Bedrock Greaves 215

From: Lineage 831 of Geode Vein

(Legs Slot)

Reflecting the Anuran emphasis on stability and a low center of gravity, these greaves are disproportionately large and heavy. Forged from thick, layered plates of iron and granite, they fully encase the legs from the knee down. Their immense weight is perfectly balanced to anchor the wearer to the ground, making them exceptionally difficult to push or knock over. Their unique function comes from a simple but powerful magical circuit etched into the metal. By activating the circuit, Marn can cause the soles of the greaves to become powerfully, magically “adherent” to any stone or earth surface for a few seconds. This temporary bond makes him utterly immovable, allowing him to hold his ground against a powerful charge, absorb the shock of a rockfall, or brace himself while operating massive, steam-powered machinery.

Lore

These greaves are not standard military issue but are instead a specialized piece of industrial and defensive equipment, traditionally forged for Anuran Quarry Wardens. These are the individuals tasked with the most dangerous jobs in Abbeville: operating the massive, high-recoil steam-hammers used for cracking bedrock, or serving as the living anchor-points for safety lines on sheer, unstable cliff faces. The forging process is a guarded secret of the artisan guilds, involving an alchemical technique where plates of iron and granite are heated to near-melting and then fused together under immense pressure. This creates a unique composite material with the incredible density of stone and the tensile strength of steel.

The magical circuit etched into the surface is deceptively simple, but its creation is a sacred act. The conductive channel is filled with a paste made from powdered lodestone and the crafter’s own viscous skin secretion, which acts as a bonding agent. When a current of will is passed through this circuit, it doesn’t create a magnetic field, but rather a temporary, magical “adhesion” to the silicate particles found in earth and stone. To activate the greaves is to ask the very ground to accept the wearer as part of itself. As such, Quarry Wardens often whisper a short prayer to Gravok with the activation, asking the Shaper to grant them the endurance of the mountain.


Item Values

  • Tier 1 Stats:
    • Armor Class: As part of a heavy armor set, they provide a +2 bonus to AC against attacks originating from the ground (such as from a low-lying creature or a trap).
    • Speed Penalty: The sheer weight and anchoring design reduce the wearer’s base movement speed by 10 feet.
    • Strength Requirement: The wearer must have a Strength score of at least 15 to move in these greaves without suffering additional penalties.
  • Skills Gained:
    • Athletics: The wearer is considered proficient in the Athletics skill. If they are already proficient, they gain Advantage on any Athletics check made to resist being shoved or knocked prone.
  • Passive Magics:
    • Unflinching Stance: The wearer has Advantage on all saving throws against effects that would forcibly move them, knock them prone, or otherwise alter their positioning against their will.
    • Low Center of Gravity: The greaves’ perfect balance makes the wearer a bastion of stability. Any time the wearer is subjected to forced movement, the distance they are moved is halved.
    • Earthen Vigor: While the wearer is standing on a natural stone or earth surface, they feel a deep connection to the ground. They gain 1 additional hit point any time they are healed by a spell or magical effect.
  • Activatable Magics:
    • Anchor of Stone (3 uses per Long Rest): As a Reaction when you are about to be moved or knocked prone, or as a Bonus Action on your turn, you can activate the adherent circuit. Until the start of your next turn, your speed becomes 0, you are immune to being moved or knocked prone, and you automatically succeed on any check to avoid being pushed.
    • Tectonic Slam (1 use per Long Rest): As an Action, you can channel the anchoring power of the greaves into a powerful stomp. All creatures standing on the ground within a 5-foot radius of you must succeed on a Strength saving throw or be knocked Prone.
  • Specific Slot: Legs Slot. These are unequivocally heavy armor and cannot be worn with medium or light armor sets.
  • Tags: Armor, Heavy, Legs, Anuran, Abbevillian, Magical, Defensive, Control, Anchoring, Earthen, Immovable, Utility, Grounding, Industrial, Warden-Gear, Composite-Material, Area-of-Effect, Knockdown, Bracing, Situational, Balanced

The Bedrock Greaves 215 are not common adventurer’s loot but are considered specialized industrial equipment. Their sale is limited to venues that understand and cater to a clientele in need of extreme, situational stability.


