Essa Subclass — Fighter

Ironhand

Striker — Escalating

No vials. No Rig. No registration. Just a body that learned to hit wrong.

Rule Break

No Vials: All Ironhand Techniques cost Momentum instead of vials. No Feedback Save. No Burn Track (normally). The more enemies you remove from the field, the more Momentum you have and the more dangerous you become.

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).

In the World

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.

Key Mechanic: Momentum Pool

Momentum generates by removing threats: +2 when you drop a creature to 0 HP, +1 when you incapacitate, +1 when you take damage ≥ your CON mod. Techniques cost 1–3 Momentum depending on EP tier. No vials. No Feedback Save. No Burn (normally). Max 6 Momentum at L3–8, 8 at L9–14, 10 at L15+. Resets each combat.

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.

Techniques

Character Level34/6 unlocked
Showing 4 of 6 techniques
PASSIVEPassiveL3
Iron Body
Free — always on

Resistance to force damage. 1d6 unarmed strikes. Invisible to Essa sensing. No Rig Current substitute — the body is the hardware.

S1StrikeL3
Pulse Strike
1/2/3 Momentum (choose tier)

Weapon attack. Hit: EP × 1d8 force (1d10 at Level 10). No Feedback Save. Enhancement costs +1 Momentum per EP.

D2DefenseL3
Absorb
2 Momentum (Reaction)

Reduce incoming damage by 2d10. Excess reduction becomes temp HP. No Feedback Save.

M1MobilityL3
Leap
1/2/3 Momentum

Launch EP × 15 ft. No opportunity attacks. Land adjacent: advantage on next attack.

M4MobilityL5🔒 locked
Phase
3 Momentum, Concentration

Move through solid matter until start of next turn. Cannot end inside solid matter.

S4StrikeL7🔒 locked
Overload
3 Momentum + automatic 1 Burn

Full output. Hit: 3d8 × 3 force. Miss: 3d8 force (no save). No Burn at Level 10 via Perfect Form.

Class Features

Iron BodyLevel 3
Resistance to force damage (always on). Unarmed strikes deal 1d6 bludgeoning + STR (1d8 at L7, 1d10 at L13). Undetectable by any Essa-sensing effect — no Essa signature.
Momentum PoolLevel 3
Momentum generates in combat by removing threats. +2 on kill, +1 on incapacitate, +1 on taking damage ≥ CON mod. Max 6 at L3–8. Resets each combat. Techniques cost 1–3 Momentum per tier.
No Vials (Rule Break)Level 3
No vials required. No Feedback Save. No Burn Track (normally). All Techniques cost Momentum. Emergency Activation: fire a Technique at 0 Momentum for 1 direct Burn.
Iron OverchargeLevel 5
Once per turn, one attack deals +1d6 force. No Momentum cost. Free. Always on.
Momentum EscalationLevel 5
At Momentum 4+: unarmed strikes deal an extra damage die, advantage on STR checks/saves, enemies who hit you in melee take 1d4 force per hit.
OverloadLevel 7
3 Momentum. EP × 3d8 force on hit, EP × 1d8 on miss. Automatic cost: 1 Burn. No Feedback Save. Reserved for moments requiring maximum output.
Momentum SurgeLevel 9
When you reduce a creature to 0 HP, immediately take a Bonus Action (even if already used). 1/round.
Perfect FormLevel 10
Pulse Strike damage die improves: EP × 1d8 → EP × 1d10. Overload no longer costs automatic Burn.
Iron ThresholdLevel 15
Emergency Burn collapse threshold raised: collapse at Burn 4 instead of 3. Second Wind also removes 1 Emergency Burn.
Iron ApexLevel 18
Momentum max increases to 12. Technique costs reduced by 1 Momentum (min 1). Momentum Escalation activates at 2 Momentum instead of 4.
UnstoppableLevel 18
1/LR. For 1 minute: immune to Restrained, Grappled, Stunned. Momentum generates at double rate. Empty pool still activates Techniques free with no Burn.

Level Progression

LevelFeaturesMomentum MaxUnarmed Die
3Iron Body, Momentum Pool, No Vials, Pulse Strike, Leap, Absorb, Disarm61d6
5Iron Overcharge, Dash, Phase, Momentum Escalation61d6
7Overload, Root, Throw61d8
9Momentum Surge81d8
10Slow, Reinforce, Perfect Form81d8
13Momentum Overflow81d10
15Iron Threshold101d10
18Iron Apex, Unstoppable121d10
fighteressa subclassno rigmomentummeleeunlicensed