Panic at The Dojo PATCH'D UP Update v5
Panic at The Dojo PATCH'D UP Update v5
Panic at The Dojo PATCH'D UP Update v5
PATCH’d UP contains:
Updates to Archetypes, Forms, and Styles
Updates/Fixes to Stooges, Warriors, and Bosses
New Advancement System, so players can level up
Super Moves (unlocked at level 2)
Battle Parameters subsystem (replaces Bonuses/Penalties)
New non-combat rules: Tests, Contests, and Stance Checks
New token: Fatigue
Fixed wording and grammar, improved clarity
Adjusted Cinematic Weight, Armor, Obstacles, Movement, Tokens,
Turn Order, Damage and Action Resolution, Map Building, and more
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Advancement
Level XP Bonus Die +HP Benefit
1 0 - 0 Initial 3 Stances
2 5 d4 1 Gain a Super Move
3 10 d4 2 Gain a new Stance (4 total)
4 15 d6 2 Gain a Fused Archetype
5 20 d6 3 Gain a new Stance (5 total)
6 25 d8 4 Gain a second Super Move
7 30 d8 5 Gain a new Stance (6 total)
8 35 d10 5 Improve an existing Archetype
9 40 d10 6 Gain a new Stance (7 total)
10 50 d12 8 Mastery
After every fight that ends in victory, the heros gain 2 XP.
After every fight that ends in a loss, the heroes gain 1 XP.
When they reach 5 XP, Level Up! Heroes are always the same level, even
if a new player joins late. Every 5 XP, increase your level, except to reach level
10, which requires 10 XP to obtain.
Level 1 is the default state of the game, with a fully built character. Level 10
is the maximum, when you are a master with nothing more to learn.
When you Level Up, you may swap out one Form or Style for another
valid option, within any of your Stances. You cannot swap to an illegal Stance -
if you are a Frantic Hero, for instance, you must continue to have at least one
Style from each of your Archetypes.
At level 2, you gain your Bonus Die. It starts at d4 , but at every even
level after that (4, 6, 8, and 10), it increases by one size until level 10, when it
becomes the mythical d12 , an Action Die spoken of in legends, only
wielded by the mightest of martial artists who have attained perfection.
When you roll your Stance’s Action Dice at the start of your turn, you also
roll your Bonus Die and add the rolled number to your Action Pool.
Every odd Level (3, 5, 7, 9), you gain a new Stance. This Stance must be
made using the same rules as your other Stances. You can never double up on
Styles or Forms - each new Stance must be made using a Style and a Form
none of your other Stances is already using.
If you are Frantic, instead of a Stance, you gain either a new Form or a
new Style. New Styles must be chosen from within your Archetypes.
At level 4, you gain a Fused Archetype Ability from any Archetype you
do not already have an Ability from.
If you are a Focused or Fused Hero, the next Stance you gain (at level 5)
must be made using a Style from within that Archetype.
If you are a Frantic Hero, the new Style you get at level 5 must be from
this new Archetype, and you cannot take a new Form at level 5. The Fused
Ability you chose will always be active, in all of your Stances.
If you are a Fused Hero, replace one of your Archetype Abilities with the
Focused version of that Ability.
If you are a Frantic Hero, choose one: You can either replace your Fused
Ability (from level 4) with its Focused version, or you can gain another Fused
Ability of your choice.
If you are a Focused Hero, you have a choice. You may either improve
the Fused Ability you got at level 4 into its Focused version, OR, you may
improve your Focused Ability even further. You gain the Fused Ability of that
Archetype, and its effects stack with the Focused Ability you already have
from that Archetype.
At Level 10, you have achieved total Mastery, and are beyond
comprehension. After you roll your Action Dice for the turn, select one number
in your Action Pool and change it to any number you wish, between 1 and 9.
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Enemy Advancement
Enemies are always the same level as the players.
Warriors add the same Bonus Die to their Stance that heroes do, except
they cannot gain the mythical d12 .
Bosses begin the game with a Super Move. They must choose one Super
Move from their Archetype - if they are using a Villain Archetype, they get a
unique Super Move from that Archetype. Each Villain Archetype has only
one Super Move available to it, unlike hero archetypes.
At level 5, and again at level 10, Bosses gain an additional Stance and an
additional Super Move. This Super Move must be from an Archetype one of
their existing Stance’s Styles comes from.
