Thursday, November 26, 2020

The Ironclad

 *Borne of a misunderstanding on the OSR servers.*

The Ironclad is a master of defense and survival.  They achieve victory by outlasting all foes.  They have been studying the advancement of arms and armor, and have concluded that more metal and more technology will always be the winning strategy.

The Ironclad

Every template the Ironclad gains 2 hp.  If the ironclad gains a new template and has no shield, gains a shield.  Proficient in metal-working

Starts with chain armor, shield, cutlass (does 1d6 dmg (slashing or bludgeoning as it delivers a nasty hilt punch, double damage vs ropes), 1d6 sp + 1d6 cp.

Dusack aka dussage, from the Wallace Collection

A:  Armor wearer.  Hand Gunne 

B:  Armor improved to brigandine,  Parry 

C:  Armor improves to plate.  Lantern shield.  Axe Gun 

D:  Fortified, River Walker, Protector


Armor wearer.  The Ironclad has no encumbrance penalties for armor (ie armor takes not slot for them).  However armor penalties to speed, stealth  etc. remains.

Hand Gunne.  A weapon that takes a full round to load, 30 range (1 penalty per 10 feet beyond), 2d6 dmg.  Can be fired while using a shield.  10 bullets and 10 powder charges.   If used by anyone else, 1d10 mg, 10 feet range (1 penalty pert 10 feet beyond), needs two hands to use and 3 rounds to reload. (edit:  I should mention that in my gun system guns have 2 points of armor piercing)

Armor improvements:  These are due to the Ironclad constantly improving and adding more metal, more padding, more protection to their armor.

Parry:  As the fighter in Many Rats on a Stick

Lantern shield:  The Ironclad's shield has a protected enclosure for a bulls-eye lantern, allowing them to wield a shield and hold the lantern with a single arm. 

Axe Gun: Inspired by news from the East, the Ironclad adds a blade to the Hand Gunne - it can be used in melee to inflict 1d8 slashing damage.

Fortified:  When wearing their armor, the Ironclad is immune to critical hits - they are normal hits instead.

River Walker: The Ironclad does not fear the water - they can walk at bottom of rivers, sea-floor etc. with no issues.  They can hold their breath for con X minutes with no effort (beyond that, use standard rules for holding breath as if the PC had just started).

Protector:  If the ironclad is within 10 feet of an ally; and said ally are hit by an attack, the ally can make a reflex save to dive behind the ironclad and have the attack hit the ironclad instead, using the same attack roll (the attack may hit or miss the ironclad, depending on the original roll).


Cannoneer:  Knowledge of cannons and gunpowder.  An extra 10 charges of powder.

Armorer:  Armoring skill and tools.  2 spare shields. 

Inventor:  Literate.  Knows of alchemy and geometry.  A vial of alchemist's fire

Hedge knight:  Obscure claim to nobility.  Knowledge of heraldry.  An old tired horse, and a lump of a squire. (6 in all stats, club, coward). 1d3 gp

Design note:  I think this is solid but it... will be fun?  I'm also really not sure at what level what power should show up.  Are there too many?  Is this too good?  Many thanks for the feedback on the OSR server.

1 comment:

  1. I really like this one. It's simple, clear, it's a fat metal lumbering man-tank what shoots you with a big gunne. The powers play well into the kind of incredulous shit you expect a human kill truck to do. Ace.