Junker powers

Powers of the techno shamans of the Wasted West

Tool Tricks

Junker powers

Alchemy

Enviro

Tardis

Spiritual Traps/Taps

Alchemy

By: Kai Tave

Associated Spirits: Tool

TN: 9

Components:

Chemical: 50

Electronic: 0

Mechanical: 0

Structural: 0

Drain: None

Requirements: None

From high-carbon steel to ultra-lightweight polymers to WD-40, chemistry is as important to technology as any other science. Alchemy allows your Junker to whip up all manner of chemical compounds, from simple household cleaners to tailored drugs. All it takes is a few simple steps, and your waster can begin enjoying a better life through chemistry.

Puttin' Things Together

Before you get started, be aware that Alchemy works slightly differently than most other Junker powers. When putting a chemical formula together, the total slot size you get is the cost for one helping of the chemical. Note that this slot size doesn't represent physical size, but the complexity of the formula. Chemicals can be made in batches like bullets; just multiply the slot cost by the desired amount of doses, then find the minimum Frame size that the batch's slot size fits in. This is the batch's Frame size. Add this to the Alchemy TN to determine the Target Number for that batch of chemicals. The structural components required for each Frame are used to construct a distillery. These distilleries can be reused to make additional batches of chemicals as long as they aren't any larger than the original batch. Note that Instability applies to the entire batch of chemicals created. Of one dose of the chemical becomes unstable, so does the entire batch.

Basic Chemistry

The first thing Alchemy can be used for is creating basic household chemical products. These include cleaning products, dyes, adhesives, lubricants, insecticides, and so on. These are fairly simple to create, and have a slot cost of 4 slots per four ounces of product created.

The Good Stuff

Alchemy can also be used to create a variety of performance-enhancing drugs. These drugs can pump up a brainer's mind and body, but they can also have dangerous side effects. Some less-than-scrupulous junkers make a living out of creating and selling these concoctions.

To create a drug, you have to choose that drug's characteristics from the lists below. Each characteristic can be taken multiple times, up to a maximum of three times per characteristic.

Next, you need to determine the delivery method, onset time, and duration of the drug. Onset time is linked to the delivery method; taking the drug in an ingested form increases the onset time as the chemical has to make its way through your body. Injecting the drug directly into your bloodstream works much faster. Injectors that hold a single dose of any drug can be made for one structural and one mechanical component. The duration is simply how long the drug's effects last in minutes. All drugs have to have a duration of at least one minute.

Now that you've got all that stuff figured out, you have to see how addictive your formula is. All performance-enhancing drugs made with Alchemy. are addictive to some degree, either physiologically or psychologically. Corners can be cut, and drugs can be made cheaply and quickly, but such creations tend to be highly addictive. The side effects of the drugs can be lessened, but doing so requires extra refining and attention.

Each drug has an Addiction code comprised of two parts: a Target Number and a severity. Each time a waster takes a dose of the drug in question he has to make a Spirit check against the Addiction TN of the drug. If he fails, he develops a hankerin' for the drug. The severity of the Addiction indicates just how bad the hankerin' is. This acts just like a normal hindrance, and can be bought off with Bounty Points just like normal.

Take all the slot costs for each part of the drug, add them together, and you have the slot cost for one complete dose of the drug.

The Silent Killer

Now that we've made chemicals that help folks, let's talk about chemicals that harm folks instead. Alchemy can be used to create various kinds of poisons, from slow, lingering toxins to instant killers. To create a poison, you need to first determine how deadly it is. Use the tables for the ammo power to determine the potency of your formula, then use the slot cost for that damage level as the base slot cost for the poison. From there, simply determine the delivery method, onset time, and duration. Poisons do their damage at the beginning of each minute of their duration. The victim must roll a Vigor roll against the poison's damage level. If he fails, he takes the difference in damage to his guts.

