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Apocalyptia v2.0
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Apocalyptia v2.0

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This is the second edition of Apocalyptia, an open-source tabletop roleplaying game about The End. The setting is our world in the not-too-distant future. The game includes outlines for 12 Apocalyptic Scenarios, each with their own unique challenge and feel.

Character development is not so much about leveling up stats as it is about the dynamic changes in response to experiences as time goes on. Characters get better at some things while getting rusty in others. They struggle for survival and sanity as friends and loved ones die all around them.

Individual prowess is never as important as the support of your Team, your Faction, and your Settlement. Ultimately, the game is about overcoming those things that have divided humanity for so long, and coming together to build a better world out of the rubble of the old.

The only die you need to play Apocalyptia is a d6. The game is designed to be a military-style simulation with the intention of balancing system crunchiness with fast-paced play. The core mechanics are very simple while simultaneously offering a great deal of detail and customization.

The book is written with a lot of system abbreviations to pack as much game content into this small package as possible. For best results, the Game Narrator should be experienced with common roleplaying game concepts and become comfortable with the rules since the majority of the work of running the game is placed on the Narrator. Character creation usually takes 20 minutes or less, which is good since the mortality rate can be rather high in the Wasteland.

Game Features:

  • Easy random Area and Encounter generation procedures
  • Detailed equipment, modifications, and vehicles for those who love to Scavenge for Loot
  • Over 100 unique non-player characters and creatures
  • Realistic tactical combat and survival methods based on real-world techniques
  • Faction Bases and inter-Faction relations, including Faction Warfare
  • Rules for building Team Bases and entire Settlements

Apocalyptic Scenarios:

  • Alien Invasion
  • Asteroid Impact
  • Cosmic Armageddon
  • Dystopian Megacity
  • Environmental Collapse
  • Global Pandemic
  • Mutagenic Outbreak
  • Nuclear Winter
  • Peak Oil
  • Robot Rebellion
  • Solar Flare
  • Undead Rising

In this second edition of the game, the rules have been cleaned up, balanced, and expanded to allow as many options as Players and Game Narrators can imagine. Additional artwork, game mechanics, and setting content gives greater detail and increased possibilities for your Apocalyptic adventures.

This PDF is formatted to make printing easy. Each page is 8.5" x 5.5" so that two pages can be printed on each side of a standard sheet of printer paper, allowing the easy printing of Apocalyptia manuals with common printer booklet settings.

For the quick-start rules, check out Apocalyptia: Basic Training.

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Discussions (13)
Customer avatar
April 20, 2021 11:10 pm UTC
Any chance your 3d Edition will also be offered in print/pdf?
Customer avatar
Dawid N November 24, 2019 7:38 pm UTC

I've discovered your system not so long ago and I must say that I love it! It's very well, and realistically, made game.
But I think there is something messed up with character sheets you've provided in v2.0 of your game. In Chapter 1, Character creation, you've provided different (I think correct, for v2.0 edition) character sheet that is not matching with character sheet at the end of the book.

Can you clarifiy that the one in Chapter 1 is the correct to use? Even better if you can update the rulebook.

PS. PDF file is, just noticed, still named Apocalyptia 1st Edition :D

PSS. There is a comment on Apocalyptia page on DriveThruRPG that there will be 3rd edition for the game? Is it true? If yes, can you give any detail when it will come out?
Customer avatar
Jordan F November 29, 2019 9:37 pm UTC
I responded directly to Dawid via email but in case any other players are confused, I'd like to post an excerpt containing my explanation here:

It looks like both sheets have all of the important information, but the one in Chapter 1 is more thorough. Since I'm putting all of my effort into 3rd edition (and it is just me working on this project), I won't be making any updates to 2nd edition. I will be looking at publishing that in pdf form as a replacement for 2nd edition.

