Technogicians are not passive engineers—they are deployed specialists, dispatched into unstable, hostile, or crumbling systems where magic and machinery have fused and fractured. Whether it’s an off-world relay under siege, a cursed terraform engine spiraling out of control, or a battlefield ablaze with arcane feedback, Technogicians arrive to stabilize, patch, and redefine the fight. They work without safety rails, solving problems mid-collapse and leaving behind functioning (if barely holding) systems where others saw failure.
In missions, Technogicians deploy portable ward packs, reroute collapsing defense arrays, and jury-rig containment for volatile spell-tech constructs. They can build tactical infrastructure on the move, deploy defensive fields, or sabotage enemy devices by corrupting their spell-logic. They are often assigned to expedition crews, recovery teams, or crisis-response units as indispensable support - without them, power fails, gear breaks, and containment doesn’t hold. Where others deploy weapons, Technogicians deploy solutions.
All - tends to favor warhammers, axes etc. that can be used as a tool in a pinch.
Patch-Linked Loyalty: Soldiers or agents who survived thanks to your gear often stay in touch. You gain allies in unexpected places - across factions, ranks, and borders.
Spell-Tech Archive Access: You have access to restricted schematics, failed prototypes, and arcane engine theory that most operatives can’t even name.
Cannot Walk Away: Once you start a mission or start fixing something, you rarely stop. Even if it’s doomed, you’ll try to finish it - this can compromise team mobility or safety.
Instability Addiction: You’re drawn to unstable systems—even if they’re dangerous, cursed, or unfixable. You need to know what happens when you push it.