ATTITUDES 1.1 Revision 1 - October 20 th 2000
Another Thano Terra Inspired Totally Unauthorized Dead Earth Sourcebook
RADIATIONS TT001-TT200
© 2000 Ambient Inc
READ THIS OR ELSE ATTITUDES is a fan-produced supplement series for the deadEarth RPG published by Anarchy inK. ATTITUDES is s upport ppor ted b y and based at the Dread Gazebo thanoTerra website website (http://www.drea (http://www.dread dgaze bo.com/deade o.co m/deadearth arth)). Al l material appearing in this product is copyright 2000, Ambient Inc. If you would like your own house rules and original game material for deadEarth to appear in future issues of ATTITUDES, please send them along with appropriate copyright information to
[email protected]. Each i ssue of ATTITUDES ATTI TUDES deals with wi th o one ne particular elem ent of of the game gam e (ie: (ie: Combat, Firearms, Ra Ra diati diati ons, Character Creation) and includes new house rules and examples for that item. Upcoming issues include a new combat system and revised firearms listing, alternate (more detailed) character creation guidelines and so on. We always welcome submissions dealing with the topics we will be covering in future issues. This issue of ATTITUDES (1.1) introduces a new Radiation Table with 200 new radiations. These can be added to your game the same way you add the radiations from the official RTS supplements. This document makes references to the 1000 radiations in the printed 1 st edition Players Hand Book as well as the first two Radiation Table Supplements (all available from www.deadearth.com). We will not be releasing a production and release schedule for ATTITUDES , as each issue will be finished when it s good and done and not before b efore.. For the latest l atest issues of ATTITUDES, ATTITUD ES, drop by b y the the Dread Gaze Ga zebo bo thanoTer thanoTe rra website http://www.dreadgazebo.com/deadearth CREDITS Author: Writers: Cover Art:
Jason Parent Denise Robinson Jason Parent Jason Parent
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deadEarth is copyright Anarchy Ink. Original deadEarth material is copyright 1994 - 2000 Anarchy inK. All use of deadEarth within these documents is done without permission of the copyright holders. Any use of Anarchy inK s s copyrighted material or trademarks in this document should not be viewed as a challenge to those copyrights or trademarks.
TT001 : PHOENIX Add both (104) (104) Superno Supe rnova va and (101) Seco Sec ond Chance Chan ce to your list of radiations. When you die, roll 1D6, on a 6 you are reborn with (TT001) Phoenix, otherwise you are reborn as per (101) Second Sec ond Chan Chance ce without an an y radiations. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT002 : THIRD EYE You grow a third eye in the middle of your forehead. This looks significantly freaky and has the following addition effect (roll 1D6) 1. Elev levated Ey Eye: you you ca can me medita itate, foc focusing on on something with your third eye and gain the ability of (930) Elevated Consciousness 2. Gent Gentle le Eye Eye: Th Those ose who whom m yo you loo look k on on in in pit pity y wit with h your third eye can be healed of any radiations that cause Pustules (931), (931) , Skin Cancer, Festering Wounds (913), (913) , Lesions (896), (896) , Boils (939) and other skin diseases for 10 Skill Points. 3. Eye Eye of of Ba Battle ttle:: You You c can an star stare e do down peop people le in Ha Hand nd To Hand combat by using 2 Action Points to open the third eye and get their attention. If they don't make a difficult Resolve roll they must cease all hostilities unless attacked again. If used while attacking them, they still lose half their action points this round. 4. Eye Eye of Da Dark rkne ness ss:: As long long as your your eye eye is ope open, gain (578) Night Vision 5. Eye Eye of of the the Sen Sentine tinel: l: As As lon long g as as you yourr ey eye is is ope open, n, gain (848) Sentinel 6. All All See Seein ing gE Eye ye:: Gain Gain 1D 1D6 6S Sen ense ses s ffrrom all all the the eye eye can see. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT003 : NEW MUTANT Until you get rid of TT003, you must roll for all future Radiations on tables of radiations from internet sources, ignoring the table in the Players HandBook. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary
TT006 : UNLAWFUL CARNAL KNOWLEDGE You gain +2D6 Guile when used to coerce others into intimate encounters. encounters. Cost: Cost: none. Range: Range: Self. Effect: Effect: C umulative TT007 : YOU GOTTA HAVE HEART You sprout a multiple-redundency system for your central cardio-vascular pump. (You grew two additional hearts!). On your hit location table, area 72-73 is now Heart Number 2 and area 74-75 is now Heart Number 3. Each has 2 hit points. Unitl all three of your hearts are destroyed in combat, the heart i s not considered to be a critical area. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT008 : BODY DISMORPHIA Your radiations have given you an extreme obsessive-compulsive disorder regarding a part of your body that you consider mutated and abhorrent. Roll on the hit location table and re-roll all results of TORSO and HEART. Unless you personally remove that part of your body (or have it removed for you) you will forever feel that it is disgusting and abhorrent and you will suffer from (569) Lost Hope. Hope. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT009 : CORTICAL SCRUB (Sounds nice and hygienic, doesn't it?) The radiation has gone straight to your brain, and has erased certain key parts of your cerebellum. Select D6 skills at random from your record sheet and reduce them to 0D6. (These skills cannot be Bemuse or Memory). This means you can NEVER succeed at these skills again, and can never improve them - the actual parts of your brain dealing with these subjects have been scrubbed clean for all t ime. The up-side is that you gain +1D6 Memory because of all the shiny n ew storage storage space in your brain b rain and +1D6 Bemuse Bem use when you you occasionall y trip ov er these these same new gaps. Cost: Cost: none. Range: Range: Self. Effect: Effect: Permanent
TT004 : STIGMATEYE You have an eyeball in the palm of each hand. Using these eyes you can see around corners without exposing your head to injury, but all future damage to your hands incurs +2 stun damage from the shock. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary
TT010 : REAL GEEK (not (423) Geek) You Y ou are a throwback to the circus gee geeks ks of days long past. You can subsist only on a diet of living insects and small animals which you must bite the heads off of while they are still alive. These habits are not very endearing to the average citizen. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary
TT005 : SAVAGE GENITALIA Your nether regions are now a weapon! If you have (898) Freudian, Freudian , immediately gain High Self Esteem. Men's genitals grow up to 2 feet long and are now adorned with nasty claws, blades and a savage, tearing mouth, and can now be used in combat using a "bite and gore" attack (3 APs, 4 Stun, 2 Damage). Women's genitals are now significantl y larger and protrude somewhat and are full of razor-sharp hooked teeth and can be used in combat using a "straddle "straddle and chew" attack (6 APs, 2 Stun, Stun, 6 Damage). John Bobbit beware! Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary
TT011 : THE QUICKENING Gain +3 Moves, and ignore any future effects of aging. Should someone ever kill you by loping off your head with a sharp weapon, a massive lightening blast will ensue (dealing 10 stun and 4 damage to everyone within 20 feet). The person who killed you will then gain +1D6 in all skills that you had at a higher lev el than him, as well as gaining radiation (TT011) The Quickening. Quickening. You immediately know when another person with the quickening is within 1km of your position (and that person person will obviously know of your presence also). Cost: Cost: none. Range: Range: Self. Effect: Effect: C umulative
TT012 : HYMN OF DESPAIR By spending 3 AP each turn, you can sing a strange, disheartening ulul ating song that causes all opponents to fight you at -1D6 on all their actions. Cost: Cost: 1 Skill Point. Range: Range: 20ft. Effect: Effect: Binary
TT013 : BEER GOGGLES You see all persons of your prefered sex as being incredibly sexually arousing and beautiful / handsome. All their actions and gestures will seem erotic and alluring. Be afraid, be very afraid! Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT014 : EYES OF THE DEEP DEEP O NE Your eyes grow and expand (think of the decompression scenes in Total Recall until they are large and frog-like. These bizarre protuberances give you an uncanny appearance akin to some strange frog hybrid. Any helmets you wear will have to re-evaluated for fit, and goggles will be impossible to wear. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT015 : CROWN OF FLESH You have developed a ring of fleshy protuberances around your head. With these you will be unable to wear most helmets and headgear. Roll a D6 t o determine what kind of protuberances these are: 1. Fing Finger ers s - a rin ring g of of a doz dozen or so finge ingerrs sur surro roun und d your head 2. Ears Ears - a soli solid d ring ring of ears ears (lob (lobes es and and all) all) surr surrou ound nd your head giving you +1 on all senses rolls and allowing you to wear many, man y earrings. 3. Nose No ses s - "My "My mut mutan antt has has 14 14 no noses! ses!"" "Ho "How w doe does s he he smell?" "Awful!" 4. Ton Tongues ues - Now this is rude! Lick ick awa way y! 5. Eyes Eyesttalks alks - A ring ing of of st stalks alks wit with eye eyes s at at the the end end watch watch ev eryth eryth ing... and gives y ou +2D6 senses. senses. 6. Toes - Toe-jam city! Cost: Cost: none. Range: Range: Self. Effect: Effect: C umulative
