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Z Gosck

Written & Illustrated by Z Gosck


Special Thanks to S.C. Woolridge, Ben Doran,
and all the lovely Kickstarter backers.

Digital Edition 1.0 - August 2020

PNX-001 - Punktopia: The Punkpunk Role-Playing Game ©2020 Z Gosck, Octopus Apocalypse. All rights reserved.
This material is protected under the copyright laws of the United States of America. No part of the material
or artwork herein may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, or otherwise, without the express permission of the author and publisher.
1
Table of Contents
A World Gone Punk............ 3
Roll Up the Punx............. 4
Punktopia Rules!............ 10
Combat...................... 14
Punxomancy.................. 20
Running the Game............ 22
Enemies of The Punx......... 28

Welcome to Punktopia: The Punkpunk Role-playing Game. Punktopia is similar to other


role-playing games, with the important distinction that it’s punk as fuck.
To play Punktopia you will need some things: these rules, some punkly-minded players,
paper or punk sheets, pencils, ten-sided dice, and most importantly, attitude!
Okay, actually the players are probably the most important, then the rules, then dice, but
after those, attitude!

2
A decaying city filled with unusual raggedly-dressed denizens, to the outsider
Punktopia may seem like the aftermath of the inevitable fall of society. However,
to the punks who call it home it’s a punkrock paradise, where they’re free to frolic,
rock out, and engage in all manner of punkrock activities, free from the demands
of “mainstream” society.
Despite appearances, life in Punktopia is far from one devoid of comfort and
modern convenience. Power and water flow to all the buildings, the kitchens are
somehow stocked with snacks and booze, and all the bass guitars, amps, cassette
players, and other punkrock essentials a punk may need can usually be acquired
with a little scrounging or the help of a friendly punxomancer. Nobody’s really
sure exactly how this works, and most are of the opinion that they shouldn’t
question a good thing. However, leading punxologists have suggested that
the high concentration of punks in one area may have created some kind of
punxomantic field that maintains an environment ideal for a punkrock lifestyle.
Other theories suggest that those punxologists are a bunch of nerds and are just
making stuff up to sound smart. Either way, the workings and origins of Punktopia
remain a mystery. Most of its denizens are too young to remember a time before
Punktopia, and those who aren’t only have vague recollections of it being “totally
lame,” and something about an old movie cowboy being in charge.
Nobody’s sure what, if anything lies beyond the crumbling walls of Punktopia,
and honestly, nobody’s ever really bothered to check. What is known however, is
that somewhere beyond its walls dwells The Man. A strong antipunk force and its
followers who pose a constant threat to Punktopia, the punks who call it home,
and the very nature of the punx.

3
Alright, if you’re going to play Punktopia, you probably need to make a character,
so I guess I’ll explain how to do that. Characters in Punktopia are of course punks, and
will be referred to as such hereafter. Punks may be other things too, musicians, writers,
cam models, etc, but they are first and foremost punks.

Step 1: Generate Punktributes


Punks are defined by five punktributes: Strength, Agility, Awareness, Intelligence, and
Punx. Each punktribute is determined by rolling three dice and taking the middle result.
Punktributes can be generated one at a time, or by generating all five values and
assigning them as the player sees fit, the choice of which is up to the game master.

Step 2: Adjust Punktributes


Punktributes may be adjusted by moving points between them. One point can be taken
from each punktribute and moved to another. No more than one point can be taken
from any punktribute, and no punktribute can be lowered below 1 or raised above 10.

Step 3: Derived Stats


Determine the following derived statistics based on your punktributes.
Hit points: Add together Strength and Punx.
Initiative: Add Agility and Awareness, then divide the result by 2 keeping any half points.
Temporary changes to punktributes do not affect derived stats.

Step 4: Select Type


Select a punk type and one associated ability from the provided options.
A punk’s type provides advantage on a number of skills, and other special abilities.

Step 5: Choose a Trait


Choose a trait, a quality your punk possesses, something like “reckless,” “knowledgeable,”
or “fabulous.” Punks gain a +1 bonus on tests that would reasonably benefit from their
trait. Traits should be applicable to a wide number of tasks, but not so wide that it would
apply to all tests with any punktribute, or to all attack or defense rolls.

Step 6: Everything Else


Figure out all the stuff that makes your punk more than a random set of numerical
values. Ya know, name, personality, favorite album, stuff like that.

4
Punktributes

Strength (STR)
Measure of a punk’s physical strongitude and endurance.
Used for: breaking stuff, climbing, distance running, jumping, lifting, punching.

Agility (AGI)
Measure of a punk’s speed, reflexes, and general coordination.
Used for: balancing, dodging, hiding, sneaking, skateboarding, throwing stuff.

Awareness (AWA)
Measure of a punk’s perceptive ability, not just seeing and hearing, but noticing things.
Used for: seeing and hearing stuff, detecting lies, finding stuff, reading a situation.

Intelligence (INT)
Measure of a punk’s knowledge and problem-solving ability
Used for: knowing stuff, figuring stuff out, fixing stuff, predicting possible outcomes.

Punx (PNX)
Measure of a punk’s radical punkness, and ability to interact with other punks.
Used for: performance, producing a zine, public speaking, persuading and deceiving,
any other punk-related activities for which no other punktribute applies.

So... Can I be a Goblin?


It is generally assumed that punks will also be humans, but if you really want to—and
the game master is okay with it—there’s really no reason why your punk can’t be a
goblin, cat person, or sentient pile of animate garbage. It’s not like it’ll make the game
any less realistic. Optionally, you may use your punk’s trait to represent any natural
abilities, granting a +1 or −1 modifier to tasks in which those abilities would help or
hinder them. For example, a goblin may get a bonus to sneaking around or digging
through garbage, and a penalty to intimidation and reaching things on high shelves.

5
Punk Types
A punk’s type defines what kind of punk they are, not like “crust” or “hardcore,” but more
who they are as a person and how they approach challenges.
Each type provides a number of skills and selection of special abilities. Each skill is listed
with its associated punktribute, and gives the punk advantage on related tests.

Hooligan The roughest and rowdiest of punks,


hooligans are the first to jump into a fight and
the last to jump out—usually because they’re
lying face-down in a pool of blood and teeth.
Hooligans gain +3 hit points, and one of
the following fighting styles, which provide
abilities and an additional skill.
Skill: Destruction of Property (STR)

Bomber
You do not suffer defense disadvantage after
making a ranged attack, and can make a
thrown attack as a move-equivalent action
with disadvantage.
Skill: Spot Hidden Creature (AWA)

Brawler
You gain a +1 bonus on melee attacks. Additionally, whenever damage would knock
you out, you remain conscious until the end of your next turn.
Skill: Intimidate (PNX)

Mystic Knight of the Order of The Punx


You gain the ability to cast the following punxomantic effects: Detect antipunk entity,
+1 bonus to defense versus antipunk entities, heal self or touched creature.
Skill: Antipunk Lore (INT)

Pit Fighter
You do not suffer disadvantage on defense rolls for being flanked or surrounded,
and can make a melee attack as a move-equivalent action with disadvantage.
Skill: Push or Move Creature (STR)

6
Loudmouth The one who won’t shut up, you know who
I’m talking about. Equally skilled at rallying
a crowd behind them as they are turning
one against them.
Skills: Deceive (PNX), Distract (PNX),
Intimidate (PNX), Persuade (PNX)

Up the Punx!
As an attack-equivalent action you can rally
your fellow punks. Make an advanced Punx
test, on a success you can grant a +1 bonus
to one punktribute to all allied punks who
can see and hear you until the end of your
next turn. This is a punxomantic effect.

