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Tabletop Game / Planet Apocalypse

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Planet Apocalypse is a cooperative board game designed by Sandy Petersen and published by Petersen Games. In this fantasy-horror universe, the world of mortals is being threatened by the Underhell, with fiends from all four circles of hell stepping out of the Doomgates that are popping up seemingly everywhere. The players take the role of heroes defending the world from the influx of grotesque horrors. To win the game, players will need to work together to fight their way through an onslaught of encroaching demon hordes, becoming stronger as they defeat these demons. Eventually, players will have to make the choice to face the Demon Lord, destroy the Hellgate, and save the world.

Planet Apocalypse has also been adapted to Tabletop RPG form, as a supplement for Dungeons & Dragons 5th Edition developed by David N. Ross, which is designed to be adaptable to any GM's campaign setting.


This game provides examples of:

  • Bad with the Bone: Most skeletoys are made up primarily of spinal columns and skulls.
  • Crossover: The Cyber Demon and Great Cthulhu appear as Archlords in this game, and the fiends of the Underhell are also available as a playable faction in Cthulhu Wars (another game by Sandy Petersen).
  • Hell: The Underhell is the source of the fiendish invasion, a mutating wasteland where everything is horribly alive. The earth is as much flesh as rock, pocked with metal and sores and burning with constant hellfire. Time hardly seems to pass, leaving mortals at once no time to rest but forever to suffer. The Doomgate and the Archlords' spreading shadow quickly twists the mortal world to increasingly resemble this hellscape below and beyond all hellscapes.
  • Hell Gate: To bridge the vast cosmic gap to the mortal world, the Underhell must use unique magical portals to move troops on the desired scale. In every case, they target powerful and important individuals, wiping them out and accumulating their corpses to be transformed into Doomgates. The magic of the Doomgate uses this flesh to provide physical forms for invading fiends, allowing them to exist on the material plane. An invasion might have one or several Doomgates; typically, each Archlord requires a single Doomgate.
  • Hell on Earth: The appearance of an Archlord upon the Material Plane leaves a scar on the very fabric of reality. When Doomgates open, they allow the will and power of the Archlord to spread across the land. Rifts form around a region or even around the entire world, interfering with the function of several kinds of magic. Prophecy, summoning and interdimensional travel all become riskier or outright impossible until the invasion ends.
  • Hit-and-Run Tactics: Underhell fiends and associated monsters do not regain hit points from rest, so player characters are likely to figure out it is effective to strike hard at a dangerous foe, retreat quickly, rest, and strike again.
  • Hope Spot: Souls damned to the Underhell whisper of those that have exploited a lapse in their fiendish overseers' attention to slip through a crack in the hellish prison. A few lucky souls can relate first or secondhand accounts of witnessing a soul's unexplained disappearance. Although the spark of hope lives on, these tales are lies. Many Archlords believe that a spark of hope ultimately engenders greater suffering, so they carefully allow word to spread in the deepest pits of the Underhell.
  • Living Weapon: Skeletoys are tools of Underhell fiends that generally can't be used by mortals unless they trick the skeletoy into believing they are fiends or acting under the direct orders of fiends. All skeletoys obey any fiend who commands them, or a minion acting on that fiend's behalf. In case of conflicting commands, the skeletoy obeys the highest-ranking individual to give a command. All skeletoys have the same special purpose: to further the fiendish invasion and protect all Archlords.
  • Moving Buildings: A plague tower, which is made diseased bone and pustule-ridden flesh and stands 60 to 100 feet tall, can slowly walk.
  • Mystical Plague: Certain diseases afflict those who enter lands controlled by the fiends, particularly those in the Acheron and Tartarus Legions. These explorers then risk bringing the disease with them and infecting an entire nation before a fiend even sets foot on its soil.
  • Power Nullifier: Mortals that have some blood or important symbolic connection to the bodies used to create a Doomgate can suppress most of the invasion's malefic influence. Because blood seems to be important to the connection, some scholars have taken to calling the protection a Sanguine Ward.
  • Teleport Interdiction: Cosmic rifts isolate the region of the invasion from planes of existence other than the Underhell itself. Anyone using magic to travel from the world to another plane of existence must succeed on a Charisma saving throw or be sent to the far side of the Doomgate (in the Underhell) instead of the intended destination, before the spell fails and the creature returns to the location it departed from.

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