TEXT: 1
  Spacemaster: Datanet
  Issue #2
  SPACEMASTER:
  Issue #2
  Table of Contents
  Introduction
  Credits
  Author: Rob Defendi
  Editor: Heike Kubasch
  Editing, Pagemaking, & Layout: Tim Dugger & Sherry Robinson
  Artwork: Steven Farris, Jeff Laubenstein, Jennifer Meyer,
  Darrell Midgette, Craig Mrusak, Eric Pence, Carl Story
  ICE Staff
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Office Manager/Cust. Service: Lori Dugger
  Editor/Jack-of-All-Trades: Tim Dugger, Monica L. Wilson
  Pagemaking: Sherry Robinson
  Web Mistress: Monica L. Wilson
  Office Cats: Rajah, Phoebe, & Matsi
  My House Cats: Bandit, Coco, & Rascal
  June 2006
  WARNING! All Items in this PDF should be
  considered optional and completely unofficial.
  Introduction ................................................................ 1
  Radiation Rules ............................................................ 2
  Gravity ......................................................................... 6
  Fun ‘N Games: Recreation in the ISC ........................ 9
  The Sensenet ........................................................ 9
  The Datanet........................................................ 11
  Sports .................................................................. 11
  Other Activities.......................................................... 13
  The Arts & Literature ........................................ 13
  Black Market Tech ..................................................... 14
  Legends of the ISC:  The Mad Queen ...................... 15
  Radiation Critical Strike Table ................................. 16
  Spacemaster: Datanet Copyright © 2006 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced and
  distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Welcome to the second issue Spacemaster
  Datnet.  The purpose here is to expand and enhance
  your Spacemaster game, both by broadening the
  rules and by deepening the setting details, giving you
  a richer and more fulfilling game and game environ-
  ment.  The last issue added many great rules to your
  game, and we’ve tried to keep the standards high in
  this one.
  This issue we outline radiation rules, gravity, and
  we flush out a little more information on what it’s like
  to live in the ISC.  Of course we’ve included more
  Black Market tech.  We hope you have as much fun
  using this material as we had producing it.
  Enjoy.
   DATANET
  ™
  
  2
  Spacemaster: Datanet
  Issue #2
  RADIATION RULES
  Particle Radiation:  Also known as hard radiation,
  this radiation is caused by the decay of unstable
  elements. Typically, hard radiation comes in the
  form of alpha particles, which are essentially helium
  nuclei (two protons, two neutrons). This is the most
  dangerous form of radiation.
  Electromagnetic Radiation:  This is essentially
  light, in all its different forms. X-Rays, Gamma
  Rays, and Microwaves are all electromagnetic
  radiation. Though damaging, it takes a very large
  dose of  electromagnetic radiation to cause
  damage (of course, there is a lot more electro-
  magnetic radiation).
  There are a lot of myths about radiation and there
  are a lot of harsh realities. Mutants, giant insects, and
  miraculous super powers are all the stuff of ‘50’s pulp
  science fiction. Cancer, nausea, epilation, sterility, and
  neural damage are the stuff of real radioactive damage.
  We address both, to some extent, below.
  REALISTIC EFFECTS
  We could launch into a great deal of
  complicated explanation to describe the
  different methods of measuring radiation:
  Rads, REM, and roentgens, but only one of
  these is really necessary to a role playing game.
  REM stands for Roentgen Equivalent,
  Man. This is the rating of the biological
  impact of radiation. It’s generally equivalent
  to a rad or a roentgen. The REM represents
  the cumulative damage a person has taken
  during their lives. It’s essentially a rating, like
  Hits, showing just how much radiation
  damage a character has taken in his life.
  Therefore, to accurately depict the
  effects of radiation, the only necessary
  information is how many REM the character
  has taken. Write the information
  down on the character’s record to
  keep track of the cumulative effect.
  HOLOCAUSTIC WEAPONS
  Holocaustic weapons will be
  the most common cause of
  radiation in most campaigns. The
  damage caused by holocaustic
  weapons comes in two stages:
  Initial Blast and Fallout.
  To work out both of these
  effects, you must first determine the
  blast radius. The size of the warhead
  shows the size of the blast radii.
  Measure them from ground zero.
  INITIAL BLAST
  When the warhead initially detonates, it releases a
  tremendous burst of radioactivity. The dose of REM the
  character absorbs depends on their distance from the
  blast. Compare the character’s blast radius to Dose in the
  REM Table, below.
  This is the amount of radiation the character takes
  in REM. If the character is in a bunker or specially
  shielded area, consider them one blast radii farther away.
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  3
  Spacemaster: Datanet
  Issue #2
  FALLOUT
  The lingering effects of a holocaustic blast are
  caused by the fallout. Where the fallout occurs depends
  on the wind patterns and the GM will have to judge
  depending on the conditions. It can occur for dozens of
  kilometers away from the blast. The first two blast radii
  always have fallout, but fallout equal to the second blast
  radii’s fallout can occur anywhere the GM decides.
  Fallout consists of radioactive dust and debris1. It
  also consists of any metal object which was exposed to
  the radioactive blast (which is everything that was in the
  area at the time).
  As a rule of thumb, fallout starts at 10,000 REM, per
  hour. This deteriorates according to the seven-ten rule
  which states that for every multiple of seven the time
  increases, the dose decreases by 10. See the table below:
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  DOSAGE EFFECTS
  Every time a character receives a significant dose of
  radiation (GM’s discretion, 10% current REM or
  whenever total REM enters a new level of the chart is a
  good rule of thumb) the GM needs to check to see what
  effects the new dose has on the character’s body. This is
  done with a simple critical roll.
  The Dosage Effects Table, below, gives the appropri-
  ate criticals for each level of dosage. Roll this critical (see
  Blaster Law p. 22) and apply any indicated modifiers and
  a bonus equal to the amount of REM taken in the single
  dose. The result on the critical table is the effect of the
  character’s dosage.
  If a subsequent roll determines a result less damag-
  ing than one already rolled, compare the symptoms. If
  the symptoms are already duplicated by the more severe
  effect, then ignore the result. If not, then the character
  picks up these new symptoms as well.
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  4
  Spacemaster: Datanet
  Issue #2
  It should be noted that according to these charts, it’s
  almost impossible to take a significant dose of radiation
  from the initial blast of a nuke, in atmosphere. The
  reason for this is simple:  in an atmosphere, if you stand
  close enough to a nuke to take a dose of radiation, you’re
  already dead from the shock wave or fireball.
  BLASTER LAW
  There are optional rules in Blaster Law that allow
  blasters to cause radiation damage. When using these
  rules, simply divide the damage by a number, we
  recommend 10, and apply that many REM to the target.
