Machinists are part engineer, part hacker, and are among the most versatile beings in the world. They craft an armature or multiple armatures that they wear into battle with a variety of tools at their disposal. As a result veteran machinists tend to have a vehicle to carry spare parts, armatures, and armaments for various situations. The training structure for machinists varies greatly but more often then any other class within the world they tend to be self taught.

Machinists who are early in their careers are known an tinkerers. Looked at by their peers more as a child playing with toys, tinkerers have a lot to prove before their more experienced brethren will take them seriously. They are prone to push themselves to prove their skills which can often get them in over their heads. Tinkerers often challenge each other to net diving competitions. This is a habit they regularly engage in even after they've made a name for themselves. When machinists gain the favor of their peers they are considered an architect.

Architects have proven that they are capable of getting tasks accomplished. Their tech is known to be reliable, sometimes more so than they are. Machinists by nature are prone to distraction especially from technology or boredom. Some are as flighty on issues not involving technology as a tissarrid on issues not involving magic. The self taught nature of the machinists leads them to gain most of their experience through the Merc Line Network or the Brokery who assess their style and performance. As an architect moves up the ranks they get distinguished by their primary mastery type and gain job access that fit their speciality.

When they become a master machinist they take on the title of their mastery. Their job availablity tends to narrow at this point though the payout for these jobs is increased with a specialty bonus. Machinists of this caliber tend to keep multiple armatures at the ready for various situations. Machinists by nature love to challenge themselves and often sink a lot of their profits into crafting new tech and upgrades. Even those that own corporations do not often have a massive excess personal wealth.

Machinists are a technologically advanced class able to fill most party roles. They employ a wide array of weapons and gadgets to help them in many situations. Machinists use their armature's power reserves to perform their abilities which can hinder them if they do not properly design their armatures to handle the output. A drawback for a starting machinist however is they have to build all their tech which leaves them weaker to start than some other classes.


Role: Based on Armature and Armaments

Species: Cojaro, Human, Vampire, Grufia, Habataki, Quiwong, Shaross, Tissarrid

Professions: Assassin, Law Enforcement, Mariner, Medic, Soldier, Thief

Suggested Attributes: Intelligence and Dexterity

Health: 4 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth and Armatures

Starting Weapon Proficient: Firearms and Armaments

Starting Skills: Choose two starting Technology Skills.

Starting Equipment


Armor: Cloth

Weapon(s): Semi-Automatic Pistol

Equipment: Clothing 1 Day Ration, Backpack, Canteen, 5 Clips (pistol)

Tarryns: 1d20x10