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Page 1: DeadEarth - Equipment Supplement 1

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Equipment Supplement #1

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

Read This Or Die

LicenseThis document is licensed under the GNU Free Documentation License. See Appendix A for details.

Notice of TrademarkdeadEarth

TMis a trademark of The Game Crafter, LLC.

The Game Crafter  is a registered trademark of The Game Crafter, LLC.

Notice of CopyrightdeadEarth is Copyright 1994-2001 The Game Crafter, LLC. Equipment Supplement #1 is Copyright 2001 TheGame Crafter, LLC. All rights reserved.

Creditswriters Chris Hagness

JT SmithRafael Lopez

editor  Rafael Lopez

cover art Rafael Lopez

artists Benjamin RogersRafael LopezTraumatek

RevisionRevision 1.1, released on March 30, 2002.

More InformationFor more information about the world of deadEarth and other supplements, visit the web site athttp://www.deadearth.com.

For more information about The Game Crafter and our other games, visit our web site athttp://www.thegamecrafter.com

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How It Works

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

greatest variety in their campaigning.

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

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

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

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

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

specialty. May only be found in a location that has a craftsman or producer of a specific nature, and then only50% of the time.

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

rare-spec. May only be found in a location that has a craftsman or producer of a specific nature, and then only10% of the time.

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Equipment

Books 

City Guide. Maps and information regarding a given urban area. Useful if you get lost or if you want to find aspecific item in the deserted ruins of a big city. A specific City Guide may be very hard to find out of the city

perimeter, and prices may also vary. weight: 1. cost: 100. availability: common in the city perimeter, rareout of it.

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

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

cost: 300. availability: rare.

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

Survival Skills, Nuclear War . The definitiveguide on effects of radiation fallout, building of 

radiation shelters, improvised clothing andtools, food and water storage, air and water purification, waste handling, and much more. weight: 2. cost:400. availability: rare-spec.

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

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

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

Capital Property 

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

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

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

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

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

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

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

Consumables

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

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

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

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

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

seed. One bag of corn, soybeans, or other fruits or vegetables. One bag yields on average 200 rations worth

of food during one year. weight: 50. cost: 50. availability: common.

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

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

Kits

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

3. cost: 150. availability: uncommon.

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

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

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

polymer repair kit. Resin, patches, glue, and cleaning knife for repairing damage done to various polymers:fiberglass, Kevlar, polymer, etc. Will completely restore watercraft to watertight condition after minor damage.

Will restore one armor point on a piece of Kevlar or polymer armor (and only one, even if repeated). A piece of armor cannot be repaired if it has no armor points. weight: 3. cost: 200. availability: specialty.

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

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

Miscellaneous

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

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

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

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

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

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

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

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

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

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

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

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

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

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

goggles. For serious protection from the harsh windstorms and blowing dust and ash. weight: negligible.cost: 50. availability: rare.

hiking boots. Leather boots with gusseted tongue, fast-lacing system, gore-textm liner, and thick rubber sole.weight: 3. cost: 100. availability: rare.

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

hunting blind. A one-person woodland camouflaged shelter for hunting. The user will receive a +2D6

modifier to hide while remaining relatively motionless in the blind. weight: 6. cost: 50. availability: rare.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tools

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Weapons

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

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

bow. Bows come in several varieties.- compound bow. Compound bows are 3-4’ long, and do damage proportional to their tension, which is

adjustable. Note the damage, range, and moves for the two tensions listed in Table E1.- long bow. Long bows are 5-6’ long, and

require a person to stand to use. Long bowsprovide excellent range.

- short bow. Short bows are 3-4’ long, and arethe easiest to use from horseback.

cannon. Cannons come in various sizes and shapesand with various methods of firing. Most are too largeand have too inaccurate a trajectory for use againstpeople, but work great against vehicles and smallstructures and buildings. Standard cannonammunition delivers its damage directly to thestructure or vehicle; in the rare case where a person ishit directly, stun should be unnecessary. Explosiveammunition is an area-effect weapon (see rules for area-effect weapons in the deadEarth Player’s

Handbook, p.139). Remember that a called shot, sayto the driver’s side window or to a tire, takes double the moves.

