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INSANITY

SHADOW of the PunkApocalyptic does not use Insanity. However, you can
introduce this rule with a few adjustments. The maximum

DEMON LORD to
amount of Insanity a creature can take equals its Guts score
instead of its Will. When a character gains Insanity, instead
of becoming frightened, the character becomes insane
instead.

PUNKAPOCALYPTIC: ANCESTRIES
the RPG Punk uses backgrounds in place of ancestries. Characters
coming from Godless, Shadow of the Demon Lord, or

CONVERSION GUIDE
another World of Shadow do not select a background upon
entering the Wasteland.

By Robert J. Schwalb
HUMAN
You want to add demons, magic, and monstrous mayhem to Aside from changes described above, human characters are
PunkApocalyptic: The Roleplaying Game? Guess what, unchanged. Or, just use the rules in PunkApocalyptic: the
degens, now you can! This document shows you how to take RPG to create a human character.
all the cool shit from one game and use it in the other,
whether you’re introducing options into the game or bringing
characters from Shadow into the Wasteland.
CHANGELING
Replace all traits gained from the changeling ancestry with
the following.
ATTRIBUTES Attributes: Decrease your Meat by 1 and increase your
Eyes by 1.
One key difference between Shadow and Punk is that the Mutagen: You gain 1 Mutagen.
former uses four attributes, while the latter uses eight. To Language: You speak one language of your choice.
convert attributes, do the following. Immune: You are immune to the effects of disease.
• Muscle equals the creature’s Strength. Iron Vulnerability: You are impaired while you are in
• Meat equals the creature’s Strength. contact with objects made of iron or one of its alloys.
• Hands equals the creature’s Agility. Shadowsight: You see into areas obscured by shadows
• Feet equals the creature’s Speed. as if those areas were lit.
• Brains equals the creature’s Intellect. Steal Identity: You can use an action to alter your
• Eyes equals the creature’s Perception. appearance to match that of a target living creature you can
• Mouth equals the average of the creature’s see within 5 yards. The target must be about your size and
Intellect and Will. have a humanoid body of flesh and blood. Your body
• Guts equals the creature’s Will. changes so you look like the target, though your clothing and
possessions remain unchanged. The effect of Steal Identity

ATTRIBUTE ROLLS
lasts until you use this trait again. If you become
incapacitated or touch an object made from iron, you
In Punk, attack rolls and challenge rolls are just called immediately revert to your normal appearance.
attribute rolls, which have a target number 10 if unopposed
or the score of the attribute used to resist the roll. As well,
MISSION 4 BENEFITS
boons are called assets, while banes are called When you complete your fourth mission, you gain the
complications. following benefits. You can learn a spell in place of
Doppelganger’s Advantage.
Health: Increase by 4.
CHARACTERISTICS Doppleganger’s Advantage: At any point during your
turn, you can use a reaction to use your Steal Identity trait.
Punk uses some of the same characteristics as Shadow and As well, when you use Steal Identity, all attribute rolls you
adds a couple. make against the target of your trait are made with 1 asset
Defense: Recalculate the creature’s Defense using the for as long as you have the target’s appearance.
rules in Punk.
Health: No change
Healing rate: Discard this mechanic. CLOCKWORK
Grit: Player characters have grit points. Use the rules in Replace all the traits gained from the clockwork ancestry
Punk to determine the character’s grit. with the following.
Education: Use the rules in Punk for determining a Attributes: Decrease Muscles by 1, Hands by 1, and
character’s Education. Feet by 1.
Speed: Recalculate the character’s Speed using the rules Language: You speak one language of your choice.
in Punk. Immune: You never take damage from poison or venom,
Mutagen: Use the rules in Punk to determine the starting you ignore the effects of disease, hunger, thirst, suffocation,
mutagen. and sleep deprivation.
Missions: The player character’s missions score equals Key: You have a key somewhere on your body in a place
its group level. you cannot reach. The key is either turning or stopped. While

