The Junker
“What hath God wrought!” - Samuel Morse, first telegraph.
Things aren't what they once were. Raillines broken, telegraph lines cut, factories burnt, locomotives scrapped, mines empty. You take the Junk, and you turn it into something worthwhile.
Stats
Choose one:
Cool +1 Hard +1 Hot +1 Sharp -2 Weird +2
Cool -2 Hard -1 Hot +1 Sharp +2 Weird +2
Cool +1 Hard -2 Hot -1 Sharp +2 Weird +2
Cool -1 Hard +1 Hot -2 Sharp +2 Weird +2
Basic Moves
You get all the Basic Moves
Junker Moves
You get this one:
Machinist: When you go into your Workspace, and dedicate yourself to making a thing, fixing a thing, investigating a thing, or working on something, decide what you're doing and tell the MC, who will respond, “sure, no problem, but,” and then 1 to 4 of the following, possibly with some “ands” and/or “ors.”
*It's going to take hours/days/weeks/months of work.
*First you'll need to get/build/fix/figure out ____.
*You're going to need help from ____.
*You'll need supplies worth __ barter.
*It's going to have some downside or flaw.
*It's going to mean exposing yourself to serious danger.
*You're going to have to take ____ apart to do it.
Once you accomplish that, you finish the task itself. The MC will do whatever's called for at that point.
Plus, choose two of the following:
Jury-Rig: When you touch a nonfunctioning device, roll + Weird. On a hit, hold 2, or 4 on a 10+. Spend your hold 1 for 1 to either:
*Make the device work for an hour.
*Make the device work above normal capacity for 15 minutes.
On a miss, you almost mostly fix it, but it will break during a crucial moment.
Mystic Telegraph: When you concentrate on sending someone a message through the Mystic Wastes, roll + Weird. On a 7-9, they get the message, mostly intact, with only a little static from the Mystic Wastes. On a 10+, they get the message, crystal clear, and you can even get an emotional sense of how it was received. On a miss, you've just bared your Mind to the Mystic Wastes.
Scavenger: At the start of each session, or when you have a chance to scavenge during play, say what you're looking for and roll + Sharp. On a hit, you find something neat. On a 10+, pick 3, on a 7-9, pick 2, on a miss, pick 1.
*It's in working condition.
*It's more or less what you were looking for.
*It serves a potent and useful purpose.
*It doesn't belong to anyone else who might come looking for it.
Surgery: When you perform Surgery on a character who is severely injured (at 9:00 or more, but not past High Noon), spend 1 Barter worth of Medical Supplies and roll + Sharp. On a hit, the character recovers to 6:00, but the MC will choose a downside (1 on 10+, 2 on 7-9)
*They need to be physically stabilized.
*They are fighting back, even with sedation, you're Acting Under Fire.
*They'll be drifting in and out of consciousness for at least 24 hours.
*They'll be bedridden for at least a week.
*They'll need constant care and monitoring for at least 48 hours.
On a miss, the target either chooses to take 1 harm (and not be healed), or be healed, but mark a Debility.
If you try to heal someone past High Noon, roll + Barter spent. On a hit, they recover to 6:00 as above, but the MC will add an additional downside. On a miss, you do everything you can, but they die anyways.
Also, if you have a Workspace, you can work on People in it.
Technobabble: When you describe a plan of action, using “scientific principles,” that you, as a player, just made up, whoever acts on that plan takes +1 forward.
Weird Science: When you use any Junker creation or other artifact of strange science, roll + Weird instead of what you would normally roll to use it.
Gear
You start with a Workspace, a Junker Weapon, fashion appropriate to your look, and goods worth 3 barter.
Workspaces
Your workspace starts with three of the following:
A machine shop, a darkroom, controlled botany environment, chemical laboratory, skilled labor and assistants, a carriage with driver and team of horses, wierd-ass steampunk clockwork stuff, a working telegraph machine, a weapons range, a strange science artifact, extensive supplies, a large steam engine, a medical infirmary.
Junker Weapon
You start with a custom weapon.
Frame (choose 1)
Small (2 harm close reload tech)
Large (3 harm close reload tech)
What's it Shoot? (choose 1)
Fire (+1 harm, hand/close, messy)
Electricity (S-Harm)
Bullets, Lots of Them (+1 harm, close/far, loud)
Laser Beams (ap, close/far)
Other Options (choose 1)
Scope (+1 harm at Far)
Ammo Backpack (-Reload)
High Powered (+1 harm at Close)
Attached Bayonet (2 harm hand)
Burst Fire (+area, +loud)
Automated (+remote)
Junker Special
Whenever you and another character have sex, you have an Augury into the Mystic Wastes. Whoever you're having sex with can help or interfere with your Weird roll.