Agent Sunglasses

Glasses.png

SHIELD Undercover Agents are not able to wear the same helmet as Field Agents, as this would negate the usefulness of their ability to blend with crowds and change their appearance. However, SHIELD understands that some protection is neccessary for a functioning Agent to be at their best on the ground. Therefore Q BRANCH have developed the SHIELD Perception Enhancement Covert System. These seemingly normal sunglasses are fitted with many of the same functionality as the SHIELD Combat Helmet, but with a much lighter footprint.

The SPECS weigh only a few grams.

Game Statistics:
Helmet Base: 2pt Elemental Control: Glasses Systems

Advantages/Limitations
Inobvious 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: Visor (Nightvision) – + 4 to Normal Sight Perception Rolls
Slot 2: Visor (Polarising) – 8pts Visual Flare Compensation
Slot 3: Ear Protection – 8pts Audio Flare Compensation
Slot 4: Built-in Earwig Transceiver – Mind Link (Specific group of up to any 8 minds (enough to cross-link an entire squad of Agents))

Common Advantages/Limitations (All Slots)
Inobvious 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)
Only to Counteract Darkness Penalties (Self Explanatory)

Advantages/Limitations (Slot 4 Only)
No Line of Sight Needed (It operates on Radio Waves – not eye contact)
Affected As Radio And Hearing Groups, Not Mental Group (as it is a Radio system, not a mental power)
Does Not Provide Mental Awareness (which Mind Link normally does)
Only Can Be Maintained With Others Who Have SHIELD Earwig Technology (Closed system)
Zero Endurance Cost (Item is Self-Powering)


Return to Standard Issue Equipment

Agent Sunglasses

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