Seismic Greaves of the Iron Grove 507

From: Sequothera Capensis 742

Slot: Leg Slot (Left and Right).

Description: Two oversized, hinged leg-guards fashioned from repurposed ship-hull plating and thick leather straps. They are specifically contoured to fit the braided root-limbs of the creature.

Abilities: These greaves stabilize the creature’s bipedal gait during rapid movement, providing a +3 AC bonus.

Lore The Seismic Greaves of the Iron Grove 507 are relics of the Fallen Shipwreck Epoch, forged from the reinforced hull plating of the Iron Grove, a legendary merchant vessel that met its end against the jagged basalt reefs of the 73 Island countries. During the Wilderness Conquest, the first walking trees realized that their massive, braided root-limbs were susceptible to splintering and erosion when navigating the rocky, unstable terrain of the island interiors. Artisans from the Short Rock-Eater guilds discovered that by shaping the salt-tempered metal of the Iron Grove and lining it with the cured hide of feral beasts, they could create a stabilizing brace that harmonized with the earth itself. The number 507 marks this pair as the final set produced before the shipwreck’s metal supply was exhausted, making them a rare bridge between nautical engineering and arboreal defense.

Specific Tier One Stats

  • Armor Check (AC): +3.
  • Item Level: Tier 1 (Common).
  • Item Health Points (HP): 10 plus character maximum HP.
  • Weight: 15 lbs.
  • AC Limit: Compliant (Does not exceed 3 AC per item level).

Skills Gained When Openly Worn

  • Athletics: +1 temporary skill point.
  • Intimidation: +1 temporary skill point (due to the heavy, booming echo of the metal steps).

Multiple Passives Magic

  • Iron Root Stability: The wearer cannot be moved or knocked prone by non-magical winds or water currents.
  • Hull-Plating Fortitude: The greaves are immune to corrosion from saltwater and provide a +2 bonus to saving throws against environmental erosion effects.
  • Gait Rhythms: The mechanical hinges assist the avatar’s movement, reducing the fatigue accumulated from long-distance traveling in Unsafe Areas.

Multiple Activatable Magics

  • Seismic Stomp: As an action, the user can slam a greave into the ground, creating a localized vibration that reveals hidden underground cavities or burrowing creatures within 15 feet.
  • Hull Lock: The wearer can mentally command the hinges to lock into a rigid state, providing an additional +2 to Armor Check against a single incoming melee attack, though this reduces movement speed to zero for the next turn.

Specific Slot

  • Leg Slot (Left and Right).

Additional Tags

  • Repurposed-Metal, Ship-Hull-Plating, Bipedal-Stabilizer, Salt-Tempered, Heavy-Hinged, Seismic-Conduit, Tier-1-Common, Root-Contoured, Anchor-Tread, Geode-Cracker, Reef-Hardened, Kinetic-Dampener, Tectonic-Sync, Nautical-Legacy, Impact-Shielded, Subterranean-Sonar, Hull-Bound, Heavy-Pace, Erosion-Resistant

Acquisition of the Seismic Greaves of the Iron Grove

The Seismic Greaves of the Iron Grove 507 are typically obtained by those brave enough to scavenge the dangerous basalt reefs of the 73 Island countries, where the remnants of the shipwrecked vessel Iron Grove still rest. Adventurers may also acquire them as a reward for assisting the Short Rock-Eater guilds, who were the original artisans behind the repurposing of the hull plating. In combat, a pair might be looted from a defeated heavy-armored avatar of the Wilderness Conquest era, though such items are considered rare bridges between nautical engineering and arboreal defense.

In the world of Saṃsāra, these greaves are traded in specific commercial environments:

  • Salvage Yards and Nautical Smithies: Located in coastal port cities, these shops specialize in repurposed maritime metals. Here, the greaves can be bought for approximately 35 to 50 Gold pieces, reflecting the scarcity of the remaining hull metal.
  • Guild-Sanctioned Heavy Armorers: Found in larger city centers, these vendors offer “Hull-Plating Fortitude” gear to bipedal avatars requiring stabilization. Due to the item’s Tier 1 (Common) status and salt-tempered durability, they sell for a standard rate of 40 Gold pieces.
  • Frontier Trading Posts: In remote island interiors, a trader might sell a battered set for as little as 25 Gold pieces if they lack the expertise to repair the hinges, or they might accept a high-value trade of “Tier 1 Magic Crystals” in exchange.

