Radiation Table Supplement #1
deadEarth Radiation Table Supplement #1
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 #1 is Copyright 2000-2002 The Game Crafter, LLC. All rights reserved. Credits writers
Chris Hagness JT Smith
illustrations
Dimetry Vinnikov
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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How It Works Radiation Table Supplements (RTS) are built to enhance and expand the Radiation Table in the deadEarth Player’s Handbook (PHB). 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 “(RTS1-00) 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.: Handbook (i.e.: 100s, 200s, 300s, …, RTS1). 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 t hat 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 RT S. 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. reconstruction. Use a word processor or spreadsheet to create a new list of radiations, which you handpick from the PHB or any RTS. W e don’t suggest that you waste your time typing out all the descriptions, instead simply type the number to roll, the name of the radiation, and its original number. Your list will look like this: 000 001 002 …
Avian hybrid Dreadful Heightened Senses etc.
060 RTS1-13 144 …
By creating a list like this you can really customize your radiation table to suit your campaign, players, etc. and by listing the original numbers, you and your players will be able to easily look up the radiation’s description.
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Radiation Table RTS1-00 Brawn vs. brain. Subtract 2D6 from your top five skills. Add 3 to your strength. cost: none. range: self. effect: cumulative. RTS1-01 Senile. You’re old, crotchety, and pissed off t hat these young whippersnapper’s don’t listen to you. cost: none. range: self. effect: binary. RTS1-02 Sexually stupid. Flip a coin every time you encounter someone of your sexual preference. On heads, while in the presence of someone of your sexual preference, your senses, reason, resolve, intuition, charisma, guile, and influence are reduced by 3D6 each. cost: none. range: sight. effect: binary. RTS1-03 Whiptail. You will grow a whip-like tail from the end of your spine, which you may control, and use as a weapon. Your new tail has exactly the same statistics as a regular melee whip, except that you’ll fight with it using brawling. cost: none. range: self. effect: binary. RTS1-04 Testosterone treatment. Roll a D6 to determine your natural masculinity. Your roll determines which radiations you should add to your list from the deadEarth Player’s Handbook . On a 1 take (333) Lost, (363) Dyslexia, (184) Sailor’s nightmare, and (409) Crash and burn. On a 2 take (129) Moot, (283) Indecisive, and (204) Bootlicker. On a 3 take (114) Know-it-all, (386) Brainiac, and (781) Dumbfounded. On a 4 take (502) Troll, (924) Hypertrophy, and (286) Dense. On a 5 ~Dimetry Vinnikov take (572) Vile and (966) Grotesque. On a 6 take (115) Unlucky, (575) Fameless, (600) Twist of fate, (517) Beginner’s luck, and (339) Demon guide. If your character is female add (152) Gender switch, and make it permanent. And just because you’re a man add (RTS1-02) Sexually stupid. If your character is over the age of 40 add (RTS1-01) Senile from this table. cost: none. range: self. effect: binary. RTS1-05 Lurid. Your ashy coloring and delirious-sounding speech lend you a lurid appearance. Subtract D6 from command and influence. cost: none. range: self. effect: binary. RTS1-06 Horrid. Add (RTS1-05) Lurid, (RTS1-07) Grisly, (RTS1-08) Appalling, (RTS1-09) Offensive, (RTS1-10) Repugnant, (RTS1-11) Abhorrent, (RTS1-12) Gruesome, (RTS1-13) Dreadful, (RTS1-14) Fearful, (RTS1-15) Shocking, (RTS1-16) Disgusting, (RTS1-17) Horrific, and (RTS1-18) Loathsome to your list of radiations. Gain one renown for every level of charisma below 0D6. cost: none. range: self. effect: binary. RTS1-07 Grisly. Your flesh is puckered, contorted, and red-raw. Your body hair grows in dark and splotchy. Your lips are stuck in a permanent snarl. Your appearance is grisly. Subtract 2D6 from charisma, Add D6 to intimidate. cost: none. range: self. effect: binary.