- firework cannon. A special light cannon used for firing the super-large fireworks as used in displays.Uses 8-12” fireworks.

- light cannon. A scaled down version of the massive cannon, still constructed with drop-forged steeland fired with firing powder. Uses 4-6” cannon balls.

- massive cannon. A standard civil war era cannon that fires 8-12” diameter cannon balls using firingpowder.

- potato gun. A light cannon, usually made of PVC pipe, fired using a sparking mechanism and fueledwith compressed, flammable gas (i.e., hair spray). Can be used to fire potatoes or similarly sizedcylindrical objects, wet rags, and various other devices for interesting effects. Small enough with ashort enough range for firing at a person.

crossbow. Crossbows come in two styles, heavy and light.- light crossbow. Can be loaded relatively quickly using a tool to pull the string back to a cocked

position.- heavy crossbow. Loading requires turning a hand crank that moves the firing mechanism back to a

cocked position. Slower, but more powerful. Anything heavier would be a ballista.

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

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

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

Ammunition

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

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

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

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

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

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

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

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

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

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

Hand to Hand Weapons

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

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

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

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

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

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

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

concealed, for stabbing only. 

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

firework. Fireworks come in various shapes, sizes, and varieties. Each must be lit before throwing.- large firework. A class of firework which has a definite explosion or is capable of causing significant

damage: M-80s, road flares, etc. Capable of igniting combustible materials if hit.- small firework. A class of firework that has minor explosions or other effects, mostly capable of 

causing only stun, such as a box of Black Cats.

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

maul. A long-handled construction maul.

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

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

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

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

shield. In addition to their protective benefits, shields can be used in melee combat with destructive resultswhich are often enhanced with special modifications.

- glass shards. Easy to find and easy to apply, crushed glass or glass shards are extremely useful intaking apart an unarmored foe or in shredding leather armor. Crushed glass can be glued to leather bracers as well, allowing one to bash without the extra weight of a shield.

- heavy spikes. Heavy spikes are the equivalent of railroad spikes or short lengths of sharpened re-rod,which are welded to the shield front. These require a metal shield and contribute greatly to its weight.

- hooks. Hooks are more difficult to use than spikes, but allow one to trap a weapon or arm with ashield and drag it out of the way. If the hooks are heavy enough to resist bending, they can besharpened to add damage equal to light spikes.

- light spikes. Light spikes are the equivalent of kitchen knives or razors, which can be fastened to anytype of shield and provide excellent damage for their weight.

sledge. A long-handled construction sledge.

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

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

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Polearms

Polearms come in a wide variety of shapes and sizes, but for the most part are a long wood or metal shaft (6-10’) topped by a metal spike, axe, or combination of the two. Polearms find use in situations where length is anadvantage; mostly in fighting from horseback or defending against horseback attacks while on the ground.Most polearms are stabbing weapons, though a few have heads also designed for swinging and some can bethrown. Most are too long to swing like a staff, though they may be used to parry.

- bardiche / voulge. A 6-7’ shaft with a large axe head which extends partially back down the length of the shaft.

- glaive. A 7-8’ shaft topped by a single-edged curved blade turned outward like an axe, oftensharpened to the tip to allow both swinging and stabbing. 

- guisarme / fauchard. A 7-8’ shaft topped by a single-edged curved blade turned inward for swinging.Relatively ineffective without modifications; a spike is often added for a stabbing option. 

- halberd. A 7-8’ shaft topped by a head that has both forward-pointing spike for stabbing and small axeblade for swinging. 

- harpoon. A spear whose head has a small hook meant to enter flesh and prevent removal. Harpoonsare usually thrown with WS Thrown, and made of metal to increase the damage. 

