I am pleased to announce that I managed to survive the character creation of deadEarth despite having to roll for 12 mutations (didn't bother with skills though, since you first need to roll 2d6 on each of the 100 skills). I ended up as a Saint Bat fish Alien with a big head, and is able to steal the abilities of the first player character she touches, although she can only carry -40 lbs of stuff. Since the game didn't bother to tell me what faith the mutation makes you believe in, I like to pretend it's batman.
559 Ickthy rain. You and everyone within 20 feet have crossmutated[sic] with a fish. Each adds ickthy rain to their list of radiations. Each person takes one attribute from a fish or other water dwelling creature like a clam or crab of their choice and adds it to their character. cost: none. range: 20 feet. effect: cumulative.
543 Encroaching wilderness. You and everyone within 20 feet of you (at this moment) have cross-mutated with a mammal. Each adds encroaching wilderness to their list of radiations. Each person takes one attribute from a mammal of their choice and adds it to their character. cost: none. range: 20 feet. effect:cumulative.
730 Simple logic. Gain an extra skill point every time you roll forensics, investigate, or search. cost: none. range: self. effect:cumulative.
526 Cross-mutate with player. You will cross-mutate with the next player you come in contact with. Your two sets of DNA will merge and filter. You will come out pure, and the player you come in contact with will come out with all the left over crap. Start with your three attributes (moves, strength, resiliency). Compare moves, you take the higher of the two and the other player takes the lower. Do the same for strength and resiliency. Now one-by one go down the list of skills. Compare each of your skills to each of the other players skills. You take the higher of the two and the other player takes the lower. cost: none. range: touch. effect: permanent.
821 Endurance augmentation. At each even level of your natural (no modifiers) weight training above 2D6 (4D6, 6D6, etc.), add a +D6 modifier to running (no modifiers to moves). At each even level of your natural (no modifiers) running above 2D6 (4D6, 6D6, etc.), add a +D6 modifier to resolve. cost: none. range:self. effect: binary.
156 Winded. You cannot perform any physical tasks for an extended period of time. cost: none. range: self. effect: binary
152 Gender switch. You become the opposite gender. cost:none. range: self. effect: cumulative.
001 Seven cardinal virtues. Gain all of the cardinal virtues. Add (997) faith, (902) hope, (830) charity, (755) justice, (701) fortitude, (099) prudence, and (016) temperance to your list of radiation manipulations. cost: none. range: self. effect: permanent.
025 Capitate. Your head becomes swollen and enlarged. Add one hit point to your head. You cannot wear any armor on your head due to extreme tenderness.
161 Grub. From now on, your character will not earn a skill point outside of combat by doing a skill unless he first asks permission to do the skill from at least one member of the his/her group.
166 Token. Cash in your token once per week to obtain a radiation of your choice. Your token radiation manipulation will last for
one week, then you may choose another. cost: 15 skill points per
week. range: self. effect: cumulative.
000 Unearthly. You don't know what you are, and neither does
anyone else. It's not human, that's for sure. All attempts to use
first aid, medic, medical doctor, biology, or chemistry on your
body or body samples is improbable (8D6).
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997 Faith. Your belief in a higher power will keep you safe. Remember to say your prayers. Add (271) spirit guide to your list of radiations. cost: none. range: self. effect: permanent.
271 Spirit guide. You have a little guy on your shoulder telling you what to do and where to go. Lucky for you he knows what he is doing. If anything bad is going to happen to something in your group, the game master will make sure it happens to you last. cost: none. range: self. effect: binary.
902 Hope. As long as you maintain hope you shall never fail. You may double any of your rolls twice per gaming session if it will help someone beside yourself. cost: none. range: self. effect:permanent.
830 Charity. That which you give will come back upon you tenfold. (Well not literally.) For each 10 $tandards you give to someone less fortunate than you, gain one skill point. cost:none. range: self. effect: permanent.
755 Justice. Help those who cannot help themselves. Gain one renown for each, less fortunate, life you save. Lose one renown for each life you take, no matter what the circumstances. cost:none. range: self. effect: permanent.
701 Fortitude. You have the strength and strength of mind to face all adversity. Add 2D6 to resolve. Add (580) natural armor, (555) natural armor stun, and (499) tough as nails to your list of radiations. You must use your might to defend good, not evil. If you kill or harm an innocent your newfound[sic] powers will be revoked and you must add (496) unforgiven to your list of radiations. cost: none. range: self. effect: permanent.
+1 Nat Armor + stun + 1hit point to all locations
099 Prudence. You have the reason and insight to make good judgements[sic] and to hold your ground in the face of discord. Add 3D6 to reason. You will never fail an influence roll provided you are using it for the benefit of others and the good of all. Add (503) sense danger to your list of radiation manipulations. You can naturally sense those who have evil tendencies (ie. they have radiation manipulations like the damned, murder is the game, etc.).
016 Temperance. You must not and will not overindulge yourself. You can read between the lines more than most and see the perils inherent in any risk. Add 2D6 to gamble, reason, resolve, charisma, influence, spot trap, and haggle. Those skills are now also natural abilities. Add (503) sense danger to your list of radiations.
503 Sense danger. The game master will allow you automatic first initiative. Sense danger does not tell you that danger is eminent until you are attacked and it does not give direction or any other clues.
If you can find the game at your Friendly Local Gaming Store, it might be worth buying, just so you can see the radiation table. Good luck with that though, since as I understand, the book is out of print.