TT018 : LORD OF THE FLIES You are are constantly constantly surrounded surrounded by a cloud cloud of insec i nsects. ts. Depending on your climate they may include butterflies, mosqu mosqu itos, itos, deer flies, bees, hornets, etc. This acts act s as a constant distraction for you and all those around you (-2 on all your rolls, -4 on others). These penalties can be halved by procuring and wearing bug repellent (Cumulativ e, so if you AND those close to you are wearing repellent, you get -1 on all rolls (1/2 of -2) and they get -1 on all rolls (1/2 of -4 f or your repellent, 1/2 of that for their's)) Cost: none n one.. Range: Range: 15 feet Effect: Effect: C umulative TT019 : B EA EAN N POLE You sprout up in height by 2D6 inches, and halve your weight. Adjust your stats accordingly. Cost: Cost: None Range: Range: Se lf Effect: Effect: C umulative The following radiations (TT020-TT053 & TT054-TT063) are some suggested radiations that can be gained from cross-mutating with plants (063 Vegetative Hybrid, 349 Vegetation, 463 Bloom, 554 Plant, 621 Disfigured Mutant, 721 Double cross-mutation, 746 Absolved of Humanity) TT020 : LEAF All your yo ur body hairs are are replaced with le l eaves. aves . Leave s help help you stay stay cool in the heat if they are not covered. Choo Choose se what style, size, and colour of your leaves and pray your fellow mutants don't decide to determine if you're smokable. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT021 : JAZZ You are part guarano berry, part coca bean. Your v eins run with almost pure caffeine. Gain (352) Wired, Wired , and anyone biting you (and dealing at least one point of damage through your armour) will gain (352) Wired for d6 minutes. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary
TT016 : JOY BUZZER You can produce a shocking jolt of electricty conducted through your hand. This increases stun damage from bare-hand attacks by 4. Cost: Cost: 1 Skill Point. Range: Range: touch Effect: Effect: Binary
TT022 : EDIBLE You are now edible. For every hi t point of damage you take (as people take a bite out of you), they gain one point of resiliency. resilien cy. Much to your chag rin, three hit point points s is considered a full meal. Cost: Cost: 1hp Range: Range: Se lf Effect: Effect: Binary
TT017 : PIED PIPER You attract animals. Every time you enter an environment where these animals exist they will be drawn to you. I hope you don't have (388) Animality. Animality. Roll to see what you attract. 1. Rodents (rats, mice, etc) 2. Avi an ans (pi ge geons, v ul ultur es es) 3. Feline ines (cats, ts, lion ions, tige igers) 4. Canines nes (dogs, wo wolves ves, dingo ngos) 5. Repti le les (i(i gu guanas, ko komo do dos) 6. Fish ( sa salm on on, tu ne ne, shar ks ks) Cost: Cost: none. Range: Range: 200ft. Effect: Effect: Binary
TT023 : FRUIT-BEARING You now sprout one piece of fruit for each point of resiliency you hav have. e. These grow from from random body locations (re-roll heart locations), and can be picked (costing you one point of resiliency) and then eaten up to one week later (a month later if properly dried, a year later if canned, pickled or preserved) to gain one resiliency. Although you still regain resiliency at the normal rate, your fruit only grow back a m onth after they are picked. "Wow, this jelly goes really great with roast VimDawg. What did you call it again? Joe-toe-jam?" Cost: Cost: 1 res. Range: Range: Se lf Effect: Effect: Binary
TT024 : FRUIT Add (TT022) Edible to your list of radiations. radiat ions. In addition to being edible, you now carry a see s eed d in your y our chest. When you die, should these seeds be planted in d6 months and nurtured (soil, water, sun) for nine m onths, an exact replica with full memories as per (976) Triple Helix will burst forth from the earth, hydroponic lab, etc. to continue your legacy. This act of rebirth is worth 1 Renown. The seeds in your chest will be destroyed destroyed if you heart is destroyed. If you have (316) Heart Of Stone, Stone, and someone chips the seeds out of your dead heart, the seeds will grow into a statue of yourself, still worth 1 renown, but forever a m ute symbol of your death. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT025 : POISONOUS Your f lesh and blood are are no no w toxic. toxic. Anyone foolish enough to attempt to bite you or eat you must make a Running roll on the following table: Ro l l Result <6 Instant Death 6 1 dmg to each location/round 9 1 dm dmg to to eac each h loc locat atio ion n and and unco uncons nsci ciou ousn sne ess for for d6 hours 15 1 dm dmg g to eac each h loca locattion ion and and 10d6 10d6 stun stun 24 5d6 stun 36 d6 stun 51 no effect If you use (490) Purge, Purge, you will die as your body systematically rejects itself. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT026 : DECIDUOUS In the fall all your body hair (and/or leaves, quills, feathers, etc) changes colour and gradually falls out until you have (353) Bald which will last throughout the winter season season until spr ing when when your bo bo dy hair gradually grows grows back. Cost: Cost: None Range: Range: Se lf Effect: Effect: Binary TT027 : THORNS Hard, spiky protuberances sprout all over your y our body conferring you one extra dam age from bare-handed or bare-footed attacks. Grappli ng someone someone or being grappled deals d6 damage damage to your opponent. opponent. Be prepared to shred shred a lot of cl othes. othes. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT028 : TASTY SAP Your blood has been replaced with a slightly sweet sap which, when boiled down produces a delicious syrup that goes remarkably remarkably well over ov er pancakes. pancakes. Whenever Whenev er you "bleed", gain (TT018) Lord of the Flies until the flow is staunched and sap washed from your body. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT029 : STICKY SAP Your blood has been replaced with a highly viscous and adhesive sap. Due to your slow "bloodflow", add (883) Languid to your list of radiations. If an edged edged weapon should cause damage to you, the wielder must make an average weight-training roll to dislodge the weapon from your body. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT030 : BURL Whenever someone or something breaks your skin, roll a d6 when the wound heals. On a 1-5, you get a raised (keloid) nasty-looking scar. If any of these scars scars are visible, gain d6 on Intimidation rolls. On a 6, you gain a d6 pound burl growing from the wound location, and roll agai n next week to see if it keeps burling burling . If you you should try to cut off a bur l, it is gua rante rante ed to re re grow to to at a t least least the same size plus d6 pounds and start the cycle again. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT031 : SELF-POLLINATI SELF-POLLINATI NG You are now capable of a-sexual reproduction. reproduction. You are a compl ete hermaphrodite. Any offspr offs pring ing produced in this manner will be an exact genetic duplicate of you, with a 50% chance of each radiation being passed along as well. If you have (976) Triple Helix, Helix, this duplicate will be exactly as described in said radiation. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT032 : PETALS You grow a crown or mane of o f petals around around your you r head(s). head(s). Persons remembering The Tick will refer to you as "El Seed" Seed ". Play ing She-Loves-Me-She-Love s-Me-Not will wil l cause 1 point of damage. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT033 : STINGING NETTLES Your skin is covered in small hairs that secrete an irritant, contact poison when broken. Anyone touching you with bare skin areas takes d6 stun per exposed area. Cost: Cost: none Range: Range: Touch Effect: Effect: Binary TT034 : PHOTOSYNTHETIC Your skin pulses with chloroplasts. Turn green green and gain the ability to gain energy from the sun. W ith the wan sunlight available on deadEarth, you can reduce your daily food requirements requirements by half . Find a tropical, sunny or bright location and you might not need food at all although you would need to keep watered and ingest vitamins and minerals. mine rals. Your lungs stil l work work with oxygen, but but your skin "inhales" carbon dioxide and produces oxygen. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT035 : PHOTOTROPIC Bright lights. Big city. You have the subconscious compulsion to move towards the sun and/or and/or other bright lights. Make an av erage Reason roll to consciously consciously resist this. Whenever you are bored or unoccupied you will tend to wander off in the direction of the brightest lights visible. even climbing trees or buildings to approach the moon at night. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT036 : CELL WALLS You gain cellulose-based cell walls beyond your cell membranes. While reducing reducing your flexibility, flexibility, this considerabl considerably y increases your durabili durabili ty. Roll Ro ll d6. Decrease your Moves by this amount and increase your Resiliency by three times this amount. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulat ive TT037 : CACTUS You have cross-mutated with with a hardy desert desert plant. Gain (TT027) Thorns and (550) Hump. Hump. Cost: Cost: none. Range: Range: Self. Effect: Effect: Binary TT038 : VENUS FLY TRAP Gain (TT039) Attractor and (TT010) Real Geek. Geek. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT039 : A TTRACTOR TTRACTOR Your plant cross-mutation has given you a reproductive mechanism that produces an odour or colour that birds and insects (and those cross-mutated with them) find particularly attractive. Characters with bird or insect cross-mutati cross-mutations ons ( (060) Avian Hybrid, Hybrid, (061) Insectivora Hybrid, Hybrid, (106) Bird, Bird , (278) Insect, Insect , (546) I mpending Swarm, Swarm, (551) Aves, Aves, (586) Airborne Fog, Fog, (591) Insecta) Insecta) and/or (088) Animal Instincts, Instincts, (130) Enhanced Smell and (248) Bond with Nature must make an average Reason roll to resist resist wanting to be near near you. Cancels (TT040) Repulsor Repulsor Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT040 : R EPULSOR EPULSOR Your plant cross-mutation has given you a self-defense mechanism that produces an odour or colour that bir ds, insects and small mammals (and those cross-mutated with them) find repulsive. Characters with bird or insect cross-mutati cross-mutations ons ((060) ( (060) Avian Hybrid, Hybrid, (061) Insectivora Hybrid, Hybrid, (106) Bird, Bird, (278) Insect, Insect , (546) I mpending Swarm, Swarm, (551) Aves, Aves, (586) Airborne Fog, Fog, (591) Insecta) Insecta) and/or (088) Animal Instincts, Instincts, (130) Enhanced Smell and (248) Bond with Nature must make an average Reason Reason r oll t o resis resistt avoiding avo iding you. you. Cancel Cancel s (TT039) Attractor Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT041 : GRAFT "So there Joe and I were at a communal bath when Joe starts fumbling for his knife and screaming 'I want me THAT one!' and runs after this huge Asian Elephant cross-mutation in the corner. He lops of the poor freak's privates and- get this, this is the REALLY sick part- slices off his OWN Johnson and sticks the other guys' package on. I seen some unnatural unnatural shit in my life, but that just just ain't right." You can replace your own limbs and digits with those of other animals, incl uding "humans". "humans". Replacement limbs and digits must be freshly cultivated within the past hour. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT042 : DORMANT IN WINTER During winter months, gain (027) Torpid and (664) Hibernation. Hibernation. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT043 : LILY PAD Green patagia-like f laps grow from from under your your arms. Add (872) Buoyant to your list of radiations and get +2d6 Guile and Charisma when dealing with characters with amphibian cross-mutations cross-mutations ( (066) Amphibious Hybrid, Hybrid, (467) Amphibia, Amphibia, (565) Covering Slime, Slime, (624) Amphibian) Amphibian ) Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT044 : CORN'S GOT EARS Grow d6 ears on randomly-determined body parts (excluding the the heart) heart) . Gain d6 Senses. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT045 : POTATO'S GOT EYES Grow d6 eyes on randomly-determined body parts (excluding the the heart). Gain d6 Senses. Cost: none Range: Self Effect: Binary TT046 : BARK Your skin is now coated in a hard, woody protective layer. Gain one armour point to each body location. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT047 : VINES Your triple in length as they turn into spindly vines. Lose 1 Strength, gain 2 Moves and add (699) Wall Walker to your list of radiations. Wrestling is now a natural ability. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT048 : ROOTS Your feet grow roots, enabling you to gain nourishm ent and water from the earth when barefoot. This halves your needed rations in a day if you spend at least 6 hours rooted down, and allows you to live without rations completely if rooted down for 24 hours a day (as long as the soil is good). Add (693) Rough Shod and (532) Athlete's Foot to your list of radiations. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT049 : ROOTED TO SPOT The radiation causes your feet to plunge deep into the earth, toes spreading and growing into a fine network of roots making it im possible to move, al though you may be transplanted up to once a week provided a large enough earth ball is brought with you. Add (TT048) Roots to your list lis t of radia radia tions. If your roots are cut, you will will sl owly owly die of dehydration and starvation. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT050 : BAMB BAMBOO OO Grow 2D6 inches weekly and adjust your stats accordingly. accordin gly. Gain 2d6 2d6 Charisma when when dealing with with characters characters cr oss-mutated oss-mutated with pandas. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT051 : EUCALYPTUS Ever seen a koala with a racking chest cough? When rubbed, your skin ex udes a pervasive, pungent odour. This scent is particularly repulsive to insects and helps clear up chest infections and colds. Add (107) Stink and (TT053) Aromatherapeutic to your list of radiations and be treated as though you have (TT040) Repulsor Repulsor when deal deal ing with nui sance sance i nsects nsects (mosquitoes, blackflies, etc.) and characters cross-mutated with them, and be treated as though you have (TT017) Pied Piper when dealing with small bears. Gain 2d6 Charisma Charism a when dealing with characters characters crosscr oss-mutated mutated with koalas. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT052 : ME DIC DICINAL INAL Most great medicines were derived derived from plants. So are you. Roll a d6 d 6 and determin determi ne your effects as per per the table below. Anyone taking a bite of you (dealing at least one damage) will gain the benefits described. R ol l Properties 1 Cure Cu res s head headac ache hes s, redu reduce ces s the the bloo blood' d's s abil abilit ity y to clot, alleviates the symptoms of circulatory disorders 2 Cures ures cold olds an and all alle eviat iates th the sy symptom oms s of of mo more serious respiratory infections 3 Cures frostbite ite, stimulate lates bloodflow and alleviates the symptoms of circulatory disorders 4 Cures heartburn and alleviates tes the symptoms of stomach, intestinal and digestive disorders 5 Redu Re duc ces sca scarrin rring, g, hea heals minor inor bur burns, ns, cure ures acne acne and alleviates the symptoms of skin disorders and major burns 6 Curres inso Cu insomn mnia ia,, re reduce duces s str stres ess s and and alle allevi viat ate es tthe he symptoms of psychological and neurological disorders Cost: Cost: 1 damage Range: Range: Se lf Effect: Effect: Binary
TT053 : AROMATHERAPEUTIC The very smell o f you has heal heal ing ef ef fects upon th th ose aroun arou nd you. When yo ur skin is rubbed rubbed or broken, broken, the oils or blood released has special properties when inhaled or rubbed into the skin. Roll a d6 and determine your healing properties. R ol l Properties 1 You smell really good. Act as a natural anti-persperant and add d6 to Charisma and Influence v ersus anyone who catches a whiff of you 2 Cures colds lds an and all alle eviat iates tthe he symp ymptoms of of mor more e serious respiratory infections 3 Cures frostbite, stimulate lates bloodflow and alleviates the symptoms of circulatory disorders 4 Cures heartburn and allev leviates the symptoms of stomach, intestinal and digestive disorders 5 Redu Re duce ces s scar carring ring,, heal heals s minor inor burn burns s, cur cures acne acne and alleviates the symptoms of skin disorders 6 Cure Cu res s ins insom omni nia a, red reduc uce es str stres ess s and and alle allevi viat ate es tthe he symptoms of nerve and neurological disorders Cost: Cost: none Range: Range: 5m Effect: Effect: Binary TT0 54 : MYCOLOGICAL MAJESTY MAJESTY You and everyone within 20 feet of you (at this moment) have cross-mutated cross-mutated with a fungus. Each adds Mycological Majesty to their list of radiations. Each person takes one attribute from a fungus of their choice and adds it to their character. Cost: Cost: none. Range: Range: 20 feet Effect: Effect: C umulative The following radiations (TT055-TT063) are some suggested radiations that can be gained from cross-mutating with fungus (063 Vegetative Hybrid, 349 Vegetation, 463 Bloom, 554 Plant, 621 Disfigured Mutant, 721 Double cross-mutation, 746 Absolved of Humanity, TT054 Mycological Majesty) TT055 : PSYCHEDELIC Anyone licking you or biting you begins to hallucinate for D6 hours. They are allowed to roll Resolve or Running (best of) to resist the worst worst of it. If the roll is less than a 15 they are completely incapacitated by the hallucinations for the duration. If the roll is greater than 15 they receive -2D6 on all rolls, and -4D6 to senses. If the roll is greater than a 24 they receive -1D6 on all rolls, and -2D6 to senses. If they roll greater than a 36 they receive -1D6 senses and with a roll greater than a 51 they suffer no adverse effects. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT056 : NE CROPHAGE CROPHAGE You can subsist off the dead, but ONLY off the dead. Your food must be rotting before you can digest it - anything less makes you vi olently olently i ll. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT057 : SPORE CLOUD You can generate a 10' by 10' cloud of spores directed as you wish up to once an hour. All caught within it who are not wearing breathing apparatus take 2D6 stun. Cost: Cost: 5 Skill Points Range: Range: 10 feet Effect: Effect: Binary TT058 : SLIME MOULD You are devolving into a slime mould. Each week convert 1 move into 2 resiliency AND remov e one hit point from from each location on your arms and legs and mov mov e all but 2 of them to your torso. Divide the remaining two between your head and neck. Once your moves have been reduced by half (round down), the devolution ends. If any locations are reduced to zero ze ro hit points by this process they are completely dissolved into your slimy mass. You can still extend pseudopods of slime as hands or legs, but only with 1/2 your normal strength. