vault backup: 2026-03-12 12:16:42

This commit is contained in:
2026-03-12 12:16:42 +01:00
commit 93ad6229ff
137 changed files with 6179 additions and 0 deletions
+72
View File
@@ -0,0 +1,72 @@
Ironback Khan is not a name. It is a battlefield classification. Among the Khans of the West, there are rare mutations within the Silverback bloodlines, individuals who do not merely grow broader, but _larger_. Taller. Denser. Their musculature overdevelops. Their bone structure thickens. Their crowns widen and darken like forged bronze.
These are designated **Ironback Khans**.
Where a Silverback Khan is a veteran, an Ironback is a war asset. They are deployed to hold chokepoints, break sieges, and survive what should kill others. Most serve within the ranks of the 11th Scouting Legion of the Hundred Legions, where their size and durability are considered strategic advantages rather than curiosities.
[[The Iron Back Technique|An Ironback Khan does not rely on steel. He is the steel.]]
---
### Core Stats
**Health (HP): 22**
**Posture: 18**
Posture Regain per Turn:
* **1 + (Constitution Modifier / 2, rounded down)**
**Ether Capacity: 14**
Ether Regain per Turn:
* **1 + (Willpower Modifier ÷ 2, rounded down)**
**Sanity: 9**
**Base Movement Speed: 6 meters**
Ironbacks are biologically reinforced. Dense muscle fiber, thick dermal layering, and abnormal bone mass grant them extreme physical durability.
---
### Attributes
**Strength: 18**
**Dexterity: 9**
**Constitution: 17**
**Intelligence: 8**
**Willpower: 13**
**Charisma: 12**
---
### Physical AC
- **Blunt AC:** 20
- **Slash AC:** 15
- **Pierce AC:** 15
## Elemental AC
- **Fire AC:** 5
- **Lightning AC:** 0
- **Force AC:** 10
- **Ice AC:** 10
- **Necrotic AC:** 5
- **Gas AC:** 0
- **Holy AC:** 5
- **Blood AC:** 10
---
### Dodge Capability:
- Dodge Throws at Disadvantage.
- Dodge Movement reduced to 1.5 meters instead of 3.
### Parry Capability:
- You regain no posture upon parrying.
- Counterattack damage reduced by 25% (if parrying unarmed).
Ironbacks are designed to block.
### Reinforced Guard:
- Blocking posture damage is reduced by 25%.
- May Block Unblockable attacks.
- You take double posture damage when doing so.
- You can make a counterattack after blocking, as if you had parried the attack.
### Heavy Frame:
* Effects that increase movement speed are 50% less effective on you (rounded down).
* Effects that reduce movement speed are 50% more effective (rounded up).
### Brutal Instinct
* When below 33% Sanity, your unarmed attacks deal +1d6 damage.
---
* Advantage on resistance checks against Knockback.
* Cannot be knocked Prone while above 1 Posture.
* Counts as Huge for grapple, pull and shove interactions.
[[Players/IRONBACK KHAN/Upgrades/Core Stats|Upgrades]]
[[Players/IRONBACK KHAN/Upgrades/Mantras|It's Angy now and it's coming for you]]
[[Players/IRONBACK KHAN/Upgrades/Talents|Ooooh now he deals +2 posture damage, oooooh you should be scared]]
@@ -0,0 +1,6 @@
Every level up:
* HP +1d8 + Constitution Modifier
* Posture +1d4 + 0.5 x Constitution Modifier)
* Sanity +1 + Willpower Modifier
* Ether +1d6 + Willpower Modifier
+203
View File
@@ -0,0 +1,203 @@
### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9**
---
# 1-STAR MANTRAS
---
## Iron Crash
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 2 Rounds
Leap 3 meters and slam.
- 1d10 Blunt damage (3m radius)
- +3 Posture damage
- Structures take double damage.
---
## Hammerfist
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 1 Round
Single-target crushing strike.
- 1d12 Blunt damage
- +2 Posture damage
- If target is Prone, add +1d6 damage.