The Quarry Warden’s Guild Supplier (Abbeville)

  • The Shop: This is not a public shop but a guild-owned and operated supply depot located deep within an Anuran quarry-city. The space is a cavernous, functional warehouse smelling of steam-engine grease, wet stone, and hot metal. Its shelves are stocked with heavy chains, steam-piston components, and other industrial-grade hardware, not polished armor or weapons.
  • How It Is Acquired: The greaves are sold directly, but only to licensed professionals. A buyer must present a valid Quarry Warden’s Guild charter or a letter of commission from a recognized Anuran clan. The sale is recorded in a guild ledger, as the equipment is considered a restricted technology. Selling these greaves to an unauthorized party is a severe offense.
  • Cost: 20 Rhodium (200 Platinum). This is the baseline “guild price,” representing the cost of materials and labor. It is expensive, but considered a standard and necessary investment for professionals in the field.

The Industrial Salvage Yard (Major Trade Hub)

  • The Shop: In a sprawling port city outside Abbeville, a place like “Grizelda’s Industrial Salvage & Surplus” would be the most likely spot to find a pair. The “shop” is a massive, muddy yard filled with mountains of scrap, decommissioned steam-constructs, and strange machinery salvaged from shipwrecks and failed ventures across Saṃsāra.
  • How It Is Acquired: The greaves would be a rare find, likely a single, second-hand pair salvaged from a trade accident or sold by a desperate Anuran far from home. The sale is a direct, haggled negotiation with the yard’s shrewd owner. The item is sold “as-is,” with no guarantee of its magical circuit’s function or structural integrity.
  • Cost: The starting price is entirely at the owner’s whim, likely beginning around 35 Rhodium (350 Platinum). A savvy buyer who can demonstrate knowledge of the item’s flaws might negotiate the price down, while an obviously wealthy or desperate customer will be ruthlessly overcharged.

The Aegis Mercenary Outfitters (High-End Armorer)

  • The Shop: This is an immaculate, high-end armory in a wealthy metropolis that caters to elite mercenary captains and the bodyguards of the rich. The shop is well-lit and organized, with its wares displayed on armored mannequins like works of art.
  • How It Is Acquired: The proprietor would have imported a single, pristine pair of Bedrock Greaves as a specialty solution for a niche security problem—namely, creating a truly “immovable” sentinel. The sale is a professional consultation; the shopkeeper would explain the greaves’ function, tactical applications, and maintenance requirements.
  • Cost: 50 Rhodium (500 Platinum). The price is non-negotiable and reflects a significant markup for the shop’s services, the cost of import, and the curated value of having such a unique defensive solution available for immediate purchase. The buyer is paying for guaranteed quality and expert advice.

The Bedrock Greaves 215 are a tactical tool, with roleplay applications centered on the concept of absolute, unyielding stability. Their use transforms the wearer from a mobile combatant into an immovable object, creating unique defensive and offensive opportunities.


Defensive Roleplay Applications

Defensively, the greaves are used to create an unbreakable anchor point, control chokepoints, and nullify enemy tactics that rely on movement or force.

Narrow Passages (Corridors, Bridges, Alleyways)

This is where the greaves excel, allowing the wearer to become a living wall.

  • Roleplay Example: A massive, raging beast is charging the party down a 10-foot-wide stone bridge. Marn plants himself squarely in the middle.

It goes no further,” he states calmly. As the beast is about to collide, he uses his reaction to activate Anchor of Stone. The circuits on his greaves flare with an earthy light. “The behemoth crashes into him not as a creature, but as an extension of the bridge itself. There is a sickening crunch of bone as the beast’s own momentum crushes it against an object with the inertia of a mountain. Marn doesn’t even slide an inch; he simply holds the line.”

Open Terrain (Battlefields, Clearings)

In open spaces, the greaves are used to protect key allies or objectives by creating a zone of absolute stability.

  • Roleplay Example: Enemy cavalry is about to trample the party’s vulnerable spellcaster.

“Marn shoves his ally behind him and activates Anchor of Stone. The warhorse, expecting to run down its target, slams into Marn as if it had charged a stone wall. The horse is thrown sideways, its charge completely broken, and its rider tumbles to the ground. Marn has neutralized the powerful charge not by attacking, but by simply refusing to yield.”

Dynamic & Hazardous Environments (Ship Decks, Crumbling Ruins)

In places where the environment itself is a threat, the greaves provide an unparalleled level of safety and control.

  • Roleplay Example: The party is fighting on the tilting deck of a ship in a raging storm. A massive wave threatens to wash everyone overboard.

