Armors Equipment Perks Equipment Heroics

Energy Shield Training

Physical Armor: 0 Force Armor: 2

Encumbrance: 0 Damage Resistance: Force

A handheld field generator powered by a barrier projection array designed for personal safety from a wide variety of hazards. Energy Shields grant Damage Resistance against Force Damage equal to their wearer’s Energy Shield Equipment Rank. Energy Shields are personal protective barriers that deflect extreme temperatures, electricity, and chemical deterioration. An Energy Shield can become temporarily Discharged when struck by a Critical Hit or as a requirement to use a Class Feature or Heroic Action. While Discharged, Energy Shields lose any Damage Resistance and can not be utilized again until Recharged. An Energy Shield can be Recharged as a Move Action. An Energy Shield can be equipped in an Off-hand Weapon Slot and wielded as a One(1) Handed Cast Weapon that deals Force Damage at Melee Weapon Range. Investing in an Energy Shield Training will enhance a Character’s Force Saves and Force Impacts at every Odd Rank and their Attack and Damage Rolls with Cast Weapons and Force Armors on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons.

Energy Shield Heroics

Personal Protection

Prerequisite: Energy Shield(Rank 1)

AP Cost: 5

Action Type: Move Action

You can receive Double(2*) the Armor Bonus as a Move Action while taking a Defensive Stance. 

Blast Ward

Prerequisite: Energy Shield(Rank 1)

AP Cost: 5

Action Type: Reaction

As a Reaction to being afforded an attempted Physical Save to reduce Damage from an Area of Effect Attack, you can Discharge your Energy Shield to Automatically succeed in your Physical Save.

Counter Lock

Prerequisite: Energy Shield(Rank 2)

AP Cost: 10

Action Type: Reaction

Range: Adjacent

Effect Duration: Rounds

As a Reaction to being the Target of a Melee Weapon Attack, you can attempt to Parry the incoming Attack with a contested Cast Weapon Attack by discharging your Energy Shield to transfer the field to your Attacker’s Weapon to immobilize it. If successful, the Attack is Negated with the Attacker’s Weapon being locked in space, hovering unmovable by any means necessary. 

Pulse Discharge

Prerequisite: Energy Shield(Rank 2)

AP Cost: 10

Action Type: Move Action

Range: Adjacent(Radius)

As a Move Action, you can attempt a Cast Weapon Attack against All Adjacent Targets by Discharging your Energy Shield to release a pulse of electricity as a single Attack and Damage Roll. If successful, your Attack inflicts your normal Weapon Damage as an Electric Damage and an additional 1D8 for every Two(2) Points of your Will Attribute on any Affected Targets. 

Insta-charge

Prerequisite: Energy Shield(Rank 3)

AP Cost: 15

Action Type: Reaction

As a Reaction to Discharging your Energy Shield, instantly recharge your Energy Shield.

Safety Barrier

Prerequisite: Energy Shield(Rank 3)

AP Cost: 15

Action Type: Move Action

Range: Self

Effect Duration: Minutes

As a Move Action, you can Discharge your Energy Shield to create an emergency safety barrier, granting you 1D10 Temporary Hit Points for every Two(2) Points of your Will Attribute in addition to your Repair Modifier for the Effect Duration. You can only have One(1) Safety Barrier active at a time.  

Transparency

Prerequisite: Energy Shield(Rank 4)

AP Cost: 20

Action Type: Ritual(One Hour)

As a Ritual at an Archive Link during a Rest Period, you can program your Energy Shield to bend light around you if you stand perfectly still. You gain a bonus equal to Half(½) of your Will Attribute to your Stealth Ability Checks while your Energy Shield is active until your next Rest Period. 

