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I may not know what it did, but I know what I can do with it!
-Raniera of Kalah

Also Known As: Scrapper, Scrap Sage, Junk Witch/Mage, Neh.-Kutarma, Vic.-Skwar, Lux.-Umbusa, Gran.-Ondar
Pre-requisites: Intuition 3, Tech 3, Lore 3


Urangi are techno-mystics who are skilled at recycling, re-purposing, and subverting technology. Urangi lack a true understanding of machines and instead operate on intuition and by encoding their knowledge in rituals, rites, and mysticism. Urangi are found in any culture where technology or salvage is available but not fully understood yet but are most prominent in the areas rich with ruins such as the Badlands, the North, and parts of the southern Scythe.


Urangi are itinerate salvagers who have access to a variety of tools and tricks to improve their chances of survival, from Arcane Cansiters to Environment Suits and Booms. More importantly, they develop an almost spiritual rapport with technology, seemingly able to access areas beyond the reach of others, sidestep ancient defenses and communicate and repair technology that should be far beyond recovery. An Artifex might look at a piece of broken technology and see the perfect path to repairing and upgrading it; the Urangi hits it with a wrench and suddenly it’s working again… if only temporarily.


The path of the Urangi is fraught with danger and only a few survive long. Beyond wandering in some of the most perilous places in all of Aeldos, Urangi are also often unwelcome in more civilized areas and treated as exiles or outlaws. This persecution by local authorities is often the result of and fear of the forces that Urangi can often disturb in their journeys.


Urangi are often mysterious delvers and ruin-walkers known by a variety of names but typically recognized by their strange appearance, eccentric manner, and intuitive and often mystic relationship with technology.

Urangi chart a middle path between Artifex and Sibyla, neither creating nor controlling technology directly. Instead they are machine whisperers who have learned a multitude of ways to cobble and cajole the technology of the Sige into new and useful forms, often through ritual and totem (or occaisionally sheer luck).

Urangi are primarily found in areas rich with ruins, and as a result many can be found in the Badlands and the areas that surround it. This is not excusive though as Urangi can appear anywhere the intuitive gift for technolgy pairs up with a general disregard for personal safety.

Most Urangi become one by either apprenticing to another Urangi or following the path as documented by some rarer individuals who follow the path. At its heart, the key to becoming an Urangi is simply learning to listen to technology and understand its rythms, rules, and properties. Because Urangi aren’t typically trying to create new things or restore things to the way they once were, this doesn’t require the same level of intellectual understanding and instead Urangi rely on intuition. Junk Witches often succeed not from a point of knowledge but because they don’t know or recognize the limits that might prevent their experimentation. This same trait is what makes them dangerous and suspect to most; they tend to care just as little for human laws as physical ones, and when their curiosity and intuition lead to problems others often pay the price.

Advancing as an Urangi involves developing a deeper resonance with the ways of the Sige and the Urul, learning to understand the world and their technology in a holistic and empathetic way.

As a result Urangi are not well received in cities and many authorities and merchants see them as troublemakers, rebels, and profiteers. This is not helped by the wealth of stories recounting the consequences for careless ruin delving and meddling with ancient technology.


Jackal’s Touch: The Urangi knows how to destructively derive the maximum worth from a relic or piece of technology. An Urangi can sacrifice an intact relic to extract the valuable components which can be easily carried. When doing so they derive an amount of raw components equal to the value of the intact relic in trade multiplied by the Urangi’s level in Resonance.
Feature: Harder for Technology to see. Passive stealth to Sige defensive relics.

Unwelcome: Urangi are poorly perceived by many who fear them for both their abilities and their propensity for waking things that should remain asleep. Many inns will charge double for Urangi and they often find themselves closely watched by local authorities.
Gremlins: Urangi gear tends to malfunction spectacularly, particularly when used by others. Not many people want to buy Urangi tech, knowing it could fall apart at any minute.

Core Trait

Resonance: Urangi understand the technologies of the first age at an intuitive level and enhancing their abilities requires developing a deeper receptiveness to their tools. Most Urangi do this by delving new ruins and spending time meditating within, appeasing the spirits of the ancient places.

Ability levels cannot exceed the Urangi’s level in Resonance.


Arcanister: The Urangi creates a housing of first age materials using techniques that blend the traditions of both Occultist and Mechanist, allowing them to condense, capture, and contain a specific arcane phenomena that can then be released later as a weapon or distraction. The richest source of such phenomena is the Badlands where the Urangi are most common, but other locales and individuals and advanced callings can be a rich source as well. The Urangi must capture the phenomena for this ability to work; the canister is merely a device for storing it.