Practitioners of punxomancy, the secret


art of punkrock witchcraft, learned from
Punxomancer
ancient zines and rare demos.
Punxomancers are the only type to gain
full access to punxomancy.
Skills: Antipunk Lore (INT), Punk Lore (INT),
Punxomantic Lore (INT)

Familiar
You gain a magical animal friend.
Familiars are slightly smarter than their
non-magical counterparts and are
capable of understanding and carrying
out moderately-complex commands and
conveying simple messages.

Jerk of One Trade


You have devoted the majority of your life’s effort into the study of punxomancy, at the
expense of your physical abilities. Reduce your Strength or Agility, and increase your
Punx by 1 point each. This can raise your Punx to 11.

7
The ones that are always skulking around Sneaky Bastard
somewhere, up to no good. Which isn’t to
say they’re up to some bad, just no good.
Skills: Acquire Goods and Services (PNX)
Deceive (PNX), Hide (AGI), Sneak (AGI)

Read the Sitch


By spending a minute observing a
situation and making a basic Awareness
test you can grant yourself advantage on
one relevant test which could reasonably
benefit from careful observation.

Eyes in the Back


of Your Head
You gain a +2 bonus to initiative and do not suffer defense disadvantage from being
attacked from behind, flanked, or distracted.

The Smart One Punks aren’t all just rabble rousing and
drunken brawls, some of them read books and
stuff. That would be The Smart One, the brains
of the operation, the person trying to explain
to someone why they shouldn’t jump off the
roof into a kiddie pool, but also understanding
that their efforts are in vain.
Skills: Know Stuff (INT), Predict Outcome (INT),
Read Book (INT), Spot Hidden Object (AWA)

Always Prepared
Once per game session you can have had
the foresight to have brought a specific item,
provided it is something you could have
reasonably acquired beforehand.

Fount of Knowledge
You gain a +1 bonus to Intelligence tests made to know or recall information.
This bonus stacks with one provided by your trait.

8
Character Creation Walkthrough
Alright, now let’s take a look at all the steps put together, and make us a punk.

First we roll three dice five times and note the middle result, getting the following results.

3 9 [7] 4 3 [4] 6 [5] 2 [6] 4 10 3 10 [5]


Which makes our starting punktributes STR 7, AGI 4, AWA 5, INT 6, and PNX 5

Next it’s time to adjust the punktributes. So let’s play into our high Strength and make
a rowdy melee punk. We’ll take 1 point each out of Awareness and Intelligence, and put
them in Strength and Agility. Giving us our final adjusted punktributes.

STR 8 AGI 5 AWA 4 INT 5 PNX 5


Then we calculate our hit points by adding our punk’s Strength and Punx, and our
Initiative by adding Agility and Awareness then dividing the total by two.

Hit points 8+5 = 13 Initiative (5+4)÷2 = 4.5


For our punk’s type we’ll select Hooligan, which increases our hit points to 16 and gives
us the Destruction of Property skill. Then we’ll take the Pit Fighter ability which grants
immunity to being flanked or surrounded, the ability to make a melee attack with
disadvantage as a move-equivalent action, and the Push or Move Creature skill.

And for our punk’s trait we’ll choose “rowdy” to give them a bonus to kicking down doors,
flipping tables, and just being a general nuisance to polite society.

Finally, we fill in the miscellaneous details and we have ourselves a completed punk.

9
In Punktopia there’s only one rule...
THERE ARE NO RULES!
And in order to honor that rule, we must of course disregard it, by having rules.

The basics of the game are fairly simple, one player—probably the one who thought this
was a good idea—takes on the role of the game master who does all the hard work of
running the game, while all the others play their punks.
The game master sets up a scene and the players describe what their punks do.
Sometimes they’ll need to roll some dice to determine if their punk actually can do that
thing. That’s more or less it.
This section provides the basic gameplay rules, with more detailed information for the
game master provided in the Running the Game section.

Punktribute Tests
When the game reaches a point where a punk’s
chance of success is unclear, the game master will
ask the player to test one of their punktributes to
determine if they are successful or not.
Punktribute tests are done in one of two ways:
Basic Tests and Advanced Tests.

Basic Tests
A basic punktribute test is made by rolling a
ten-sided die, with success on a result equal to or
under the target value, which is usually the relevant
punktribute. If one of a punk’s punktributes is 0, they
cannot make tests related to that punktribute unless
they have at least a +1 modifier. If a punk is forced to
make such a test it is an automatic failure.
So let’s say that Trevor wants to climb a chain-link
fence, the game master calls for a Strength test.
Trevor’s Strength is 7, he rolls a die and is successful
on a result of 7 or lower.

10
Advanced Tests
Advanced punktribute tests are similar, but rather than simply comparing the roll result
to the target value, the roll is subtracted from the target value to determine the Degree
of Success. In situations like combat and punxomancy the Degree of Success has a
specific effect on the outcome, but in other situations the specific effect is left to the
game master’s interpretation.
Let’s once again return to Trevor who now wants to throw a beer bottle really far to
impress some radical punkettes. He rolls the die and gets a 4, subtracting that from his
Strength of 7 gives a degree of success of 3. So he throws the bottle really far.
Similarly, failure on an advanced test may result in a negative Degree of Success, or
Degree of Failure, measuring just how badly the punk failed. If the punktribute being
tested has a value of 0 the punk must still roll to determine their Degree of Failure.

Opposed Tests
Whenever a punk takes an action which is directly opposed by another punk, it is an
opposed test. Trying to sneak past, deceive, or outrun another punk are some examples
of opposed tests.
To make an opposed test, both punks make a test of a relevant punktribute.
• If both fail, neither punk makes any progress with the attempt, and may look a bit silly.
• If one fails and one succeeds, the successful punk wins the opposed test.
• If both succeed, resolve as advanced tests with success going to the higher Degree of
Success. If a tie… well, just roll it again.
The punktribute being tested may or may not be the same for both punks.
For example: arm wrestling would be a test of Strength versus Strength, whereas
sneaking past another punk would be a test of Agility versus Awareness.
Opposed tests are only used versus other punks, in a situation where a punk is being
opposed by an enemy it is resolved as a basic test.

11
Initiative Tests
Initiative may also be tested like any of the primary punktribute, as a basic test to
determine if a punk is able to react to something, or as an opposed test to determine
which of two punks is able to react first.

