Serving as the resolute bulwark of the battlefield, the Vanguard specializes in frontline endurance and sustained combat, possessing the resilience to withstand significant injury while maintaining their offensive momentum.
Gearknight
| Aided by powered contrivance, be it in the form of armour, replacement limbs, or heavy weaponry, Gearknights bring immense power to the field - so long as they can manage the constant heat output of their equipment.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Augmented Blows
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Using their enhanced force in melee, the Gearknight strikes with STR, dealing 2d5/2d6/2d7 damage based on their points in Gearknight. When rolling to hit, this generates 1 Heat.
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No Cooldown
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Attack
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| Steam Vent
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Purging steam into their immediate surroundings, the Gearknight obscures themselves from incoming attacks, gaining Advantage on their next Defence roll.
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No Cooldown (2 Heat)
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Free Action
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| Tier 2
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| Volatile Core
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While at 4+ Heat, the Gearknight rolls their Heat when landing an attack, and deals that much additional damage. However, they also take damage equal to their Heat at the end of their turn.
At 8 Heat, they will immediately Overheat. This resets Heat to 0, and Dazes them until the end of their next turn.
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N/A
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Passive
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| Steam Jets
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Venting a burst of steam for accelerated motion, the Gearknight leaps to a location within 8 blocks, dealing 1d6 damage to enemies adjacent to the destination block.
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No Cooldown (4 Heat)
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Action
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| Tier 3
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| Actuator Overdrive
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Recirculating heat back into their engines, the Gearknight overdrives their equipment. For 2 turns, they add current Heat to their movement and increase attack range by +1. After this ends, they immediately gain 4 Heat.
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Once per Combat
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Action
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| Shock Distributors
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When hit, the Gearknight may either consume up to 4 Heat to reduce damage taken by that much, or generate up to 4 Heat to increase damage taken by that much.
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No Cooldown
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Reaction
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Chirurgeon
| Specializing in rapid medical intervention, the Chirurgeon focuses on survivability aids and temporary HP, providing powerful support for allies.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Acupressure
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Targeting pressure points, the Chirurgeon strikes with a melee CON attack, dealing 1d2/1d4/1d6 damage based on their points in Chirurgeon. This ability may instead be used on an ally to heal them equal to the damage roll.
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No Cooldown
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Attack
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| Stabilizing Surge
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A rapid application of supportive measures grants an adjacent ally a surge of resilience until the end of your next turn, granting 4+CON temp HP for the duration.
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3 Turns
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Action
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| Tier 2
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| Experienced Hands
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The Chirurgeon's practiced medical skill makes all of their healing, including temp HP, 25% more effective (rounded up).
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N/A
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Passive
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| Cleansing Salve
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Applying a concentrated salve, the Chirurgeon removes all negative status effects from an ally, healing them for 2 HP for each status removed.
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Twice per Combat
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Action
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| Tier 3
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| Emergency Revivification
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Using extreme, high-risk techniques, the Chirurgeon can restore an Incapacitated ally to 10 HP immediately.
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Once per Week
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Free Action
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| Self-Care Protocol
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Recognizing the importance of self-preservation, the Chirurgeon may use any of their abilities that target an ally on themselves as well.
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N/A
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Passive
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Guardian
| A steadfast and straightforward protector, the Guardian specializes in protecting allies, drawing enemy attention, and locking down the field with a focus on durability.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Vigilant Strike
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The Guardian makes a powerful melee STR attack dealing 1d8/1d10/1d12 damage based on their points in Guardian. On a successful hit, the target is temporarily distracted, giving them Disadvantage on their next attack against anyone else.
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No Cooldown
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Attack
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| Forced Repositioning
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The Guardian swiftly moves to swap places with an ally within 5 blocks, maneuvering them out of immediate danger.
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2 Turns
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Free Action
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| Tier 2
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| Immovable Stance
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The Guardian's presence reinforces allies, granting them and all adjacent allies 2 flat Damage Reduction. While adjacent to at least one ally, the Guardian cannot be moved by enemy abilities. Using any Attack other than Vigilant Strike disables this effect until the start of their next turn.
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N/A
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Passive
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| Shield Bash
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The Guardian makes a quick, stunning strike with a STR vs SCR attack roll. If successful, it deals 1d4 damage and knocks the target Prone.
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Once per Combat
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Action
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| Tier 3
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| Bulwark of Resilience
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The Guardian plants their feet, creating a 5x5 block defensive zone around themself. Until the Guardian's next turn, they and all allies in the zone are immune to attacks originating from outside the zone, but the Guardian cannot move.
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Once per Week
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Action
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| Bodyguard Protocol
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When an ally within 5 blocks is attacked, the Guardian can instantly leap to an adjacent space and interpose themselves, taking the damage instead.
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Once per Combat
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Reaction
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| Accreditation |
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| Writers |
Bimberi |
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| Processors |
AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha |
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| Last Editor |
Bimberi on 04/29/2026. |
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