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14 chapters

Field Manual

Members only

The full MADpunk rules

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1Introduction to MADpunk Members only

  1. 1.1What is MADpunk?
  2. 1.2The Handler and the players
  3. 1.3An alternate Cold War
  4. 1.4Agents and their missions

2Core mechanics Members only

  1. 2.1Resolving an action
  2. 2.2Difficulty Factors
  3. 2.3Critical results
  4. 2.4Fumble Roll
  5. 2.5Characteristic Roll
  6. 2.6Advantage and disadvantage
  7. 2.7Skill Challenge
  8. 2.8Skill Contest
  9. 2.9Plot Roll

3Agents Members only

  1. 3.1What is an Agent?
  2. 3.2Basic Characteristics
  3. 3.3Defense
  4. 3.4Vitality
  5. 3.5Health Points
  6. 3.6Aging
  7. 3.7Willpower
  8. 3.8Willpower Points
  9. 3.9Characteristic modifiers

4Red Bloc Members only

  1. 4.1The IURR and service to the Red Bloc
  2. 4.2Cores
  3. 4.3Core-Powered Machinery — CPM
  4. 4.4Radiation emitted by CPM
  5. 4.5Types of Core-Powered Machinery
  6. 4.6Red Bloc Strengths and obligations
  7. 4.7Vol’framin
  8. 4.8Sparrow

5Blue Bloc Members only

  1. 5.1The FNC and service to the Blue Bloc
  2. 5.2The Everymen
  3. 5.3Acquiring mutations and how they work
  4. 5.4Radiation and mutation advancement
  5. 5.5Mutant exposure and overload
  6. 5.6EVERYMAN Capsules
  7. 5.7Blue Bloc Strengths and obligations
  8. 5.8Everyman
  9. 5.9Saint Daniels
  10. 5.10Second-Men

6Third World Members only

  1. 6.1The Third World and Non-Aligned Groups
  2. 6.2Non-Aligned Group Strengths and obligations
  3. 6.3Dutchmen

7Agent creation Members only

  1. 7.1Choose name, gender, nationality, age, and affiliation
  2. 7.2Determine starting Willpower
  3. 7.3Purchase Agent Traits
  4. 7.4Apply Trait and age modifiers
  5. 7.5Assign Native Language and choose three Masteries
  6. 7.6Gain and allocate Skill Points
  7. 7.7Choose starting equipment
  8. 7.8Assign personality aspects

8Skills Members only

  1. 8.1How Skills work
  2. 8.2Masteries
  3. 8.3Skill Points during Agent creation
  4. 8.4Skill Specialties
  5. 8.5General Skills
  6. 8.6Academic Skills
  7. 8.7Professional Skills
  8. 8.8Martial Skills
  9. 8.9Vol’framin Yadro Skills
  10. 8.10Palace of Sparrows Skills
  11. 8.11Saint Daniels Mystical Skills
  12. 8.12Second-Men Espionage Skills
  13. 8.13Skill advancement

9Traits Members only

  1. 9.1How Agent Traits work
  2. 9.2Physical Strengths
  3. 9.3Mental Strengths
  4. 9.4Social Strengths
  5. 9.5Economic Strengths
  6. 9.6Professional Strengths
  7. 9.7Special Strengths
  8. 9.8Physical Weaknesses
  9. 9.9Mental Weaknesses
  10. 9.10Social Weaknesses
  11. 9.11Economic Weaknesses
  12. 9.12Professional Weaknesses
  13. 9.13Special Weaknesses
  14. 9.14Agent personality

10Equipment Members only

  1. 10.1Obtaining equipment and availability
  2. 10.2Equipment modifiers
  3. 10.3Equipment Armor and durability
  4. 10.4Uses and energy sources
  5. 10.5Equipment quality
  6. 10.6Equipment price
  7. 10.7Money and salary
  8. 10.8Using and expanding the equipment list
  9. 10.9Standard equipment: firearms
  10. 10.10Standard equipment: close combat
  11. 10.11Standard equipment: thrown weapons and explosives
  12. 10.12Standard equipment: protection and clothing
  13. 10.13Standard equipment: tools and utilities
  14. 10.14Standard equipment: medicine, drugs, and consumables
  15. 10.15Standard equipment: vehicles
  16. 10.16Advanced equipment

11Psychotronics Members only

  1. 11.1What is psychotronics?
  2. 11.2The blocs’ approaches to psychotronics
  3. 11.3How psychotronic powers work
  4. 11.4Forcing a power without enough Willpower Points
  5. 11.5Fumbles when using psychotronic powers
  6. 11.6Radiation and psychotronic powers
  7. 11.7Psychic damage and wounds
  8. 11.8Recovering from psychic damage

12Combat and health Members only

  1. 12.1Combat rounds and phases
  2. 12.2Initiative phase
  3. 12.3Action phase
  4. 12.4Attack Rolls and Defensive Rolls
  5. 12.5Damage and wound severity
  6. 12.6At death’s door
  7. 12.7Damage types
  8. 12.8Healing and recovering Health Points
  9. 12.9Medical assistance
  10. 12.10Wound healing rolls
  11. 12.11Healing in characters over 60

13Radiation Members only

  1. 13.1Radiation sources
  2. 13.2Radiation Points
  3. 13.3Radiation Marks and Exposure Rolls
  4. 13.4Preventing and eliminating radiation

14Doomsday Clock Members only

  1. 14.1What the Doomsday Clock represents
  2. 14.2The Doomsday Clock in play
  3. 14.3How Agents affect the Clock
  4. 14.4Clock Rolls
  5. 14.5Geopolitical events and Clock movement
  6. 14.6Midnight

MADpunk // Field Manual // 14 chapters

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