Proton Glove
A hand held device that is a curbed bar with several emitters attached to a handle by two short bars that hold it about an inch from the user's hand. While the user holds the trigger, it discharges once it makes contact with a ghost or spirit. A very short ranged weapon, requiring the user to be in melee combat with a ghost, but also slightly more powerful than a standard proton pack. Unlike proton and boson packs, Proton Gloves only have an attack option, they also don't suffer many of the other issues of proton packs such as overheating, crossing streams. Requires a melee touch attack to strike ghosts, but normal melee attacks against regular creatures. Proton gloves are typically used with the ammunition system of an arm mounted proton pack, or the compact pack. When not activated, can be used to make strikes, acting similar to brass knuckles but dealing lethal damage.
Proton Glove (PL 5-6)
Damage: 5d6/1d4
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 5 lbs, 7 with compact pack power
Ammo: 20 discharges, 40 with compact pack power
Purchase DC: 29
Restriction: Lic +1 ghostbusters
Proton Mace
This mace is an advancement in proton weapon technology, able to use a standard power pack, but reduced damage to ghosts and spirits, and functions quite well as a regular mace.
Proton Mace (PL 6)
Damage: 3d6/1d8
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 6 lbs
Ammo: 15 discharges using standard power pack
Purchase DC: 29
Restriction: Res (+2) ghostbusters
Ecto-Vest
A protective vest, using light-duty vests as a base. These vests provide improved protection against normal attacks, such as items thrown by ghosts and spirits, and using the same materials used in the ecto-resistant vest, but with better quality, increases the protection slightly over that of the ecto-resistant vest.
Ecto-Vest (PL5-6)
Type: Medium, tactical
Equipment Bonus: +5, +6 vs incorporeal attacks
Nonprof. Bonus: +2, +5 vs Incorporeal attacks
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 25 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Res +2 (Ghostbusters)
Notes: Grants resistance 3 to bludgeoning, slam, unarmed attacks and falling damage.
Ghost Immobilizer
This device is a small disc about 3 inches in diameter with an activation button on top, with small opening on the bottom. This device uses technology based on the ghost traps, but as its's much smaller and weaker, it only holds a ghost in place for a short period of time. Once the button is press, the user must throw the device at a ghost within 30 ft as the bottom opens, and on a successful strike, the device sticks to a ghost. The ghost or spirit must make a Fort save DC 15 or be immobile for 1d4 rounds. After the duration, the ghost immobilizer shuts down and falls to the ground, drained of power and burned out. A used ghost immobilizer can be salvaged for parts to make a new one, reducing the time by half and reducing PDC by 2. Requires a ranged touch attack to strike a ghost or spirit, and have no effect on non ghosts, spirits or incorporeal creatures.
Weight: 9 oz
PDC: 18 for 4
Res: Res +2 Ghostbusters
Ecto Goggles Mk2 (PL6)
These are advanced night vision googles from PL6, smaller and lighter than previous generations, which function as both standard night vision googles, granting darkvision 60 ft. During normal light conditions, and in dark conditions, they can be set to see invisible beings, but suffer -4 to Spot checks, and suffer -4 to Gaze attacks and bright light attacks, like flash bangs.
Size: Small
Weight: 3 lbs
PDC: 22
Personal Ecto Shield (PL 6)
The Personal Ecto Shield creates a field around the wearer that ghosts and other incorporeal creatures can't pass through. Powerful incorporeal creatures that manage to pass through take damage and are hindered. The Personal Ecto Shield is a small backpack unit, allowing it to be transported fairly easily. It can be powered by a standard power pack for 10 minutes, but can be incorporated into the power system of powered armour. The personal ecto shield creates a near invisible energy barrier about an inch away from the wearer. Ghosts, undead and incorporeal creatures with less than 3 HD that come in contact with the shield is instantly paralyzed for 1d4 minutes and suffers 1d6 electrical/fire damage, and if it was invisible it becomes visible, unable to deal damage to the wearer. Those with 4 to 6 HD must make Fort save DC 15 to pass through the shield to strike the user, suffer 1d6 electrical/fire damage, and make another Fort save DC 13 or be stunned for 1d4 rounds, if it was invisible it becomes visible for 1 minute. Those with 7 or more HD will suffer 1d6 electrical/fire damage, but can pass through the shield and will become visible for 1d4 rounds if it was invisible as they strike the user.
Each time the shield is in contact with a 4 HD or stronger ghost, undead or incorporeal creature, it drains 30 seconds of operation time. If the shield is powered by a power source from powered armour, it can only be run for 1 hour before needing a 10 minute cool down.