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT059 : PALLID COMPLEXION You gain the pallor of a toadstool. This radiation removes ANY other radiations that change your skin tone (although not skin texture and format). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT060: PHOSPHORESCENT You now glow in the dark. For every point of resilience you have, you emit a glow that illuminates a 6" radius from your body. You are clearly visible from a distance, and reduce your Stealth rolls by 1D6 per 4 points of resilience you have. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT061: REAL BIG HEAD Your head enlarges and takes on a mushroom-shape. Those remembering the sight of mushroom-clouds may find your appearance disturbing. disturbing. Add (025) Capitate to your list of radia radia tions. tions. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT062 : PENICILLIN Add (TT022) Edible to your list of radiations. Persons ingesting you when ill are allowed to make a running roll (dif:15 to 36, at G Ms discretion) to be cured of diseases they may be carrying or suffering from. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT063 : FLY AGARIC You are deadly poison to those who attempt to ingest you. Those partaking of your flesh or blood should roll Running difficulty 24 to prevent death, difficulty 51 to prevent hallucinations. Hallucinations cause a reduction of 2D6 to all rolls and a nd 4D6 from senses. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary
TT064 : RITE OF GROWTH Like any plant, you continue to grow as you age. Every year you gain 1" in height and D4 pounds in weight (rech (rech eck your stat stat s on the h eight eight / weigh weigh t tabl tabl es). Yo Yo u also sprout up during favourable growing seasons - every time you gain a point of renown, increase your height by D3 inches and your you r weight weight by 2D6 pounds (again, recheck your stats on the height / weight tables). Cost: Cost: none. Range: Range: Se lf Effect: Effect: C umulative TT065: GANGREL DEVOLUTION You are slowly losing your humanity. Every time you kill (whether it's one person or an army) gain a physical animal cross-mutation (has to have visible effects, should have few ga ga me ef ef fect fect s - things things like digiti grade grade legs, l egs, tails, hair, animal ears), and again do so every time you increase your renown (whether by one point or by 20). Keep track of the cross-mutations you've gained this way. For every three, reduce your Charisma, Guile or Reason by 1D6. Cost: Cost: none. Range: Range: Self Effect: Effect: C umulative TT066: ACE VENTURA You now have the ability to speak through your asshole. Should you have (RTS1-38) Double Rosebuds Rosebuds this can make for an interesting "chorus" effect. Roll 1D6 every month - on a 1 your asshole gets tired of talking FOR you and begins to talk for itself. It has a Guile and Charisma of 5D6, and Outright Lie of 4D6. Ev ery month thereafter roll 1D6 - on a 1 your asshole gets fed up with you running the show and begins to challenge you for control of your body. Every morning roll resolve difficulty 15 - if you fail the asshole is in control for the day. If it gains control f or three days in a row, it manages to to kill of f your brain and and take over forever. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary With a polog polog ies to to William S Burroughs, RIP
TT067 : SPARE ASS ANNIE With a polog polog ies to William S Burroughs, RIP Add (RTS1-38) Double Rosebuds to your list of radiations - except your auxiliary asshole is in the middle of your forehead, like a painful, brown eye. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT068 : BAIT Persons Persons with wi th Fish cross-mutations cross-mutations ( such as (062) Icthy Hybrid, Hybrid, (281) Fish, Fish , (412) Osteichthyes and (559) Ickthy rain) rain) find you irresistible. You gain +4D6 to Guile and Influence towards them, and a +2D6 bonus to Fishing skill. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT069: STRICT CARNIVORE Your dietary needs have changed and now you can ONLY eat meat (the fresher the better). Eating anything else requires a resolve roll (difficulty 15 to eat it, difficulty 24 to hold it down) and makes you feel seriously ill (-2 on all rolls for 2D6 hours). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary
TT070: STRICT HERBIVORE Your dietary needs have changed and now you can ONLY eat vegetable m atte atterr . Eati Eati ng anyt anyt hing else requires a resolve resolve rol l (difficulty 15 to eat it, difficul ty 24 to hold it down) and make syou feel seriously ill (-2 on all rolls for 2D6 hours). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT071 : CANNIBAL You have an obsessive need to eat "flesh of your flesh". If you have any cross-mutations this need can be contained by eating the animals with which you have hav e cross mutated (at least for a while). Every Ev ery chance you get to eat human flesh you must make a resolve resolv e roll to keep yourself yourself f rom this heinous act. (difficulty equal to the number of days since you last ate human flesh, or half that if you've been eatin eatin g animals with which you hav hav e cross-mutated cross-mutated at least least twice a week). Once the difficulty climbs to 15 or higher, you will begin to consider ways of "harvesting" fresh meat (ie: killing people purely to eat them). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT072: SYN APTIC ACCELERATION ACCELERATION The nerves along your spine and inside the brain are lengthened, reducing the amount of time required for a signal to transfer from one location to another. another. This giv es you +2 Moves Cost: Cost: none. Range: Range: Se lf Effect: Effect: C umulat ive TT073 : ENDOSKELETAL ENDOSKELETAL RE BU BUILD ILD In a painful wrench, your body rebuilds it's the skeletal anchor points (where the ligaments link your muscles to your bone structure). This moves mov es the anchoring points of your muscles further away from the joints, giving you better leverage and therefore strength, but it also gives you an awkward "long limbed" appearance and makes your limbs more awkward to manoeuv manoeuv er. Roll D6 and add it to your Strength, and reduce your m oves by half that amount. Cost: Cost: none. Range: Range: Se lf Effect: Effect: C umulative TT074: REINFORCED SKULL The bones of your skull fuse together and thic ken, further reinforcing the already excellent natural armour there. Incre Incr ease hit p oints, stress stress and an d shock ratin rati ngs of o f your skull each by one. Cost: Cost: none. Range: Range: Se lf Effect: Effect: C umulative TT075: HARDWIRED REFLEXES Your reflexes are honed to an incredible degree. If you are surprised by anything (ambush, backstab, balloon popping, surprise birthday party) you must make m ake a dif 24 reason roll to prevent prevent yourself from launchi ng into an immediate immedi ate attack (1-4 on D6) or defence (5-6 on D6). Add (092) Rite of Deceit and (009) Vigilance to your list of radiations. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary
TT076 : NEO-MYELIN SHEATHING Standard myelin i s a protein compound that blankets your nerve cells and prevents interference with the neural impulses traveling through them. Neo-myelin does the same thing, only better! Your mutated sheathing increases transmission efficiency, and cuts down on bio-electrical interference. You only take 1/4 damage from Stun Guns and Tasers and add (TT072) ( TT072) Synaptic Acceleration to your list of radiations. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT077: SYMBIOTIC DIGESTOR Your body wastes a significant portion of the food you eat because it's not designed to digest it, but with the mut ant enzyme that has grown in your digestive tract. you'll be squeezing squeezing ev ery la la st bit bit of ene ene rgy from your meals! These These enzymes convert indigestible cellulose and protein compounds into a form readily absorbed into your bloodstream. You only require half the normal f ood intake, and gain +1D6 running. Cost: Cost: none. Range: Range: Self Effect: Effect: Binary TT078: LIGHT T ORSO ENDOARMOUR Torso endoarmor protects your chest and upper abdomen by remolding your ribcage with an internal shield of flexible bone plates sheathed in calcified cartilage. This provides your upper torso with the equivalent of hard plastic armour (60% of torso hits from the front or side will strike your enhanced rib-cage) Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT079: HEAVY TORSO ENDOARMOUR Heavy torso endoarmor endoarmor p rotec rotec ts your entire torso (chest and abdomen) by remolding your ribcage with into an internal shield of flexible bone plates sheathed in calcified cartilage that extends down to your pelvis. This provides your entire torso with the equivalent of hard plastic armor, but reduces your flexibility (reduce running by 2D6 and moves by 2). On the upside, it also supports you better when lifting and carrying and you are incredibly unlikely to ever suffer from a hernia (+2D6 Weight Training). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT080 : CALCIFICATION Your bone structure is absorbing too much calcium and other minerals and is growing bigger and tougher. This gives you +2 resiliency and +1 hit point to every location, but bone spurs make much of your movement painful and awkward awkward (-1D6 runnin ru nning g , -2D6 acrobatics), alm ost debilitatingly so if you are wearing heavy armor (any armor heavier than rubber imposes a -2 moves and -2 on all rolls from the discomfort). Cost: Cost: none. Range: Range: Se lf Effect: Effect: C umulative TT081: BRAIN EATER You now have the ability to gain strange nourishment from the brains of other sentients. Unfortunately this DOES require that you crack open their skull s and ingest some or all of the contents thereof. Every time you do so, you gain 20 Skill Points. "Send more paramedics!" Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary
