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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 Chris Hagness
JT Smith

illustrations Adam Beckett
James Clark
Cory Cone
Michele Diegoli
Joshua Tingdahl

cover art Denise Robinson

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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deadEarth Radiation Table Supplement #2

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 Avian hybrid 060
001 Dreadful RTS1-13
002 Heightened Senses 144
… etc. …

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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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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 cross-
mutation 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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deadEarth Radiation Table Supplement #2

(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):
• Change their position in your list ~Adam Beckett
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 cross-
mutation 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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deadEarth Radiation Table Supplement #2

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. ~Cory Cone
cost: none. range: self. effect: binary.

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 ~James Clark
skill list, which start at 4D6 each. They are
navigation: map reading and navigation: cartography.

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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deadEarth Radiation Table Supplement #2

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 cross-
mutation). 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 non-
permanent 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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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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
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

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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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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deadEarth Radiation Table Supplement #2

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.

-19-

Related Interests