Unveil the secrets of Grimwood City in this urban fantasy RPG with the innovative Ironbound System. Explore a world where magic and danger lurk around every corner. Are you ready for adventure?
Grimwood City, a melting pot of the magical and mundane, stands as a beacon of mystery and allure on the continent of Monterina. Home to werewolves, vampires, fey, and other mystical beings, the city is a labyrinth of secrets, where magical creatures known as "The Gifted" discreetly coexist with the non-magical "Ironbound" populace. The city’s diverse culture has fostered a thriving art district and a bustling trade business, but it's also shadowed by widespread poverty and hidden conflicts.
The city is built upon an ancient, underground civilization known as Lumoterra, a mysterious and long-extinct society. The Halls of the Feral Ones, remnants of this civilization, lie beneath Grimwood, inhabited by fearsome monsters that roam its tunnels and sewers. Despite the dangers lurking below, the city thrives, its existence intertwined with powerful ley lines that not only attract magical entities but also distort the Ironbound's perception of reality.
Grimwood City is segmented into nine distinct districts, each with its own unique culture and atmosphere. From the busy Marblerock Pier to the mystical Silkway, every district contributes to the city's enigmatic charm. Surrounding the city are equally dangerous and intriguing locales like Hellborough Bay and the Grimwood Forest.
The Ironbound System is a tabletop RPG based on a 1d12 core mechanic with a focus of rules light, where success depends on beating a Target Number (TN) defined by the Game Master (GM) or an enemy's stats. Players begin with a TN of 9, which can be adjusted by feats, but never exceeds 12. The difficulty of tasks varies from Easy (TN 1) to Extremely Hard (TN 12+).
Boons and Banes influence outcomes; boons allow rolling additional d12s and using the highest roll, while banes do the opposite. Players can "bump the die" using the three Pools Arcane, Mental, and Physical to turn failures into successes, except on a roll of 1 (automatic failure).
Combat, emulating 6-second rounds, involves drawing a card to determine the order. Players have options like Action, Quick Action, and movement each round. Combat includes various actions such as attacking, spellcasting, grappling, and using items, with distances categorized for ease of measurement.
Damage types (Arcane, Physical, Mental) affect corresponding Pool Points. Zero points in a pool incur penalties, and depletion of all pools leads to death saving throws. Damage can overflow from one pool to another in a specified order, and critical hits double damage.
You will get full instructions on how to run the Ironbound System. You will get 9 classes, including:
Assassin
Hacker
Holy Warrior
Medium
Monster Hunter
Priest
Soldier
Thief
Wizard
You will get 10 Unique Species:
Archling
Coriphons Vampires
Emovarans Vampires
Fey
Ironbound
Unseen
Werewolf
Weretiger
Werelion
Werebear
You will get over 60 General Feats, 80 different Class Feats, and 11 Fighting Stances that are all unique and allow for large customization of your character.
The Magic system that is include is narratively driven to allow for flexiability and creativity. There are 10 different Magic Societies. The system is left fairly open so that you can derive your own designs to the magical society. Each giving you examples but not hard fast spell list to allow for maxium flexiability. Your wizard can master:
Alchemy
Demonic
Druidic
Elemental
Empathic
Holy
Illusionary
Necromancy
Technomancy
Wild Magic
The Book also includes with it 65 different Characters and Monster, 38 Vehicles and 20 Vehicle Enhancements
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