Armors Equipment Perks Equipment Heroics

Heavy Shield Training

Physical Armor: 2 Force Armor: 0

Encumbrance: 1 Damage Resistance: Physical

A heavy kite or tower shield tempered to withstand incredible punishment, often shaped to form blockades or shield walls. Heavy Shields grant Damage Resistance against Physical Damage equal to their wearer’s Heavy Shield Equipment Rank. Heavy Shields bear considerable heft ideal for bashing and pushing around opponents. Heavy Shields are often forged of thick plates and hardened materials, making them incredibly resilient against Physical Attacks. A Heavy Shield can be equipped in the Off-hand Weapon Slot and wielded as a One(1) Handed Melee Weapon that inflicts Crush Damage. Investing in a Heavy Shield Training will enhance a Character’s Physical Saves and Maneuvers at every Odd Rank and their Attack and Damage Rolls with Melee Weapons and Physical 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.

Heavy Shield Heroics

Heavy Bash

Prerequisite: Heavy Shield(Rank 1)

AP Cost: 5

Action Type: Melee Weapon Attack

Range: Adjacent

As Move Action, you can attempt an Off-hand Melee Weapon Attack against an Adjacent Target using a heaving shield bash to knock them off balance. If successful, in addition to your normal Weapon Damage, your Target suffers 1D6 Crush Damage for every Two(2) Points of your Power Attribute and is inflicted with the Staggered Injury until the end of their next Turn. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury. 

Shield Shove

Prerequisite: Heavy Shield(Rank 1)

AP Cost: 5

Action Type: Rapid Action

Range: Adjacent

As a Rapid Action, you can knock an Adjacent Target back One(1) Space away from you. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Forced Movement Effect. 

Harm’s Way

Prerequisite: Heavy Shield(Rank 2)

AP Cost: 10

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to a Creature Charging near you, you can immediately move up to Half(½) your Speed to directly block the Creature’s Path of Travel, halting its charge and redirecting any potential Attack Roll towards yourself.

Shield Drum

Prerequisite: Heavy Shield(Rank 2)

AP Cost: 10

Action Type: Full Action

Range: Line Of Sight

Effect Duration: Rounds

As a Full Action, you can repeatedly beat on your Heavy Shield to draw the ire of all Hostile Targets in your Line of Sight, inflicting the Taunted Miscognition for the Effect Duration. A Target must be able to perceive and understand you to be affected. Affected Targets can attempt a Force Save against your Physical Impact to Negate the MIscogniton. 

Rear Guard

Prerequisite: Heavy Shield(Rank 3)

AP Cost: 15

Action Type: Move Action

Range: Self

Effect Duration: Minutes 

As a Move Action, you can adopt a stance to keep your guard up and your shield ready. You become immune to Flanking for the Effect Duration for as long as you have your Heavy Shield Equipped. 

Shield Wall

Prerequisite: Heavy Shield(Rank 3)

AP Cost: 15

Action Type: Move Action

As a Move Action and as part of entering into a Defensive Stance, any Space that you Threaten can not be passed by Hostile Creatures. 

Emergency Cushion

Prerequisite: Heavy Shield(Rank 4)

AP Cost: 20

Action Type: Reaction

As a Reaction to Falling, you can inflict the Broken Condition onto your Heavy Shield to reduce any Fall Damage taken to Minimum Damage. 

Portable Ledge

Prerequisite: Heavy Shield(Rank 4)

AP Cost: 20

Action Type: Exploration

As a part of Exploring, you can attempt an Athletics Ability Check to wedge your Heavy Shield into a vertical surface to create a functional standing One(1) Space platform. This platform can support a single Medium-sized Creature without collapsing and can be lodged or dislodged at will while Climbing.

Shell Game

Prerequisite: Heavy Shield(Rank 5)

AP Cost: 25

Action Type: Ritual(One Hour) 

As a Ritual during a Rest Period, you can fashion straps to your Heavy Shield that assist you in Equipping it to your Back Gear Slot, allowing you to wield your Shield without occupying your Off-hand Weapon Slot. Additionally, you can not be Flanked until your next Rest Period.

Shield Slam

Prerequisite: Heavy Shield(Rank 5)

AP Cost: 25

Action Type: Melee Weapon Attack

Range: Adjacent/Half(½) Power Attribute

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target by delivering a massive shield bash that sends your Target flying. If successful, in addition to your normal Weapon Damage, your Target suffers an additional 1D8 Crush Damage and is knocked back One(1) Pace away from you for every Two(2) Points of your Power Attribute. Creatures Knocked into a solid object such as a tree, wall, or pillar will instead suffer Maximum Damage.

Blast Deflector

Prerequisite: Heavy Shield(Rank 6)

AP Cost: 30

Action Type: Free Action

As a Free Action, you can attempt a Melee Weapon Attack as a Parry in place of a Physical Save to reduce the Damage of an Area of Effect Attack.

Pinball Cannon

Prerequisite: Heavy Shield(Rank 7)

AP Cost: 35

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as a Charge to crash your Heavy Shield into the first Target you encounter on your Path of Travel, inflicting 1D8 Crush Damage for every Point of your Grit Attribute to your Target and any Adjacent Creatures and Knocking Affected Targets back a number of Paces equal to Half(½) of the distance covered during your Charge. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. 

Shield Brace

Prerequisite: Heavy Shield(Rank 8)

AP Cost: 40

Action Type: Reaction

Effect Duration: Rounds

As a Reaction to a structure collapsing in a Space Adjacent to you, you can utilize your Heavy Shield to brace the structure, preventing its collapse. As a result, the structure will remain upright for as long as you support it. Alternatively, you can choose to abandon your Shield to escape, and the structure will resume collapsing after the Effect Duration. 

Steel Wave

Prerequisite: Heavy Shield(Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Half(½) Power Attribute(Cone)

As a Full Action, you can slam your Heavy Shield to unleash a powerful shockwave that rocks all Creatures, Objects, and Items within a Cone of up to Half(½) your Power Attribute in Range. Creatures within the Affected Area suffer 1D10 Crush Damage for every Point of your Power Attribute, while Creatures that are knocked back into a solid surface such as a tree, wall, or pillar suffer Maximum Damage. Any Creatures, Objects, or Items are forcefully knocked back to the end of the Affected Area. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effects.

Freight Train

Prerequisite: Heavy Shield(Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as a Charge while you knock any Creatures in your Path of Travel Prone, inflicting 1D10 Crush Damage for every Point of your Grit Attribute and causing the Broken Condition on any Objects or Devices Smaller than you. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Forced Movement Effect. A successful Save does not halt your Charge as, short of reaching an impassable Object or surface, your movement during your Charge is uninhibited by any means.