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Doomsday Clock reading 23:58:00. Ticks link to sections.
Berlin in ruins under a sky of atomic mushroom clouds, the Brandenburg Gate black against the fire
MADpunk, the wordmark cut from portraits of its operatives
Mara Sterling on a motorbike before the ruined Brandenburg Gate at dusk
MAD
Mutually Assured Destruction
Punk
Rebel for freedom
A street in Bern at night, the Doomsday Clock lit on the Midnight Tower

Play the hero Play the spy Play the punk

A tabletop RPG in an alternate retrofuturistic Cold War sick with nuclear annihilation paranoia

Chronicles

Cold War stories from a different universe

Sarajevo, 1914: officers seize the gunman beside Archduke Franz Ferdinand's open car

Chronicles Vol I

The MADpunk Divergence

Sarajevo, 1914. Archduke Franz Ferdinand miraculously survives the assassination attempt and later becomes Emperor. The Great War never begins. Europe’s old empires endure, trapped in an uneasy armed peace and terrified of falling behind. For twenty-five years, they pour unimaginable wealth into military science, industry and technology, driving a second industrial revolution built for war. When World War finally erupts in 1939, it is fought with monstrous machines and firepower beyond imagination.

Mushroom clouds over the ruins of Berlin and the Brandenburg Gate

The war ends in atomic fire. Eight nuclear bombs devastate Berlin and the surrounding region, creating the radioactive scar that will become the Dead Zone. Europe’s old empires collapse. From their ruins emerge two new Hyperpowers.

In the West, the Free Fatherlands of Nova Columbia build a fiercely capitalist society powered by atomic energy, minimal government and immense corporate influence. Freedom, consumption and technological optimism become the promise of a new American Dream.

In the East, the revolutionary republics unite under the International Union of Revolutionary Republics, forging a communist superpower through industry, machinery and collective ambition. Soon enough, they build their own nuclear arsenal too.

MUTUAL ASSURED DESTRUCTION. The Cold War begins.

A Blue Bloc missile base
A Blue Bloc city, bright and over-optimistic

The FNC and the Blue Bloc

From the collapse of the old United States rise the Free Fatherlands of Nova Columbia, the world’s first great atomic power — a fiercely capitalist federation built on minimal government and immense corporate influence. Private companies assume many of the functions once reserved for the state, while prosperity, consumption and individual success become pillars of a new American Dream. Freedom is elevated into a national ideal, and Nova Columbia presents itself as proof that enterprise can build a better world. As its influence expands abroad, allied nations gather around it, forming the First World — increasingly known as the Blue Bloc.

Blue Bloc propaganda poster: Liberty Vance, just an everyman

Everyman heroes

The Everymen are the living heroes of the Nova Columbian Dream. The first was Liberty Vance, an ordinary factory worker transformed by radiation whose extraordinary strength helped LUME — the Labor Union of Managers and Entrepreneurs — overthrow the old government and pave the way for the Free Fatherlands. His image, “just an everyman,” became powerful propaganda: proof that an ordinary citizen could become extraordinary.

During the Great War, the name Everyman was extended to celebrated patriotic heroes. Years later, the Evolutionary Defense Office, working through Nobel & Midland Chemicals, learned to manufacture real superhumans through controlled radiation. Today, Everymen are heroes, celebrities and weapons of state power — living embodiments of freedom, individual greatness and the American Dream.

Max Monroe, Second-Man

Second Men spies

The Second-Men are the elite of Nova Columbian espionage. Created after the FNC failed to foresee the development of weapons of mass destruction by its revolutionary rival, they are the best agents the Free Fatherlands can produce — trained in languages, combat, weapons, stealth, subterfuge, diplomacy and history, and equipped with the most advanced technology available, including EVERYMAN capsules. Their operational imperative is absolute: stop the Apocalypse at any cost.

The Leviathan Mater Zima, the Hegemon's walking fortress

The IURR and the Red Bloc

From the ruins of Eastern Europe rises the International Union of Revolutionary Republics, built on collective ownership, discipline and the promise of absolute equality. Its citizens are asked to work and sacrifice for the Communist Dream: a future without class conflict, exploitation or inequality.

Its defining hero is Alexandr “Bol’shoy,” the revolutionary commander who captured Mater Zima — the largest Leviathan in the world — during the Great War and rode it to Moscow at the head of the Red March. He became Hegemon of the new Union and, decades later, still rules in the name of that unfinished dream. Around the Union, allied nations form the Second World — increasingly known as the Red Bloc.

