Techwright icon

Luminary Subclass

Techwright

Circuitry and Carnage

History

The Arcane Collapse hit the world in 1890 and within months, the tools that once sustained the old empires of Adamah crumbled. The Luminary responded with theory, philosophy, and research. But a select few among them looked at the ashes and saw something else—blueprints. These were the Techwrights: the first builders of the post-magic age.

Dr. Helena Vasquez, a structural engineer and artifact historian at the University of Thal’Gorum, led the charge. While others mourned the loss of arcane convenience, Vasquez spent the first decade of the Collapse reverse-engineering the last functional Fabrication Matrices—devices originally created by pre-Collapse Artificers to rapidly materialize simple tools and structures from raw material. Where Artificers relied on ambient Arcane Energy to fuel these matrices, Vasquez found ways to power them with a combination of kinetic compression and micro-engineered crystal arrays.

The result was the Omni-Fab Matrix—a portable, modular device that could fabricate equipment on the fly using raw materials, technical precision, and the wielder’s own ingenuity. It wasn’t magic. It was engineering. And it worked.

Techwrights were the combat engineers of the Colossi War. They built barriers under fire, deployed turrets in seconds, and kept broken mechs limping forward with nothing but scrap metal and nerve. After the war, they became infrastructure specialists, field inventors, and tactical engineers—valued across militaries, guilds, and frontier expeditions. Their motto said it all: “Give me five minutes and thirty meters of wire.”

Unlike the Neuromancer who fuses mind with machine or the Biomancer who sculpts flesh, the Techwright builds outward. Turrets, drones, shields, cannons, vehicles—each one fabricated in seconds, deployed with precision, and operated with cold efficiency. They are architects of the battlefield, and where they stand, the terrain itself changes. In an age where magic is returning and old powers resurface, Techwrights remain the ones who don’t need it—because they’ve already built something better.

Subclass Breakdown

The Techwright is a battlefield engineer who deploys tactical equipment, defensive structures, and autonomous systems to control combat zones. Through mastery of rapid-fabrication technology, they create turrets, barriers, drones, and weapons that materialize on demand—all fueled by Fabrication Points.

Base Class

Luminary

Core Ability

Cognition

Aptitude Dice

d6

MAB

6

Aptitude

Gain +3 Aptitude Points. Gain Aptitude with the Inventor’s, Armorer’s, and Smithing Toolkit. Choose two Martial Weapons to gain Aptitude in.

Fabrication

Fabrication Points (FAB)

Total: 5 + your Level + Cognition Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

FAB Dice

Starts at 1d8. Deals Electric Damage (unless otherwise noted).

FAB Focus Roll

1d20 + MAB

Key Mechanics

Fabrication Matrix (Passive)

Through rigorous study of engineering and materials science, you've constructed a Fabrication Matrix—a portable device that rapidly assembles equipment from raw materials and energy.

Build Slots (Passive)

Maximum Active Fabrications: Equal to your Technology Skill Modifier (minimum 2). When you exceed this limit, choose which existing fabrication to deactivate.

Crafting Material (Passive)

Some Feats require a Material Cost which must be spent in the initial creation of the fabrication unless otherwise specified. Materials can be obtained through purchasing or Salvaging.

Salvage Check (Passive)

You can now add your Aptitude Dice to your Salvaging or Data Mining Check.

Suppressed (Techwright Debuff)

Duration: Until the end of their next Turn. −1 to Attack Rolls and cannot take Opportunity Attacks.

4

Tactical Deployment

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Portable Barrier

AP: 1 | R | Range: 2 mCore Synergy

When an ally within Range is attacked, you can deploy a portable energy shield that reduces the damage by half.

Deploy B.F.G.

AP: 2 | CA | 5 FAB | Materials: 10 Standard Grade

Deploy an automated turret in an Unoccupied Space within 5 m. Initiative: Shares yours, acts immediately after you. Has 2 AP per Round. Only one B.F.G may be active at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP.