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the key is turning, you are a creature. If the key is stopped, Health: Increase by 5.
you are an object and you use the following statistics in Grind the Gears: You can increase the number of actions
place of your normal ones. you can use on your turn by one. When you finish your turn,
Your key stops turning when you become incapacitated or roll a d6. If you roll an odd number, you become object at the
when the total of your attribute roll is 0 or less. If you become end of the round.
an object from becoming incapacitated, any damage taken in
excess of your Health applies to your object form’s Health.
Mechanical Body: You do not eat, drink, or breathe. You DWARF
do not age and you cannot be transformed into an undead Replace all the traits gained from the dwarf ancestry with the
creature. When you rest, you must expend 2 salvage to gain following.
the benefits of resisting instead of consuming 1 food and 1 Attributes: Decrease Feet by 1 and increase your Eyes
water. Your mechanical body makes it impossible for you to by 1.
swim, so you sink to the bottom when you are submerged in Language: You speak one language of your choice and
liquid. Dwarfish.
Small: Your Size is 1/2 instead of 1.
OBJECT FORM Darksight: You see into areas obscured by darkness
Defense 5 Health 15 Size unchanged within 10 yards of you as if those areas were lit. Beyond this
Speed 0 distance you treat darkness as if it was shadows.
Muscles 0 Hands 0 Brains — Mouth — Robust Constitution: You take half damage from
Meat 0 Feet 0 Eyes — Guts — poisons, venoms, toxins, and radiation. You make attribute
Object You count as an object. You cannot use actions rolls with 1 boon to avoid or remove the sickened affliction.
or reactions.
Suppressed Afflictions Any afflictions you had when Mission 4 Benefits
you became an object become suppressed and have When you complete your fourth mission, you gain the
no effect for as long as you remain an object. Rounds following benefits. You can learn a spell in place of Shake It
spend in object form count toward the duration of Off.
those effects. Health: Increase by 6.
Failing Magic If you became an object from becoming Grit: Increase by 1.
incapacitated, the magic binding your soul to your Shake It Off: Whenever you spend 1 grit, you can also
mechanical body begins to fail. Instead using the remove the fatigued, impaired, or sickened affliction from
yourself.
normal rules for incapacitated characters, you roll a d6
at the end of each round and apply the following
results. GOBLIN
6. You arrest the failing magic and Replace all the traits gained from the dwarf ancestry with the
you are no longer incapacitated. You are an object following.
until another creature uses an action to turn your key. Attributes: Decrease Muscle by 2. Increase Hands and
2–5. You suffer magical failure. If you Feet by 1 each. Finally, reduce Guts by 1.
get this result three times, your soul escapes your Language: You speak one language of your choice and
body and you remain an object forever. Elvish.
1. You explode into a 1d6-yard radius, Small: Your Size is 1/2 instead of 1.
dealing 2d6 damage to everything in the area. A Immune: You are immune to the effects of disease.
creature in the area can roll Feet, taking half the Iron Vulnerability: You are impaired while you are in
damage on a success. contact with objects made of iron or one of its alloys.
Shadowsight: You see into areas obscured by shadows
Wind the Clock A creature that can reach you can use
as if those areas were lit.
an action to wind your key. If you are not
Sneaky: You make attribute rolls to hide and sneak with 1
incapacitated, your mechanisms resume their normal boon.
functions and transform you into a creature at the end
of the round. If you are incapacitated, roll a d6. If the MISSION 4 BENEFITS
number rolled is greater than your grit, you spend 1 grit When you complete your fourth mission, you gain the
and remain incapacitated. Otherwise, you can spend 1 following benefits. You can learn a spell in place of Spring
grit and heal damage as a result or simply cease being Away.
incapacitated. Health: Increase by 4.
Repair Object Damage A creature can use a tool kit, 1 Spring Away: When a creature you can see fails a roll to
salvage, and an action to start repairing your object attack your Defense or Speed, you can use a reaction to
form. If the creature spends a total of 4 hours working retreat.
on your object form, it can roll Brains with 1
complication. On a success, your object form heals ORC
2d6 damage or you regain 1 grit, up to your normal Replace all the traits gained from the dwarf ancestry with the
maximum. following.
Attributes: Increase Muscle and Feet by 1 each and
MISSION 4 BENEFITS decrease Brains and Guts each by 1.
When you complete your fourth mission, you gain the
Mutagen: Gain 1 mutagen.
following benefits. You can learn a spell in place of Grind the
Language: You speak one language of your choice and
Gears.
Dark Speech.

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Shadowsight: You see into areas obscured by shadows Grabbed: Refer to the grab attack for details.
as if those areas were lit. Poisoned: Use the sickened affliction.
Surprise: See the rules for surprise in the Combat
MISSION 4 BENEFITS section.
When you complete your fourth mission, you gain the
following benefits. You can learn a spell in place of Rising
Fury. CORRUPTION
Health: Increase by 6. Characters with Corruption scores greater than 0 lose their
Rising Fury: When you take damage, you make your Corruption scores and gain an equal number of mutagen.
next attribute roll to attack before the end of the next round Any effect that would bestow Corruption bestows mutagen
with 1 boon. instead.
Asleep: Use the unconscious affliction.

