So...there was a thread about Atlanteans and weird tech/science over at:
https://hyperborea.boardhost.com/viewtopic.php?id=1450
So, here's some weird stuff I through in for some devices found in the worm's lair.
Borrowed/stole from "The Lost Room" for a few and Agents of SHIELD for another.
Machine 1
stops time for 10 seconds
when time resumes make a save +4 vs... ???
failure brings on nausea
Machine 2
when activated causes all creatures withing a 10 meter radius to have telepathy and can communicate/read the others' thoughts.
There is a chance a beam of blue light shoots skyward.
This is a signal to People of the Worm
It broadcasts the thoughts and analysis of things withing a 100m radius
There is a chance this gains the interest of the People of the Worm
Machine 3
projects a beam, 4 feet wide, 30 feet long, and cylindrical in shape.
Makes anything in the beam transparent.
Machine 4
sublimates metals within a 15 foot radius. The kind of metal determined
by a setting
The cloud of metallic gas acts like an ingestive III poison
* takes effect in d4 rounds
* 30% chance of detection
* +1 to save
* 6d6hp of damage, if saved 3d6
it can also apply metals to all surfaces in the same radius.
Whatever metal that is in contact with the "top" of the device.
Machine 5
need to roll under 17% on initial investigation/use or effect
is random. People of the Worm can correct this
All within 30 feet radius are affected if random. Otherwise a beam 4 feet wide and 30 feet long, cylindrical in shape.
Roll 2d12 add Number of Languages modifier, Willpower adjustment,
and Reaction Adjustment to the roll
* Mind Blast
* 2-4: Coma - can not be awakened 2d6 days
* 5-7: Sleep - 4d5 turns can not be awakened
* 8-11: Stun - 2d4 turns in Stunned condition
* 12-15: Confuse - 1d4 turns in same state as Confusion spell
* 16-18: Enrage - attack anyone for 2d8 rounds, foes preferred until they are no more
* 19-21: Panic - 2d4 rounds react as if under a Fear spell
* 22-24: Feeblemind - combined Intelligence, Wisdom, and Charisma of d10-1. Cannot attack or defend. Lasts d4 days
* Visions (Acid Trip)
* 1:20 chance to induce madness
* Soporific
* like Russet lotus
* Rage
* 1:8 chance per round to go into berserker rage
* just like Berserk Rage
Broken Machine 1
* 1d12 chance it explodes doing 2d12 damage to all within 15 feet
radius, save for half