  For instance, an attack causing 32 hits would also inflict
  3.2 REM.
  NUCLEAR GRENADES
  This rule will make nuclear grenades even more
  brutal. Although it’s almost impossible to get a lethal
  dose of radiation from a holocaustic nuclear blast,
  nuclear grenades are much smaller in scale and therefore
  the atmospheric pressure is proportionally greater, and
  the weight of air pushes back against the shock wave
  effect. Because of this, the radioactive effects of a nuclear
  grenade are much more dangerous than the blast of a
  larger weapon. Use the Grenade Column on the table
  above to represent these effects, when in an atmosphere.
  LONG TERM EXPOSURE
  In addition to the effects of short term exposure, a
  long but low-level exposure to radiation will trigger a
  critical. Roll a critical whenever one of the characters sets
  off one of these triggers:
  •
  If the character takes 5 REM in a single year.
  •
  If the character takes 3 REM in a single quarter.
  •
  .2 REM/Month for two years.
  Example: Matt has taken 22 REM throughout his life.
  He had to take one critical previously when he hit 21
  and entered a new level on the chart, but it had no
  effect. While on a mission, he is EVA during a sensor
  malfunction. Because of this, he doesn’t see the solar
  flare. He takes 150 REM, raising his total on the chart
  to 172. The GM makes him make one roll for every
  time he went up a step on the table (on A, one B, etc.),
  so the GM rolls an A for when he hit 76, a B for when
  he hit 101 and a C for when he hit 151. The GM rolls
  a 25 on the A, causing no damage. He rolls a 22 on the
  B, again, causing no damage. He rolls a 58 on the C.
  Matt will die of cancer within the year. This is why
  Matt usually plays androids.
  
  5
  Spacemaster: Datanet
  Issue #2
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  SHIELDING
  Characters can shield themselves from radiation
  with lead shielding or force shielding. Lead shielding is
  heavy. Wearing a lead suit adds a maneuver penalty equal
  to 1/5 of the REM per day it blocks. This is considered
  heavy armor for the maneuver in armor skill (the
  minimum maneuver penalty is equal to ten percent the
  maximum maneuver penalty).
  Force shielding will stop radiation as well. It will
  stop five times its DB vs. projectiles in REM per day from
  particle radiation. Against electromagnetic radiation, the
  shield will stop five times its DB vs. Energy weapons in
  REM per day.
  
  6
  Spacemaster: Datanet
  Issue #2
  GRAVITY
  Once man flees from the shackles of a planetary
  body, the subject of gravity and its effects becomes very
  important. It’s easy to take gravity for granted. How
  should a GM deal with micro gravity?  What about heavy
  gravity?  What are the effects of gravity on health?  On
  childhood development?  On fetal development?
  Sooner or later the GM will have to deal with these
  questions or make a conscious decision to ignore them.
  His decision has a lot to do with the feel of his campaign.
  In a Space Opera campaign, gravity can be more or
  less ignored. All ships are assumed to have artificial
  gravity. All planets are assumed to have about one g of
  surface gravity. The only time gravity rears its head in a
  Space Opera campaign is when the GM wishes to
  introduce some high-g, superhuman bad guy.
  In hard science fiction gravity should always be at
  the forefront of everyone’s mind. It is for the hard sf
  campaigns that this section exists.
  HIGH-G ORIGIN
  Sf stories are filled with people from high-g worlds.
  How the GM deals with this, or even if he needs to,
  depends a great deal on his campaign. It is recommended
  that these origins not be allowed to players unless they’re
  being allowed as talents (see Future Law).
  Some characters will be from worlds where gravity is
  about 1.5 to 2 gs. These characters will have a shorter life
  (maybe 75% normal), but several advantages. They will
  receive a special bonus of +5 to their constitution and
  Strength. Reduce all crushing, unbalancing, and impact
  criticals by one level (an A becomes an A-25). They also
  receive only 75% of any penalties for high-g maneuvers.
  However, this has a noticeable effect on the character.
  They are only 75% of their rolled height. In addition,
  they receive a -5 penalty to their presence.
  Some characters will be from higher-g worlds, say 2
  gs or more.  The effects of this will be similar, though
  greater, than the effect of a lesser high gravitational field.
  These characters receive a special +8 bonus to their
  constitution and strength. Reduce all crushing, unbalanc-
  ing, and impact criticals by two levels (an A becomes an
  A-50, a B becomes an A-25). These characters function
  better in high g. Correspondingly, all penalties from high
  gravity are halved as they are only 50% of their rolled
  height. In addition, they receive a -8 penalty to their
  presence. Finally, they’ll live only about 50% as long as
  racial average.
  LOW-G ORIGIN
  If worlds with high gs have been colonized, then
  worlds with low gs have probably been colonized as well.
  In fact, with Mars right here in our own Solar System,
  low-g worlds will probably be colonized first. How
  should a GM handle these?
  If a character was raised of a world with .5 to .75 gs,
  then there will be a biological effect. These characters
  receive a special penalty of -5 to your Constitution and
  Strength. Increase all crushing, unbalancing, or impact
  criticals by one level (an ‘E’ becomes an ‘E’ and an ‘A’). In
  addition this will have a noticeable visible effect. These
  characters would be 125% of their rolled height. Also,
  they receive a -5 penalty to their presence. Also, these
  characters would have major issues acting in high gs.
  Multiply all penalties for high gs by 1.5. Finally, they’ll
  live about 125% as long as racial average. This would be
  a terrible flaw to impose on a character.
  Mars for instance, is about 1/3 g. This is another
  level of low-g origin (including all character from worlds
  less than half a g). These characters receive a special -8
  penalty to their Constitution and Strength. Increase all
  crushing, unbalancing, and impact criticals by two levels
  (a ‘D’ becomes an ‘E’ and an ‘A’, an ‘E’ becomes an ‘E’ and
  a ‘B’). The character would probably be about 150% of
  their rolled height. In addition, they’d receive a -8
  penalty to their presence. These characters are terrible at
  operating in high gs. Double all penalties from high gs.
  Finally, they’ll live about 150% as long as racial average.
  
  7
  Spacemaster: Datanet
  Issue #2
  MICRO-G ORIGIN
  Also know as Zero-g, a Micro-g origin is almost too
  terrifying to consider. A human being raised in micro-g
  is huge, deformed, and fragile. They are utterly unable to
  survive in gravity, and even pushing off wall in free fall
  exhausts the poor creature.
  It is unlikely that a character of micro-g origin is fit
  to be a player character. These beings would be better
  suited to NPCs and background scenery.
  LIFE IN FREE FALL
  In most sf games, the characters will have to spend
  some time in free fall. In some campaigns, this will be
  most of the time characters are in space. In others, it will
  only be when the artificial gravity is out.
  Either way, the GM needs to be prepared to handle
  it. It’s the purpose of this section to deal with the realities
  of free fall.
  All the rules in this section are optional. In a Space
  Opera campaign, the GM may not care whether stats
  deteriorate in free fall. In a hard sf campaign, it can be a
  crucial element of play.