When selling these greaves, players must account for the World Bank’s 1% transaction fee for currency conversion. Most vendors will purchase the greaves for half their market value, citing the specialized “root-contoured” fit which limits the potential buyer pool.

Tactical Deployment of the Seismic Greaves

The Seismic Greaves of the Iron Grove 507 serve as the foundation for both immovable defense and destructive force, utilizing their nautical origin to master the terrestrial environment.

Offensive Roleplay and Tactics

  • Tectonic Impact: In combat, the avatar utilizes the sheer mass of the ship-hull plating to turn every step into a weapon. By stomping near an opponent, the Seismic Stomp activation is used to unbalance enemies or flush out subterranean lurkers, turning the ground itself against the foe.
  • The Booming Advance: Leveraging the +1 Intimidation bonus, the avatar roleplays a terrifying, relentless advance. The heavy, rhythmic thrum of metal on stone acts as psychological warfare, forcing smaller opponents to hesitate or flee before the first blow is even struck.
  • Hull-Locked Charges: During a forward assault, the avatar can momentarily activate Hull Lock at the end of a movement to become a living battering ram. The rigid, unyielding nature of the metal plates ensures that the force of the avatar’s momentum is transferred entirely into the target without the legs buckling under the strain.
  • Anchor-Tread Grappling: In offensive wrestling or grappling, the Iron Root Stability allows the wearer to “anchor” their position. This makes it impossible for an opponent to lift or throw the avatar, allowing the user to dismantle their enemy with heavy strikes from a perfectly stable base.

Defensive Roleplay and Applications

  • Immovable Bastion: In environments with high winds, rushing rapids, or shifting sands, the greaves function as an environmental anchor. The Iron Root Stability ensures the avatar remains standing even when the landscape itself attempts to sweep them away.
  • Seismic Awareness: In defensive posturing, the user utilizes the Seismic Stomp to “map” the battlefield. By sending vibrations through the rock, the avatar detects the approach of invisible enemies or the structural integrity of the ground, preventing ambushes and ensuring they never stand on a weak point.
  • Reinforced Joint Defense: When targeted by low-sweeping attacks or “Trip” maneuvers, the +3 AC bonus and root-contoured fit protect the sensitive joints of the lower trunk. Roleplay involves the metal plating absorbing the impact of blades and hammers with a resonant clang, leaving the avatar unscathed.
  • Hull Lock Emergency: As a last-resort defense against a heavy-hitting boss or mechanical construct, the avatar activates Hull Lock. The greaves fuse into a singular, rigid pillar of salt-tempered steel, granting an additional +2 Armor Check to withstand a strike that would otherwise shatter organic limbs.
  • Corrosion Resistance: In the salt-heavy air of the 73 Island countries or deep underwater caves, the Hull-Plating Fortitude passive ensures the greaves never rust or seize up, maintaining the avatar’s mobility while other armored foes find their gear failing in the briny atmosphere.

Perception of Activation:

