Iron Grip Jumpchain
Iron Grip Jumpchain
Iron Grip Jumpchain
1
This is where you find yourself now, Jumper,
in the world of Iron Grip. In this scattered
realm of war and chaos, you will make your
mark. On the side of liberty, no matter how
costly? Or on the side of victory, no matter
how brutal? The decision is yours. Whatever it
is, you’ll be here for ten years, so make your
choices count.
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Table of Contents:
4………………………………………………………………………………………………Location
46………………………………………………………………………………………Companions
53…………………………………………………………………………………………Drawbacks
59…………………………………………………………………………………………Aftermath
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LOCATION:
Roll a 1d6 for location, or pick one of the
options for 50 CP. For a more detailed map of
the world of Theia, a world map is included at
the end of the document, at page 98. You may
also pick one of the locations on there for 50
CP instead.
1 – Atelia:
4
2 – The Sovereign Republic of Rahmos:
4 – Syreden:
5
5 – Fahrong Confederation of Nallum:
6 – Free Choice:
6
Age
Roll a 1d8 and add 21 (31 if you pick Fleet
Commodore as your background) for your age.
Your gender may remain the same, or you can
spend 50 CP to change.
Background:
Any background can be drop-in (if so, you find
yourself in the role but without the
memories/history).
- Mercenary Spy:
7
offering your services to the highest bidder. [You may
start in Syreden for free].
- Rebel:
- Marauder:
- Army Officer:
- Fleet Commodore:
8
returns once again, and you find yourself back at the
helm of the great ships that pierce the skies above.
[You may start in Rahmos or the Fahrong Confederate of
Nallum for free].
- Fanatic Proselyte:
9
Perks and Abilities:
For respective backgrounds, first perk (the 50 CP
one) is free; the rest are discounted at 50%. If
you already possess a similar ability from a
previous Jump, the chosen perk simply levels up
said ability. All perk capstones are toggleable
for future Jumps, should one choose so. In this
case, post-Jump they remain in the warehouse in a
state of stasis until used in a Jump and can spawn
at a location of your choosing, but you can only
select one capstone (no Spy Master and Supreme
Commander simultaneously, for example).
- Atten-Hut! (free):
10
Mercenary Spy Perks and Abilities:
- Elementary (-100):
11
not. This perk makes that much easier for you: you have
an intuitive sixth sense to detecting clues and hints
that point you in the right direction. Every once in a
while, you’ll get a lead, and with that lead is the way
forward to wherever you need to go. You’ll be able to
catch onto them much faster, and have the opportunity
to capitalize on them to your advantage. While you’ll
never have the answer handed to you outright, at the
very least, you’ll get a sense of where to go next.
Let’s face it, you’re not the only spy out there. In
this world of constant conflict, everybody’s looking to
get the edge over the other. Thankfully, now, they’ll
have one major problem: you. You now excel at counter-
intelligence, with the capacity to detect enemy spies
and neutralize them, or even turn them over to your
side! With this comes the ability to sense whose
allegiance belongs to who. Of course, you’ll still have
to pull the effort for it, but you usually end up
correct in your assumptions, and successful in your
endeavors.
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Mercenary Spy Capstone Perk: Spy Master (-600;
exclusive to Mercenary Spy):
13
Rebel Perks and Abilities:
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foes and their resilience. Thankfully, they usually are
too stubborn to accommodate for when resistance forces
throw their plans awry. You are now an expert in
creating and laying a variety of traps, from trip-wires
and poison traps to explosive barrels and punji pits,
and quickly constructing improvised defenses such as
machine gun emplacements or cannon bunkers. Your
fortification and defensive skills are now such that
only the most dedicated or suicidal of enemies will
have a hope of bypassing your work without proper
engineering or just bum-rushing you with half the
population.
15
Rebel Capstone Perk: Freedom Fighter (-600; exclusive
to Rebel):
16
Marauder Perks and Abilities:
- Breaker (-50):
- Eagle-Eyed (-100):
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also have the means to predict weather movements and
wind currents, which can be vital in planning your next
move.
- Supplies! (-200):
18
Marauder Capstone Perk: Sky Pirate (-600; exclusive to
Marauder):
19
Army Officer Perks and Abilities:
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- Hearts and Minds (-200):
I’m pretty sure there was a book about this a long time
ago, written by some master strategist from God knows
where doing God knows what…well, it doesn’t matter,
because at this point, you embody the principles of the
book. You become a strategic mastermind, capable of
taking strategic and operational warfare to the next
level, denying the enemy opportunities while ensuring
that your own take place. The world becomes your
chessboard. Both friends and foes will be left
scratching their heads as to how you accomplish such
feats, and you will earn a reputation that will surely
lead to other masterminds challenging you to battles of
wits.