Customer avatar
Will H November 29, 2019 10:00 pm UTC
Jordan - I'd be happy to help with anything possible. I'm not a huge number-cruncher but I can proofread and such. Love your system, thanks!
Customer avatar
Newbie F November 30, 2019 7:27 am UTC
Is the firearm count for 3rd edition expanded? 2nd has a good roster for the most common guns, but it could present a bit more option.
Customer avatar
Jordan F December 03, 2019 8:38 pm UTC
Thanks Will. As soon as I'm ready for public beta testing, I will be sending links to interested players to help with suggestions, spotting typos, making bug reports. If anyone is interested, please shoot me an email at
Customer avatar
Jordan F December 03, 2019 8:41 pm UTC
Since 3rd edition will be a web app, coding the logic for everything necessitates a somewhat simplified/generalized list of gear to start with. I'm really just trying to get a minimum viable product in the hands of players to test first. As the essential elements get tested and solidified, I intend to start including more and more content, including gear, as time allows on a rolling update cycle.
Customer avatar
Newbie F December 04, 2019 10:44 am UTC
"Web Application"

Interesting. Can you clarify?
Customer avatar
Jordan F December 15, 2019 6:46 am UTC
Similar to Fantasy Grounds, Roll20, etc, but purpose built from scratch specifically for Apocalyptia. More to come.
Customer avatar
Newbie F November 12, 2019 7:59 pm UTC
To add to my previous question; does the term "Shield" encompass everything that "shields" the character from harm (environmental cover for example), or does it only apply to Riot Shields and similar? (I'm specifically talking about page 23, pertaining to Cover)
Customer avatar
Jordan F November 29, 2019 9:42 pm UTC
Shield is meant to be somewhat generic as a term, though Riot Shields and the like are obviously included. If a character grabbed something like a metal trash can lid or sewer lid for example, I would consider that to be an improvised Shield for purposes of Cover. This particular corner of the rules is something that has received close scrutiny and clarification for version 3 of the system. Hopefully more to come on that very soon.
Customer avatar
Newbie F November 30, 2019 2:53 am UTC
So is there no specific rule from hiding behind natural or man-made structures like a boulder or building? I'm asking because I'm not sure how to handle PCs firing pot-shots behind concealment. One thing that I've found that can "work" is always randomly rolling for hit location when a PC is in cover, ignoring body parts that is obstructed by said cover.

I would like your opinion whether this breaks the balance or any mechanical aspect of the game.

Many thanks.
Customer avatar
Jordan F December 03, 2019 8:44 pm UTC
The method you described of rolling random locations and applying cover accordingly is exactly the way I have handled it in the past. It is one of those edge cases that is a little too clunky for me and I'm considering a couple of different ways to make for a more elegant solution. As always, I'd love to hear any player suggestions. You can always email me at
Customer avatar
Newbie F October 29, 2019 9:35 am UTC
Coming back to the system after a long hiatus, I would just like to ask: Are documents infinitely usable? Meaning, do their modifiers not ever deplete when studied every day?
Customer avatar
Jordan F November 29, 2019 9:39 pm UTC
Documents represent a constant ongoing bonus as long as you keep them on you for quick reference. This bonus can allow the Skill to exceed the normal maximum set by the Skill's parent Trait score.
Customer avatar
Newbie F November 30, 2019 3:11 am UTC
Ah, that clear things up. Thank you.
Customer avatar
Newbie F May 30, 2019 5:44 am UTC
I've just created a character sheet for personal use. Someone could find it useful so might as well share it.

It is obviously inspired by the original (There's actually a pair of character sheet in the rule book, so I just mashed those two together) but a bit more compact and the Backpack section has a lot more slots. There are two versions in the zip file: The normal sheet and the printer friendly sheet, which should use less ink.


PS: I'm not sure whether it is allowed to post download links here. But if someone or the author notifies me, I'll take down the file immediately.
Customer avatar
Jordan F June 12, 2019 4:16 pm UTC
Thanks for your work. That's really cool that you took the time to make this.

If you have some time, email me at I'm working on the character sheet layout for the next edition of the game and I'd love to hear your input. I'd like to extend the same offer to any other players who read this and would like to offer their thoughts as well.