Size / Type

Medium (Fabrication)

HP

15 + (3 × Level)

Senses

20 m Night Vision

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Sentience

1 (Non-sentient)

Defense Rolls

FORT +2REX WILL

Auto-Target

AP: 2 | CA

Ranged Weapon Attack: Range 15/45 m. Attacks use your Subclass Focus and deals 2 FAB Dice of Piercing Damage. Prioritizes the closest hostile creature within Range.

Suppression Mode

Mode

Deals Electric Damage and inflicts the Suppressed Debuff.

Watchdog Mode

Mode

Gains 1 Reaction per Round to make Opportunity Attacks.

Tracking

Mode

+2 to Attack Rolls, ignores Partial Cover.

Energy Barrier

AP: 2 | CA | 2 FAB | Materials: 10 Standard Grade

Deploy an energy barrier in an Unoccupied Space within 10 m. Barriers cannot overlap. You can have up to two Energy Barriers active at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP. Creatures can move through it (Challenging Terrain). Attacks through the barrier target it first.

HP

20 + (4 × your Level)

Provides

Significant Cover

Immunities

Psychic, Poison, all Conditions

Vulnerability

Force

Limit

Two Energy Barriers at a time

Dome Mode

Mode

Creates a 2 m radius hemisphere (provides Cover from all angles).

Wall Mode

Mode

Standard 3m × 3m vertical barrier.

Platform Mode

Mode

Creates a 2m × 2m horizontal surface (can be stood on).

Rapid Fabrication

AP: 1 | QA | 2 FAB | Materials: 5 Standard Grade

Quickly fabricate small-scale equipment: EMP Grenade, Flash-bang Grenade, Smoke Grenade. Anything from the Gear and Equipment Appendix under 1,000€ and any Toolkits. Fabricated items last until used or until you finish a Long Rest. You can have a number of Rapid Fabrication items active equal to your MAB. Items do not count against Build Slots.

Sidekick Drone Fabrication

AP: 2 | CA | 3 FAB | Materials: 10 Standard Grade

Deploy a multi-purpose utility drone that hovers near you and assists in combat and exploration. Initiative: Shares yours and acts immediately after you. Has 3 AP per Round. Only one active Sidekick may exist at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP.

Size / Type

Small (Fabrication)

HP

12 + (2 × Level)

Speed

Fly 10 m

Senses

20 m Darkvision

Sentience

2 (Some self-awareness)

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Defense Rolls

FORT -2REX +3WILL -5

Ability Scores

STR 2 (-2)END 6 (+0)AGI 14 (+3)COG 6 (+0)INT 3 (-2)CHA 1 (-3)

Shock Tether

AP: 2 | CA

Ranged Attack: Range 8 m. On hit: Deals 1 FAB Dice of damage and the target suffers the Suppressed debuff.

Tool Extension

AP: 1 | QA

The drone can use tools or interact with objects within 1 m. Can make Skill Checks using your Modifiers.

Repair Protocol

AP: 2 | CA | 1 FAB

Touch a friendly Fabrication or mechanical device. Restore 2 FAB Dice of HP to the target.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Threads of Engineering

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your fabrication power. Your path grants abilities at levels 6, 8, and 10.

Path of the Arsenal

Weapon Fabrication / Firepower. There is one tool that can fix a lot of your problems and you’re able to assemble it with ease. Who needs to carry around a pistol, a sniper, or a shotgun when you’re right there, already fabricating all of those and more.

Passive: Gain Aptitude in all Martial Weapons.

Heavy Weapon Fabrication

AP: 2 | CA | 4 FAB | Materials: 10 High Quality

Duration: 1 hour or until dismissed. Fabricate any Martial Ranged Weapon that you or an ally with Aptitude in it can wield. The weapon disappears when Duration ends or if you fabricate a different weapon. Can be placed in one of the following Modes as a Quick Action.

Plasma Cannon

Mode

Adds +3 FAB Dice of Thermal Damage.

