Scorchbringer

The Scorchbringers stand, unyielding, between the Engineers and the rest of Camp Hope. In the shadow of the shops, where wonders and disasters are born in equal measure, they watch. Sometimes it is a chair that hums with plasma, sometimes a machine that shudders and tries to crawl away. The Scorchbringers do not flinch. They hold the line, hands steady, eyes sharp. Soldier, technician, firekeeper. Each title pressed into them by necessity, each lesson learned in the heat. Danger shapes them. Fire perfects them.

To an outsider, Scorchbringers look like walking fire hazards wrapped in armor plates, but within the Engineers, they represent the closest thing the faction has to discipline and structure. A Scorchbringer’s daily life is built around guarding, restricting access, weapon maintenance, and performing controlled violence whenever the shops’ inventions or Camp Hope’s enemies threaten stability.

Most days involve long shifts stationed near Engineering Shops, where they monitor inventors, prototypes, and the occasional suspiciously glowing object. They enforce safety rules (which Engineers routinely ignore), screen outsiders for entry, and ensure volatile devices are not removed without authorization. A Scorchbringer’s presence alone often deters theft and sometimes discourages overly bold experimental impulses.

Despite the militaristic overtones, the culture inside the Scorchbringers is one of camaraderie, gallows humor, and shared trauma bonding. Members routinely swap stories of “the time the wall caught fire,” “the robot that shouldn’t have been sapient,” or “the grenade that apologized before detonating.” Veterans mentor new recruits with a mix of hard-learned lessons and stern warnings, supporting the belief that Scorchbringers must depend on one another far more than the Engineers, who are “too busy trying to rewrite physics again.”

A Scorchbringer is the living boundary between the Engineers’ barely-restrained genius and the rest of Camp Hope’s continued existence. Part guardian, part walking caution sign, part enthusiast of controlled devastation. Clad in heat-scored armor and carrying weapons that most people wouldn’t approach with a ten-foot pole, they patrol the workshops and research bays where sparks fly, chemicals hiss, and prototypes occasionally try to chew through walls. Their job is simple in theory and impossible in practice: keep the Engineers safe from their own inventions while ensuring that anything hazardous is either secured, escorted, or spectacularly annihilated. Scorchbringers move with the wary confidence of someone who has seen machines explode in every possible direction and lived to tell the tale, and beneath their soot-stained exterior lies an odd mix of pride, duty, and an unsettling enthusiasm for weapons that make the world briefly, brilliantly bright.

Alternative Names
Flamejacks, The Burn Squad
Type
Political
Demand
High
Legality
Legal
Famous in the Field
Other Associated professions
Related Locations
Related Vehicles
Related Technologies
The Engineers’ Heavy Weapons Specialists & Shop Guardians



 

Qualifications

Becoming a Scorchbringer does not require formal education. Only a dangerous blend of grit, nerve, and enough technical understanding to avoid blowing yourself up too often. Candidates must demonstrate a basic skill in engineering, typically shown through simple fabrication tests or the ability to correctly assemble (or disassemble) a heavy weapon without losing fingers. Just as important is psychological resilience: Scorchbringers spend their days surrounded by volatile prototypes, reckless inventors, and the constant possibility of catastrophic ignition, so the faction screens aggressively for people who don’t panic under pressure or fire. Many recruits come from failed apprenticeships, washed-out military candidates, or the surprisingly large demographic of people who “accidentally” burned down their prior workplaces and were commended by the Engineers for their admirable commitment to combustion.





 

Career Progression

A Scorchbringer’s rise through the ranks is less about seniority and more about reputation. Specifically, the kind earned by surviving repeated exposure to volatile machinery without turning the Engineering District into a smoking crater. Promotion hinges on renown within the faction, demonstrated reliability in high-stress situations, and the simple fact of still being alive after a few years on the job. Candidates who avoid blowing up anything vital earn respect; those who blow up exactly the correct things earn admiration. Each level gained reflects not just technical skill but a growing mythos: the more a Scorchbringer proves they can protect the Engineers' unstable creations (and sometimes weaponize them) the higher they climb.




