TricrokranGear

 

Protective Gear

Armor

Cost

AC Bonus

Maxium Dex. Bonus

Armor Check Penalty

Arcane Spell Failure

Speed (30 ft.)

Speed (20 ft.)

Weight

Armor, Gaurdian

 

+7

+1

-4

35%

20 ft.

15 ft.

40 lbs.

Boots, Gaurdian

 

-

-

-

-

40 ft.

30 ft.

7 lbs.

Exo-Armor

140

+4

+6

0

5%

30 ft.

20 ft.

10 lbs.

Gauntlets, Guardian

 

-

-

-

-

-

-

4 lbs.

Helm, Gaurdian

 

+1

-

-

-

-

-

5 lbs.

Ooze Armor

215

+4

+3

-4

25%

20 ft.

15 ft.

25 lbs.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Armor, Guardian [Heavy Armor]

Components: Rubber, quartz, flame, "memory metal", fort.

                One part of a four-piece set of body-armor devised and manufactured for Tricrokran Guardian personal.  A sturdy yet reasonably elastic material covers the whole of the torso with specially mechanized metal plates included to provide protection to the most vital areas.  The plating is attuned to the occupant and can perform modest yet swift reconfiguration in order to intervene against incoming attacks.

                Guardian armor grants a passive +7 bonus to Armor Class along with Damage Reduction 2/-.  Attackers that the occupant is fully aware of (not flat-footed due to surprise or perception) have their attacks impeded by the shifting metal plates conferring a +5 Armor Class bonus (total of +12).  In addition, any Sneak Attacks made upon the occupant by an attacker he is fully aware of are automatically foiled by the reflexive plates.  The occupant is considered aware of anyone he is able to perceive or has spotted by use of the Spot skill.

                When worn the Guardian Armor grants its occupant the Great Fortitude, Iron Will and Lightning Reflexes feats to those that already possess the Mobility feat.

 

Boots, Gaurdian

Components: Adamant/Mithral, Silver, rubber, spark

                One part of a four-piece set of body-armor devised and manufactured for Tricrokran Guardian personal.  These supportive plated boots are not equally popular among all Guardians owing to their odd and often irritating nature.  The heels constantly spark and so run the risk of starting fires in permissive environments.  The heels also make a clacking sound as they slowly but constantly flex up and down causing the wearer to rise and fall slowly and asymmetrically within a one-inch variance.  While little can deter the sparks and clacking, the heel elevation can be prevented by continuing to move and so many new Guardians not used to the boots tend to stay running or walking when possible.

                For all the irritation that the boots cause while standing still they are very well suited to movement.  The wearer has his Base Speed increased by +10 ft. and enjoys the benefit of the Spring Attack feat which may function with Guardian Armor regardless of its Heavy Armor classification.

                Those who wear Guardian Boots are granted the Run, and the Mobility feat if they should already have the Dodge feat.

 

Gauntlets, Guardian

Composition: Ace, metal frame, quartz, spark, despise.

One part of a four-piece set of body-armor devised and manufactured for Tricrokran Guardian personal.  While these gloves may look thick and restrictive they have in fact been modified to assist fine motor control.  Slender devices run down the lining of each finger that work to reduce the effects of erratic movements and involuntary muscle spasms to bring an overall improvement in manual dexterity.

Guardian Gauntlets are of good use to those who work with their hands.  The gauntlets provide a +4 equipment bonus to Dexterity for those skills that focus on the use of the hands (Climb, Open Lock, Pick Pocket, etc).  When using weapons that employ Dexterity to hit, as is the case with most ranged weapons, the gauntlets also provide a +2 equipment bonus to hit.

Wearing Guardian Gauntlets grants the Ambidexterity and Quick Draw feats.  When worn by those who have Blind Fighting the gauntlets also provide Combat Reflexes.

               

Helm, Guardian

Components: Anim, rubber, quarts/glass, gold, spark

                One part of a four-piece set of body-armor devised and manufactured for Tricrokran Guardian personal.  The arrays of visual and auditory assisting devices that adorn this helm denote it as more than just mundane head protection.  Ever encouraging self reliance and versatility the Guardian Helm is the crowning touch to the renowned Guardian’s gear-set.

                Once worn and calibrated to the users eyes and ears the Guardian Helm enhances the long-range senses of sight and sound.  The wearer enjoys a +1 bonus to Armor class, a +4 equipment bonus to the Spot, Search and Listen skills as well as the Blind Fighting and Point Blank Shot feats.  To those possessing the Run feat the helm also grants the Dodge feat.