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Army Officer Capstone Perk: Supreme Commander (-600;
exclusive to Army Officer):
22
Fleet Commodore Perks and Abilities:
- Map-Reader (-50):
23
you can keep your crew or team motivated over long,
difficult campaigns or expeditions, and are able to
keep them from succumbing to despondence or despair.
This kind of impetus is invaluable for these extended
journeys, especially in light of what awaits them upon
return.
24
Fleet Commodore Capstone Perk: Grand Admiral (-600;
exclusive to Fleet Commodore):
25
Fanatic Proselyte Perks and Abilities:
- Heresy! (-50):
26
you, a few at a time. But a few can snowball into many
faster than you’d expect.
27
Fanatic Proselyte Capstone Perk: Holy Crusader (-600;
exclusive to Fanatic Proselyte):
28
Items and Gear:
29
- Basic Equipment (free, -100):
30
Mercenary Spy Items and Gear:
- Gamonev Autofiring Handgun (-50):
31
- Mercenary Spy Personal Vehicle: Upgraded VTOL-7
Ornithopter (-600):
32
Rebel Items and Gear:
- Kham Hunting Rifle (-50):
- Landmines (-200):
33
- Salamander Flamethrower (-400):
34
- Rebel Personal Vehicle: Retrofitted Hellfire Ontos
Tank (-600):
35
Marauder Items and Gear:
- Are14 Heavy Pistol (-50):
- Dynamite (-100):
- 40 RTE (-400):
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ridiculously good against armored foes and targets,
ranging from main battle tanks to even mundane doors.
Just watch the backblast.
37
Army Officer Items and Gear:
- Rahmos Revolver (-50):
38
- Single Shot Napalm Rocket Launcher (-400):
39
- Army Officer Personal Vehicle: Modified Rahmos Siege
Mortar: (-600):
40
Fleet Commodore Items and Gear:
- Persian semi-automatic (-50):
41
- Fleet Commodore Personal Vehicle: Super Dreadnought
Mark IV Class (-600):
42
Fanatic Proselyte Items and Gear:
- Flagellating whip (-50):
- Vampire (-100):
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- Fahrong Minigun (-400):
44
- Fanatic Proselyte Personal Vehicle: Specialized ST-
38 “Warweaver” Medium Arach Spider Walker (-600):
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Companions:
Import: For 100 CP, you can import a companion of your
choice, with said companion getting 600 CP as well as
their own Background. Companions, however, cannot
purchase capstone perks or capstone items, so keep that
in mind. You can also spend 300 CP to import up to eight
in bulk, with the aforementioned CP boons as well.
Cookie:
46
Victoria:
47
Tim and Vince:
48
Flynn:
49
Mikkel:
50
Andreas:
51
Nikos:
52
Drawbacks:
53
- Where’s The Asbestos When You Need It? (+100):
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- With Friends Like These… (+200):
- Charge! (+200):
55
- Meeting a Cannon Eye to Eye (+400):
Only the dead have seen the end of war. And seeing as
you’re not supposed to die…that doesn’t bode well for
you. Seeing the constant suffering and chaos of war has
worn you down quite a bit, reducing you into a
depressive state that seems to affect how you take
decisions or behave. You may be able to keep the people
around you together, but your own psyche is a different
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story, and this pessimism will extent to whatever pep-
talk can be given to you: just shrugged off in the face
of the inevitability of war. It’s a tiring affair, to
be sure. But maybe there’s a light at the end of the
tunnel…assuming it’s not that of an oncoming diesel
train.
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inevitably boils down to “There’s something fishy about
this guy, and we want to find out what.” Hope you don’t
get caught.
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Aftermath:
You’ve seen what this world has to offer.
Now comes the time for the ultimate
decision.
This world carries All this Jumping and The future offers so
with it a great many war and what not…you much more than what
dangers and trials. just want to rest, for this place has, plenty
But with it comes God’s sake. With this, though it may be. With
much more experiences you decide to return this, you continue on
to be had, friends to home. Your chain ends to the next Jump.
be made, and here, with all your Uncertain though the
dieselpunk. Oh, so perks and items future may be, it
much more of that. alongside. Hopefully promises to be as
You decide to stay that Dreadnought of adventurous as this
here. Besides, you’re yours doesn’t catch one.
already used to it any eyes.
all. Might as well.
