Ancient Artifacts
Ancient Artifacts posted in Gamma World forum comment posted by derek_holland More side effects (i.e. Drawbacks) for superscience artifacts. These were inspired by tables in Wolf Packs and Winter-Snow.
- Pond formation. The ground around the wielder becomes depressed and filled with water. How deep depends on the level of the Drawback, with the Extreme level being above the wielder's head and Slight being enough to make the terrain difficult to move through.
- Coating. The artifact forms a coating of either biofilm or mineral oil. In the former case it is contagious and may engulf the wielder (Extreme) or expose them to an illness (Slight and Moderate). The latter may also engulf the wielder, but mostly causes slick and flammable terrain around them. Those artifacts that do produce oil are immune to fire, otherwise they would have been destroyed long ago.
- Hologram. The artifact projects a large, complex image that overlays its current location. The projection may be of a real place, at least during the Shadow Age. As the image is hyper-realistic, it hides everything and makes interaction with objects (such as doors) extremely difficult. This is a Moderate Drawback.
- Mushrooms. The wielder's flesh grows talking mushrooms every time the artifact, or specific function, is activated. Slight mushrooms simply murmur and make stealth difficult. Moderate mushrooms scream and make stealth impossible and imposes a significant penalty to Interaction checks. Extreme mushrooms give away secrets and painful falsehoods. Removing the mushrooms is easy and inflicts no damage but takes 1/2/4 phases.
- Fog. This Moderate Drawback creates a fog that shows those in it their dreams and nightmares. Getting out is easy if those affecting make a mental resolve check. The bank is 10 meters in diameter and lasts for 1d6 minutes.
- Air lens. The artifact somehow alters the chemistry of the air around it, making any light that passes through it hazardous. At the Slight level, the effect is blinding and at the Extreme level, the effect is equal to a laser pistol (the attack roll numbers are up to the GM).
- Junk. Junk buried or sunken below the wielder comes to the surface. At the Slight level, it disrupts the wielder's balance (+2 step penalty to all STR and DEX skill checks). At Moderate the junk is hazardous to all within five meters (DEX eat check or -dodge check or take 0/1d4s/1d6s/1d4w/1d6w LI/O). At the Extreme level, the ground within 10 meters is turned over- everything on the surface finds itself 1d4 meters underground and potentially starting suffocation checks. The junk now on the surface makes the terrain difficult until it is cleared or reburied (plus the GM may rule is is radioactive, toxic and/or infectious as well).
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