---
## Body Check
**Type:** Combat
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 2 Rounds
Move 3 meters into a creature.
- 1d8 Blunt damage
- 2 Posture damage
- Target must pass Strength save or be pushed 3 meters.
---
## Groundbreaker
**Type:** Combat
**Cost:** 4 Ether
**Action:** Action
**Cooldown:** 3 Rounds
Punch ground in a 3m line.
- 1d8 Blunt damage
- Creatures must save or fall Prone.
---
## Iron Advance
**Type:** Mobility (Offensive)
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 3 Rounds
Move 4 meters straight.
- First creature struck takes 1d6 Blunt and 2 Posture
---
# 2-STAR MANTRAS
---
## Break the Line
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 3 Rounds
Sweeping horizontal strike.
- 2d8 Blunt damage in 4.5m cone
- +5 Posture damage
- Creatures blocking take +3 posture damage.
---
## Legion Uppercut
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 3 Rounds
Devastating vertical strike.
- 2d10 Blunt damage
- Target is launched 3m upward
- Takes 3 additional Posture damage
- Falls Prone on landing.
---
## Iron Lock
**Type:** Combat
**Cost:** 5 Ether
**Action:** Action
**Cooldown:** 3 Rounds
Make grapple attempt.
On success:
- Target is grappled.
- Deal 1d10 Blunt damage at the start of each turn.
- Target has disadvantage on checks to escape.
Grapple ends if you are staggered.
You may only maintain one Iron Lock at a time.
---
## Pulverize
**Type:** Combat
**Cost:** 7 Ether
**Action:** Action
**Cooldown:** 4 Rounds
Two-hit combo.
- 1st hit: 1d10 Blunt
- 2nd hit: 2d8 Blunt
- Total +4 Posture damage
---
## Unbreakable Charge
**Type:** Mobility (Offensive)
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 4 Rounds
Move up to 6 meters in straight line.
All creatures in path:
- 1d10 Blunt damage
- 4 Posture damage
- Cannot be interrupted by reactions.
---
## Shockwave Step
**Type:** Combat
**Cost:** 5 Ether
**Action:** Bonus Action
**Cooldown:** 3 Rounds
Stomp ground.
- All adjacent enemies take 1d6 Blunt
- Lose 3 Posture
---
# 3-STAR MANTRAS
---
## Cataclysm Drop
**Type:** Combat
**Cost:** 10 Ether
**Action:** Action
**Cooldown:** 5 Rounds
Leap up to 6 meters and slam.
- 3d10 Blunt damage (3m radius)
- 8 Posture damage
- Structures automatically crack or shatter.
---
## Legion Execution
**Type:** Combat
**Cost:** 9 Ether
**Action:** Action
**Cooldown:** 4 Rounds
Single-target annihilation strike.
- 4d8 Blunt damage
- +10 Posture damage
- If target is Staggered, add +2d8 damage.
---
## Living Catapult
**Type:** Combat
**Cost:** 8 Ether
**Action:** Action
**Cooldown:** 5 Rounds
Grab creature and throw 9 meters.
- 3d10 Blunt to target
- 1d10 splash
- Target loses 6 Posture
- Falls Prone.
---
## Worldbreaker Combo
**Type:** Combat
**Cost:** 12 Ether
**Action:** Action
**Cooldown:** 6 Rounds
Three-hit sequence:
1. 2d8 Blunt
2. 2d8 Blunt
3. 3d10 Blunt
Total +8 Posture damage across sequence.
If final hit reduces posture to 0, target is knocked 4.5 meters and Prone.
---
## Indomitable Rampage
**Type:** Support
**Cost:** 11 Ether
**Action:** Action
**Cooldown:** Once per Combat
For 3 rounds:
- All unarmed attacks deal +1d8 damage
* +3 Posture damage on the first hit each turn
- You cannot be Slowed, Stunned, Grappled or Paralyzed while above 1 Posture.