Moses Tarasovic resting among the mechas
Ilya Zorin drinking in a bar

Vol’framin

The Vol’framin are the atomic heroes of the Union — highly trained specialists selected for their unusual resistance to radiation and certified by the Atomic Academy to operate Core technology. The Core, one of the IURR’s greatest achievements, is a miniature nuclear reactor powerful enough to drive giant Mechas, Combat Suits and mechanical implants such as those of the Chelovenchiki — the Tin Men.

To survive prolonged exposure, Vol’framin follow the Tungsten Protocol: a strict combination of protective equipment, technical procedures and supplements — including the tungsten-powder pills from which they take their name. Even so, their lives are usually short and intense, spent mastering the Union’s most dangerous technology in service of the Communist Dream.

Vera Volskaya in a red dress playing violin at the casino

Sparrows

The Sparrows are the IURR’s most extraordinary spies — rare individuals trained by the Palace of Sparrows to exploit psychotronic abilities such as telepathy, telekinesis, clairvoyance, premonition and mind control. They are deployed against the Union’s most important targets, where infiltration and manipulation matter more than brute force.

Behind them stands the VKKB, the Union’s vast counterintelligence and security apparatus. Through the Palace, its Experts use hypnosis, altered memories and subconscious commands to create double agents — sometimes from ordinary civilians who never realize they have been recruited. This hidden network, in which many agents do not even know whom they serve, has made IURR espionage one of the most extensive forces in the Cold War.

The Doomsday Clock's flip display reading 23:58:32 above a radiation trefoil and a dove

The Doomsday Clock

The Doomsday is getting close to Midnight. In Bern, the International Institute of Atomic Security gathers intelligence from across the world and updates the Doomsday Clock every hour, calculating how close humanity is to thermonuclear war. The IURR operates its own Clock, synchronized with Bern.

At one minute to midnight, both Hyperpowers mobilize. RUDOLF calls the FNC’s Second-Men into action, while the Atomic Academy sends a psychotronic signal activating double agents across the world and Sparrows move through the most critical flashpoints of the Cold War. Their mission is the same: stop the Apocalypse at any cost.

MIDNIGHT MEANS NUCLEAR ANNIHILATION.

Mara Sterling waking beside the Anomaly

Chronicles Vol II

The Sterling Incident

Bern. A covert operation inside a classified laboratory goes catastrophically wrong. Out of that night emerges Mara Sterling: wounded, hunted and unlike anything either Hyperpower understands. What begins as an act of espionage becomes the birth of one of MADpunk’s most important figures — and the first step toward a connection between their universe and ours.

The Sterling Incident is the story of how Mara begins.

Coming soon

A Red Bloc mecha firing in a ruined street while infantry advance beside it

World Intel

Classified files from a world on the brink

The Cold War is fought far beyond borders and battlefields. Intelligence agencies, secret institutions, revolutionary cells, mercenaries, strategic weapons, unstable cities and powerful individuals constantly reshape the balance of power.

World Intel collects the dossiers that matter now: who operates in the shadows, where the next crisis may erupt, what assets can change the balance, and which people are worth watching.

The White Star containment facility in Alaska

Agencies & Institutions

Behind every government, treaty and crisis stands an institution trying to shape the outcome. Intelligence services, scientific institutes, international organizations and corporate agencies gather secrets, develop forbidden technologies and conduct operations that never reach the public eye.

From the VKKB and the Atomic Academy to the IIAS, EDO and countless classified programs, these organizations form the hidden machinery of the Cold War. Some protect the balance. Others are quietly trying to break it.

The Dutchmen in their iron masks against Blue Bloc billboards

Unaffiliated groups

Not every force in the Cold War answers to a government. Terrorist, revolutionary cells, mercenaries, smugglers, clandestine networks and independent groups operate between the great blocs — pursuing ideology, profit, survival or simply their own agendas.

Some fight the Hyperpowers. Some work for them. Others sell their loyalty to the highest bidder. From the Dutchmen to the Berlin Guild and other unaffiliated groups, these actors thrive in the spaces where states lose control.

A walking city of the East, the Leviathan Jabal Alasid

Instruments of power

Power in MADpunk is measured by more than armies and nuclear arsenals. Leviathans, atomic Cores, autonomous war machines, classified protocols and strategic systems can alter the balance of the Cold War. Some are weapons. Others are technologies, deterrents, symbols, huge leviathans or instruments of control. All of them can change the world.

