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Junkworld GDR - Wreck Fight Survive

Par Junkworld LARP

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Campagne Exploration Gestion Guerre Horreur Jeu de dés Jeu de rôle Print'n'Play RPG Science Fiction Stratégie

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Follower gift

By clicking FOLLOW on the project page, you will unlock an exclusive Follower Gift, available only to early supporters:

  • 8 exclusive STL miniatures
  • Early access to updates and development progress
  • A closer look at the system before launch
The Follower Gift is only available to users who follow the project before launch.

Quickstart

To introduce players to the system, Junkworld GDR includes this Free Quickstart Demo.

Before the rules bite, before the dice start rattling like loose bolts in a rusted engine, there’s a name everyone in Junkworld knows.
AMPUTIAMOCI.
Not just a show. Not just a game, but a meat grinder with an audience. It’s the most infamous broadcast crawling across the cracked frequencies of Junkworld.
A spectacle where desperation is currency and pain is prime-time entertainment.
Getting selected as a contestant isn’t luck. It’s a last, starving gamble. 
Because at the end of the slaughterhouse waits something almost mythical:
One year of citizenship in Ultima Lux.
A job. A roof. Clean water.
Ultima Lux is the last city of the Old World, hammered together from the bones of ancient Rome.
A place where people don’t just survive… they almost live. Out in the wasteland, nobody gives you anything,
not food, not mercy, not tomorrow. 
So when the choice is between slowly rotting in the dust or stepping into the most brutal show ever broadcast… 
For some, there’s only one answer. They sign up. They smile for the cameras, and they hope they don’t come out in pieces.

So… what’s stopping you?
Grab your free Quickstart and carve your name into the legend.


A Quickstart adventure designed as both a tutorial and a full experience.
It’s structured to:
  • Teach core mechanics through play.
  • Showcase the tone and brutality of the setting.
  • Push players into immediate, meaningful decisions.

  • Average playtime clocks in at around 2 h.
  • Designed for 2 to 6 players.
  • Includes 6 pre-generated character sheets, ready to play.
  • Printable tokens and BattleGrid.
  • Recommended age: 18+.


Tiers Preview

Welcome to Junkworld!

The world didn’t end clean. It collapsed slowly, piece by piece, dragged down by violence, scarcity,
and something no one fully understood until it was too late. Cities became carcasses.
Roads turned into hunting grounds. Whatever rules once held society together… didn’t survive the fall.
Welcome to Junkworld. A place where survival isn’t a goal. It’s a routine.
Where trust is rare, resources are never enough, and every decision carries weight.
Out here, you don’t become a hero... You become someone who lasts longer than the others.

SYSTEM & GAME STRUCTURE

Junkworld is a tabletop role-playing game (TTRPG) built to merge strong narrative freedom with a grounded,
tactical approach to combat and survival. The game runs on a d10-based system designed to be fast,
flexible, and easy to learn.Character creation gives you full control over who you are in the wasteland:
build a detailed background from scratch, or roll on tables to generate unpredictable ready-to-play survivors.

CORE STATS & SKILLS
Every character is built on 3 core attributes: BODY, MIND and CHARM.
These drive over +30 knowledge, skills, and licenses that define what you can actually do.
This is where your identity takes shape, not just in numbers, but in capabilities:
what you know, what you’ve learned, and what you can survive.

PROGRESSION
You don’t level up by counting kills. You level up by enduring.
Progression is tied to sessions played, not enemies defeated, so as you grow
you unlock advanced abilities divided in class-based skill trees of 10 levels.

COMBAT & TACTICS
Combat takes place on hex-based battlegrounds using miniatures.
Junkworld blends wargame tactics with narrative flow.
We stripped down complexity and kept what matters, and the result is combat that is: fast and highly immersive.
The goal is to give players control over both the story and the physical space in which it unfolds.

SCRAP TECHNOLOGY, LOOT AND CRAFTING
After the collapse, humanity fell back into survival, for years, there was only scarcity.
Then something changed. A group of survivors uncovered a hidden laboratory in central Italy.
Inside, they found knowledge left behind by those who had already imagined a world like this one.
Instructions. Designs. Systems. All built around one idea: Rebuild from what was left behind.
Scrap became fuel, waste became medicine, ruin became opportunity.
That knowledge spread from the center of Italy outward, it sparked a brutal, improvised rebirth.
A Post-Atomic Renaissance built on garbage, instinct, and necessity.

So with that being said, loot is everything.
Every player can scavenge materials, craft tools, gear or upgrades and adapt equipment to survive longer.
But 3 classes take it further: JUNKSMITH, SLUDGEBREWER and BLOODSTOPPER are the crafter.
They create enhanced items with unique effects, based on their class and level.
As they grow, they experiment and can unlock legendary designs that go far beyond standard crafting.

Who you want to be in the Wastelands?


