Some additional Ghostbuster's equipment.
Ecto-1
The Ecto-1 is a vehicle used by the original Ghostbusters. Other version exist, but the classic Ecto-1 has been reproduced and used by many of the Ghostbuster factions and facilities as both a practical vehicle for lower level members, and as a center piece for ceremonies and parades.
Based on the 1959 Cadillac professional chassis of the ambulance/hearse version, painted white with red on the tail fairings. The top rack mounts storage and equipment which includes various ghost and supernatural creature detection equipment, a siren and a set of flashing lights like an ambulance, but colours not used by any other government agencies such as police, fire or ambulance. The passenger side rear door swings towards the back and right against the frame. A lever on the same seat will extend the seat out the open door with an attached proton pack and particle thrower to function as a gunner seat. The rear cargo section is used to store a dozen traps, up to four standard size proton packs, four PKE readers, a remote control trap drone, which can be deployed from a ramp that lowers from the rear underside.
Crew: 1-2
Passengers: 2-4
Cargo: 200 lbs
Init: -2
Maneuver: +0
Top Speed: 200 (20)
Defense: 8
Hardness: 5
Hit Points: 40
Size: H
Purchase DC: 30
Restriction: Lic +1 Ghostbusters
Accessories: PKE sensors, GPS, side gunner position, trap drone charger, trap drone & deployment ramp, siren, lights.
Notes:
PKE Sensors
These sensors are upgraded PKE meters, combined with a type of radar, GPS and display unit, to provide a better sensor system to detect ghosts, spirits and other undead.
Grants a +4 to Search checks to find ghosts, spirits and undead. Has a range of 5 miles. Entities with more than 8 hit dice grant a +1 per 4 hit dice over 8 HD, and increases the range of detection by 50 ft, as more powerful entities are easier to detect. While it doesn't give exact spot, it narrows down the location to within 25 ft area beyond a 100 foot radius of the equipped vehicle.
Trap Drone Ramp
A passenger in the vehicle can as a move action lower the ramp and deploy the trap drone. Controlling the drone is a standard action, using Drive skill. Embarking the drone back onto the vehicle while it is moving is a standard action, requiring a Drive check DC 16, but the vehicle can't be driving faster than 50 (5).
Trap Drone
This is a drone made from a remote control car, with increased battery supply and antenna for greater range. Fitted with a camera that is linked to the remote controller. The drone has 5 hit points, hardness 5, with a speed of 100 ft per round. The oversized tires and upgraded suspension allows it to driver over a surprising amount of debris and rough terrain. Capable of operating for 1 hour before requiring recharging (takes 30 minutes in the recharger port in the equipped vehicle), with a range of 500 ft.
Composite Particle System
The Composite Particle System, or CPS for short, is a variant of the proton pack and particle thrower. While the originals can damage any objects, and other variants specialize in incorporeal dissipation, the CPS can damage and "rekill" corporeal undead and supernatural beings, such as zombies, vampires, etc. Instead of firing a stream, it fires large pulses of meson energy, giving it good range and damage, but it is energy intensive. It draws too much energy to make use of compact power pack, so standard size is required, making it a heavy weapon. It lacks the containment mode and don't cross the stream properties as it fires pulses.
Composite Particle System (PL 5)
Damage: 3d6, 6d6 vs corporeal undead
Critical: -
Damage Type: electrical/fire
Range Increment: 90 ft
Rate of Fire: single
Size: Large
Weight: 15 lbs
Ammo: 10 int standard proton accelerator back
Purchase DC: 29
Res: Restricted +2 Ghostbusters
Notes: Don't Allow to Overheat, Undead Killer
Do not allow the pack to overheat: This in some ways is similar to Total Protonic Reversal, however on a more limited scale. It is however still extremely dangerous and it is rare for a person in the vicinity to survive a blast caused by overheating. If a proton pack runs for 25 rounds, using all of its charges continuously, the pack must make a Fortitude save or overheat in four rounds. The pack's explosion deals 20d6 points of fire damage to the wearer (no save allowed) and 10d6 points of splash damage to creatures and objects in adjacent 1000-foot radius (Reflex save, DC 15, for half damage).