Rail Rifle

Mode

Ignores all Cover, can target creatures behind barriers.

Micro-Missile Launcher

Mode

2 m Radius explosion at impact point.

Level 8

Weapon Overcharge

AP: 1 | QA | 2 FAB

Duration: 3 Rounds. Choose an active fabricated Heavy Weapon or your B.F.G: If Heavy Weapon: +2 to Attack Rolls, attacks ignore Resistance to the weapon’s Damage Type. If B.F.G: Gains +2 AP, attacks deal +1 FAB Dice damage.

Level 10

Artillery Mode

Passive

Your B.F.G gains a new mode: Range 30/90 m. Deals 3 FAB Dice of Force Damage. Attacks deal half damage to all other creatures within a 2 m Radius. Hostile creatures within 5 m of the B.F.G have –2 to Attack Rolls.

Path of the Engineer

Drone Swarms / Multi-Deployment. One Sidekick wouldn’t do. You have too many things to do, too many sides of the battle to watch out for. These little guys have your back, your front, and a lot of firepower for their size.

Passive: Your Sidekick gains +1 AP per Round and +10 HP.

Micro-Drones

AP: 2 | CA | 4 FAB | Materials: 8 Standard Grade per Mini-Drone

Duration: Until destroyed or dismissed. Deploy a swarm of three Micro-Drones within 10 m. The swarm shares 4 AP total. Each has HP: 8 + your level. If you already have a Sidekick Drone, it is replaced. Spend 1 FAB Point to heal for 1 FAB Dice of HP.

Distributed Sensors

Passive

While at least two drones are active, you cannot be Surprised.

Coordinated Strike

AP: 2 | CA

All active drones attack the same target. Range: 8 m. Damage: +1 FAB Dice per active drone. On hit: Target suffers Suppressed.

Swarm Reconfiguration

AP: 1 | QA | 2 FAB

Restore one destroyed Micro-Drone to the swarm within 1 m of you with full HP.

Level 8

Drone Dome

Passive

You can attach Energy Barrier in Dome Mode to your Sidekick or Mini-Drones, splitting the THP among them.

Level 10

Micro-Swarm

Passive

Your Micro-Drone swarm can now include up to five drones. Material cost per drone reduced to 5 Standard Grade. Each drone gains +5 HP. When using Repair Protocol all drones can converge on one ally and repair 3 FAB Dice of THP to their Armor.

Path of the Fortifier

Defensive Fabrications / Shielding. They say a Kymara is only as sturdy as their armor, but what does that say about you, the Techwright who is crafting the damn thing? These protectors could learn a thing or two from what you can do.

Passive: Gain +1 to FAB Focus Rolls.

Aran Seldor’s Shield

AP: 2 | CA | 4 FAB | Materials: 10 High Quality

Duration: 1 hour, while THP persists, or until dismissed. Fabricate a personal energy shield generator attached to yourself or an ally within Touch. THP: 15 + (2 × your level). Spend 1 FAB Point to repair for 1 FAB Dice of THP. Grants wearer +2 to Defense Rolls.

Reactive Mode

AP: 1 | R

When targeted by an attack, the attacker must make a Will Defense Roll against your FAB Focus. On failure, the attack misses and damages the attacker for 1 FAB Dice.

Protective Mode

Passive

If the wearer would be reduced to 0 HP while Shield has THP remaining, the shield is destroyed and the wearer gains +1 HP.

Level 8

Fortified Position

AP: 2 | CA | 5 FAB | Materials: 15 Standard Grade

When an Energy Barrier is active, deploy an automated defense system attached to it. All allies within 5 m Radius gain +2 to Defense and Attack Rolls and Resistance to one Damage Type of your choice.

