Example Superscience Artifact- Battle Royal Helmet

Derek Holland
 

Derek Holland is the author of Mutant Future and Labyrinth Lord material in multiple Skirmisher Publishing LLC publications and co-author of its Wisdom from the Wastelands game supplement.

This superscience artifact was created using Realms of Crawling Chaos, a Lovecraftian supplement for Labyrinth Lord. The second appendix has three charts for random magical artifact creation. I rolled once power chart, rolled 1d6 to see how many mutations and/or spells of the same theme I should add, ignored the object type chart as I wanted to select what the artifact would be and then rolled twice on the artifact property chart. In place of one of the last rolls, I also considered using a drawback but decided against it as the results were useful. The results I rolled were 35 on the power chart and 17 and 55 on the property chart. The spell is from the Advanced Edition Companion. So here is the result:

Battle Royal was a sport that was similar to soccer but allowed the athletes to teleport short distances throughout the game. This specific helmet has gone through hell and has been repaired at least three times. It looks like a motorcycle helmet (see the photo) but has a throat guard made of human bone, the interior is a rough textured nuplastic surface and the left temple area has steel in place of the original carbon fiber.

When worn, the helmet provides the wearer with the Combat Empathy mutation at all times, and the spell Blink for three rounds per hour. The repairs have given it a weird side effect- all mental mutations, except those by the wearer, take twice as long to recharge. This applies even if the helmet is not worn at the moment. When the artifact is removed, it rips off small chunks of skin, causing 1d4 points of damage.

Different Battle Royal helmets have different amounts of time Blink can be used and side effects. If a uniform, gloves and/or boots was found and worn at the same time, the helmet may provide more powers or work in synergy with the suit. In that case I would roll 1d4 per item or pair (so as many as 3d4) to discover how many additional mutations and/or spells to apply. And I would roll again if different gear was used as the synergy would change with the bugs and wear and tear of each item.