Undead Killer: The CPS allows the wielder to kill undead, such as vampires, that have specific conditions to kill them, as it undoes the bonds that keep them function. Once the corporal undead is reduced to 0 HP by the CPS, it is destroyed, reduced to ashes and can't be raised or reformed.
Upgrades
Meson Collider Penetration
This modifies the CPS pack and gun to vent excess bosons into the meson particle stream, allowing the pulses to better penetrate the resistances of the undead. The weapon can ignore 5 points of energy resistances (fire, energy) and 3 points of DR corporeal undead may have. Reduces ammo capacity of accelerator pack by 1.
PDC: +2
Res: Licensed +1 Ghostbusters
Meson Collider Accelerator
This modification to the CPS proton pack's ring accelerator helix, extending it and increasing the surface area of the collider's radiator. This allows the meson stream recharge acceleration and provides increased rate of fire. Changes rate of fire to Semi.
PDC: +2
Res: Licensed +1 Ghostbusters
Fermion Shock
The Fermion Shock is a heavy particle thrower, looking like a type of grenade launcher than a normal particle thrower, with a stock, pistole like handle, and foregrip, and a large bore barrel. It has a shorter range than a standard particle thrower, but deals more damage.
Fermion Shock (PL 5)
Damage: 6d6
Critical: -
Damage Type: electrical/fire
Range Increment: 40 ft
Rate of Fire: 1
Size: Large
Weight: 10 lbs
Ammo: Half normal pack attached to (12 for standard)
Purchase DC: 28
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat
Attack inflicts shoots a 10-foot-wide, 40-foot-long line of protons that deals 6d6 points of electrical damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of electricity can make a Reflex save (DC 19) to take half damage. Creatures with cover get a bonus on their Reflex save.
Containment requires a ranged touch attack. The Containment setting only works against undead and outsiders. This is an attack action that provokes attacks of opportunity. If the attack is successful, the target must make an opposed grapple check against the wielder's attack roll +4. If more than one proton pack is used on the Containment setting, each additional proton beam adds +2 to the roll, and the target is denied any dexterity modifier to Defense. The Containment setting is typically used to position a target over a ghost trap.
Do not cross the streams: This process is extremely dangerous as it causes Total Protonic Reversal, which results in the molecules of any nearby person to explode at the speed of light. Information on this situation is sketchy due to the rarity of it ever happening, it has only occurred once where those participating have survived. Please refer to the case where the Ghostbusters fought Gozer for more details.
Do not allow the pack to overheat: This in some ways is similar to Total Protonic Reversal, however on a more limited scale. It is however still extremely dangerous and it is rare for a person in the vicinity to survive a blast caused by overheating. If a proton pack runs for 25 rounds, using all of its charges continuously, the pack must make a Fortitude save or overheat in four rounds. The pack's explosion deals 20d6 points of fire damage to the wearer (no save allowed) and 10d6 points of splash damage to creatures and objects in adjacent 1000-foot radius (Reflex save, DC 15, for half damage).
Proton Pistol
The proton pistol is a particle thrower that is shaped like a pistol, that instead of firing a stream, fires a pulse of protons. Slightly weaker than a standard particle thrower, but has the advantage of greater range and faster rate of fire without modifying the pack itself. It connects to the pack via a cable. It also lacks the containment setting, making its use for weakening ghosts as those with standard, or similar throwers to get into position and using their containment modes on a weakened ghost to trap it faster.
Proton Pistol (PL 5)
Damage: 2d6
Critical: 20x2
Damage Type: electrical/fire
Range Increment: 90 ft (not a line)
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 25 (standard pack)
Purchase DC: 26
Notes:
Proton Grenade
These are thrown devices, much like grenades, that release a burst of proton energy to damage ghosts and other incorporeal creatures. While harmful to all beings, they are particularly effective against ghosts.
