Agkir shield
This alteration of the Syth Shield (See below) is rarely used in NL due to its dangerous nature. The Agkir (pronounced AG-KERE) field itself projects a 2-3m3 resonating field at the frequency of the atmosphere around the wearer, it has no secondary Syth generator thus the wearer also experiences the field resonation. This renders the wearer invisible, even when moving. The wearer is effectively out of phase with surrounding matter and to all intents and purposes, as dense as air. Thus the wearer of an Agkir shield is immune to many types of attacks; except for gas, flame or Syth attacks. Syth shields that come into contact with an Agkir shield can cause major havoc more often than not creating a Syth Incident as described under the Standard Syth shield. The main disadvantage of Agkir is the volatile nature of the field: Once turned off there is a 3% chance that the wearer will not survive! It is unclear if the wearer vaporises or is trapped in a state out of phase with the rest of us.
Chameleon suit
Quite simply Servo armour, combined with Sere technology, creates a well-protected and invisible suit of armour. The Sere computer is built into each Servo band. Light from one side of the band is displayed using micro LED (Light Emitting Diode) technology onto the other side of the band. In this way the wearer is effectively invisible. The technology is not as fool proof as Sere shields with only a penalty of +90 (to others Eyesight) given when the wearer is not moving. A penalty of +60 is made if the wearer moves in any dramatic way.
Rejector
Another Syth alteration, the Rejector, is set to resonate at frequencies that stop organic life forms. This type of Syth generator uses a Grade 1 computer, much as a Sere shield does, to detect approaching life forms and stop them from approaching any further. This is the ideal passive guard device or even fence system. More often than not, it is used in biologically dangerous areas (such as the sewers or level 3) to stop small or frighteningly quick creatures from attacking.
Servo Armour
This armour is made out of Metallic bands with Semi-intelligent (Grade 1) robotic capability. The bands join together around the wearer's body to form protective body armour. If damaged, a band will try to cover any holes that have been made in the armour. The armour folds neatly into a ball when given the verbal command by the owner (which is programmed at the time of purchase). The ball will unfold over any person who touches it.
Sere Shield
Sere shields combine the properties of a Standard Syth shield and a Grade 1 computer to produce a 2m3 invisible area. This works by absorbing light from the stronger Syth generator (remember that it has two) and projecting those light beams out through the weaker generator. The Sere shield is a transparent orb, which can clip onto a belt. The Sere shield has no protective ability as all energy is used in the production of light. However, in every other respect, a Sere shield acts like a Syth shield. It should be noted that the shield is not fool proof. It does give a +100 penalty to an eyesight roll. However, when the wearer moves, it only gives a +75 penalty. This is due to the slight processing delay of the Grade 1 computer. The penalty is increased by 5 for each grade better than Grade 1; thus a Grade 5 computer yields a +95 penalty.
Syth shield (Standard)
Looking just like a
belt clip, this advanced wee shield radiates an effective 2m3
Magnostratic field, which will stop standard bullets from hitting the wearer.
All Syth (pronounced SYTHE) fields have two poles as in a normal magnetic
field: The North & South poles can be penetrated with a very accurate Attack
roll (a roll of 1 or less). Syth shields are quite simply a minute Fusion
generator attached to a super-conducting resonating electromagnet. This highly
energetic magnetic field acts as a solid barrier to objects within the field
that are moving at the same frequency (Note the effect radiates out from the
centre in a Radius2 field). The Syth Shield is set to the frequency
that stops standard bullet speeds. A bullet hitting the field will ricochet off
in a random direction (Random Attack Roll).
To be completely accurate there are actually two Syth generators within every Syth field. The second one is smaller and resonates at the opposite frequency to that of the main Syth generator, which creates a space around the wearer. This is to allow the wearer (especially if it is human or organic) to survive the effects of the stronger field around them.
*On the downside, if the Syth shield is completely overloaded with energy at that equivalent speed: Say by a truck which happens to land on the wearer of a Standard Syth shield and it also just happens to be going at the speed of a bullet! Then the contents of the field will experience dimensional instability and more than likely create a small black hole, disappear into another dimension or teleport randomly to another part of the Space (Distance and Mass)/Time/Energy continuum! This is often referred to as a Syth Incident. It is also important to note that a Syth shield can never be turned off it must be dismantled with expert care or destroyed.
Syth Shield (Adjustable)
Much like the Standard Syth Shield except that this model can be manually adjusted (by a dial, button or TWNHD jack according to choice) to the speed of the attack weapon. The settings are on a scale of 1 to 10. At the slowest speed 1 is equivalent to stopping a throwing knife, 2 can stop a spear, 3 can stop an arrow, 4 a crossbow bolt, 5 an old Flintlock Rifle pellet, 6 a Blunderbuss pellet, 7 a shotgun pellet, 8 a heat seeking Gauss round, 9 low velocity rounds (ε), 10 can stop bullets.
Syth Shield (Pulse)
This version of the Syth shield is similar to the one above except it varies the speeds that it can stop. In this way it is effective against attacks from objects going faster than body movement speed. Thus it can stop all level 1 to 10 attacks automatically as described in the Adjustable Syth section.