Junkyard

POWERS
Due to not having the book, The Junkman Cometh, we are forced to create our own powers. If they resemble any that are already published by Pinnacle, by all means use the more convenient one for your Junker. Enjoy!



Invisibility
Components:
Structural: 1/50 points
Mechanical: 1/100 points
Electronic: 1/25 points
Drain: 1 GR/30 points/minute
Most brainers out there will tell you that it isn't a good idea to infiltrate an enemy camp head on during the day. However, most brainers don't have the power of Invisibility on their side. This power lets Junkers turn any of their creations invisible; whether that be sheilding them from different sensors to different types of vision, that device is gonna be hidden quite well.
The basic power, camo, lets the Junker add whatever amount of dice he buys for the power to his roll in an opposed sneak test with what might detect him. Any modifiers she adds on to camo makes all her sneak tests foolproof (3) against that particular detecting method. A bust on this roll means that the device fluctuated for a moment or the Junker slipped up. In this case, she must make an opposed sneak test with what may detect her.
One modifier is Area Covered. This mod allows you to make different portions of the device invisible, not the entire device, which is a great aid at making well-hidden secret compartments. Also, this power uses a lot of energy and may need a cooling down period that could last up to 1 hour. This cooling down is a cost modifier and once the device with this power is activated for any amount of time then shut down, it can not be re-activated until the cooling time expires.

Invisibility Cost
Camo 30


Sneak Bonus Cost/Die
d4
5
d6
10
d8
15
d10
25
d12
35
d20
45


Mods:

Spectrum Cost
visible light
+75%
infrared
+25%
night vision
+50%
ultraviolet
+15%
spirit sight
+100%


Sensors Cost
radar
+20%
sonar
+20%
motion detector
+50%
video
+75%
sound recorder
+75%


Cool Down Cost
5 min. or less
+0%
15 minutes
-20%
30 minutes
-40%
45 minutes
-60%
1 hour
-80%


Area Covered Cost
Full
+0%
3/4
-25%
1/2
-50%
1/4
-75%




Magnet
Components:
Structural: 1/35 points
Mechanical: 1/50 points
Electronic: 1/35 points
Drain: 1 GR/40 points/use (or day if permanent)
With all the junk and scrap lying around the Wasted West, it was only a matter of time before some Junker found a way to exploit it all. By using Magnet the Junker can create devices that affect all the metal just lying around and wield it to his power.
When buying the power, the Junker can decide how strong he wants his magnet to be, what maximum size objects he can manipulate, as well as focus the magnetic forces into a beam with amazing properties. The magnetize mod, for example, allows you to imbue 25% to 75% of the devices magnetic strength in another object that's hit by the beam.
Another mod, spiritual magnet makes it possible to affect any item that is a relic or has supernatural qualities. Objects pulled by the magnet from others must make an opposed strength test with the mag-strength level.
Just use the size mod at the end of the Junkers chapter in the HoE rule book for the max size object that can be affected as well as the size of the magnet device.

Magnet: Cost:
permanent
30
electro-mag
40


Mag-Strength Cost/Die
d4
5
d6
10
d8
15
d10
20
d12
30
d20
40


Mods

FocusedBeam Cost -20%

Beam Mods affect the FocusedBeam mod only
Beam ModsCost
alternate strength
+50%
de-magnetize
+15%
magnetize: 25%of magnet
+10%
magnetize: 50%of magnet
+30%
magnetize: 75%of magnet
+50%


Other Types Cost
spirit magnet
+150%
alternate polarity
+100%




Storm Force
Components:
Structural: 1/50 points
Mechanical: 1/45 points
Electronic: 1/30 points
Drain: 1 GR/45 points/hour
Storm Force lets the Junker put the fury of nature into his creations. With this power she can create precise and deadly storms or just hone the strength of one of these forces into a weapon or whatever the Junker can imagine. For such actions as trying to make a lightning bolt strike down a target from the sky, use the sciences: occult engineering skill like you would any shootin' concentration against the TN.

Force: Cost:
Wind
20
Lightning
40
Rain/Flood
20
Hail
30


Strength Cost/Die
d4
10
d6
15
d8
20
d10
25
d12
30
d20
35


Mods

One use device -50%


# of Forces Cost
2
+25%
3
+50%
4
+75%


Rain Level Cost
drizzle
+0%
steady
+20%
torrential
+50%


Duration Cost
Instantaneous
+0%
1 hour
+5%
2 hours
+10%
3 hours
+15%
4 hours
+20%


Frequency Cost
Single Hit
-10%
dozen/minute
+25%
2 dozen/minute
+45%
3 dozen/minute
+65%
4 dozen/minute
+85%
(For lightning bolts and hail)



GADGETS



Michael Conrad's Modified Chain Sword:
Powers: Damage
Components: 8 structural 7 mechanical 3 electronic
Points: 147
This sword is similar to that described in the Hell on Earth rulebook. It is the size of a long sword but has a built in gyro that makes it easier to control despite it bulky size. Besides the spinning chainsaw blade, Conrad devised a small laser built as the handguard at the top of the handle. It fires a laser down the length of the blade. All shots are +4 difficutly to hit unless the blade is stabbed into something; in that case the shot is TN 3(hey, the guy might pull himself off the blade, so you need to roll) with no penalty.
Blade Stats:
Defensive Bonus Speed Damage Drain
+2 1 str+6d6 3GR/round

Laser Stats:
Speed ROF Range Damage Drain
1 1 10 3d6 3GR/shot



No Man's Land

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