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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 | 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 Melee and Projectile attacks coming from enemies located anywhere in your visual arc have a failure chance of 6 until the beginning of your next turn. plus-circleThe Hoist: Raising your shield costs an action. Backstabbers Bounty: Shields have no effect against attackers striking at you from behind. |
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caret-right | Alternative | plus-circleTotal Shield: You can choose to have your shield apply its failure chance against Area attacks as well. minus-circleRougher Maintenance: Every time you choose to have your shield apply against Area attacks, you must spend 1 Supply. The effect lasts until the beginning of your next turn, whereupon if you want your shield to keep protecting you from area attacks you'll have to spend another Supply to power the effect. |
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-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. In order to shove a target, 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. 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. |
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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 a point of Supply 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 and is adjacent to you, 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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