Static Coil

Prerequisite: Energy Shield(Rank 4)

AP Cost: 20

Action Type: Move Action/Interaction

Range: Three(3) Paces

Effect Duration: Minutes

As a Move Action, you can Discharge your Energy Shield to manifest a tiny bolt of lightning that shocks the closest Target to you within Three(3) Paces for 1D8 Electric Damage for every Point of your Will Attribute. Alternatively, you can Discharge your Energy Shield to power a hand-held Electronic Device briefly.

Duplo Loop

Prerequisite: Energy Shield(Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Self

Effect Duration: Minutes

As a Standard Action, you can Discharge your Energy Shield to create a fragile, identical hologram of yourself where you stand as an Illusion that is unable to move but can speak and respond to nearby Creatures, often to distract them, inflicting the Delusional Miscognition on Creatures that interact with it for as long as it persists. Affected Targets can attempt a Force Save or Investigation Ability Check(whichever is greater) against your Force Impact to Negate the Miscognition.

Respectable Distance

Prerequisite: Energy Shield(Rank 5)

AP Cost: 25

Action Type: Reaction

Range: Adjacent/Half(½) Will Attribute

As a Reaction to being physically contacted by an Adjacent Target, you can Discharge your Energy Shield to enforce your boundaries, inflicting 1D10 Force Damage and knocking your aggressor back One(1) Pace for every Two(2) Points of your Will Attribute. The Target can attempt Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. 

Immolation Shell

Prerequisite: Energy Shield(Rank 6)

AP Cost: 30

Action Type: Full Action

Range: Adjacent(Radius)

Effect Duration: Rounds

As a Full Action, you can Discharge your Energy Shield to unleash a rotating flux of harmful Force Energies around your body. At the beginning of each Turn during the Effect Duration, any Creatures Adjacent to you suffer 1D6 Force Damage for every Point of your Will Attribute. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). 

Forcefield

Prerequisite: Energy Shield(Rank 7)

AP Cost: 35

Action Type: Cast Weapon Attack

Range: Three(3) Paces(Cone)

Effect Duration: Rounds

As a Standard Action, you can attempt a Cast Weapon Attack by Discharging your Energy Shield to unleash an impassable Forcefield that knocks back Creatures to its outer border within a Cone up to Three(3) Paces for the Effect Duration. However, the Forced Movement Effects can not be mitigated, with Creatures being caught between the Forcefield and a solid surface suffering the Immobilized Condition for the Effect Duration. In addition, the Forcefield can be prematurely destroyed by a Weapon Attack that exceeds your Cast Weapon Attack made at its time of deployment. 

Elemental Sanctuary

Prerequisite: Energy Shield(Rank 8) & Any Element(Any Rank)

AP Cost: 40

Action Type: Full Action

Range: Adjacent(Radius)

As a Full Action, you can Discharge your Energy Shield to manifest a small field of Elemental protection, granting Damage Immunity from all Sources of Elemental Damage from a single Trained Element to Adjacent Creatures until the beginning of your next Turn. As a Standard Action, you can maintain an active Elemental Sanctuary for an additional Turn. 

Opaque Bubble

Prerequisite: Energy Shield(Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Adjacent(Radius)

Effect Duration: Rounds

As a Full Action, you can Discharge your Energy Shield to create a murky field encompassing any Adjacent Spaces. Any Target within the Affected Area benefits from total Cover, and the field breaks Line of Sight with any outside Creatures for the Effect Duration.

Stasis Shift

Prerequisite: Energy Shield(Rank 10)

AP Cost: 50

Action Type: Reaction

Range: Self

Effect Duration: Rounds

As a Reaction to suffering Hit Point Damage from any Source, you can discharge your Energy Shield to temporarily phase your body into an alternate dimension to escape harm, Negating the Damage and removing yourself from the Material Space for the Effect Duration. During the Effect Duration, you are entirely safe from harm while unable to act, move, or be affected in any way. You reenter Material Space at the Space where you vanished at your will or the end of the Effect Duration. However, if this Space is occupied at the time of reentry, you may be injured in the rematerialization process.