Modifiers
Under various circumstances a punk may have a modifier applied to one of their tests
which is applied to the relevant punktribute when determining the target value. So a
Punx test made by a punk with Punx 6 and a +1 modifier would have a target value of 7.
There are three types of modifiers that can apply to a test:
• Character - gained from punk’s type or trait
• Difficulty - based on the intrinsic difficulty of the task
• Punxomantic - gained from a punxomancy or antipunxomancy effect
Character and punxomantic modifiers cannot exceed +1. Punxomantic effects also have
some additional rules explained in the Punxomancy section.
Modifiers of different types always stack, so a punk performing an easy task related to
their trait with a punxomantic bonus would have an overall +3 bonus to the attempt.
Any modifier outside of these specified types is added without restriction.

Advantage and Disadvantage


Sometimes a punk may find themselves taking actions in an advantageous or
disadvantageous situation. When a punk has advantage they roll two dice and take
the lower result, when they have disadvantage they roll two dice and take the highest
result. In a situation where a punk has advantage and disadvantage, the two cancel each
other out. The primary source of advantage is the skills provided by the punk types;
however, the game master may give advantage or disadvantage for other sources.

12
Failure by 1
At the game master’s discretion a failure by 1 may be judged to be a less-severe failure.
This can occur in cases where failure doesn’t just mean not succeeding, but making
things worse, and allows punks a chance to salvage the situation with another test.
For example, a punk with Strength 7 who rolls an 8 on a Strength test to jump from one
rooftop to another may be allowed an Agility test to grab the edge and avoid falling,
as failure means not only not making the jump, but also a dangerous fall.

1 and 10 rolls
A roll of 10 is always a failure, even if the punktribute being tested is 10 or higher, even
if you have a bonus, even if it’s your birthday. Similarly, a roll of 1 is always a success—
unless the game master has decided that the task is impossible, or the target value is 0.
If a 1 is rolled, and a Degree of Success is required to determine the outcome, calculate as
normal, then roll again as a basic test with a −1 modifier. If that roll is successful add +1 to
the Degree of Success and roll again with an additional −1 penalty, and continue doing
so until you fail, the target reaches 0, or the game master tells you to stop.

Equipment
Equipment is handled a bit differently in
Punktopia, in that it generally isn’t.
It’s just kinda assumed that punks will have
anything they would reasonably be carrying
on their person at any given time. However,
specific items like 50 feet of rope, a ladder,
or a frying pan—which nobody would
reasonably just happen to have on their
person—must specifically be obtained and
brought along to be used. The difficulty in
finding such items is generally related to
their immediate value—finding a ladder
before going off to sneak into a gatekeeper’s
stronghold is much easier than finding one
after you’re already there.

13
Put enough punks together and you’ve got a pretty good chance of some violence
breaking out. Throw some antipunk forces into the mix and it’s almost a certainty.
Combat in Punktopia is a bit more structured than the basic rules, not like incredibly
structured, but like reasonably structured within the realm of still of being punkrock.

Combat Rounds
In combat, or other situations where time and order of actions is important, the game
is broken into rounds. At the beginning of each round, players announce what their
punk will do that round, then players take their turns in order of Initiative from highest
to lowest, with ties being settled by Initiative test. All actions occur more or less
simultaneously, and as such players have limited ability to change their course of action
based on the outcome of events. For example, if a punk is going to charge at and attack
an enemy, but that enemy is defeated before their turn comes up, it is assumed that
they were already in motion before that occurred. They may be able to turn and attack
another nearby enemy, or stop and assume a defensive posture, but may not “go back to
start” and choose an entirely different course of action.
Of course, just because fists start flying doesn’t necessarily mean that you need to break
into combat rounds. If a punk’s just suckerpunches someone or gets in a minor scuffle,
actions can just be resolved in whatever seems like the logical order.

14
Actions in Combat
In each round a punk may move up to their Agility score in meters and attack.
Alternatively, they may use those actions to perform others of equal or lesser effort.
So a punk could use their attack action to take an extra move action, or to break a bottle
on the bar and gesture threateningly with the jagged glass. What exactly constitutes an
attack-equivalent or move-equivalent action is up to the game master’s discretion, but
as a general guideline an attack-equivalent action is one that requires significant effort,
and a move-equivalent action is one that only requires moderate effort. Actions requiring
only minimal effort may also be performed for free, but within reason, and any action
requiring a punktribute test should be considered at least move-equivalent. Taking an
attack-equivalent action ends a punk’s turn, even if they have an action remaining.
Using punxomancy in combat rounds uses both actions; however, it may be attempted
as an attack-equivalent action with disadvantage.

Attacks
To make an attack, a punk makes an attack roll against the target. The attack roll is
either an advanced Strength test for melee attacks or an advanced Agility test for ranged
attacks. Modifiers and advantage/disadvantage are applied as normal, and the Degree of
Success given to the game master, who determines the outcome.
Ranged attacks with thrown objects have
a base range of 3 meters plus 1 meter
per point of Strength, and give a punk
disadvantage on defense rolls until the
start of their next turn. The game master
may decide that a particular object has a
greater or lesser range based on size and
aerodynamic properties.

Intent
The intent of an attack is not always to
deal damage to an opponent. Sometimes
the goal of an attack may simply be to
distract, move, trip, disarm, or otherwise
affect the target. The intention of such
attacks must be declared before the attack
is made. The attack is made as normal,
but if successful the intended outcome is
achieved rather than damage. The game
master is free to decide the specifics of the
outcome, and is encouraged to consider
the degree of success when doing so.

15
Defense and Damage
When a punk is attacked they must make a defense roll to try and avoid the attack.
This is usually an Agility test to try and dodge a physical attack, but may require different
punktributes for different situations. Regardless of the punktribute being tested, it is
always an advanced test with any relevant modifiers. The game master will then tell the
player the outcome, and if necessary how much damage the punk takes, which is then
added to their damage total.

Getting Thrashed
When a punk takes damage that puts their
damage total over their hit points, they become
thrashed. A thrashed punk takes 1 point of
damage to a punktribute of the player’s choice,
loses consciousness, and may take no action
other than bleeding. A thrashed punk can
attempt to regain consciousness on their turn as
an attack-equivalent action by making a Punx test
with a penalty equal to the amount of damage
above hit points. A conscious, yet thrashed,
punk has disadvantage on Strength, Agility, and
Initiative tests, and may take only a single action
each round. Any additional damage taken by
a thrashed punk is treated as getting thrashed,
with the associated punktribute damage and loss
of consciousness. If a punk’s damage is healed
below their hit point total they lose the thrashed
condition and regain consciousness if they
haven’t already.

Death?
In life, it is a fact that we all die.
In Punktopia, it’s really up to the game
master. While there is no specific line to
cross for death, the game master may
rule that extremely fatal things, like
getting eaten by a shark or falling into a
wood chipper, result in fatality. Of course
they may also decide that the punks are
basically cartoon characters and can
always be patched up no matter how
severely maimed.