Level 10

Reactive Armor

Passive

Enhanced Aran Seldor’s Shield: Regenerates 2 FAB Dice of THP per Turn, grants Resistance to Non-Magical Physical Damage. Enhanced Energy Barrier: All barriers gain +15 HP. Shield Link Protocol: If you have both active, they share a combined THP pool.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defensive & Offensive Feats

Adaptive Barrier

AP: 1 | R | 2 FAB | Range: 10 m

When an ally within Range is hit by an attack, one of your Energy Barriers can teleport to intercept. Reposition it between the ally and the attacker.

Reinforced Construction

Passive

All Fabrications you create gain +10 HP. All Fabrications gain Resistance to one Damage Type of your choice (chosen when fabricated).

Self Destruct Kit

AP: 1 | R | 3 FAB

When one of your Fabrications is destroyed, trigger it to overload. 5 m Radius Sphere. All creatures must make Fortitude Defense Roll against your FAB Focus. On failure, 3 FAB Dice of Thermal Damage and knocked Prone.

Targeting Matrix

Passive

Your Sidekick, Fabricated weapons, and B.F.G. gain +1 to Critical Hit Range (19–20 instead of 20). On a Critical Hit, deal +1 FAB Dice of damage.

Path-Specific Feats

Ammunition Synthesizer

PassiveArsenal

Once per Round as a Free Action, you can change a Heavy Weapon’s Damage Type to: Thermal, Cryo, Hydro, Electric, or Force.

Autonomous Repair

Passive | Range: 10 mEngineer

At the start of each of your Turns, your Sidekick or Mini-Drones automatically repair one Fabrication within Range for 1 FAB Dice of HP.

Bunker

AP: 2 | CA | 6 FAB | Materials: 20 Standard GradeFortifier

Duration: 8 hours or until destroyed. When deploying Aran Seldor’s Shield you instead convert it into a Bunker: 4m × 4m × 4m tall enclosed cube. HP: 80 + (5 × your level). Capacity: 7 Medium creatures. Complete Cover. Two firing ports with Partial Cover. Emergency exit hatch. Basic life support (8 hours).

Rapid Fabrications

EMP Mine

Rapid Fabrication | Materials: 3 High Quality

When a creature moves within 1 m of the mine, all creatures within 3 m Radius must make Fortitude Defense against your FAB Focus. On failure, 2 FAB Dice of damage and all cybernetics disabled for 1 Round.

Portable Jump Pad

Rapid Fabrication | Materials: 3 Standard Grade

Duration: 1 hour. Creature stepping on it can launch themselves up to 10 m vertically or 15 m horizontally.

SIDEKICK Upgrades

Razor Claws

AP: 2 | CA | Materials: 3 High Quality each

The Sidekick makes two Melee Weapon Attacks, Reach: 3 m, per Core Action. On hit, deals 2 FAB Dice of Slashing Damage and the Suppressed Debuff.

Utility Feats

Adept FAB Dice Upgrade

Passive

Your FAB Dice are now 2d6 (Treated as 1 FAB Dice). Increase your Cognition Ability Score by +1.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Portable Barrier Upgrade

Passive

Range: Increases to 10 m.

B.F.G Upgrade

Passive

HP: Increases by +20. Damage: Increases to 3 FAB Dice. Range: Increases to 20/60 m. You can now have two B.F.Gs active simultaneously, each counts as 1 Build Slot.

Energy Barrier Upgrade

Passive

HP: Increases by +25. Size: All Modes gain +1 m.

Sidekick Upgrade

Passive

HP: Increases by +15. Speed: Increases to 15 m. Damage: Shock Tether damage increases to 2 FAB Dice. Gains +1 to Attack Rolls. Repair Protocol increases by +1 FAB Dice.

Rapid Fabrication Upgrade

Passive

Material Costs: Reduced by half for all Rapid Fabrication items. Active Limit: Increases by +3.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

Field Modifications

AP: 1 | R | Range: 2 mMaster Synergy

When an ally within Range makes an Attack Roll you may add +1 FAB Dice of damage.

Path of Automation

Combat AI / Autonomous Systems. Some may look at automation as a bane, but you know when a machine is built by an expert it will do everything right. In the chaos of battle you won’t go in alone.