Mechanics: Each type of phenomena listed below requires a custom canister. It costs 10xp to intuit the process for creating a new type of canister. The

It takes 1 day to assemble the canister using salvage from a ruin or appropriately supplied workshop. For environmental phenomena the canister requires an hour of exposure to the relevant source phenomena to capture it.

The trigger for a canister can be defined by the Urangi but is typically impact, tripwire, or manual trigger. Once the canister is triggered the phenomena is released, filling an area of 10 meters squared with the effect being defined by the phenomena. This area of effect remains for a number of rounds equal to the Urangi’s Resonance. The canister can be reused but cannot ‘recapture’ a released Phenomena; the new charge must come from fresh exposure.

For each point in this ability the Urangi can maintain one additional canister

Source Name Description
Badlands Inferna A whirlwind of fire that can and melt metal and flesh.
Badlands Kakaphonia A piercing sound that can wreak havoc on Linguists.
Badlands Kruven A whirlwind of volcanic glass that can shred flesh.
Badlands Bane A toxic shadows that cripples and sickens all caught within it.
Badlands Tempest Lightning in a can.
Badlands Ructor A gas that can melt flesh, fuse metal, or cause instant death.
Chillwaste Chill A whirlwind of ice that can freeze a person solid.
Mujin Mist A dense and obscuring fog that seems to creep with horrors.
Nehep Sandstorm A vortex of sand that blinds and chokes any caught within.
Shaper Forces A burst of arcane force that can lift, push, or pull those caught within.
Shaper Space-Time A burst of arcane force that can slow or hasten those caught within.
Shifter Transbiot Release a burst of resin, sap, spores, or capsaicin.
Shifter Toxifer Release an aerosolized toxin in a cloud.
Singer Emotion Release a sound that can manipulate the emotions of anyone nearby.
Singer Discord Release a sound that can cause physical pain and injury.
Quasihuman Reckoning Cry  
Quasihuman Healing Gel  

Percussive Maintenance: The Urangi is uniquely gifted at getting disobedient technology to behave using violence, even if only temporarily.
Mechanics: For each level in Percussive Maintenance the Urangi can make retry a failed repair roll with a bonus equal to the Urangi’s Resonance. The first repair check must fail for this ability to be used.

First Age Friends: For some reason the artilects of the Urul are are better disposed to the character.
Mechanics: The Urangi gains a bonus to personality and socialize rolls with artilects equal to their level in this ability. For each level in this ability the Urangi gains it affects a new class:

Level Artilect Type
1 Geists, Dafts
2 Inepts
3 Average
4 Genius
5 Trans-Sophonts and Heliar

Whispered Key: To a true Urangi, no lock is truly secure, not even those crafted by the Urul.
Mechanics: Each level in this ability represents a new understanding of the techniques used by the ancients to lock away their secrets. This doesn’t typically mean fast access, but it does mean access.

Environment Suit: Urangi have learned to survive in the Badlands using a variety of methods and technologies, but none is so important or personal as the Environment Suit. Crafted from all manner of first age source, the suit grants protection from the many otherwise lethal conditions found in the world.
Mechanics: Urangi who focus on this ability are able to improve the functionality of their suit. For each new level they can add a new form of protection from the following list:

Modification Effect XP Cost
Heat Guard The suit can compensate for extreme environmental heat and even survive within fires for a short time. 5
Cold Guard The suit can compensate for extreme environmental cold and even survive within a deep chill for a short time. 5
Desert Guard The suit can compensate for sand and arid desert conditions and recycles lost water. 5
Toxic Guard The suit integrates oxygen storage and recycling and can protect the wearer from Banes, Ructors, and toxic clouds and even provide limited aquatic capacity. 10
Storm Guard The suit can endure badlands storms such as Kruven, Inferna, and Tempests. 10
Armour The suit’s armour value is enhanced by 1/1/1. This protection can be taken multiple times New Level x5
Impact Guard The suit has mechanisms to compensate for and protect the wearer from falls. 5

Short Circuit: The Urangi are intuitive technicians, often approaching technical problems from a different angle than trained mechanists. As a result they are often willing to do things others might consider unconscionably dangerous. Using the short circuit ability the Urangi can not just disable a piece of technology but cause it to go haywire. A clatterjack may fall into a berserk, a door may begin opening and closing seemingly at random, or a luminar may begin emitting blinding blasts of light. The exact results of this ability are random, but the general effect is always the same; breaking something in a disruptive manner.