16
Punktribute Damage
Some effects, like getting thrashed
or a suit’s necktie attack, will
deal damage to one of a Punk’s
punktributes instead of hit points.
Punktribute damage reduces the
affected punktribute until the
damage is healed through rest or
punxomancy. A punk’s hit points and
Initiative are unaffected by damage
to the punktributes they are based
on. If any punktribute is reduced to
0 the punk remains conscious, but is
more or less useless and incapable
of making tests until the damage is
healed. The exception to this is Punx,
which if reduced to 0 means the
character is no longer punk and will be
compelled to get a respectable haircut
and an office job.

Advantage/Disadvantage in Combat
Advantage and disadvantage come into specific play in combat, as there are a wide
range of factors that may give a punk an advantage against an enemy—such as when
the enemy is flanked, attacked from behind, or distracted—or disadvantage against an
enemy—such as when they are standing on unstable ground, unable to move freely,
or fighting while trying to not spill their beer. Advantage and disadvantage function
the same in combat as they do outside having the punk roll twice and take the higher
or lower result. The only difference is that in combat there are more easily-identifiable
sources of advantage and disadvantage based on the condition of the attacker and
defender. Some common sources of advantage and disadvantage are listed below.
Enemy is...
Flanked/Attacked from behind: Attack Advantage
Unaware/Not yet acted in encounter: Attack Advantage
Partially obscured: Attack Disadvantage
Distracted: Attack Advantage
Punk is…
Assuming a defensive stance: Defense Advantage
Distracted: Defense Disadvantage
Of course the game master is free to simply decide if a situation is overall advantageous,
disadvantageous, or neither for the punk, rather than working out every conceivable
source of advantage or disadvantage in any particular situation. As advantage and
disadvantage are applied only to punks, an enemy having attack advantage against a
punk is applied to the punk’s defense test as disadvantage.
17
If-Then Actions
Players may decide that their punk will take specific actions only if or when a specific
condition is met. Something like “If an enemy comes close enough, then I’ll punch them
in their stupid face,” or “If this doesn’t work, then I’m gonna GTFO.” If the condition is
met before the punk’s turn they can attempt a basic Initiative test to take the action out
of turn, if they fail the test the action is performed on their turn if still possible. If the
specified condition does not occur, the punk’s actions are lost.

PVP (Punk Versus Punk) Combat


When punks fight each other things work a bit differently. Both attack and defense rolls
are made, with the attack being successful if the Degree of Success of the attack roll
surpasses that of the defense roll, dealing 1 damage for each point by which the attack
roll exceeds the defense roll. Additionally, advantage and disadvantage are applied to
both combatants as appropriate.

Weapons
It is generally assumed that the
inhabitants of Punktopia do not walk
around carrying swords, guns, or +1
flaming nunchucks, and these rules
have also been written with that
assumption in mind. However, it’s not
unreasonable to assume that a punk
may pick up a pool cue or hurl a beer
bottle in the heat of combat, so I guess
I have to write rules for that.
When a punk picks something up to
use as a weapon, the game master
must decide what benefit it provides.
Some examples can be found below
Something throwable: Ranged attack
Something sharp/heavy: +1 damage
Something really heavy: +2 damage, attack disadvantage
Something long: Defense advantage against engaged target
Game masters are encouraged to come up with other appropriate and creative benefits
for weapons. Make it fun and interesting, +1 to attacks is a fairly standard weapon bonus,
but “fairly standard” is fairly boring.

18
Healing
Punks heal a number of points of damage equal to their Strength each day, provided
they get a full eight hours of uninterrupted rest, this can be increased by one half if they
spend the entire day lazing about and being generally unproductive.
Punxomancy can be used to heal a number of points of damage equal to the Degree of
Success on Punx test. A Degree of Success result of 0 or lower does not give additional
damage or count as receiving healing. A punk who has received punxomantic healing
may not benefit from it again until they receive more damage. And no, a punk cannot
intentionally injure themselves for 1 point of damage to gain the benefit of extra healing.
Lost punktribute points are regained at the rate of 1 per day—player’s choice—and 1
more per day with a major punxomantic effect.

Game Master’s Burden


Many of the rules presented state that things are up to “the game master’s discretion,” or
that “the game master is free to decide” things. Simply put, this is because I can’t even try
to predict all the crazy punkrock shenanigans that players could get up to, and so I must
hand that burden to the noble game master. Fortunately there’s like, an entire section of
the book just for them to help with making the various judgment calls.

19
The ancient art of punkrock witchcraft,
learned from arcane zines and rare demos,
punxomancy allows those who wield it to
shape reality through sheer force of punk.
While several types of punk can dabble in
punxomancy, it is only punxomancers who
can wield its full power. A pointy hat is not
required, but is strongly recommended.
When using punxomancy a player must
explain what effect they intend to create, then
rolls an advanced Punx test to determine the
power level of the effect, which is equal to
the Degree of Success. Power levels are listed
below with example effects.

Power Levels
0 Minor Effect: create light, manipulate or summon small objects,
fix a broken guitar string, illusionary sounds and images
1–2 Basic Effect: damage or temporarily incapacitate a target, send a message,
teleport a short distance, fix a broken bass string, turn water into cheap beer
3–4 Moderate Effect: create believable illusions, moderately alter surroundings,
influence a target’s thoughts or actions, turn invisible
5–6 Major Effect: control a target, alter memories, animate autonomous objects,
teleport moderate distances, summon large or complex objects
7+ Radical Effect: something extra punkrock and extreme.

If the power level is sufficient to


create the desired effect, it more or
less goes as planned. If the power
level is not high enough the effect
just kinda fizzles out. The specifics of
punxomantic effects are entirely up
to the player, and creativity should
be encouraged. I’m not saying don’t
let them shoot off a Magic Missile™ or
Fireball™, just make it kinda clear that
you’re disappointed in them.

20
Range of Punxomantic Effects
Punxomantic effects have a base effective range equal to caster’s Punx score in meters.
The game master may determine that a specific effect has a greater or lesser range.

Punxomancy Resistance
When a punxomancy effect directly affects another punk they may attempt to resist the
effect with a Punx test, if the degree of success is greater than the original punxomancy
test of the effect, it is nullified.
Some enemies possess Antipunx, a strong anti-punkrock energy that allows them to
resist punxomantic effects as well. Special abilities possessed by antipunk entities—all
enemies other than rival punks and gatekeepers—are considered antipunxomantic
effects, and may be resisted as punxomancy effects.

Punxomantic Attacks
Any punxomantic effect the primary intent of which is to directly damage a target is
considered a punxomantic attack. Punxomantic attacks are resolved like any other attack,
using the Punx for the attack roll. Punxomantic attacks are not subject to punxomancy
resistance, as are already subject to the target’s defenses.

Counterpunx
A punxomantic or antipunxomantic effect can be effectively nullified with punxomancy.
This requires a Punx test with a Degree of Success higher than that of the original effect.
Specific antipunxomantic effects may instead have a listed power level required to nullify.