  DETERIORATION
  The biggest problem with free fall is the lack of
  exercise. Muscles atrophy, the heart becomes lazy, and
  bones grow brittle. It’s up to the GM to police these
  effects and make sure they stay realistic.
  Stat deterioration is handled in much the same way
  in space as it’s handled in death. See SM:P, p. 107 for the
  specific details.
  Every day that the character is in free fall, without
  exercise, his strength and constitution deteriorate (only
  temporary stats deteriorate). The only thing that can
  stop this from happening is exercise, and lots of it.
  Each day that a character is in free fall, they must
  make a SD moving maneuver (not a static maneuver).
  This is a Medium maneuver. If this is a success, then
  the character’s stats do not deteriorate. If it is a failure,
  they do. If it is a percentage (less than 100), this is the
  chance that they do not deteriorate, and the second
  roll is necessary.
  This all assumes the ship is equipped with proper
  zero-g exercise equipment and the character is
  following a careful regimen of exercise. What if the
  ship isn’t equipped?
  The character can still attempt a maneuver, but this
  one is absurd (yes it does increase the chance of injury, but
  the character is probably having to fling himself around
  the ship for exercise). A lot of creativity can go into zero-g
  calisthenics, and a GM should reward particularly creative
  innovations with a drop in difficulty.
  The same stands for using a gym not designed for
  zero-g. The GM should assign a difficulty, somewhere
  between Medium and Absurd. Handle the rest normally.
  A final note, assume that it takes a strength equal to
  ten percent a character’s weight in kilograms to carry his
  own weight. A character’s strength and constitution
  cannot drop below one.
  FETAL DEVELOPMENT
  Zero-g fetal development is, if anything, worse than
  zero-g adolescent development. The human fetus needs
  gravity of some sort to develop properly. The birth
  defects of a zero-g child are staggering. Therefore it
  would behoove most races to make certain that their
  pregnant women (or females) reside in a gravitational
  field or simulated gravity (such as that caused by
  centrifugal effect) throughout the term or pregnancy.
  The bottom line is they have to go somewhere.
  Bringing a child to term in zero-g is probably less respon-
  sible than bringing a child to term smoking Crack.
  MEDICAL AND LIFE-SPAN IMPLICATIONS
  Despite it’s many harmful aspects, there are some
  great uses for zero-g.  Zero-g can extend the life of
  inoperable heart patients. It can ease the recovery of full
  body injuries (the person doesn’t have to pick a side on
  which to lay.)  The medical implications of zero-g are too
  long to cover here and the GM will have to consider
  them on a case by case basis.
  Life span is another matter. Use the following guidelines:
  1)  Reduced, but not non-existent, gs have less biologi-
  cal impact on a life form (there’s less wear and tear).
  2)  Increased gs have a greater biological impact on a
  life form (more wear and tear).
  Micro gravity, though it reduces the wear and tear on
  a life form, also cripples the life form in many ways. This
  can have dramatic physical effects.
  
  8
  Spacemaster: Datanet
  Issue #2
  Since the third point is the easiest to deal with, we’ll
  discuss it first. No additional mechanics are necessary to
  represent these effects. As a character’s constitution
  plummets, his susceptibility to disease and injury
  increases. See above.
  As for the extending effects of low gs, assume that
  for every .1 below one g, the character will live 10%
  longer. For instance, living in .6 g would increase a
  character’s life by 40%.
  For living in increased gs, on the other hand, divide
  the character’s life span by the number of gs. For
  instance, if the character is in 3 gs, his life span is reduced
  to one third.
  This doesn’t mean that if a character lives at this
  level of gravity for one month it will affect him much.
  But one month at two gs is equal to two months at one g.
  G TOLERANCE
  Living under the strain of high gs is dangerous. It’s
  even life threatening. People were not meant to live at
  high levels of gravity.
  Exposure to high gs is unpleasant. It requires a
  resistance roll, every round, just to stay conscious. This is
  considered a level 1 attack on the character. The
  character’s RR is modified by three times their Co, but
  the roll is penalized by ten times the gs pulled. High gs
  are considered four or more. If the RR fails, the character
  passes out for one second for every five points of failure.
  Example:  Aaron’s new, first level character is on
  the bridge of the Deft Hand when the pirates
  crank the artificial gravity up to 5 gs. This
  requires Aaron to roll an RR with a 50% chance,
  of success, but with a -50 penalty.
  High gs can be very dangerous. For each point of
  failure over one hundred, the character takes one hit.
  These rolls continue until the gravity stops or the
  character dies.
  FALLING DAMAGE AND GS
  Occasionally a GM will have to deal with a character
  falling in a gravity field other than one g. Dealing with
  this is very simple.
  The GM handles the fall normally. The distance
  fallen, however, is multiplied by the amount of gs pulling
  the character down. For instance, a 2 meter fall in a 3 g
  field is acts exactly like a 6 meter fall on Earth.
  MANEUVERS IN A STRONG G FIELD
  If a character attempts a maneuver in a strong g field
  (anything more than one g) he should be penalized
  according to the strength of the field. Determining the
  amount of the penalty is fairly straightforward.
  For every .1 g above a normal, Earth gravity, all
  maneuvers are penalized by -5. Therefore, a maneuver at
  1.7 gs is penalized by -35. A maneuver at 2.3 gs is
  penalized by -65.
  High gs make even the simplest tasks dangerous. In
  gravitational fields of 2 gs or greater, the GM should
  force characters to make maneuver rolls for nearly any
  task, especially standing up or sitting down.
  In most military ships, crewmembers that must
  travel under heavy acceleration do so in specially made
  chairs. These move much like electric wheel chairs.
  ARTIFICIAL GRAVITY
  In many campaigns, artificial gravity will exist.
  Artificial gravity solves many of the problems outlined
  earlier in this section.
  Artificial gravity should be treated as real gravity in
  every way. It is up to the GM to determine the exact
  details of any artificial gravity technology in his universe.
  ACCELERATION
  Einstein’s Theory of General Relativity states that
  gravity and acceleration are, for all intents and purposes,
  identical. Acceleration is often used in spacecraft to
  simulate gravity.
  In these craft,
  the rear of the
  craft is designed
  to be “down.”
  Meanwhile, the
  ship accelerates at
  1 g (9.8 meter/
  second/second).
  To those inside,
  this acceleration
  feels exactly like
  “normal” gravity.
  
  9
  Spacemaster: Datanet
  Issue #2
  FUN ‘N GAMES:
  RECREATION IN THE ISC
  Every sapient creature seems to have two primary
  states: working and seeking pleasure. How one seeks
  pleasure has to do more with their personality and race
  than anything else. For some, it is a play or a movie. For
  others it is reading a technical manual. For others it is
  dancing. For others it is a fast-paced Sensenet game.
  The following sections discuss the various common
  forms of recreation in the ISC.
