- Acid Storm – Pollution and ash have mixed with the moisture in the clouds to create a corrosive liquid that rains upon the lands. Roll 1d6 for acidity level with 1 = slight irritant (lemon juice) to 6 = dangerously corrosive (battery acid).
- Ash Storm – Volcanic ash and cinders that have drifted in the atmosphere for years finally begins to fall, covering the area with dirty soot to a depth of 1d4 inches. It’s comparatively harmless, though it may play havoc with fragile technology.
- Blood Storm – Microscopic rusting iron particles have combined with the moisture in the air to create a thick red rain that smells of iron. Exposed/untreated metal items exposed to a blood storm will rust at an accelerated rate.
- Chill Storm – A driving rainstorm where the water is just above the point of freezing. Exposure to a chill storm will deal 1d4 hit points of damage per round to plant-based characters and may give other mutants a bad cold/flu.
- Disease Storm – Biological warfare agents have mixed with the natural rainwater creating a virus-laden “soup” that coats everything. Characters who exposed for a lengthy period have a 65% chance of contracting the Superflu. (See MF rulebook, page 48.)
- Fire Storm – Bits of phosphorus debris have somehow remained inactive and dormant until they start falling onto the area, flaring up at more than 250 degrees and burning through anything they land on. PCs will take 2d6 hit points of damage per round of exposure.
- Lightning Storm – No precipitation, but bolts of lightning strike the area regularly during the storm. The chance of a PC being struck is only 5% (10% if a robotic character or in metallic armor). Being hit by lightning will do 4d10 hit points of damage (save vs. energy attack for half damage).
- Magnetic Storm – Somehow, the clouds are emitting a low-level electromagnetic pulse. During the storm, any Ancient electronic technology will malfunction and/or be inactive. Robotic PCs will deactivate but will not suffer damage. Once the storm passes, all tech works as normal.
- Poison Storm – The toxins that fall are poisonous to all living creatures. Mutant Lords should roll on the Poison Class Table (see MF rulebook, page 50) to determine the kind and level of the poison and its lethality.
- Pressure Storm – The barometric pressure wildly fluctuates, increasing to a crushing level. Until the storm passes, breathing is labored as everyone feels the weight of the air compressing upon them. Physical effort is difficult at best. Characters may find themselves temporarily deaf. Flight is impossible for airborne creatures.
- Rad Storm – Radioactive fallout from the Ancient Wars begins to drift down. Mutant Lords should roll on the Radiation Class Table (see MF rulebook, page 51) to determine the level of radiation exposure and its lethality.
- Razor Storm – Metallic and glass shards in orbit from satellites and missiles destroyed long ago starts to rain down. These razor-sharp pieces will slice like a knife through anything exposed. Fortunately, they will not penetrate anything over AC6, but anything less will be cut to ribbons (1d6 hit points of damage per round of exposure).
GURPS Basic Set (Third Edition) (1988)
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From the back of the book:
*Any Time. Any Place. Any Background.*
*GURPS*, the Generic Universal Roleplaying System, is THE most flexible
roleplaying sy...
I think this is an interesting concept for a post-apocalyptic world. However, the onyl tweak I'd recommend would be to reconsider your Ash Storm listing to take into account information presented here: http://volcanoes.usgs.gov/ash/health/
ReplyDeleteThere are many other storms coming! Perhaps I make that tweak when I add the others to the list!
ReplyDeleteThis wouldn't be inspired by Damnation Ally by any chance, would it?
ReplyDelete--Canageek