Bonuses and Penalties


Punxomancy can be used to grant a +1 bonus to a punktribute, attacks, or defense to
one target for a number of rounds equal to the Degree of Success, or to a number of
targets equal to the Degree of Success for one round. However, a +1 bonus to a specific
non-combat task may last up to one minute per Degree of Success. The same rules also
apply to −1 penalties imposed on a target. Other similar effects may be limited by the
game master as they see appropriate.
Multiple punxomantic bonuses of the same type cannot exceed +1, but can be active
simultaneously. So a punk with two +1 bonuses to Agility only gets a +1 bonus overall,
but will also retain that +1 if they are also subjected to a −1 penalty.
21
Punktopia is a game that gives a lot of freedom to the players, and even more to the
game master. As the game master it’s your responsibility to decide what players can and
cannot do, how difficult things are, and set the general tone of the game.

Strength
Setting the Tone
Climb
A lot of the specifics of the setting are intentionally Jump
vague and left up to the game master to fill in as Lift
they wish. Is Punktopia dark and gritty with violent Run
gangs of punks fighting over resources and territory, Swim
a more of less peaceful utopia where the punks all
stand together against the forces of The Man, or a
wacky cartoon word where punks get up to wacky Agility
hijinks free from the serious consequences of their
Balance
actions? Well, that’s up to you—although personally
Hide
that first one sounds really boring. Punktopia can be
Manipulate Object
as serious or silly as you want it to be, but you should
Sneak
make sure that everyone understands what tone
you’re trying to set for the game.
Intelligence
Craft
Recall Information
Punktribute Tests Repair
Predict Outcome
Whenever a punk tries to do something where
failure is a reasonable possibility, they should be
asked to make a punktribute test. At which point
Awareness
you’ll need to choose which punktribute will be Detect Lies
tested, determine the test’s difficulty, and decide if Listen
the test will be basic or advanced. Search
Spot
Choose Punktribute
This should usually be fairly obvious, if they’re trying
Punx
to lift something use Strength, if they’re trying to Bargain
find something use Awareness, if they’re trying to Deceive
know something use Intelligence, et cetera. Look Perform
over the provided examples to get an idea of which Persuade
punktribute should be used for what, and from there Inspire
just kinda go with your instincts.

22
Similar Tasks, Different Punktributes
When choosing a punktribute you should consider the specific goal the punk is trying to
accomplish. For example, as detailed in the Combat section Agility is used for throwing
things in combat, as it is assumed that the goal is to accurately hit the target. However,
throwing strictly for distance with little concern for accuracy would instead be a test of
strength. Similarly, operating simple machinery would be an Agility test representing
just basic motor skills, whereas complex machinery requires knowledge and/or analytical
thinking to operate and would be an Intelligence test.

Determine Difficulty
Test Difficulty
Most tests are assumed to be of “average”
Incredibly Easy +3
difficulty, If a task is easier or more difficult
than average you may what to give a Very Easy +2
difficulty modifier. For example, if climbing Easy +1
a chain-link fence is an average test, then
climbing a tree may be a difficult test, Average 0
climbing a rope is a very difficult test, and Difficult −1
climbing a rough brick wall is an incredibly
Very Difficult −2
difficult task. See the Test Difficulty table for
modifiers for various difficulties of tests. Incredibly Difficult −3
Of course, you may use modifiers beyond 3,
or simply decide that a certain task is so
easy as to be automatically successful or so
difficult as to be impossible. While a punk with Strength 7 could technically succeed on a
test with a −6 modifier, the game master is fully within their rights to rule that said task is
physically impossible, even if it would be mechanically possible within the game’s rules.
However, the most important aspect here is that the game master is free to determine
what exactly is average, difficult, or impossible. You may decide that bursting through
a wall is difficult, or even average, or that it is just not a thing that a punk is physically
capable of doing. Whatever you choose, the important thing is to remain consistent with
how realistic or absurdist the game is so that players can get a good idea of what kinds of
things their punks will and will not be able to do.

Basic Versus Advanced Tests


Basic tests are used in situations where a punk either succeeds or doesn’t, without any
significant benefit for doing better than the minimum. Advanced tests are used for
situations in which how well the punk does affects the outcome.
For example: A test to determine if a punk knows something would be a basic test, they
either know the thing or they do not. A test to determine how much they know about
something would be an advanced test, with the Degree of Success determining their
depth of their knowledge on the topic.
Additionally, advanced tests may be used in situations where you do not want players to
know the difficulty of a task, in which case the test is successful on a Degree of Success
equal to or exceeding the difficulty modifies.

23
Degree of Success and Failure
Outside of combat and punxomancy the exact meaning of a Degree of Success or
Degree of Failure is largely up to interpretation, but here are some general guidelines.
If the test has a specific and measurable result, the result should be added again or each
Degree of Success. So for example, if you decide jumping across a five-foot gap is a
normal difficulty task, then a Degree of Success of +1 could result in a ten-foot jump, +2
a fifteen-foot jump, et cetera. In situations where the specific outcome is variable, but not
really measurable, a general guideline is that a +3/−3 result should be seen as the upper
limits of average human success or failure, with anything above or below that being a
spectacular success or failure.

Giving Advantage or Disadvantage


Advantage is given any time something makes a test significantly easier. This most
commonly comes from a punk’s special skills as described in their type, although
advantage may also be gained from other situational benefits, like climbing a rope
against a wall or operating machinery with an instruction manual.
Similarly, disadvantage is given whenever conditions make a test significantly more
difficult, such as attempting to perform actions in adverse weather conditions, under a
strict time limit, or in the dark.

Advantage and Disadvantage from Tools


Having the right tool for the job can be advantageous, and not having it can be
disadvantageous. If a task could reasonably be done in a sufficient manner without the
proper equipment, having said equipment provides advantage, but not having it gives
no penalty. Whereas if a task requires specific equipment to be done properly, the test is
made with disadvantage—if it’s even possible—and having the proper tools negates it.

Retests and “Getting it Eventually”


Sometimes a punk will fail a test and want to try again, and you need to decide if they
can. The general guideline here is that if there’s a reasonable chance of a different
outcome, and failure has not escalated the situation, they can try again. For example:
• A failed test to see if a punk knows something cannot be retested, they either know it
or they don’t and trying again won’t change that.
• A failed test to sneak by someone cannot be retested, failure means they’ve been
spotted and the situation has been escalated.
• A failed test to find an item in a trashed room can be retested, as failure doesn’t
change the situation and each attempt has the same chance of success.
In some situations it may also be decided that if a punk just keeps trying they will
“get it eventually” and succeed without needing to actually make a successful test.
Such tests must be retestable, and not performed under duress or a time limit.

