Okay, I've got the basics of what I want down on paper, and now it all needs balanced. As for health, I'm thinking of having a system similar to ER, where how well you do on your to-hit roll determines damage, and roll on a limb chart to see where the target gets hit. Sorry if the following seems rambley, it's three in the morning here and I should have been asleep five hours ago.
In one way or another, these are what you came to seek. Objects of unknown and sometimes frightening power, they are highly valued by the scientific world, and as such, command high prices. Usually. Each artifact has a Size, Material, Effect, Potency, and Value.
Sizes
This is the size of the artifact. It determines the amount of effects it has. For unknown reasons, anything larger than a Tiny artifact is invisble to the human eye, leading to the creation of detectors, specialized devices made to find and reveal artifacts. Certain artifacts have also been known to be detected by Geiger counters.
Tiny: Fragments of larger artifacts. They do not hold a large amount of power, and are found almost everywhere. As such, they don't sell for much.
Small: These artifacts hold more power and are found commonly in all areas of the Zone. These artifacts require a detector to find reliably.
Medium: These artifacts hold a respectable amount of power, and are usually deep within anomalies. These artifacts require a T1 detector to be found at all, and a T2 detector to find reliably.
Large: These artifacts hold large amounts of power, and are rare even deep in the Zone. These artifacts require a T2 detector to find at all, and a T3 detector to find reliably.
Massive: These artifacts hold immense power, and are rarely, if ever, found. These artifacts require a T3 detector to be found at all.
Gargantuan: Holding terrifying levels of power, and commanding enormous sums of cash, the number of these found can be counted on one hand. These artifacts require a T4 detector to be found at all.
Materials
What the artifact is made up of. Usually metal, stone, or other inorganic matter, occasionally some made from flesh are found in certain anomalies.
Effects
These range from giving resistances to certain anomalies, to aiding in healing wounds, to emmiting harmful amounts of radiation or gravitational forces. To protect oneself from these effects while transporting artifacts, a bag with a special coating soaked into the fibers must be used. Beware, as some effects will be able to penetrate the coating, though their power will be diminished.
Potency
Determines how powerful the effect is, and in the case of hazardous effects, what level of protection is required to handle safely.
Value
This is influenced mainly by the Size and Effects of an artifact, although some of the prettier artifacts have been known to interest museums and art collectors.
The Zone is not a safe place. Anomalies and mutants abound, and some Wayfarers have found it easier to pry artifacts from your cold, dead hands than to search themselves. There are also periods of an intense energy discharge across the entirety of the Zone. Getting caught in one of these discharges is lethal, though plant life is curiously unaffected. Discharges are able to be forecast with reasonable accuracy, with warnings and estimated times of arrival broadcast across the Zone. A meter of solid earth, 6 inches of concrete, and metal buildings are sufficient shielding for a discharge event.
Anomalies
Anomalies are locations in which the laws of physics have shit themselves, resulting in extremely dangerous effects. Most anomalies form clusters, and are known to shift location after a period of time, or after a discharge event.
Gravitational: An area in which gravity has warped, increasing in strength, or dissapearing altogether. Usually marked by distorsions in the air, or floating objects.
Electrical: An area that generates a massive amount of electrical energy, with the potential to discharge into anything, or anyone, that gets too close. There is generally a period of time after a discharge where the anomaly starts building up another charge where it is safe to cross, although these periods tend to be short. Known to have a mobile variant similar to ball lightning. Usually marked by an audible hum, and hair standing straight.
Thermal: An area in which temperature can spike, or plummet. Generally marked by either scorched and blackened earth, or a thick layer of ice. Known to have a mobile variant.
Chemical: An area that has become contaminated by unusually corrosive or toxic materials. A gas mask and a protective suit are a must when dealing with these anomalies, though some require a closed-circut breathing system to safely navigate. Usually marked by visible gasses in the air, or withering plant life, and the occasional dead body.
Radioactive: The least anomalous of areas in the Zone, these are areas that are unusually high in radiation. These can be easily detected with a Geiger Counter.
Spacial: The rarest of the anomalies, this is an area in which space itself has become twisted. This can be anything from an area that leads you back to where you started, a seeminly endless hallway, or a bubble of space from which escape is nearly impossible without outside help. These are difficult to detect, but, due to their rarity, are considered less of a risk than the other anomalies.
Unique: Some anomalies do not fit into any of these catagories, and their location is almost always static.
Mutants
Strange, twisted beasts that roam the Zone. Not all are hostile, but each is capable of ruining someone's day, should they cross it.
Mutated Boars
Hulking beasts, they closely resemble the boars they mutated from, but grow much stronger. Known to travel in packs, they should be avoided unless absolutely neccesary.
Feral Dogs
Pack hunters, they roam the Zone looking for food.
Stalkers
Ambush predators, they have mutated a chamelionic ability to blend into their surroundings. They are known to hunt in packs, though this is a rare occurrence.
Chimeras
A twisted combination of a number of animals, Chimeras are exccedingly dangerous, and as such should be avoided at all costs. Almost always lone hunters.
Lump
A massive, bipedal mass of flesh, they are can withstand enourmous amounts of punishment, and are easily capable of shrugging off multiple shotgun blasts. They are however, incredibly stupid, and have been known to recklessly charge through anomaly fields in pursuit of prey. These always hunt alone.
Unknown
The Zone is a big place, and not all of its denizens have been found. One should always be prepared for anything.