Fabrication Guild



 

The Fabrication Guild is the backbone of the Engineers’ practical output, the hands and minds that turn daring theories into tangible machines, devices, and infrastructure. Members of this profession are the builders, machinists, and overseers who ensure that the Engineers’ experiments and technological innovations reach fruition. From lifting heavy components as an assistant to directing entire shops as a Principal Engineer, Guild members embody the blend of precision, creativity, and resilience that allows Camp Hope’s technology to function in a world still haunted by pre-Fall mysteries and post-Fall dangers.

The Fabrication Guild is the profession within the Engineers that embodies control, precision, and disciplined craftsmanship, standing in deliberate contrast to the chaotic brilliance found elsewhere in the faction. These are the rule-writers, the standard-bearers, the ones who measure twice, cut once, and insist everyone else do the same. While other Engineers chase breakthroughs through explosions and improvisation, the Fabrication Guild builds the stable foundations that keep Camp Hope functioning: its power systems, its workshops, its reinforced walls, its medical machinery, and every bolt, brace, and beam in between. They create the infrastructure that allows innovation to exist without collapsing under its own volatility, making them the quiet architects of order in a faction and a world constantly flirting with disaster.

Alternative Names
Gears
Type
Political
Demand
High
Legality

Legal

Famous in the Field
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Qualifications

To join the Fabrication Guild, aspirants must demonstrate basic engineering skill and a willingness to learn through hands-on experience. Formal education is not strictly required; many begin as apprentices or assistants, learning under the guidance of experienced engineers. Physical endurance, patience for repetitive tasks, and a steady hand for delicate operations are essential. Above all, a candidate must possess the curiosity and initiative to advance from simple labor to full experimental competence, proving that they can turn blueprints into reality without causing catastrophic mishaps.






 

Career Progression

Career advancement in the Fabrication Guild is measured by renown, skill, and reliability. Members typically begin as Assistants, aiding more experienced engineers while absorbing knowledge of tools, materials, and techniques. From there, promotion leads to greater responsibility over personnel, projects, and experimental oversight. At the pinnacle lies the Head Engineer, who coordinates the faction’s entire output, enforces standards, and liaises with the Board of Hope. Progression rewards not only technical skill but leadership, foresight, and the ability to manage risk in the inherently unpredictable world of engineering innovation.






 

Social Status

Within the Engineers, members of the Fabrication Guild enjoy high respect and recognition. Their work is critical to the survival and prosperity of Camp Hope, and successful engineers are often celebrated as both skilled craftsmen and intellectual problem-solvers. Outside the faction, they are seen as capable, reliable, and occasionally intimidating, particularly by those who fear or misunderstand their technical expertise. Their social status is solidly mid to high; Guild members are sought after for collaboration and consultation, though their reputation for intense focus and occasional eccentricity keeps them at a slight remove from more conservative or rigid factions.






 

Goals of the Profession

The primary goal of the Fabrication Guild is to translate the Engineers’ ambitious ideas into practical, functioning devices and infrastructure. Guild members aim to build, maintain, and improve equipment, ensuring that experiments are safe, repeatable, and productive. Secondary goals include training apprentices, advancing personal technical mastery, and contributing to the faction’s overall renown and influence. In times of crisis, Guild members also serve Camp Hope directly, applying their skills to defense, repair, and improvisational engineering solutions that protect the camp and its inhabitants.


Rank 1: Assistant

  • Prerequisite: Renown 1 with the Engineers.

It is your job to assist the engineers in their work. You are often the one lifting the heavy objects, running to get supplies and holding on to something while the engineer whacks at it. While you are helping out in the shop, you are doing your best to learn how to build and fix things.

  • Gain access to Timeless Tune-ups.
  • You are given an Engineer Insignia.
  • You now have access to the purchase an Engineering Kit of any TL.
  • You are proficient with the Engineering Kit if you aren't already.

Rank 2: Engineer

  • Prerequisite: rank 1, Renown 3 with the Engineers.

You have advanced the faction’s interests and survived a few experiments, you have been promoted into a position where you can conduct experiments yourself. You run a small shop of your own now.

  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • You can request equipment for use in your experiments and during adventures.
  • You can secure the aid of 1d4 barely competent attendants to assist you. Use the Common Person for your assistants.
  • During downtime: you have the option of attempting to run your shop as a business.

Rank 3: Staff Engineer

  • Prerequisite: Rank 2, Renown 10 with the Engineers.

As a Staff Engineer, you oversee your former peers. Your role is primarily to translate the instructions of the Senior Engineer above you into concrete tasks that the people who report to you can accomplish.

  • You can call upon 1d4 assistants, 1d4 Engineers or 1 Scorchbringer to assist you in completing your tasks. Use the Common Person for both the assistants and engineers. The engineers have +5 to their engineering skill. Use the Scorchbringer for the Scorchbringer.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • During downtime: you have the option of attempting to run your shop as a business.

Rank 4: Senior Engineer

  • Prerequisite: Rank 3, Renown 15 with the Engineers.

You are put in charge of several shops and over see the projects of those shops. You generally don't conduct any experiments yourself these days as you are now occupied with training new recruits and monitoring their performance.

  • You can call upon 1d4 Staff Engineers (along with their underlings) to assist you in conducting research or performing an experiment. Use the Common Person for the Staff Engineers. The staff engineers have +7 to their engineering skill.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • You are able to make yourself an Engineering Gadget. Making this costs 50 credits and requires 10 days to complete
  • During downtime: you have the option of attempting to run your shop as a business.

Rank 5: Principal Engineer

  • Prerequisite: Rank 4, Renown 25 with the Engineers.

As one of the most famous members of the faction, you join the ranks of the Engineering Board. As a member of the Engineering board, you have the ear of the Head Engineer. You can never be fully aware of the scope of their plans, but you know more about them than anyone aside from the other members of the board. The Head Engineer listens to your opinion, even though you’re not as skilled an engineer with the years of accumulated knowledge and wisdom that they hold. Ultimately, Head Engineer tells you what to do and you (along with your peers) tell the rest of the faction how to do it.

  • As a member of the Engineering Board, you can maintain yourself at a wealthy lifestyle between adventures.
  • You can call upon 1d4 Senior Engineers (along with their underlings) to complete research and experiments for you. Use the Common Person for the Senior Engineers. The senior engineers have +10 to their engineering skill.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • During downtime: you have the option of attempting to run your shop as a business.

Rank 6: Head Engineer

  • Prerequisite: Rank 4, Renown 50 with the Engineers, must be human or passing as human.

A head engineer is the highest level of an engineer, and they hold the most power and responsibility within the faction. They coordinate and direct the shops, experiments and engineering services for the entire camp. They supervise staff and conduct hiring and performance reviews. They train and mentor staff and update and enforce engineering policies, which include regulations, technology and experiment laws.

In this role, you are advised and ordered around by the Board of Hope. You are in regular communication with the board members, who places you in charge of all major faction initiatives. You might be tasked with improving recruitment, developing a plan for improve infrastructure with in the camp, or collaborating with another faction to fashion needed equipment.

  • You can maintain yourself at an Aristocratic lifestyle between adventures.
  • You can call upon 1d4 Principal Engineers (along with their underlings) to complete research and experiments for you. Use the Common Person for the Senior Engineers. The senior engineers have +12 to their engineering skill.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival
  • During downtime: you have the option of attempting to run your shop as a business.


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