TT082: ZOMBIFIED Infected by the "strange green radiation from space", when you die, you will come back shortly thereafter as one of the walking dead. At that t ime, reduce your senses by 4D6, charisma and guile by 2D6, moves by 50%, and increase your strength by +2 and add (TT081) Brain Eater to your list of mutations Cost: Cost: none. Range: Range: Se lf Effect: Effect: Permanent TT083: THALIDOMIDE Your arms shrink away a way until your hand ha nds s are attac at tached hed to your shoulders directly. Decrease your Weight Wei ght Training by 2D6. You can't use two-handed items i tems unless they've been specialy modified for your use. Hit location rolls to your upper upper arms now no w strik strike e your t orso, orso, while f orearm orearm hits miss you completely. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT084 TT 084 : HELMET HEAD Your head takes the shape of a classic metal helmet (see the illustration of the chick with the sword by squidhead on pinacotheka). Add (TT074) Reinforced Skull to your list of radiations. The T he new skull shape shape does however interfere with vision and hearing (-3D6 senses) and makes eating difficult (small (small bites only). Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT085 : BRUJAH'S FURY Add (254) Frenzy to your list of radiations. Whenever you are insulted, attacked or provoked you must roll resolve difficulty 9 to 24 (at DM's discretion based on the circumstances) to avoid attacking the source of the annoyance. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary TT086: BURNING UP Gain +1 to Strength. Y ou are hot to the touch (about 40 degrees Celsius) while at rest, and grow hotter as you exert yourself. After four rounds of combat or similar activity you are so hat that you scorch cloth and cause +2 stun damage in bare-hand combat. After Af ter 2 more rounds you begin to take damage from your inner heat. Make a running roll each round at a difficulty equal to the number of rounds of activity or you burst into flames and die horribly. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT089: FERTILE FERTILE ESS ENCE You have been infested infested with life-giv l ife-giv ing essence, to the the peril of anyone who knows you. If anyone drinks drinks from the same glass as you, bathes in the same pool or even handles your clothing or utensils, they can hav hav e children who will resemble you. Even people who are sterile or barren might become pregnant because of you. This can become annoying and cause some serious misunderstandings. Cost: Cost: none Range: Range: 20feet Effect: Effect: Binary TT090: WATER SCENT With a senses roll you can find the nearest water source (within 1 mile - dif 6, within 5 miles - dif 9, within 10 miles - dif 15, within 20 miles m iles - dif 24). If you roll a result one difficulty level higher than needed you also know how contaminated the water is. Cost: Cost: 3 skill points Range: Range: 20 miles Effect: Effect: Binary TT091: SHEDDING FUR You are now covered with fur if you weren t before. By quickly quickl y shedding sheddin g it, you can escape es cape an enemy ene my s grasp, or lower the diffi culty to escape from from restraints. Wi th the expenditure of 5 skill points you can add 4D6 to escape or automatically escape from any maneuver. Cost: Cost: 5 skill points Range: Range: Se lf Effect: Effect: Binary TT092: WEBBED FEET Your toes elongate and grow webbing between them. You can no longer wear boots, but gain 2D6 to swimming Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT093: USELESS TAIL You grow a tail that you have little / no control over. Locations 89-90 and 77-78 (as well as all groin shots from behind) now hit your tail, which has 3 hit points. Your tail makes wearin wearin g clothing a wkward wkward (+50% cost for pants / codpieces). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT094: AIR SACKS You can swell up air sacks on your neck and abdomen, making yourself look much larger (+1D6 to intimidate). When inflated you are also unsinkable (even if you can t swim). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT087: CORPSE Add (TT059) Pallid Complexion, omplexion, (RTS2-41) Skin and Skulls and (336) Radiation Weight Loss to your list of radiations. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent
TT095: GECKO PADS Sticky pads on your hands and feet allow you to climb almost any surface that can support your weight. +3D6 climbing and +1D6 Hork. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT088: DIGITAL SURPLUS Grow D3 extra fingers or toes (roll to see what foot or hand they appear on). Throw away your current boots or gloves (as appropriate). Pay double double f rom now on to new gloves or boots for the afflicted extremity (unless the digits are amputated). Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent
TT096: HOLLOW BONES Your bones are hollow, reducing your weight by 20%. Gain +2 Moves, +1D6 Acrobats and -2 hit points to all arm and leg hit locations. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT097: BONEHEAD Your Skull is particularly dense. The good side is you add (TT074) Reinforced Skull to your list of radiations, twice. You also make Reason, Intuition and Memory natural inabilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT098: NECK FRILL FRILL You hav hav e an arm armoure oured d shield of bon bon e like a triceratops. This reduces head movement movem ent (-1D6 to senses, -1 Move) but provides Stress 6 Stun 4 armour to y our neck and head. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT099: NICTATING MEMBRANES You have a second set of transparent eyelids which allow you to see normally in sandstorms, tear gas or underwater, and so on. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT100: SNORKEL Your nose becomes strangely flat and your nostrils move to th e top of yo y our he ad. This T his allows you to bre br eath when all but the very top of your head is underwater, and makes the act of using cocaine appear very comical. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT101: TEMPERATURE CONTROL You can control your body temperature. You will never suffer from fever, heat exhaustion, heatstroke or hypothermia except in the most extreme conditions. With concentration and a diff iculty 15 resolve roll you can fool heat sensors and infravision. Your temperature will remain between 110 and 65 degrees F. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT102: COLD BLOODED You have no natural ability to regulate your body temperature. In warm weather, you get +1 moves, but after each hour of exertion you must rest or cool yourself (such as with water) or take D6+1 damage. In extremely hot temperatures the the clim ate alone will hav e this effect on you. In cold weather you suffer -1 moves and -1D6 to reason and resolve rolls. In ext remely cold weather (below freezing), you take D6 dam age per hour. After a number of hours equal to ½ your resilience you will die. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT103: SCAVENGER Your dietary needs have changed and now you can only eat decaying meat. Eating anyt anyt hing e lse requires a resolve resolve rol l (difficulty 15 to eat it, difficul ty 24 to hold it down) and makes you feel seriously ill (-2 on all rolls for 2D6 hours). You have bad breath (-1D6 to Charisma, Influence and Guile) and are generally unwelcome at parties and feasts. On the good side, any decaying flesh, no matter how far gone, is healthy and nutritious to you. Cost: Cost: none. Range: Range: Se lf Effect: Effect: Binary