PROFESSIONS TRIGGERED ACTIONS


If you’re bringing characters into the Wasteland from
Punk uses reaction instead of triggered action. Anytime a
Shadow, you can leave the professions alone and they work
rule calls for a triggered action, use a reaction instead.
in the way described in that game. Otherwise, don’t worry
about professions as they’re not used in PunkApocalyptic:
The RPG.
PATHS
Paths from Shadow work with some minor modifications as
THE RULES described below.
The rules from Shadow port well into Punk with little trouble.
But, you’ll need to make a few tweaks. ATTRIBUTES
Generally, paths in Shadow of the Demon Lord let you
ATTACK ROLLS AND CHALLENGE increase one or more attributes of your choice. Characters
with expert paths can increase another attribute by 1, while
ROLLS characters with master paths can increase yet another
Punk calls these things attribute rolls. The activity attempted attribute by 1. Paths that offer increases to specific attributes
determines the target number. Any rule that affects attack instead increase attributes as follows.
rolls should be interpreted to affect attribute rolls made to
attack. Similarly, any rule that specifically affects challenge • An increase to Strength either increases Muscle or
rolls without attack rolls should apply to attribute rolls not Meat by 1.
made to attack. • An increase to Agility increases Hands.
Anytime a rule specifically calls out an attribute, such as a • An increase to Intellect increases Brains or Mouth.
Strength attack roll or an Intellect challenge roll, you should • An increase to Will increase Guts.
use the Punk attribute that best applies. For example, if you
would make a Strength challenge roll to resist a disease,
you’d roll Meat, since you’re using your overall health and
CHARACRERISTICS
Many paths increase characteristic scores. If so, use the
body to resist the effect.
following guidelines.
Whenever a rule calls for a Perception challenge roll, you
make an Eyes roll instead.
• Increases to Defense and Health are unchanged.
• Increases to Perception apply to the Eyes
BOONS AND BANES attribute.
Boons are called assets. Banes are called complications. • If the path increases Speed, halve the increase
They work exactly the same. (minimum 1) and apply it to Feet.
• If the path increases Corruption, increase the
character’s Mutagen instead.
AFFLICTIONS
Afflictions work the same way in both games, but some
afflictions are absent, while Punk introduces some others. LANGUAGES AND PROFESSIONS
Here’s how to convert afflictions from Shadow to Punk. Ignore these gains.
Asleep: Use the unconscious affliction.
Charmed: A charmed creature sees the source of the
affliction as a trusted friend and ally. The charmed creature
MAGIC
cannot attack the creature that bestowed the affliction. Unchanged.
Compelled: A compelled creature cannot use actions or
move. Instead, during each fast turn, the creature that
bestowed the affliction can force the compelled creature to
TALENTS
Although many talents work with PunkApocalyptic, some
move or use an action. The creature that bestowed the
refer to rules that do not apply. An exhaustive redesign of all
affliction makes all decisions on the compelled creature’s
the paths available in Shadow is beyond the scope of this
behalf.
conversion document, so use the following general rules.
Dazed: Use the confused affliction.
Defenseless: Use the stunned affliction.
Diseased: Use the sickened affliction.

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HEALING RATE TRAITS
Any talent that allows a creature to heal damage equal to its Traits function as described, but you might have to make
healing rate instead heals damage as if it had spent 1 grit. If other adjustments in accordance with the above guidelines.
a talent increases the value of healing rate, spending 1 grit
heals an extra 1d6 damage.
WEAPONS
TRADITIONS AND SPELLS
Aside from converting attributes from one system to the
other, the creature’s weapons are the same as its attack
You can use the spells presented in Shadow as written, options.
though adjusting attributes as noted above. Note, that dark
magic traditions cause the caster to gain mutagen in place of
Corruption.
SPECIAL ACTIVITIES
A creature’s special attacks, special actions, and end of the
round entries become its special activities. Again, adjust the
CREATURES mechanics as needed.