Damage: 2d6, 5d6 vs ghosts, spirits, undead
Critical: -
Damage Type: electrical/fire
Blast Radius: 15 ft
Reflex DC: 14, 19 vs ghosts, spirits, undead
Range Incr: 15 ft
Size: Small
Weight: 2 lb
PDC: 20
Res: Res +2 Ghostbusters
Proton Pack Upgrades
Dark Matter Generator
This is a secondary system added to a standard proton pack or compact pack accelerator and power systems. It collects invisible Dark Matter particles and projects them through the neutrona wand in two different modes, giving a power proton weapon alternate methods of attack, as the dark matter modifies the particle streams.
Adds Shotgun Blast mode, and Order-Reversing Beam. The Dark Matter Generator collects enough particles for a single use at a rate of 1 per 30 minutes, holding 30 charges for standard pack, 15 for compact.
Shotgun Blast: This mode breaks the stream down and spreads it out into multiple small pulses that spread over an area. Deals damage of the weapon -1 die to a minimum of 1 die of damage, affecting a cone area with length equal to two-thirds (2/3) the original range, and width at the end equal to one-third (1/3) the original range, all ranges rounded down to nearest 5 ft, with Reflex save DC 15 for half damage.
Order-Reversing Beam: This modifies the containment mode, instead of holding the target for containment, it affects the target's speed and can paralyze the target. Target must make a Fort DC 20 or be paralyzed for 1d4x5 rounds. A successful save reduces the speed of the target by half. A save by more than 5 points the target is dazed for 1 round with speed reduced by 5 ft for the next round. If the target failed by more than 5, the target is paralyzed for 1d4x5 minutes and is stunned for 1d4x5 rounds.
PDC: +4
Res: Rare +4 Ghostbusters
Upgraded Proton Pack
Using more advanced materials and construction methods, the power part of any proton pack is now half the size and maintains the same power levels. Can be applied to standard, compact, and other sizes. One size smaller, half the weight, but same ammunition supply. Can be applied only once.
Weight: Halved
PDC: +2
Advanced Proton Pack
Using more advanced technologies, these proton packs are more powerful, while still being the same size, but slightly lighter than the previous versions. Weight is 2/3, and ammunition supply is increased by 25%, round down, of the version of proton pack this gadget is applied to. This gadget can be applied up to 3 times.
Weight: reduced by 1/3 (one-third).
PDC: +2
Ecto-Resistant Heavy Armour
This armour is based on full body suits used for chemical or radiation hazards, but reinforced to provide protection from not only ghost attacks, but any physical items they throw, or other abilities more powerful spirits or undead might have, such as chemicals or acids. It covers the hole body, with heavy boots, gloves, and comes with a helmet. A built in cooling unit helps keep the wearer from overheating, and can be environmentally sealed with an attachable air tank and seals around joints and helmet locked.
Ecto-Resistant Heavy Armour
Type: heavy
Equipment Bonus: +6, +10 vs incorporeal attacks
Nonprof. Bonus: +2, +6 vs Incorporeal attacks
Max Dex: +1
Armour Penalty: -5
Speed (30 ft): 25 ft
Weight: 12 lbs
Purchase DC: 20
Restriction: Res +2 (Ghostbusters)
Notes: Grants resistance 2 to bludgeoning, slam, unarmed attacks and falling damage. Acid resistance 10, +4 to saves vs airborne gases, diseases and radiation. Can attach an oxygen tank and seal wearer off from the outside environment. In theory can be used as an impromptu space suit in this manner for 2 minutes, but doesn't not keep the wearer warm in space.
P.K.E. Meter
The P.K.E. Meter, also known as an Aurascope, is a tracking device that detects Psycho-Kinetic Energy, which is given off by all ghosts, spirits, incorporeal undead, and most undead creatures. It consists of a handle attached to rectangular main body with two arms, one on each side that extend outwards, with lights that white, as the wielder gets closer, and the power of the entity.
Grants a +2 to Search checks to find ghosts, spirits and undead. Has a range of 100 ft. Entities with more than 8 hit dice grant a +1 per 4 hit dice over 8 HD, and increases the range of detection by 25 ft, as more powerful entities are easier to detect.