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Super Moves
Once you reach level 2, Super Moves become available. Super Moves
are powerful attacks that can only be used once per fight.
Each Archetype has two different Super Moves available - the Alpha
Super and the Delta Super. Alpha Supers are more straightforward and
damaging, while Delta Supers are weirder and require more skill to get the
most out of them.
Super Moves all have the same Cost: In order to perform a Super Move,
you need to spend two matching numbers with a value of 3 or more. 3 and 3, or
4 and 4, or 5 and 5, and so on. If your Action Pool has no matching numbers,
you do not have an opening to use a Super Move this turn.
Each Unit can only use one Super Move per fight.
Super Moves can only be used once per side per Round. If someone on
your team has used a Super Move this Round, no one else on your side can
use a Super Move until the next Round.
Super Moves are not Actions, and do not trigger any Abilities. They
ignore your own Abilities and the Abilities of those you use them on.
Tokens cannot be used in response to Super Moves, either to modify
them with Power tokens or Weakness tokens, or to try to stop them with Iron
tokens or Control tokens. Armor still reduces the damage of Super Moves.
In a Worldweight Fight, two Super Moves can be used per side per Round,
and each Unit is allowed to use two Super Moves per fight, but cannot use both
on the same turn.
Super Moves are found in the Archetype Updates section, page 38.
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Test of Caution: You need patience and a steady hand to see you
through. For this test, you only need to roll your Action Dice for the turn.
If none of your Action Dice are the same number, you pass unharmed.
If only two match, you take 3 damage. If three or more numbers match,
you take 6 damage.
Examples: Disable a ticking time bomb, negotiate a hostage
situation, or perform surgery on yourself.
Test of Quiet: If you get spotted, you will certainly suffer for it. For
this test, you only need to roll your Action Dice for the turn. If at least
three of your Action Dice are the same number, you pass unharmed. If
only two match, you take 3 damage. If none match, you take 6 damage.
Examples: Avoid the roving search lights, evade the minotaur
within the labyrinth, or sneak past a guard post.
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Test of Sisyphus: You must move something far in a short time.
You begin this test next to an object with infinite health, the “Boulder”,
that all Actions and Abilities target as if it were an enemy. If you can
push this object at least 8 squares from its initial position, you pass the
test unharmed. If you push it 5-7 squares, you take 3 damage. If you
push it 4 or less squares from its initial position, you fail to avoid the
danger and take 6 damage.
This push does not need to be all at once. If you push it 5 spaces,
use Speed tokens to catch back up to it, and push it 4 more spaces, you
will pass the test.
Examples: Pull a bus off the road before something hits it, push a
boulder in your way through the passage until you can escape, or carry
an injured ally to safety.
Stance Contests
Entirely replacing the Skill-based Contests in the initial release of
Panic at the Dojo, Stance Contests involve multiple people making
simultaneous Stance Checks with the best result taking the win. When
multiple units compete over the same thing, without fighting each other
(yet), a Contest determines who gets it.
Each unit involved in the Contest enters a Stance, and does their
best to meet a certain criteria. If they have any applicable Skills, each
applicable Skill gives them a Stance Check Bonus.
If multiple units on the same side compete in the contest together,
they each stand on their own merits. The highest result on your team is
the only one that matters. For example, in a Sumo Contest, if one
player generates 9 Iron tokens and the second gets 11 Iron tokens, and
they are working together, they both take the 11 Iron token result as
their side’s attempt to win the Contest.
The result of a Contest depends on the loser. The winners get what
they want - if the losers give up, that’s it. If the losers refuse to give up,
then the winner of the contest forces a Tilted Parameter on the losing
side(s), and a fight breaks out.
In the event of a tie, a fight MUST break out to determine the winner.
Nobody gets a Tilted Parameter - you fight evenly.
If you have a Super Move that applies to the contest, you may use it,
but this will count as your one Super Move per fight. That is, if you use a
Super Move to try to win a contest, you will not be able to use a Super
Move during the fight that follows. If you are willing to use a Super
Move to win, the next fight cannot be Featherweight.
Dance Contest: The faster and cooler you are, the better. The unit
that has the most Speed tokens wins.
Examples: Racing to get somewhere first, a quick-draw shoot out,
or an actual dance-off.
Javelin Contest: The farthest throw will take the day. Each contest
begins next to an object with infinite health, their “Javelin”, that all
Actions and Abilities target as if it were an enemy. Whoever pushes
their javelin farthest from its initial position wins the contest.