Woven Code: The Urangi approach to crafting or mending code for mechanisms such as Luminar and Clatterjacks is an idiosyncratic one, making it difficult for others such as Mechanists and Sige to modify or hijack.
Mechanics: For each level in this ability the Urangi can increase the difficulty of Intellect + Technology checks to alter a machine by 2.

Rootkit: The Urangi can modify certain relics like Clatterjacks and Luminar to record and keep information on the user and even transmit it back to the Urangi’s own devices, creating a covert eavesdropping device.
Mechanics: To utilize this ability the Urangi must create or have access to some form of transmitter. No check is needed but the duration of recording or distance of transmission is determined by the Urangi’s level in this ability.

Rank Recording Duration Transmission Distance
1 10 minutes 10m
2 1 hour 100m
3 1 day 1kms
4 1 week 10km
5 Indefinite 100km

Cryptcode: The Urangi can fully encrypt the code for a device making it nearly impossible to use, modify, or alter it without the Urangi’s consent. (Trans-Sophonts and other Tech classes can challenge this ability if they have the relevant ability of their own.)
Mechanics: The Urangi makes an Intuition + Technology + Cryptcode check to secure the device, setting the difficulty of any attempt to decrypt it. Anyone other than the Urangi seeking to access the encrypted device must first have an bonus in Intellect + Technology in excess of the Urangi’s Intuition + Technology + Cryptcode in order to make a check and must then succeed on a number of decryption checks equal to the Urangi’s level in Cryptcode. Each check represents at least 1 hour of work decryption the device. Note that this does not prevent an opponent from using indirect or social means to access a device, such as charming an operating device out of the hands of another, but it would prevent them from modifying the device in any way.

Creaking: The Urangi learns key phrases in Clatterspeak that can grant them vocal access to devices that would otherwise not respond to them. Phrases are complex and tonally sensitive, with each phrase targeted to a single device directly. Creaking phrases can be constructed to distract and confuse artilects who are driven to decipher them.
Mechanics: The Urangi can make Intuition + Technology checks with machines they have only vocal access to. This doesn’t guarantee the machine will obey, but the Urangi no longer needs to make a direct interface with most machines to interact with them. Further, the Urangi can use this ability to “stun” a machine such as a clatterjack; while ‘creaking’ the machine in question halts its actions in order to process and validate the Urangi’s speech, which can be particularly useful when facing combat machines. To use this ability the Urangi makes an Intuition + Technology + Creaking check vs. the machine’s Intellect + Technology. If the Urangi succeeds the machine is stunned for a number of rounds equal to their level in this ability and suffers a -3 penalty to defensive actions. If the machine is successful they are able to act without issue. The Urangi can use this action while doing other actions on their round. This ability can be used on a number of machines or a number of times equal to the ability level.

Orienteer: The Urangi is never truly lost. Even in the depths of the most blinding sandstorm or confusing ruin they always know how to escape.
Mechanics: Using this ability the Urangi can determine their relative location to a known landmark without a check. When using this ability they are able to perfectly retrace their steps, even in the pitch dark of a subterranean cave, a labyrinthine ruin, or the howling chaos of a storm. The Urangi only needs to specify a location they have been before and they know the way there.

Echo of the Urul: The Urangi is not targeted by First Age technology as others might be and can pass through traps, doors, and other passive defensive mechanisms without triggering them. Though this protection does seem contingent on the Urangi’s good behaviour, even when such technology does engage the Urangi it operates less efficiently.
Mechanics: For each point in this ability the Urangi ignores passive defenses of that level or lower. While these devices will no longer passively perceive the Urangi as a threat, the Urangi can void this exemption by attacking the device or violating other directives such as injuring or damaging protected people or items. Even if the device is triggered the Urangi can add their level in this ability to their defense checks as the device operates sluggishly in regards to the Urangi. This lasts for a number of rounds equal to the ability level x2. Note that this ability does not work on devices with Average level artilects or higher.

Talk to Walls: Not all Urul Ruins are those of the Sige; some were built by Shapers, Shifters, Singers, or federations of the various groups, using occult or unusual techniques and technologies. The Urangi can gain access to these more arcane or organic buildings using this ability.