Weight: 3 lbs
PDC: 14
Ecto-1
The Ecto-1 is a vehicle used by the original Ghostbusters. Other version exist, but the classic Ecto-1 has been reproduced and used by many of the Ghostbuster factions and facilities as both a practical vehicle for lower level members, and as a center piece for ceremonies and parades.
Based on the 1959 Cadillac professional chassis of the ambulance/hearse version, painted white with red on the tail fairings. The top rack mounts storage and equipment which includes various ghost and supernatural creature detection equipment, a siren and a set of flashing lights like an ambulance, but colours not used by any other government agencies such as police, fire or ambulance. The passenger side rear door swings towards the back and right against the frame. A lever on the same seat will extend the seat out the open door with an attached proton pack and particle thrower to function as a gunner seat. The rear cargo section is used to store a dozen traps, up to four standard size proton packs, four PKE readers, a remote control trap drone, which can be deployed from a ramp that lowers from the rear underside.
Crew: 1-2
Passengers: 2-4
Cargo: 200 lbs
Init: -2
Maneuver: +0
Top Speed: 200 (20)
Defense: 8
Hardness: 5
Hit Points: 40
Size: H
Purchase DC: 30
Restriction: Lic +1 Ghostbusters
Accessories: PKE sensors, GPS, side gunner position, trap drone charger, trap drone & deployment ramp, siren, lights.
Notes:
PKE Sensors
These sensors are upgraded PKE meters, combined with a type of radar, GPS and display unit, to provide a better sensor system to detect ghosts, spirits and other undead.
Grants a +4 to Search checks to find ghosts, spirits and undead. Has a range of 5 miles. Entities with more than 8 hit dice grant a +1 per 4 hit dice over 8 HD, and increases the range of detection by 50 ft, as more powerful entities are easier to detect. While it doesn't give exact spot, it narrows down the location to within 25 ft area beyond a 100 foot radius of the equipped vehicle.
Trap Drone Ramp
A passenger in the vehicle can as a move action lower the ramp and deploy the trap drone. Controlling the drone is a standard action, using Drive skill. Embarking the drone back onto the vehicle while it is moving is a standard action, requiring a Drive check DC 16, but the vehicle can't be driving faster than 50 (5).
Trap Drone
This is a drone made from a remote control car, with increased battery supply and antenna for greater range. Fitted with a camera that is linked to the remote controller. The drone has 5 hit points, hardness 5, with a speed of 100 ft per round. The oversized tires and upgraded suspension allows it to driver over a surprising amount of debris and rough terrain. Capable of operating for 1 hour before requiring recharging (takes 30 minutes in the recharger port in the equipped vehicle), with a range of 500 ft.
Composite Particle System
The Composite Particle System, or CPS for short, is a variant of the proton pack and particle thrower. While the originals can damage any objects, and other variants specialize in incorporeal dissipation, the CPS can damage and "rekill" corporeal undead and supernatural beings, such as zombies, vampires, etc. Instead of firing a stream, it fires large pulses of meson energy, giving it good range and damage, but it is energy intensive. It draws too much energy to make use of compact power pack, so standard size is required, making it a heavy weapon. It lacks the containment mode and don't cross the stream properties as it fires pulses.
Composite Particle System (PL 5)
Damage: 3d6, 6d6 vs corporeal undead
Critical: -
Damage Type: electrical/fire
Range Increment: 90 ft
Rate of Fire: single
Size: Large
Weight: 15 lbs
Ammo: 10 int standard proton accelerator back
Purchase DC: 29
Res: Restricted +2 Ghostbusters
Notes: Don't Allow to Overheat, Undead Killer
Do not allow the pack to overheat: This in some ways is similar to Total Protonic Reversal, however on a more limited scale. It is however still extremely dangerous and it is rare for a person in the vicinity to survive a blast caused by overheating. If a proton pack runs for 25 rounds, using all of its charges continuously, the pack must make a Fortitude save or overheat in four rounds. The pack's explosion deals 20d6 points of fire damage to the wearer (no save allowed) and 10d6 points of splash damage to creatures and objects in adjacent 1000-foot radius (Reflex save, DC 15, for half damage).
