Changes

SIZE & TOKENS

In TFT creatures and objects are defined by their SIZE in hexes. A normal man is 1 hex, a giant 3 hexes, dragons can be 7 hexes. In Apocalypse we dont use hexes but the SIZE value of the creature in hexes remains for use in modified ways.

Spells also come in hex sizes, a 7 hex wall spell for eg. In Apocalypse this will be reflected by tokens (roughly 1.5 to 2cm in size, large d6 are perfect). Whn you cast a wall spell of 5 hexes, you get 5 tokens to place. The tokens generally have to have good contact with each other (if you use square dice then corner to corner is allowed).

SPELLS vs POWERS

Apocalypse is not strictly a 'magic" game, instead I have elected to use Psionics as the magical power that everyone deploys. Similarly their are no caster classes, or warrior classes, the game is classless. Accordingly everyone has full access to all skills, talents and powers, or normal cost.

Psionics will however use the actual TFT rules for powering magic, you will lose ST in the form of Fatigue, and this ST lose will be real when added to wounds suffered. So you can literally cast yourself to death. Because the damage is real, the various modifiers that apply when you take wounds will apply when you cast high cost spells. Eg casting a spell that uses 1/3 of your ST will cause an injury reaction and the following Casting roll will be at -2. If the reaction includes a fall down this happens simultaneously and the casting roll still happens.

To alleviate this ST batteries will be available (a gem?) in which characters can store ST. The gems can be powered up with psionic ST points on a SQUARE of the power stored, so a 2ST battery will require 4ST to charge up, 4ST will require 16ST etc. Batteries only work for the person who charges them, and charging them is a one time operation, they do not accumulate ST. So if you only have 9ST you will not be able to create 4ST batteries. The power stored must ALWAYS be your own, not borrowed to you by others (via an Aid spell for eg). You can use an existing ST to gain the extra ST needed to power up a larger battery (diminishing returns however).

Charging a battery will require a week of peaceful meditation, using a few hours of each day. Use of a battery requires that you be able to touch it with one of your hands, which means one of your hands must be free to do so, it will count as a free action to touch a gem.

Magical items will be possible, but they will be "psionically bonded" to you, so each item will be unique to you and only you may use its powers. Others may assist you in creating a bonded item, providing the skill, but NOT any ST, to allow you to create an item. If another picks up the item it will do nothing, but it can be re-used.

STUN, SHOCK and TRAUMA.

A character that suffers 5 or more hits in one turn is Stunned, and at -2DX till the end of their next action. (+1 for each 4ST above 12)

A character that suffers 8 or more hits in one turn is SHOCKED, they fall prone and may do nothing till the end of their next action. (+1 for each 2 ST above 12)

A character that drops to 3 or less ST is Traumatised and at +1d to all rolls.

A character that drops to 0ST is unconscious.

DEATH vs INCAP.

Most people grow attached to their characters, and normally do not enjoy having them actually die, requiring a new character to be rolled up. This is especially true if you have gone to a lot of trouble to develop some sort of persona and background for your character. Accordingly Death will become Incapacitated. The only time Death will apply is when specific "DEADLY" opponents are fought (and this will be advertised or warned about), or the battle is "to the Death" by declaration of one side or the other (prior to it beginning).

So when creatures drop to 0ST or less they will become INCAP and fall to the ground where they were, unable to do anything. As long as your side wins the battle they will be able to revive you and apply various healing. If your side loses the battle then you will be captured and taunted about your inadequacies, then generally ransomed back to your people, or you may contrive to escape.

When Death is on the table then creatures will still fall INCAP, and the 'deadly' creature will need to make a "Killing Blow" to kill each character, so you will have one action to try to do anything. If you want to make the Killing Blow a little more dangerous then everyone can make an IQ roll and those that fail will suffer a wound due to morale failure.

AREA MOVEMENT

As detailed under Movement I will be using an area based movement system, not a hex based one. This will require some adjustments to the way parts of the game work.

In a hex based game a fire wall of 7 hexes is a major obstacle to get around, but in an area based movement system it can be ignored. Accordingly the following effects will apply for such deliberate obstacles.

A creature that wishes to move from its current location to make contact with an Alone creature in the zone where an obstacle has been placed will need to make a DX roll to do so, with the size of the obstacle as a modifier. It may elect to ignore the obstacle and avoid the DX roll, and will be assumed to run through it and take appropriate damage. Where the target is a mixed group (InContact) then half the obstacles size (round down) will be used.

Where more than one obstacle exists within a zone then the target may elect which one applies.

The reasoning behind this is that the target is not static even though the turn based system makes them seem so, if they see someone moving to close on them they will use the available features of the zone to avoid it (if they wish).

A target that is unable to move will not gain this advantage.