-  javelin. Most often a 8’ wood shaft sharpened to a point, though the point can also be a streamlinedmetal head. Can be thrown with WS Thrown. 

- lance. All lances except practice lances are metal the entire 10’ length.- lawn tool. Includes polearm use of shovels, rakes, hoes, and other common long-handled tools.

- mancatcher. A 6-8’ shaft topped by a half-circle band with small projecting spikes. The shape ismeant to encircle a man; the spikes are positioned such that freeing oneself is impossible. It ispossible (but very difficult) to pin the arms as well; once trapped, a person can be pushed and pulledaround at a safe distance, inflicting damage with the spikes again and again, until they make anaverage acrobatics or escape roll to escape. 

- naginata. A polearm of oriental design; a 2-3’ curved blade at the end of a 5-7’ shaft. - partisan / spetum / ranseur. A 7-8’ shaft topped by a spear head and two smaller blades which

project out from the main blade and are meant to catch and trap melee weapons.  - pike. An extremely long spear (8-16’) for use in ranks. - spear. Standard spear length is 7-8’ with a 1’ head. Can be thrown with WS Thrown.- trident. A 6-7’ shaft with a head that has 3-5 spikes, each 1-2’ long. 

weapon damage stun weapon skill range mvs load capacity reload wt. cost availabilitybow, compound (hightension)

D6 + 5 D6 ws missile 200 feet 7 1 1 3 5 450 rare

bow, compound (lowtension)

D6 D6 ws missile 100 feet 5 1 1 3 5 450 rare

bow, long D6 + 2 D6 ws missile 200 feet 5 1 1 3 4 300 uncommonbow, short D6 D6 ws missile 100 feet 5 1 1 3 2 260 uncommoncannon, firework 2D6 2D6 ws ballista 200 feet 15 1 1 20 50 800 specialtycannon, light 4D6 -- ws ballista 200 feet 10 1 1 20 250 1,500 specialtycannon, massive 5D6 + 5 -- ws ballista 200 feet 15 1 1 30 400 3,500 specialtycannon, potato gun 2D6 2D6 ws ballista 100 feet 7 1 1 7 6 330 rarecrossbow, heavy 2D6 D6 ws missile 200 feet 4 1 1 8 12 450 uncommoncrossbow, light D6 D6 ws missile 100 feet 4 1 1 5 5 310 uncommonflare gun 2D6 D6 ws handgun 40 feet 4 1 1 3 3 1,000 rareharpoon gun 2D6 D6 ws missile 40 feet 4 1 1 5 5 300 raresling D6 D6 ws missile 200 feet 5 1 1 2 1 5 common

Table E1

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weapon action damage stun weapon skill range moves wt. cost availabilitybola throw 0 D6 ws thrown 30 feet 5 2 15 uncommonboomerang throw D6 D6 ws thrown 30 feet 4 2 15 uncommonbrass knuckles punch +1 +1 hand to hand hand to hand varies 1 20 uncommon

swing strength + D6 D6 ws melee hand to hand 5 4 4 commonbrickthrow D6 D6 ws thrown 15 feet 5 4 4 common

cat o’ nine tails swing 2 D6 ws melee hand to hand 4 2 60 rarestab D6 + 2 D6 ws blade hand to hand 4 1 25 uncommondagger, dirkthrow D6 D6 ws thrown 30 feet 4 1 25 uncommon

dagger, shiv stab D6 D6 ws blade hand to hand 3 1 15 uncommondynamite, ¼ stick throw D6 D6 ws thrown 30 feet 6 1 250 rarefirework, large throw D6 D6 ws thrown 30 feet 6 1 180 rarefirework, small throw 0 D6 ws thrown 30 feet 5 1 60 rarelasso throw 0 D6 ws thrown 15 feet 7 1 7 common