The Junker can also create paralytic toxins that incapacitate rather than kill. These poisons have a maximum damage type of d6, and only do Wind damage. If the target is reduced to 0 Wind, then he is completely paralyzed, except for very simple things like blinking and breathing. Even if the target isn't completely paralyzed, he suffers a -4 penalty to his Nimbleness, Quickness, and Pace. Wind lost in this manner returns at a rate of one point every 30 minutes.

If your Junker also knows the ammo power, he can manufacture injector rounds that can be fitted into most firearms. To do this, he has to choose what size round he's making, then add an extra 10% structural and 20% mechanical components when making the ammo. Regardless of size, injector rounds only have damage levels of d4. Each injector round holds a single dose of any chemical.

Example: “Stan the Junkman wants to make some injector rounds for his trusty 10mm pistol. A normal 10mm round does 3d6 damage, so Stan figures each round's size to be 0.6 slots. However, each round only does 3d4 damage. Stan makes a batch of 20 10mm rounds, which costs him 2 chemical components, 3 mechanical components, and 3 structural components."

In order for the chemical to be injected, an injector round must cause at least one wound to the target. Injector rounds are stopped cold by anything heavier than light armor.

Healing

Take two of these, and call me in the morning.

If your Junker knows the healing power, he can use Alchemy to create chemicals that bolster the body's defenses against toxins or disease.

These drugs boost the Vigor of the patient in an attempt to combat the affliction. First, choose how powerful the medicine is. A +2 bonus costs 3 slots a level, while a +1 Step bonus costs 5 slots a level. Then, choose a delivery method and onset time, but not a duration. The duration depends on what kind of medicine it is. Antitoxins immediately cause a contest between the poison and the boosted Vigor of the patient. If the patient wins, the toxin is neutralized. If the poison overpowers the antitoxin, the patient takes the difference in damage to his guts.

Antibiotics last 24 hours per dose. They help the patient fight of diseases and infections, and add to his Vigor for those ailments only. However, the same drugs that strengthen your immune system can ravage the rest of your body. Every 24 hours someone is on antibiotics, they need to roll an unmodified Vigor roll against a TN of 5. If they fail, they suffer a -2 to all their physical attributes for the next 24 hours.

Spirit Weapon

Combining these powers can make for some powerful elixirs. The elixirs can mimic many of the powers demonstrated by the arcane backgrounds. Almost any power that alters a person (good or bad) or has a range of touch can be made into an elixir. To make the elixir use the rule to make potion as described above. If the power has various levels of effect use the success and raises of the construction TN roll to determine potency of the elixir.

Note: For some reason Junkers have yet to make anything other than Spook Juice to power vehicles. Spook Juice, of course, is made using the Spook Juice power.

Enviro

By: Kai Tave

Associated Spirits: Appliance

TN: 3

Components:

Chemical: 10%

Electronic: 10%

Mechanical: 10%

Structural: 20%

Drain: Special/hour

Requirements: none

With the destruction of the earth and radiation invading everything it's damn near impossible to get a clean drink of water or even a breath of clean air. Some Junkers think this is not right. So they came up with this power to clean those drinks and air. The power Enviro lets a Junker build a device to filter out what he doesn't like from liquids and the gasses.

The first thing your going to need to do is figure out if your filtering liquids or gasses. Units that handle gas are going to be smaller because they need only cycle the air through with out holding any of it.

Substance

Mass Slots Drain

Gas 1 1

Liquid 3 3

Once you've chosen which substance you wish to filter you need to decide how much of the stuff you wish to filter an hour. The more you clean the larger the unit is going to be and the more power it's going to eat up. Multiply the slots and drain by the modifier.

Volume

Gas

Liquid

Mod

Gas mask

1/2 gallon

2

Vehicle

1 gallon

4

House

5 gallons

8

City block

10 gallons

16

Small town

30 gallons

32

Large town

50 gallons

64

Tardis

Associated Spirits: Appliance

TN: special

Components:

Chemical: None

Electronic: None

Mechanical: None

Structural: 10%

Drain: None

Requirements: Occult: Engineering - 6

There are a rare few Junkers out there that have learned to master not only tech-spirits but the spirit’s connections to the world. High members of the Chamber are some of the only ones known to have this power, but there are a few others.