  THE SENSENET
  Also properly called the Sense Net, this is a giant,
  virtual universe, spanning the entire ISC. Over the years,
  the Sensenet has become a major facet of ISC life.
  Experts attribute this to two major facts. Virtual Estate is
  cheaper that Real Estate. Real estate costs money, but
  anyone can get on the Sensenet with a decent desktop
  computer, a little software, and a power line.
  The Virtual Universe knows no bounds. One can
  access virtual estate from anywhere, as the net is linked
  in a quantum comm net. This has many benefits. For
  example:  though the House of Commons has a building
  in the Capital, it is only used for impeachment proceed-
  ings. The House actually meets in a virtual version of
  this building, allowing the Representatives to log in from
  their own living rooms.
  The Sensenet has many other functions too. It
  features the hottest clubs, the coolest games, the neatest
  sights, and accurate, virtual life recreations of historical
  events. Everything’s on the Sensenet. It’s made movie
  theaters and televisions obsolete, and has taken over as
  the premier recreational venue.
  Many people spend a good deal of their time on the
  Sensenet. One can find all forms of recreation there.
  Want to watch a holo?  Find it on the Sensenet. Want to
  play a fully interactive game?  Play it on the Sensenet?
  Need combat training and don’t have the space to
  practice?  Try the Sensenet.
  The Sensenet is ruled by law just like any other
  thing in the ISC. Most Sensenet laws vary from system
  to system. If gambling is illegal in the system, it will be
  illegal in the Sensenet there as well. The quantum
  comm net is a bottleneck, and more expensive to use,
  so most of the time, people remain in their local system
  of the Sensenet.
  The Sensenet can be found most everywhere. Even
  ships have their own versions of the Sensenet. These
  might be somewhat restricted in their usage, but they are
  there. On planetary Sensenet nodes, most any program
  can be found. When a new program is made, it propa-
  gates quickly through quantum comm net, and is
  available everywhere in a few days.
  Aside from accessing things through the quantum
  comm net (if you want to gamble or have to access
  another system’s net, for instance), most areas of the
  Sensenet cost no extra money. A person’s monthly fee is
  divided proportionally among the different programs he
  uses. If a person spends thirty percent of the time in
  clubs, and the rest in the hottest new massive multiplayer
  virtual reality game, then the clubs would get thirty
  percent of the person’s fee and the rest would go to the
  companies that make the game.
  The standard rate for the Sensenet is two credits a day
  (paid in monthly installments). Accessing the comm net
  costs a credit an hour or more (depending on the distance).
  NEURAL INTERFACE
  A neural interface can be achieved with a minimum
  of equipment. Whereas it used to require a hardwired
  neural jack, it can now be achieved with a headset the
  size of a pair of sunglasses (in fact, many are made to
  look like normal sunglasses).
  A neural interface is a completely realistic experi-
  ence. The user cannot distinguish between it and reality
  (unless the experience has been programmed to look
  artificial or the designer was lazy). The user can usually
  adjust the levels of experience, editing out pain, etc.
  SENSENET ADDICTION
  A big problem in the ISC is Sensenet addiction.
  Many people spend hours a day on the Sensenet. Most
  systems monitor usage to determine level of addiction
  and have mandatory social programs which kick in at
  certain thresholds. Other worlds (especially those where
  the population doesn’t use it very often) pay no attention
  
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  Spacemaster: Datanet
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  to addiction, and the person in question or their friends
  must seek out rehab for them.
  The problem is that the Sensenet is so realistic and
  so perfect that people can get lost inside. When life is too
  hard, a person can escape into the Sensenet to live in a
  fantasy world. The psychological draw is powerful.
  One might think that this would mean entire races
  would become addicted (read: humans). However, with
  heightened technology comes heightened understanding.
  The ISC psyche programs have ensured that most people
  are relatively healthy, for their race at least. Most ISC
  citizens are monitored throughout their schooling.
  People exit public school with a fairly healthy grasp on
  things like this.
  SENSENET PERSONALITIES
  On rare occasions, a person is selected to be
  translated into virtual form after death. This only
  happens in the rarest cases, and is akin to winning the
  Nobel Peace Prize.
  Virtual people are a little slower than their real
  world counterparts (unless their real world counterparts
  were about to slip into senility). They are plagued with
  none of the problems that AI’s who log onto the nets
  experience. No one knows why. They can live out all
  eternity on the Sensenet, should they want to.
  They can, by the way, access the Datanet as well.
  Sensenet personalities must be built from models
  taken from a living brain (or within the first hour of
  death). The ones taken from a living mind are better than
  those taken from the dead, so when it is known a person
  will be immortalized in cyberspace, copies of their mind
  are taken on a monthly, weekly or even daily basis.
  FAMOUS SENSENET PERSONALITIES
  There are several Sensenet personalities that are well-
  known throughout the ISC. A short list is included below:
  Chrrrl: It is not common for a
  falar to accept transfer into the
  Sensenet, but Chrrrl thought that
  this new technology was his shot at
  immortality. Transferred in 51 YC,
  Chrrrl was the falar who slew the
  ISC research crew that first made
  contact with the humans and
  oorts. Chrrrl attempted to assert
  his dominance on all falar, but he
  died before most falar worlds were
  geared-up. Ironically, it was his
  actions which caused the social
  upheaval that delayed most of the
  gear-ups. He roams the Sensenet
  in falar worlds, challenging the
  greatest warriors to duels.
  Haroff Pharen: Transferred in 25
  YC, this oort ambassador was
  famous for her resistance to gearing
  up the falar. Even still, she was one of the foremost
  diplomats of her time. She was instrumental in
  forming InSpecCom, and when the falar were geared-
  up, she worked tirelessly to figure out the proper way
  to integrate them into the interstellar community. She
  usually haunts the House of Commons.
  Oraphalus Phalluphum: Transferred in 490 PC, this
  oort is famous for heading the team that discovered
  the quantum drive. He is a brilliant and clever
  astrophysicist and engineer. He wanders the Sensnet
  now, exploring the multitude of worlds his inven-
  tion helped connect.
  Pharlupharem Arluph: Transferred in 150 PC, this
  oort is the founder of Arluph Arms and one of the
  more famous Sensenet personalities. He is a genius
  in business and high energy particle physics. He
  spends most of his time haunting Arluph Arms or
  the Institute for High Energy Physics on
  Warphalorum III, where he frequently advises and
  otherwise involves himself in research and business.
  Rictin Caleisuss: Transferred in 53 YC, Caleisuss
  had a great deal to do with studying the xatosian
  and human psychic histories. He spent the later part
  of his life taking the knowledge gleamed from the
  xatosians and integrating it into human psychic
  abilities. Humans know as much as they do about
  the powers of the mind largely do to his efforts. He
  tends to haunt human Sensenets, as the xatosians do
  not spend enough time there.