  • User’s Perspective
    • The avatar feels a deep, thrumming vibration traveling up from the soles of the feet through the root-limbs, as if their pulse has synchronized with the heartbeat of the tectonic plates.
    • Upon activating Seismic Stomp, a momentary surge of heat radiates from the salt-tempered plating, followed by an immediate sense of “grounding” where the avatar feels significantly heavier and more connected to the earth.
    • Extra-sensory “Lithic Resonance” allows the avatar to “hear” the density of the ground; solid rock sounds like a clear bell, while hollow spaces or burrowing creatures sound like muffled, scratching static.
    • Through the Hull Lock, the avatar experiences a total loss of joint sensation in the legs, replaced by a feeling of cold, absolute rigidity as if they have become a natural geological feature.
  • Observer’s Perspective
    • Observers see a ripple of dust and pebbles kick up from the avatar’s feet as the greaves settle into the earth.
    • When the Seismic Stomp is triggered, a visible distortion wave shimmers in the air around the legs, and a low-frequency “boom” can be felt in the chest of anyone standing nearby.
    • The violet and orange light-leak from the inner seams of the metal plates intensifies, casting flickering, jagged shadows against the surrounding trees.
    • During a Hull Lock, the oversized plates hiss as they slide into place, releasing small puffs of salt-scented steam.
  • Positives
    • The absolute stability prevents the avatar from being interrupted during high-magnitude spellcasting or heavy physical labor by external forces.
    • The sonar-like ability to detect hidden cavities provides a massive tactical advantage when navigating treacherous ruins or searching for hidden loot.
    • The heavy metal construction provides superior protection against low-level combatants, effectively making the avatar’s legs immune to standard infantry weaponry.
    • The fatigue reduction from Gait Rhythms allows the avatar to reach destinations in Unsafe Areas faster and with more remaining energy than unarmored peers.
  • Negatives
    • The weight and “magnetic” connection to the earth make swimming or crossing deep water extremely hazardous, as the avatar sinks like an anchor.
    • The Seismic Stomp is loud and unmistakable, immediately alerting all nearby enemies to the avatar’s precise location.
    • While Hull Lock is active, the avatar is a sitting duck for ranged attackers or area-of-effect spells, as they cannot move to dodge.
    • The “Tectonic Sync” can be overwhelming in geologically active zones; a minor earthquake might leave the user stunned or disoriented as their senses are flooded with seismic data.

Recipe: Forging of the Seismic Hull-Greaves

Materials Needed

  • Salvaged Ship-Hull Plating: 20 lbs of salt-tempered, high-tensile steel salvaged from the wreckage of a maritime vessel (preferably the Iron Grove).
  • Cured Feral Hide: Two large sheets of thick, weather-treated leather to serve as the interior lining and strap material.
  • Pneumatic Hinge Assemblies: Four heavy-duty mechanical hinges capable of supporting several hundred pounds of pressure.
  • Seismic Tuning Fork: A small, enchanted rod made of basalt and copper, used to calibrate the metal’s resonance with the earth.
  • Tempered Iron Rivets: A collection of sea-salt resistant fasteners to bond the plating to the leather backing.

Tools Required

  • Heavy Industrial Forge: Capable of reaching temperatures sufficient to reshape reinforced ship-grade steel.
  • Hydraulic Press or Power Hammer: Used to contour the flat hull plates to the specific braided curves of the avatar’s root-limbs.
  • Leather-Working Kit: Including heavy-duty punches, waxed thread, and specialized needles for piercing thick hide.
  • Resonance Chamber: A small, stone-lined pit used to test and calibrate the vibration frequencies of the metal.

Skill Requirements

  • Master Metalworking (Nautical Focus): Knowledge of how to work with salt-tempered metals without making them brittle.
  • Advanced Engineering: Necessary to install the hinge assemblies so they assist movement rather than hindering it.
  • Geological Attunement: Proficiency in sensing earth vibrations to properly install the Seismic Tuning Fork.
  • Heavy Armor Smithing: Experience in balancing high AC values (+3) with the ergonomic needs of non-standard avatar limbs.

Crafting Steps

  • Preparation of the Hull: Scour the salvaged plating to remove barnacles and rust, then heat the metal to a cherry-red glow to begin the reshaping process.
  • Contouring the Roots: Use the power hammer to carefully bend the plates into a hinged, bipedal configuration that mirrors the “braided” anatomy of the avatar’s legs.
  • Lining and Strapping: Cut the cured feral hide to fit the interior of the plates. Rivet the hide to the metal, ensuring no sharp edges contact the avatar’s organic root-limbs.
  • Hinge Integration: Install the oversized hinges at the knee and ankle junctions. Test the “Hull Lock” mechanism manually to ensure the plates fuse into a rigid pillar when pressure is applied.
  • Seismic Calibration: Insert the Seismic Tuning Fork into a hidden compartment within the left greave. Place the greaves in the Resonance Chamber and strike them; adjust the tension until the metal hums in harmony with the surrounding bedrock.
  • Final Salt-Tempering: Submerge the finished greaves in a concentrated brine solution while they are still warm to reinforce the “Hull-Plating Fortitude” and prevent future corrosion.

