Ironhand
⚔ Striker — EscalatingNo vials. No Rig. No registration. Just a body that learned to hit wrong.
Archetype: Physical force discipline — no Essa, no hardware
Ironhand is a discipline — a physical and mechanical school of technique so refined it produces Essa-equivalent output without any Essa at all. The Empire has no regulatory framework for you. No Rig means no license. No license means no category. You exist in a gap in their paperwork. Your fuel is Momentum, generated by removing threats from the battlefield. No vials. No Feedback Save. No Burn Track (normally).
Ironhand training traces to pre-Pulse Wars combat schools that predated Rig technology. The force that comes off the hands is not magic — it is the accumulated consequence of training that most people could not survive. An Empire analyst flagging Ironhand output would file it as "anomalous martial output" and request a follow-up investigation that would find nothing licensable.
Essa Interaction
No Essa. No Rig. No Feedback Save. No Burn Track under normal conditions. Emergency Activation lets you fire Techniques when Momentum is empty — costs 1 Burn directly. Iron Body provides force resistance in place of Rig Current. Invisible to Suppression Grid.
Class Features
Techniques
Level Progression
| Level | Features | Momentum Max | Unarmed Die |
|---|---|---|---|
| 3 | Iron Body, Momentum Pool, No Vials, Pulse Strike, Leap, Absorb, Disarm | 6 | 1d6 |
| 5 | Iron Overcharge, Dash, Phase, Momentum Escalation | 6 | 1d6 |
| 7 | Overload, Root, Throw | 6 | 1d8 |
| 9 | Momentum Surge | 8 | 1d8 |
| 10 | Slow, Reinforce, Perfect Form | 8 | 1d8 |
| 13 | Momentum Overflow | 8 | 1d10 |
| 15 | Iron Threshold | 10 | 1d10 |
| 18 | Iron Apex, Unstoppable | 12 | 1d10 |