  Sir Tairen I: This great tulgaran warrior united
  the knighthoods into a cohesive whole. He is
  known as the father of the modern organization,
  and revered by all tulgar. Transfered in 41 YC Sir
  Tairen still haunts the Sensenets of the knight-
  hood, advising and helping to train young
  knights. Earning a training session with Tairen I is
  a tremendous honor.
  Talmage Jameson: Transferred in 63
  YC, Jameson was the first president of
  the ISC. Known for his bold leader-
  ship and amazing charisma, this man
  built a nation out of a loose band of
  representatives. He took a scattered
  group of worlds and made them a
  unified whole. All school children
  learn to honor his name. Thanks to
  the Sensenet, most get to hear him
  speak. He spends most of his time
  lecturing on the Sensenet, wherever
  he is booked.
  There are few kagoth, valiesian
  and xatosian personalities on the
  Sensenet. These races have no
  interest, as a whole, in being immor-
  talized in this way.
  
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  Spacemaster: Datanet
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  CRIME ON THE SENSENET
  The Sensenet is very safe. It’s almost impossible to
  override another person’s pain block to commit assault
  or rape. Murder is out of the question. The only crimes
  common on the Sensenet are nuisance/harassment
  crimes and cheats. For these offenses, most companies
  keep private security, hosts, moderators, or game masters
  online to handle the little blow ups that occur between
  human beings. Most punishments involve booting from
  a location or banning.
  When the occasional real crime does occur, such as a
  serious hack or a real attack on another person through
  circumvented safeties, the BCI (Bureau of Criminal Investiga-
  tion) intervenes. The BCI Agents investigate the crime, track
  the perpetrator in the real world, and arrest them.
  THE DATANET
  Also properly called the Data Net, this is the Internet
  of the future. It is an incredibly vast repository of
  knowledge, all accessible through direct neural interface.
  It includes encyclopedias, “phone” directories, public
  records, promotional data, personal home pages and
  much, much more.
  The Datanet has sophisticated search utilities. This
  allows the search engines to make judgment calls. It can
  be told to search for home pages dedicated to the
  Sensenet show Armageddon and it will weed out biblical
  references, home pages with scant content, etc. This
  makes the Datanet an extremely powerful tool.
  The Datanet is a free service. It is considered a
  public access utility and it is maintained with tax dollars.
  Anyone with a computer or datapad and within range of
  a node can access the Datanet. Smaller versions are
  located on ships and other remote areas like this, and
  searches will sometimes wait, pending, for the ship to
  link back up with the net.
  All mail messages are channeled though the
  Datanet. These messages are allowed to propagate
  through the quantum comm net without extra charge,
  though this can take several hours if the journey is far
  and through high-traffic bottlenecked areas.
  SPORTS
  Sports are a popular form of recreation in the ISC.
  There are thousands of different games and can be
  dozens of different popular sports on a single world.
  Listed below are only the most Universal.
  CONVENTIONAL SPORTS
  Conventional sporting events involve skill, strength
  and dexterity and prioritize physical ability over mental
  (though tactics are almost always involved).
  FIELD SLIDING
  Field Sliding is a dangerous sport that involves
  gliding through chutes and open areas on anti-gravity
  fields. It is not a new sport, and was practiced on
  magnetic fields before anti-gravity was invented. The
  athlete with the fastest time wins.
  Field sliding is much like the ancient winter sport of
  skeleton. The athlete lies on his belly with his head
  forward. Minute movements of their body control
  direction, so athletes that can’t keep good form during
  high-g maneuvers can careen out of control and crash. In
  the chutes, the chute guides the athlete, more or less. In
  the open areas, though, an athlete can travel over one-
  hundred kilometers per hour and are aiming at the next
  chute, which is a hole less than two meters wide. Shat-
  tered bones and death are common in field sliding, and
  without proper headgear, the brains can be pulverized,
  making death permanent.
  
  12
  Spacemaster: Datanet
  Issue #2
  With proper protective gear and safety fields,
  however, the sport is safer. It can be played on most
  worlds as long as the world’s safety laws are followed.
  An extremely dangerous version of this sport is
  conducted with multiple athletes on the same track. In
  this version, there are multiple shoots on the first leg of
  the track. When the athletes exit the first leg into an open
  area, they must compete for position. The rest of the legs
  have only one chute. Jockeying to be the first into a chute
  is very dangerous, and only the most talented competi-
  tors pass inside a chute.
  GLIDE DANCING
  Where most of the sports involve strength, skill and
  agility, glide dancing involves pure finesse. In it, the artist
  usually performs to music. The floor of the arena is a
  field, much like with field sliding and the artist slides on
  the field like an ice skater. This sport greatly resembles
  figure skating of old, but his version is a step above figure
  skating because the artist can use any surface of his body.
  Routines are done as singles or in pairs. This is a
  purely subjective sport that is judged by an impartial
  panel, and is therefore subject to controversy. Still, it is
  very popular.
  PASS JACK
  Pass Jack is a field sport played by two teams of
  eight. The sport revolves around an ephemeral sphere of
  light, referred to as “the ball.”  This object can be passed
  from team member to team member like a normal ball.
  It can only be caught or handled with a special glove.
  The ball carrier places the ball against his chest. It then
  merges with his body, causing him to glow.
  The ball carrier can make the ball exit his body at
  any time. If he is tackled by the other team, the referee
  calls the game and the players line up with the ball in the
  hands of the other team.
  The goal of the game is to run the ball into an end-
  zone. There are runners, blockers and strippers.
  Runners are the only ones allowed to advance the ball.
  Blockers try to stop the ball carrier or clear a path for
  the ball carrier. Strippers are the only players capable of
  taking a ball from the ball carrier without tackling him.
  Their gloves only need to touch the ball carrier to
  extract the ball.
  Play is continuous and often brutal. Anyone can
  pass, but to move the ball toward the goal, a player needs
  to be a runner. The game is played in three eighteen-
  minute periods.
  TRACK AND FIELD
  Track and field events are still popular in the ISC.
  They haven’t changed much in the intervening years.
  Sprints, long runs, hurdles and jumps are popular.
  Events are often segregated by race and sex.
  Z-BALL
  This game is played in zero-g. Two teams of six
  attempt to put a ball into a hole in either wall (called the
  hoop). The ball can be passed, thrown or intercepted,
  but the player holding the ball must stop when he hits a
  wall. He must then pass the ball before continuing.
  Players often use creative means, bouncing off other
  players and the like, to keep themselves moving in the
  direction of the hoop during play.
  The game is played in four 12 minutes quarters.
  MENTAL SPORTS
  While some people like to watch or play physical
  sports, others are more interested in mental competi-
  tions. These can be anything from quiz shows to logic
  games. Most mental sports are divided into oort compe-
  titions and non-oort competitions.