Examples: A Home Run contest, a competing bus pull, or an actual
javelin toss.
Macho Contest: Whoever shows the most guts will wins. There is a
single target with infinite HP. The unit that deals the most total damage
to the target wins the challenge.
Examples: Shouting and stancing up at each other, Street Fighter’s
car destruction minigame, or showing off to one another in stupid ways.
Negotiation Contest: You need to talk circles around the other guy.
For this contest, you only need to roll your Action Dice for the turn.
Whoever has the least matching numbers in their Action Pool, wins. If
nobody has any matching numbers, then the highest number wins. If
everybody has matching numbers, then the highest value pair wins.
Anyone with three or more matching numbers automatically loses.
Examples: An argument, a legal procedure, or a barter.
Sumo Contest: Whoever can endure the longest will win. The unit
that has the most Iron tokens wins.
Examples: An eating contest, trying to stay standing in river rapids
longest, or avoiding being pushed out of a ring.
Battle Parameters
Battle Parameters replace the Bonuses and Penalties system.
Battle Parameters are global modifiers to a fight that change the basic
rules of how the fight works. They come in three types: Arena Parameters,
Tilted Parameters, and Victory Parameters.
Arena Parameters modify the rules of the battlefield. You may have
multiple Arena Parameters in play at a time, but only one Parameter that
replaces the Outside can be used at a time (Cage Match, Endless Field,
Pyroclasm, or Trick Room).
If a battle has no Arena Parameters, the battlefield is played under normal
rules, with Free Placement and Unit Deployment unchanged.
Arena Parameters include: Cage Match, Endless Field, Factory, Icy Floor,
Pyroclasm, Second Floor, Traffic, and Trick Room.
Cage Match: A small arena with no Outside. Cage Match arenas are
half the size of a standard arena - so instead of a 13x13 square, it would be
between a 6x6 square. Instead of a 8x8x8 Hex, it’d be a 4x4x4 hex. The outside
of the map is entirely inaccessible - if you reach the edge of the Arena, there is
simply nowhere left to go.
All Units in a cage match must be placed along the outside edge, during
unit placement. Do not place any obstacles during Free Placement.
Icy Floor: The arena is slippery, from ice or soap or grease. After
EVERY movement a unit makes, it must move one additional space in the
same direction. This applies after every single space of Free Movement, and
after the last space of a action movement or forced movement. For example, if
you were pushed 2, after you complete the push, move one more space in the
same direction.
Teleports and swaps do not apply this extra movement. If your movement
was stopped short by moving into Rubble or a Pit, you do not apply this extra
movement.
If this extra movement would move you into a Wall or Rubble, do not apply
this extra movement. If this extra movement would move you into another Unit,
push them 1 space, then enter the space you pushed them from. (This push will
make them slip an extra space, as above).
Second Floor: The map is split into two separate maps, with Stairs
connecting them. As Free Movement, it takes two Speed Tokens to move up
the Stairs from the first floor to the second floor. It only takes one Speed token
to move down to the first floor from the second floor, using any Pit space or
Stairs space you are standing adjacent to.
These two maps are the same size and line up with one another. Pits on
the top floor take you down to the bottom floor, in the same space as above.
The director should include a lot of Pits on the top floor, to enable mobility
between the two.
Anyone on the first floor who is under a Pit on the second floor may spend
3 Speed tokens to move up to the second floor, in any space adjacent to that Pit
on the second floor. This is
Traffic: Parts of this map have active danger. While this is usually in the
form of moving cars, Traffic could also be used to represent an avalanche,
active machinery, construction, or any other repeated, clear danger.
When the Arena is created, the Director highlights an area as the Danger
Zone. Most of the time, there is no active danger here - you can fight and place
obstacles and move through the danger zone without issue. Between rounds is
a different story.
Anyone who is currently in the Danger Zone at the end of each Round
takes 5 damage. Armor and Iron tokens may reduce this damage.
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Trick Room: The map folds in on itself. There is no Outside beyond the
edge of the map - instead, if you move off the map, you arrive on the opposite
side of the map, in the same row or column.
While in a Trick Room, you can move off the map of you own volition, using
any type of movement.
Chained Down: Each unit on the Tilted side places a Wall next to them
during setup. Label this wall with their name - Rex's Wall, for instance They
cannot move more than 3 squares away from that Wall. If that Wall is destroyed,
they cannot move more than 5 spaces away from the Rubble it leaves behind. If
that Rubble is destroyed, they are freed from their chains and may move freely.