 

Social Status

Within the Engineers, members command high respect and a touch of fear. They are considered the “sane ones,” the guardians who prevent the faction’s brilliance from igniting the entire camp. Their combination of technical skill, courage, and willingness to handle volatile inventions gives them an almost legendary reputation among peers. Outside the faction, the perception is more complicated: they are seen as intimidating, useful, and occasionally unhinged. The Town Watch acknowledges their value but prefers that they remain confined to the shops; the Church of Hope regards them warily, suspicious of any who treat fire and invention as tools rivaling The Maker's hand; and the Solstice Syndicate often attempts bribes, typically with little success. Overall, Scorchbringers occupy a mid-to-high social status in Camp Hope, marked by both admiration and a subtle aura of “please don’t point that thing at me.”




 

Goals of the Profession

The primary mission of a Scorchbringer is to safeguard the Engineers’ workshops and their often dangerously unpredictable creations. They prevent intrusions, sabotage, and accidental destruction, maintaining order in the faction’s most volatile district and ensuring that dangerous prototypes do not fall into the wrong hands. In times of crisis or external attack, Scorchbringers act as the faction’s first line of defense, preserving both people and technology. Their secondary goals focus on self-improvement and prestige: refining personal firepower through sanctioned tinkering, acting as a protective buffer to keep inventive minds from causing catastrophe, and cultivating renown within the Engineers to climb the faction’s ranks. Beyond the faction, they may answer Camp Hope’s call for heavy support, bringing their unique combination of discipline, destructive skill, and technical knowledge to bear in service of the wider community.

   

Rank 1: Ember Sentinel

  • Prerequisite: Renown 3 with the Engineers.

A novice guardian who watches over shop perimeters with basic heavy weapons.

  • You gain the ability to craft TL 0 Heavy Weapons. Creating one of these weapons follows the crafting rules under the engineering skill in the Ultra Modern 5 source book.
  • You are proficient with Heavy Weapons.
  • +2 Intimidation Skill

Rank 2: Flame Warden

  • Prerequisite: Rank 1, Renown 10 with the Engineers.

A dedicated defender entrusted with securing hazardous prototypes and discouraging unauthorized “borrowing.”

  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • You gain the ability to craft TL 1 Heavy Weapons. Creating one of these weapons follows the crafting rules under the engineering skill in the Ultra Modern 5 source book.
  • +2 Intimidation Skill (total +4)

Rank 3: Pyre Marshal

  • Prerequisite: Rank 2, Renown 15 with the Engineers.

A veteran protector who is known for experimenting with customized heavy firepower and defends top-tier Engineer projects..

  • You gain the ability to craft TL 2 Heavy Weapons. Creating one of these weapons follows the crafting rules under the engineering skill in the Ultra Modern 5 source book.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • +2 Intimidation Skill (total +6)

Rank 4: Inferno Custodian

  • Prerequisite: Rank 3, Renown 25 with the Engineers.

Elite guard, guardian of the most dangerous labs and facilities, and bearer of high-grade weaponry.

  • You gain the ability to craft TL 3 Heavy Weapons. Creating one of these weapons follows the crafting rules under the engineering skill in the Ultra Modern 5 source book.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • +2 Intimidation Skill (total +8)

Rank 5: Apex Scorchbringer

  • Prerequisite: Rank 4, Renown 40 with the Engineers.

Feared, revered, and occasionally blamed for scorch marks in places they absolutely swear they never visited.

  • You gain the ability to craft TL 4 Heavy Weapons. Creating one of these weapons follows the crafting rules under the engineering skill in the Ultra Modern 5 source book.
  • You gain a contact from one of the tables in the background section. You choose if it is an ally or a rival.
  • +2 Intimidation Skill (total +10)

Once you have achieved this rank, you are eligible to be selected as the Head Engineer if the rank should become vacant. However, far more often, the Head Engineer is chosen from the ranks of the Principal Engineers.


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