RURAL PUNK

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  • Rules of the Game
    • The World >
      • Overview
      • Cyber World
      • The Wild
      • Mortal Tensions
      • Playing in the World
    • The Basics >
      • What You Need to Play
      • Character Sheet
      • Game Structure
      • Definitions
    • Making Characters >
      • Character Basics
      • Actions
      • Rebellion
      • Strain Status
      • Pregen Characters
      • Life Path Creation >
        • Lifepaths: Wilderness
        • Lifepaths: Rural
        • Lifepaths: Suburbs
        • Lifepaths Metropolis
      • Archetype XP Triggers
    • Making the Town >
      • Town Sheet
      • Team Ideals & Corruption
      • Town Creation
    • Actions, Abilities, & Teamwork >
      • Actions & Attributes
      • Action Rolls
      • Progress Clocks
      • Special Abilities
      • Power Rolls
      • Teamwork
    • Outcomes >
      • Consequences
      • Stress & Sacrifice
      • Conditions
    • Contacts & Factions >
      • Contact Components
      • Contact Rolls
      • Faction Components
      • Faction Goals
    • Venture Phase >
      • Finding a Venture
      • Planning a Venture
      • Engagement Roll
      • Resolving a Venture
    • Town Phase >
      • Discord
      • Community
      • Downtime
    • Advancement >
      • Characters
      • Town
      • Campaign End
    • GM Guide >
      • How to GM
      • GM Agenda
      • GM Principles
      • Creating Contacts
    • Appendix >
      • Town Map
      • Town Factions
      • Equipment Descriptions
  • Playbooks
MENU
  • Home
  • Rules of the Game
    • The World >
      • Overview
      • Cyber World
      • The Wild
      • Mortal Tensions
      • Playing in the World
    • The Basics >
      • What You Need to Play
      • Character Sheet
      • Game Structure
      • Definitions
    • Making Characters >
      • Character Basics
      • Actions
      • Rebellion
      • Strain Status
      • Pregen Characters
      • Life Path Creation >
        • Lifepaths: Wilderness
        • Lifepaths: Rural
        • Lifepaths: Suburbs
        • Lifepaths Metropolis
      • Archetype XP Triggers
    • Making the Town >
      • Town Sheet
      • Team Ideals & Corruption
      • Town Creation
    • Actions, Abilities, & Teamwork >
      • Actions & Attributes
      • Action Rolls
      • Progress Clocks
      • Special Abilities
      • Power Rolls
      • Teamwork
    • Outcomes >
      • Consequences
      • Stress & Sacrifice
      • Conditions
    • Contacts & Factions >
      • Contact Components
      • Contact Rolls
      • Faction Components
      • Faction Goals
    • Venture Phase >
      • Finding a Venture
      • Planning a Venture
      • Engagement Roll
      • Resolving a Venture
    • Town Phase >
      • Discord
      • Community
      • Downtime
    • Advancement >
      • Characters
      • Town
      • Campaign End
    • GM Guide >
      • How to GM
      • GM Agenda
      • GM Principles
      • Creating Contacts
    • Appendix >
      • Town Map
      • Town Factions
      • Equipment Descriptions
  • Playbooks

Welcome to Ruralpunk

You can navigate the rulebook by using the main site menu. It includes each chapter as well as the main sections for the chapters for faster navigation. This page also includes a brief description of each available chapter and a link to read more.

If you want a copy of the game in PDF or ebook form, you can sign up on the mailing list.
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1: Ruralpunk World

introduction to the history and world of ​Ruralpunk
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2: The Basics

overview of the core rules
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3: Making characters

steps to create a character through the lifepath system or use a pregenerated character
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4: Making your town

begin to develop the character of your community
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5: Actions, Abilities, & Teamwork

the ways player characters can overcome challenges
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6: Outcomes

key parts of outcomes: consequences, stress, and conditions
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7. Contacts & Factions

benefits and dangers of the important non-player characters in the game
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8. Venture Phase

procedures for ventures, when players pursue goals to help their town
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9. Town Phase

procedures for the town phase, when tensions build and the community comes together
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10. Advancement

improving player characters, their town, and ending a campaign
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11. GM Guide

running the town and its Contacts
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Appendix

town map, town factions, and detailed descriptions of player equipment

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