  QUIZ SHOWS
  Quiz shows have always been popular. The modern era
  is no exception. Most quiz shows involve answering
  questions and trying to prove the more encyclopedic
  knowledge. Others test to see whether a person can solve
  scientific problems. Most quiz shows are played for money.
  LOGIC CONTESTS
  In a logic contest, the contestants must think their
  way out of a situation. This type of contest involves proper
  thinking more than straight knowledge. Unconventional
  thinking and reasoning are rewarded in these contests.
  MYSTERIES
  Not a sport as much as a form of recreation, most
  people who like mysteries like to participate in them
  solo. Most mysteries are murder mysteries (it’s often best
  to stick with tradition). Most mysteries take place in
  Sensenet sims.
  PSYCHOLOGICAL SPORTS
  Psychological sports are many and varied. In a
  psychological sport, the contestants are trying to survive
  (and often apply) psychological pressure. Games where
  contestants must politic and vote each other out of the
  game are one form of psychological sport. Other sports
  involve high pressure situations such as locking a group
  of contestants in a small room under harsh and unpleas-
  ant conditions until they crack.
  Psychological sports come in all shapes and sizes. There
  are few conventions, and individual sports often play out on
  the Sensenet for a season or two and then disappear.
  PSYCHIC SPORTS
  There are many psychic sports as well, although
  these have a very narrow audience (often just the
  contestants). These contestants compete in some sort of
  
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  Spacemaster: Datanet
  Issue #2
  battle of wills. Sometimes they will try to lift heavy
  objects. Other times, they fight psychically and the first
  one paralyzed or unconscious loses. In others, they try to
  raise or drop the temperature of a room.
  Psychic sports have little appeal to those other than
  the contestants. They battles going on are often too
  subtle, too difficult to follow. Who can tell what is going
  on in a battle of the minds?
  BLOOD SPORTS
  Some of the most controversial of all sporting
  events, blood sports are very popular among the falar
  (and even the tulgar, in the case of duels of honor).
  Contests fight, with weapons or without, to the death.
  Only killing is allowed in a true blood sport. If quarter is
  asked for, none is given.
  ISC law has to allow for races to conduct their
  cultural practices. This means that blood sports cannot
  be outlawed. To do so would be to purposely goad the
  falar and the tulgar into revolt (each for different
  reasons.)  ISC law states that unless there is a legal issue
  involved, no blood sport may end in permanent death.
  Legal issues usually mean legal duels. On falar and tulgar
  worlds, this means that if one’s honor has been chal-
  lenged, it is permissible to kill them, if the duel is
  conducted legally. In the past, duelists had seconds. Now,
  the seconds are usually law enforcement officials.
  Temporary death means that however the loser is
  killed, they must be able to be revived later. The ISC’s
  medicine is very advanced. This means that anything
  short of direct brain damage can be fixed with relative
  ease. Even brain damage can be healed is it isn’t too
  extreme, but this often results in diminished capacity.
  This means that in any blood sport, both combat-
  ants must have their heads protected at all times. The
  weapons used must not be able to penetrate the head
  protection. Monoswords and the like are banned unless
  it is a death duel.
  Beyond these laws, individual systems are allowed to
  make their own laws. In some systems, blood sports are
  made legal. On others, they are allowed, but heavy
  restrictions are placed on the type of weapons (and
  hence the type of damage) that can be applied. For the
  most part, blood sports are illegal on most worlds. Falar
  worlds tend to make them legal without restriction.
  Tulgar worlds tend to legalize blood sports, but only to
  resolve duels of honor. Some human worlds legalize
  blood sports at various levels of restriction.
  Most people in the ISC find blood sports distasteful.
  Still, the ISC is a nation of compromise and allowances
  were made.
  In systems where blood sports are illegal, those who
  desire them have to rely on the Sensenet.
  OTHER ACTIVITIES
  There are activities that don’t fall into any of the
  other categories. There are still people who do the
  gravchute equivalent of bungee jumping. Some people
  gamble. Others mountain climb or prefer to go biking.
  Vacation activities are still popular as well. Despite the
  Sensenet, most people prefer to be at a place rather than
  simulate it. This means that cruises, site seeing and general
  travel are still popular among the beings of the ISC.
  Hunting is still a popular activity, especially on falar
  and tulgar worlds. On these worlds, game reserves are
  carefully preserved. Some people prefer to hunt alone
  while others prefer to hunt in parties.
  And of course, there is always prostitution. Prostitu-
  tion is legalized or banned on a system-to-system basis.
  THE ARTS AND LITERATURE
  ISC art and literature is still as varied as the worlds
  with which it comes from. Paintings, literature and
  poetry (including tulgaran scent poems) are still popular.
  Plays, orchestras and operas are also popular. Sculpture,
  whether from wood, stone, clay or static fields are still
  popular as well. This doesn’t rule out more modern
  forms either, such as tonal poetry, visual graphics, and
  mood altering light shows.
  The ISC has a rich art culture. Writings and art from
  a over three hundred worlds, going back as long as
  history allows, are still appreciated by a trillion sapient
  beings (minus the valiesians).
  
  14
  Spacemaster: Datanet
  Issue #2
  BLACK MARKET TECH
  The following data is hot off the most carefully
  concealed black market site. It is classified FOUO (For
  Office Use Only).
  ILLEGAL SHIP GEAR
  Come on kiddies….we knows how it is. You got
  stuff you need to move and you need to move it now.
  But the Big Eye is always watchin’, always checking your
  ships, sniffing around the holds with its robohounds. We
  gots you covered kiddies.
  MULTI-TRANSPONDER BEACONS
  Hey, you gots your ship tripped out with racing
  stripes and a custom paint job. We know. Hell, you
  might have a flaming squirrel painted all up one side. We
  ain’t here to judge, kiddies. Let me tell yous a secret.
  They never even look at your ship. Hell, most space-
  traffic systems don’t even bother to scan your ship for its
  particulars. No, instead they bounce a signal off your
  ship and your baby responds with its ID. They don’t
  bother to check with their own sensors. Honest. They
  don’t think this is strange.
  Our special transponder beacons have multiple
  identities and only an oort with a techscanner can tell
  the difference. We wouldn’t recommend you actually
  putting out the wrong hull type or anything, but other
  than that, you can program this little beauty with up to
  ten different profiles. Use it to imitate a postal carrier, we
  don’t care. Just get in and get out whole with a big ol’
  smoking pile of profit. Then spend it here.
  Game Stats:  The Multi-Transponder beacon
  carries ten profiles. While it can’t fool an actual
  scan of the ship, it is a must have for anyone
  who’s ship operates outside the law. It can be
  activated and reprogrammed from any autho-
  rized ship consoles.
  Base Cost:  1,000.