---
## Fortress Impact
**Type:** Combat
**Cost:** 10 Ether
**Action:** Reaction (when hit)
**Cooldown:** 4 Rounds
After taking damage:
- Immediately deal 2d10 Blunt to attacker
- Attacker loses posture equal to your Constitution Modifier + 4.
+117
View File
@@ -0,0 +1,117 @@
_(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_
---
## LEVEL 1 (Pack: 1)
### T01 — **Siege-Born Frame**
- Max HP +8.
- When you Block, reduce resulting posture damage by an additional 5%.
---
# LEVEL 2 (Pack: 2)
### T02 — **Crushing Follow-Through**
- When you deal 4+ Posture damage in a single hit, deal +2 additional Posture damage (1/round)
### T03 — **Heavy Stance**
- While you have not moved more than 3m on your turn:
- Gain +10 Blunt AC.
---
# LEVEL 3 (Pack: 1)
### T04 — **Measured Guard**
- The first time each round you are forced into a Block, reduce the posture damage by your Constitution Modifier (minimum 1).
---
# LEVEL 4 (Pack: 2)
### T05 — **Crownblood Endurance**
- Max Posture +3.
- Posture Regain per Turn +1.
### T06 — **Impact Transfer**
- When you successfully Block a melee attack, the attacker loses Posture equal to your Constitution Modifier (1/round)
---
# LEVEL 5 (Pack: 1)
### T07 — **War Asset Physiology**
- Max HP +10.
- Gain Advantage on checks against forced movement.
---
# LEVEL 6 (Pack: 2)
### T08 — **Guardbreak Hunter**
- When you posture-break a creature, regain 15% (minimum 4) of your max Posture (once per round)
### T09 — **Chokepoint Awareness**
- Enemies provoke opportunity attacks from you even if they Disengage (1/round).
---
# LEVEL 7 (Pack: 1)
### T10 — **Iron Grip Discipline**
- Grappled creatures take +2 Posture damage from your attacks.
---
# LEVEL 8 (Pack: 2)
### T11 — **Fortified Breathing**
- If you took no HP damage since your last turn, regain +2 additional Posture.
### T12 — **Brace Through Pain**
- The first time each combat you would be Staggered, instead remain at 1 Posture.
---
# LEVEL 9 (Pack: 1)
### T13 — **Mass Driver**
- Your Shove attempts push creatures +3 meters.
- If they collide with terrain, they lose 2 additional Posture.
---
# LEVEL 10 (Pack: 2)
### T14 — **Iron Pressure**
- All unarmed attacks gain +10% Penetration.
### T15 — **Counterweight**
- When you take 10% or more of your max HP in a single hit:
- Your next attack this round gains +1d8 Blunt damage.
---
# LEVEL 11 (Pack: 1)
### T16 — **Relentless Posture**
- While below 50% Posture:
- Gain +2 Posture damage on unarmed hits.
---
# LEVEL 12 (Pack: 2)
### T17 — **Bastion Radius**
- Enemies within 3m of you suffer -1 to Dodge and Parry Throws.
### T18 — **Stability Transfer**
- When you Block an Unblockable attack, regain 2 Ether.
---
# LEVEL 13 (Pack: 1)
### T19 — **Seismic Weight**
- Your first melee hit each turn deals +2 Posture damage.
---
# LEVEL 14 (Pack: 2)
### T20 — **Crown Resilience**
- Gain +10 Elemental AC.
### T21 — **Breaker’s Tempo**
- When you shove or knock a creature Prone:
- Gain Posture equal to your Constitution Modifier
---
# LEVEL 15 (Pack: 1)
### T22 — **Unyielding Frame**
- Max Posture +5.
---
# LEVEL 16 (Pack: 2)
### T23 — **Living Bulwark**
- Allies standing directly behind you gain +10 Physical AC.
### T24 — **Collision Authority**
- When you move into a creature’s space:
- They lose 2 Posture (1/turn per target).
