My opening rolls:
Moves 6
Resiliency 6+3=9
Strength 0
Not a terrible start. But we haven't even gotten to the hard parts.
For age, I rolled 32. Doesn't affect my moves, str, or res, but I start with 510+D6x10 skill points and 2d6 radmans.
I roll a 1 for skill points, putting me at 520, and for rads I roll 4. Honestly? I actually wanted more. Whatever.
Height, I roll 17, plus the base 48 makes 65 inces. Weight, I roll 22, putting me at heightx3, for 195 lbs.
The chart in the PDF is all wonked up, so I used the expanded height & weight table.
65 inches puts me in the same height bracket as Dorsi, but at 195 lbs I get +1 Move and +1 Resiliency.
So now we're at M7, R10, S0, and a carry weight of 30 lbs
Let's pick male for gender.
Abillities and inablilities. I already have a page set up that lets me roll 2d6 100 times and lines the results up with the skills; well, sorta.
So for abilities we have Buisiness, and Drive vessel.
Inabilities I got Beast Ride, Drive Sailcar, electronics, forensics, robotics, and WS Blade
For Players Choice, I go with the third option. Purchasing rolls on the radman table.
I buy 12 rolls, bringing me up to 16, and bringing me down to 400 skill points. I'll pass advancing my skills right now, save those points for later.
For money, my starting cash is 1200 $tandards.
Time for radiations.
1) 117, Read preturnatural
I can see how radiations a person has. Even if the person with them isn't aware of them. It costs 10 skill points to use, though.
2) 446, Compression
I can go to half height and wheight for a short time, at 1 hit point per minute.
So during this transformation, I go from 65", 195 Lbs to 32", 97 lbs, which on the extended table gives me -2 move, -2 strength. Not much reason to squash down that way, eh?
3) 332, Vigor
I gain 2 resiliency.
4) 595, Natural Weakness
If I'm hit in combat I take an extra point of damage. Not one I want.
And if I hadn't bought 12 extra rolls, it would end here, on this sour note.
5) 784, Cumulative Radiation effect
So for every roll after this, the number of radiations I get increases. 1 for roll 6, 2 for roll 7, 3 for roll 8, 4 for roll 9, etc
6) 287, Odds
I can call "odds" once per session to roll up to five times to make one roll that counts. Basically makes me Han Solo.
7a) 990, Darkness
If I have 075 Imprison (I don't), I get Blind, Deaf, and Quaquadruplegic.
7b) 475, Deviant
Great. this multiplied my future radmans by 1d6.
8aa) (Deviant: 3) 830 Charity
I can give 10 $tandards to get a skill point
8ab) 555, natural armor stun
I resist stun by +1 naturally
8ac) 491, Rewind
I may enter a trance each day that lasts 4D6 hours. If I'm succesful, a random skill is reduced by 2D6 and my age is reduced the same.
That's... not useful in the slightest.
8ba) (Deviant: 3) 902, Hope
I may double my rolls twice per session to help someone else.
8bb) 567, One with your weapon
All weapon skills become natural abilities for me.
8bc) 432, Mousy
Intimidate becomes a natural inability for me.
8ca) (Deviant: 2) 917, Estrogen treatment
It asks me to roll a d6, I roll a 6.
Which means I add all the mutations it asks me to add.
662, PMS, 424, fit, 005, homebody, 135, green thumb.
164, neat freak, 247, motherly instincts, 224, total recall, 171 grep.
156 winded, 524 weak stomach, 335 befuddle, 191 pockets.
129 moot, 109 dolt, 593 sympath, 192 instill psychosis.
094 made to suffer, 634 mind clutter, 132 hyperactive.
908 glass ceiling, 126 resistant
152 gender switch, made permanent.
It asks me to add another D6, I toll a 2 and gain 084 anorexia.
A d6 for fertility, I roll a 5 and avoid another sexist mutation.
I am immune to bitch slaps, and can use one to do 2d6 stun, and use one as a defensive move without needing to declair it.
This massive influx of rolls should also interact with cumulative radiation effect, but I'm going to pretend it didnt. Because I'd have to add 22*8=176 more radiations, plus whatever deviant adds on top of that.
8caa) 662 PMS
New attitude each day
8cab) 424 Fit
If something doesn't go to plan I tantrum
8cac) 005 homebody
Gain a skill point each time I roll domestics
8cad) 135 green thumb
Biology, herb lore, horticulture, domestics, and memory are natural skills.
I insist I do the cooking and chores.
8cae) 164 neat freak
I lose concentration when everything isn't orderly, and lose a D6 from moves, memory, and reason while in disorder.
8caf) 247 motherly instincts
I protect the other party members. Too well.
8cag) 224 total recall
I never need to make a memory roll.
8cah) 171 grep
Adds 2d6 to search
8cai) 156 winded
Cant do physical tasks for extended time periods
8caj) 524 weak stomach
I need to roll resolve to keep from tossing cookies at the sight of blood. Difficulty 9 to stay consious and 24 to keep from vomiting.
