LASTAWAKE Play free
A Wirecaster in the character creator

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.

  1. Short Circuit Area

    Slot 1 · Level 1 · 5 s cooldown · 20 RAM

    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.

  2. Override Support

    Slot 2 · Level 2 · 18 s cooldown · 40 RAM

    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.

  3. Firewall Area

    Slot 3 · Level 3 · 14 s cooldown · 35 RAM

    A 70 px wall for 7 s that eats enemy projectiles and burns 1d6 (Plasma burn) to anything crossing it.

  4. Ward Spike Strike

    Slot 4 · Level 4 · 9 s cooldown · 30 RAM

    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

  1. Fork Bomb Projectile

    Level 5 · 9 s cooldown · 30 RAM

    Lob a daemon that forks itself on impact: 4d6 fire in a 44 px blast (DEX save for half) and Plasma burn.

  2. Dead Link Area

    Level 7 · 14 s cooldown · 30 RAM

    Cut the line in a 2-tile circle for 5 s: foes are Lagged and a static field zaps whoever stays.

  3. Mirror Process Support

    Level 9 · 18 s cooldown · 25 RAM

    Spin up a phantom copy: every foe loses you, you go Ghosted for 4 s and your next blow lands with an edge.

  4. Kernel Panic Area

    Level 12 · 20 s cooldown · 40 RAM

    Throw a fault through every foe within 3 tiles: they Panic and run for 3 s (WIS save negates) and hit 25% softer after.

  5. Heatsink Support

    Level 15 · 16 s cooldown · 25 RAM

    Dump the heat into a shell: a 30% barrier at once and +2 AC (Oath) for 6 s.

  6. Rootkit Strike

    Level 18 · 12 s cooldown · 30 RAM

    Dig in: 4d6 psychic to one target (WIS half), two Corrode stacks, and Exposed for 8 s so the whole squad hits harder.

  7. Whiteout Area

    Level 22 · 16 s cooldown · 40 RAM

    Flash-freeze a 56 px circle: 5d6 cold (CON half), three Chill stacks and a short Short-circuit (CON save negates).

  8. Mains Surge Area

    Level 26 · 12 s cooldown · 40 RAM

    A 200 px bolt down the mains: 6d8 lightning (DEX half) through everything in line. Shocks, and chassis take double.

  9. Hijacked Fleet Summon

    Level 30 · 30 s cooldown · 45 RAM

    Wire Haunt at scale: a scrap drone and a med drone peel off the nearest rooftops and work for you for 25 s.

  10. Zero-Day Storm Area

    Level 40 · 28 s cooldown · 60 RAM

    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

WeaponDamageRangeHandsFrom level
Deck1d6 ShockRanged · 6 tilesOne-handed1
Military Deck1d8 ShockRanged · 6.5 tilesOne-handed14

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).