Memory of the Urul: The Urangi have learned to ‘read’ the embedded memory of Urul materials, performing crude acts of psychometry using their intuition and experience. This allows them to learn something about the ruins they delve, even if the clues are hidden to others.
Mechanics: Once per day per level in the ability the Urangi can roll an Intuition + Observation + Memory of the Urul. They must exceed a difficulty of 16 to learn one piece of information about the location’s history. The greater the successes, the more important the information learned. This ability can only be used on areas and items originating with the First Imperium; plain granite and steel are silent for the Urangi.
Baba Yoth has happened upon a fallen Aerial in the depths of the Badlands. Before entering the shattered mechanism she pauses and presses her palm against the scalding arcsteel and her player rolls her Memory of the Urul.
On a roll of 17 she understands that the Aerial was brought low by Shapers and that though the wounds are old they remain open, while a roll of 20 also reveals that though most of the machine’s artilects are gone, one central artilect lingers, keeping the most dangerous parts of the aerial locked. A roll of 23 reveals the former and also that that same artilect seems to be protecting someone who lives within its old bones.

Scrapgun: The Urangi can build a deadly scrapgun.
Mechanics: The Urangi can craft a rudimentary firearm made of scrap. This cobbled personal weapon is a very distant relative to Canna, utilizing more rudimentary, but no less deadly, mechanisms and principles. The finicky and intuitive weapon can be upgraded and seems to work best in Urangi hands.
Mechanics: For each point in this ability the Urangi can choose to upgrade the weapon in some way. Each time the weapon is improved the Urangi can choose a feature from the list below. Anyone else trying to use the weapon suffers a penalty to any attack rolls equal to the Scrapguns level. Ammunition for the scrapgun can be created from assorted scrap with an Intuition + Craft check at difficulty 15. Each success produces a full magazine.
Base Damage: 5d, 3 shots between reload.

Upgrade Effect
Scattershot The weapon fires a cloud of shrapnel that can hit multiple targets. 1/Scrapgun level
Blast The weapon does an additional +1 damage (can be taken multiple times)
Ironbiter The weapon ignores 2 points of armour (can be taken multiple times)
Spyscope The weapon gains a +2 to hit
Rifling All range penalties are 1/2
Whisperer The weapon is silenced
Collapsible The weapon can be folded up and hidden with relative ease
Extended Mag The weapon magazine can hold an additional 3 shots
Coded The weapon has a defensive mechanism that prevents and/or harms others who try to use it
Canthrower The weapon can launch an Arcanister

Junkjack: The Urangi can cobble together a small jack companion, also known as a Homunculi. These odd little automatons seem to defy conventional clatterjack design, operating without Helion for power or intelligence. Instead they harvest their energy from ambient sources and behave more akin to simple beasts. Though these limitations constrict them to the body the Urangi constructs for them and limits their capacities can be useful companions for a lonely Urangi.
Mechanics: A Junkjack starts as a small machine, no bigger than a small dog or cat, with the following features:

Aspect Base
Power -4
Grace -1
Intuition -2
Appearance -2

Fragile: The Junkjack has only 5 structure and no armour. If destroyed it can be repaired with an Intuition + Technology + Junkjack check, difficulty 15. The number of checks required to repair the jack is equal to the level of the jack and each repair check represents a day of work spent rebuilding the machine.
Noisy: The Junkjack is not quiet and suffers -5 stealth
Daft: The Junkjack lacks any skills of its own.
Loyal: The Junkjack is unerringly loyal to the Urangi’s commands.

The machine possesses no complex intelligence of its own but can do the following:
Obey simple commands such as “Carry this pack”, “Go find Intan”, “Follow the man with the gray cloak”, or “Move those boxes”, but it lacks any problem solving abilities and is easily confused.
Carry on a basic conversation of sorts but seems to either follow a script or pull keyword responses from some predefined response list.
Remember individuals and locations if told to do so.
Repeat a series of actions it is trained to do.