 

Ooze Armor [Medium Armor]

Composition: Tree resin, rubber, purple ooze.

Benefit: Imparts an AC bonus of four, and a damage reduction against blunt attacks of five.  Armor consists of a rubber under-suit which lies beneath transparent plates made of resin.  Sandwiched between the resin plates is purple ooze which provides the defense from blunt trauma by dispersing the force of such attacks.  The purple ooze stops bleeding damage from attacks as well as granting fast healing 1, for all non-blunt attacks that penetrate the armor.

 

Exo-Armor [Light Armor]

Composition: Iron, copper, rubber, despise.

Benefit: Unable to reproduce Essipssian Toy armor the tricrokans came up with this similar version that enhances the strength of the wearer.  The structure and nature of the armor allows it to be worn under light or medium armor without restriction.  AC bonus +4, Str bonus +4.  The heat emitted by exo-armor is negligible and so there is no danger of damage to armor.

 

Pressure Washer (40 pounds)

Composition: Mithril, rubber, copper, quartz, despise.

Comprised of a back-mounted 5-gallon (42 lbs. if filled with water) barrel, pump and nozzle assembly the pressure washer is designed to propel fluids.  The barrel is comprised of a mostly non-reactive mithril casing connected to the nozzle by reinforced rubber tubing.  The nozzle has two settings; spray and stream.

Spray: Emits a 5-foot-wide, 30-foot-long spray of any reasonably runny fluid.  The spray counts as an area of affect attack and thus does not require an attack roll.  Targets caught in the spray are allowed a Reflex save against DC 15 (modified by attackers Dexterity bonus) for half damage/effect if applicable.  Targets with cover may be entitled to a bonus to their save (+2 in most circumstances).

Stream: Emits a steady stream up to 40 feet.  The stream is a touch attack with a +2 bonus to hit that does not grant a saving throw for half damage.

The barrel itself has a hardness of 15 and 30 hit points.  If reduced to zero hp the barrel ruptures spilling its contents and possibly causing harm to the wearer.  The barrel holds enough fluid to be used for one minute (10 consecutive rounds).

 

Necrotizing Spray

A fluid infused with Negative Planar materials.  Deals 2d6 physical damage due to degeneration of matter and 1d6 essence damage.

 

 

Ammunition

Cost

Damage

Crit

Range Increment

Weight

Type

Basic Bullet

3 wafers

2d6

20

80 feet

˝ lbs.

Piercing

Furtive Bullet

25 wafers

2d6

20

80 feet

˝ lbs.

Piercing

Major Bullet

50 wafers

5d6

19-20

80 feet

1 lbs.

Piercing

Sonorous Bullet

30 wafers

2d8

20

30 feet*

Ľ lbs.

Sonic

Trick-Shot Bullet

80 wafers

2d6

18-20

80 feet

˝ lbs.

Piercing

Corrosive Round

800 wafers

2d8+10

20

100 feet

10 lbs.

Acid

Deterioration Round

500 wafers

50 Fort 22

20

30 feet*

5 lbs.

Disintegration

Sonorous Round

50 wafers

2d8+10 Fort 20

20

100 feet

8 lbs.

Sonic

Quietus Round

200 wafers

d8 essence

-

100 feet

5 lbs.

Negative

Vivacious Round

100 wafers

d8 essence

-

100 feet

5 lbs.

Positive

Read descriptive text for more on range.

Bullet

Bullets are the result of efforts to improve the efficiency of firearms by elongating the projectile and increasing the power behind it.  The result is an object which has greater range and accuracy as well as power for its size.  Bullets are manufactured so as to be used with handguns or longarms as desired.  Bullets and the weapons that employ them are favored by those who do not have the strength to use a hand cannon or favor the more easily concealed nature of a handgun.  Due to size constraints the more varied function of hand-cannon rounds are not also reflected in bullets, which often only differ in material used in manufacture.

 

Basic Bullet: Based on the standard hand-cannon round the basic bullet is composed of mithral.  Manufactured with inexpensive materials and propellant the basic bullet both affordable and common, finding use by civilians an in training exercise.  The innate mithral ghost touch quality ensures the basic bullet finds use by serious combatants when the situation arises.

