Time Grenade
Damage: See Text
Critical: —
Damage Type: —
Burst Radius: 25′
Reflex DC: 20
Range Increment: 10 ft.
Size: Tiny
Wt: 5 lb.
Purchase DC: 25
Restriction: Mil (+3)
Critical: —
Damage Type: —
Burst Radius: 25′
Reflex DC: 20
Range Increment: 10 ft.
Size: Tiny
Wt: 5 lb.
Purchase DC: 25
Restriction: Mil (+3)
Time Grenades are smooth chrome spheres, their surface only broken by a digital readout and a rotatable section on the top. They are surprisingly heavy and incredibly rare. Created by insane and long-lost quantum science, anyone caught in the blast of a time grenade is aged instantly.
Time grenades have ten settings, measured in years. Creatures caught in the electrical blue blast area will instantly age and take damage depending on the setting. For every ten years the creature ages, he will take 1d10 damage, up to 100 years and 10d10 damage (they can only increase the effect in categories of 10 years). Creatures aged past their species maximum longevity, or that take enough damage to die, disintegrate from flesh to bone to dust in a few seconds. Creatures that survive are irreparably aged and suffer from age modifications to their stats.
If the target of the grenade is able to make a Reflex save of DC 20 he is able to dive out of the way and is unaffected by the weapon. Plants age and die (or, in the case of trees get older and stronger), metal rusts and degrades, cloth rots, etc.
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