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A Enforcer in the character creator

Calling · Tank

Enforcer

Heavy frame, heavier gun. Somebody has to stand in the doorway.

Your first Redaction

It talked you out of every fight for twelve years. The Burn gave you the nerve to stand in a doorway and stay there.

At a glance

Role
Tank: holds the front line and soaks up hits
Relies on
Strength & Toughness
Hard to knock down by
shoves and grabs · poison and exhaustion
Health
Sturdy
Fuel
Grit
Armour
Light, Medium, Heavy
Gear family
Vanguard

Skills

15 skills. The first four come one per level from 1 to 4; the rest are learned as you level. You choose which go on your action bar (four slots, a fifth at level 10 and a sixth at 20), and every skill ranks up as you use it. How skill ranks work →

Your first four

Where a slot depends on your weapon, each version is listed.

  1. Suppressing Fire Area

    Slot 1 · Level 1 · 7 s cooldown · 30 Grit · with Autocannon, Breach shotgun

    Hose a 50° cone: six rounds, each its own attack roll. Anything hit is Lagged.

  2. Breach Swing Mobility

    Slot 1 · Level 1 · 7 s cooldown · 30 Grit · with Breaching greatsword

    Leap up to 4 tiles and cleave everything around the landing. Anything hit is Lagged.

  3. Hardpoint Support

    Slot 2 · Level 2 · 14 s cooldown · 20 Grit

    Brace for 6 s: +2 AC, can't be knocked back, fire 30% faster, half speed. Grit flows faster.

  4. Frag Shell Projectile

    Slot 3 · Level 3 · 10 s cooldown · 35 Grit

    Lob a shell: 3d6 fire in a 40 px blast (DEX save for half), Plasma burn, and a shove outward.

  5. Adrenal Surge Support

    Slot 4 · Level 4 · 30 s cooldown

    Reset every other cooldown, heal 1d10 + level, and move 30% faster for 4 s.

Learned as you level

  1. Hammerpair Strike

    Level 5 · 6 s cooldown · 25 Grit

    Two heavy rounds into one target, each its own attack roll at 1.4x. The wounds keep bleeding. Pick the one that matters.

  2. Live Wire Area

    Level 7 · 14 s cooldown · 30 Grit

    Spool a charged cable across 44 px for 7 s. Anything crossing it takes 1d8 lightning and Shock. Cheap way to own a doorway.

  3. Fall Back Mobility

    Level 9 · 10 s cooldown · 20 Grit

    Slide 3.5 tiles away from the nearest threat, untouchable for a beat, then move 30% faster for 3 s. Reset the fight on your terms.

  4. Door Kick Strike

    Level 12 · 9 s cooldown · 25 Grit

    One boot to the chest at 1.2x: a long shove, Knocked down, and Exposed for 5 s so the squad hits harder. Short reach.

  5. Scatter Blast Area

    Level 15 · 8 s cooldown · 35 Grit

    A point-blank 90 degree blast at 1.8x that hits up to eight and throws them back. Clears a crowd that got too close.

  6. Armour-Piercer Projectile

    Level 18 · 10 s cooldown · 35 Grit

    A tungsten round down a long line at 2.2x. Everything it passes through takes two Corrode stacks. Plate melts, doors open.

  7. Stand Up Support

    Level 22 · 20 s cooldown · 30 Grit

    Patch yourself with 3d10 + level and shake off whatever is clinging to you. Anything over full becomes Barrier.

  8. Command Presence Area

    Level 26 · 22 s cooldown · 30 Grit

    Bark the old riot-line order. Everything within 72 px that fails a WIS save runs for 3 s; the rest are Lagged. Buys a squad room.

  9. Danger Close Projectile

    Level 30 · 22 s cooldown · 60 Grit

    Call a heavy shell: 6d6 fire in a 64 px blast (DEX save for half), Plasma burn, a huge shove. Stay clear of your own splash.

  10. Last Redoubt Support

    Level 40 · 60 s cooldown · 50 Grit

    Dig in for 8 s: Hardpoint, Past Spec against a killing blow, and 30% of your health back as Barrier. The doorway becomes a wall.

Weapons and gear

WeaponDamageRangeHandsFrom level
Autocannon1d10 BallisticRanged · 6 tilesTwo-handed1
Heavy Autocannon2d6 BallisticRanged · 6.5 tilesTwo-handed14
Breach Shotgun2d4 BallisticRanged · 3.5 tilesOne-handed1
Breaching Greatsword2d6 SlashingMelee · 1.4 tilesTwo-handed1

Off-hand: Riot Shield, Arm Shield. Armour: Light, Medium, Heavy. See all gear families.

First Exploit · Zero-Day

Door Held (Autocannon)

In a doorway you can't be knocked back, and allies behind you take 20–30% less damage.

Twelve years of walking away. Not tonight.

Signature traits

  • Suppressing Fire. Lock down an area: anyone who moves through it takes your weapon damage.
  • Hardpoint. Brace and become immovable: much harder to hit until you move.

Fighting style: Adrenal Surge: a burst of extra moves · Second Wind: patch yourself up mid-fight.

Specialisations (planned): Bulwark, Gunline, Duelist.

Tabletop numbers

Under the hood LAST AWAKE runs on SRD 5.1 rules. The Enforcer is built on the Fighter: hit die d10, main abilities Strength and Toughness, saving throws Strength and Toughness. Class features: Adrenal Surge (Action Surge) · Second Wind.