8cak) 335 befudle
I'm a psion! I can stun people by projecting my thoughts to their heads. They roll resolve against mine. They lose 2d6 moves if I win. costs 4 skill points to use.
8cal) 191 pockets
Adds 5 pounds to carrying weight
8cam) 129 moot
Can't make my own decisions. Comrades vote or a coin is flipped.
8can) 109 dolt
-4d6 reason
Because girls are bad at logic?!
8cao) 593 sympathy
If I take damage, everyone nearby must beat an average resolve roll or lose a D6 while near me.
8cap) 192 instill psychosis
I can make someone take -2d6 on all roles and act without morality for a number of days on touch. costs 35 points per day the effect lasts.
8caq) 094 made to suffer
All skills are natural inabilities for me.
Crap.
8car) 634 mind clutter
-1 to all rolls
8cas) 132 hyperactive
Add 2 moves
8cat) 908 glass ceiling
to advance a skill past 5d6 it costs double
8cau) 126 resistant
My shielding is +50
8cav) 152 gender switch
Duh.
made permanent
8caw) 084 anorexia
I eat half my daily rations and lose D6 lbs per week.
8cb) 640, Wretched
I add 549 horror and 621 disfigured mutant
8cba) 549 horror
When I meet someone for the first time they must roll resolve againsts 15 odds. If they fail, they will perform all actions at -2d6
8cbb) 621 disfigured mutant
Choose 5 + D6 cross mutations with various animals and plants. The first 5 must affect my apparence, the others can be of my choosing, with GM's approval.
I rolled a 1, thank the RNG.
I used
https://www.scribd.com/doc/19971050/DeadEarth-Unauthorized-Book-1-First-Draft?in_collection=2331557 to find out which ones were animal cross-mutations.
8cbba) 103 Reptile
From the Iguana, my scaly skin can change color
8cbbb) 554 Plant
I breed by spores, which comes from my ribbed mushroom cap.
8cbbc) 281 Fish
Turtles count as water dwelling, so I take the ability to have a shell.
8cbbd) 278 Insect
Compound eyes, what else?
8cbbe) 624 Amphibian
Yep. Taking gills which I don't have to breath through, making me amphibious.
8cbbf) 463 Bloom
Me and the party have mutated into plants; everyone adds Bloom to their list and gains wrist-bands of flower-petals.
So at this point, I'm an ugly as hell lady with all skills being natural disabilities.
9aa) (Deviant 5) 707 Rite of aggression
I may choose not to act defensively or agressively during the first round of combat to double my moves during the remaining rounds.
9ab) 372, antiempathy
Everyone will know instantly if I'm angry, sad, nervous, confident, etc, giving them +D6 to their reason roll against me.
9ac) 261, small minded
I can't advance any skills with prerequisites.
Dammit!
9ad) 935, Segregation
I have to divide all my radmans into two cattegories by evens or odds by rolling a die, then remove one category based on a similar roll.
1: odd
2: odd
3: even
4: even
5: odd
6: odd
7a: odd
7b: odd
8aa: odd
8ab: even
8ac: odd
8ba: odd
8bb: odd
8bc: even
8Ca: odd
8caa: odd
8cab: even
8cac: even
8cad: odd
8cae: odd
8caf: odd
8cag: even
8cah: even
8cai: odd
8caj: odd
8cak: odd
8cal: odd
8cam: odd
8can: odd
8cao: odd
8cap: even
8caq: odd
8car: odd
8cas: odd
8cat: odd
8cau: even
8cav: Permanent, so even though it rolls an odd, it won't matter
8caw: even
8cb: even
8Cba: odd
8cbb: odd
8cbba: even
8cbbb: even
8cbbc: odd
8cbbd: odd
8cbbe: odd
8ceef: odd
9aa: even
9ab: even
9ac: odd
and I roll a 5, which means I remove the odd rolls.
I'm going to quote what's left.
3) 332, Vigor
I gain 2 resiliency.
4) 595, Natural Weakness
If I'm hit in combat I take an extra point of damage. Not one I want.
8ab) 555, natural armor stun
I resist stun by +1 naturally
8bc) 432, Mousy
Intimidate becomes a natural inability for me.
8cab) 424 Fit
If something doesn't go to plan I tantrum
8cac) 005 homebody
Gain a skill point each time I roll domestics
8cag) 224 total recall
I never need to make a memory roll.
8cah) 171 grep
Adds 2d6 to search
8cap) 192 instill psychosis
I can make someone take -2d6 on all roles and act without morality for a number of days on touch. costs 35 points per day the effect lasts.
8cau) 126 resistant
My shielding is +50
8cav) 152 gender switch
Duh.
made permanent
8caw) 084 anorexia
I eat half my daily rations and lose D6 lbs per week.