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RTS1-08 Appalling. Your flesh is black and charred, like you've walked through an intense fire and lived. Your appearance is appalling. Subtract 2D6 from charisma, Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-09 Offensive. Your body sweats constantly, setting up a powerful stench, which is offensive to others. Subtract 2D6 from charisma. cost: none. range: self. effect: binary. RTS1-10 Repugnant. Your ears are withered lumps of flesh. Your nose is a flattened lump. Your fingers are gnarled. Your whole body is warty. Your appearance is repugnant. Subtract 2D6 from charisma, Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-11 Abhorrent. Parts of your skin will not grow in, leaving the oozing flesh showing in spots all over your body. Your appearance is abhorrent. Subtract 2D6 from charisma. Add D6 to intimidate. Add 2D6 hit points to random parts of your body. cost: none. range: self. effect: binary. RTS1-12 Gruesome. Your skin has bulges under its surface that move around slowly of their own accord. This effect causes people to believe that creatures are trying to break free of your body, bursting right out through your skin. Your appearance is gruesome. Subtract 3D6 from charisma. cost: none. range: self. effect: binary. RTS1-13 Dreadful. Your skin is transparent, and shows the rippling of muscles and blood vessels under its surface. Your eyes have no white, but are instead blood red. Your appearance is dreadful. Subtract 2D6 from charisma. cost: none. range: self. effect: binary. RTS1-14 Fearful. Your skin surface is covered with black lines that resemble spider webs or cracks. Your entire body is hairless, and your fingernails, toenails, and teeth are black. Your appearance is fearful. Subtract 2D6 from charisma, Add 2D6 to intimidate. cost: none. range: self. effect: binary. RTS1-15 Shocking. The skin of your body is stretched tight, so much so as to make you look skeletal, regardless of your weight. Your appearance is shocking. Subtract D6 from charisma, Add 2D6 to bemuse. cost: none. range: self. effect: binary. RTS1-16 Disgusting. Every orifice of your body is constantly leaking a vile looking and sm elling ooze. You foam at the mouth and spray spittle whenever you talk. Subtract 2D6 from charisma, Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-17 Horrific. Your bulging muscles cause your posture to becom e stooped, so that you lean over and your arms hang in f ront of you. Your fingers becom e extremely long and your fingernails are pointed. Your face is c ontorted in a wicked-looking grin, and your tongue becomes long and pointy. Your appearance is horrific. Subtract 2D6 from charisma, add 2D6 to intimidate, add 2 strength, and subtract one (1) move. cost: none. range: self. effect: binary. RTS1-18 Loathsome. Your squashed pug nose, wide forehead, leering grin, and lar ge ears only tend to emphasize your irregular gait, hunched posture, unseem ly reeking scent, and loathsome appearance. Subtract D6 from charisma and influence. cost: none. range: self. effect: binary. RTS1-19 Inorganic. All of your body parts and everything in them is now inorganic matter. All radiations you currently have function as normal. However, your cells require no sustenance whatsoever, oxygen, minerals, or anything. You require zero rations to survive, and cannot drown or suffocate. You can be damaged and heal as normal. Radiations that are added to your list from now on will have no effect on your physical being; they may alter skills or renown, but will not alter hit points, attributes, shielding, etc. Add them to your list but negate their effects in that regard. cost: none. range: self. effect: binary.
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RTS1-20 Rip Van Winkle. Roll a D6 every time you’re about to go t o sleep. The number you roll determines how many nights you will sleep straight through. A one (1) would be only one night of sleep, just like everyone else. cost: none. range: self. effect: binary. RTS1-21 Evil sight. When someone lies to you (rolls their outright lie skill), you’ll get a premonition of what his/her true intentions are. You may see something that is going happen in as little as a few seconds, or something that will happen in as much as a few days. The images will be fast, possibly out of sequence, and most likely unclear. Your game master will determine exactly what it is that you see and may need to confer with the player that lied to you. cost: none. range: conversation. effect: binary. RTS1-22 Quality assurance. Record the radiations currently on your list, including quality assurance. At any time, you may remove all radiations on your list, which have been added since quality assurance (replace your current list with the recorded list). cost: none. range: self. effect: binary. ~Dimetry Vinnikov
RTS1-23 Lisp. You have a slight speech impediment. Subtract a D6 from influence and troubadour. cost: none. range: self. effect: binary.