Reiko Mori in Tokyo

Hot zones

Some places matter far beyond their borders. Neutral capitals, free cities, fortress ports, atomic test sites and territories scarred by war have become pressure points in the global struggle between the Hyperpowers.

The District of Light in Tokyo, Bern, the free city of Cadiz, Bikairé, Jabal Alasid, Villa Esperanza and the Dead Zone each concentrate their own mix of espionage, political tension, hidden agendas and opportunity.

Irina Stalova holds a magnate at gunpoint in the ballroom aboard Mater Zima

Figures of power

The Cold War is not shaped by nations alone. Generals, spymasters, scientists, oligarchs, industrialists and political operators can alter the balance of power through a single decision, secret or betrayal.

Some command armies. Others control intelligence networks, scientific programs, industrial empires or vast fortunes. Their decisions shape alliances, trigger crises and alter the course of the Cold War.

Field Manual

Every power has a price

Ilya Zorin and Nareh in a market brawl in Istanbul

MADpunk is built for espionage and action, dangerous choices and consequences that can reach far beyond the mission. Characters are capable, but never invulnerable; power is tempting, violence is risky, and every decision can move the world closer to Midnight.

The Field Manual explains the core rules of play: actions, conflict, operatives, powers, consequences and how it all affects the Doomsday Clock.

The MADpunk poker deck and dice set
  • Play the spy. Play the hero. Play the punk

    Classless creation through skills, strengths, flaws, and faction affiliations.

  • Dice and poker cards for maximum thrill

    D12 action rolls and poker hands for skill challenges and contests.

  • Distinct power systems

    Mutations, nuclear machinery, and psychic abilities. Each with its own rules, resources, and risks.

  • Great power. Great limitations

    Extraordinary abilities come with serious weaknesses, dependencies, or a physical cost.

  • Consequences built into the rules

    Lasting injuries, radiation, and a Doomsday Clock shaped by player actions.

Operatives

Be whoever you want to be

A smuggler in the City-Fortress of Cádiz

In MADpunk, Operatives are the player characters — heroes, spies, smugglers, soldiers, magnates, scientists or almost anything else you can imagine. There are no character classes forcing you into a predefined role.

You build your Operative from who they are and what they have lived: age, background, profession, allegiance, skills, strengths, flaws and equipment. The system gives you the freedom to combine them into the character you want to play.

Liberty Belle running down a street in her Everywoman uniform

Choose your allegiance

Your allegiance shapes what your Operative can access — and what is expected in return. Serving the Blue Bloc or the Red Bloc can open the door to powerful technology, training, contacts and extraordinary abilities, but it also brings duties, scrutiny and limits on how freely you can act.

You can also stand outside the Hyperpowers: join an unaffiliated group, become a deserter or double agent, or remain completely independent. You may have fewer resources and less raw power, but far more freedom.

In MADpunk sometimes surviving on your wits is more useful than having the biggest power in the room.

An office worker holding a stack of files among desks and terminals

Define your edge

Every Operative is defined by a combination of Fundamental Characteristics, Skills and Traits. Characteristics describe their core capabilities; Skills reflect training and experience; Traits are a combination of Advantages and Disadvantages that introduce strengths, weaknesses and complications that make each character unique.

None of this is locked at creation. Skills can improve through Experience, Characteristics can change through Modifiers and Events, and new strengths, weaknesses and consequences can emerge during play.

Your Operative will develop with the story rather than following a predetermined progression path.

Haymaker crouched in a crater on a Nova Columbian street while the crowd runs
Max Monroe and Vera Volskaya in the Shelby

Equip yourself

Gear can be almost anything: a weapon, a vehicle, a piece of armor, a surveillance device, an experimental tool or a machine powered by a Core. What you carry can expand what your Operative is capable of — sometimes as much as their own Skills or Traits.

Some equipment is common. Other Gear is rare, experimental, restricted or tied to a particular allegiance. Choosing what you have access to is another part of defining how your Operative approaches a mission.

Joseph Brute at a casino bar in dark glasses, a martini in front of him

Create your operative

Imagine who you want to be in MADpunk. Hero or villain. Loyal or treacherous. Ruthless, charming, brilliant, reckless — there is no predefined path and no single right way to build a character.

