Helmet

Helmet.png

Specifications
SHIELD Combat Helmets are made from a the same weave of Kevlar and Beta-cloth as the rest of the uniform, structured with a ceramic core for additional protection. The visor is both polarising (capable of reducing the glare of direct beam headlights to a manageable level) and comes equipped with Nightvision technology, reducing or eliminating the penalties associated with working in darkness.

Additionally the Combat Helmet is fully compatible with equipment carried by Agents, including a camera mount, flashlight mount, ear cups to help channel the audio from the personal communicator, and other velcro-attachable mounting points.

The helmet itself weighs 5 kilos.

Game Statistics:

Helmet Base: 4pt Elemental Control: Helmet Systems

Advantages/Limitations
Obvious Inaccessible Focus (The Power in question is an item, in this case, a Helmet).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).

Slot 1: Protection – 8/8 Armour
Slot 2: Visor (Nightvision) – + 4 to Normal Sight Perception Rolls
Slot 3: Visor (Polarising) – 8pts Visual Flare Compensation
Slot 4: Ear Protection – 8pts Audio Flare Compensation

Common Advantages/Limitations (All Slots)
Obvious Inaccessible Focus (The Power in question is an item, in this case, a Helmet).
Independent (The power is in the item, the item is not merely a focus for a beings internal abilities).

Advantages/Limitations (Slot 1 Only)
Real Armour (it is subject to wear and tear, and can be damaged/rendered inoperable by everyday effects).
Mass (Powers are normally “weightless”, This has mass based upon the DEF value of the Armour (10kg)).
½ Mass (The Mass from the line above is then halved – down to 5kg).
Locations 4 and 5 (covers the whole head, except the face).

Advantages/Limitations (Slot 2 Only)
Only to Counteract Darkness Penalties (Self Explanatory)

Helmet

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