24
Challenge Scenes
Sometimes you may want something more complex than a regular test, but that isn’t
technically combat, that’s where challenge scenes come in. In a challenge scene the
punks are presented with some sort of complex challenge that must be overcome.
Every challenge scene has a challenge rating (CR) which functions similarly to hit points,
but in a much more abstract fashion. Challenge scenes work similar to combat—with
or without combat rounds—in that punks make advanced tests against the challenge.
However, rather than just attacking, punks can take any actions that could reasonably
help alleviate the situation, dealing “damage” to the CR equal to 1 plus 1 per degree of
success. For example, let’s say Three punks find themselves in the middle of a lake in
a leaky canoe. One punk could make an Agility test to quickly scoop water out of the
canoe, while the second made a Strength test to row to shore, and the third made an
Awareness test to find the leak. Each of those actions in some way helped confront the
challenge of being in a sinking canoe.
An average CR for a challenge scene is 10, with a CR of 5 for an easy scene, and 15 or
higher for a difficult scene. However, keep in mind that a higher CR doesn’t necessarily
mean a more difficult scene, just a longer and more complex one.
And as is so often the case, as the game master it’s up to your discretion what actions do
and do not help the situation, and how difficult they may be.

Non-player punks
In general, the “Rival Punks” enemies can be used for other punks the players may
encounter. However if you feel the need to have NPPs with more depth, just roll some
up, or build them by assigning 25–30 points to the punktributes for an average punk,
keeping in mind that scores above 7 or below 4 are notably above or below average.
Non-player punks function the same as player punks in that they roll dice on opposed
tests and in combat, and can be affected by advantage and disadvantage. As such they
should be reserved for those characters who you want to be able to have more variation
in the outcomes of their actions.

Speed and Distance


While specific speeds and distances are provided in these rules, they are a thing that
should be used more for general reference than precise measurements. Oh course you’re
free to do things as you like, but stopping in the middle of a scene to figure out if the
approaching hoard of suits are exactly eleven or twelve meters away isn’t very punkrock.

25
Ruling Punxomancy
The free-form nature of punxomancy is intended to make it a method to manifest ideas
rather than a set of predefined effects, and achieved through a simple four-step process.
1: The player explains what specific effect they wish to achieve
2: The game master decides an appropriate power level and effect type
3: The player makes the an advanced Punx test
4: The game master narrates the outcome

Power Level
As defined in the Punxomancy section, the Degree of Success required for the effect
to happen. Look over the examples provided and just kinda pick a level that feels
appropriate for the desired effect.

Effect Type
Punxomancy effects can be of one of three types
• Static: It either happens, or it doesn’t. Unlocking a door, summoning an item, or
creating light are all static effects, the only possible outcomes are success or failure.
• Flexible: There’s a little wiggle room. For example, enchanting a rope to entangle
an opponent may be a Moderate Effect, however, on a Minor success the rope may
still distract them for a bit, and on a Major success it may completely restrain them.
• Variable: The outcome is variable and based on the Degree of Success. Direct
attacks, healing, and granting bonuses are all variable effects, they all function on a
+1 Degree of Success with a specific increase for each point beyond that.

Direct and Indirect Effects


All punxomantic effects are also considered either direct or indirect.
A direct effect is one that affects a target directly, such as blinding an opponent or
setting them on fire. Direct effects are generally more powerful for their power level, but
are also subject to punxomancy resistance.
An indirect effect is one that affects a target by affecting something else, such as
enchanting a manhole cover to fly at an opponent or summoning fog to obstruct vision.

Damage
Punxomantic effects can deal maximum damage equal to the Degree of Success, either
to one target or divided between multiple targets. A punxomantic effect that deals
damage and has an additional effect should have the value of the additional effect’s
power level subtracted from the total damage. Of course the game master is free to
decide that particularly well thought out effects can exceed this damage limit.

26
Range and Duration
As explained in the Punxomancy section, the base range for punxomantic effects is
equal to the caster’s Punx in meters. However, you may decide that a specific effect
has a longer or shorter range. Firing off a bolt of energy may reasonably have a longer
range, whereas a powerful direct effect like blinding or knocking out a target may have a
shorter range, and a simple effect like sending a message would reasonably have a range
far in excess of the base range.
Punxomantic effects like direct attacks are immediate with no lasting effects, while
something like turning water into beer has a permanent effect, and other effects a
duration based on the Degree of Success. Moderately powerful effects like granting a
bonus last for a number of rounds equal to the Degree of Success, while more powerful
effects like blinding a target may last for one round, plus one for each point by which the
Degree of Success exceeds the minimum for achieving the effect. Less powerful effects
may last a number of minutes or even hours equal to the Degree of Success.
As with distances in general, range and durations of punxomantic effects are a thing best
decided by what seems appropriate rather than precise measurement. Having a magical
light flicker out at a dramatically-appropriate time adds a lot more to the game than
having it last for exactly one hour per Degree of Success.

Z’s Game Mastery Pro Tips


You’re Allowed to Cheat Provide the “Keys to Succeed”
As the game master, it’s your job to make Within reason, players should be able
judgment calls regarding the rules, not to get the things they need to carry out
just follow them blindly. So if a battle their plans—information, equipment, et
ended too quickly don’t hesitate to give cetera—which isn’t to say it should be
the enemy a few more hit points, or if easy, just that they shouldn’t hit a dead
it’s going too long, take a few away. If a end because they failed a test to find a fish
player succeeded on a test you really didn’t tank pump or notice an obvious clue.
want them to, just say they failed, if they Similarly, if the players are stuck don’t be
failed on a really important test, just say afraid to throw them a subtle hint… or
they passed. You need to keep the game a big obvious hint with flashing lights if
running smoothly, and you shouldn’t that’s what is needed.
let things fall apart because a plastic
trapezohedron had other plans. Remember, It’s Just a Game
You Can Change Your Mind Punktopia is just a game, one which
presumably you’re playing to have fun.
Punktopia is a game that encourages So don’t stress over small details or get
making snap decisions to keep things distraught when things go wrong, and
moving, and sometimes those decisions encourage the other players to do the
might be wrong. If you decide that a same. Also if one player is trying really
certain task was too easy or too difficult, hard to make sure the game isn’t fun for
or that a punxomantic effect’s power level anyone else, maybe reconsider if they
was too high or too low, you may adjust it should really be there.
the next time it comes up.
27
Running Enemies
Enemies in Punktopia have their own set of attributes, and other than resisting and
casting punxomantic/antipunxomantic effects, they do not need to roll any dice.