“While others slide on the slick wood, Marn activates Anchor of Stone. The magic latches onto the deck with grim tenacity. He becomes the only fixed point in the chaos, grabbing the ship’s mast with one hand and a struggling party member with the other, literally anchoring them to the ship against the fury of the sea.”


Offensive Roleplay Applications

Offensively, the greaves are used to disrupt enemy formations, control the battlefield, and turn the environment itself into a weapon.

Narrow Passages

Here, offense is about manipulating the enemy’s position and creating chaos.

  • Roleplay Example: The party has a group of enemies bottled up in a dead-end alley.

Pin them!” a party member shouts. Marn charges forward and, once in the middle of the enemies, activates Tectonic Slam. “He brings his foot down with a crack of energy. The ground itself heaves, and the shockwave throws the thugs off their feet, sending them sprawling on the cobblestones. They are now a helpless, prone mess, perfectly vulnerable to the rest of the party’s attacks.”

Open Terrain

The greaves are a perfect tool for shattering disciplined enemy formations.

  • Roleplay Example: A tight phalanx of hobgoblin soldiers is advancing, their shields locked.

“Marn finds a way into the heart of their formation. Before they can properly react, he stomps the ground, unleashing the Tectonic Slam. The localized quake ripples through their ranks. The soldiers’ locked shields are thrown into disarray as they are knocked from their feet. Their perfect, disciplined wall is instantly transformed into a chaotic jumble of prone bodies.”

Dynamic & Hazardous Environments

The true power of the greaves is turning the instability of an environment into an offensive tool.

  • Roleplay Example: Marn is fighting a nimble assassin on a rickety, crumbling stone bridge high above a chasm.

“The assassin mocks Marn’s heavy armor, dancing around him on the precarious bridge. As the assassin moves to a particularly fragile-looking section, Marn activates Anchor of Stone to secure his own footing. He then unleashes his Tectonic Slam. The shockwave doesn’t just affect the assassin; it travels through the bridge itself. The section beneath the assassin’s feet cracks and gives way, plunging the overconfident foe into the chasm below. Marn weaponized the bridge’s weakness.”

Perception of Activation:

When the wearer activates the Anchor of Stone ability of the Bedrock Greaves, the perception is one of immense, grounding power, unmistakable to both the user and any nearby observers.


User’s Perspective (Marn)

  • Physical Sensation: The primary feeling is a sudden and profound increase in weight and density. It feels as though his legs are instantly turning to solid lead, followed by a powerful sensation of being fused to the ground beneath him, as if roots have shot out from his feet and burrowed deep into the earth. A deep, steady thrumming vibration travels up his legs, a feeling of immense, contained power.
  • Auditory: The activation is not silent. It begins with a low, grinding sound, like a massive stone slab being dragged into place. This is immediately followed by a deep, resonant hum that seems to emanate not from the greaves themselves, but from the very ground he stands on.
  • Extra-Sensory Perception:
    • Vibrational Sense: Marn’s innate sense feels a perfect, sudden synchronization between his own body and the earth. The chaotic vibrations of the battlefield fade away, replaced by a single, unwavering note of absolute stability. It feels like he and the stone have become a single, unified entity.
    • Ley Line Attunement: He perceives the greaves tapping into the local ley line, not to draw power, but to use its powerful flow as a stabilizing current. It feels less like drinking from a river and more like dropping a massive anchor into its depths.

Observer’s Perspective

  • Visual: The most obvious sign is that the magical circuits etched into the greaves flare with a steady, pulsing amber light. From the soles of the boots, visible tendrils of earthy, magical energy seem to arc and burrow into the ground, which may crackle or glow faintly in response. Dust and small pebbles often levitate an inch or so off the ground around the user’s feet.
  • Auditory: An observer hears a distinct, low-frequency THRRRUMMM, a sound like a monolith settling into its foundation. This is followed by a continuous, deep hum that can be felt in the chest of those standing nearby.
  • Extra-Sensory Perception:
    • Magical Sense: A magically attuned observer would perceive a powerful, localized surge of abjuration and earth magic. It is not an explosive effect, but a field of incredible magical density and inertia, focused entirely on the concept of stability.
    • Empathic Sense: An empath would feel a palpable, overwhelming wave of pure, unyielding intent. It’s the raw concept of immovability and defiance given magical form—a feeling of absolute refusal to yield.