In a nutshell, this power does not make a device, but instead adds slots to a device. These 'extra slots' are not in the material world, but in the spirit and tied the device via the tech-spirit.

A Junker can add as many 'extra slots' as they like, the only limit, how well they can roll. The 'extra slots' start at 10, with a TN of 5. For each 10 slots beyond that the TN is increased by 1 (i.e.: 20 'extra slots' is a TN of 6, 30 is 7, 40 is 8, 50 is 9, etc.). Any thing built into the 'extra slots' still needs power just as normal.

One note, anything that can see the spirit world (i.e.: Sykers with Third-eye, anyone drinking spook juice, etc.) or are in the spirit world (i.e.: spirits) can see these 'extra slots'. If anyone can affect the spirit world, they can affect the device powers 'stored' in the 'extra-dimensional' space.

Another minor side effect, if for whatever reason the device is taken to the spirit world, the 'extra slots' are reintroduced to the device. This can be interesting if the device is normally a small hand-held object with lots of 'extra slots'. Imagine a gun suddenly gaining half's size.

Now I know someone could do something like building a 'Bag of Holding' using this power, but that is not the intention. This power is a way of mimicking the ability of Familiars and the upper echelon of The Chamber. The requirement is there to stop players from starting the game with this power. Needless to say, finding a human teacher isn't going to be easy (if they have a Rank of 4 or higher in The Chamber you might give them one), as for surfing the 'Net', I recommend increasing the TN to 9 and/or a separate roll at the normal TN just to learn that the power exists.

Junker Spiritual Battery

No this ain’t the G-Rock burnt battery that every Junker and his mother uses but a Cyborg inspired spirit in a Battery. Very few Junkers know how to create such a device because of the need for multiple powers. For the size of the device it doesn’t put out as much power as a device built using the Reactor power but it will late indefinitely as long as the device is not abused. The Junker needs to know the powers Reactor, Shield, Spirit Trap and Spirit Weapon. Of course knowing the Tool Tricks Miniaturize would help in the end to make the finished device smaller and easier to fit in other devices.

The first thing the Junker needs is a subdued (captured stunned or other wise incapacitated) or willing spirit. The Junker then needs to build a Spirit Trap with enough power to hold the spirit to be used (i.e.: if the spirit has a 2d8 Spirit then the device have to be frame size 3 [3d8] or higher). The Junker then needs to use the Shield and Spirit Weapon powers to fortify the device. Once the device is completed the Junker has some time to breath before the final step or he can move on and incorporate the spirit, but once she/he starts the Junker has to work strait through or the device will suffer a critical failure. The next step is to transport the spirit into the device with out zapping the spirit out of existence. This requires three raises on a continuing Science: Occult Engineering roll against a Onerous (7) + the Frame Size. Then a second Science: Occult Engineering using the TN of the Reactor power (i.e.: 11 + Frame Size) to start the spiritual drain.

Once finished the device will put out G-Rays equal to the Spirit Die Type of the spirit plus the Coordination each round. A Spiritual Battery can be linked to a device like any other battery based on it’s size, but can never be built in like a powerpack.

Spiritual Battery

The Spiritual Battery has a spirit inside with a Spirit equal to d6+ 1 step for each frame size over 2 and a Coordination of 1d4. The battery puts out G-Rays equal to the Spirit Die Type of the spirit plus the Coordination each round. The battery will keep turning out G-Rays forever as long as the device is cared for and not Overdrained too much.

The Spiritual Battery can be drained for more power than it normally puts out by Overdraining the device. When the Spiritual Battery is Overdrained it provides double the power for one round. Each time it’s done the Marshal draws a card. If a face card comes up the spirit inside loses a step of it’s Spirit as it loses part of it’s self. If the spirit’s Spirit ever drops below a d4 the spirit is destroyed and the Spiritual Battery becomes nothing more than components.