THE SURVIVOR'S ROSTER
Where the air tastes like lead, the water glows in the dark, and your neighbor is probably eyeing your boots for their nutritional value,
to survive here, you can’t just be "some guy." You need a calling. You need a specialty. You need a Class.
Inside this manual, you’ll find 6 Core Classes, each with a unique way of flipping the bird to death,
and 4 Advanced Classes for those who think "hard mode" is just a suggestion.

JUNKSMITH (The Mechanic)
The world collapsed like a crushed soda can, but the Junksmith is the one holding it together with crooked bolts, aggressive welding,
and a scientific amount of duct tape. They are the surgeons of steel, the patron saints of things that should be dead but keep running anyway.
  • The Vibe: Why buy a gun when you can build a multi-barreled death-spitter out of a toaster and a muffler?
  • The Skills: They don't just repair; they "ascend" gear. By applying Suffixes to their projects, they turn scrap into masterpieces of brutality. From custom traps to improvised grenades, if there’s a Junksmith in the party, the world might be in pieces, but those pieces still have a fighting chance.
SLUDGE BREWER (The Chemist)
Don't expect a clean lab coat. The Sludge Brewer is a "Collapse Junkie" with stained hands and pockets full of vials making very worrying sloshing noises.
They treat chemistry like a street fight explosive, corrosive, and totally unfair.
  • The Vibe: "F*** the rules, let’s see if this glows."
  • The Skills: Masters of acids, gases, and fire. Their true masterpieces are Serums, unstable potions that turn teammates into superhumans or interesting clinical cases. Every injection is a calculated risk. Mostly.
BLOOD STOPPER (The Medic)
Whether they call themselves a surgeon or a butcher depends on how much anesthetic they have left (usually zero). When you hit the dirt, the Blood Stopper steps in with steady hands and tools that make deeply unsettling noises.
  • The Vibe: A pinch of medicine, a gallon of grit, and a tiny bit of love.
  • The Skills: They patch organs, reset bones, and install scrap-metal prosthetics under heavy fire. They can even whip up Healing Goo, a medicinal mixtures that fix almost anything. In Junkworld, death is right around the corner; the Blood Stopper is the only one who can make her wait.
ROAD WARRIOR (The Tank)
Armored, brutal, and as stubborn as a tractor going uphill. The Road Warrior doesn't say much; they let their sledgehammer do the talking.
They are the meat-shields of the Wasteland, tempered in a thousand battles and covered in iron, scars, and spite.
  • The Vibe: Like a T-800 with a mean streak. Trying to stop them is like trying to block a speeding semi-truck with a ping-pong paddle.
  • The Skills: Built for front-line carnage, heavy weapons, and shields. They absorb the impact and open gaps in walls of flesh. When everyone else wavers, the Road Warrior stays standing.
WILD RIDER (The Marauder)
Allergic to rules and in love with risk, the Wild Rider lives where the sand burns and mines are just part of the scenery.
They don’t want a fair fight; they want a head start and your wallet.
  • The Vibe: Fast, loud, and gone before the dust settles.
  • The Skills: Masters of infiltration, high-speed chases, and theatrical escapes. They use light weapons and nimble vehicles to strike hard and vanish. In Junkworld, you don’t always need to be the strongest, sometimes you just need to be the fastest.
SMOOTH TALKER (The Charmer)
The bastards of the Wasteland. Musicians, con-artists, and silver-tongued devils who can turn a desperate negotiation
into a winfor themselves, anyway. They know every rumor, every trade route, and exactly what you want to hear.
  • The Vibe: Selling ice to people living in a frozen hellscape.
  • The Skills: Their true power is PSYTRANCE. A form of mental influence driven by rhythm and stage presence. It’s not magic; it’s pure charisma pushed to the limit, allowing them to bend minds, create illusions, and stop a riot with a single well-placed joke.

ADVANCED CLASSES: FOR THE BOLD AND THE BROKEN
THE SHRINK (The Psionic)
Why use a chainsaw when you can use a whisper? Much like the Smooth Talker, the Shrink wields the power of PSYTRANCE,
but they take it to a far darker, more extreme level. They don't just charm; they dominate.
They use their influence to perform much more difficult and dangerous mental feats, making you see things that aren't there
or convincing you to walk into a minefield with a smile. A sharp mind and zero scruples are required.
THE IRON-SINGER (The Bard of Doom)
Pure six-stringed madness. These guys don't just fight; they throw concerts. Their distorted riffs and tribal screams
can paralyze enemies in sonic hallucinations or pump allies full of combat-grade adrenaline.
If the radiation doesn't kill you, the solo will.
THE HUNTER (The Professional)
The elite of the city of Serenity. They are monster-slayers who study the "Mad-Plague" (Furios Feaver) and Serial Killers like a textbook.
They carry a journal of weaknesses and know exactly where to plunge the blade. They are the ultimate survivalists.
THE MUTANT (The Freak)
Nobody chooses this. You are the product of extreme contamination, terrifying, unstable, and lethal.
You get superhuman strength and regeneration, but you lose a piece of your humanity with every mutation.
Warning: Mutants are hated and hunted. If you're spotted, you better run.