Undead Killer: The CPS allows the wielder to kill undead, such as vampires, that have specific conditions to kill them, as it undoes the bonds that keep them function. Once the corporal undead is reduced to 0 HP by the CPS, it is destroyed, reduced to ashes and can't be raised or reformed.
Upgrades
Meson Collider Penetration
This modifies the CPS pack and gun to vent excess bosons into the meson particle stream, allowing the pulses to better penetrate the resistances of the undead. The weapon can ignore 5 points of energy resistances (fire, energy) and 3 points of DR corporeal undead may have. Reduces ammo capacity of accelerator pack by 1.
PDC: +2
Res: Licensed +1 Ghostbusters
Meson Collider Accelerator
This modification to the CPS proton pack's ring accelerator helix, extending it and increasing the surface area of the collider's radiator. This allows the meson stream recharge acceleration and provides increased rate of fire. Changes rate of fire to Semi.
PDC: +2
Res: Licensed +1 Ghostbusters
Fermion Shock
The Fermion Shock is a heavy particle thrower, looking like a type of grenade launcher than a normal particle thrower, with a stock, pistole like handle, and foregrip, and a large bore barrel. It has a shorter range than a standard particle thrower, but deals more damage.
Fermion Shock (PL 5)
Damage: 6d6
Critical: -
Damage Type: electrical/fire
Range Increment: 40 ft
Rate of Fire: 1
Size: Large
Weight: 10 lbs
Ammo: Half normal pack attached to (12 for standard)
Purchase DC: 28
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat
Attack inflicts shoots a 10-foot-wide, 40-foot-long line of protons that deals 6d6 points of electrical damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of electricity can make a Reflex save (DC 19) to take half damage. Creatures with cover get a bonus on their Reflex save.
Containment requires a ranged touch attack. The Containment setting only works against undead and outsiders. This is an attack action that provokes attacks of opportunity. If the attack is successful, the target must make an opposed grapple check against the wielder's attack roll +4. If more than one proton pack is used on the Containment setting, each additional proton beam adds +2 to the roll, and the target is denied any dexterity modifier to Defense. The Containment setting is typically used to position a target over a ghost trap.
Do not cross the streams: This process is extremely dangerous as it causes Total Protonic Reversal, which results in the molecules of any nearby person to explode at the speed of light. Information on this situation is sketchy due to the rarity of it ever happening, it has only occurred once where those participating have survived. Please refer to the case where the Ghostbusters fought Gozer for more details.
Do not allow the pack to overheat: This in some ways is similar to Total Protonic Reversal, however on a more limited scale. It is however still extremely dangerous and it is rare for a person in the vicinity to survive a blast caused by overheating. If a proton pack runs for 25 rounds, using all of its charges continuously, the pack must make a Fortitude save or overheat in four rounds. The pack's explosion deals 20d6 points of fire damage to the wearer (no save allowed) and 10d6 points of splash damage to creatures and objects in adjacent 1000-foot radius (Reflex save, DC 15, for half damage).
Proton Pistol
The proton pistol is a particle thrower that is shaped like a pistol, that instead of firing a stream, fires a pulse of protons. Slightly weaker than a standard particle thrower, but has the advantage of greater range and faster rate of fire without modifying the pack itself. It connects to the pack via a cable. It also lacks the containment setting, making its use for weakening ghosts as those with standard, or similar throwers to get into position and using their containment modes on a weakened ghost to trap it faster.
Proton Pistol (PL 5)
Damage: 2d6
Critical: 20x2
Damage Type: electrical/fire
Range Increment: 90 ft (not a line)
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 25 (standard pack)
Purchase DC: 26
Notes:
Proton Grenade
These are thrown devices, much like grenades, that release a burst of proton energy to damage ghosts and other incorporeal creatures. While harmful to all beings, they are particularly effective against ghosts.
