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
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.

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 22

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

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

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Equipment Supplement #1 23

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.

©2001 The Game Crafter, LLC – See license for copying details.