These special named walls are immune to Open The Path.
Disarmed: Every unit on this side has lost their weaponry or special
attacks. Their Range is set to 1, regardless of their Stance. This Range is not
increased by Abilities.
This Tilt can be used as an Arena Parameter instead, and if it is, apply its
effects to everyone.
Enraged: This side cannot think straight. Whenever anyone on this side
is dealt damage by an enemy, they gain the Challenge token of that enemy,
and must discard any Challenge token they already hold.
Challenge tokens granted this way do not trigger the Angel Abilities.
Keep Em Coming: You didn't get to rest after the previous fight. You
start this fight at half HP or the HP you ended the last fight with, whichever is
higher. You also start this fight with half as many Burning, Fatigue, or
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Weakness tokens as you were holding at the end of the previous fight, rounded
up. Any damage you took from Tests between these two fights is applied
AFTER you find your starting HP for this fight.
Too Slow: Your side can’t keep up. At the start of every allied turn, the
active character discards their lowest die, before rolling their Action Dice for
the turn. At the start of every enemy turn, they add to their Action Dice.
Victory Parameters change the win condition of the fight. The default
victory parameter is Last One Standing - everyone on all other sides must be
Taken Out. However, total domination is not the only metric of success. A fight
can only have one Victory Parameter - if it uses none of these, it defaults to
Last One Standing, using the normal rules.
Victory Parameters include King of the Hill, Last One Standing, Outlast,
Protect The VIP, Sabotage, Secure the McGuffin, Tournament Play.
All Victory Parameters add this rule to the game, unless stated otherwise:
The Fight Must Go On!: At the end of each Round, all fighters who heal equal
to twice the Heal Value. The fight does not end when only one side is remaining
- it ends when the victory parameter has been met.
King of the Hill: The Director creates a 4x4 King Zone somewhere
inside the arena. Obstacles cannot be placed within the King Zone. At the end
of each Round, check who is inside the King Zone. If everyone in the King Zone
is from the same Side, that side wins the fight. If not, start a new round.
Last One Standing: This parameter does not use The Fight Must Go
On! rule. This is the standard Victory Parameter, and any fight without a
different Victory Parameter uses this one.
The fight ends when only one side remains in play. If everyone on all other
sides is at zero HP and/or is removed from play at the same time, the side with
remaining units wins.
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Outlast: This parameter does not use The Fight Must Go On! rule.
One side is the Survivors, and the other is the Attackers. The Attackers
always take the first turn of each Round.
At the end of each round, all Attackers return to play and heal to full HP. At
the end of the third round, if there are any Survivors remaining, the Survivors
win. If there are ever no Survivors in play, the Attackers win.
If an Outlast victory parameter takes place in a three-sided fight, the third
side is Interference. If there are ever no Attackers remaining in play, the
Interference wins, and the Survivors and Attackers lose. The Survivors need to
prevent being wiped out, but they can't let the Interference fully wipe out the
Attackers either, forcing all sides to interact.
Protect the VIP: Each side nominates one VIP. At the start of combat,
each side’s VIP gains +10 max HP on their first health bar. When your side's
VIP falls to zero HP or is removed from play, the fight ends and your side loses.
Anyone can use Heroic Spirit to donate their turn to the VIP, even if they
are still in play and above zero HP. At the start of their turn, the VIP discards
any Challenge token they hold, unless the named Challenger is another VIP.
In a three-sided fight, when the first VIP falls to zero HP or is removed from
play, their side is removed from play. They can no longer interfere, and the
remaining two sides fight it out. Last team with a VIP remaining, wins.
Sabotage: One side is the Saboteurs, and the other is the Defense.
Place two Key Locations on the map - these are empty spaces and cannot have
any obstacles placed in them, other than a Bomb. The Saboteur team always
takes the first turn of each Round.
The Saboteurs gain this Action:
1+: Sabotage
Place a Bomb into an adjacent Key Location. You cannot
perform this Action while an enemy or another Bomb is in the
Key Location.
A Bomb obstacle has 5 HP, and cannot be removed by Open The Path. If
a Bomb is reduced to zero HP, it is removed from play. At the end of each
Round, each Bomb in play scores 1 Point for their team.
If the Saboteurs score 3 Points, they win. If they do not have 3 Points by
the end of the third Round, they are driven off, and the Defense wins.