Heavy Leg-Pots of Iron Trees That Drown 507

In the time of the Before-Before, when the big waters were very angry at the dry places, there was a great swimming wood-house. The swimming wood-house was called the Iron Grove. But the big waters lifted the Iron Grove and threw it against the sharp biting-stones of the Seventy and Three Water-Lands. The swimming wood-house experienced the death-sleep. Its skin of salt-tempered metal, which did not fear the wetness, was left to sit upon the biting-stones for many circles of the sun.

In this exact same time-place, the Walkers of Wood were fighting the Great Wild Problem. The Walkers of Wood were very tall and their arms were thick, but their walking-branches [translator note: the word here implies roots or tangled foot-hair] were very soft. When they walked upon the biting-stones or the shaking dirt, their walking-branches would snap. They would fall down. It was a time of great falling down. It was very embarrassing for the tall proud trees to kiss the dirt so often.

One Walker of Wood was named The Braided Trunk Who Trips Slowly. He was very sad. His numbers of not-dying were leaking away because the sharp stones kept biting his foot-hair. He looked at the sky and did the loud wind-voice. He said, “I am too tall to fall! The dirt is my enemy!” But the sky did not care, because the sky does not have feet.

The Braided Trunk walked with much pain to the dark mountain holes. Here lived the Men Who Are Wide And Eat Loud Dirt [translator note: Short Rock-Eaters or dwarf artisans]. The Walker said to the Head Dirt-Eater, “My walking-branches are weak. The ground is disrespectful. Make my feet heavy so I do not kiss the floor anymore.”

The Head Dirt-Eater, whose name was Hammer Hits The Thumb Often, looked into the fire-books. He said, “We must go to the biting-stones. We must peel the dead salt-metal skin from the Iron Grove. We will make you heavy pants.”

It was a very hard journey. They fought the angry water. They fought the pinching-crabs. They peeled the heavy metal from the dead swimming wood-house. It smelled of old fish and sadness. They dragged it back to the hot fire pits.

Then began the time of many mistakes. The Head Dirt-Eater hit the metal with his heavy hitting-sticks. In the try of one, the metal became too hot and melted into a puddle. The Walker of Wood stepped in it and his foot became a spoon. In the try of fifty, they made the metal like a square box. The Walker put his foot in, but the box had no bending-hinges. He could not walk. He stood still for three sun-circles and a bird made a nest in his nose. In the try of two hundreds, they lined the inside of the metal with the skin of the wild biting-beast. But the skin was not fully dead. It remembered being angry. It bit the Walker’s root-toes. In the try of five hundreds and six, they put the bending-hinges on backwards. When The Braided Trunk tried to walk forward, his feet walked backward. He fell on his back-face. The dirt laughed at him.

Then came the try of Five Hundreds and Seven.

The Head Dirt-Eater used the magic shaking-stick of stone [translator note: Seismic Tuning Fork]. He listened to the song of the deep rocks. He hit the salt-metal until it matched the song. He took the skin of a beast that was very, very dead and put it inside for softness. He used the strong water-metal pins to attach the big bending-hinges at the knee-places.

The Braided Trunk put the heavy leg-pots onto his tangled walking-branches. The writings say: “The magic happened very hard.” The Walker felt his blood match the blood of the ground. He was suddenly heavy like a mountain. The wind blew very fast, but he did not sway. The angry dirt shifted, but his feet held the dirt down.

He lifted his heavy leg-pot and slammed it into the floor. This was the Stomp of the Ground-Shaking. The sound was a giant BOOM. The dirt cried. The hidden bug-monsters under the dirt vibrated out of their holes and ran away because they were afraid of his loud feet.

Then, the enemies of the Great Wild Problem came to push him over. They ran at him with their pushing-hands. The Braided Trunk thought the secret thought. The bending-hinges clicked into the Lock of the Dead Boat. His legs became a single pillar of salt-metal. The enemies crashed into his legs and their heads broke like old fruit. He did not move. He was the anchor. He was immovable. He changed his name to He Who Makes The Dirt Afraid.

He walked into the dangerous places and his salt-metal leg-pots never rusted, because they were born in the angry water. He walked forever, and his heavy footsteps sounded like the heartbeat of the world.