Furtive Bullet: These bullets look and act much like basic rounds.  The mithral used has been specially treated to nullify the sound normally generated on impact, and the propellant is likewise silent.  The result is a bullet is both fired silently and makes no sound upon striking its target.  To distinguish the otherwise visually identical basic and furtive bullets, furtive bullets are given a bright-green tip easily seen when opening the box (which is also labeled).

Major Bullet:  Using both the heavier material adamantine and superior propellant, the major bullet displays the greatest power of any conventional bullet.  The difference in cost between major and basic bullets has so far kept major bullets from becoming the standard ammunition.  Most combat oriented organizations will make efforts to supply their members with a reasonable number of major bullets.

Sonorous Bullet: This is less an actual kind of bullet then an attempt to create more versatility in the bullet armament.  Rather than fire an actual physical bullet when fired the sonorous device emits a short-range sonic burst that may affect a target up to thirty-feet distant requiring a touch attack to hit.  Having far less physical material in its construction makes the sonorous bullets the lightest currently on the market.  Due to not posing any velocity or heat problems the sonorous bullet was considered for use in proposed rapid-fire weaponry.  These lines of development ended with poor results as a single misfire of a sonorous bullet causes an omni-directional sonic burst inside the weapon itself.  It typically only took one to two misfires to damage the weapon beyond further use.  While of competitive price the destructive nature of faulty sonorous bullets upon the device firing them has lead to a limit in popularity.

Trick-Shot Bullet: The trick-shot bullet is little more than a typical basic bullet which is made of mithral alloyed with a touch of ace metal.  The result is a bullet that can be ricocheted off of hard surfaces to attack a target from surprising angles.  Trick-shot bullets can ignore cover Armor Class bonuses (+4) should there be a hard surface to allow a ricocheted bullet to strike an unprotected side as well as granting a +1 competency bonus to Hit rolls for every 2 Intelligence of the user.

 

Round

This wide category of ammunition covers projectiles that are not very aerodynamic and tend to rely on the principles of mass and velocity alone to damage a target.  Rounds tend to have a rounded shape and large size thus most often resulting in blunt-force trauma to their target.  True rounded shot (spherical) has an innate property to allow it to present an almost uniform surface while traveling no matter what direction it faces.  This permits the shot to naturally change its facing for best reduction of air resistance but simultaneously causes slight changes in direction.  The result is a projectile with fairly good range but poor accuracy.  To reduce even further penalties to accuracy from collisions within the weapon barrel when fired the use of a discarding sabot was implemented and so the rounds, propellant and casing are sold as single units.  Due to the nature of the rounded shots rifling of the weapon barrel is nearly useless and so all weapons of this sort employ smooth-bore designs.  Due to the nature of the propellants used it should be noted that the range given for rounds is not a range increment but the actual absolute maximum range possible with these weapons; a uniform 100 feet.

 

Corrosive Round:  One of the most common mistakes involving corrosive rounds is to assume it is a round filled with a powerful acid.  While it is a round and is filled with something, it is entirely different from an acid in function yet similarly destructive.  The material used was developed and improved in potency over time for industrial applications such as bleaching and water treatment while in a dilute solution.  When concentrated it proved to be surprisingly destructive, deteriorating organic matter as well as metal with alarming ease.  Not only was it difficult to find something to contain it, the substance also tended to cause significant heat generation while it ate away at whatever it touched.  Testing found that in general any material that was naturally very resistant to any form of reactivity would also be relatively safe from the destructive properties displayed.  Among the few common materials found to be trusted in containing the substance were untreated glass and mithral.  Modification of the standard Kannon venom round proved the corrosive round to be a dangerous yet effective addition to the available armament.  Not only did it work well on both organic and metallic targets, it displayed no reduced affect against targets normally understood to be resistant to acid.  Corrosive rounds deal 2d8 impact damage, 6d8 immediate damage from corrosion plus half this damage as fire damage (e.g. 22 corrosion 11 fire).