In a three-sided fight, the third side are Renegades. Add a third Key Point
to the map. The Renegades side can also use the Sabotage Action, but their
Bombs score points for the Renegades team, not for the Saboteurs team. If the
Renegades reach 3 points, they win.
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If both the Renegades and Saboteurs reach 3 points at the same time, the
Defense loses, and the two remaining sides must fight it out under a new
Victory Parameter. Keep everyone on the same map, but the Defense team is
removed, a new Victory Parameter is declared, no one heals up or discards
any tokens they hold, and a new Round starts.
Secure the McGuffin: Place the Important Thing into the middle of
the arena. Obstacles cannot be placed within 2 spaces of the Important Thing
during free placement. Each side places a 3x3 Control Zone in or near different
corners of the map, and their units must all start within 2 spaces of this Control
Zone. These Control Zones can never have obstacles placed within them, by
anyone at any time.
Everyone gains this Action:
Rules Updates
Anything listed here is changed from the base game. Anything in italics is
the reasoning for the change. Anything unmentioned is unchanged.
Cinematic Weight
The Cinematic Weight of a fight is determined by the stakes set for the fight.
Lighter fights have less on the line - a Featherweight fight might be about
paying the tab at the restaurant, and a Lightweight fight over the honor of your
idol. Heavier fights have more on the line - Heavyweight fights put injury and
livelihood on the line, and Worldweight endangers the world around you - the
fate of your neighborhood, the president, or even more valuable, your own
mother’s honor.
If a player puts their own life on the line, the fight is always Worldweight.
If you are unsure how serious a fight is, you can default to Middleweight.
The Shield Cap is equal to 2/3rds of the health bar maximum of your
current fight. The exact value is listed in each Cinematic Weight.
2v2 Fights do not need any additional health bars assigned to them.
Basic Actions
X: Grapple
Target someone within Range 1-X. Pull them up to 3 spaces.
1+ or 3+ or 5+ or 7+ or 9+: Throw
Push an adjacent enemy 1 space.
3+: Push them 2 spaces instead.
5+: Push them 3 spaces instead, and deal 1 damage to them.
7+: Push them 4 spaces instead, and deal 2 damage instead.
9+: Push them 5 spaces instead, and deal 3 damage instead.
Iron Tokens can be spent twice per hit, and reduce all damage and forced
movement by 1 per Iron Token spent.
Entirely remove the last paragraph of Iron Tokens. It’s just incorrect.
Burning Tokens: At the end of your turn, if you have any Burning tokens,
you take damage equal to the number of Burning Tokens you hold. Then, you
discard half of your Burning tokens, rounded up.
Burning token damage cannot be reduced by Iron tokens. Burning tokens
eat through Shield HP before regular HP.
If your Challenger ever leaves play or falls to zero HP, everyone holding
their Challenge discards it immediately.
Fatigue Tokens: Fatigue Tokens slow you down and prevent movement,
forcing you to rest. Fatigue Tokens eat Speed Tokens one-for-one. You can
never hold both at once.
Essentially, Fatigue tokens and Speed tokens are like matter and
anti-matter. They instantly disappear on contact with one another.
While you are holding any Fatigue tokens, your own Actions and Abilities
have difficulty moving you. Whenever you try to Move or Teleport any number
of spaces, discard 1 Fatigue token and reduce the number of spaces you would
move by 2 (to a minimum of 1).
If an Action teleports you to a specific space (like Suddenly… or Counter
Attack), you teleport to that space anyway, and still discard 1 Fatigue token.
Pushes and Pulls affect you normally and do not make you discard Fatigue.
At the end of your turn, if you did not move from the space you started your
turn, you may discard up to 3 Fatigue tokens.
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New Category: Rare Tokens
Rare Tokens are tokens only used in a few places, by specific Archetypes,
Styles or Forms. These Tokens are described wherever they are generated.
Rare Tokens include Control Tokens, Chaos Tokens, Inspiration Tokens,
Training Tokens, and others. Rare Tokens share the color of the source that
generates them - purple for Archetypes, blue for Forms, or red for Styles.
Token Cap
The maximum number of tokens you can hold is 10 tokens per token type.
If you would ever gain more tokens than that, discard the extra tokens until you
are only holding 10. Speed tokens are immune to this token cap, and you can
hold as many Speed tokens as you want.
Obstacles
Fog: Fog can share space on top of Traps, Pits, and/or Copies.
