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'''ENERGY SHIELDS'''</br>
 
'''ENERGY SHIELDS'''</br>
 
Energy shields are a special type of ultra-tech defensive devices, that when activated provide the wearer protection from being hit by attacks. An active energy shield imposses a penalty of -1 to hit from flux and mist blades, -2 to hit from hand and muscle-powered weapons and flame throws, -3 from bows, slings, etc. (including dart guns) but also against charged and shape charged rounds, blasters, plasma weapons, and finally a -6 to hit from slug throwers, lasers, and other fast projectiles. In cases of Agility checks to avoid area attacks they grants a +2 bonus the roll to avoid them and +4 Toughness vs. explosives (if the wearer failed their check to avoid the damage), etc but the have a 1-in-6 chance of 'burning out' (the number of rounds remaining drops to 0). They can even aid when the wearer of an active shield falls, adding +8 Toughness against fall damage but the chance of burning out the battier increases to a 3-in-6 chance. Energy shields last for a number of combat rounds based on how advanced they are. It takes a full round to active a energy shield.</br>
 
Energy shields are a special type of ultra-tech defensive devices, that when activated provide the wearer protection from being hit by attacks. An active energy shield imposses a penalty of -1 to hit from flux and mist blades, -2 to hit from hand and muscle-powered weapons and flame throws, -3 from bows, slings, etc. (including dart guns) but also against charged and shape charged rounds, blasters, plasma weapons, and finally a -6 to hit from slug throwers, lasers, and other fast projectiles. In cases of Agility checks to avoid area attacks they grants a +2 bonus the roll to avoid them and +4 Toughness vs. explosives (if the wearer failed their check to avoid the damage), etc but the have a 1-in-6 chance of 'burning out' (the number of rounds remaining drops to 0). They can even aid when the wearer of an active shield falls, adding +8 Toughness against fall damage but the chance of burning out the battier increases to a 3-in-6 chance. Energy shields last for a number of combat rounds based on how advanced they are. It takes a full round to active a energy shield.</br>
Standard shields can only be worn with Synthailk armor or clothing (and other armor) weighting less then 10lbs total. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor/clothing weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor and clothing to be worn while a Battle Shield can be combined with any armor type (including Battle Robes). Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.</br>
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Standard shields can only be worn with Synthailk armor clothing (and armor) weighting less then 10lbs. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor/clothing weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor and clothing worn while a Battle Shield can be combined with any armor type (including Battle Robes). Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.</br>
 
Replacement Power Cell batteries cost N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Replacing a spent battier with a new one require a Repair check and 10 minutes of work. Old batteries can only be recharged with a Repair roll -2 per 10 rounds and a fussion engine taking 4 hours to recharge 10 rounds.</br>
 
Replacement Power Cell batteries cost N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Replacing a spent battier with a new one require a Repair check and 10 minutes of work. Old batteries can only be recharged with a Repair roll -2 per 10 rounds and a fussion engine taking 4 hours to recharge 10 rounds.</br>
 
For engery shields notes the 'Rounds' is the number of rounds that the shield will remain 'active' and providing its bonues to the wearer. These do not need to be continues rounds but the total number of rounds.  
 
For engery shields notes the 'Rounds' is the number of rounds that the shield will remain 'active' and providing its bonues to the wearer. These do not need to be continues rounds but the total number of rounds.  

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