When you use a creature from Shadow in PunkApocalyptic,


make the following adjustments. SAMPLE CREATURES
Here are some examples of converted creatures.
DIFFICULTY
Creatures in Shadow tend to be more powerful than are FOMOR DIFFICULTY 1
creatures in PunkApocalyptic. Use the following table as a Defense 14 Health 10 Size 1 Speed 5
rough guide for determining the Difficulty in Punk for a
Shadow creature. Muscles 10 Hands 12 Brains 8 Mouth 8
Meat 10 Feet 10 Eyes 10 Guts 7
DIFFICULTY Pack Fighting When the fomor attacks a target within
Shadow PunkApocalyptic
the reach of another creature friendly to the fomor that
1 1
has this trait, the fomor makes the roll with 1asset.
5 5
Otherwise, the fomor makes the roll with 1
10 10
25 25 complication.
50 100 Craven A fomor is frightened while within the reach of
100 250 two or more hostile creatures.
250 500 Gear light armor, shield, spear
500 750
WEAPONS
750+ 1,000
Spear (melee or range 10) Roll Hands (+2) to hit
Defense: Success: 1d6 damage.
ATTRIBUTES
Start by converting the base creature’s attributes as follows. BOGGART DIFFICULTY 100
Defense 14 Health 50 Size 2 Speed 6
• Muscles equals the creature’s Strength.
• Meat equals the creature’s Strength. Muscles 16 Hands 11 Brains 8 Mouth 8
• Hands equals the creature’s Agility. Meat 16 Feet 12 Eyes 8 Guts 13
• Feet equals the creature’s Speed.
• Brains equals the creature’s Intellect. Shadowsight The boggart can see into areas obscured
• Eyes equals the creature’s Perception. by shadows as if they were lit.
• Mouth equals the creature’s Intellect. Frightening When a creature that does not have this or
• Guts equals the creature’s Will. the horrifying trait first sees a boggart, it must succeed
on a Guts roll or become frightened for 1d6 rounds.
Then calculate the creature’s Defense, Health, Size, and Once a creature makes this roll, it becomes immune to
Speed. the frightening traits of all boggarts until it completes a
rest.
• Defense equals half the creature’s Feet plus half
the creature’s Eyes. Note, some creature’s in WEAPONS
Shadow have hidden bonuses to Defense Fist (melee) Roll Muscles (+6) with 2 assets to hit
resulting from natural armor or some other source. Defense: Success: 2d6 + 6 damage
To determine if an unarmored creature has this
bonus, simply subject its Agility score from its SPECIAL ACTIVITIES
Defense. You can then apply the difference as a Fists of Fury Use an action to have the boggart make
bonus to the base creature’s Defense. one fist attack against any number of creatures within
• Health is unchanged. its reach.
• Size is unchanged.
• Speed equals half the creature’s Feet.

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SMALL DEMON DIFFICULTY 25 DRAGON DIFFICULTY 750
Defense 19 Health 20 Size 1/2 Speed 9 Defense 25 Health 160 Size 3 Speed 8
Muscles 16 Hands 13 Brains 11 Mouth 11 Muscles 17 Hands 13 Brains 14 Mouth 14
Meat 16 Feet 18 Eyes 13 Guts 15 Meat 17 Feet 16 Eyes 19 Guts 16
Horrifying When a creature that does not have this or Frightening When a creature that does not have this or
the frightening trait first sees the small demon, the the horrifying trait first sees a dragon, it must succeed
creature must succeed on a Guts roll or become on a Guts roll or become frightened for 1d6 rounds.
insane for 6 rounds. Once a creature makes this roll, it becomes immune to
Immune damage from disease, poison, radiation; the frightening traits of all dragons until it completes a
confused, fatigued, frightened, immobilized, insane, rest.
sickened, slowed, stunned Immune damage from fire; charmed, confused,
Spell Defense A demon takes half damage from spells. frightened, stunned, unconscious
If a creature attacks the demon with a spell, the demon Spell Defense A dragon takes half damage from spells.
imposes 1 complication on the roll to attack and the If a creature attacks the dragon with a spell, the
demon makes any rolls to resist the spell with 1 asset. dragon imposes 1 complication on the roll to attack
Demonic Shadows Lit areas out to 1 yard around the and the demon makes any rolls to resist the spell with
demon become shadows. 1 asset.

WEAPONS WEAPONS
Natural Weapon (melee) Roll Muscles (+6) with 2 assets Claw (melee) Roll Muscles (+7) with 3 assets to hit
to hit Defense: Success: 2d6 damage. Defense: Success: 2d6 damage.
Teeth (melee) Roll Muscles (+7) with 3 assets to hit
SPECIAL ACTIVITIES Defense: Success: 3d6 damage plus 1d6 damage
Frenzied Attack Use an action to have the demon attack from fire.
two different targets within its reach. Make the roll for
each attack with 1 complication. SPECIAL ACTIVITIES
Void Step Use an action, or a reaction on the demon’s Flurry of Attacks Use an action to have the dragon
turn, to have the demon teleport to an open space it attack twice with its claws and once with its teeth.
can see within 20 yards. Roll a d6. On a roll of a 1, the Spew Fire Use an action to have the dragon spray
demon loses this special activity for 6 rounds. flames from its mouth into a 10-yard-loing cone. The
fire deals 4d6 + 5 damage to everything in the area. A
creature in the area must succeed on a Feet roll with 2
complications or take 4d6 + 5 extra damage and catch
fire. Once the dragon uses Spew Fire it must wait 1
round before it can use it again.

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