The Moral of the Story: When your walking-branches are weak and the world tries to push you down, you must steal the skin of a dead boat, hit it with fire five hundred and seven times, and wear it on your feet. Only then will the ground stop disrespecting you, and only then will your enemies break their faces on your immovable pants.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: Deep-Tread Iron Braces

  • Item Type: Strange Antiquity / Mythos Relic
  • Skill Modifiers: The imposing, heavy footfalls grant a +10% bonus to Intimidate. The clanking metal imposes a -20% penalty to Stealth.
  • Armor: Provides 2 points of Armor against physical attacks targeting the lower body.
  • Passive (Nautical Stability): The heavy, salt-tempered construction lowers the wearer’s center of gravity. The wearer gains a Bonus Die on any opposed STR or SIZ rolls to resist being knocked prone, swept away by water, or moved against their will.
  • Passive (Corrosion Immunity): The braces are completely immune to environmental rusting and seawater degradation.
  • Active (Seismic Sounding): By driving the heavy heel into the ground, the wearer can send a localized vibration through the floor. The wearer may make a Listen roll with a Bonus Die to detect the presence of hollow cavities, hidden basements, or burrowing entities within 15 feet.

Blades in the Dark

Unique Name: Leviathan-Hull Greaves

  • Item Category: Specialized Armor / Gear.
  • Load: 2 (Heavy).
  • Armor Use: You may check this item to use it as Heavy Armor, reducing the severity of harm from a physical blow or a crushing environmental hazard.
  • Special Effect (Iron Root): When you roll to Resist a consequence involving being knocked down, thrown, or swept away by water/wind, you gain Potency (increasing your effectiveness or lowering the stress cost).
  • Special Effect (The Booming Advance): When you use the greaves to violently breach a space or intimidate a group, you may take +1d to a Command or Wreck roll, but you automatically fail any attempts to be quiet or subtle in that scene.
  • Active (Echolocation Stomp): You may push yourself (take 2 stress) to stomp the ground and immediately discern the structural makeup of the floor beneath you. The GM will reveal any hidden tunnels, traps, or moving entities directly below your current position.

Dungeons & Dragons (5th Edition)

Unique Name: Greaves of the Iron Grove

  • Wondrous Item: Leg wear, Uncommon (Requires Attunement).
  • Armor Class: You gain a +1 bonus to AC while wearing these greaves.
  • Weight: 15 lbs.
  • Iron Root Stability: You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will. Additionally, moving through non-magical difficult terrain caused by water or wind does not cost you extra movement.
  • Seismic Stomp (3/Day): As a bonus action, you can slam the greaves into the ground. You gain Tremorsense out to a range of 15 feet until the end of your next turn, allowing you to pinpoint invisible or burrowing creatures in contact with the ground.
  • Hull Lock: When you are hit by a melee attack, you can use your reaction to magically lock the pneumatic hinges. You gain an additional +2 bonus to your AC against that specific attack, potentially causing it to miss. If you use this reaction, your movement speed is reduced to 0 until the end of your next turn.

Knave (2nd Edition)

Unique Name: Ship-Iron Stompers

  • Item Type: Armor (Legs).
  • Slots Occupied: 2.
  • Armor Defense: +2 to your Armor Defense value.
  • Quality (Salt-Tempered): This item never loses Durability from water-based rust, acid, or environmental corrosion.
  • Passive (Anchor-Tread): You gain Advantage on any maneuver or saving throw to resist being pushed, tripped, or forcibly relocated.
  • Active (Subterranean Sonar): Once per exploration turn, you may stomp the ground loudly to map the immediate subsurface. The referee must truthfully reveal if there are any hollow spaces, buried treasures, or burrowing creatures directly beneath your location. This action generates significant noise and requires an immediate encounter roll.
  • Active (Hull Lock): Once per combat, you may declare a Hull Lock on your turn. You cannot move until your next turn, but all melee attacks against you suffer Disadvantage while you remain anchored.