RTS1-24 Straightjacket. Subtract a D6 from escape. cost: none. range: self. effect: cumulative. RTS1-25 Marathon. Add a D6 to running. cost: none. range: self. effect: cumulative. RTS1-26 Gargantua. Add x inches to your height and 3x 3 x pounds to your weight, where x is D6x5. cost: none. range: self. effect: cumulative. RTS1-27 Obsolete. Randomly choose a skill and reduce it to 2D6. cost: none. range: self. effect: temporary. RTS1-28 Linear thinking. Add D6 to investigate, Subtract D6 from bemuse. cost: none. range: self. effect: binary. RTS1-29 Circular thinking. Subtract D6 from investigate, Add D6 to bemuse. cost: none. range: self. effect: binary. RTS1-30 Life expectancy. When your age becomes x years old, remove life expectancy and add (100) death to your list of radiations. x is your current age in years, plus 6D6 years, m inus a number of years equal to the number of radiations on your list. cost: none. range: self. effect: binary. RTS1-31 Implant. You can telepathically implant an idea in the m ind of another person. That person will believe the idea is his/her own. T his can be especially useful in settling argum ents before they happen, etc. Add D6 to influence, guile, and other applicable skills when this is used.
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cost: 3 skill points. range: 10 feet. effect: binary. RTS1-32 Profiler. You can read the psychic essence left behind on inanimate objects by living beings. You can tell who or what was last at a place or using an object, get a mental image of that person or creature, and a feel for how long ago that was. cost: 6 skill points. range: touch. effect: binary. RTS1-33 Upgrade. Randomly choose a skill. Add D6 to that skill. cost: none. range: self. effect: cumulative. RTS1-34 Downgrade. Randomly choose a skill. Subtract D6 from that skill. cost: none. range: self. effect: cumulative. RTS1-35 Compensation. Every time a radiation is removed from your list, you may choose to roll on the radiation table or gain 15 sk ill points. cost: none. range: self. effect: binary. RTS1-36 Photogenic. Add D6 to charisma. cost: none. range: self. effect: cumulative. RTS1-37 Code red. You suffer a minor heart attack. An average first aid roll could cure you (remove code red). Until that happens, however, you will lose one (1) hit point every minute from your heart. cost: none. range: self. effect: temporary. RTS1-38 Double rosebuds. Your rectum ends now ends in dual pipes. That's right, two anuses. cost: none. range: self. effect: binary. RTS1-39 Maniacal. Add 2 moves, 1 strength, and D6 to brawling. Subtract 2D6 from reason and charisma. cost: none. range: self. effect: binary. RTS1-40 Debased. Subtract D6 from charisma. cost: none. range: self. effect: cumulative. RTS1-41 Corrupt. Add D6 to guile and forgery. Subtract D6 from charisma. cost: none. range: self. effect: binary. RTS1-42 Depraved. Subtract D6 from charisma, influence, and reason. cost: none. range: self. effect: binary. RTS1-43 Debauchery. Subtract D6 from charisma. Add D6 to influence. cost: none. range: self. effect: binary. RTS1-44 Perversion. Subtract D6 from charisma and influence. Add D6 to guile. cost: none. range: self. effect: binary. RTS1-45 Spoil. Subtract D6 from charisma. cost: none. range: self. effect: cumulative. RTS1-46 Taint. Subtract D6 from charisma. cost: none. range: self. effect: cumulative. RTS1-47 Rotten. Subtract D6 from charisma. cost: none. range: self. effect: cumulative. RTS1-48 Plunder. You feel you are entitled to all of the benefits of r obbery, banditry, grafting, or swindling. Add D6 to forgery, hork, and guile. cost: none. range: self. effect: binary. RTS1-49 Pillage. You feel you are entitled to all of the benefits of r obbery and banditry. Add D6 to trapping/fishing and brawling. cost: none. range: self. effect: binary. RTS1-50 Mangled. Your muscles are twisted and deformed, bunched in some places and completely missing in others, giving your body a mangled appearance. Subtract D6 from