 jab strength D6 ws melee hand to hand 4 18 50 uncommonmaul / sledgeswing strength + D6 + 2 D6 + 3 ws melee hand to hand 5 18 50 uncommon

meat cleaver swing strength + D6 D6 ws blade hand to hand 5 6 60 uncommonMolotov cocktail throw D6 D6 ws thrown 20 feet 6 2 80 commonnunchaku swing 2 D6 ws melee hand to hand 3 2 80 uncommon

 jab strength D6 ws melee hand to hand 4 14 25 commonpick axeswing strength + D6 + 2 D6 ws melee hand to hand 5 14 25 common  jab strength D6 ws melee hand to hand 4 2 40 rarepolice baton (tonfa)swing strength + D6 D6 ws melee hand to hand 4 2 40 rare

sap gloves punch +0 +1 hand to hand hand to hand varies 1 20 uncommonshield bash strength 2D6 ws shield hand to hand 5 varies +0 varies

shield, glass shards bash strength + 1 2D6 ws shield hand to hand 5 +2 +10 variesshield, heavy spikes bash strength + D6 2D6 ws shield hand to hand 5 +15 +45 variesshield, hooks bash strength + D6 2D6 ws shield hand to hand 5 +15 +50 variesshield, light spikes bash strength + 2 2D6 ws shield hand to hand 5 +5 +25 variessickle swing strength + D6 + 4 2D6 ws blade hand to hand 6 22 120 rare

  jab strength D6 ws melee hand to hand 4 4 10 commonstaff, woodswing strength + 1 D6 ws melee hand to hand 5 4 10 common jab strength D6 ws melee hand to hand 4 5 30 commonstaff, hollow metalswing strength + 1 D6 ws melee hand to hand 5 5 30 common  jab strength + 1 D6 ws melee hand to hand 4 8 60 uncommostaff, heavy metalswing strength + 2 D6 ws melee hand to hand 5 8 60 uncommonswing strength + D6 D6 ws blade hand to hand 4 3 40 uncommonthrowing axethrow D6 + 1 D6 ws thrown 40 feet 4 3 40 uncommon

throwing star throw D6 D6 ws thrown 30 feet 4 1 5 uncommon

Table E2

weapon action damage stun weapon skill range moves wt. cost availabilitystab D6  D6 ws melee 6 feet 4 18 140 rarebardicheswing strength + D6 + 4  D6 ws blade 6 feet 6 18 140 rarestab D6  D6 ws melee 7 feet 4 16 115 uncommonglaiveswing strength + D6 + 2  D6 ws blade 7 feet 6 16 115 uncommonstab D6 + 1  D6  ws melee 7 feet 4 15 110 uncommonguisarmeswing strength + D6  D6  ws blade 7 feet 5 15 110 uncommonstab D6  D6  ws melee 7 feet 4 15 110 uncommonfauchardswing strength + D6 + 1  D6  ws blade 7 feet 5 15 110 uncommonstab D6 + 1  D6  ws melee 8 feet 4 16 120 uncommonhalberdswing strength + D6 + 1  D6  ws blade 8 feet 5 16 120 uncommonstab D6 + 2  D6  ws melee 5 feet 4 15 100 uncommonharpoonthrow D6 + 2  D6  ws thrown 20 feet 5 15 100 uncommonstab D6  D6  ws melee 7 feet 4 8 80 common javelinthrow D6  D6  ws thrown 50 feet 5 8 80 common

lance stab D6 + 1  D6  ws melee 8 feet 4 20 140 rarelawn tool swing strength + 2  D6  ws melee 5 feet 5 5 20 common

mancatcher  thrust D6  D6  ws melee 6 feet 4 14 160 rarenaginata swing strength + D6 + 2  D6  ws blade 7 feet 5 13 140 rarepartisan stab D6 + 2  D6  ws melee 7 feet 4 13 100 uncommonpike stab D6 + 1  D6  ws melee 8-16 feet 5 20 110 uncommonranseur  stab D6 + 2  D6  ws melee 7 feet 4 13 120 rare