Defense Value (DV) Antipunx (APX)


When a player attacks an enemy, their The enemy’s anti-punkrock power, used for
degree of success is compared to the resisting punxomancy effects and casting
enemy’s Defense Value. If the Degree of antipunxomantic effects. Unlike their other
Success is equal to or greater than the attributes, an enemy using Antipunx—or
Defense Value the enemy takes 1 damage Punx—must still roll.
plus 1 for every point by which the Degree
of Success exceeds the Defense Value plus Intellect Level (IL)
any damage modifiers.
A general measure of the enemy’s level
of intelligence and reasoning. Intellect
Attack Value (AV) level influences how an enemy acts, and
All enemies have a listed Attack Value for interacts with others.
their basic attack, and may have other Human - basic human-level intellect,
special attacks with their own Attack capable of linguistic communication and
Value. When an enemy attacks a punk, the high-level reasoning and planning
Degree of Success of the punk’s defense
roll is compared to the Attack Value, if the Instinctive - basic animal-level intellect,
Degree of Success is less than the Attack capable of basic reasoning and planning
Value the attack is successful. but not linguistic communication, will act
in the interests of self-preservation.
Damage (DMG) Mindless - incapable of basic reasoning,
Amount of damage dealt by the enemy on planning, or communication, acts solely
a successful attack. on simple instinctive drives even at the
expense of self-preservation.
Hit Points (HP)
Skills
As with punks, an enemy’s HP is the
amount of damage they can take before Actions the enemy is particularly skilled at.
being defeated. The number indicates how skilled they are,
and is the difficulty modifier for making
Initiative (INI) opposed tests against them. For example:
Suits have Sneak 1, so a punk making an
The same as for punks, except that Awareness test to detect a sneaking suit
Initiative ties always go to punks. does so with a −1 penalty.

Movement (MV) Special Abilities


Speed at which an enemy can mover per Enemies may have additional abilities
round in meters. unique to them. The effects of these
abilities will be noted in the enemies entry.
28
ASPECT OF THE MAN
Manifestations of the pure antipunk power of The Man, the nebulous force that seeks to
destroy all punkdom. Aspects of The Man appear as solid black humanoid figures with
glowing white eyes and all have the following abilities.
Conform to Surroundings: Aspects of The Man can turn themselves in invisible and
insubstantial, allowing them to get into all the places they aren’t welcome. This effect
ends if the aspect takes an aggressive action. Punxomancers with a Punx score equal to
10 minus the aspect’s Antipunx may sense and reveal the aspect’s presence with a basic
Punx test.
Telepathy: Aspects can communicate telepathically with any creature within a number
of meters equal to twice their Antipunx.
Antipunxomancy: Aspects can create antipunxomantic effects, which are similar to
punxomantic effects, except that they are very much not punk.

Lesser Aspect of The Man


Standing only a couple feet tall, this shadowy figure
might be cute if it weren’t bent on destroying you and
everything you stand for.
DV 1 | AV 2 | DMG 1 | HP 4
INI 6 | MV 3 | APX 3 | IL Human
Skills: Deceive 1 (via telepathy only), Test of Strength −1

Greater Aspect of The Man


Appearing like a silhouette of a tall and well-groomed
man, this shadowy figure seems to emanate an aura of
order and conformity.
DV 0 | AV 0 | DMG 2 | HP 8
INI 4 | MV 6 | APX 6 | IL Human
Skills: Deceive 2 (via telepathy only)

Superior Aspect of The Man


Standing over ten feet tall, this massive construct of
antipunx energy exists solely to down the punx.
DV 2 | AV −1 | DMG 3 | HP 15
INI 2 | MV 12 | APX 8 | IL Human
Skills: Deceive 3 (via telepathy only), Test of Strength 3

29
BIG BUSINESS

A writhing mass of concrete and steel, big business will destroy anything in its path,
breaking it down and adding the resources to its mass.
DV −2 | AV −2 | DMG 4 | HP 30 | INI −2 | MV 10 | APX 3 | IL Instinctive
Skills: Tests of Strength 5
Corporate Immunity: Big business only takes 1 damage from physical attacks, and half
damage from punxomantic effects and attacks benefiting from a punxomantic bonus.
Corporate Restructuring: Big business can spend its turn tearing down nearby
buildings and other suitable materials to restructure itself, healing one die of damage at
the beginning of its next turn.
Chapter 11: When reduced to half its total hit points big business loses its corporate
immunity and will retreat to protect its remaining assets and restructure.

CONSUMERS
Deceptively small yet incredibly destructive creatures,
consumers exist only to consume. Consumers can—and
will—chew through and eat anything, including steel
and concrete, Although they do dislike the taste of punk.
DV 3 | AV 3 | DMG 1 | HP 2
INI 7 | MV 4 | IL Instinctive
Skills: Escape 1, Hide 1, Sneak 1, Test of Strength −2
Consumption (AV 0): In place of a standard attack, a
consumer can target an inanimate object, damaging it
sufficiently to become useless. Attacks against objects
held or worn by punks—including weapons—allow
the punk to make an Agility test to avoid, unattended
objects are automatically hit.

30
GATEKEEPERS
Once normal punks, now ancient and twisted by their consuming need to prove their
punkrock superiority as the only “real punks.” Gatekeepers command great punxomantic
power and usually have groups of loyal punks under their command.
DV −1 | AV −2 | DMG 1 | HP 8 | INI 4 | MV 4 | PNX 9 | IL Human
Skills: Deceive 1, Detect Lies 1, Resist Persuasion 2
Greater Punxomancy: Gatekeepers have a minimum Degree of Success of +1 on all
punxomancy tests. As such they do not need to roll to produce minor effects.

HATE BREEDERS
Once human creatures twisted by hatred
into bestial monsters who live only to
spread hate and violence.
DV 0 | AV 1 | DMG 2 | HP 4
INI 3 | MV 4 | IL Human
Skills: Intimidation 1, Resist Persuasion 4
Pack Mentality: Whenever hate breeders
outnumber their opponents in a fight they
gain a +1 bonus to AV and a −1 penalty
to DV. These modifiers are reversed if they
find themselves outnumbered two to one.

POSERS
Vampiric shapeshifting creatures, posers use their
abilities to infiltrate the punkosphere and feed off
the alcohol-rich blood within.
DV 2 | AV 1 | DMG 1 | HP 8
INI 5 | MV 7 | APX 5 | IL Human
Skills: Deceive 2, Impersonate 2
Shapeshift: Posers can change their form at
will, they can take the form of people, animals,
objects, or change individual parts of their
body—allowing them to turn their hands into
weapons. Recognizing a poser requires an
Awareness test and being familiar enough with
the form the poser has taken to notice that
something isn’t right.
31
RIVAL PUNKS
The other punks, the ones who aren’t important enough to be rolled up. Be they the
henchmen of a gatekeeper, a rival gang, or just drunken idiots in a bar, they’re basically
just the punks that don’t really matter very much to the story.