Rubble: Replace the sentence “If you move onto Rubble using Free
Movement, you must discard 1 Speed Token” with:
After you move onto Rubble using Free Movement or Forced Movement,
you gain 1 Fatigue Token. This does not apply to teleports or Action Movement.
If you are pushed or pulled onto Rubble with Forced Movement, you may
spend 1 Speed Token to save yourself before you gain Fatigue.
Copies are replicas of yourself. Every Copy is named after the person they
are a Copy of (Dr. Winter’s Copy, for example). The named person is their
Original. Copies can be targeted as either enemies or as obstacles, but cannot
be targeted as allies.
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When the Original takes an Action, they may use that Action as though
they were in the location of one of their Copies. Any tokens, healing, or shields
that would be granted to a Copy by an Action it performs are granted to the
Original instead. If that Action would cause you to move, move your Copy
instead.
You can move your Copies with Free Movement, by spending Speed
tokens on them just as you would for yourself.
Abilities that provide a passive benefit within range are not applied through
your Copies, unless they say so specifically. Abilities that modify Actions you
perform still apply normally, even if your Copy uses them.
Anything done to a Copy only happens to that Copy, and is not reflected
onto the original. Copies have 1 HP. Copies cannot hold tokens or shields. If a
Copy is reduced to zero HP, it is destroyed.
Copies count as players, for the purposes of occupying spaces. That is,
they are Full Space, but can share their space with any Empty Space obstacles.
When a Copy is created, it does not destroy Fog, Rubble, and Traps at its
location, and vice versa. Copies can share space with Fog, Rubble, and Traps
(although the damage dealt by Traps will destroy them).
Traps: Traps can only deal damage once per turn. They deal damage
when someone moves into their space, and also at the end of each turn.
If you are pushed or pulled onto a Trap with Forced Movement, you may
spend 1 Speed Token to save yourself before you take damage.
Traps can share space with Copies, Fog, or Pits, although they will kill any
Copy in their space when the Trap’s damage trigger goes off.
Obstacle Targeting
Copies, Rubble, and Walls may be targeted by damage-dealing Actions,
as if they were an enemy.
If a Copy takes damage, it is destroyed.
If a Rubble takes 2+ damage from a single hit, it is destroyed.
If a Wall takes 2+ damage from a single hit, it is destroyed and replaced
with Rubble.
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Edges Rework
Edges are a fun idea implemented poorly, and have been the main
frustration of new players of Panic at the Dojo for ages. I am reworking them by
splitting them into two categories: Pits, and Outside.
“Edge” is being entirely removed as a game term, and now only uses its
classical definition to refer to the spaces on the very outside of the Arena.
Pits: Pits are holes in the floor that you can fall in. Pits are empty space,
and can share their space with Copies, Fog, and/or Traps.
While you are in a Pit, you take 1 less damage from all Actions or Abilities
from Range 3+. Within Range 0-2, Pits provide no damage reduction. In
addition, all Forced Movement against you is reduced by 1, to a minimum of
zero spaces moved. It is difficult to leave a Pit.
When you enter a Pit using Free Movement, swapping, or teleportation,
nothing happens. You simply hop down, and enter the space. When you enter a
Pit using Action Movement, that Movement immediately ends.
When you enter a Pit from Forced Movement, however, that push or pull
immediately ends, then you take 2 Fall damage. If a Pit is placed directly under
you, you take 2 Fall damage. Fall damage cannot be reduced or prevented by
any means.
When leaving a Pit’s space with Free Movement, it costs 1 additional
Speed token to do so, unless the destination space is another Pit.
If you are pushed or pulled onto a Pit with Forced Movement, you may
spend 2 Speed Tokens to save yourself before you take damage. This costs 1
extra Speed token compared to normally saving yourself, because it costs 1
Speed token to leave a Pit’s space.
Pit Trap: Shorthand name for a space that contains both a Pit and a Trap.
Pit Traps are very dangerous and easily abused with Forced Movement.
Outside: The Arena is the map a fight plays out in, and everywhere
outside of that grid is Outside. You cannot move Outside of your own volition -
Free Movement, Action Movement, and Teleportation can only enter spaces
within the Arena’s grid. If forced movement would push you Outside, you stop at
the last space on the edge of the Arena. You can only go Outside if you are
pushed while you are already on the edge of the map.
