← Field Index
CINDERFALL FIELD MANUAL  ·  DOSSIER 07 / 10

Deadhand

Nobody trained you. You just kept showing up to the next fight until your body stopped asking your permission.

Key Ability
Strength or Dexterity
Hit Points
10 + Con / level
Base Class
Fighter (reskin)
Role
Frontline Weapons Generalist
Pillar
The Contract System

Named for the old-world doomsday system that used to fire back automatically once nobody was left alive to give the order — because that's what a Deadhand is. Somewhere between the second employer and the fourth war, the thinking stopped being necessary. You don't decide to parry anymore. You don't decide to close distance, or drop low, or put the barrel of whatever's in your hand exactly where it needs to be. The body already knows. It knew before you did, most days. What's left of the person who used to make those choices mostly just watches, and counts.

The contract system, quick reference: almost no Deadhand fights for a cause. They fight for whoever's paying, under whichever banner currently needs a body that won't quit — Aristocratic Republic house guard, Yankee Combine drill company, Dixie warband muscle, Free Haven caravan escort, megacorp asset security. Loyalty is a line item. Survival is the actual résumé. (Setting Bible §12B.)

§1New Terms


Tally
The running count of violence you've taken and dealt and kept walking away from. Fills during a fight, spent on Redline, never fully resets.
Redline
Spending Tally in one lump to push a strike, a block, or your own body past what's structurally sound. First one's clean each fight. Every one after risks a Slip (§3).
The Answer
Your reflexive punishing strike — triggers automatically off an opening a foe hands you, no thought required. Functions as your reaction.
Trade
Both your weapon-group fluency and your fighting philosophy — the work you actually do. Chosen at 1st level; functions as your subclass (§2).
Standing
Your proficiency tier, named the way veterans actually talk about it: Green, Blooded, Veteran, Undying.
Muscle Memory
A late-career passive — your reflexes start succeeding on their own, no roll needed, for the things you've done ten thousand times.

§2Choose Your Trade

Your subclass, chosen at 1st level. Grants a feature again at 7th; every Trade's mid-tier feats (§5, 12th level) become open to all four once unlocked.


Bulwark

Shield & Line-Holding

Somebody has to be the reason the line doesn't break, and you got tired of watching it happen to other people. Free Haven militias and caravan-guard contracts fight over Bulwarks by name — the kind of soldier a whole convoy survives because of.

SIGNATURE — plant and hold ground, redirecting hits meant for allies within reach onto yourself, at a discount.

Breaker

Heavy Ordnance

Two-handed, overbuilt, and built to end an engagement in the first exchange. Yankee Combine siege details keep Breakers on retainer specifically to open doors that were never meant to open.

SIGNATURE — a wind-up strike that drops cover, guard, and posture in a single overhand swing.

Second

Finesse & Single Combat

Named for Dixie Territories dueling custom — the second who's supposed to just carry the blade home if their duelist falls, and instead keeps ending up the better fight. Precise, patient, contemptuous of anyone who needs two weapons to make a point.

SIGNATURE — a called opening that punishes a single marked opponent harder the longer the duel runs.

Cadre

Command & Tactics

You stopped being the best fight in the room a while back and started being the reason the room wins anyway. Mercenary contractor guilds groom Cadre soldiers into officers, because a unit that trusts its Cadre outlives one that doesn't.

SIGNATURE — a called command, once per round, that lets a nearby ally borrow your Standing for a single action.

§3Tally & the Redline Slip

Tally fills at 1 when you drop a foe, at 2 when you eat a critical hit and stay upright, and at 1 per turn spent fighting below half health. Cap starts at 5, rising to 6 at 7th, 7 at 11th, 8 at 14th, 9 at 18th. Redlining spends any amount at once for a scaling bonus — more damage, a save you shouldn't have made, a hit you shouldn't still be standing after. The first Redline in any given fight is clean. Every Redline after the first requires a roll on the table below.


d10Result
1Torn Something — the strain itself costs you moderate damage, no bleed, no drama.
2Locked Joint — a knee, elbow, or shoulder seizes up; you're slowed until you spend an action working it loose.
3White Noise — your ears are still ringing next round; initiative and Perception checks suffer.
4Old Wound Wakes Up — persistent bleed damage until someone treats it properly.
5Overextended — your stance is wide open; you're flat-footed until your next turn.
6Bent Steel — the gear you redlined with takes a permanent −1 penalty until a proper armorer sees it.
7Blackout Flicker — you lose your next action outright, mid-motion, gone.
8Friendly Fire — the follow-through clips whoever's nearest, ally or not, for weapon damage.
9Buckled Frame — armor or shield loses its item bonus until repaired.
10Redlined Out — your body simply shuts off. Prone, unconscious, 1 round. Somebody better be covering you.

