They might not have the most glamorous image, but I feel there's a special kind of glamour in seeing things smash into my shield instead of smashing into me. That's my new fetish.
Shields are a powerful defensive option that require good positioning and a bit of strategy to use effectively. Learn to use yours well and you'll greatly increase your survivability; learn to use it well in tandem with your allies and you'll increase everybody's survivability.
Shieldbearer | Block attacks from the front. | |
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caret-right | Breakaway | Negate attacks entirely. |
caret-right | Fortify | Protection lasts until you move. |
caret-right | Pushback | Knock attackers back. |
caret-right | Ricochet | Redirect blocked attacks. |
caret-right | Shield Other | Defend adjacent allies. |
Protection | plus-circleDefend: You can choose to raise your shield in defense. After doing so, all attacks coming from enemies located anywhere in your visual arc have a failure chance of 6 until the beginning of your next turn. minus-circleThe Hoist: Raising your shield costs an action. minus-circleBackstabbers Bounty: Shields have no effect against attackers striking at you from behind. |
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caret-right | Alternative | plus-circleTurtle Up: You can choose to have your shield apply its failure chance to attacks from every direction, not just the ones in front of you. minus-circleSecond Action: Turtling up requires you to spend your first action raising your shield as normal, then your second action is spent crawling under it. Unless you somehow have more actions during the round, turtling up is all you can do during your turn. |
Protection | plus-circleNot Today: You can choose to completely negate a single attack made against you that made it past your shield regardless of its trigger die result. minus-circleSelective: You can only negate attacks that your shield applied a failure chance to, and negating a multi-target attack with your shield only cancels its effect against you personally. Other targets (if any) suffer normally. minus-circleShields Cost Money: Every time you use Breakaway to negate an attack, you must spend an action and 1 Supplies to repair your shield before you can use it again. |
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Protection | plus-circleDeployable Cover: After you spend an action hoisting your shield, you enjoy its protection indefinitely. You don't need to spend any more actions re-using it again on subsequent rounds. minus-circleImmobile: If you take an action to move from your current position for any reason, your shield's protection disappears at the beginning of your next turn as normal. plus-circleFreebie Moves: Any moves taken as a free action (such as from the Vanguard ability in the Steadfast archetype) do not cause you to drop your defenses. |
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Protection | plus-circleGet Out Of My Face: When an adjacent enemy inside your visual arc attacks you with any weapon, you may shove them back 2 meters immediately after their attack is resolved as a free action. Your shield does not need to have been hoisted to use this effect. plus-circleThird Law: If the provoking attack was blocked by your shield, you may push the attacker back 5 meters instead of the normal 2. minus-circleI Can't Push Through That: Other creatures or solid barriers in inconvenient locations can prevent you from pushing a target back as far as you normally might. minus-circleWeight Limit: In order to shove a subject, you must be capable of carrying the subject- this means that you are normally restricted to shoving only creatures of your own size or smaller. |
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Offense | plus-circleRedirection: Every time your shield successfully blocks an attack, roll a trigger die. On a result of 7+, you may redirect the blocked attack to a new target that is within both the range of the original attack and your field of vision. The original attack's trigger die is unchanged when redirected to its new target. minus-circleNo Backsies: You cannot redirect an attack back against the one who made it. |
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caret-right | Alternative | plus-circleKarma: You can choose to redirect a blocked attack back against the same one who made it. minus-circleExtra Oomph: Redirecting attacks back against their makers requires 1 Energy to perform. |
Protection | plus-circleShield-Sibling: Your shield also applies its benefit to any allies that are adjacent to your location. plus-circleShield Wall: If an adjacent ally also knows the Shield Other ability, the failure chance conferred by your shields is increased to 9 on any attacks made against either of you by enemies that both of you can see. minus-circleYours Is The Guarding Hand: It doesn't matter which way your adjacent allies are facing, the only enemy attacks that are guarded against by your shield are those that come from enemies in your field of vision. |
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