Freedom does not mean perfection. Strengths come with weaknesses, extraordinary abilities with limitations, and powerful allegiances with obligations. Build someone capable, flawed and entirely your own.

Then step into a retrofuturistic Cold War and discover who your Operative becomes. Experience, choices, relationships, injuries and consequences will keep shaping the character as the story unfolds.

Mara Sterling, seen from behind, meets Berlin Guild smugglers in the ruins

Missions

Thrilling and never as planned

In MADpunk, a Mission is the situation that brings the Operatives into play.

The Handler — MADpunk’s game master — defines the objective, the forces involved, the pressure and what is at stake. From there, the players decide how to approach it: through espionage, negotiation, deception, careful planning or direct action.

Operatives may cooperate, pursue different agendas or even serve opposing interests. There is rarely a single path to the objective, and what happens along the way can matter as much as whether the Mission succeeds or fails.

Four operatives laughing over cards and dice at a table

Handling operatives

The Handler sets the scene, presents the pressure and keeps the world moving while the Operatives decide how to act. The Handler reacts, keeps consequences coherent and adjusts the Mission as the table evolves.

The Doomsday Clock is one of the key tools for doing this: actions, failures, victories and outside events can move the world closer to — or further from — Midnight, turning player choices into consequences that reach far beyond the immediate Mission.

A command room under wall maps of missile tracks, a red clock near midnight

Mission: Plan R, for Romeo

Two hours to Midnight

General Ripper of the FNC Navy has activated Plan R: a full nuclear strike against the IURR. For reasons no one yet understands, he has barricaded himself inside a secret military base in Alaska. The submarines carrying out the attack can only be stopped with a classified recall code — and Ripper is the only man who knows it.

With the Doomsday Clock closer to Midnight than ever before and only two hours remaining, the leaders of the FNC and the IURR must decide how far they are willing to go to prevent nuclear annihilation. Somewhere between two command rooms and a frozen base in Alaska, the Operatives may be the last people capable of stopping Plan R.

Locations
FNC Command Room // IURR Command Room // Secret Military Base, Alaska
Joseph Brute and a sheikh beside an armed truck in the desert, a case of cash spilling open

Mission: The Broker

The hunt for the list

Mara Sterling has stolen one of the IURR’s most sensitive intelligence files and sold it to Joseph Brute. The archive contains the identities of double agents operating inside the FNC — enough information to dismantle an entire espionage network and radically alter the balance between the Hyperpowers.

Now everyone wants Brute. The FNC wants the list. The IURR needs to recover or destroy it before it is compromised. Other factions see an opportunity worth a fortune. But whoever obtains the archive may trigger a reaction far greater than they expect: if the IURR believes its network has been exposed, a preventive escalation could push the Doomsday Clock dangerously closer to Midnight. The Operatives must find Brute and decide who, if anyone, should leave with the list.

Locations
Arabian Desert // Cádiz // Tokyo // Leipzig

Coming soon

A gilded feast aboard the Leviathan Jabal Alasid under a desert moon

Mission: The Great Mutant Escape

The show must go wrong

Across the Arabian Desert moves Jabal Alasid, the great Leviathan-palace of the powerful Imam Al Salaman. Tonight its halls are filled with influential guests, gathered for an extravagant celebration of wealth, power and forbidden pleasures.

Deep inside the Leviathan lies a secret prison. There, Al Salaman keeps a carefully selected collection of mutants with strange, seemingly useless or absurd abilities, destined to entertain his guests in the infamous Circus of Beasts.

What the Royal Guard does not know is that behind the broken bodies and ridiculous powers are brilliant minds, hidden potential and conflicting ambitions. Revenge, freedom, betrayal and a carefully prepared plan are about to collide.

Locations
Arabian Desert // Jabal Alasid Leviathan

Coming soon

Network

Share • Create • Expand

MADpunk is still in Alpha, and the Network is where Handlers, Players and Creators can help shape what comes next. Test the game, tell us what works, expand the universe and create within it.

  • Playtest

    Play MADpunk, run Missions and tell us what works — and what does not. Feedback from both Players and Handlers will help shape the first published version of the game.

    Alpha contributors will be credited as playtesters in the crowdfunding edition.

  • Create and expand MADpunk

    Write stories from another Cold War. Create Chronicles, design Missions and make Artwork that expands the MADpunk universe.