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charisma. cost: none. range: self. effect: binary. RTS1-51 Dream trap. Your dreams are exploring the boundaries of your mortality. Every night when you sleep roll a D6. On a 1 you will have a terrible nightmare. In this nightmare you will be trying to escape some horrific monster. Roll your resolve to remind yourself that you are only dreaming. If you do not beat difficult odds with your roll, then your heart will stop, and you will die. cost: none. range: self. effect: binary. RTS1-52 Destitute. Add D6 to haggle, appraise, and influence. cost: none. range: self. effect: cumulative. RTS1-53 Ruin. Your face is charred and black, cracked and oozing pus. Your appearance is ruined. Subtract D6 from charisma. cost: none. range: self. effect: binary. RTS1-54 Raze. You feel the need to completely destroy anything you even remotely dislike. You will go beyond killing an enemy; you will kill their fam ily, burn their possessions, and salt the ground where they lived before you're satisfied. cost: none. range: self. effect: binary.
~Dimetry Vinnikov
RTS1-55 Derogatory. Your attitude is snide, snotty, and derogatory. Subtract D6 from charisma. cost: none. range: self. effect: binary. RTS1-56 Demoted. Subtract D6 from command. cost: none. range: self. effect: cumulative. RTS1-57 Demoralized. Subtract 2D6 from resolve. cost: none. range: self. effect: cumulative. RTS1-58 Ravaged. Your body is weak and ravaged by the hardships of deadEarth, but your spirit perseveres. Subtract 2 strength and 1 move. Add 2D6 to resolve. cost: none. range: self. effect: binary. RTS1-59 Exterminate. You may remove exterminate from your list of radiations to add an extra amount of damage to any hand-to-hand blow equal to your strength or your resiliency. cost: none. range: self. effect: cumulative. RTS1-60 Eradicate. You may remove eradicate from your list of radiations to add an extra 2D6 damage to any hand-to-hand blow. cost: none. range: self. effect: cumulative. RTS1-61 Crush 'em. Add an extra D6 damage to any wrestling moves you do. cost: none. range: self. effect: binary. RTS1-62 Devastation. You may spend 15 skill points to gain an extra D6 moves for one round. All damage from hand-to-hand blows you do during that round do double damage. cost: 15 skill points. range: self. effect: binary.
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RTS1-63 Deplete. Lose all unspent skill points, or lose one hit point for each skill point you choose to keep. cost: none. range: self. effect: temporary. RTS1-64 Noxious. Your body odor is noxious, poisonous to most living beings. Anyone who breathes the air in a 5-foot radius around you suffers a cumulative minus one (-1) to resiliency and strength each round. Your are unaffected by your odor. Subtract 2D6 from charisma. cost: none. range: 5 feet. effect: binary. RTS1-65 Nauseating. Your appearance is grotesque and causes nausea upon sight. Subtract 2D6 from charisma. Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-66 Repeat offender. Randomly choose D6 radiations from your list. If any of these are cumulative, add them again to your list. cost: none. range: self. effect: temporary. RTS1-67 Destroyer of hope. Anyone you touch must add (569) Lost hope to their list of radiations for a duration of one day. cost: none. range: touch. effect: binary. RTS1-68 Destructive. Add 2 strength and D6 to brawling. cost: none. range: self. effect: cumulative. RTS1-69 Annihilation. You may choose to remove annihilation from your list of radiations at the moment you contact on a hand-to-hand blow. If you do, the damage from that blow becomes 2D6 regardless of arm or or resiliency, to both you (your torso) and your opponent, as a clap of thunder accompanies the explosion of your fist against your