Positives

  • Unambiguous Tactical Cue: The glowing circuits and deep hum provide a clear and unmistakable signal to allies that the wearer is now an immovable anchor, a rallying point, or a solid piece of cover.
  • Intimidation Factor: The sight and sound of someone magically fusing themselves to the ground can be deeply intimidating, often causing charging enemies to hesitate or change their target.
  • Sensory Reinforcement: For the user, the sensory feedback is empowering, confirming the connection to the earth and reinforcing their resolve to stand firm.

Negatives

  • Obvious Target: The glowing, humming greaves make the stationary user an extremely obvious target for ranged attackers or spellcasters who don’t need to physically move them.
  • Lack of Subtlety: It is impossible to activate this ability with any subtlety. It immediately announces the user’s intention and position to everyone in the vicinity.
  • Informative: A knowledgeable observer can instantly identify the nature of the magic at play (earth, abjuration, stability), giving them valuable information about the user’s capabilities and gear.

Blueprint: Warden’s Grounding Greaves

This schematic outlines the complex process for forging a pair of Tier-1 heavy greaves in the Abbevillian style. The final product is a testament to pragmatic design, providing unparalleled stability at the cost of mobility. It requires a rare fusion of armorsmithing, stonemasonry, and runic alchemy.


Materials Needed:

  • Structural Components:
    • 2x High-Carbon Steel Plates (for the inner frame)
    • 2x Dense Quarry Granite Slabs (for the outer shell)
    • 1x Roll of Basalt-Beast Leather (for padding and straps)
  • Runic Circuit Components:
    • 1x Pouch of Finely Powdered Lodestone
    • 1x Vial of Anuran Skin Secretion (Adhesive-Grade)
    • 1x Spool of Silver Inlay Wire
  • Alchemical Reagents & Consumables:
    • 1x Jar of Granite-Binding Flux
    • 2x Vials of High-Temperature Tempering Oil

Tools Required:

  • Primary Forge: Access to a Stone-Forge, capable of simultaneously heating both metal and stone to precise temperatures. A standard forge will not suffice.
  • Artisan’s Kits:
    • A complete Masterwork Armorsmith’s Kit.
    • A complete Stonemason’s Kit (including heavy-duty chisels and grinders).
    • A Runescribing Kit with fine-tipped inlay tools.
  • Heavy Equipment:
    • A high-tonnage Steam-Press for fusing the composite plates.

Skill Requirements:

  • Primary Proficiency: The crafter must possess Journeyman-level proficiency in Armorsmithing.
  • Secondary Proficiencies: The crafter must also be proficient in Stonemasonry and Alchemy. Attempting the composite fusion without knowledge of both disciplines is extremely dangerous.
  • Recommendation: An Anuran crafter is highly recommended, as they can provide the specific grade of skin secretion required for a stable and long-lasting runic circuit. Sourcing this material otherwise is exceedingly difficult and expensive.

Crafting Steps:

  1. Preparation of Plates: The process begins with shaping the core components. The steel plates are hammered into the basic form of the greaves’ inner layer. Simultaneously, the granite slabs are cut and ground down to a precise thickness, designed to fit perfectly over the steel plates.
  2. Composite Fusion: This is the most critical and dangerous step. The shaped steel and granite plates are coated in the granite-binding flux and heated in the Stone-Forge until they are both glowing hot and malleable. They are then immediately transferred to the Steam-Press and fused together under immense pressure, creating a single, incredibly dense composite material. This process must be done perfectly, as a flawed fusion will cause the granite to shatter.
  3. Final Shaping and Assembly: The cooled composite plates are given their final shape, with edges beveled and holes drilled for riveting. The basalt-beast leather is cut and stitched to form a padded interior lining and the heavy external straps are riveted into place.
  4. Circuit Inscription: Using the Runescribing Kit, a shallow, continuous channel is carefully etched into the outer surface of the fused plates, running from the knee down to the sole of the boot.
  5. Runic Infusion: The powdered lodestone is mixed with the Anuran skin secretion to form a thick, conductive paste. This paste is meticulously inlaid into the etched channel. The silver wire is then carefully hammered into the paste, sealing the circuit and providing a durable contact point.
  6. Final Attunement: To activate the greaves for the first time, the crafter must wear them and stand on natural earth or stone. They must then spend ten minutes focusing their will, pushing a small amount of their own life energy into the circuit. The process is complete when the circuit hums with a low, resonant frequency and the wearer feels a palpable, magnetic pull towards the ground beneath them.