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Abridged Appendix of Military Hardware
in Theia:
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Ground Vehicles:
Atelian Technical:
61
Atelian Light Tank:
62
PM-04 Trike:
63
Atelian HQ Vehicle:
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Pirate Assault Vehicle:
65
Pirate Tank:
66
Pirate Mobile Artillery:
67
Rahmos Assault Vehicle:
68
Rahmos Dingo Tank:
69
Rahmos Devastator Tank:
70
Rahmos Raccoon Assault Vehicle:
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Rahmos Mastiff Heavy Tank:
72
Rahmos Main Battle Tank:
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Rahmos Armored Train:
74
Rahmos Siege Mortar:
75
Confederate Scarab:
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Confederate Ontos Tank:
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ST-35 “Recluse” Light Arach Walker:
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ST-38 “Warweaver” Medium Arach Walker:
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ST-40 “Widow” Heavy Artillery Arach Walker:
80
ST-42 Battle Arach Walker:
81
Steel Legion Mk.9 Tank:
82
Air Vehicles:
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VTOL-7 Ornithopter:
84
Confederate Fighter:
85
Rahmos Fighter:
86
Sedales Fighter:
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Pirate Gunship:
88
Pirate Airship:
89
Sedales Serpent:
90
War Zeppelin:
91
Aircraft Carrier:
92
Dreadnought Mark I Class:
93
Indomitable-Class Armored Cruiser:
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on Rahmos warships, though some of the innovations are
already obsolete. In contemporary times, the
Indomitable is badly under-gunned compared to modern
armored cruisers, and comparatively slow due to the
small-diameter thrust propellers which, due to
driveshaft positioning, can’t be economically upgraded.
Most of the Indomitables have been refitted with triple
30mm antiaircraft turrets as pirates and rival nations
have developed heavier-than-air flying machines. During
times of peace, General Marshals often use these as
flagships of “civil defense fleets” primarily composed
of destroyers and unarmored patrol vessels. Against
smugglers and pirates, the Indomitable is a very
persuasive force. During wartime, squadrons of these
old cruisers are often used as diversions and decoys
and other high-risk jobs due to their depreciated value
as compared to more modern and expensive ships.
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Dreadnought Mark IV Class:
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guns are contained in an armored gun turret amidships,
facing forward. Powerful and accurate, these larger
guns are capable of dealing devastating damage at long
range, often before enemy ships can close within
broadside range. With the advent of more powerful
heavier-than-air planes, the Dreadnought was built with
antiaircraft protection in mind, and the ship is studded
with 5”, 3”, 40mm and 20mm rapid-fire cannons. The
firepower unleashed by the antiaircraft battery makes
it almost immune to enemy fighters, and extremely
dangerous to larger bombers. Two aerial torpedo
launchers give the ship some very heavy alternative
firepower in medium range encounters. Triple drive
screws give the airship a respectable top speed, and
the huge numbers of ducted lift fans make it capable of
gaining altitude more quickly than any other large ship
of its type. No other single warship from any rival
nation can match the Dreadnought in combat capability.
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World Map of Theia:
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About this World and Other Notes:
The Iron Grip series is set in a dieselpunk world with
dashes of steampunk aesthetic that is best described as
a merger of Napoleonic-era politics and World War II
technology (don’t let that confuse you; it’s still
primarily diesepunk. Oil is what powers this world, not
steam). Developed by ISOTX and starting with a mod for
Half-Life 2 called ‘The Oppression’, their next major
work in the franchise would be ‘Warlord’, a standalone
game with elements of first-person shooter and tower
defense. Eventually, they would continue on to create
several web browser MMO games set in the Iron Grip
universe, until the company officially closed in the
early 2010s, sealing the fate of the franchise.
Notes:
- Contradictions and clarifications:
99
o Any vehicle attained in this Jump will not upgrade
or downgrade in future Jumps, but they can be modified
if you have the capability for it (a.k.a. your
Dreadnought won’t upgrade itself to fire lasers in a
sci-fi Jump, but there’s no stopping you from doing
the modifications yourself).
- Thanks to Paul for the help with edits and advice. And
to Isotx for developing this IP to begin with.
Changelog:
v.1:
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scratch due to lack of present information, so
hopefully it’s not too inaccurate (seeing as a
lot of the websites have been shuttered and the
IP is practically dead [rest in peace], this Jump
is operating out of limited information here).
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