Damage: 2d6, 5d6 vs ghosts, spirits, undead
Critical: -
Damage Type: electrical/fire
Blast Radius: 15 ft
Reflex DC: 14, 19 vs ghosts, spirits, undead
Range Incr: 15 ft
Size: Small
Weight: 2 lb
PDC: 20
Res: Res +2 Ghostbusters
Proton Pack Upgrades
Dark Matter Generator
This is a secondary system added to a standard proton pack or compact pack accelerator and power systems. It collects invisible Dark Matter particles and projects them through the neutrona wand in two different modes, giving a power proton weapon alternate methods of attack, as the dark matter modifies the particle streams.
Adds Shotgun Blast mode, and Order-Reversing Beam. The Dark Matter Generator collects enough particles for a single use at a rate of 1 per 30 minutes, holding 30 charges for standard pack, 15 for compact.
Shotgun Blast: This mode breaks the stream down and spreads it out into multiple small pulses that spread over an area. Deals damage of the weapon -1 die to a minimum of 1 die of damage, affecting a cone area with length equal to two-thirds (2/3) the original range, and width at the end equal to one-third (1/3) the original range, all ranges rounded down to nearest 5 ft, with Reflex save DC 15 for half damage.
Order-Reversing Beam: This modifies the containment mode, instead of holding the target for containment, it affects the target's speed and can paralyze the target. Target must make a Fort DC 20 or be paralyzed for 1d4x5 rounds. A successful save reduces the speed of the target by half. A save by more than 5 points the target is dazed for 1 round with speed reduced by 5 ft for the next round. If the target failed by more than 5, the target is paralyzed for 1d4x5 minutes and is stunned for 1d4x5 rounds.
PDC: +4
Res: Rare +4 Ghostbusters
Upgraded Proton Pack
Using more advanced materials and construction methods, the power part of any proton pack is now half the size and maintains the same power levels. Can be applied to standard, compact, and other sizes. One size smaller, half the weight, but same ammunition supply. Can be applied only once.
Weight: Halved
PDC: +2
Advanced Proton Pack
Using more advanced technologies, these proton packs are more powerful, while still being the same size, but slightly lighter than the previous versions. Weight is 2/3, and ammunition supply is increased by 25%, round down, of the version of proton pack this gadget is applied to. This gadget can be applied up to 3 times.
Weight: reduced by 1/3 (one-third).
PDC: +2
Ecto-Resistant Heavy Armour
This armour is based on full body suits used for chemical or radiation hazards, but reinforced to provide protection from not only ghost attacks, but any physical items they throw, or other abilities more powerful spirits or undead might have, such as chemicals or acids. It covers the hole body, with heavy boots, gloves, and comes with a helmet. A built in cooling unit helps keep the wearer from overheating, and can be environmentally sealed with an attachable air tank and seals around joints and helmet locked.
Ecto-Resistant Heavy Armour
Type: heavy
Equipment Bonus: +6, +10 vs incorporeal attacks
Nonprof. Bonus: +2, +6 vs Incorporeal attacks
Max Dex: +1
Armour Penalty: -5
Speed (30 ft): 25 ft
Weight: 12 lbs
Purchase DC: 20
Restriction: Res +2 (Ghostbusters)
Notes: Grants resistance 2 to bludgeoning, slam, unarmed attacks and falling damage. Acid resistance 10, +4 to saves vs airborne gases, diseases and radiation. Can attach an oxygen tank and seal wearer off from the outside environment. In theory can be used as an impromptu space suit in this manner for 2 minutes, but doesn't not keep the wearer warm in space.
P.K.E. Meter
The P.K.E. Meter, also known as an Aurascope, is a tracking device that detects Psycho-Kinetic Energy, which is given off by all ghosts, spirits, incorporeal undead, and most undead creatures. It consists of a handle attached to rectangular main body with two arms, one on each side that extend outwards, with lights that white, as the wielder gets closer, and the power of the entity.
Grants a +2 to Search checks to find ghosts, spirits and undead. Has a range of 100 ft. Entities with more than 8 hit dice grant a +1 per 4 hit dice over 8 HD, and increases the range of detection by 25 ft, as more powerful entities are easier to detect.
Weight: 3 lbs
PDC: 14