Orrin and Mountain’s Root

Hark to this telling, for it is a cracked and faded thing, its words bent by the passing of ages, a poor echo of a song whose singers are but dust and memory. The saga is of Orrin, a Quarry Warden of the Anuran, and of the first Bedrock Greaves, from a time the old scribes call the Age of Unstable Earth.

In those days, the ground itself was a traitor. Saṃsāra was not solid, but a shifting, groaning thing. The earth-sickness was upon the land; tremors would shake the quarries without warning, and great chasms would open, swallowing homes and forges. The Anuran, whose faith was in the solidity of stone and the blessing of Gravok, found their world had become their greatest foe. The cliffs they carved their cities into began to crumble.

So it was that the Clan Mothers, their Marble-Patterns etched with deep worry, gathered in the Grand Forge. They decreed that a great work must be done. A tool must be made, not to shape the stone, but to command it—to hold the very world still. A champion was needed, one whose will was as strong as his back. They chose Orrin, a Warden whose legs were thick as ancient tree trunks and whose gaze was steady as the horizon. His task was to forge an anchor, an armor that could root a single Anuran to the world’s core and create a point of stability in the chaos.

Orrin’s journey for the pieces, as the fragments tell it, was a great one. For the metal, he could not use common iron. He journeyed for a year to the Sky-Fall Mountains, a range of jagged peaks where a star had once fallen to the earth. There, he mined the star’s heart, a metal of impossible density, the crushing weight of which could tire a lesser Anuran to carry but a single piece. This was the star-iron.

For the stone, he could not use common granite. He descended into the deepest quarry, a place called the World’s Root, where it was said Gravok first laid hands upon Saṃsāra to begin the shaping. There he found stone that had never known the sun, stone that held the memory of the world’s first stillness. This was the root-granite.

For the circuit’s heart, a great and perilous task was set. He had to find the Cave of Whispering Stones, a place where the world’s magnetism was a wild storm. There, deep inside, was a pool of liquid lodestone, the very blood of the magnetic earth. It is said he had to bind his own hands in beast-hide soaked in oil to keep the star-iron tools from being ripped from his grasp. He gathered this liquid lodestone in a clay flask, and it pulsed with a life of its own.

Returning to his forge, Orrin began the great work. It was a forging that became legend. He used a steam-press powered by the raw, untamed breath of a geothermal vent. He heated the star-iron and the root-granite together, and with the great press, he fused them, a thing thought impossible. The sound of his hammer striking the composite plates was said to be so resonant, so full of purpose, that for miles around his forge, the earth-tremors ceased, as if the very land was listening.

When at last the greaves were shaped, massive and dark and impossibly heavy, he carved the channel for the circuit. He poured the liquid lodestone within, sealing it with a prayer. The greaves were finished. They sat on his anvil, silent and inert.

It was then that the Great Unmaking began. The most violent earthquake in memory tore at the heart of Abbeville. A chasm, a great wound in the earth, opened and raced toward the Grand Forge itself. As the people fled, Orrin did not. He took up the greaves, and the weight was a comfort. He strode to the edge of the widening chasm, where the ground tore itself apart, and there, between the two separating halves of his world, he put on the greaves and planted his feet.

He activated the circuit.

The telling here is clouded, the words on the runestone worn away. It speaks of a light, a deep amber glow. It speaks of a sound, a hum so low it shook the teeth. It says Orrin became one with the stone, that the mountain’s root grew through his feet and into the core of the world. He became an anchor.

The chasm stopped its growth at his feet. The great tremor, which had shaken mountains, broke against his unyielding form. He stood, a single, immovable point in a world gone mad, his legs a bridge between two warring halves of the earth. The strain was immense; the stone around his feet turned to glass from the pressure, but he did not move. He held the land together long enough for the Unmaking to pass and for the Stoneweavers to begin their great mending. He did not move a mountain; he held it together.

The Moral of the Story: For true strength is not the power to move the world, but the will to be the point that holds it still when it tries to tear itself apart.

Suggested conversions to other systems:

Dungeons & Dragons (5th Edition)

Greaves of the Unshakable Warden Wondrous item, uncommon (requires attunement)

These disproportionately large and heavy greaves are forged from layered iron and granite. A faint, earthy power emanates from the magical circuits etched into their surface.