When you are pushed or pulled Outside, you may spend 1 Speed token to
save yourself, moving to any space adjacent to the edge space you were
pushed from. If you cannot pay 1 Speed token, you become Dizzy, and are
removed from play. Stooges that go Outside instead disappear forever.
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Obstacle Stacking and Replacement
Updated wording for clarity. Some change in functionality with Rubble and
Walls - specifically, Rubble joins Walls in replacing all other obstacles, and all
other obstacles may be stacked on top of one another.
Most obstacles can be stacked into the same space, and do not replace
one another. Pits, Traps, Copies, and Fog can all share space together. When
you place one of those obstacles onto another obstacle from the list, they
remain in the same space together.
The damage caused by Traps will kill a Copy in their space at the end of
the turn, but they are allowed to share that space until then. A Pit placed under
a Copy will destroy that Copy with fall damage.
On the other hand, Rubble and Walls are exclusive obstacles, and can only
exist in a space by themselves. Whenever Rubble or a Wall is placed into a
space, remove all other obstacles from that space first. Whenever another
obstacle is placed on top of Rubble or a Wall, remove that Rubble or that Wall
before placing the new obstacle.
Obstacles cannot be placed on top of themselves. You cannot place a Pit
onto an existing Pit to trigger more fall damage, and you cannot place a Trap
onto an existing Trap to reset its once per turn damage limit. Other obstacles
cannot replace themselves either, but I cannot see a benefit to doing so
anyway.
Abilities
While you are Taken Out, your Abilities are mostly deactivated, but not
completely. Any part of an Ability that targets enemies or allies doesn't apply.
Any part of an Ability that would provide passive rules or effects does not apply.
What DOES apply are the parts that affect only yourself. Shadow Form still
gives yourself Speed tokens, which you keep even while Taken Out. Vigilance
Form still heals you, letting you pick yourself back up.
If an Ability gets you back to a positive HP number, your Abilities return
online and work as normal. If you heal as the first part of an Ability (such as
with the new Angel Archetype Abilities), you may continue to use the rest of
that Ability, now that you are no longer Taken Out.
Armor Rework
Armor is a once per turn, automatic block. The first time each turn that you
take damage, if you have Armor, reduce that damage by 3. This can apply to
any type of damage, including Fall damage, burning token damage, Super
Move damage, or damage dealt by a Trap.
HP costs (such as paying for Lash Out, Heart Strike, or Forbidden Style)
are not damage, and so they are not reduced by Armor.
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Armor now stacks, as well. If you have Armor from two sources, such as
being in Lucky Iron Stance, then your Armor can trigger twice per turn.
At the start of your turn, if you are removed from play, you may pay 3 HP to
enter the battlefield in any empty space within 3 spaces of the Arena’s edge. If
you choose not to pay this cost, or cannot pay this cost, you instead give your
Heroic Spirit to an ally who is in play.
At the start of a new Round, everyone who is removed from play may
return to play in any empty space within 3 spaces of the Arena’s edge, without
paying any HP to do so.
Stooges cannot use the Comeback Rule. If they are all removed from play,
the Stooges are permanently defeated.
A character is Taken Out while they are at zero HP, while they are
removed from play, or while both are true.
A character who is Taken Out cannot take Actions, cannot move under
their own power, cannot spend tokens, and cannot take their own turn. If a
character who is Taken Out is the active character, they still get to change
stance at the start of the turn and use relevant Abilities in Phase 2, but if they
are still Taken Out by Phase 3: Heroic Spirit, they will give their turn to an ally.
A character at zero HP remains in play in their space, but they are now
Empty Space. Enemies and allies can walk over them freely. They can be
targeted by Actions, but can only be affected by healing or forced movement.
They cannot take damage or be given tokens by other units.
A character who is removed from play can return to play with the
Comeback Rule, above. Stooges that leave play are gone forever. A unit
removed from play is not in any space, and cannot be targeted by any Actions
or affected by any Abilities, except for the Rescue Basic Action.
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Movement
I am updating the movement rules to be clearer, and more in line with how
movement functions in play. Free Movement is not even close to the only type
of movement, but it is the only one discussed in the Tactical Combat chapter.
Free Movement
Free Movement is performed using Speed Tokens, and there are three
main opportunities when you can use Free Movement. During those
opportunities, you may move as often as you’d like, as long as you have Speed
tokens. You cannot use Free Movement outside of these opportunities.
If you are the Active Character of the current turn, you may use Free
Movement before each Action you perform.