stab D6 + 1 D6 ws melee 7 feet 4 12 90 uncommonspear throw D6 + 1 D6 ws thrown 30 feet 5 12 90 uncommon

spetum stab D6 + 2  D6  ws melee 7 feet 4 13 110 uncommontrident stab D6 + 2  D6  ws melee 6 feet 4 15 100 uncommon

stab D6  D6  ws melee 6 feet 4 17 140 uncommonvoulgeswing strength + D6 + 3  D6  ws blade 6 feet 6 17 140 uncommon

Table E3

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Armor 

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

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

chain mail armor. A type of metal armor which uses smallinterconnected rings or links. Usually applied in layers for better protection.

- aluminum. Made of lightweight aluminum rings.- chain. Improvised chain mail made of steel link chain.- steel. Made of lightweight steel rings.

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

- motorcycle mask. - sports mask.- welding mask.

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

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

- steel. Made of lightweight steel rings.

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

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

wood armor. The construction of wood armor is accomplished with four different methods. In each case,different pieces of armor are attached to the body with straps and buckles.

- solid wood armor. The most difficult to manufacture, requiring softening and bending of largesections of wood to conform to the body, or carving curved plates from hardwood blocks. Each bodypart has two pieces, joined by straps and buckles.

- wood slat armor. Somewhat easier is the bending of strips of wood, which are fastened together after bending. Wood slat armor is non-overlapping, leaving gaps between slats, and often does not cover the sides of the body. 

- wood shingle armor. Hand-sized wood shingles are fastened to a leather garment and to each other,offering a little flexibility and the protection of overlapping armor; comes in one piece. 

- wood pole armor. Created using bamboo, branches, dowels, or other pole-type wood pieces, usuallylashed together tightly with small gaps between poles. 

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armor type stress shock helmet collar sleeve bracer glove vest codpiece legging shank boot shield availability

bone 2 0 50 2 10 3 10 3 150 8 15 4 15 4 150 10 uncommon

chain mail,aluminum

3 2 200 3 160 2 160 2 50 1 800 8 220 3 200 2 rare

chain mail, chain 4 2 80 8 80 8 650 40 110 10 100 10 uncommon

chain mail, steel 4 2 200 4 200 4 200 4 70 2 1300 15 225 4 225 4 rare

padded 1 4 12 3 10 3 10 3 35 20 12 5 12 4 commonring mail,aluminum

3 1 160 3 125 2 125 2 500 9 180 3 180 2 45 3 rare

ring mail, gasket 3 1 120 4 120 4 120 4 400 15 140 4 140 4 30 3 uncommon

ring mail, steel 4 1 160 4 165 4 165 4 700 16 190 4 190 4 55 3 rare

rubber, light 1 2 30 2 15 2 15 1 3 0 80 8 3 0 10 3 10 2 5 2 uncommon

scale mail,aluminum

4 1 160 3 160 3 800 9 220 4 200 3 75 3 rare

scale mail, can 3 1 80 2 80 2 400 8 110 3 100 3 uncommon

scale mail,plastic

2 3 45 3 45 2 200 8 50 3 50 3 uncommon

scale mail, steel 5 1 200 5 200 5 1300 16 225 5 225 5 75 3 rare

scale mail, tin 4 1 100 4 100 4 650 14 110 4 110 4 uncommon

wood, solid 2 1 12 4 8 1 10 3 10 3 25 18 5 1 12 5 12 5 12 4 20 8 uncommon

wood, slat 2 1 10 3 10 3 50 15 12 5 12 4 common

wood, shingle 3 2 30 3 30 3 160 15 30 5 30 4 uncommon

wood, pole 2 1 10 3 10 3 25 15 12 5 12 4 common

Table E4

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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

connection with the subject or with related matters, or of legal,

commercial, philosophical, ethical or political position regarding

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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 thatthe 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 informats which do not have any title page as such, "Title Page" means

the text near the most prominent appearance of the work's title,

preceding the beginning of the body of the text.