  • Prerequisites: You must have a Strength score of at least 15 and be proficient with heavy armor to attune to these greaves.
  • Heavy Plating: Your base walking speed is reduced by 10 feet.
  • Unflinching Stance: You have advantage on saving throws made against any effect that would move you against your will or knock you prone.
  • Anchor of Stone: The greaves have 3 charges. As a bonus action, you can expend 1 charge to activate their anchoring circuit. For 1 minute, your speed becomes 0, and you are immune to being moved or knocked prone by any means. You can end this effect on your turn as a free action. The greaves regain all expended charges daily at dawn.
  • Tectonic Slam: As an action, you can expend 1 charge to slam your foot into the ground, sending a shockwave outwards. Each creature standing on the ground within 5 feet of you must succeed on a DC 13 Strength saving throw or be knocked prone.

Blades in the Dark

Foundry-Stance Greaves A pair of massively oversized greaves, clearly of industrial design. They seem to weigh more than they should and make a low, grinding sound when the wearer walks. (Heavy, 2 Load)

These were not made for soldiers, but for the foremen of the great foundries, who had to brace themselves against the recoil of massive steam-hammers and the lurching of industrial machinery.

  • Special Qualities:
    • Anchored: This is considered heavy armor. You have armor against consequences from falling, being shoved, or knocked off your feet.
    • Immovable: When you stand your ground to Resist a physical force, you can choose to take +1 Effect instead of rolling. You describe how you simply refuse to be moved.
  • Activatable Abilities:
    • Lock Down: Once per score, you can magically adhere the soles of the greaves to the ground. For the rest of the scene, you cannot be moved by anything short of a collapsing building. You could use this to hold a closing gate open, brace a crumbling wall, or act as an anchor point for a rope. While this effect is active, you cannot move from your current spot.
    • Disrupting Stomp: When you lead a Group Action using Wreck or Command, you can stomp your foot to create a localized tremor. Your crew gets +1d to their rolls as you shatter the ground and your enemies’ confidence.

Call of Cthulhu (7th Edition)

Greaves of the Basalt Monolith A pair of heavy, oily black greaves carved from a stone not of this earth. They are unnaturally dense and cold to the touch. Faint, geometric patterns are carved into their surface that seem to shift when not directly observed.

These artifacts were found at the base of a cyclopean monolith in a forgotten polar city. They seem to impose their own alien sense of stability upon the wearer.

  • Armor: 4 points of armor protection for the legs.
  • Game Mechanics:
    • Unwieldy: The greaves are incredibly heavy. The wearer suffers one Penalty Die on all Dodge, Jump, and Stealth rolls.
    • Supernatural Foundation: The wearer cannot be knocked prone or pushed back by any non-magical means as long as they are standing on solid ground. They automatically succeed on any check to maintain their footing.
    • Anchor of Reality (Mythos Power): By spending 5 Magic Points and 1d3 Sanity points, the wearer can attune the greaves to the fundamental laws of their reality for one minute. During this time, they are immune to all forms of forced movement (physical, magical, or telekinetic) and gain one Bonus Die on all Sanity rolls made to resist phenomena that would warp their sense of space and perception (e.g., viewing non-Euclidean geometry).
    • Concussive Stomp: Once per day, the wearer may stomp their foot, costing them 1d2 Sanity points. All other characters within 10 feet must succeed on a DEX roll or be knocked from their feet.

Knave (2nd Edition)

Bedrock Greaves A pair of massive greaves made from fused iron and granite plates. They are incredibly heavy.

  • Slots: These greaves are bulky and take up 2 of a character’s 10 inventory slots.
  • Qualities:
    • Your base speed is reduced by 10 feet.
    • You cannot be pushed against your will by non-magical attacks or effects.
    • You have Advantage on all saves to resist being knocked prone.
  • Abilities:
    • Anchor Down: The greaves hold 3 charges, which refresh each day. As an action, you can spend a charge to magically root yourself to the ground. For the next minute, your speed is 0 and you are completely immune to any form of forced movement, magical or mundane. You can end this effect at any time.
    • Ground Slam: You can spend 1 charge as an action to slam your foot into the ground. All creatures standing within 5 feet of you must save versus Stone or be knocked prone.

Fate Core

Greaves of the Unmoving Mountain This is an Extra, representing a powerful piece of equipment that defines a character’s capabilities. It grants both passive benefits and active stunts.