Fate (Core/Condensed)

Unique Name: Tectonic Greaves of the Iron Grove

  • Type: Extra / Stunt-Granting Item
  • Aspect: Repurposed Ship-Hull Stabilizers
    • Invoke: To intimidate foes with your booming footsteps, resist being moved by force, or withstand corrosive environments.
    • Compel: To sink rapidly in deep water, or fail at stealth attempts due to the heavy clanking of metal.
  • Stunt (Iron Root Stability): You gain a +2 to Physique rolls made to defend against being knocked prone, pushed, or swept away by environmental hazards (like rushing water or gale-force winds).
  • Stunt (Seismic Stomp): You may use Physique instead of Investigate to uncover hidden hollows, unstable ground, or burrowing creatures in your current zone by stomping forcefully and listening to the reverberations.
  • Stunt (Hull Lock): Once per conflict, when you are targeted by a physical melee attack, you may declare a Hull Lock. You gain Armor: 2 against that specific attack, but you cannot move to an adjacent zone until after your next turn.

Numenera & Cypher System

Unique Name: Leviathan-Plate Leg Braces

  • Level: 1d6 + 2
  • Form: Oversized, hinged leg-guards forged from salt-tempered nautical plating and thick beast hide.
  • Armor: The braces provide +1 to Armor.
  • Passive Effect (Anchor-Tread): The wearer gains an Asset (one step easing of the task) on Might defense tasks to resist being moved, knocked down, or affected by environmental erosion/corrosion.
  • Passive Effect (Heavy Pace): The booming footfalls grant an Asset to intimidation tasks but increase the difficulty of stealth tasks by one step.
  • Active Effect (Subterranean Sonar): As an action, the wearer can stomp the ground to create a localized seismic wave. The wearer immediately learns the location of any hollow cavities, tunnels, or burrowing creatures within immediate range.
  • Active Effect (Hull Lock): As an enabler when attacked in melee, the wearer can lock the pneumatic hinges. This grants an additional +1 to Armor against that single attack, but the wearer’s speed is reduced to zero (cannot move) until the end of their next turn.
  • Depletion: 1 in 1d20 (Check only when using Hull Lock).

Pathfinder (2nd Edition)

Unique Name: Seismic Greaves of the Iron Grove

  • Item Level: 4
  • Traits: Earth, Invested, Magical, Transmutation
  • Price: 90 gp
  • Usage: Worn (Shoes/Legs); Bulk: 1
  • Passive (Gait Rhythms): You gain a +1 item bonus to Athletics checks and Intimidation checks.
  • Passive (Iron Root Stability): You gain a +1 circumstance bonus to your Fortitude or Reflex DC against attempts to Trip or Shove you. You ignore difficult terrain caused by wind, rushing water, or shifting earth.
  • Activate (One Action): Seismic Stomp (Auditory, Earth, Manipulate); Effect: You slam your greave into the ground. You gain tremorsense (imprecise) out to 15 feet until the start of your next turn, allowing you to detect hidden cavities or burrowing creatures.
  • Activate (Reaction): Hull Lock; Trigger: You are targeted by a melee Strike; Effect: You magically lock the heavy hinges of the greaves. You gain a +2 circumstance bonus to AC against the triggering attack. If you do, your Speeds are reduced to 0 until the end of your next turn.

Savage Worlds (Adventure Edition)

Unique Name: Iron Grove Tectonic Greaves

  • Type: Relic / Magic Item
  • Armor: +2 (Legs)
  • Weight: 15 lbs.
  • Minimum Strength: d6
  • Passive (Heavy Pacing): The wearer gains a +1 bonus to Athletics and Intimidation rolls, but suffers a -2 penalty to Stealth rolls due to the booming footsteps.
  • Passive (Anchor-Tread): The wearer gains a +2 bonus to rolls made to resist being Pushed, Grappled, or knocked prone. They also ignore movement penalties associated with high winds or flowing water.
  • Power (Seismic Sonar): As an action, the wearer can stomp the ground to activate a specialized version of the detect arcana power. This requires no Power Points and automatically detects any hollow spaces, traps, or burrowing entities beneath the ground within a Medium Burst Template centered on the wearer.
  • Power (Hull Lock): As a free action when targeted by a melee attack, the wearer can lock the metal hinges. This increases their Parry by +2 against that specific attack. However, their Pace becomes 0 until the end of their next turn.