Passive: You can have +1 to FAB Focus Rolls.

Combat Automaton

AP: 2 | CA | 8 FAB | Materials: 18 High Grade

Deploy a bipedal combat AI that acts independently within 10 m. Rolls its own Initiative and has 4 AP. Can use any weapon you have Aptitude in. Spend 1 FAB Point to heal for 1 FAB Dice of HP.

Size / Type

Medium (Fabrication)

HP

40 + (4 × Level)

Speed

8 m

Senses

Superior Darkvision 20 m

Sentience

3 (Self-aware)

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Defense Rolls

FORT +4REX +6WILL +1

Ability Scores

STR 12 (+2)END 12 (+2)AGI 14 (+3)COG 14 (+3)INT 8 (+1)CHA 6 (+0)

Emergency Shield

AP: 1 | R | 2 FAB | Range: 3 m

When an ally within Range is attacked, grant +2 to Defense Roll. If attack still hits, Automaton takes half the damage instead.

Level 13

Networked Defense Grid

Passive | Range: 20 m

All Fabrications within Range are considered networked. If one would be destroyed, it can upload its remaining HP to another networked Fabrication before being destroyed. When one is attacked, all networked Fabrications within Range can make an Opportunity Attack against the attacker.

Level 15

A.I. Overseer

AP: 2 | CA | 7 FAB | Materials: 5 Rare

Duration: 5 Rounds. Deploy an advanced AI core. All Fabrications in the network gain: +1 AP per Round, regenerate 1 FAB Dice HP per Round, +1 to all rolls and +1 FAB Dice damage.

Path of Experimental Weaponry

Weapon Modification / Prototype Systems. You have an eye for detail and an expertise in turning an old scrap heap into any number of weapons modification.

Passive: Gain Aptitude in the Gun-Smithing and Explosives Toolkits.

Prototype Weapon Mount

AP: 2 | CA | 5 FAB | Materials: 5 High Grade

Duration: 1 hour or until dismissed. Fabricate a back, shoulder, or arm mount compatible with a Firearm of your choice. The weapon has 2 AP for attacks using the wearer’s Stats. Choose one prototype ability that triggers on hit.

Graviton Rifle

Prototype

Duration 3 Rounds, Radius 3 m — all creatures’ Movement Speed is halved and they cannot fly.

Molecular Disruptor

Prototype

Ignores Armor THP, deals damage directly to HP.

Phase Cannon

Prototype

Ignores all obstacles, Cover, and barriers. Can target creatures you can’t see if you know their approximate location.

Level 13

Weapon Platform Deployment

Passive

You can mount one of your Heavy Weapons or Prototype Weapon Mount onto your B.F.G. or Sidekick, replacing its regular attack.

Level 15

Synchronized Fire Protocol

Passive

When you attack with a Heavy Weapon or Prototype Weapon, one of your Fabrications can attack the same target as a Free Action. This Fabrication’s attack gains +2 to hit and +1 FAB Dice damage.

Path of the Aegis Defender

Mobile Fortification / Walking Barracks. Home is where all your weapons are so create a moving barracks for you and all your friends!

Passive: All Energy Barriers you create gain +20 HP.

Fortress

AP: 2 | CA | 8 FAB | Materials: 25 High Quality

Deploy a walking fortified defensive installation in a place you can touch. If the Fortress would be destroyed, all creatures inside are teleported to a safe location within 15 m.

Size / Type

Huge (Fabrication)

HP

150 + (8 × Level)

Speed

5 m

Capacity

8 creatures

Cover

Complete Cover

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Reactive Shield Grid

AP: 1 | R | 2 FAB | Radius: 10 m

When an ally within the Radius is attacked, the Fortress projects an emergency shield granting +1 to Defense Roll and 10 THP against the attack.

Level 13

Defenses Network

Passive | Radius: 10 m

All your Fabrications and allies within the Radius of the Fortress share a combined HP pool.