Deterioration Round:  Resembling a lump of cave-crystals jammed in an empty round casing, Deterioration rounds are the most potent rounds known on the market.  These rounds are in fact grown in specially prepared round shells by the joint efforts of major aurora and soiklor research teams.  When “fired” a pre-set system sparks the crystal into action causing it to disintegrate as a small bright-yellow mote is produced.  The mote of light is projected out the cannon barrel and travels towards the closest object the barrel is facing (i.e. the object aimed at) which must be within 30 feet.  The mote moves towards the target at a movement speed of 200 up to a maximum range of 500 feet.  This must be noted as the mote tracks and follows its target if it moves from its initial position after the round is fired.  The mote has no ability to actually avoid obstacles and so taking cover will normally result in the deterioration round striking something else and being expended.  Whatever is struck by a deterioration round takes 50 damage as if caused by a disintegrate spell with a Fort save vs. DC 22 allowed for half damage.  While these rounds are very dangerous they are only unofficially considered restricted; the price alone has worked to deter frivolous and larcenous use.  This round produces no recoil and so does not have the standard 16 Strength requirement to use.

Sonorous Round: The larger and older brother to the sonorous bullet, the sonorous round is actually a cylindrical container rather than a traditional round.  Inside the container are pre-made and trapped loud sounds which have been concentrated to destructive levels.  Firing of the round releases the sound from the front end which may reach the standardized distance expected for hand cannons of 100 feet.  The attack is made as a touch attack which deals 2d8+10 sonic damage with a Fort save vs. DC 20 for half damage.  This round produces no recoil and so does not have the standard 16 Strength requirement to use.

Quietus Round:  Developed by independent contractors originally from outside Tricrokra the quietus round is a specialty tool.  These rounds appear to be glass tubes filled with infected flesh and spoiled blood.  This material has been corrupted with negative energies to very dangerous levels.  Quietus rounds are specifically effective against both corporeal and incorporeal beings with a positively charged spirit of the prime material plane.  Upon impact (or passing through the target if incorporeal) the round deals 1d8 essence damage to positively polarized spirits.  This round is unable to cause any spiritual damage to outsiders of any sort.

Vivacious Round:  Developed by independent contractors originally from outside Tricrokra the vivacious round is a specialty tool.  These rounds appear to be glass tubes filled with still living flesh and blood.  This material has been enriched with positive energies to a level much higher and volatile than that of living beings.  Vivacious rounds are specifically designed to cause harm to zelengorsk, both corporeal and incorporeal varieties.  Upon impact (or passing through the target if incorporeal) the round deals 1d8 essence damage to negatively polarized spirits.  This round is unable to cause any spiritual damage to outsiders of any sort.

 

 

Ranged Weapons

Handgun

Cost

Crit

Range Increment

Rate of Fire

Magazine

Size

Weight

Gun, Basic

10

20

80 feet

1

1

Small

3 lbs.

Gun, Mid-Grade

30

20

80 feet

Autofire

10

Small

3 lbs.

Gun, Agent

350

19-20

80 feet

Autofire

10

Small

4 lbs.

Longarm

70

19-20

100 feet

Autofire

30

Medium

12 lbs.

Gun, Aurora

-

20

120 feet

1

NA

Small

3 lbs.

Longarm, Aurora

-

20

120 feet

1

NA

Large

11 lbs.

Cannon, Aurora

-

20

120 feet

1

NA

Huge

48 lbs.

 

Basic Gun

Features: None

Cost: 10 wafers

                The most basic and widely available handgun on the market.  It has no other features besides the capacity to fire a single shot before requiring a reload.  Small size, light weight and low price are the only real selling points and so are not favored by those expecting serious combat.  This model most often finds use by civilians for whom something is better than nothing even if reloading is an issue.

 

Mid-Grade Gun

Features: Autofire

Cost: 30 wafers

                A basic yet combat ready model designed for those who do not like taking chances with their own deffence.  Features a 10-round capacity and autofire support.

 

Agent Gun

Features: Autofire, Triple Cruel, Deadly [Restricted]

Cost: 350

                A wicked weapon employed by assassins and social elite alike.  Capable of turning average bullets into devices of surprising stopping power while supporting autofire.

 

Longarm

Features: Autofire [Restricted]

Cost: 70 wafers.

                A more durable, accurate and battle-ready version of the basic guns which employs the same ammunition.  The damage die of ammunition used is increased by one.  +4 equipment bonus to attack and supports autofire.

 

Aurora Gun: The smallest of the aurora personal weapons.  The aurora gun emits a visible ghostly-blue streak of light that quickly heats its target (2d8 fire damage).  There is no recoil or sound produced when the weapon is discharged.  The gun is powered by an internal gel-pack capable of producing one shot per round without functional limit to its total ammunition.  The beam is considered a touch attack.