TT104: WALL EYE Your eyes move to the sides of your head, disallowing any form of binocular vision. You must turn your head to the side in order to look at something. You get -1D6 on all rolls involving depth perception or visual-based senses rolls. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT105: TROGLODYTE STENCH You can excrete a v ery foul stench when stressed. Anyone not accustomed to this reek must make a resolve roll, difficulty 15, to continue fighting you. If they do, it requires a running roll, difficulty 15, to keep from retching (½ moves, -1D6 on all rolls Cost: Cost: 7 Skill Points Range: Range: 12 feet Effect: Effect: Binary TT106: NO EARS Your ears are replaced by a thin mem brane. You get -1 on all senses rolls because you don t have the scoop shape of the ear to direct sound to your eardrum. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT107: SCALES Your body is covered in lizard-like scales. Roll 1D6 1-3 Ligh Lightt Sca Scale les s - vis visua uall eff effec ectt onl only y 4-5 4-5 Heav He avy y Sca Scale les s - 1 pt pt armo armour ur,, 1 pt stun stun armo armour ur 6 Very H He eavy Sc Scales les - 2 p ptts a arrmour, 1 p ptt s sttun armour, -1 move Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT108: DISTENDABLE JAW You can open your mouth big enough to swallow an object roughly the size of your head. This looks creepy. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT109: COMBAT TAIL You grow a tail which you have significant control over, although it is i s not articulated enough to be used as an extra grasping limb. It is however quite useful in combat. Roll a D6 1-3 1-3 Whip Whip Tail Tail - 1 dam damage, age, D6 stun tun, 2 Moves oves 4-5 4-5 Club Club Tail Tail - Str Str+1 +1 dama damage ge,, Str Str+D +D6 6 stu stun, n, 3 moves moves 6 Spiked Ta Tail - Str+2 damage, St Str+1 s sttun, 3 move moves Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT110: TENDER UN UNDERBELLY DERBELLY Your resilience never applies to blows against the front (underside) of your torso and any radiation-induced natural armours do not no t protect their thei r either. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT111: REPELLENT SKIN Your skin is resistant to penetration by acids, oils, alkalis and even DMSO. DMSO. Ef fectiv ely, you take take no damage f rom being splashed with or immersed in acids, etc. Washing is also more difficult to you as your skin attempts to push away the the clean clean sing agents. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT1 12: 12: NA NAVEL VEL CAVITY You have a small space (about the size of a large marble, 1" dia) in your abdomen that is accessible through your navel. This can be used to hide marbles, dice, small containers, etc. It would require a difficulty 36 search roll to discover the cavity when full, difficulty 51 when empty. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT113: OPTIC SHIFT You gain the ability to change your eye colour on demand. The actual process takes D6+1 minutes, minutes, and you hav e the full spectrum of normal human eye colours to choose from. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT114: COWL The back of your head has calcified and hardened into a mass of ugly warped bone structure. You no longer grow hair on your head ex cept perhaps perhaps some wisp y remnants. The back of your head gains Stress 4 Shock 2 armour and your head gains 1 additional hit point.. The bone structure extends down to your neck as well, giving your neck 1 additional hit point and the back of your neck gains Stress 2 Shock 1 armour. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT115: MUSCLE MASS EXPL OSION OSION Your muscle mass increases dramatically with every radiation you gain. Immediately add 20 pounds to your weight and one inch to your height, and do so again for every additional radiation you add to your list from now on. When checking your height / weight on the tables to determine changes in your stats, ignore any reductions to your resilience that the new changes provide. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT116: CHRONOHEME Your red blood cells have been altered, and can hold incredibly greater stores of oxygen and therefore need to be aerated less frequently. You can hold your breath for one minute per point of resilience. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT117: ILEOCECAL SIPHON You have grown an artificial siphon that coils around the large intestine and helps reduce fluid wastes by drawing 80% of the water from your body s solid wastes. In fact it recycles liquids so well that you can function normally without water for 48 hours in temperate cl imates, and 24 hours hours i n arid or hot conditions. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT1 18: 18: GO TTA HAVE HAVE G UTS You have gained a second stomach. This allows you to eat and store an extra day s food inside your second stoma stoma ch to be digested tom orrow. orrow. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT119: ENHANCED MITOCHONDRIA MITOCHONDRIA The mitochondria are what provide your cells with energy. Yours have been improved by the radiation and this provides you with greater endurance. Add 1D6 to runni ng and make it a natural ability. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT120: MUTANT MITOCHONDRIA Your mitochondria no longer react properly with the cells in which they reside. You quickly run out of energy when the ging gets tough. Reduce running by 1D6 and make it a natural inability. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT121: FLIPPERS Your hands and arms devolv e into a set of of flipper fli ppers, s, excellent for swimming but little else. Gain + 2D6 swimming, but you can no longer grasp and hold tools and weapons. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT122: MERMAN / MERMAID Your legs come together and devolve into a fish-tail, much like the fantastic fantastic tails of the merfolk of legend. legend. Whil e this is excellent for swimming (+2D6 swimm ing), it sucks for for trying to be mobile on land. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT123: TYSON Add Brawling: Biting specialization to your character sheet and make it a natural ability. Also make Boxing a natural ability. Get -1D6 reason and make Reason a natural inability. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent TT124: DOCSHOG Add (652) Extra Limb to your list of radiations (and make it an extra arm) and make Cybernetic Engineering and Medic natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent TT1 25: 25: S OMATOTROPIN IRREGULARITY IRREGULARITY Radiation has played havoc with your Somatotropin levels and secretion rate from the anterior pituitary gland. Every time you add a radiation to your list, roll a D6. 1 You lo lose 4D 4D6 po pounds and 1 inch of of he height. 2 You lose 2D6 pounds 3-4 No changes 5 You gain 2D6 pounds 6 You gain 4D6 pounds and 1 in inch of height Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent TT126: MELANOCYTE OVERLOAD Your melanocyte-stimulating hormone levels are completely out of whack because of radiation damage to your anterior pituitary gland. gl and. Your skin tone changes drastically - caucasians get black skin, while negros get while skin. Everyone with TT126 will gain a skin tone of one extreme or the other, other, nev er something in between. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent
TT127: COURIER Drive SailCar becomes a natural ability. Gain +1D6 Running. Add (142) Punk to your list of radiations. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent TT128: BIG KNUCKS Your fists have had a massive structural increase, with thicker, stronger knuckles and denser bone-mass. You deal +1 damage with bare-hand punching attacks and both hands gain 2 additional hit points. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT129: MEGASPLEEN The reticuloendothelial macrophages of the spleen sinusoids have been massively improved by your radiation exposu exposure. re. Yo Yo ur sple sple en now is is an a n incredible mi croorganism croorganism screen, removing any nasty microorganism hat may be causing you any malady. (This renders you immune to diseases that are bacterial in source). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT130: TEFLON BRAIN Strange talking and acting just slips on past you without you ever noticing noti cing.. You get get a bonus bonus of 4D6 on rolls to resist Bemuse. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT131: ACAPNIA You can now feign death completely for 5 minutes per point of resilience. You don t breathe during this time, and your heartbeat almost completely halts also. For the duration it will take an opposed Medic or Medical Doctor roll against your Resolve for someone to determine that you are still aliv e. You cannot act in any way during the time of your Acapnia. After finishing a use of this radiation you cannot use it again until the amoutn of time it was used for has passed. Cost: Cost: 5 skill points Range: Range: Se lf Effect: Effect: Binary TT132: ALTERED BLOOD CONTENT Your blood content has changed, roll 1D6 1 Acti Actini nium um This This is a radi radioa oact ctive ive ele eleme ment nt.. Anyo Anyone ne you you bleed on has a 25% chance ch ance to roll on the radiations table. 2 Ars Arsenic enic Your blood lood is white and v ery poison isonous. Someone ingesting it must make a running roll difficulty equal to your resilience +10 or die. 3 Copper Y o u r b l o od i s g r e e n . 4 Lead Yo ur ur b lo lood i s bl ac ack a nd nd thi ck ck. Ev er ery ti me me you enter a stressful situat situation ion there is a 1% chance of having a minor heart attack dealing D3 damage 5 Me Merc rcur ury y Your Your blood lood is silv silver er.. Tr Treat eat as as Arse Arseni nic c blood. 6 Silic licon Your bloo lood is blue lue and acts as a glue at high temperatures. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT133: ANTI-NECROBIOSIS The natural death of tissues caused by wear wear and aging are at an extremely reduced rate in your body. Every year that passes is the equivalent of 2 months for you, so you will lose stats very slowly from the aging table. You will also decompose very slowly when you die. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT134: GENETIC TRANSFUSION TRANSFUSION With Wi th a sim sim ple exchange of bodily f luids, you can now pass on one or more of your radiati ons (D4) selected at random to the person with whom you have exchanged fluids with. Cost: Cost: none Range: Range: Touch Effect: Effect: Binary TT135: GENIUS CAPABILITY - MECHANICAL Gain +1D6 to Jimmy Lock, Mechanics and Mechanical Engineering, as well as making all three natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT136: GENIUS CAPABILITY - MILITARY Gain +1D6 to Armour Penetration, Demolitions and your choice of WS Rifl e or WS Pistol, as well as as making all three three natura naturall abilit ies. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT137: GENIUS CAPABILITY - ELECTRONIC Gain +1D6 to Electronics, Electronic Engineering, Robotics and Robotic Engineering, as well as making all four natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT138: GENIUS GENIUS CAP CAPABI ABIL L ITY - ZOOLOGICAL Gain +1D6 to Beast Ride, Beast Lore and Beast Handling, as well as making all three natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT139: GENIUS CAPABILITY - SOCIAL Gain +1D6 to Charisma, Influence and Command, as well as making all three natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT140: GENIUS CAPABILITY - ECONOMIC Gain +1D6 to Business, Haggle and Gamble, as well as making all three natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT141: GENIUS CAPABILITY - MEDICAL Gain +1D6 to First Aid, Medic and Medical Doctor, as well as making all three natural abilities. Cost: Cost: none Range: Range: Se lf Effect Binary TT142: SEVENTH SENSE Gain +2D6 to Senses and Intuition and make both natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT143: GAMMA EYES Your eyes turn milky white and blind from all the radiation they ve v e absorbed. You find it very painful to open them, but when you do stare at someone with them (even though you can t see them) there is a 50% chance that they will have to roll on the radiations table. Cost: Cost: 10 Skill Points Range: Range: 20 feet Effect: Effect: Binary TT144: SUPERDENSE Your body is so saturated with heavy particles that y our body density is significantly increased. Increase your weight by 50% without modifying your height or build, you are just denser. Gain +1 Strength & +1 Resilience beyond what the height / weight tables indicate. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT145: B ALSABOY ALSABOY Your body is much lower density than it should be. Decrease your weight by 33% without modifying your height or build. Your bones are brittle, decreasing the number of hit points in each body location by 1. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT146: CUNNING LINGUIST Due to latent psychic abilities you are able to master new languages with only 24 hours of immersion in that language. You actually pick up the meanings and usages from the native nati ve speakers minds. You are treated as having the appropriate spoken language at 1D6 proficiency per 4 hours up to a max of 8D6. Cost: Cost: 20 skill points po ints Range: Range: 20 feet Effect: Effect: Binary TT147: LEGGY Your legs grow disproportionately larger. You gain 2D6 inches of height and three times that in weight (all in your legs). legs). Gain +1D6 Runni R unnin n g and Acrobatics. Cost: Cost: none Range: Range: Se lf Effect: Effect: Permanent TT148: ACCELERATED NECROBIOSIS Your tissues wear and age at an acce a ccelerated lerated rate. Every mont mont h is now now equal to a year year for f or agi agi ng effects accelerated decrepitude is coming to get you. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT149: BRAIN LEAK Whenever you are struck a blow to the head a thick fluid leaks from your ears and you lose 2D6 from a randomly selected skill (choose a skill at random that is at 3D6 or greater, skills cannot be reduced below 1D6 in this manner) Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT150: BULLET-TIME You have an uncanny ability to avoid being shot. This works better at longer ranges or when you are already running, but it s always better to be harder to hit. When you trigger bullet-time anyone shooting at you that you are aware of is at one difficulty level higher to hit as you quickly side-step, dodge, veer and turn out of harm s s way. Cost: Cost: 4 skill po ints Range: Range: Se lf Effect: Effect: C umulat ive
TT151: MR SELF-DESTRUCT Make Demolitions a natural ability. You can detonate your body by force of will. Doing so deals 1D6 damage and stun per three hit points remaining on your record sheet. You can even detonate parts of your body t hat are no longer attached to you separately from the rest of you, allowing you to use severed limbs as grenades (so a hand would do 1D6 damage, your whole arm would do 4D6 damage). Damage and Stun is reduced by 1D6 for every meter a person is from the centre of the explosion. (So your arm would do 2D6 damage to someone 2m from the blast). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT152: DAMAGED PINEAL GLAND Get a penalty of -2D6 to Intuition, and make it a natural inability Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT153: LIMITED PARANOIA Make Senses, Spot Trap, Intuition and Resolve into natural abilities. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT154: POTENCE As long as you have Potence you may spend skill points to improve your Strength statistic. It costs 150 Skill Points per point of Strength. Cost: Cost: 150 Skill Skill Points Points Range: Range: Se lf Effect: Effect: Binary TT155: FORTITUDE As long as you have Fortitude you may spend skill points to improve your Resiliency statistic. It costs 100 Skill Points per point of Resiliency. Cost: Cost: 100 Skill Skill Points Points Range: Range: Se lf Effect: Effect: Binary TT156: CELERITY As long as you have Celerity you may spend skill points to improve your Moves statistic. It costs 150 Skill Points per point of Moves. Cost: Cost: 150 S kill kill Points Points Range: Range: Se lf Effect: Effect: Binary TT157: FORKED TONGUE Gain +1D6 Guile and -1D6 Charisma. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT158: DUAL BRAIN You brain has divided into two distinct segments. Gain one additional radiation from the Psychic PMRA table (from the GMHB). GMHB ). You can now make two mental attacks (using offensiv e mental mutat mutat ions) at a time, time, allowing each part of your brain to handle one of the attacks. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT159: R API APID D REGENERATION You regain lost hit points at a rate of 1 per 2 hours, and lost resiliency at a rate of 1 per 5 minutes. Add (157) Metabolism to your list of radiations. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT160: HIGHLY FLAMMABLE FLAMMABLE If you ever take damage from fire, roll a D6. On a 4+ you have caught fire and will take the same amount of damage to that location each turn until the fire is extinguished. Extinguishing the fire takes whatever roll is appropriate (WS Thrown for someone to throw water on it, Acrobats to stop, drop & roll, etc) at difficulty 9. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT161: ILLUMINATED Gain +2D6 Influence and make it a natural ability. Cost: Cost: none Rage: Rage: Se lf Effect: Effect: C umulative TT162: BROKEN YOKE Your shoulders are misshapen and broken. You cannot fire shoulder arms (rifles or other weapons requiring a stock) or wear a backpack. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT163: BONE DRY Your joints are sore and hard to move. -2D6 Acrobatics, 1D6 Run Run ning, -2 Moves. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT164: SKIN MELT MELT Your skin is very sensitive and non-distilled water is treated treated as an acid dea ling D4 damage dam age eac eac h turn turn your y our flesh is exposed to it. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT165: FORCE OF WILL With the expenditure of 10 skill points, you can double your resolve dice or the effect or duration of one of your mental radiations radiati ons once per pe r 24 hours. (For (Fo r exampl e, (658) Itch will cause the loss of 2D6 moves mov es for D6 turns or of D6 moves for 2D6 turns when augmented by Force Of Will). Cost: Cost: 10 Sk Sk ill Points Range: Range: Se lf Effect: Effect: C umulative TT166: MIND BOMB With the expenditure of 30 skill points and a successful opposed Resolve roll, you can cause D6 damage to a person s head directly, not protected by their Resiliency. This also causes causes D2 damage to t o your head directly (agai (aga in ignoring resiliency). Cost: Cost: 30 Skill Points, D2 Damage Range: Range: 30 feet Effect: Effect: Binary TT167: TOTAL HEALING You can accelerate your healing process to heal yourself in one turn. Spend 24 skill points, make a running roll, and heal that much damage. This only works once per week, but also adds 2D6 to any intimidation rolls against people hostile to you who just saw you heal yourself right in front of them. Cost: Cost: 24 Skill Points Range: Range: Se lf Effect: Effect: Binary