Level 15

The Citadel

AP: 2 | CA | 12 FAB

Duration: 4 Rounds. Radius: 15 m. You and allies inside the Radius cannot be targeted by attacks from outside. The Citadel regenerates 3d10 HP at the start of your Turn.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defense & Offensive Feats

Emergency Hardening

AP: 1 | R | 3 FAB | Range: 15 m

Choose one Fabrication within Range that would be reduced to 0 HP, it instead drops to 1 HP.

Overcharged Systems

AP: 1 | QA | 6 FAB

Duration: 2 Rounds. All active Fabrications gain: +1 FAB Dice damage on all attacks, +1 to all Attack Rolls, +1 AP per Round. At the end of Duration, all fabrications take 2 FAB Dice of Thermal Damage.

Prismatic Reflection

AP: 1 | R | 4 FAB | Range: 10 m

When an Energy Barrier takes Magical Damage, it absorbs half. The barrier can release this energy as a counterattack: fire a beam at the attacker within Range dealing half the damage absorbed.

Path-Specific Feats

Override Protocol

AP: 1 | QA | 4 FABAutomation

Duration: 3 Rounds or destroyed. Take control of one of your Automatons. For the Duration: use your Feats and Abilities from its location and use its abilities as your own.

Instant Architecture

AP: 2 | CA | 5 FABAegis Defender

Duration: 1 hour or until destroyed. Fabricate one instant structure with HP: 60 + (4 × your level). Options: Bridge (4m × 10m), Wall (10m × 5m), Tower (3m × 3m × 8m), Ramp (5m × 5m, 4m high), Platform (6m × 6m, 3m high).

Rapid Fabrications

Barrier Spike

Rapid Fabrication | Materials: 5 High Quality

Duration: 3 Rounds. Range: 10 m. Deploy a spike that projects a one-way energy dome (Radius 2 m). Allies inside can attack outward; hostile creatures cannot attack in. 20 HP, Significant Cover. Hostile creatures touching the dome take 1d6 Electric Damage.

Cloaking Pod

Rapid Fabrication | Materials: 5 High Quality

Duration: 1 Minute or until it takes a hostile Action. The user activates a cloaking device that renders them Invisible.

Mag-Anchor Tether

Rapid Fabrication | Materials: 4 Standard Grade

Range: 15 m. Fire a magnetic anchor that embeds in a surface or large object. Pull yourself to the anchor (15 m as 1 AP), pull a Medium or smaller creature toward you, or deploy two anchors to create a zipline.

Utility Feats

Mass Production

AP: 2 | CA | 5 FAB

Create three identical Rapid Fabrication items simultaneously. Material cost is paid for all three.

Master FAB Dice Upgrade

Passive

Your FAB Dice are now 2d8 (Treated as 1 FAB Dice) and you gain +1 Build Slot.

Specialized Character Refinement

SCR

You can select an additional Specialized Character Refinement.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your engineering mastery, granting abilities at levels 16, 18, and 20.

Neural Reset

AP: 1 | R | Range: TouchPinnacle Synergy

When an ally within Range fails an Overcome Action you give them a little shock, dealing 1 Electric Damage and they can re-roll.

Path of the Constructor

Tactical Structures / Battlefield Control. You are the guy in the chair and luckily, you can bring your chair with you. You don’t change the battlefield, you build it anew and take control of each and every corner.

Passive: Gain +2 Build Slots.

Command Center

AP: 2 | CA | 6 FAB | Materials: 25 High Grade

Deploy a tactical command center on a flat surface within 15 m. Can be packed up and redeployed (2 AP, keeps HP).

Size

6m × 6m × 4m tall (enclosed)

HP

100 + (6 × Level)

Capacity

10 creatures

Cover

Complete Cover

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Tactical Display

Passive

Creatures inside see a holographic battlefield map showing positions of all known allies and detected hostile creatures within 50 m.

Defense Grid

Passive

Attach your Energy Barriers or B.F.Gs to the Command Center; they share one HP Pool.

