14 chapters
Field Manual
Members only
The full MADpunk rules
1Introduction to MADpunk Members only
2Core mechanics Members only
3Agents Members only
4Red Bloc Members only
5Blue Bloc Members only
6Third World Members only
7Agent creation Members only
8Skills Members only
- 8.1How Skills work
- 8.2Masteries
- 8.3Skill Points during Agent creation
- 8.4Skill Specialties
- 8.5General Skills
- 8.6Academic Skills
- 8.7Professional Skills
- 8.8Martial Skills
- 8.9Vol’framin Yadro Skills
- 8.10Palace of Sparrows Skills
- 8.11Saint Daniels Mystical Skills
- 8.12Second-Men Espionage Skills
- 8.13Skill advancement
9Traits Members only
- 9.1How Agent Traits work
- 9.2Physical Strengths
- 9.3Mental Strengths
- 9.4Social Strengths
- 9.5Economic Strengths
- 9.6Professional Strengths
- 9.7Special Strengths
- 9.8Physical Weaknesses
- 9.9Mental Weaknesses
- 9.10Social Weaknesses
- 9.11Economic Weaknesses
- 9.12Professional Weaknesses
- 9.13Special Weaknesses
- 9.14Agent personality
10Equipment Members only
- 10.1Obtaining equipment and availability
- 10.2Equipment modifiers
- 10.3Equipment Armor and durability
- 10.4Uses and energy sources
- 10.5Equipment quality
- 10.6Equipment price
- 10.7Money and salary
- 10.8Using and expanding the equipment list
- 10.9Standard equipment: firearms
- 10.10Standard equipment: close combat
- 10.11Standard equipment: thrown weapons and explosives
- 10.12Standard equipment: protection and clothing
- 10.13Standard equipment: tools and utilities
- 10.14Standard equipment: medicine, drugs, and consumables
- 10.15Standard equipment: vehicles
- 10.16Advanced equipment