  • ASPECTS:
    • High Concept: Immovable Anuran Anchor-Plates
    • Trouble: Slow, Heavy, and Deliberate
    • Other: Rooted to the World’s Core
  • STUNTS:
    • Unflinching Stance: Because I am anchored by my greaves, I get a +2 to Defend against any Physique or Fight action trying to knock me prone or physically move me from my zone.
    • Anchor of Stone: Twice per session, I can declare that I am rooting myself to the spot. For the rest of the scene, I cannot be moved from my zone by any means. While this is active, I can grant allies in my zone a +2 bonus when they use me as cover or a bracing point for an Overcome action. My own movement is 0 while this is active.
    • Tectonic Slam: Once per session, I can take a full action to slam my foot into the ground. I automatically Create an Advantage, placing the Situation Aspect Quaking, Unstable Ground on my current zone with two free invocations.

Numenera & Cypher System

Gravitic Anchoring Greaves These are an Artifact, a piece of prior-world technology that manipulates gravity and mass in a localized field.

  • Level: 6
  • Form: A pair of oversized, heavy greaves made of a fused iron-granite composite, with glowing circuits that trace their surface.
  • Effect:
    • Passive: The wearer’s Speed is reduced by 5 feet. The wearer gains an asset on all Might defense rolls to resist being knocked prone or moved against their will.
    • Active: As an action, the wearer can activate the anchoring field. For one minute, their Speed becomes 0, but they are completely immune to any and all forced movement or being knocked prone. Any creature that ends its turn adjacent to the anchored wearer must succeed on a level 4 Might defense roll or be knocked prone by the gravitational distortions.
    • Active: As an action, the wearer can stomp, unleashing a localized shockwave in an immediate area. All other creatures must succeed on a level 4 Speed defense roll or be knocked prone. Each use of this ability triggers the depletion roll.
  • Depletion: 1 in 1d20 (Check only when the shockwave stomp is used).

Pathfinder (2nd Edition)

Warden’s Bedrock Greaves Item 6 Uncommon Anuran Magical Abjuration

  • Price 230 gp
  • Usage worn boots; Bulk 2
  • These massive greaves are forged from plates of fused iron and granite. They feel incredibly heavy, and grant the wearer a profound sense of stability.
  • Game Mechanics: While wearing the greaves, your Speed is reduced by 5 feet. You gain a +2 item bonus to your Fortitude DC against any effect that would forcibly move you (such as a Shove) or knock you prone.
  • Activate [reaction] Anchor Stance (Abjuration); Trigger You are targeted by an effect that would forcibly move you or knock you prone; Frequency once per minute; Effect The triggering effect fails, and you are not moved or knocked prone. You are then immobilized until the start of your next turn.
  • Activate [two-actions] Tectonic Slam (Evocation, Earth); Frequency once per 10 minutes; Effect You strike the ground, sending a shockwave. Each creature in a 5-foot emanation must attempt a DC 21 Reflex save.
    • Critical Success The creature is unaffected.
    • Success The creature is flat-footed until the start of its next turn.
    • Failure The creature is knocked prone.
    • Critical Failure The creature is knocked prone and takes 2d6 bludgeoning damage.

Savage Worlds (Adventure Edition)

Anuran Anchor Greaves A piece of specialized industrial gear from the Anuran Quarry Wardens, these massive greaves allow the user to become nearly immovable.

  • Armor: +0
  • Weight: 15
  • Notes:
    • Heavy: The wearer’s Pace is reduced by 2, and their running die is a d4.
    • Unflinching: The greaves’ immense, balanced weight makes the wearer incredibly stable. They gain a +4 bonus to Strength rolls to resist being pushed and to any roll made to resist being knocked Prone.
    • Anchor Down (Action): Three times per day, the wearer can activate the greaves’ magical circuits to root themselves to the ground. For 3 rounds, they cannot be moved by any means, but their Parry is reduced to 2 (as they cannot dodge effectively) and their Pace becomes 0. The wearer may end this effect as a free action.
    • Ground Slam (Action): Once per day, the wearer can stomp the ground forcefully. This is treated as a Medium Blast Template centered on the user. All other characters within the template must make an Agility roll at -2 or be knocked Prone.

Shadowrun (6th World)

Ares “Anchor” Industrial Stabilizers A set of heavily armored and oversized mag-boots designed for high-gravity or zero-G industrial work, repurposed by Ares Macrotechnology for their elite urban pacification squads. They are bulky, loud, and incredibly effective.

