Product Review
This sourcebook
covers the mysterious scientists/engineers know as
the Junker's. The book contains the usual mix of well-written
background information, comic material, new powers
and new rules. If any of you want to play Junkers
you must be prepared to ride in the back seat behind
other characters who are playing Sykers, Templars
and Doomsayers. All of which have powers that can
be used at any time, whereas the Junker is more like
the whole A-Team rolled into one. All you need is
an old car and a pile of junk and very soon you'll
have a tank. Only problem is it all takes time. So
make sure you keep a few more ‘direct’
characters around as back up.
In the first section we have all
the usual background information from the point of
view of a Junker in the Wasted West. In this case
a Junker by the name of Lazlo Huber. In his story
we learn how the Junkers gained their powers, how
many of these older Junkers worked on the bombs that
destroyed civilization thirteen years ago and the
friends and enemies of the Junkers in the Wasted West.
The story of how the Junkers gained their powers goes
back to the Weird West, where there was a group of
people known as Mad Scientist's who created steam-punk
devices with the help of evil spirits. As opposed
to Junkers' who use the spirits of humanities destroyed
tech to meld any old junk into working devices. Many
of the people who are now Junkers were once Mad Scientists
who worked on devices of war for various world powers.
The most destructive of these was the Irradiated Ghost
Rock Bombs, which were used on Judgment Day to kill
95% of the world population.
Then we get a section on the allies
of the Junkers' which include powerful techno-spirits
and the Chamber (a group of Junkers' dedicated to
some mystic cause). The enemies of the Junkers' include
Old Way Indians (the bow and arrow type), gremlins
(who seek to disrupt Junker tech) and the Neo-Luddites
(a group against technology who act like The Amish
with attitude). On top of all these are the Combine
a group who seek to use Junkers' to create Cyborgs,
these Cyborgs are for use in ‘PERSUADING’
everyone to join their Combine (read Conquer).
In the next section we get into
the new rules and edges. This section is ok, with
some very good additions in the form of a pair of
new Edges called Browser spirit and Familiar, both
are powerful techno-spirits who grant the Junker new
powers and help with a certain type of techno-magic,
in addition the Familiar gets a small robotic body
(normal the size of a cat.) These spirits grant the
Junker some good little powers that he can use at
any time as long as he has the chips to pay.
Some of these powers are Automatic
hits with weapons, Increased vehicle performance,
Code breaking, Creating buildings and Picking up old
transmissions (from old military bases telling people
new password to get into the armory). The other really
good part is the Tool Tricks; small acts of magic
that makes the Junkers life easier. From Light (a
small sphere of light that follows the techno-mage)
to Reload (Transfer ammo from belt to gun very quickly.)
After this we get into the new power
section where we find out how to build these wonders
of Techno-Magic. With the right set of powers and
the time a player can create Massive Walking Robots,
Plasma swords, rocket packs and anything else in your
twisted little mind. These powers are a bit complicated
to begin with so if your a player you may want to
work yourself through several devices to see if you
really want to be a Junker. If you do… you have
the power to be one of best characters in the party,
at least once you have built a few funky devices.
For example the Junker has the only ways of bringing
dead characters back to life, first using a powerful
healing device he can create and second by turning
the dead body into a cyborg (the only other way come
back is as Harrowed, Undead with a soul and a lodger.)
That is pretty much it for the Junkman
Cometh, which is a good book for a limited character
type, but with this the Junker has a few more options.
And if you do play a Junker my advice is to create
a lot of new Tool Tricks with the help of the Marshal
(so be nice all you Marshal's.) Even with the Junkers
themselves being limited, the background material
is very good leaving lots plot hooks for the Marshal
to work into his game, you may get annoyed by the
information on Cyborgs which amounts to "get
our new sourcebook." But that one is very good
and is also reviewed by me on KMANT.
Junkman Cometh is a pretty good
book but being a Junker is a lot more work than some
of the other Arcane Backgrounds, so check with any
players who want to be one that they are really up
to it, if they are, enjoy.
Other Sources:
Back to the Future (All of them.):
The Doctor/inventor who created the time traveling
car would be a good example of a Junker.
Rifts RPG: Here we have the OCC
Techno-Mage, magic user who enchants items to focus
their powers.
The A-Team- For ideas on what you
can create with miscellaneous pieces of junk.
Reviewed By Martin Dye |