Summary of the game and basic rules for reference:
You are a band of weirdos with a shared vision of a peacful Glade, hidden in a corner of this broken world, a fitting place to start a new community.
You call yourselves Punks.
- Each Punk starts with an Adaptaion, a quick that has helped you survive. You gained this adapatation from a Key Item that you absorbed.
- Everyone has 10 invetnory slots. Most items take up 1 inventory spot, though some bulky items and most armour take up 2 item spots.
- Burdens take up 1 inventory slot. These are moods or conditions that need to be solved by taking role play actions.
- Taking 3 Burdens means you are Deprived; which makes them unable to recover HP or Ability Scores. Anyone Deprived for more than a day adds a Burden to their inventory, one for each day. Each Burden occupies one slot and lasts until resolved.
- You may also need to Risk a Burden for an adaptation. If risking a Burden, make a Luck Save, taking a Burden if you fail, deemed by the GM or selected at random. Three Burdens at any time and you are deprived (page 44).
- Casting a Spell when you don't have a Freak adapataion causes you to take a burden. If you have a Freak adapatation you can instead choose to risk a burden against a Wil save. Failure on the roll casts an additional random other Spell simultaneously, acting at the GM’s discretion, and inflicts d6 WIL Damage on the caster - Essential Chaos ensues. (page 76)
These are special items that grant specific Adaptataions, Before they are absorbed they contain one or more random spells that can be cast by the Punk. Doing so risks a burden unless they have already absorbed a Freak class key item. They can also be absorbed to gain the Adaptaion.
If you want to do something trivial (easy, mundane, without risk) you succeed.
If the action is risky or failure would be interesting, you roll a Save. This is a d20 roll UNDER your stat. Rolling exactly your stat means it is a critical success. A 20 is always a failure.
If you fail a roll, you can burn Luck in a 1:1 to reduce your roll.
- You may also need to Test your Luck. You will a save VS whatever your current Luck is.
On a success, you lose 1 Luck but have a positive result
On a failure, you gain 1 Luck but have a negative result
Luck is restore to your base score after a Long Rest.
A few minutes of rest and a swig of water recovers all of a character’s lost HP. Resting may waste time or attract danger.
Requires a week of downtime at a comfortable location, and restores all Ability Scores.
Items marked as Bulky generally require two hands or two inventory slots to carry. Anybody carrying three or more bulky items is Deprived.
Deprivation & Burdens
- A punk Deprived of a crucial need (such as food or rest) or overburdened is unable to recover HP or Ability Scores. Anyone Deprived for more than a day adds a Burden to their inventory, one for each day. Each Burden occupies one slot and lasts until resolved.
- Punks can also gain Burdens by casting Spells or through events in the fiction of the game.
- If you ever have the maximum of three Burdens then you’re Deprived. Burdens require special conditions to be removed.