Level 18

The Nexus

AP: 2 | CA | 8 FAB | Materials: 30 High Grade

Deploy the Nexus within 10 m. Can be redeployed (2 AP, keeps HP). Sensor array reveals all invisible/hidden creatures within 30 m. Teleportation Pads (QA, 1 AP): Teleport from the Nexus to any location within 25 m. Power Relay: All Fabrications within 20 m regenerate 1d8 HP per Round.

Size

8m × 8m platform (Huge)

HP

120 + (6 × Level)

Sensor Array

30 m (reveals invisible/hidden)

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Level 20

Field Engineer: The Spire

AP: 2 | CA | 10 FAB | Materials: 50 High GradeField Engineer

Deploy a massive fortified structure within 15 m. Can be redeployed (2 AP, keeps HP). Artillery Cannon: Range 50/150 m, 6 FAB Dice of Force Damage, 4 m Radius. All allies within 15 m gain +2 to Ranged Attack Rolls. Fires once per Round using your FAB Focus.

Size

4m × 4m base, 10m tall tower (Huge)

HP

150 + (8 × Level)

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Path of the Orbital Engineer

Aerial Platforms / Sky Dominance. Almost everyone forgets to utilize the sky as part of the battlefield, except you of course. Get your feet off the ground and bring the fight into your territory.

Passive: Gain +1 to your FAB Focus.

Orbital Platform

AP: 2 | CA | 8 FAB | Materials: 25 High Quality

Deploy an aerial platform within 30 m that hovers above the battlefield. Rolls its own Initiative, has 2 AP. Spend 1 FAB Point to heal for 1 FAB Dice of HP.

Size

10m × 10m platform (Huge)

HP

100 + (6 × Level)

Speed

10 m

Senses

50 m Darkvision

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Orbital Strike

AP: 2 | CA | Range: 50 m | Radius: 3 m

All creatures in Radius make Fortitude Defense against your FAB Focus. On failure, 4 FAB Dice of damage and knocked Prone.

Level 18

Global Deployment

Passive | Range: 50 m

Deploy any Fabrication anywhere within Range of an Orbital Platform. All Fabrications within Range gain +1 to all rolls.

Level 20

Field Engineer: Orbital Swarm

AP: 2 | CA | 8 FABField Engineer

Duration: 5 Rounds. Break the Orbital Platform into 5 pieces that share Stats, have 6 AP to share, and divide up its HP.

Path of the Siege Master

Heavy Artillery / Structural Destruction. Creatures are already falling to your massive firepower, why don’t you try taking down a building too?

Passive: All your Fabrications deal +1 FAB Dice damage.

Siege Cannon

AP: 2 | CA | 8 FAB | Materials: 30 High Quality

Deploy a massive artillery cannon on a flat surface within 10 m. Rolls its own Initiative, has 4 AP. Can be redeployed (2 AP, keeps HP). Spend 1 FAB Point to heal for 1 FAB Dice of HP.

Size

3m × 3m base, 4m tall (Large)

HP

140 + (7 × Level)

Speed

3 m

Senses

30 m Darkvision

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Artillery Strike

AP: 3 | CA | Range: 60/180 m | Radius: 5 m

All creatures in Radius make Fortitude Defense against your FAB Focus. On failure, 6 FAB Dice of Force Damage and knocked Prone. Structures take double damage.

Suppressive Fire

Passive

Hostile creatures within 15 m of your Siege Cannon have –3 to Attack Rolls.

Level 18

Devastation Protocol

Passive

You can choose to double the Radius of Artillery Strike but halve the damage dealt.

Level 20

Field Engineer: The Obliterator

AP: 2 | CA | 8 FABField Engineer

Fire at three different locations within Range. Each location takes 6 FAB Dice of damage. All your Fabrications within 30 m of Siege Cannon gain until end of your next Turn: +2 to Attack Rolls, attacks deal double damage to structures.