8cb) 640, Wretched
I add 549 horror and 621 disfigured mutant
(but these ones were removed, hahah, so this does nothing)
8cbba) 103 Reptile
From the Iguana, my scaly skin can change color
8cbbb) 554 Plant
I breed by spores, which comes from my ribbed mushroom cap.
9aa) 707 Rite of aggression
I may choose not to act defensively or agressively during the first round of combat to double my moves during the remaining rounds.
9ab) 372, antiempathy
Everyone will know instantly if I'm angry, sad, nervous, confident, etc, giving them +D6 to their reason roll against me.
9ad) 935, Segregation
we just finished with this one.
I'm really glad for this, because I was rolling way too much. Getting rid of Cumulative Radiation Effect and Deviant means once this cycle finishes, I don't need to but a's, b's, c's, etc on the rest of the mutations.
9ae) 786 Setback
Well, I haven't invested in anything, so this only has a chance of affecting me, if I roll Search.
I pick random skills based on the number of mutations I have, and reduce those by a D6 if they aren't 2D6 or lower.
18 skills are chosen: Drive Tracked, WS shield, drive recreational, computer operation, pioneering, Drive non-motorised, beastlore, climbing, medical doctor, Intuition, boxing, brawling, mechanical engineering, WS blade paired, mining, drive cart, horticulture, command
None of these are search, all of them are 2d6, so they aren't lowered.
9b) 036 Mutable
-75 shielding
9c) 104, Supernova
When I die, anything in 10 feet takes 6d6 energy damage, 5d6 within 20 ft, 4d6 in 30 feet, etc
9d) 829, Envy
I have to have your stuff. It's mine, mine mine. And you have a sense of who I am and what I did if I take something, and if you catch me you want merciless punishment.
10) 900 Rite of radiation
I can spend 5 skill points to get another radiation at any time
11) 317, Blind-sided
No periferal vision, -1D6 to Senses
12) 774, Courage under Fire.
Entering a stressful situation I roll a d6, if it's even I get +2d6 to command, charisma, and resolve for the duraction.
13) 652, Extra limb
I have another arm and +2 moves
14) 531, Catlike
Climbing is a natural ability
15) 702, Low roller
Roll a d6... 1.
So whenever I need to roll a d6 on the rest of this table, it has to be 1 or less.
16) 867, Supplemental materials
Skills require 1d6 less of the prerequisite skill first.
OK, that's all my mutations unless I want to buy more with Rite of Radiation.
Here's what I had before radiations:
So now we're at M7, R10, S0, and a carry weight of 30 lbs
So for abilities we have Buisiness, and Drive vessel.
Inabilities I got Beast Ride, Drive Sailcar, electronics, forensics, robotics, and WS Blade
Now it's M7, R12, S0, and still a carry weight of 30 lbs.
Abilities: Buisiness, Drive vessel, and Climbing
Inabilities: Beast Ride, Drive Sailcar, electronics, forensics, robotics, WS Blade, and Intimidate
-25 shielding
+2d6 Search
-1d6 Senses
and I still have 400 skill points which I haven't spent, which I can use to make people crazy, gain new mutations, or spend on skills now.
I don't get that bonus to bitchslaps that estrogen treatment gave me, but I got rid of most of the detrimental mutations that Estrogen Treatment gave me.
Because I get skill points for using Domestics, I think I'll try to put points in there. No prerequisites, so I think I'll try to put some points in business too.
So lets' dump 10+20+40+80=150 points (down to 250) into Domestics for 6d6 in the skill. This lets me be a very effective house-keeper and cook.
For buisiness, there are some major prerequesites.
https://www.scribd.com/doc/19873729/DeadEarth-Skill-Prerequisites?in_collection=2331557 tells me there are 7 prerequesites. Which if I go the bare minimum is
30 points in each, for 360 points. I don't have that many, I have to give up on business. it's actually 10 points each (70 total) because I only need 3D6 from my mutations.
So 75 points for each of the prerequisites, which are Senses (plus 5 points to bring it from 1d6 to 2d6), Intuition, Streetwise, Math, Reason, Apraise, and Haggle. That leaves me with 175 points, I put 30 into Business to get it to 4d6.
Now let's try to make my Envy easier to not be caught. Stealth requires nothing, let's spend 70 points to bring it to 5d6. (now down to 75)
I'd like Hork. I already have 3/4 prerequsites, so I spend 10 points on Guile, then 30 on Hork for 4d6.
I have 35 points left. I could spend them now on one skill, or up to 7 mutations, or I could save them to use later.
I'll get one mutation and see what it is.
17) 778, Shared Experience
I'm linked to the next Player Character I meet, will always know where they are and what they're feeling.
If they die, it gives me mutation 340, depression.
Eh. Situationally useful. Let's buy one more.
18) 628, Psionic blast
At the cost of 12 skill points, I can hit a target with an unseen force of 3d6 damage.
Now we're talking! And with 25 points left, I think I'll call that quits.