 

Aurora Longarm: Military level modifications to the basic aurora gun resulted in a two-handed version with added utility.  The emitter and gel-pack have been modified so as to grant a +6 equipment bonus to hit moving targets as the beam emitted has modest homing capabilities (Maneuverability Class C).  Targets that are reasonably still do not induce this accuracy increase (+0 to hit).  Deals 4d8 fire damage.

 

Aurora Cannon: While light for its size the aurora cannon is large and unwieldy enough to require mounting.  The aurora cannon is most often used mounted on battle wagons, defensive structures and security measures.  Deals 8d8 fire damage.

 

 

Explosives: Come in cases of 10

 

Grenade

                The nature and composition of a grenade is not uniform or standardized.  The term is used to refer to weapons that have three main components; 1) A hard casing 2) Filler material that the casing delivers (often an explosive) 3) A fuse that activates the filler.  While this formula is roughly followed, some specialized grenades deviate greatly yet the end result is so similar they are still termed grenades.  Grenades can be thrown by hand, launched by specialized equipment or even used in various traps.  In general the most common and simple use of a grenade is as a thrown weapon.  The average distance a grenade can be thrown is of great concern, as the effective blast radius may actually exceed it making the grenade dangerous to the user.  Most common grenades expected to be deployed by hand have a modest blast radius while those designed with a launcher in mind tend to affect larger areas.

 

Name

Damage

Type

Radius

Range Increment

Weight

Cost

Aurora Grenade

12d10 Reflex 26

Fire

30 feet

10 feet

3 lbs.

1,500 wafers

Aurora Mine

35d10 Reflex 26

Fire

50 feet

NA

20 lbs.

5,500 wafers

Discordant Grenade

6d6 Fort 22

Sonic

20 feet

10 feet

5 lbs.

350 wafers

Standard Grenade

6d6 Reflex

Physical

20 feet

10 feet

10 lbs.

50 wafers

Remote Grenade

6d6 Reflex 20

Physical

20 feet

30 feet

10 lbs.

150 wafers

Stylus Missile

2d8

Physical

5 feet

10 feet

NA

20 wafers

Swatter Grenade

6d6 Reflex 20

Physical

20 feet

10 feet

10 lbs.

200 wafers

*Grenades are sold in boxes of 10 for prices listed

 

Aurora Grenade: Rather volatile devices that do not withstand jostling well.  Employing gel-pack technology these grenades yield massive levels of raw energy producing bright light and heat.  When subjected to any vigorous shaking there is a 5% (1 on d20) chance they go off.  Any damage done will automatically set the grenade off.  Having any aurora grenades on ones person during combat is strongly advised against.  Aurora grenades can be safely deactivated by any cold damage or disintegration.

 

Aurora Mine: These devices are very similar to aurora grenades but are designed to be set in place rather than thrown.  The actual mine casing is very simplistic as it holds no triggers for detonation and instead relies upon the inherent volatility of aurora materials.  Aurora mines go off quite easily if their placement area is shaken as is common by vehicle passage, many creatures running, combat or loud sudden noises.

 

Remote Grenade: Offers the same effect as a standard grenade but employs a target system to assist its delivery to the target.  When used the grenade has the standard range increment of 10 feet but then moves on its own power up to an increment of 90 feet if needed.  The grenade moves by rolling and will follow its target around corners, down stairs and any other direction it is capable of up to its maximum range.

 

Standard Grenade: While sophisticated enough that it would not be mistaken for a home-made device the standard grenade is the most basic of its kind.  The casing can be of just about any hard material and the interior filled with material suitable for fragmentation if the casing itself is not up to the task as is the case with wood, ceramics and hard wax.  The filler is any explosive material that meets the expected blast radius and the fuse or detonator is selected based on the filler.  The time before detonation after throwing is normally designed to permit the device to be thrown to the expected distance first or allow the user to reach cover.  Upon detonation a standard grenade sprays shrapnel that was once the casing or other materials encased in the grenade for that purpose.  A standard grenade built to be thrown by hand has a blast radius of 20 feet and deals 6d6 physical damage with a Reflex saving throw vs. DC 20 for half damage.

 

Swatter Grenade: Offers the same effect as a standard grenade but employs a variant detonation method that makes it suited to target airborne targets.  The grenade will detonate at approximately the same height as its target but its ultimate accuracy is determined by its user.