---
# LEVEL 17 (Pack: 1)
### T25 — **Execution Pressure**
- Ripostes you perform deal +1d10 damage
---
# LEVEL 18 (Pack: 2)
### T26 — **Enduring Crown**
- Once per long rest, when reduced to 0 HP:
- Immediately stand with 1 HP without becoming Incapacitated
### T27 — **Overbearing Mass**
- Creatures less than 2 sizes bigger than you have disadvantage on grapple escape checks.
---
# LEVEL 19 (Pack: 1)
### T28 — **Siege Momentum**
- If you Block two or more attacks in a round:
- Gain +3 Posture at the start of your next turn.
---
# LEVEL 20 (Pack: 2)
### T29 — **Ironback Apex**
- Max HP +15.
- Max Posture +5.
### T30 — **Hold the Line**
- While you have at least 1 Posture:
- You cannot be forcibly displaced by creatures of equal or smaller size.
- The first attack each round against you suffers -10% damage (after mitigation).
@@ -0,0 +1,76 @@
The mutation manifests in stages. The crown darkens. The back broadens. The musculature hardens into ridged slabs beneath the skin. When fully realized, the dorsal musculature forms a visible pattern, like hammered bronze beneath flesh.
This is called **The Iron Back.**
At Level 1, the player is an Ironback in designation only. The mutation has not fully awakened.
Iron Back progression is permanent and independent of Talents and Mantras.
Tier I is unlocked at level 3
Tier II is unlocked at level 8
Tier III is unlocked at level 15
# IRON BACK
---
## Tier I - Dense Plating
- Maximum Posture increases by **+4**.
- Posture Regain per Turn increases by **+1**.
- Reduce Chip Damage taken while Blocking by 10% (after mitigation).
---
## Tier II - Siege Frame
- When Blocking, reduce posture damage taken by an additional **10%** (total 35% reduction).
- When reduced to 0 Posture, you are not Staggered until the **end of the current attack sequence**.
- Maximum HP increases by **+10**.
---
## Tier III - Bastion Physiology
- Once per combat, when reduced to 0 Posture, immediately restore **25% of maximum Posture** instead of becoming Staggered.
- While above 50% Posture:
- Gain **+5 Blunt AC**
- Gain **+5 Pierce AC**
- Gain **+5 Slash AC**
- Blocking an Unblockable attack no longer doubles posture damage (still cannot reduce below 0 AC).
## IRON ARMS
---
## Tier I - War Grip
- You count as **two size categories larger** for grapple, pull, shove and drag checks.
- Creatures grappled by you have:
- -2 to Dodge Throws
- -2 to Parry Throws
- Unarmed attacks gain **+2 Posture Damage**.
---
## Tier II - Breaker’s Leverage
- When you successfully Block an attack, your next melee attack deals:
- +1d4 Blunt Damage
- +3 additional Posture Damage
- When you initiate a grapple, immediately deal posture damage equal to your Constitution Modifier.
- Creatures you shove are pushed an additional **2 meters**.
---
## Tier III - Legion Crusher
- Grappled creatures are treated as **Staggered** against your attacks.
- When you reduce a creature to 0 Posture:
- You may immediately Grapple or Shove as a free action.
- Unarmed attacks gain **+5% Penetration and +2 posture damage**.
## IRON LEGS
---
## Tier I – Rooted Advance
- Gain permanent **Advantage on all forced movement resistance checks**.
- Your movement cannot be reduced below **3 meters** by terrain or slow effects.
- Creatures attempting to move through your space must treat it as difficult terrain.
---
## Tier II – Chokepoint Authority
- Creatures within **3 meters** of you:
- Have their movement speed reduced by **1.5 meters**.
- When you Block an attack:
- Adjacent enemies lose **2 Posture**.
- You cannot be flanked.
---
## Tier III - Living Rampart
- Your occupied space counts as **impassable terrain** for enemies unless they win a contested Strength check.
- When you are attacked by 2 or more creatures in one round:
- Gain **+3 Posture Regain** next turn.
- While you have at least 1 Posture:
- You cannot be knocked Prone or forcibly displaced by creatures of Large size or smaller.