Path of the Vanguard

Mobile Command / Vehicle Deployment. Movement is key to many fights. Bring all your Fabrications on the road with you, or just make your own road if you feel like it.

Passive: Gain Aptitude in all Vehicles.

Command Rig

AP: 2 | CA | 8 FAB | Materials: 40 High Quality

Deploy a mobile command vehicle within 10 m. Rolls its own Initiative, has 4 AP. Attach Energy Shields and B.F.Gs to share one HP Pool. Spend 1 FAB Point to heal for 1 FAB Dice of HP.

Size

6m × 4m × 3m tall (Huge)

HP

160 + (8 × Level)

Speed

15 m / 45 km

Capacity

6 creatures

Cover

Partial Cover

Senses

30 m Darkvision

Immunities

Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin

Vulnerability

Electric

Ability Scores

STR +4END +6AGI +3

Mobile Deployment

Passive

Deploy Fabrications from the Rig as a Quick Action. Fabrications deployed this way cost –2 FAB Points.

Level 18

Tele-ployment

AP: 2 | CA | 4 FAB | Range: 20 m

Teleport the Rig and all mounted Fabrications and allies to an Unoccupied Space within Range.

Level 20

Field Engineer: The Convoy

AP: 2 | CA | 6 FABField Engineer

All allies and Fabrications within or attached to the Rig gain: +2 to Defense Rolls, Significant Cover. Deploy all mounted Fabrications to positions within 20 m of The Convoy.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defense & Offensive Feats

Annihilation

AP: 2 | CA | 6 FAB

All your Fabrications fire simultaneously. Choose one target within Range of at least three Fabrications. Fortitude Defense Roll against your FAB Focus. On failure, damage equal to 1 FAB Dice per attacking Fabrication, knocked Prone and Suppressed.

Last Stand Protocol

AP: 1 | R | 8 FAB

When you are reduced to 0 HP, all your Fabrications immediately move to surround you and you are stabilized to 1 HP.

Path-Specific Feats

Armored Rig

AP: 2 | CA | 6 FABVanguard

Duration: 3 Rounds. Your Command Rig gains Resistance to Non-magical Physical Damage.

Sanctuary Field

AP: 2 | CA | 8 FAB | Radius: 2 mConstructor

Duration: 2 Rounds. Create an impenetrable defensive zone around your Command Center, Nexus, or Spire. Allies within gain immunity to outside attacks, can still attack outward. Hostile creatures cannot enter.

Strategic Bombardment

AP: 2 | CA | 10 FABOrbital Engineer

All active Orbital Platforms fire simultaneously at different targets within Range (100 m per Platform). Each Platform makes an Orbital Strike.

Scorched Earth

AP: 2 | CA | 10 FAB | Radius: 10 mSiege Master

All creatures in Radius from your Siege Cannon make Fortitude Defense. On failure, 8 FAB Dice Force Damage and Prone. For 4 Rounds, creatures starting Turn in Radius take 1 FAB Dice Thermal Damage. Your Siege Cannon and all Cover is destroyed.

Rapid Fabrications

Automatons Roll out!

AP: 2 | CA

All of your Fabrications can be packed up and redeployed elsewhere, keeping current HP.

Real Steal

Long Rest | 5 FAB

Duration: 24 Hours. Train a Fabrication in one Kymara or Chaya Base Class Feat.

Riot Foam Grenade

Rapid Fabrication | Materials: 3 Standard Grade

Range: 10 m. Radius: 3 m. Duration: 3 Rounds. All creatures make Reflex Defense against your FAB Focus. On failure, Restrained for the Duration.

Weapon Vendor

Rapid Fabrication | Materials: 10 Standard Grade

Duration: 3 Rounds. Fabricate a disposable version of a Weapon from the Appendix.

Utility Feats

Pinnacle FAB Dice Upgrade

Passive

Your FAB Dice are now 3d8 (Treated as 1 FAB Dice). Either increase your Cognition Ability Score by +2 or gain +2 Build Slots.