opponent. cost: none. range: self. effect: binary. RTS1-70 Maelstrom. Add one (1) move and D6 to martial arts. cost: none. range: self. effect: binary. RTS1-71 Madman. Subtract D6 from charisma and 2D6 from reason. Add D6 to bemuse. cost: none. range: self. effect: binary. RTS1-72 Breeder of hatred. You can cause someone you touch to become hostile or resistant to reason, inciting them to fight in an already tense situation, etc. They must then subtract 2D6 from reason for D6 rounds. cost: 3 skill points. range: touch. effect: binary. RTS1-73 Animosity. You have an antagonistic attitude. Subtract D6 from charisma. Add 5 to initiative. cost: none. range: self. effect: cumulative. RTS1-74 Enmity. You have a deep-rooted but well-concealed hostility towards the world and everything in it. Subtract D6 from charisma. Add D6 to guile. cost: none. range: self. effect: cumulative. RTS1-75 Antipathy. You have an intense dislike and an aversion to som ething of the game master's choice. You will avoid this thing, person, or place at all costs. cost: none. range: self. effect: cumulative. RTS1-76 Hostility. Add D6 to guile and brawling. cost: none. range: self. effect: binary. RTS1-77 Rancor. Your attitude is bitter and brooding. Subtract D6 from charisma. cost: none. range: self. effect: binary. RTS1-78 Vindictive. For every hand-to-hand blow any opponents land on you in one round, the next round you will receive a +1 to all skill rolls. cost: none. range: self. effect: binary. RTS1-79 Malady. You are plagued by a mysterious m ysterious malady, which leaves you wracked and
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miserable. Subtract D6 from weight training, running, and resolve. cost: none. range: self. effect: binary. RTS1-80 Playing god. Once per gaming session you can take control of anything in your surroundings. For instance, if your game master has you backed into a corner, then create a door in the wall; Or if your clan needs a place to sleep, then there just happens to be an abandoned house; Or if those guards are in your way, then you can make them take a break. The only constraint is that you cannot give yourself or your clan items that they can take with them from this area. You can give someone a .50 cal rifle, but then it has to be mounted to a building and is immovable, etc. cost: 50 skill points and only once per gaming session. range: sight. effect: binary. RTS1-81 Staunch. Add 2D6 to resolve. cost: none. range: self. effect: binary. RTS1-82 Committed. Add D6 to resolve. cost: none. range: self. effect: cumulative. ~Dimetry Vinnikov RTS1-83 Schism. You love provoking others and picking fights, especially playing one person against another, even if to nobody's benefit. Add 2D6 to guile. cost: none. range: self. effect: binary.
RTS1-84 Discordant. Add D6 to guile and influence. cost: none. range: self. effect: cumulative. RTS1-85 Dissension. Add D6 to guile and command. cost: none. range: self. effect: cumulative. RTS1-86 Conflict. Add D6 to brawling for every even level of guile above 2D6. cost: none. range: self. effect: binary. RTS1-87 Scabrous. Your body is entirely covered by crusty looking scabs. Subtract 2D6 from charisma. Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-88 Ghastly. You emit an unholy aura. The stench of rot, corruption, and evil surrounds you. Yours are the pheromones of death and disease. Your appearance is ghastly. Subtract 2D6 from charisma. Add D6 to intimidate. cost: none. range: self. effect: binary. RTS1-89 Hideous. You are Frankenstein's monster, Jekyll's Hyde, and all four horsemen of the Apocalypse combined. Subtract 2D6 from charisma. Add 3D6 to intimidate. cost: none. range: self. effect: binary. RTS1-90 Terrible. You have the attitude of Genghis Kahn on a 14 day fast; on your good days, anyway. anyway. Subtract D6 fr om charisma and influence. cost: none. range: self. effect: binary.