§4Progression, 1–20


LvClass Features
1Trade chosen, Tally, The Answer, Trade Focus (two weapon groups at Blooded), Green Standing all weapons/unarmored
2Skill feat, Deadhand feat
3General feat, skill increase, expert Class DC
4Deadhand feat
5Ability boosts, ancestry feat, skill increase, Blooded Standing in all weapons
6Deadhand feat
7General feat, skill increase, master Reflex, Trade feature II, Tally cap +1, second free Redline per encounter
8Deadhand feat
9Ancestry feat, skill increase, expert Fortitude, Slip Ward (reroll one Slip result/day)
10Ability boosts, Deadhand feat
11General feat, skill increase, Tally cap +1, Veteran Standing in Trade weapons, Muscle Memory unlocked
12Deadhand feat
13Ancestry feat, skill increase, master Will
14Deadhand feat, Tally cap +1
15Ability boosts, skill increase, Trade capstone, master Fortitude, Veteran Standing in all weapons
16Deadhand feat
17General feat, skill increase, Undying Standing in Trade weapons
18Deadhand feat, Tally cap +1, Slip Ward improves (ignore the worst result once/day)
19Skill increase, Nothing Left to Learn
20Ability boosts, Deadhand feat, The Last Contract

§5Feats by Level

A representative loadout, not an exhaustive list. Steel bar = general access. Rust bar = Trade-flavored but open to all once unlocked.


2nd level
Old Reliable
Name one weapon you've carried since your first contract. The Answer triggers off it more easily than any other.
Two-Job Hands
Fists, elbows, and whatever's on the ground fight like proper weapons in your hands.
4th level
Read the Room
Spot an ambush a beat before it lands, banking a point of Tally the instant you do.
6th level
Trade Up
Draw, stow, or switch weapons mid-combat at no action cost, once per turn.
8th level
Answer Twice
The Answer no longer costs your reaction the first time it triggers each round.
10th level
Redline Focus
Downgrade any Slip result you roll by one step on the table.
12th level
Break Their Line
A guaranteed knockdown or disarm folded into a normal strike, once per encounter.
Bulwark Ascendant
Bulwark-flavored, open to all — redirected hits deal you half damage instead of full.
Breaker Ascendant
Breaker-flavored, open to all — your wind-up strikes no longer telegraph; they can't be readied against.
Second Ascendant
Second-flavored, open to all — your marked target can't gain any benefit from being flanked or aided against you.
Cadre Ascendant
Cadre-flavored, open to all — your called command can target two allies instead of one.
14th level
Undying Trade
You can't be disarmed or knocked unconscious by a single effect anymore — it always takes two.
16th level
One More Fight
Once per day, when you'd be reduced to 0 HP, bank 2 Tally instead and stay standing at 1.
18th level
One Job Left
While below half HP, every Redline you spend this encounter counts as your first — clean, no Slip roll.
19th Level Capstone

Nothing Left to Learn

The Answer stops costing your reaction entirely and can trigger any number of times in a single round. There's no more decision happening in there to slow it down — a foe hands you an opening, and it's already been taken.

20th Level Capstone

The Last Contract

Choose one, permanently. Outlast — once per day, the hit that would kill you instead leaves you standing at 1 HP, and you Redline for free as your body refuses on your behalf. One More War — once per day, spend your entire Tally pool in a single Redline for a devastating strike against every foe you can reach, with no Slip roll at all. The body that's kept you alive this long gets exactly one truly reckless swing left in it, and it's spent making sure it counts.

§6New Lore: The Trade, Institutionalized

New to Cinderfall: the mercenary economy Deadhands actually live inside, and the one code that travels with them across every banner they've ever fought under.


The Standing Order
Mercenary Contractor Consortium · Pre-Turning Charter

Older than most of the factions it currently sells soldiers to, the Standing Order is the reason a Yankee drill company and a Dixie warband and an Aristocratic Republic house guard can all end up fielding veterans who trained the exact same way. It doesn't care who wins. It cares that its people keep working. Standard contracts are unremarkable — wages, terms, an exit clause. The infamous one is the Continuance Clause, offered quietly to soldiers who've outlived enough contracts to stop flinching at the offer: die under a Standing Order banner, and your soul doesn't linger loose or go looking for a petty god's attention. It gets bound directly into your kit, or into whatever war-machine you died defending, so the job still gets finished. The Foreman (Dossier 01, §7) is on record hating these bindings specifically — a soul that signed away its own afterlife out of professional obligation comes back resentful in a way an honest ghost-machine doesn't, and Continuance-bound war-engines slide toward raging-spirit instability faster than anything built clean.

Hook: the Widow of Rust is rumored to have walked away from a Standing Order contract mid-Continuance — the only confirmed case of someone getting out of the clause alive. Nobody's asked her about it twice.
The Iron Vow
Unwritten Veteran's Creed · Cross-Faction

No chapter house, no oath ceremony, no enforcement beyond the fact that everyone who's earned it recognizes everyone else who has. The Iron Vow is just three things, passed soldier to soldier regardless of which banner either of them currently flies: never let a green recruit die alone if you can put your body between them and it. Never trust a contract that pays better than the job should. Always carry one piece of gear that isn't yours — a reminder, every time your hand closes on it, that the person who carried it first didn't get to keep carrying it. Deadhands who've kept the Vow recognize each other by the tally-notches filed into a stock or a pommel, and by the specific, unhurried way they check a room before anyone younger does.