2. VERBATIM COPYING

You may copy and distribute the Document in any medium, either

commercially or noncommercially, provided that this License, the

copyright notices, and the license notice saying this License applies

to the Document are reproduced in all copies, and that you add no other

conditions whatsoever to those of this License. You may not use

technical measures to obstruct or control the reading or further

copying of the copies you make or distribute. However, you may accept

compensation in exchange for copies. If you distribute a large enough

number of copies you must also follow the conditions in section 3.

You may also lend copies, under the same conditions stated above, and

you may publicly display copies.

3. COPYING IN QUANTITY

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If you publish printed copies of the Document numbering more than 100,

and the Document's license notice requires Cover Texts, you must enclose

the copies in covers that carry, clearly and legibly, all these Cover

Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on

the back cover. Both covers must also clearly and legibly identify

you as the publisher of these copies. The front cover must present

the full title with all words of the title equally prominent and

visible. You may add other material on the covers in addition.Copying with changes limited to the covers, as long as they preserve

the title of the Document and satisfy these conditions, can be treated

as verbatim copying in other respects.

If the required texts for either cover are too voluminous to fit

legibly, you should put the first ones listed (as many as fit

reasonably) on the actual cover, and continue the rest onto adjacent

pages.

If you publish or distribute Opaque copies of the Document numbering

more than 100, you must either include a machine-readable Transparent

copy along with each Opaque copy, or state in or with each Opaque copy

a publicly-accessible computer-network location containing a complete

Transparent copy of the Document, free of added material, which the

general network-using public has access to download anonymously at no

charge using public-standard network protocols. If you use the latter

option, you must take reasonably prudent steps, when you begin

distribution of Opaque copies in quantity, to ensure that this

Transparent copy will remain thus accessible at the stated location

until at least one year after the last time you distribute an Opaque

copy (directly or through your agents or retailers) of that edition to

the public.

It is requested, but not required, that you contact the authors of the

Document well before redistributing any large number of copies, to give

them a chance to provide you with an updated version of the Document.

4. MODIFICATIONS

You may copy and distribute a Modified Version of the Document under

the conditions of sections 2 and 3 above, provided that you release

the Modified Version under precisely this License, with the Modified

Version filling the role of the Document, thus licensing distribution

and modification of the Modified Version to whoever possesses a copy

of it. In addition, you must do these things in the Modified Version:

 A. Use in the Title Page (and on the covers, if any) a title distinct

from that of the Document, and from those of previous versions

(which should, if there were any, be listed in the History section

of the Document). You may use the same title as a previous version

if the original publisher of that version gives permission.

B. List on the Title Page, as authors, one or more persons or entities

responsible for authorship of the modifications in the Modified

Version, together with at least five of the principal authors of the

Document (all of its principal authors, if it has less than five).

C. State on the Title page the name of the publisher of the

Modified Version, as the publisher.

D. Preserve all the copyright notices of the Document.

E. Add an appropriate copyright notice for your modifications

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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 toit 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 materialcopied from the Document, you may at your option designate some or all

of these sections as invariant. To do this, add their titles to the

list of Invariant Sections in the Modified Version's license notice.

These titles must be distinct from any other section titles.

You may add a section entitled "Endorsements", provided it contains

nothing but endorsements of your Modified Version by various

parties--for example, statements of peer review or that the text has

been approved by an organization as the authoritative definition of a

standard.

You may add a passage of up to five words as a Front-Cover Text, and a

passage of up to 25 words as a Back-Cover Text, to the end of the list

of Cover Texts in the Modified Version. Only one passage of

Front-Cover Text and one of Back-Cover Text may be added by (or

through arrangements made by) any one entity. If the Document already

includes a cover text for the same cover, previously added by you or

by arrangement made by the same entity you are acting on behalf of,

you may not add another; but you may replace the old one, on explicit

permission from the previous publisher that added the old one.