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RTS1-91 Revolting. Your flesh looks like animals have gnawed it on in the night. Parts of it are hanging off your muscles, f lapping in the breeze. Parts of i t look as though they've been peeled away. The parts that are intact probably should be rem oved, they are so discolored and revolting. Subtract D6 from charisma. Add D6 to intimidate. cost: none. range: self. effect: cumulative. RTS1-92 Detestable. For some reason you can't f igure out, everyone finds everything about you detestable. Nothing you can do or say can convince anyone you are the least bit caring, considerate, friendly, or well meaning. Subtract 2D6 from charisma, troubadour, and influence. cost: none. range: self. effect: binary. RTS1-93 Unsavory. The sight and smell of you conjures images of raw liver, butchered animals, spilled intestines, feces, and other unsavory things. Subtract D6 from charisma and troubadour. cost: none. range: self. effect: cumulative. RTS1-94 Foul. Your language, demeanor, attitude, beliefs, morals, morays, appearance, hygiene, and personality are all foul. Subtract 2D6 from charisma. cost: none. range: self. effect: binary. RTS1-95 Fowl. You have cross-mutated with a bird. You now lay D6 eggs per day, each of which counts as half a ration if cooked and eaten. Eaten raw, they cause severe stomach cramps for D6 hours. cost: none. range: self. effect: binary. RTS1-96 Conjugate mutation. For every cross-mutation on your list, you may either add another cross-mutation of the same type to your list, or roll a D6. If you choose to roll a D6, apply the following based on your roll: 1-3) Lose D6x10 skill points. 4-6) Gain D6x10 skill points. cost: none. range: self. effect: temporary. RTS1-97 Grudge lord. You may declare a grudge against any opponent in your range by spending 20 skill points and reducing each of your two highest skills by a D6. Once you have a declared a grudge, you will do everything in your power to come face- to-face with that person and fight them. You don't necessarily have to kill them, but you must try to defeat them. If you do, you will gain 1 renown. You will continue to have a grudge against that person until you defeat them or they leave your range. As long as any grudge is in effect, you will gain two skill points for every skill roll. A grudge may only be called once ever on a single person; m ore than one grudge may be in effect at a time, but the skill point bonus is not cumulative. cost: special. range: 20 miles. effect: binary. RTS1-98 Reversal. Every time you are required to roll on the radiation table, instead remove a radiation of your choice from your list. Permanents cannot be r emoved in this way. If you only have permanent radiations on your list, m ake reversal binary. cost: none. range: self. effect: permanent. RTS1-99 Turnaround. Choose one skill, which has a modifier, applied to it. Adjust whatever caused the modifier so that the modifier is the opposite (e.g., add D6 instead of subtract D6). cost: none. range: self. effect: temporary.
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Appendix A GNU Free Documentation License Version 1.1, March 2000 Copyright (C) 2000 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
0. PREAMBLE The purpose of this License is to make a manual, textbook, or other written document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.
1. APPLICABILITY AND DEFINITIONS This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language. A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (For example, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.) The relationship could be a matter of historical
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connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them. The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, whose contents can be viewed and edited directly and straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup has been designed to thwart or discourage subsequent modification by readers is not Transparent. A copy that is not "Transparent" is called "Opaque". Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML designed for human modification. Opaque formats include PostScript, PDF, proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML produced by some word processors for output purposes only. The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.
2. VERBATIM COPYING You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3. You may also lend copies, under the same conditions stated above, and you may publicly display copies.
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3. COPYING IN QUANTITY If you publish printed copies of the Document numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects. If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages. If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a publicly-accessible computer-network location containing a complete Transparent copy of the Document, free of added material, which the general network-using public has access to download anonymously at no charge using public-standard network protocols. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public. It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.
4. MODIFICATIONS You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version: A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission. B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified Version, together with at least five of the principal authors of the
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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 includes a cover text for the same cover, previously added by you or
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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 compilation. Such a compilation is called an "aggregate", and this
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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 To use this License in a document you have written, include a copy of
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the License in the document and put the following copyright and license notices just after the title page: Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST. A copy of the license is included in the section entitled "GNU Free Documentation License". If you have no Invariant Sections, write "with no Invariant Sections" instead of saying which ones are invariant. If you have no Front-Cover Texts, write "no Front-Cover Texts" instead of "Front-Cover Texts being LIST"; likewise for Back-Cover Texts. If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.
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