TT168: THOUGHT IMITATION You can attempt to imitate any mental attack directed at you in the last 24 hours. Add the skill Thought Imitation to your skill list at 4D6. With a successful Thought Imitation roll (diff iculty 15) you can recreate a mental attack you were the victim of. If you successfully resisted the mental attack in question, the difficulty of the roll rises to 20. You can the use that attack for the nex t 24 hours as if you had the radiation in question (so imitating a (TT166) Mind Bomb still costs 30 skill points), but if the radiation calls for a Resolve roll on your part, you roll Thought Imitation instead. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT169: MENTAL MULTIPLIER You can add 4D6 to an ally s Memory, Reason or Resolve as long as you concentrate on it, they are within range, and you do nothing else. Subconsciously you add +2 to all your friend s Memory, Reason and Resolve rolls when they a re within with in ran range, ge, and reduce percei ved enemies rolls of those skills by -2. Cost: Cost: none Range: Range: 20 feet Effect: Effect: Binary TT170: MENTAL CLOUD You project an aura of ment al confusion about yourself at all times. Everyone within this area reduce all Memory, Reason, Resolve and Senses rolls by D6 (including yourself). Cost: Cost: none Range: Range: 30 feet Effect: Effect: Binary TT171: IMMUNOSUPPRESSANT Whenev er you spend any time in cold and wet weather or environments without suitable and ample protection, you must make a running roll (difficulty 24) or catch a cold (see the Game Master s Handbook, page 81). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT172: HEBEPHRENIA You are subject to uncontrolled silliness, inappropriate emotional reactions and delusions. Roll Resolve (dif 24) when under stress to not react in laughter and giggles at the least, lea st, or absolute hooting laughte laugh terr at the worst. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT173: POSITIVE HELIOTAXIS In daylight you grow larger. During the daylight hours (if you venture out-doors) you gain 3D6 inches of height, and 2 times that much weight. (This is lost at night as you return to your nomal size.) The size change is the same every day, so just record your daytime and night-time stats. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT174: NEGATIVE HELIOTAXIS In the dark you grow smaller. During night time or when indoors without windows, you lose 3D6 inches of height and 3 times that much weight. (This is regained in the sun as you return to your normal size.) The size c hange is the same every day, so just record your daytime and nighttime stats. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative
TT175: GUMPTION Your drive and initiative give you a bonus of 1D6 to Resolve and to your highest skill. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulat ive TT176: GUNCOTTON Your heart will explode quite messily should it ever take damage. The end result will be a crater where your chest was, and everyone within 20 feet of you will take 1D6 damage and 4D6 stun and be covered in gore. You will, of course, be dead. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT177: GURU Anyone watching you as you do something with a skill that you have at 6D6 or higher will gain 1 skill point just for watching. Cost: Cost: none Range: Range: 20 feet Effect: Effect: Binary TT178: I NSIDIOUS INSINUATION INSINUATION Gain +2D6 Guile, +1D6 Influence. Gain 5 skill points whenever you make someone doubt another s s good intentions. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT179: LARVAL When next you lose more than half your hit points or after D6 months (whichever comes first), you will go comatose and enter a chrysalis chrysa lis stage, stage, growing a strange, strange, hard cocoon cocoon around around your bo bo dy. The cocoon acts act s as 10 stre stre ss, 10 shock armour. In D3+1 weeks you will emerge f rom the cocoon fully healed, with D6 radiations removed at random from your list of radiations (as well as TT179 being removed), and with D6 new radiations added to your list. You also gain +2 Moves, Strength and Resiliency when you emerge from your cocoon. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT180: PHTHISIS You have contracted a strange wasting disease similar to tuberculosis of the lungs. Every D6 days lose 1 Strength, Resiliency and Moves. When resiliency is reduced to 0 you die. A doctor can save you with a difficulty 24 roll. With a difficulty 36 roll you will even recover your lost stats at one point per month. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT181: PROTOTROPHIC Your dietary needs have changed and now you can ONLY gain sustenance from inorganic m aterials. This means you get your minerals by eating dirt and sands. Unfortunately, there isn t a lot of life-sustaining content to these foods, so you will be almost constantly eating - luckily for you your foodstuff foodstuff s occur occur naturally everywhere e verywhere,, and a bad bad harvest for most crops means even ev en easier access to your food. Eating anything organic requires a resolve roll (difficulty 15 to eat it, difficulty 24 to hold it down) and makes you feel seriously ill (-2 on all rolls for 2D6 hours). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT182: RECESSIVE PSYCHOSIS Whenev er you are alone with someone you must must make a reason roll (difficulty 6) to avoid attempting to kill the person (preferably in a method that will not get you caught). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT183: ACTIVE PSYCHOSIS Whenever you are alone with someone you must make a reason roll (difficulty 15) to avoid attempting to kill the person (preferably in a method that will not get you caught). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT184: REGNANT Gain +2D6 Command, +1D6 Charisma and +1D6 Influence. Gain -2D6 Guile. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT185: PROJECTOR PROJECTOR When you throw an object, you can give it an extra telekinetic push, accelerating the object to much greater speeds. Thrown objects of yours have double normal range in this way, in addition to dealing an additional D6 damage. Cost: Cost: 4 skill po ints Range: Range: Spe cial cial Effect: Effect: C umulat ive TT186: RUBIGINOUS Not only is the planet of deadEarth a dull rusty colour, you are too! Your haemoglobin mutated and you are left with rust-coloured skin and almost brown blood. The iron oxide content in your body increases your weight by 3D6 pounds, and your rusty skin tone may be useful if you need to hide somewhere where there is lots of rusted metal or garbage (+1D6 Stealth or Hide in appropriate circumstances). Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT187: SALACIOUS Your rude, lewd behaviour earns you -1D6 Charisma and Influence, but +1D6 T roubadour (from raunchy stories and bawdy songs). songs). Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT188: SAND-BLASTED Your skin looks red and flayed, lose 2 resiliency. Cost: Cost: none Range: Range: Se lf Effect: Effect: C umulative TT1 89: 89: MENTAL CLARITY Remove all radiations from your list that give you mental attack forms or that negatively affect your Reason or Resolve. Cost: Cost: none Range: Range: Se lf Effect: Effect: Temporary
TT190: SAPROGENIC You make thing thin gs rot ro t. Rations Ra tions on your person are only good for a day at most before t hey go bad, those on your travelling companions may last up to a week at best. Whil e cloth seems seems unaffected, leather is not immune. imm une. Each week week leat her loses a poin poin t of Stun arm our rat rating ing - so in two two weeks most leather armour falls o ff you, while m ost thinner leather clothes cl othes (such as belts) only last the week. week. Also, you are recommended not to t o be the one in charge of dragging your dead companions back to camp. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT191: CHEST RIPPER You think you have (570) Vengeance, but you don t. t. You will insist on eating dead opponents hearts if you think they have higher Strength, Moves or Resiliency than you. After each such meal, roll Reason (difficulty 24) to realize that it s not working and remove Chest Ripper from your list of radiations, otherwise you keep trying! Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT192: SECATEURS One of your hands has twisted and mutated until it resembles a set of large (1' long) shears made up of warped bone. (Cross-mutate with Garden Tools?!) Y ou can no longer use equipment with that hand, but you can attack with it, dealing D6+Strength additional damage to any punch attack atta ck or dry gulch .. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT193: UNWORTHY You have been judged. Compare you list of radiations to your current renown. If you have hav e more radiations than renown, reduce your renown by the difference. Cost: Cost: none Range: Range: Se lf Effect: Effect: Temporary TT194: KLAZOMANIA You have to yell at the top of your lungs all the time. The thought of being verbally quiet is incomprehensible to you, and what you consider to be a whisper is just a slightly reduced shout. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT195: LIGHT SLEEPER Anything can disturb your sleep. While asleep you can make sense sens es rolls as if you were awake to detect events in your surroundings. If you succeed at these rolls you awaken immediately. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT196: WELLSPRING WELLSPRING OF VIOL ENCE Once per game session the GM can indicate to you that you must commence a fight with a stranger. This will often be at a bar or other good brawling location, but if nothing else is available, the local military barracks will suffice. Needless to say, your existence will be exciting, but short. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary
TT197: CATAPLEXY Whenever you are struck, you must make a running roll against the stun damage as if it had exceeded your resilience, regardless of whether it did. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT198: CAUDAL FIN You have a shark-like fin on your back, making it quite difficult to design armour to fit you (double price of armour vests), although it does look quite intimidating when you are swimming! Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT199: CHILBLAIN When exposed to the col d (temperatures under 10 degrees Celcius), your hands and feet begin to inflame, itch and get sore. For the next 2D6 days you are at -1D6 on all skill rolls that require your hands and -2D6 running. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary TT200: CIMMERIAN You always seem to be shrouded in darkness if it is at all possible possible in th e location where you are. Shadows almost bend to help cover you and make you look sinister. Gain +1D6 Intimidate and Stealth. Cost: Cost: none Range: Range: Se lf Effect: Effect: Binary