Ghostwright
Mortals Profession
Hackers, Tinkerers, and the People Who Make Fallen Tech Work
← Back to Mortals
Who They Are
Every few weeks an Omega Crate falls from orbit. The God Machine Guild maintains official control over the most significant contents, but they can't catch everything — and a motivated person with the right knowledge can salvage and repurpose what the Guild hasn't yet locked down. Ghostwrights are those people: hackers, engineers, salvagers, and improvisers who build things with pre-Sundering wreckage that shouldn't be possible in a post-apocalyptic context. They're the most technologically sophisticated Mundane Profession, which means they interface with God Machine Guild infrastructure like no other Mundane Human — their greatest advantage and their primary risk.
Starting Attribute Priority
| Category | Priority | Starting Points |
|---|---|---|
| Mental | Primary | 7 points + Profession +1 Intelligence |
| Physical | Secondary | 5 points |
| Social | Tertiary | 3 points |
Profession Bonuses
| Attribute Bonus | +1 Intelligence |
| Skill Bonus | +1 Technology (Tech Aptitude — covers all Technocracy salvage, Omega Crate hardware, and Guild interfaces) |
| Free Background | 1 dot Contacts (Underground Tech Community) |
| Profession Points (5) | Recommended: 2 workshop (hidden or semi-hidden), 1 stock of salvaged Omega Crate components, 1 specific functional salvaged tech piece (Mentor-approved), 1 named contact who brings components before the Guild claims them |
Suggested Starting Abilities
| Talents | Alertness 2, Subterfuge 1, Streetwise 1 |
| Skills | Technology 1 (+1 Profession = 2), Security 2, Crafts 2, Stealth 1 |
| Knowledges | Computer 2, Science 2, Investigation 1 |
The Cyber-Adaptable Merit — Ghostwright Exclusive
Ghostwrights are the only Profession that may purchase the Cyber-Adaptable Merit at creation (2 Freebie Points) — a physiology that accepts cybernetic modification more readily than average, required for characters planning multiple cyber-modifications during play. Taking it at creation includes one minor cybernetic already installed (neural interface chip, enhanced optical implants, subdermal data storage), worked out with your Mentor.
Profession Strength & Challenge
| Strength: If It Runs, I Can Run It | Challenge: Guild Attention |
|---|---|
| Once per session, access a specific technological system — including Guild infrastructure or Omega Crate devices — without normal credentials. Roll Intelligence + Technology (diff 7); success gets them in, not unnoticed. | The Guild monitors anyone who consistently works with Technocracy-derived tech outside official channels — starts as passive surveillance and escalates. |
Roleplaying the Ghostwright
Every device a Ghostwright builds is a small act of reclaiming technological agency from an institution that would prefer to be the only one that has it. They also tend to discover things the Guild would rather they hadn't — the tech they work with comes from the same source as the Guild's, and reverse-engineering it sometimes reveals more than is safe to know.
Quick Reference
| Attribute Bonus | +1 Intelligence |
| Skill Bonus | +1 Technology (Tech Aptitude) |
| Free Background | Contacts (Underground Tech Community) 1 |
| Exclusive Merit | Cyber-Adaptable (2 Freebie Points) |
| Profession Strength | If It Runs, I Can Run It |
| Profession Challenge | Guild Attention |
See also: Mortals overview · Character Creation Guide