Wrench

Background — Homebrew for Heretics of the Old Gods

Arcanotech runs the economy. You keep it running. You grew up with your hands in machines — crawlers, excavation rigs, refinery arrays, jury-rigged weapons, things that have no business still functioning and wouldn’t without you. You learned what you know from whoever would teach you: a gang’s house Wrench who needed an apprentice, a dying independent who traded knowledge for company, excavated Aeorian manuals that were never meant for human hands.

Whether you’re gang-owned, Court-indentured, or operating independently, the work is the same. What changes is who benefits from it and what happens if you try to stop.

In most of Nuxan, a Wrench is a commodity. You’ve understood that for a long time. The question is whether you’ve accepted it.

Ability Scores: Intelligence, Dexterity, Constitution

Feat: Crafter

Skill Proficiencies: Arcana, Investigation

Tool Proficiency: Expertise in one Artisan’s Tool granted by Crafter

Equipment: Choose A or B: (A) Artisan’s Tools (one of your choice), Common Clothes, salvaged arcanotech (nonfunctional, recognizably complex), copper wire, technical journal in personal shorthand, 8 gp; or (B) 50 gp

Feature: Known Quantity

Wrenches talk to each other across gangs, factions, sometimes cities. When you arrive somewhere new, you can locate the local arcanotech workers within a day. They may not trust you, but they’ll talk shop. Through this network you can learn who controls technical resources in a settlement, what’s broken and who needs it fixed, and roughly where power sits relative to the people keeping things running. The network won’t protect you from the people who own it, but it’ll tell you who those people are.