Weight: 12 lbs
PDC: 27
Restriction: Lic +1
A hand held device that is a curbed bar with several emitters attached to a handle by two short bars that hold it about an inch from the user's hand. While the user holds the trigger, it discharges once it makes contact with a ghost or spirit. A very short ranged weapon, requiring the user to be in melee combat with a ghost, but also slightly more powerful than a standard proton pack. Unlike proton and boson packs, Proton Gloves only have an attack option, they also don't suffer many of the other issues of proton packs such as overheating, crossing streams. Requires a melee touch attack to strike ghosts, but normal melee attacks against regular creatures. Proton gloves are typically used with the ammunition system of an arm mounted proton pack, or the compact pack. When not activated, can be used to make strikes, acting similar to brass knuckles but dealing lethal damage.
Proton Glove (PL 5-6)
Damage: 5d6/1d4
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 5 lbs, 7 with compact pack power
Ammo: 20 discharges, 40 with compact pack power
Purchase DC: 29
Restriction: Lic +1 ghostbusters
Proton Mace
This mace is an advancement in proton weapon technology, able to use a standard power pack, but reduced damage to ghosts and spirits, and functions quite well as a regular mace.
Proton Mace (PL 6)
Damage: 3d6/1d8
Critical: - / 20x2
Damage Type: electrical/fire / bludgeoning
Range Increment: melee
Size: Medium
Weight: 6 lbs
Ammo: 15 discharges using standard power pack
Purchase DC: 29
Restriction: Res (+2) ghostbusters
Ecto-Vest
A protective vest, using light-duty vests as a base. These vests provide improved protection against normal attacks, such as items thrown by ghosts and spirits, and using the same materials used in the ecto-resistant vest, but with better quality, increases the protection slightly over that of the ecto-resistant vest.
Ecto-Vest (PL5-6)
Type: Medium, tactical
Equipment Bonus: +5, +6 vs incorporeal attacks
Nonprof. Bonus: +2, +5 vs Incorporeal attacks
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 25 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Res +2 (Ghostbusters)
Notes: Grants resistance 3 to bludgeoning, slam, unarmed attacks and falling damage.
Ghost Immobilizer
This device is a small disc about 3 inches in diameter with an activation button on top, with small opening on the bottom. This device uses technology based on the ghost traps, but as its's much smaller and weaker, it only holds a ghost in place for a short period of time. Once the button is press, the user must throw the device at a ghost within 30 ft as the bottom opens, and on a successful strike, the device sticks to a ghost. The ghost or spirit must make a Fort save DC 15 or be immobile for 1d4 rounds. After the duration, the ghost immobilizer shuts down and falls to the ground, drained of power and burned out. A used ghost immobilizer can be salvaged for parts to make a new one, reducing the time by half and reducing PDC by 2. Requires a ranged touch attack to strike a ghost or spirit, and have no effect on non ghosts, spirits or incorporeal creatures.
Weight: 9 oz
PDC: 18 for 4
Res: Res +2 Ghostbusters
Ecto Goggles Mk2 (PL6)
These are advanced night vision googles from PL6, smaller and lighter than previous generations, which function as both standard night vision googles, granting darkvision 60 ft. During normal light conditions, and in dark conditions, they can be set to see invisible beings, but suffer -4 to Spot checks, and suffer -4 to Gaze attacks and bright light attacks, like flash bangs.
Size: Small
Weight: 3 lbs
PDC: 22
Personal Ecto Shield (PL 6)
The Personal Ecto Shield creates a field around the wearer that ghosts and other incorporeal creatures can't pass through. Powerful incorporeal creatures that manage to pass through take damage and are hindered. The Personal Ecto Shield is a small backpack unit, allowing it to be transported fairly easily. It can be powered by a standard power pack for 10 minutes, but can be incorporated into the power system of powered armour. The personal ecto shield creates a near invisible energy barrier about an inch away from the wearer. Ghosts, undead and incorporeal creatures with less than 3 HD that come in contact with the shield is instantly paralyzed for 1d4 minutes and suffers 1d6 electrical/fire damage, and if it was invisible it becomes visible, unable to deal damage to the wearer. Those with 4 to 6 HD must make Fort save DC 15 to pass through the shield to strike the user, suffer 1d6 electrical/fire damage, and make another Fort save DC 13 or be stunned for 1d4 rounds, if it was invisible it becomes visible for 1 minute. Those with 7 or more HD will suffer 1d6 electrical/fire damage, but can pass through the shield and will become visible for 1d4 rounds if it was invisible as they strike the user.
Each time the shield is in contact with a 4 HD or stronger ghost, undead or incorporeal creature, it drains 30 seconds of operation time. If the shield is powered by a power source from powered armour, it can only be run for 1 hour before needing a 10 minute cool down.
Weight: 12 lbs
PDC: 27
Restriction: Lic +1