Calling · Striker
Kinetic
Bioelectric martial art. Your fists hold a charge.
Your first Redaction
It edited out a teacher you were meant to keep. You still remember the breathing, and the Grain feels it.
At a glance
- Role
- Striker: deals big damage to single targets
- Relies on
- Agility & Instinct
- Hard to knock down by
- shoves and grabs · blasts and traps
- Health
- Average
- Fuel
- Charge
- Armour
- Light
- Gear family
- Runner
Skills
14 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.
Flurry of Blows Strike
Five rapid strikes on the target, each its own roll. 1 pip.
Step of the Wind Mobility
A 5-tile dash through enemies, striking each one. Refunds a Slip. 1 pip.
Stunning Palm Strike
A palm strike, then a 1.5 s Short-circuit (CON save negates). 1 pip.
Deflect Support
For 1.5 s you catch projectiles and throw them back at the shooter.
Learned as you level
Static Burst Strike
Let the charge off the skin: a 44 px ring of weapon damage that Shocks everything it touches. Good when you are surrounded. 1 pip.
Afterimage Mobility
Blink 3 tiles back and leave a charged echo behind that zaps 1d6 lightning and Lags what runs through it. Refunds a Slip. 1 pip.
Iron Breath Support
Slow breath, cold nerves: heal 2d8 + level, clear every status clinging to you, and move 30% faster for 3 s. 1 pip.
Cyclone Kick Strike
Spin low and kick everything within 40 px twice, each its own attack roll. Crowd work where Flurry is a duel. 1 pip.
Heartstop Strike
Two fingers to the one point that matters: 3.5x damage and Exposed for 6 s. Slow to line up, fatal to land. 2 pips.
Dead Hand Area
Strike the nerve cluster of everyone within 56 px of the aim point: Drained for 6 s (CON save). They hit 25% softer.
Conductor Area
Throw the charge out of your palm: weapon damage that arcs through four more foes, Shocking each. Chassis don't like it. 1 pip.
Null Step Mobility
Drop off every sensor for 4 s: a short dash, then enemies lose you and your next hit lands with advantage. Refunds a Slip. 1 pip.
Lotus Gate Strike
Open your guard on purpose: 4 s of Deflect and 30% speed, and a shock-wave that throws everything within 40 px back. 2 pips.
Rail Drop Mobility
Streak 140 px through the line, then land with a shocking ground-blow at 2x that Shorts everything near you for 1 s. 2 pips.
Weapons and gear
| Weapon | Damage | Range | Hands | From level |
|---|---|---|---|---|
| Knuckle Rigs | 1d6 Impact | Melee · 1 tile | One-handed | 1 |
Off-hand: Capacitor. Armour: Light. See all gear families.
First Exploit · Zero-Day
Open Hand (Knuckle Rigs)
Your combo finisher pushes foes 2–3 tiles and staggers them.
Stillness, returned with interest.
Signature traits
- Arc Palm. Spend Charge on a hit to try to stun your target.
- Wall-Run. Run up walls and across water.
Fighting style: Charge: energy for special moves, back after a rest · Flurry of Blows: a burst of extra strikes.
Specialisations (planned): Way of the Open Circuit, Way of the Shadow Feed, Way of the Iron Lotus.
Tabletop numbers
Under the hood LAST AWAKE runs on SRD 5.1 rules. The Kinetic is built on the Monk: hit die d8, main abilities Agility and Instinct, saving throws Strength and Agility. Class features: Charge (Ki) · Flurry of Blows.