  • Armor Rating: +2
  • Availability: 14R
  • Cost: 22,000¥
  • Game Mechanics:
    • Heavy Plating: The greaves add +2 to your Armor Rating. Due to their bulk, you suffer a -1 penalty to your Agility attribute for calculating your initiative.
    • Gravitic Stabilizers: The wearer cannot be knocked prone by physical means (including explosions or crash damage) and gains 4 Edge on any test to resist being physically moved against their will.
    • Mag-Lock (Minor Action): The wearer can magnetically lock the boots to any ferrous surface. While locked, their speed is 0 but they are considered a fixed object and cannot be moved by any force short of destroying the surface they are attached to.
    • Concussive Pulse (Major Action): Once per combat, the wearer can stomp, releasing a localized subsonic pulse from the greaves. Any character within 2 meters must make a Body + Strength test against a Damage Value of 4. Failure means they are immediately knocked prone.

Starfinder

Warden’s Bedrock Greaves Level 6 Magic Item (Worn Boots)

  • Price 4,200 credits
  • Bulk 2
  • These massive greaves, forged from a composite of granite and iron, feel impossibly heavy. They are covered in circuits that pulse with a faint, earthy light when activated.
  • Game Mechanics:
    • Anchored: While wearing these greaves, your land speed is reduced by 10 feet.
    • Unyielding: You gain a +4 item bonus to your KAC against bull rush, reposition, and trip combat maneuvers. You automatically succeed at any check to remain standing on uneven or shifting ground.
    • Activate — Anchor Stance (Standard Action); Frequency once per day; Effect For 1 minute, you root yourself to the ground. Your speed becomes 0, and you cannot be moved from your space by any means, including telekinetic effects. While in this stance, you gain DR 5/—. You can end this effect as a move action.
    • Activate — Tectonic Slam (Standard Action); Frequency once per day; Effect You strike the ground, creating a shockwave in a 15-foot cone. Creatures in the area must succeed at a DC 20 Reflex save or be knocked prone.

Traveller (Mongoose 2nd Edition)

Gravitic Anchor Greaves (TL 12) These military-grade greaves are a product of high-tech gravitic manipulation, designed for ship boarding actions and crowd control in variable gravity environments.

  • Weight: 8 kg
  • Power: Power Pack (Waist)
  • Cost: Cr 450,000
  • Game Mechanics:
    • Heavy Servos: The greaves are powered and do not reduce the wearer’s speed, but they are clumsy. The wearer suffers a DM -1 on all Dodge attempts.
    • Inertial Compensator: The internal gyroscope and gravitic plates make the wearer incredibly stable. The wearer is immune to being knocked prone or pushed by explosions or physical impacts of a similar scale.
    • Gravitic Anchor (Action): The wearer can activate the anchoring field, drawing 2 power units per round. For as long as the field is active, the boots generate a localized 3G field, rooting them to the spot. Their Strength is effectively considered 18 for the purposes of resisting any attempt to move them.
    • Gravitic Pulse (Action): The wearer can release a focused gravitic pulse into the ground, drawing 5 power units. All characters within a 2-meter radius must succeed on an Average (8+) DEX or STR (Endurance) check or be knocked prone.

Warhammer Fantasy Roleplay (4th Edition)

Karaz-a-Karak Oathgold Greaves A pair of master-crafted gromril and oathgold greaves from the workshops of the Dwarf Engineer’s Guild. They are inscribed with minor runes of stability and are said to contain a sliver of stone from the foundation of the Everpeak.

  • AP: 2 (Legs)
  • Encumbrance: 2
  • Qualities: Durable, Fine (+20), Reinforced
  • Game Mechanics:
    • Dwarf Crafted: This is a suit of Plate Greaves. Its Fine quality means its Encumbrance value does not count toward the wearer’s limit.
    • Unshakable Foundation: The wearer cannot be moved by a non-magical Shove or Charge attempt from any creature of their own Size or smaller. They gain a +30 bonus to any Opposed Test to resist being moved by other means.
    • Rune of Steadfastness: These greaves are inscribed with a minor Rune of Steadfastness. Once per day, the wearer may activate the rune as an Action. For the next 3 rounds, they become completely immovable by any means, magical or mundane. Any character who successfully hits the wearer with a Melee attack while this rune is active must succeed on a Challenging (+0) Agility Test or gain 1 Prone Condition as they recoil from the unyielding impact. The wearer’s Movement becomes 0 while the rune is active.