  SMUGGLING COMPARTMENTS
  Now, kiddies, the Big Eye is gonna’ try to keep you
  from buying one of these babies. They say that they are
  only good for smuggling illicit goods to the gods fearing
  people of the ISC. Well I say they are short sighted. My
  ship has ten of these babies and I only use them for
  hiding my mother’s day presents. Can I help it if I have
  ten different mothers?  My father’s fickle.
  Anyway, kiddies, each of these babies will hold four
  kiloliters of material. As for tonnage, that depends on
  your ship, but why you buying weapon-grade plutonium
  for momma anyway?  Never mind. I don’t wanna know.
  Game Stats:  A standard smuggling compartment
  carries four kiloliters of goods. They are usually
  concealed in a wall or in the floor and sealed with
  a special genetic lock. Spotting one without
  
  15
  Spacemaster: Datanet
  Issue #2
  scanning equipment requires and absurd Alertness
  or Observation maneuver. Finding one with a tech
  scanner requires a hard maneuver due to shielding.
  Base Cost:  10,000.
  HOUSEHOLD ITEMS
  Why you wanna buy this stuff through me?  Are you
  so hot on the nets that every bit of beat meat on the force
  is looking for you?  Don’t tell me you can’t even order
  from the supermarket?  Hell, maybe you just can’t make
  your money look honest. Whatever. I’ve got you covered
  like a form-skin jumpsuit, kiddie.
  READY TO EAT MEALS
  What are you, from the damn Empire?  You need me
  to tell you how to use a fork too?
  Game Stats:  This is a single serving meal in a
  plastic-molded container. It comes with built in
  plastic eating utensils. Prepared by the greatest
  chefs willing to work for a megacorporation, these
  meals are almost entirely made of actual food
  stuffs. Peeling back the cover exposes them to air,
  triggering a chemical reaction that heats the food
  in seconds. Most every citizen in the ISC eats one
  of these for every meal.
  Base Cost:  1 (nicer meals can cost 10 or more).
  DEPILATORY CREAM
  I ain’t your daddy. Ask him how to shave.
  Game Stats:  This cream removes hair from the
  applied area almost instantly. In addition it
  deadens the follicles so that no hair will grow for a
  month (they could make it longer lasting, but the
  companies need repeat sales).
  Base Cost:  10 per 100 uses.
  THIEVING GEAR
  No no, kiddie, we get it. You locked your keys in
  your car. The DNA lock on your apartment won’t let you
  in. You need to get your datapad back out of your ex’s
  apartment. Don’t worry, kiddie, we won’t judge. In
  addition to the normal supply of bypass gear, we got two
  new beauties for sale.
  MICROTHIN TOOLS
  Yeah, kiddie, we get this question all the time. You
  have a faux skin patch and you want to carry something
  a little more useful next to your unmentionables. Well,
  we now have a complete series of tools, all of them made
  from flexible memory plastic. Strap these babies to your
  birthday suit and they will conform to your skin, bend
  when you do. Give them a firm snap and they become
  rigid. But be warned, if you need to apply some serious
  torque with these tools you’ll need to wear special gloves,
  unless you’re happy losing a few fingers. Even legitimate
  users will want these. Great for storage!
  Game Stats: These items grant a +50 bonus to
  any attempts to conceal them. Using one of these
  tools without the gloves in a situation that
  requires torque (such as a wrench) causes an E
  slash critical to the fingers.
  Base Cost for Simple Tools:  x100 tool cost.
  Base Cost for Complex Tools
           (bypass kits, etc.): x1000
  Protective Gloves:  100
  SCENT NEUTRALIZER
  What do you mean dogs?  I’m worried about the
  damn tulgar and falar!  Spread this stuff around your
  body, especially the stinky bits, and you’ll smell a lot less
  like a person. Will it be enough?  Hell, tricking a tulgar’s
  nose is like trying to beat an old woman at bingo, it can
  be done, but I wouldn’t bet my paycheck on it.
  Game Stats: A character using an application of
  scent neutralizer applies a –50 penalty to anyone
  attempting to locate them by smell and neutral-
  izes the Acute Sense of Smell bonus to tracking.
  Base Cost:  100 per application.
  LEGENDS OF THE ISC:
  THE MAD QUEEN
  Everyone knows that xatosians avoid the Sensenet.
  They certainly never want to have their personalities
  immortalized for eternity. The xatosians say that this is
  because the copy lacks a soul. They say that on the
  Sensenet, they have no powers, and they are no better
  than the Mind Blind.
  Others think that there is another reason.
  They say that
  the first xatosian
  ever to be trans-
  ferred permanently
  into the Sensenet
  was a queen of
  immense power.
  The process of
  cutting her off from
  the Sea of Minds
  drove her insane . . .
  quite insane. Now
  she roams the
  Sensenet, her
  powers recovered,
  killing at her whim.
  Whenever someone
  dies without any
  explanation while
  on the Sensenet, it is
  said that the Mad
  Queen got them.
  
  16
  Spacemaster: Datanet
  Issue #2
  Radiation Critical Strike Table
  A
  B
  C
  D
  E
  What radiation?
  They're only sub-atomic particles.
  Nothing worse than a flight to Denver.
  He looks a little peeked.
  Luckiest man alive.
   +0H
   +0H
   +0H
   +0H
   +0H
  A warm breeze.
  Zip.
  You must have a genetic resistance.
  This damage won't heal without anti-rad 
  treatments. 
  It must have been those cool sunglasses.
   +0H
   +0H
   +0H
   +3H
   +5H
  The experts say it's nothing to worry 
  about.
  Target has very little to worry about.
  Insignificant damage.
  Skin damage requires anti-rad treatments 
  to heal
  Target's mustache falls out.
   +0H
   +0H
   +0H
   +4H
   +8H
  That probably took a week off his 
  life.
  Ah…you've had x-rays that were worse.
  Foe has a mild headache.
  Mild irradiation. Foe won't feel himself 
  again without anti-rad treatments.
  Sickness persists until anti-rad treatments.
   +0H
   +0H
   (-1)
   +0H – (-10)
   +0H – (-10)
  Has he been using a tanning bed?
  His little rad-badge is turning all black.
  Damage is permanent until foe receives 
  anti-rad treatments.
  Foe will get cancer in the next 5 years.
  Horrible sores form, requiring anti-rad 
  treatments.
   +0H
   +0H
   +4H
   +0H
   +10H – ∫ – (-60)
  Microbes on target's skin have a 
  tough time of it.
  Foe is nauseous for 6 hours.
  Mild radiation sickness. Hair falls out in 
  three days.
  Target's vision is messed up. Damage 
  and vision persist until ant-rad treament.
  Severe damage. Foe weakened and ill unti 
  anti-rad treatment.
   +0H
   +2H – (-5)
   +0H – (-30)
   +5H – (-30)
   +0H – 6∑ – (-70)
  A few cells have their DNA 
  shattered. They die before they 
  mutate.
  12 hours of nausea. 50% chance of 
  tumor within five years.