The author(s) and publisher(s) of the Document do not by this License

give permission to use their names for publicity for or to assert or

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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 theInvariant Sections of all of the original documents, unmodified, and

list them all as Invariant Sections of your combined work in its

license notice.

The combined work need only contain one copy of this License, and

multiple identical Invariant Sections may be replaced with a single

copy. If there are multiple Invariant Sections with the same name but

different contents, make the title of each such section unique by

adding at the end of it, in parentheses, the name of the original

author or publisher of that section if known, or else a unique number.

Make the same adjustment to the section titles in the list of

Invariant Sections in the license notice of the combined work.

In the combination, you must combine any sections entitled "History"

in the various original documents, forming one section entitled

"History"; likewise combine any sections entitled "Acknowledgements",

and any sections entitled "Dedications". You must delete all sections

entitled "Endorsements."

6. COLLECTIONS OF DOCUMENTS

You may make a collection consisting of the Document and other documents

released under this License, and replace the individual copies of this

License in the various documents with a single copy that is included in

the collection, provided that you follow the rules of this License for

verbatim copying of each of the documents in all other respects.

You may extract a single document from such a collection, and distribute

it individually under this License, provided you insert a copy of this

License into the extracted document, and follow this License in all

other respects regarding verbatim copying of that document.

7. AGGREGATION WITH INDEPENDENT WORKS

 A compilation of the Document or its derivatives with other separate

and independent documents or works, in or on a volume of a storage or

distribution medium, does not as a whole count as a Modified Version

of the Document, provided no compilation copyright is claimed for the

compilation. Such a compilation is called an "aggregate", and this

License does not apply to the other self-contained works thus compiled

with the Document, on account of their being thus compiled, if they

are not themselves derivative works of the Document.

If the Cover Text requirement of section 3 is applicable to these

copies of the Document, then if the Document is less than one quarter

of the entire aggregate, the Document's Cover Texts may be placed on

covers that surround only the Document within the aggregate.

Otherwise they must appear on covers around the whole aggregate.

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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 includetranslations of some or all Invariant Sections in addition to the

original versions of these Invariant Sections. You may include a

translation of this License provided that you also include the

original English version of this License. In case of a disagreement

between the translation and the original English version of this

License, the original English version will prevail.

9. TERMINATION

You may not copy, modify, sublicense, or distribute the Document except

as expressly provided for under this License. Any other attempt to

copy, modify, sublicense or distribute the Document is void, and will

automatically terminate your rights under this License. However,

parties who have received copies, or rights, from you under this

License will not have their licenses terminated so long as such

parties remain in full compliance.

10. FUTURE REVISIONS OF THIS LICENSE

The Free Software Foundation may publish new, revised versions

of the GNU Free Documentation License from time to time. Such new

versions will be similar in spirit to the present version, but may

differ in detail to address new problems or concerns. See

http://www.gnu.org/copyleft/.

Each version of the License is given a distinguishing version number.

If the Document specifies that a particular numbered version of this

License "or any later version" applies to it, you have the option of

following the terms and conditions either of that specified version or

of any later version that has been published (not as a draft) by the

Free Software Foundation. If the Document does not specify a version

number of this License, you may choose any version ever published (not

as a draft) by the Free Software Foundation.

 ADDENDUM: How to use this License for your documents

To use this License in a document you have written, include a copy of

the License in the document and put the following copyright and

license notices just after the title page:

Copyright (c) YEAR YOUR NAME.

Permission is granted to copy, distribute and/or modify this document

under the terms of the GNU Free Documentation License, Version 1.1

or any later version published by the Free Software Foundation;

with the Invariant Sections being LIST THEIR TITLES, with the

Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST.

 A copy of the license is included in the section entitled "GNU

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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, werecommend 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.