Thanks again.
Customer avatar
Newbie F February 07, 2019 1:31 am UTC
I haven't played it yet, but this has to be one of the best, if not the best apocalyptic themed TTRPG around. The amount of detail is astounding without sacrificing replayability.

Some feedback though if you plan to update the system: Some rules are kinda vague due to the way they are explained, specifically the "Formula-like" method of explaining things. Though I can understand why this was done (To shorten the page count), and the firearm list is somewhat short, though it is definitely sufficient enough. There's also some minor typographical errors scattered about. Nothing game breaking as they're easy enough to figure out, just thought to let you know.

Overall, this game is pretty amazing. Too bad it's unknown though, beats Apocalypse World in my opinion since it doesn't sacrifice mechanical rules in exchange for an enhanced narrative.

Keep up to good work!
Customer avatar
Jordan F August 27, 2018 2:56 am UTC
Hi Brandon,

I spent a lot of time on this very topic, and continue to revise my numbers for version 3.0 which is currently in the works. My design philosophy with Apocalyptia has always been to simulate reality as closely as possible while still making it fun. That being said, there is no single number that represents "damage" in real life, so it is really hard to do faithfully. The short answer is no I do not have a set formula for firearm damage.

However, I did a ton of research, from making a speadsheet of ft-lbs of force for common calibers to eyeballing photos of ballistics gelatin in order to compare potential internal tissue trauma. I read piles of articles dating back to Vietnam on topics like hydrostatic shock and bullet fragmentation. With calibers ranging from .22LR to .50BMG (not to mention the nightmare of statting out various shotgun loads and arrows), I soon realized that with the need to scale down all these variables to such a low resolution as that required...See more
Customer avatar
Brandon L August 27, 2018 10:39 pm UTC

First off there is no need to apologize for a large response. It's greatly appreciated!

I have seen in many places what you mean about the 45acp and 9mm being very similar. In multiple other TTRPGs they are rated fro the same damage so I assume they followed a straight ft-lb rating. That really is a debate that will forever go on to be old as time.

I enjoy the amount of work you are putting into this. Damage for all sorts of weapons is always very tricky due to all the different consideration of velocity, power, penetration, etc. I believe whatever you decide on will be great for the vision you have in mind. I can't wait to see the 3rd edition!

Thank you for your time.

Customer avatar
Brandon L August 26, 2018 7:22 pm UTC
Hello I was wondering if you used a specific formula to determine firearm damage? My friends and I a pretty big gun nuts and wanted to compile our own list.

Thank you for the great product!
Customer avatar
Matthew G July 29, 2018 5:20 pm UTC
I've found a discrepancy in this edition that I think I've fixed. Nearly every faction base has Thick Walls as base features (and they're on the defense table for Settlements) but there is no documentation as to what Thick Walls actually do. In the previous edition Thick Walls are only used by one faction, but are buildable by the player.

For my group I've set the # to build them equal to the DR of the material*5 per 5 yards for everything except logs, which I set to a # of 25 (and using wood for parts). These numbers match the old HP system for Cover and the previous rules for Thick Walls where the # was the material HP/2.
Customer avatar
Jordan F August 13, 2018 7:42 pm UTC
Hi Matthew,

Sorry for the delay in replying. I usually handle correspondence through Good catch on the Thick Walls rules. I was actually just looking at that for version 3 (which will hopefully be out soon). Right now I'm leaning toward a very similar system to what you devised.

I'm thinking of using 3 material types: Wood, Brick, and Steel. Each of these will have a different DR, probably Wood = 9DR, Brick = 12DR, and Steel = 15DR. Every time DMG exceeds DR, the DR is reduced by 1. So if a heavy weapon did 30 DMG to a log wall in one shot, that section of wall would be reduced to 6DR. Difficulty and material cost would be equal to DR for a 5yrd increment of wall.