Regular Punk Speedy Punk


DV 0 | AV 0 | DMG 1 | HP 4 DV 1 | ATK 2 | DMG 1 | HP 3
INI 5 | MV 5 | PNX 4 | IL Human INI 8 | MV 7 | PNX 3 | IL Human
Skills: none Skills: Run 1, Sneak 1

Brawny Punk Punxomancer


DV 0 | AV 1 | DMG 2 | HP 7 DV −1 | AV −2 | DMG 1 | HP 3
INI 3 | MV 5 | PNX 4 | IL Human INI 2 | MV 3 | PNX 6 | IL Human
Skills: Test of Strength 1 Abilities: Punxomancy

SUITS
Faceless beings who live only for order and conformity, suits desire nothing more than to
wipe out the anarchic punk menace. A punk ensnared by a suit’s necktie is slowly drained
of their Punx until they become a suit themselves.
DV 0 | AV 0 | DMG 2 | HP 6
INI 4 | MV 6 | APX 4 | IL Human
Skills: Hide 1, Sneak 1
Faceless: Suits see and hear without the
benefit of eyes or ears, and do not gain
disadvantage from being flanked or
attacked from behind.
Hive Mind: Suits can communicate
telepathically with each other at a distance
up to 20 meters.
Necktie: Suits can attack with their
prehensile necktie (AV 1). If successful the
target must make a Punx test or the necktie
will detach and wrap around the target’s
neck dealing 1 Punx damage at the beginning of each of their turns. The tie can be
removed with a −2 Strength test or moderate punxomancy effect. A punk reduced to 0
Punx will begin transforming into a suit, a process that takes five rounds and can only be
reversed with a radical punxomantic effect within three days. The suit’s necktie regrows
after two rounds.

32
TIME VAMPIRE
Feeding not off of blood, but life energy,
time vampires compel punks to perform
menial tasks and feed off the lost time.
DV 2 | AV 0 | DMG 1 | HP 8
INI 6 | MV 7 | APX 6 | IL Human
Skills: Resist Persuasion 2, Sneak 1
Clock In: A time vampire can attempt to
take control of an adjacent punk (AV 2
versus Punx) a controlled punk carries
out whatever actions the time vampire
commands. An affected punk may attempt
a −2 Punx test to break free of the control
at the end of their turn. A time vampire
can control multiple punks at once, and all
control can be broken with a punxomancy
effect requiring an opposed Punx versus
Antipunx test.

ZOMBIES
This is a role-playing game, it needs to include
zombies, that’s just how it goes.
DV 2 | AV −1 | DMG 2 | HP 1
INI −1 | MV 2 | IL Mindless
Skills: Spot −2, Tests of Strength 1
Grapple: When a zombie succeeds on an attack
it grabs the target, giving disadvantage on
attacks and automatic failure on defense rolls
until the target escapes with a −1 Agility test as a
move-equivalent action or is freed with a Strength
test as an attack-equivalent action.
Die Hard 2: Zombies ignore the first 2 points of
damage from all attacks.
Oblivious: Zombies do not gain defense
disadvantage from being flanked, attacked from
behind, or distracted, but are also incredibly easy
to sneak past and hide from.
Punxomantic Immunity: Zombies are immune to
any punxomantic effect that can be resisted, they
are simply too punkrock.

33
Glossary of Game Terms
Advantage: When a punk makes a test under beneficial conditions, rolling twice and
taking the lower result.

Attack Equivalent Action: An action made in combat that takes significant effort
equivalent to making an attack.

Attack Roll: Strength or Agility test made to attack an opponent.

Degree of Success: The success level of an advanced test, calculated by subtracting the
roll result from the target value.

Defense Roll: Test made to resist an attack.

Disadvantage: When a punk makes a test under unfavorable conditions, rolling twice
and taking the higher result.

Enemy: A non-player character or monster, defined by a different set of attributes than


those used to define punks.

Hit Points: The amount of damage that a punk or enemy can withstand before being
thrashed or defeated.

Initiative: A secondary punktribute representing a punk’s reactive ability.

Modifier: Positive or negative value that adjusts the target value of a test

Move Equivalent Action: An action made in combat that takes moderate effort
equivalent to moving one’s speed.

Movement: The number of meters a punk or enemy can move per round.

Power Level: The general strength of a punxomantic effect, based on the Degree of
Success on the Punx test made to cast the effect.

Punk: A player character in Punktopia, or non-player character defined by the same


attributes as a player character.

Punktribute: The five primary numerical values that define a punk.

Round: A segment of combat time in which all punks and enemies act.

Skill: Specific area in which a punk or enemy is especially adept.

Target Value: The number which must be rolled equal to or under to succeed on a test.

Test: A test of a specific punktribute to determine if an attempted task is successful.

Thrashed: The condition of a punk who is injured to the point of impairing their abilities.

Turn: A segment of combat time in which a specific punk or enemy acts.

34
And a very special thanks to...

The Punx!
Massimo Moscarelli | Jeff Eppenbach | TheCosmicM | Justin Spath | Cristelle Chirwa
Gerard Mayhem | Steve Nicoll | E Brunsell | JoeyR | Carl Rigney | N. Tanksley | Chaos Clockwork
André Tavares | Samuel Jones | Duane Harper | Richard Sands | Alaric Shapli | Josh Kidd
Shay-Jahen Merritté | Amanda Atkins | Drew V. Werd | Andrea Dobson | Clem Edison
Ross Aitken | AEIOU and Sometimes Why | Eleanor McHugh | Steve (Kingyak) Johnson
Patrick & Samantha Harris | Tradd | Dan Suptic | Hannah Pate | Greg Barnsdale | Walter Vogt
Max | Russell S. | Menachem Cohen Marsayus

Punk AF!
Rick Ohnemus | Zonware | Joshua Lewis | G. Michael Truran | Owen and Oliver Davidson
Daniel, Trista and Eleanor Robichaud | Olivia Montoya | Patch Perryman | Eric Bloat | Jeffrey Osthoff
PK | Austin Tussing | Nicholas Timperio | Craig LeFilth | Doug Atkinson | Terry Herc | Ashlee Nelson
John Bennett | Mx. Olivia “Mystic” Brown | Brianna Schwab | Martin “Pedder” Hogan
Michael Hawkins | The Freelancing Roleplayer | Jason Corley | Ido Magal | Rob Goodman III
Jarosław Knaś | Brandon Bosso | Zack Norwig | Dead Cats | Stronghold Press Games | Stack Tracey
Lord Stig-Arne | MrAnathema | Syph Contagious | Sebastian Augspurger | Tora | Jacob Covington
Eric | Travis Tatsch | G. Hartman | David Schnoll | Jeph Lewis | Temm Meister
Logan Z Collins (dogface701) | Jeremy Patrick | James Jaskiewicz | Ronald H. Miller | Craig Cicero
Nick Consola | James Torr | Donald Brian | Noah Smith | Proze
Frédéri “Volk Kommissar Friedrich” POCHARD | Beardy Pete | Ky | Kill C. Grammar
Armstrong the Axe-man | Bryan “Ducky” Emborsky | Lluew Grey | Ian McFarlin | Marci McCann

Liked it Before it Was Cool!


Lucas McCauslin | Andrew L Turner | Michael Müller | Seth Spurlock | Zack Samuels
Eric Ripley | Chester Maygrave | Brian “Robi Rotten” Robinson | Kevin F | Jo H
Sean Katzman | Jonathan Scott | Chris “RADAR” Gettel | Josh R

Special Guest Appearance by...


S.C. Woolridge | Roberto Rodriguez | Kris | Will Beerman | Verdammnis | Marc Chopin

The following two pages contain the official Punktopia punk sheets—like a character
sheet, but more punk. User is granted permission to print or photocopy for personal use.

35

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