    Share it under the MADpunk community license: respect the established lore, credit MADpunk and take the world somewhere new.

The Network, Volume I: a hardback among maps, photographs and a passport

Crowdfunding special: The Network Vol. I

A crowdfunding-exclusive collection of selected Community Chronicles (short stories only), Missions and Concept art.

Selected creators will be fully credited and will share in the proceeds from the book.

All submissions must follow the MADpunk community license.

Directory

Files from the MADpunk universe

Chronicles

  • Chronicles vol. I
    Mushroom clouds over the ruins of Berlin and the Brandenburg Gate

    PDFFree

    The MADpunk Divergence

    Download
  • Chronicles vol. II
    Mara Sterling waking beside the Anomaly

    PDFFree

    The Sterling Incident

    Coming soon

Manuals

  • Core rulebook
    The MADpunk poker deck and dice set

    PDFFree

    Field Manual

    Alpha version

    Download
  • Creating characters
    An operative personnel file: identity, characteristics and status

    PDFFree

    Operatives Guide, Examples & Sheets

    Alpha version

    Download
  • Game master guides
    A Handler taking notes beside the Handler's Quick Guide and a Handler's screen

    PDFFree

    Handler’s Guide & Quick Reference

    Alpha version

    Download

Missions

  • A command room under wall maps of missile tracks, a red clock near midnight

    PDFFree

    Plan R, for Romeo

    Play as you learn. Story, tips for Handlers and predefined Operatives.

    Download
  • Joseph Brute and a sheikh beside an armed truck in the desert, a case of cash spilling open

    PDFFree

    The Broker

    Spy action on the hunt for the list, while Midnight approaches.

    Coming soon

  • A gilded feast aboard the Leviathan Jabal Alasid under a desert moon

    PDFFree

    The Great Mutant Escape

    A quick play. Get crazy with mutants escaping from the Third World elites.

    Coming soon

Wallpapers

The Leviathan Mater Zima, the Hegemon's walking fortress

JPEGFree

Mater Zima Leviathan

Download
Mara Sterling astride a motorbike before the Brandenburg Gate

JPEGFree

Mara Sterling

Download
The Dutchmen walking a wet Nova Columbian street at night

JPEGFree

Dutchmen in NYC

Download
Max Monroe smoking at a table while couples dance behind him

JPEGFree

Max Monroe

Download
A Red Bloc mecha firing in a ruined street while infantry advance beside it

JPEGFree

Mecha fighting

Download
Liberty Belle running down a street in her Everywoman uniform

JPEGFree

Liberty Belle

Download
Berlin Guild explorers armed in the Dead Zone

JPEGFree

Dead Zone – Berlin Guild

Download
Reiko Mori standing in the rain in Tokyo's District of Light

JPEGFree

Reiko Mori

Download
Ilya Zorin and Nareh in a market brawl in Istanbul

JPEGFree

Ilya & Nareh

Download
Blue Bloc propaganda poster: Liberty Vance, just an everyman

JPEGFree

Liberty Vance

Download
Red Bloc propaganda poster: the Hegemon Alexandr Bol'shoy

JPEGFree

Alexandr Bol’shoy

Download
Blue Bloc propaganda poster: Jimmy Stark wants you

JPEGFree

General Stark

Download
Red Bloc propaganda poster: Ivan Volkov, strength of the people

JPEGFree

General Volkov

Download
Haymaker crouched in a crater on a Nova Columbian street while the crowd runs

JPEGFree

Haymaker

Download
Moses Tarasovic resting among the mechas

JPEGFree

Moses Tarasovic

Download
The Omega 7 Field Kit laid open: books, Handler's screen, Doomsday Clock, poker deck and dice

Crowdfunding

Bring MADpunk to the table

MADpunk is in Alpha. The digital game is free to play, test and explore — but the next step is physical.

The crowdfunding campaign will bring together the Rulebook, Chronicles, Operatives, Missions, The Network. Everything you need to get inspiration and play MADpunk around a table: the Omega 7 Field Kit.

Register now to follow the Alpha and be notified when the campaign goes live.

The first MADpunk miniatures: Liberty Belle, Oranger, Ilya Zorin and Mater Zima

Crowdfunding exclusive

For the first time, some of MADpunk’s most iconic characters and machines come to the tabletop as collectible miniatures: Liberty Belle, Oranger, Ilya Zorin, and 7 unique, individually numbered «MATER ZIMA» Leviathans.