I'll have to playtest this in some base-building sessions to see how it works out. I'd be interested to know how the rules balance in your game.

Thanks for playing!
Customer avatar
P. C September 29, 2017 10:33 pm UTC
Hello Jordan F,

I would like to point out an error in the pdf file. The page when open starts at Page 122. I need to scroll it back to earlier page when reading in my laptop. To fix, I need to set the initial view at the Property tab in adobe acrobat to the page I want to start to. However, when closed, it prompted me to save the file. When I save it, this error comes out:

"The document could not be saved. There was a problem reading this document (109)."

Can you fix this? It's troublesome to read when I need to scroll back to the page where I left.

Thank you.
Customer avatar
Jordan F October 06, 2017 11:12 pm UTC
Hey Petterson C,

Sorry to hear the pdf isn't working smoothly for you. I'm not sure what is going on with your pdf. This is the first time anyone has reported having this issue. If you would send me an email at with some details on your operating system and Adobe Acrobat version, I'd like to help you solve the problem.

Sorry for the inconvenience.
Customer avatar
Will H October 07, 2017 12:44 am UTC
I have it too but the previous version opened to the dedication page (109) so I just figured this time you wanted us to see the Modifier Reference page first. My Adobe is current. Lovely game. Cheers!
Customer avatar
Will H September 13, 2017 7:52 am UTC
Just looked up your website and discovered this update! I'm a huge fan of this system because I like to solo roleplay (essentially creative writing with prompts because I don't have a lot of RPG folks in this area) and it's got lots of lovely tables and inspiring bits. Excellent game - looking forward to the next update! ;)
Customer avatar
Gareth L July 10, 2017 6:12 am UTC
Really impressive for such a simple 1d6 game.

There are a couple of area that are unclear though:

Fast Actions: "... may make a number of fast..." I suspect that this should be "... may make any number of fast..."?

Auto: this seems insanely powerful? The only balancing factor seems to be lack of ammo. It has a massive attack bonus (good for hitting at range and boosting damage) and penetrating armour (one big hit instead of several smaller ones)?

Defences: Unclear about how the reflex defence comes into play? Does it set a "minimum roll" for defence?

Specialisations: Don't really get a full explanation - do they work like regular skills? Do they add onto skills when they apply? Are they capped like skills? Etc

Customer avatar
Gareth L July 10, 2017 7:06 am UTC
FWIW, it's common in other games to refer to the type of die roll used for tables like those on pg. 5 & 6 as d66 and d666 respectively.

Asking for rolls of 2d6 or 3d6 can be confusing as this nomenclature usually requires the rolls to be added together.
Customer avatar
Gareth L July 10, 2017 4:15 pm UTC
Making ammo: pg. 28 gives a #9 to make ammo. Pg. 18 that means each bullet takes d6+9 parts (parts = # + d6),

That seems high? And should maybe include some chemicals? Is this maybe for a batch of ammo?
Customer avatar
Jordan F July 10, 2017 11:58 pm UTC
Hi Gareth, first of all thank you very much for your support. Let me see if I can give some clarity on the topics you mentioned.

Fast Actions: You can make a number of Fast Actions each round equal to your Agility score. Take note that active Defense rolls (Block and Dodge) count as Fast Actions. I wanted to curb the abuse I've seen of "Free Actions" and also to incentivize players to spend points on Agility as part of a much larger effort to equally balance all 4 Traits.

Auto: Yes automatic weapons are very deadly in Apocalyptia, as in real life. You are right that the main counterbalance is ammo scarcity, which is a pretty serious limitation in this system. I have revised this particular rule many times and it will probably be tweaked again in the next update. The rule change I am currently favoring is keeping the concentrated burst option but making the multiple targets option take some kind of cumulative penalty similar to Block and Dodge. This rule would likewise alter...See more
Customer avatar
July 03, 2017 11:24 pm UTC
Outstanding, gritty game system. Very flexible and very versatile. Character generation is fast but detailed. I hope this author produces more--especially for this system.
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