Shadowrun (6th World Edition)

Unique Name: Tectonic-Sync Biowoven Greaves

  • Item Type: Mil-Spec Leg Armor / Wearable Augmentation
  • Armor Rating Modifier: +2
  • Capacity: 3
  • Weight: 6.8 kg
  • Passive (Nautical Mass): The runner’s center of gravity is significantly stabilized. You gain a +2 dice pool bonus to Athletics tests to resist being knocked down, pushed, or swept away by environmental forces (such as water cannons or kinetic blasts).
  • Passive (Corrosion Immunity): The salt-tempered plating is highly resistant to degradation; it ignores Armor Rating reduction from acid, rust, or saltwater exposure.
  • Active (Seismic Ping): The greaves contain an integrated, low-frequency geophone suite. By taking a Minor Action to stomp the ground, you trigger an active Ultrasound scan (Rating 3) that travels through solid earth or flooring up to 10 meters, detecting hollow spaces and hidden targets.
  • Active (Hull Lock): As a Minor Action, you can lock the pneumatic hinges. You gain a +2 dice pool bonus to Defense tests against melee attacks, but your Movement becomes 0. You must spend another Minor Action to disengage the lock.

Starfinder (2nd Edition / Playtest)

Unique Name: Leviathan-Plating Seismic Greaves

  • Level: 4
  • Price: 450 credits
  • Bulk: 2
  • Armor Check Penalty: -1
  • Passive (Anchor-Tread): You gain a +1 item bonus to your AC and Fortitude DC against attempts to Reposition, Shove, or Trip you. You also ignore movement penalties caused by non-magical shifting earth or shallow water.
  • Activated (One Action): Seismic Stomp; Effect: You stomp the ground with tremendous force. You gain Tremorsense (imprecise) with a range of 30 feet until the start of your next turn, allowing you to detect subterranean creatures or hidden cavities.
  • Activated (Reaction): Hull Lock; Trigger: You are targeted by a melee attack; Effect: You lock the heavy joints of the greaves into an unyielding brace. You gain a +2 circumstance bonus to AC against the triggering attack. If you do this, your speeds are reduced to 0 until the start of your next turn.

Traveller (Mongoose 2nd Edition)

Unique Name: Tectonic-Anchor Heavy Greaves

  • TL: 9
  • Armor: +2 (Legs only)
  • Weight: 6 kg
  • Cost: Cr 3,500
  • Passive (Iron Root): The extreme weight and micro-gravitic stabilizers provide the wearer a DM+2 to any Athletics (Strength) or STR checks made to resist being knocked prone, swept away by liquids, or moved involuntarily in high-wind environments.
  • Passive (Maritime Shielding): Specially treated for oceanic salvage; the armor is completely immune to the effects of corrosive atmospheres and saltwater degradation.
  • Active (Sub-surface Sonar): The footpads contain an integrated densometer. Stomping the ground activates a short-range seismic scan that reveals hidden compartments, structural weaknesses, or burrowing lifeforms within 10 meters.
  • Active (Hull Lock): The wearer can engage magnetic and mechanical locks. While locked, they may not move, but they gain a DM+1 to any checks made to hold their ground or brace heavy weaponry (such as negating the recoil penalty of heavy weapons).

Warhammer (WFRP 4th Edition)

Unique Name: The Iron-Hull Greaves of the Deep

  • Price: 5 Gold Crowns
  • Encumbrance: 2
  • Availability: Rare
  • Armor (Legs): 2 AP (Does not stack with Plate armor, but stacks with Leather or Mail)
  • Qualities (Heavy, Impenetrable): Critical Wounds to the legs are reduced by 1 severity.
  • Passive (Anchor-Tread): The wearer benefits from the Sturdy Talent. If they already possess the Sturdy Talent, the bonus to resist being Moved or Knocked Prone is doubled, representing the immovable nature of the ship-metal.
  • Special (Seismic Stomp): By spending an Action to strike the ground with thunderous force, the wearer may substitute their Strength characteristic for an Intuition Test to detect hollow spaces, tunnels, or hidden subterranean Ambushers beneath the earth.
  • Special (Hull Lock): Once per Round, the wearer can lock the greaves’ heavy hinges to brace for a devastating impact. This adds +1 SL to any Endurance Test to resist physical damage or Opposed Strength Tests, but their Movement is reduced to 0 for their following Turn.