ARTIFICER

Bassuras runs on arcanotech. The Wrenches who keep it running are the city’s most valuable and most exploited workers — stolen off streets, traded between gangs, indentured to the Court of Dust before they’ve had time to understand what they signed. Every faction has one. An independent Wrench is a rare thing and a target.

An Artificer in this campaign isn’t an eccentric scholar in a comfortable workshop. They’re a salvager, a jury-rigger, someone who learned to pull function out of things that have no business still working. The Aeorian ruins beneath Bassuras contain technology a thousand years beyond anything currently in production, and the Wrenches who get close to it don’t always come back the same way they went in.

Campaign Homebrew Specialists

See individual subclass files for full mechanics.

  • Reclaimer (Campaign homebrew) — Aeorian ruin-scavenging as a discipline in its own right. A Reclaimer doesn’t reverse-engineer ancient tech so much as jury-rig temporary function out of it, drawing on a pool of reclaimed components to replicate spells, item properties, and eventually genuine activations of dead pre-Exodus machinery.
  • Augmented (Campaign homebrew) — Arcanotech grafted directly into living tissue. An Augmented remakes their own body region by region — arm, head, legs, core — through elective surgery that can genuinely fail, using a risk-based installation procedure rather than automatic level-up bonuses. The mechanical, engineering answer to a city full of body modification.
  • Machinist (Campaign homebrew) — The crawler expert. A Machinist builds, maintains, and pilots a personal rig — a fully-statted vehicle (see Rig Rules) — sourcing parts nobody else can find and keeping it running through punishment that would strip any other crew of theirs. Their power lives in the machine; separated from it, they’re just a mechanic.
  • Demolitionist (Campaign homebrew) — Controlled demolition as a combat discipline. Where an Artillerist fires a weapon, a Demolitionist builds the explosion and decides when it goes off — throwing or priming bombs with player-chosen triggers, shaping blasts, and (eventually) building charges that walk themselves to the target. Friendly fire is real unless they take the Ordnance Expert feat.

Available Subclasses

  • Alchemist (Forge of the Artificer) — The Hellcatch’s folk medicine tradition runs on what can be harvested, brewed, and administered without institutional approval. An Alchemist Wrench in Bassuras is the person people go to when they can’t afford or can’t risk the Luxon mission house.
  • Armorer (Forge of the Artificer) — Salvaged plate from a dozen different eras, welded together and wired to an arcane power source that probably came out of a ruin. The Armorer’s suit is the Wrench’s workshop, worn.
  • Artillerist (Forge of the Artificer) — Every gang in Bassuras wants one. A Wrench who can build a deployable weapon from scrap and keep it functional in a dust storm is worth more than most hired muscle and considerably harder to replace.
  • Battle Smith (Forge of the Artificer) — The mechanical companion that follows a Battle Smith around Bassuras attracts exactly the kind of attention that makes survival complicated. It also attracts the Court, which has opinions about unlicensed autonomous constructs.
  • Cartographer (Forge of the Artificer) — Less mapmaker, more reconnaissance specialist. Their tools mark targets, open short-range portals, and let allies act on information they can’t see directly — useful for a dig crew where half the danger is not knowing what’s two chambers ahead, and the other half is getting someone out fast when it goes wrong.