Calling · Control
Wirecaster
Code is the only magic left, and the Grain is listening.
Your first Redaction
It nudged you out of a coding scholarship at fifteen. The Burn gave the syntax back, and the Grain answers to it.
At a glance
- Role
- Control: locks down crowds and bends the fight
- Relies on
- Intellect
- Hard to knock down by
- mind hacks · fear and trickery
- Health
- Fragile
- Fuel
- RAM
- Armour
- Light
- Gear family
- Hacker
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.
Short Circuit Area
2d8 lightning that arcs to 3 more foes (DEX save for half) and Shocks. The first one is Lagged for 2.5 s: room to kite. Chassis take double.
Override Support
Hijack a Thrall's Pin or a drone: it fights for you for 10 s. The Willing are immune: they kept their Pins on purpose.
Firewall Area
A 70 px wall for 7 s that eats enemy projectiles and burns 1d6 (Plasma burn) to anything crossing it.
Ward Spike Strike
A spike of black ward: 3d6 cold, two Chill stacks and a 2 s Short-circuit (CON save negates the stun).
Learned as you level
Fork Bomb Projectile
Lob a daemon that forks itself on impact: 4d6 fire in a 44 px blast (DEX save for half) and Plasma burn.
Dead Link Area
Cut the line in a 2-tile circle for 5 s: foes are Lagged and a static field zaps whoever stays.
Mirror Process Support
Spin up a phantom copy: every foe loses you, you go Ghosted for 4 s and your next blow lands with an edge.
Kernel Panic Area
Throw a fault through every foe within 3 tiles: they Panic and run for 3 s (WIS save negates) and hit 25% softer after.
Heatsink Support
Dump the heat into a shell: a 30% barrier at once and +2 AC (Oath) for 6 s.
Rootkit Strike
Dig in: 4d6 psychic to one target (WIS half), two Corrode stacks, and Exposed for 8 s so the whole squad hits harder.
Whiteout Area
Flash-freeze a 56 px circle: 5d6 cold (CON half), three Chill stacks and a short Short-circuit (CON save negates).
Mains Surge Area
A 200 px bolt down the mains: 6d8 lightning (DEX half) through everything in line. Shocks, and chassis take double.
Hijacked Fleet Summon
Wire Haunt at scale: a scrap drone and a med drone peel off the nearest rooftops and work for you for 25 s.
Zero-Day Storm Area
Release the exploit nobody patched: 6d8 lightning in 80 px (DEX half), then an 8 s storm that keeps hitting and Shocking.
Weapons and gear
| Weapon | Damage | Range | Hands | From level |
|---|---|---|---|---|
| Deck | 1d6 Shock | Ranged · 6 tiles | One-handed | 1 |
| Military Deck | 1d8 Shock | Ranged · 6.5 tiles | One-handed | 14 |
Off-hand: Daemon Drive. Armour: Light. See all gear families.
First Exploit · Zero-Day
Root Access (Deck)
Your first data bolt on each foe ignores resistance and Jams it for 1–1.5 s.
sudo, but for the whole street.
Signature traits
- Daemon Library. Your deck holds your daemons. Steal new ones out of any enemy system you breach.
- Wire Haunt. Cast through any networked camera, drone or turret nearby.
Fighting style: RAM: a store of daemons you can run before you need rest · Cold Boot: claw some back on a break.
Specialisations (planned): Breaker, Puppeteer, Mirage, Auditor.
Tabletop numbers
Under the hood LAST AWAKE runs on SRD 5.1 rules. The Wirecaster is built on the Wizard: hit die d6, main abilities Intellect, saving throws Intellect and Instinct. Class features: RAM slots (spell slots) · Cold Boot (Arcane Recovery).