Where an obstacle has been placed along a boundary then it will decrease the movement rate (MR) of any creatures trying to cross it. So a human trying to move from one zone to another with MR10 would normally be bale to do so freely. If a 3 hex fire wall is placed on the boundary then to cross it they will be considered to have a MR of 7 (10-3), and would need to make a DX roll at -3. Moving to a boundary will half the effect (round down). You may elect to ignore the penalty but will be assumed to cross the obstacle and suffer the effect of it.

FACING.

TFT used side and rear hexes as a method of assigning modifiers in combat. In the Area based system used here you are either InContact or not, there is no way to determine flank or rear options. Instead we will use outnumbering to reflect that advantage to undefended sides is possible. Within a single InContact group the side with the most numbers will gain +1 to all their attacks. If one side has twice as many then they all gain +2.

AIMED SHOTS.

Under the current rules it isnt terribly hard to get away with head shots and to inflict deadly damage. Instead of using the DX modifies listed in the rules I will be using the following.

Old modifier. New modifier Eg target

-2 use 4d6 Wing

-4 use 5d6 Weapon arm, Leg

-6 use 6d6 Shield arm*, Head

-8 use 7d6 Weapon, Vulnerability spot.

-10 use 8d6 Combined penalty total

Crippling hit rule is NOT used.

The following results table is not an equivalent conversion, as the dice grow the chance of a triple and double hit drops considerably, this is intentional.

Guns

Its been a thousand years since a factory rolled out manufactured weapons. Some still remain, handed down from father to son over generations, repaired and replaced as required. Accordingly modern guns will be rare, but the sheer number of them produced before the Fall measn that they are still out there, packed away in preserved containers, protected to some degree from the ravages of time. Black powder weapons will have re-emerged, but with modernised components to make them more reliable and safer.

The really hard component will be ammunition, no matter how well preserved and protected, common ammunition will lose its chemical re-activeness with time. Less efficient, but still serviceable powder, isnt hard to make, and found bullets can be recycled into use, perhaps not with the same power, but still effective.

Gun effectiveness and damage will be generalised into specific groups of weapon, rather then individually named guns, as follows. All guns BREAK on a roll of 17-18, and jam on 16.

Blackpowder pistols and muskets are at -2DX at all times.

*Shotguns can use 'pellets' or 'solid shot'. Pellets can hit more targets (1d6, +1 if both barrels used, targets InContact, shooter gets to select first target, but than randomly determine the rest, shooter can attempt to 'miss' but at -2DX), but does -1 damage. Shotguns double all range modifiers.

AP modifiers are applied to any ballistic armour worn, positive values improve the protection of the armour, negative values reduce the effectiveness of the armour (but not below 0).

Range Modifiers.

Thrown weapons are at -2 within a zone, -4 into adjacent zones, -2 if you are currently InContact

Missiles are at -2 for the adjacent zone, then an extra -4 for each extra zone (6,10,14 etc) that they are capable of reaching.

Mods

Players may elect to take Mods to their character, semi-permanent advantages and dis-advantages in specific areas. Each Mod will be rated in points and will cost or credit the character with Attribute points. Players may elect to take advantages and dis-advantages that balance themselves out, or they may elect a net Attribute gain or loss.

At game start players begin with 2pts of Advantages, and no player may take more than 3pts of extra advantages (you begin with 2 and can gain 3 extras), and 3pts of disadvantages. New advantages may be taken by expending Attribute pts that would be gained by spending experience (same cost) and one Luck point.. Dis-advantages are inflicted or earned from game play and do NOT credit you with Attribute points.

Luck

Luck and Bad Luck points are a group resource that can be used to modify the game. A specific set of changes to the game will be listed below that Luck can be used to enact. Bad Luck is controlled by the GM and used to the detriment of the players. Good Luck and Bad Luck can be generated by Mods and events, at the GMs discretion.

At the start of a session your Good Luck will be equal to the number of players present. This pool is available for use by any player, although players may develop their owns decision methods on when they can be used. Good Luck can also be created by giving the GM Bad Luck, at 2for1.

Bad Luck is controlled by the GM and is equivalent to the number of Good Luck points the players ended the last session with (what goes around comes around) plus any Bad Luck they had left over. Bad Luck is created from the effects of Mods, or whenever the players need Good Luck and dont have any, at a 2for1 ratio.

Good and Bad Luck can be used for the following actions:

1: Re-roll a result (but not 2d6).

1: Add or subtract 1 from an existing roll (but not 2d6).

1: Soak a single wound on self or follower/lackey.

1: To play extra adventure card

1: To swap an adventure card during play

1: To reroll a randomised treasure roll.

1: To establish a relationship

1: To incite a Passion

1: To modify one word on an adventure card, within the limits that one=>few=>some=>many=>all.

1: To draw a new adventure card.

1: to convert a killing blow into an UNC result.