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Basement Weaponry of the Steel Realms

Posted on January 20, 2022 in Steel-Realms

Steel Realms

Many large urban areas restrict the carrying, or where the sale of armaments is restricted, an alternative and illicit set of Basement Weaponry may be available. These are low quality, limited effectiveness, and in many cases improvised from scraps and leftovers. Those making and repairing these armaments often possess only rudimentary knowledge and a Toolkits – little in the way of full Work Stations. It is mostly small coins that are acceptable at such places, nothing larger than a Silver Crown.


Incarna d20™ Basement Weapons in the Steel Realms Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.
Weapons Unique to the Setting
Weapon Damage Requirements Properties Cost
IMPROVISED
Brick d4+1/3 breaks on full or critical / Thrown (20/40); found
Punch Bar d2+1/3 Fatigue only; found (homemade)
Stick d4/2 2 Hands Weakened 1-3; found
Simple MELEE (All Weakened – Improvised/Patched)
Club d6/3
bludgeon
Weakened 1-2; Light 2
Dagger d4/2
pierce
Weakened 1-2; Finesse; Light; Thrown (10/30) 10
Hatchet d6/3
pierce
Weakened 1-2; Finesse; Light; Thrown (10/50) 10
Knife d3/2
pierce
Finesse; Light; Thrown (20/30); easily concealed 10
Quarterstaff – Light d6/3
bludgeon
Weakened 1 5
Shiv d3/2
pierce
Disadvantage thrown 1
Spiked Club d6+1/4
pierce (bludgeon)
Weakened 1-3; 1 AP vs Light Armor (any match of Resilience drops to d4) 5
Improvised Ranged (thrown only)
Brick d4+1/3 Breaks on impact/ Thrown (20/40); found
Ceramic Scrap d3/2 Breaks on impact/ Finesse; Light; Thrown (20/60); found
Metal Scrap d4/2 Makes noise on impact / Finesse; Light; Thrown (20/40); found
Stone d2/1 Finesse; Light; Thrown (20/100); found
Simple MELEE (Battleworn – from watch/police, soldiers, etc.)
Having a weapon like this is a Lesser (+2) Prestige Marker per weapon.
Club d6/3
bludgeon
Light 2
Dagger d4/2
pierce
Finesse; Light; Thrown (20/60) 10
Quarterstaff – Heavy d6
bludgeon
Versatile (d8) 15
Spear d6
pierce
Thrown (20/60); Versatile (d8) 20
Long Sword d8
slash
Versatile (d10) 350
Short Sword d6
pierce
Finesse; Light 150
Simple RANGED (Battleworn – from watch/police, soldiers, etc.)
Having a weapon like this is a Lesser (+2) Prestige Marker per weapon.
Light Crossbow d10 base
pierce
2 Hand; uses Light Bolt
Any projectile doing better than average cannot be recovered.
Loading 250

Incarna X Basement Weapons in the Steel Realms

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Weapons of Note in the Steel Realms

Posted on January 20, 2022 in Steel-Realms

Steel Realms
Weapons of Note in the Steel Realms fall under the auspices of standard Notable Items/Goods; These conform too to properties of Armaments of the Steel Realms.

Magic/Mystic items are typically Singularly Bound. Mundane weapons conform to normal Incarna weapons and Incarna item properties.

Crafter’s Mark: “Weapons of Note” items are almost all made by a famous and recognized crafter (or their guild/trade/school) and are the equivalent of a Prestige Marker.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Basement Armories in the Steel Realms

Posted on January 20, 2022 in Steel-Realms

Steel Realms

Many large urban areas restrict the carrying, or where the sale of armaments is restricted, an alternative and illicit set of Basement Armories may be available. These are low quality, limited effectiveness, and in many cases improvised from scraps and leftovers. Those making and repairing these armaments often possess only rudimentary knowledge and a Toolkits – little in the way of full Work Stations. It is mostly small coins that are acceptable at such places, nothing larger than a Silver Crown.

Incarna d20™ Basement Armor in the Steel Realms Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.
Basement Armor Unique to the Setting
Armor Value Requirements Properties Cost
Vestment
Leather Jerkin AC 10 1 [base] Resilience; easily concealed
Light ARMOR (All Weakened – Improvised/Patched)
Padded AC 11 1 [base] Resilience
Sandwich Board AC 11 2 [base] Resilience; -5′ Movement, No Stealth
Tarp Wrap AC 11 0 [base] Resilience; Damage Absorption 1, No Stealth
Light ARMOR (Battleworn – from watch/police, soldiers, etc.)
Leather
(Cuir Bouilli)
AC 11 Underpad 100
Padded AC 11 Bulky, Underpad 20
Studded Leather AC 12
RE +1
250
SHIELDS (uses off hand) (All Weakened – Improvised/Patched)
Cloak Wind AC 10 Damage Absorption 1 (5 max)
Plank Buckler AC +0 1 [Base] Resilience; D3 Weaponized (Weakened 1-5)
Plank Shield AC +1 1 [Base] Resilience; D3 Weaponized (Weakened 1-3)
SHIELDS (uses off hand)
Buckler – Light D3 Weaponized 25
Weaponized: Character must be proficient with the item; D3 as an Improvised Item

Incarna X Basement Armor in the Steel Realms

Armor Descriptions

Leather Jerkin: This is just a light soft doublet or jacket.

Cloak Wind: A cloak, cape or heavy jacket wound around the arm reinforced with a couple scraps of wood for defensive purposes.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Armor of Note in the Steel Realms

Posted on January 20, 2022 in Steel-Realms

Steel Realms
Armor of Note in the Steel Realms fall under the auspices of standard Notable Items/Goods; These conform too to properties of Armaments of the Steel Realms.

Magic/Mystic items are typically Singularly Bound. Mundane armor conform to normal Incarna Armor and Incarna item properties.

Crafter’s Mark: “Armor of Note” items are almost all made by a famous and recognized crafter (or their guild/trade/school) and are the equivalent of a Prestige Marker.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Buildengands

Posted on January 17, 2022 in Steel-Realms

Steel Realms

From the early days of the settlement after the coming of the Blood of Saemon, along with government and rulers came organized crime. Three crime syndicates in particular paralleled the rise of the Eastern Lands of (Osten), Dundaria, and Gladnor. Operating just out of their reach, even the Sea-Kings had respect for their power to strangle trade if need be. Little is known about the syndicates, other than their collective name – The Buildengands. Much is claimed, but little known. What is known is that they vied with legitimate governments to control trade and wealth. It is thought that The Salamander’s Guild was initially empowered to break the power of The Buildengands from the inside – and break it they did, eventually. The last of their power was broken after The Sundering caused a great disruption, leaving only regional crime syndicates, “guilds” and gangs. The Salamander’s Guild eradicated the remnants of Buildengands leadership in the heartlands and passed mostly into myth themselves. Everyone knows it exists today and has its operations world-wide… though its function remains a mystery coated in rumors. Speaking of which, rumors persist of the continued presence of pieces of The Buildengands today – a sort of “crime boogeyman” which is supposedly responsible for all manner of political and economic woes. Of course, it could just be The Salamander’s Guild trying to hide their own efforts… but that’s what you would expect… or is it? The only far-reaching impact of the Buildengands to last was their development of a hybrid of Yvaldeysean, Gladnorian, Osten (eastern – root of Gladnorean) and Dundarian that would eventually become the foundation for Mercat, but is more of a pigeon/slang based set of references and concepts useful to thieves, smugglers, and fences – essentially the Cant used in illicit activities.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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