The Furious Fever

At the center of everything is the Furious Fever. What started as a disease is now something far more complex and terrifying.
It spreads quickly, mutates unpredictably, and transforms those infected into violent, relentless beings driven by instinct and aggression.
They are not mindless, they are not human either. They exist somewhere in between, and that makes them even more dangerous.


Follow Us!






Why we need you

We didn’t come from studios or established game companies.
We came from tables, from dice, late nights… and from the playing field, living our stories through LARP.
Back in 2017, without even realizing it, we created the first gang that would go on to dominate our world: The Family of Angels.
At the beginning, they were just rough character drafts, but they kept growing, taking shape, becoming more alive with every step…
until they needed something more. A place to belong. That’s when we realized they needed a world.
And that’s where the journey began.
Junkworld started like as a noise in the back of our heads, but it was unstable, unclear.
But it wouldn’t go away.
In 2021, it took its first real form inside our LARP association, built on the world you see today, even if it was still raw, still incomplete.
Event after event, it grew. Rule by rule. Story by story.
But at some point, playing a few times a year wasn’t enough anymore. We wanted to play whenever we wanted.
Without adapting other systems and without forcing mechanics that didn’t belong.
So we started building our own system.
We took everything that shaped us as players: TTRPGs, wargames, movies and videogames.
We kept what worked, cut what didn’t and built something fast, flexible, and made to be played without friction.

Junkworld started from nothing. No budget. No safety net. Just an idea that refused to die.
We wrote it, broke it, rebuilt it, again, and again. And again.
Every system was tested in play, every rule pushed until it failed, every version sharper than the last.
This game wasn’t designed once, it was forged over years.
We are indie to the bone.
Everything you see exists because we put time into it, energy into it, obsession into it.
Not because we had the resources, because we refused to stop.
Now we’re at the point where we can push Junkworld further than ever before.
But to do that right, we need you.
With your support, we can turn this into a high-quality game, refined piece by piece, without compromise.
And that’s just the beginning, reaching our stretch goals means expanding the world even further.
These steps only happen if we earn your trust.
Backing this project isn’t just support: it’s you looking at what we built from nothing… and deciding it deserves to grow.

Survivors involved in the creation

GAME DESIGN, WRITING & CREATIVE DIRECTION
Simone Acciaresi & Alice Zanlorenzi are the minds behind the game’s architecture and narrative,
serving as the guardians of the original Junkworld vision.

DEVELOPMENT, PLAYTEST & SUPPORT
Luca Frattali, Massimiliano Iemma, Emanuele Palmarini, Emanuele Costa, Mauro Migliorini
represent the operational core that forged the balance, tested every mechanic,
and ensured the system's stability among the ruins of the game world.

THE JUNKWORLD COMMUNITY
A special thanks to the survivors of our community and to everyone who participated in
our demo sessions, your feedback and passion constantly fuel the flames of this universe.

Production philosophy and tools

In a world defined by scavenging and recycling, we applied that same philosophy to our creative process.
Some visual content and the structural editing of this manual were developed with the support of Artificial Intelligence.
However, we want to be clear: for us, AI was never a shortcut, but a creative tool to amplify our vision:
  • Human Vision First: Every prompt and input came from hours of brainstorming, original writing, and manual world-building. We used AI as a prototyping tool to visualize concepts born entirely from our own imagination.
  • Digital Craftsmanship: No content was used "as is." Every image began with extremely long and complex prompts, as the result of extensive research and was treated only as a raw starting point. Our team then selected, edited, and manually integrated every piece to perfectly match the gritty, industrial aesthetic of Junkworld.
  • Narrative Care: We used algorithms to refine clarity and consistency, but they never replaced the authorial voice that creates the cynical, desperate, and vital tone of our setting.
  • Human Review: Every page underwent a strict quality control and manual review process. This hybrid approach allowed us to reach a higher level of aesthetic quality while keeping the heart of the project rooted in the talent of its human creators.

Rights and distribution

OWNERSHIP AND COPYRIGHT
This manual and all its contents (text, mechanics, setting, and graphics) are the exclusive property of A.p.s. Junkworld LARP. All rights reserved.
CREATIVE STATEMENT
This work is the product of the Junkworld team’s ingenuity. AI technology was used only as a creative support tool. Every element was originated, curated, and finalized manually to ensure a unique artistic vision.
TERMS OF USE
  • Permitted Use: You may copy or print this material for personal and gaming use only.
  • Prohibitions: Selling, distributing, or modifying this content without written consent from A.p.s. Junkworld LARP is strictly prohibited.
  • Sharing: We encourage you to share photos and stories from your games,just be sure to credit the official source.
For permissions or collaborations, please contact the Association through our official channels.

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