For each level taken in Junkjack the Urangi gains two points with which to improve the Junkjack’s Aspects. No aspect can exceed the Junkjack’s level. Alternately the Urangi can choose to improve the jack using a trait from the list below:

Trait Effect
Audio Processor The jack gains rudimentary recording, mimicry and audio playback function
Hidden Storage The jack gains an integrated and hidden storage compartment.
Improved Chassis Increase the size of the junkjack to Medium.
Dampeners The jack no longer suffers a stealth penalty.
Far talker Urangi can communicate with the jack remotely.
Folding The jack can fold up into an easily carried shape.
Heat Engine The jack can produce a warmth field to dispel environmental cold penalties
Heat Sink The jack can produce a cooling field to dispel environmental heat penalties
Tool Suite The jack is equipped with tools to enhance some specific skill check; e.g. compass and mapping for Travel or tools for repair)
Redundancy The jack has multiple redundant systems and gains +5 structure
Integrated Armour The jack is equipped with integrated armour that offers +2 soak. This can be taken multiple times.
Integrated Weapon The jack is equipped with an integrated weapon it can use with an attack bonus equal to its level.

Helion Sense: The Urangi can sense the presence of nearby Helion. The manifestation of this ability varies; some Urangi claim they can smell it, others that they can hear a faint buzzing, and others just refer to a general sensation.
Mechanics: Once per day the Urangi can make an Intuition + Observation + Helion Sense check to determine the presence and direction of any Helion.

Folding Hut: The Urangi is able to locate and salvage a tower seed. Repairing this seed allows them to deploy a temporary shelter that can be improved with time and effort. The seed (which tends to look more like a spear or spike than a seed) can activated in any open location to create a durable temporary shelter. This shelter unfolds from the spike and provides amenities as listed in the table below. These cobbled devices only seem to work for Urangi, in part due to their ramshackle nature.

Rank Maximum Capacity Features Duration
1 5 people Basic climate control, lighting 8 hours or less

Treesong: Urangi who come from the Badlands have a unique connection to the rare and ancient Kertawood trees that live there. This ability allows them to sense the direction to the nearest tree and the ability to use the tree as a source of comfort.
Mechanics: Improved Stress and Health recovery,

Control Tech – Major

Enhance Tech: The Urangi can “improve” a piece technology… unfortunately this tends to greatly improve one aspect at the cost of another. Increasing the power of a helion engine for example, but also the complexity and difficulty to maintain it, or increasing the intelligence of an Artilect but decreasing its stability.

Crafting – Initial Craft

Stim: The Urangi knows how to locate the components of, and distill a strong stimulant, using either components on hand or nearby. This stimulant allows them to go days without sleep.
Mechanics: Remain awake without fatigue for 24 hours for each level in this ability. 1 dose/week/level

Painkiller: The Urangi knows how to locate the components of, and distill, a strong painkiller using either components on hand or nearby.
Mechanics: This painkiller does not heal injuries or wounds but it reduces all penalties from wounds to zero and grants stress soak equal to the Painkiller level for hours equal to the ability level. 1 dose/week/level.

Blackthumb: The Urangi is attuned to the beating of mechanical hearts and is skilled at keeping even the ugliest and most patchwork vehicles operating.
Mechanics: For each point in this ability the Urangi can gain one of the following benefits.

Trait Effect
A Dash of Red Increase standard pace of a Helion powered vehicle by 10%
Just smoke, No Fire Hurrying vehicle checks now only fail on a 2-3 rather than 2-5
Long Haul The Urangi adds can add one day to the standard work period for a vehicle
No Rest for the Wicked The recovery time for a vehicle is reduced by 1/2
Just a Little Fire The Urangi can ignore one component failure

Bindings: Urangi are one of the few groups capable of disabling a Binding without killing the wearer.

Shield of the Ancients: Not all Urangi use encounter suits; some prefer more robust forms of protection. Using this ability they are able to intuit and improve the traits first age armour.
Mechanics: The exact nature of this ability depends on the type of armour being utilized.

  • Sige Armour: The number of calibration checks to advance the armour is reduced by 1 and the Urangi can utilize 1 additional module slot for each level in this ability.
  • Warsuits: The experience cost to improve a warsuit is reduced to 6 times new level. The health bonus is improved by +1 for each level in this ability.
  • Halo: The number of ranged intercepts is increased by 1 for each level in this ability.
  • Barrier: Barrier damage capacity is improved 2 points for each level in this ability.

Sword of the Ancients: Urangi possess an intuitive understanding of Sige weaponry and such weapons respond well to their touch.
Mechanics: For each point in this ability the requirements for using a Sige weapon are reduced by 1. For example, a Sige with 2 points in Sword of the Ancients only needs a Grace of 1 to wield a Helion Blade, an Intellect of 1 to wield a Gravity Spear, or a Power of 2 to wield a Tremor Hammer. Sige weapons are also treated as 1 calibration level higher for the Urangi.