Stylus Missile: A peculiar device that is most likely the result of too many movies, too much free time, too much raw intellect and not enough common sense.  Every stylus missile is built to look like and function as a normal writing implement making it very easy to conceal or smuggle into places it would not otherwise be welcome.  By activating a simple triggering mechanism such as by a twist or button push, the stylus fires a single low-yield explosive of surprising power if not impressive accuracy.  While not thrown, the explosive follows a ballistic path and so conforms to the rules of a grenade-like weapon.  The blast deals 2d8 physical damage to the target (no save) and 2d8 damage to everything within a five foot radius with a Reflex save vs. DC 15 for half damage.

 

Soiklor Arms

Name

Damage

Crit

Range

Magazine

Size

Weight

Cost

Soiklor Longarm

 

 

45 feet

Soiklor Pack

Large

12 lbs.

100

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Soiklor Pack: Weapon

Name

Damage

Crit

Rate of Fire

Size

Weight

Cost

Frigid

2d10 Cold

20

1

Small

6 lbs.

400

Searing

2d10 Fire

20

1

Small

6 lbs.

300

Damp

2d10 Water

20

1

Small

8 lbs.

300

Breezy

2d10 Air

20

1

Small

8 lbs.

300

Shocking

2d10 Electrical

20

1

Small

6 lbs.

400

Grity

2d10 Earth

10

1

Small

10 lbs.

300

 

 

Soiklor Gear

Developed, designed and named by the foremost leader in energy liberation, Director Soiklor.  Through the study and manipulation of things best left alone by those who favor having all their limbs and life intact, Soiklor built and tested devices employing xeno-essence and various psychoactive materials to bring about what will surly cause a revolution in weapons and defensive thought.

                Soiklor gear typically consists of single or arrays of Soiklor-Packs and a connected device the purpose of which is to draw upon the pack and direct its “product”.  The first and most basic were weapons that only needed to project the quality within the adjoining pack in the direction it is pointed.  Soon after came protective devices that quickly became standard equipment in hazardous environments.

 

Soiklor Pack

These packs come in many sizes, shapes and compositions.  All Soiklor Packs share in common these features; they are very sturdy (adamant or xerty), hollow, lined inside with crystals, otherwise filled with a charged gas and has one configured opening from which it can be drawn on from.  The size of a Soiklor Pack is usually in line with the level of output it was meant for, larger for big tasks and smaller for less demanding tasks.  Just what a particular Soiklor Pack is for cannot always be told by its shape and so all commercially produced models are labeled.

 

Soiklor Pack, Searing: This pack produces a cohesive heated gas which is suited to being used as a ranged projectile if given enough force upon launching.  Although the gas can technically remain very hot for several hours it dissipates into the air quickly after striking a solid object and limiting contact to only a few moments.

               

Soiklor Longarm:  The longarm was the first hand-portable Soiklor weapon produced and is still one of the most favored.  The weapon itself is quite light but very large and bulky.  The stock and pack-dock are the compact portion of the weapon while the long, slender barrel comprise the rest of the weapons length and weight.  The barrel is configured to help maintain the mote of gas after it is fired to increase its range.

 

Headgear

Gear

Bonus

 

 

Cost

Sniper

+2 hit ranged

 

 

50 wafers

Mercantile

+2 Appraise Checks

 

 

35 wafers

Arcanist

 

 

 

275 wafers

Counter-Infiltrator

+2 Spot Checks

 

 

25 wafers

Paranormal Investigator

 

 

 

325 wafers

 

Armor Vests

Armor Plate

Absorb

 

Weight

Cost

Fire

20

 

10 pounds

20

Sonic

20

 

10 pounds

45

Electrical

20

 

10 pounds

30

Acid

20

 

10 pounds

15

Physical

35

 

10 pounds

35

Ballistic

35

 

10 pounds

35

 

Foam Pack

Cost 4 wafers.

Weight 3 pounds

The pull of a cord activates this small grey package causing it to burst upon impact or in three rounds, whichever is first.  The back bursts into a 10-foot diameter sphere of ridged foam which sticks to surfaces and any creatures in its area.

Those caught in the foam can try to avoid it by making a Reflex save DC 17.  Those that stay or fail are trapped in the foam and cannot move until they free themselves with either a DC 17 Strength check or a DC 23 Escape Artist check.  A successful check allows five feet of movement.

The makeup of the foam is such that if left to set it will harden into a weak cement-like material after five minutes (Hardness 5, HP per inch 8).

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