Junker Familiars

Junker Familiar Edges & Hindrances

Edges

Trans-dimensional slot space (1-5)

All familiars have some ability to create extra space in their frames but this one can really cram in the parts. For each point spent the familiar gains an additional 20 points worth of slots

Durable (1-5)

Mechanisms built by Junkers are not as stable as common items but this familiar has the ability to just shrug off damage. For each point spent the maximum damage level is increased by one point.

Redundant capacity (1-5)

The familiar's body contains multiple parts for the same system allowing it to take more damage before vital areas are useless. For each point spent the durability step is increased by an equal amount.

Strange configuration (3/5)

Although the body is recognizable the way the parts inside are placed not only defies the laws of physics but positively shatters them. The familiar takes damage as if it were a vehicle (small arms/5 for 3 points and all damage dealt as if it were a vehicle for 5)

Sensory overlay (2)

"Now I know that you are carrying a gun under that duster and that it was just fired but if you think that you are going to use it on me, you are going to have to reload it as 2 bullets is just going to get me angry."

- Daniel J. Jackson, Junker to a road bandit who just held up the convoy he was working with.

The powers of communication shared by the familiar extend to allowing the Junker to use its senses as if they were his own. This may require a Cognition roll by the Junker to understand just what things mean, but over a long period the Junker will become used to the new senses.

Name (1)

Your familiar is well know and has a name amongst the other denizens of the net, every time you attract a browser you get to draw one more card to see if one appears. Also the spirits of the net will be more willing to help you find the information you need (+1 on all rolls appertain to information searches).

Hindrances

This way up (2)

Your familiar was once an appliance that only worked in one orientation, unfortunately it has carried this on into its current incarnation it loses all of its powers and abilities when it is inverted.

Fragile (1-5)

The overall body of the familiar is not as durable or damage resistant as the blueprints would have made you think. For each point that is gained, loose a point off the total damage the device can take. If this reduces the damage rating to 0 the familiar will be totally destroyed the first time it takes any damage. It cannot be taken once the damage has reached the same number as the durability step (think of any of the planes in catch the pigeon if you want an example of things working perfectly until they take a small amount of damage)

Handle with care (1-5)

The familiar is constructed of fragile parts sudden damage could cause serious harm for each point he familiar loses 1 point from its durability step if this reduces it to 0 then it gains a reliability of 19 and every additional point lowers the reliability by two. May not be taken with the redundant capacity edge.

Trouble magnet (5)

Your familiar has the uncanny ability to start fights, knock over valuable items, scare normal folks and give away your position at the most inopportune time. The Junker can exert some influence on the spirit to prevent this - a fair (5) spirit check will prevent this for a short time. However the more often this is done the more trouble the spirit will cause the next time. Additionly, the spirit does not enjoy being stopped - there is a cumulative -2 to the roll to stop the effect until the spirit get to cause some trouble up to a maximum of -10

0 Young lad gets scared by the metal cat

-2 Fragile vase gets knocked off the shopkeeper's shelf

-10 War breaks out at a pacifist's convention

Sensory override (3/5)

This grants the Junker the ability to use the familiar's senses, but at a cost of his own. At the 3 point level, he can use one of the familiar's senses in exchange for one of his. At the 5 point level all his senses are taken over by just one of the familiar's. Both types are mentally straining and cause a wind loss of 1 per round of use and the full concentration of the Junker, but the second form causes a foolproof (3) vigor roll to recover your senses after use. A failure means one sense is lost for the rest of the day or the next 24 hours (marshal's choice). Going bust means you pick up a sense based hindrance and suffer a temporary loss as above This hindrance may not be taken with the Sensory overlay edge.

Limited range (1/3/5)

Your familiar has a problem getting in touch with you. For 1 point you must be in visible range of it. For three it has to be within talking range (about 20 ft.). At the five point level you have to be touching it to use any of its powers

Bad name (1)

Your spirt was a collaborator with the nature sprits or did some other bad things in its past. You draw one less card for attracting browser spirits and gain a +1 difficulty to all rolls involving social contact with tech spirits. This does not include building items just using browser powers or surfing the net for info. Any junker with the taint at level 3 or more who picks up a familiar automatically gains this hindrance for it without getting the points.

Tainted heart (3)

The familiar has a pure evil streak and will go out of its way to cause harm to any nature spirit, or old wayer. It is also jealous of any other items with sentient spirits inside them and will refuse to help a junker build an item to put a browser in or install a browser into an existing item. On the plus side if it is your only spirit, it adds +4 to occult engineering rolls instead of +2 and grants you a drain of 3 points a round.

Nuke spirit (5)

"Not all spirits are good and nice. Gun spirits for example are spirits that were created to kill man. But worst amongst the gun spirits were the spirits of nuclear weapons - those designed to kill hundreds or millions of humans...avoid these if at all possible" - Daniel J. Jackson, Junker to some new trainees at his labs.

The spirit which has chosen you is no ordinary run of the mill techie. It's a giant fearsome Nuke spirit. As long as this spirit is you familiar you gain a +4 on any rolls to create weapons. It also increases the difficulty of the taint rolls by 4 making them an onerous (9) plus any adds from your hindrances. You cannot have any browsers while this spirit is with you, and any that are currently with you will leave (diving downhill time, running just ain't fast enough). On the plus side you get a +2 bonus to you overawe rolls and get to call on the Nuke spirit powers (chip activated - see below):

Nuke Spirit Powers

White chip: The spirit add +4 to any and all rolls to destroy or demolish

Red: The spirt uses part of its power to increase your personal powers of destruction allowing you to do Str+2d12 damage from any bare-handed attack for the next 10 minutes. During this time your hand glow red and emits a large amount of alpha radiation (stoppable by a thin sheet of paper). This is easily spotted by Geiger vision

Blue: The spirt manifests itself in the external world as a detonation equal to about a kilo of shaped C4 (this will destroy small doors made of steel, blow holes in walls or otherwise damage permanent structures). This power cannot be used against living targets, but vehicles are good alternative.

Legend: The spirit manifests itself as a small version of the nuclear explosion that it created (the rules for a nuclear explosion are found in the adventure Apocalypse Now! that accompanies the marshal's radiation screen). The downside to this power is that it is centered on the junker (pretty much instant death, possibly faster).