  Target has 10% chance of fainting each 
  minute. Then he is out for 1-10 hours, 
  and sick for 5 days.
  Organ damage. One of foe's organs will 
  fail within d10 hours.
  Radiation sickens foe and drops MPs by 
  1d10. Anti-rad treatments are required.
   +0H
   +0H – (-10)
   +0H – (-20)
   +0H
   +15H – (-50)
  In one hour target will feel queasy, it 
  will last for four hours.
  24 hours of intense nausea.
  Mild radiation sickness. Hair falls out, 
  sores develop in 1-5 days. 50% chance of 
  cancer within a year.
  Sickness weakens foe. This persists until 
  anti-rad treatment.
  Foe nearly unconcious until anti-rad 
  treatments are administered.
   +0H – (-10)
   +0H – (-15)
   +0H – (-30)
   +0H – (-40)
   +17H
  Target will feel unwell for about a 
  week.
  36 hours of nausea, lose d10 MPs for the 
  duration.
  Foe will develop cancer by year end.
  Damage and brief nausea are intense. 
  Damage cannot be healed without anti-
  rad treatments.
  Foe's skin cracked and blackened. Guess 
  what sort of treatment he needs…
   +0H – (-10)
   +0H – (-20)
   +0H
   +20H – 6∑
   +10H – 4∫ – (-80)
  Foe starts vomiting after 6 hours, 
  for about 3 hours.
  48 hours of nausea. Intense headache 
  lasts d10 hours.
  Nice headache, got any aspirin? Lose 1-
  10 MPs.
  Psychic powers may not be used for one 
  day. Sickness lasts until anti-rad 
  treatments are administered.
  Damaged skin and optic nerve leaves foe 
  bleeding and blind. Normal treatments will 
  not heal this damage.
   +0H – (-10)
   +0H – (-20)
    +0H – (-15)
   +0H – (-20)
   +15H – 6∫ – (-50)
  Foe will never produce offspring. His
  reproductive organs are very sterile.
  Terrible cancer develops. Foe dies after 
  two months.
  Cancer causes death after one month. 
  Sad. 
  Target will die in one hour due to massive 
  organ damage.
  Cellular and neural damage are extensive. 
  Foe slips into a coma and will die in d10 
  minutes.
   +0H – (+25)
   (+25)
   (+25)
   (+25)
   +40H – (+25)
  Minor loss of hand-eye coordination 
  for the next 2 days.
  Nausea and loss of hand-eye coordination
  for 72 hours.
  Target's hand-eye coordination goes to 
  hell. Condition persists until treated.
  Target dazed. Sickness persists until anti-
  rad treatments.
  Foe suffers all effects of radiation sickness.
   +0H – (-15)
   +0H – (-25)
   +0H – (-30)
   +0H – (-20)
   +0H – (-90)
  Foe looks a bit green. He suffers a 
  12 hour bout of nausea after one 
  hour.
  Intense nausea for 4 days. Foe has 
  trouble concentrating.
  Sores appear until treated.
  Radiation sickness. Hair, nails, and teeth 
  fall out. Sores form within one day. 
  Target loses d10 MP, and will die within 
  d10 days.
  Foe bed ridden until specially treated. The 
  prognosis is bad.
   +0H – (-15)
   +0H – (-25)
   +0H - (-30)
   +10H – (-40)
   +30H – (-100)
  Foe is nauseous for 12 hours. Minor 
  skin cancer will develop within one 
  year.
  Nausea lasts 5 days. The dehydration and 
  malnutrition are an issue.
  Lingering radiation sickness.
  Foe will get malignant tumor within 6 
  months. Sickness persists until restored.
  Severe radiation sickness. Target will die 
  within 24 hours unless treated.
   +0H – (-15)
   +4H – (-25)
   +0H – (-35)
   +0H – (-40)
   +12H – (-50) – (+25)
  Nausea for 24 hours. There is a 50%
  chance of cancer within 5 years.
  Six days of nausea. They might want to 
  put him on an IV diet.
  Damage won't heal without anti-rad 
  treatments.
  Damage to optic nerve leaves foe blind. 
  All effects persist until anti-rad treatments
  are administered.
  After 10 minutes, foe is struck by severe 
  nausea. This lasts for d10 days, then he 
  dies.
   +0H – (-20)
   +7H – (-25)
   +7H – (-30)
   +15H
   +0H – (-60)
  Nausea for 36 hours.
  Seven days of intense nausea, followed 
  by complete hair loss.
  Damage causes a random organ to cease 
  functioning in d10 days. This can be 
  treated normally.
  Cracked flesh and sores resist healing by 
  all but anti-rad treatments.
  Target blinded and sent into a coma. He will 
  die within 24 hours.
   +0H – (-25)
   +0H – (-30)
   +0H
   +17H – 3∫ – (-30)
   (+20)
  Nausea for 48 hours. Damaged skin 
  will flake off in two weeks.
  Foe's skin cracks. The nausea lasts 8 
  days. His hair falls out to boot. He could 
  use an IV.
  Foe's vision is no longer quite right.
  Foe blinded. He will die within one day 
  unless treated.
  Horrible damage kills foe after 24 hours of 
  intense nausea.
   +4H – (-30)
   +0H – ∫ – (-30)
   +0H – (-40)
   10∑ – (-60) – (+20)
   +19H – (-70) – (+25)
  Nausea for 72 hours. Damaged skin 
  will flake off in two weeks.
  Foe loses vision for d10 hours. Nausea 
  lasts for 9 days. His hair falls out. He is 
  not a happy camper.
  Heavy radiation sickness persists until 
  anti-radiation treatment is administered.
  Neural damage. Foe slips into a coma and 
  dies in d10 hours.
  A variety of organs fail. Foe drops and dies 
  in d10 rounds. No psychic abilities may be 
  used without drastic neural procedures.
   +5H – (-35)
   +0H – (-35)
    +0H – (-40)
   (+20)
   (+20)
  Extreme nausea for 96 hours. 
  Damaged skin will flake off in two 
  weeks.
  Foe will develop terminal cancer and die 
  within 6 months. Nausea lasts 10 days 
  and hair falls out.
  Heavy radiation sickness. Hair and teeth 
  fall out. Foe dies of cancer after one 
  month.
  Neural tissue ceases functioning. Foe dies 
  in 6 rounds.
  Massive neural failure. Foe slips into a 
  coma and dies after 6 rounds.
   +10H – (-40) – (+20)
   +0H – (-35) – (+20)
   +0H – (-45) – (+20)
   (+20)
  (+25)
  56-60
  01-05
  06-10
  11-15
  16-20
  21-30
  31-40
  41-50
  51-55
  61-65
  66
  67-70
  71-75
  76-80
  81-85
  86-90
  91-95
  96-99
  100
  
SOURCE: textdata/thevault/Datanet/Spacemaster - Iron Crown Enterprises - Magazine - Datanet 02.pdf