If you are not the Active Character of the current turn, you may use Free
Movement during the Early Movement Phase of the turn.
Regardless of who you are, you may use Free Movement during the Late
Movement Phase. This is your last chance to do so before discarding Speed
Tokens during the End Phase of the turn.
To use Free Movement, you need to have Speed Tokens. If you do, you
may move one space at a time, then discard Speed Token(s) to pay for that
movement after. If you still have Speed Tokens, you may continue to use Free
Movement. If you run out of Speed Tokens, you cannot use Free Movement.
On a Hex Grid, moving in any direction only costs 1 Speed token.
On a Square Grid, moving orthogonally (North, East, South, West) costs 1
Speed token. Moving diagonally (NE, NW, SE, SW) costs 2 Speed tokens.
Moving out of a Pit costs 1 additional Speed Token. Moving onto Rubble
gives you 1 Fatigue token. Moving into a Trap triggers that Trap, dealing 1
damage to you. You cannot use Free Movement to go Outside.
If you have 2 or more Speed Tokens, you may spend 2 Speed Tokens to
swap spaces with an adjacent ally. This is both Free Movement and a swap.
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Action Movement
Action Movement is any movement granted by Actions or Abilities. It
does not matter who used the Action or Ability - if it tells you to move, you
must move. You always control your own Action Movement. When you use
Action Movement, you cannot repeat spaces - any space you entered as part
of this same movement is not available as a space to enter again.
When an Action or Ability tells you “move X spaces,” you must move
EXACTLY that many spaces. If it says “up to X spaces,” you may stop early.
If it says “Move until X”, you must continue moving until that condition is
met. For example, if an Action says “Move until you are adjacent to that
enemy,” you must move until you are in a space adjacent to them. When
moving in this way, you must use the shortest route possible.
If you move onto a space with Rubble or onto a Pit, your movement ends
immediately.
Teleportation
Teleportation is exclusively granted by Actions and Abilities, but differs
from standard movement. When you teleport, you directly enter the destination
space, ignoring all spaces between you and your destination. Teleportation is
also safe - if you teleport onto Rubble, a Pit, or a Trap, you do not take damage
or gain Fatigue. The Icy Floors Parameter does not cause additional
movement when you Teleport.
When you are told to teleport X spaces, it means you can teleport to any
space within Range 1-X. So “Teleport 3 spaces” means “Teleport to any empty
space within Range 1-3.”
Swap Spaces
When an Action or Ability tells you to swap spaces, both you and your
target move simultaneously. This is a teleport for both of you. You teleport
directly into the space of your target, and your target teleports directly into the
space you swapped from.
When you have an opportunity to use Free Movement and you have 2 or
more Speed Tokens, you may spend 2 Speed Tokens to swap spaces with an
adjacent ally. This is both Free Movement and a swap.
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Forced Movement
Forced Movement comes in two types: Pushes, and Pulls. All Forced
Movement can be reduced using Iron Tokens. The target of your Forced
Movement may spend up to 2 Iron tokens to be pushed or pulled that many
spaces less than the full effect would have pushed them.
When you Push someone, each space you push them must be farther
away from you than the previous space. You do not need to push them directly
away from you, or even in a straight line. If they hit a Wall and still have spaces
to be pushed, you can push them left or right along the wall, such that they still
keep being pushed farther away from you, you can push them along the Wall.
When you Pull someone, each space you pull someone must be closer to
you than the previous space. If you pull someone who is already adjacent to
you, you pull them into any space you are both adjacent to. Effectively, you spin
them around you freely.
Rubble, Pits, and the Outside stop Forced Movement. If you push or pull
someone into a space with a Pit or Rubble, or into the Outside, that movement
ends immediately, regardless of how many spaces of movement you had left to
push them. Pits will then deal fall damage, and Rubble will then give a Fatigue
Token, and the Outside will then remove them from play, unless they can Save
Themselves.
Save Yourself
After the last space you are moved using Forced Movement, you get a
chance to Save Yourself. You cannot save yourself sooner - only on the last
space of that push or pull.
To Save Yourself, simply spend 1 Speed token, then move one space in
any direction. This gives you a limited amount of fall control, preventing foes
from having total control of your movement outside of the limited Free
Movement opportunities. You can always Save Yourself after any Forced
Movement, even if the destination space is not dangerous.
If the destination space IS dangerous, Saving Yourself lets you avoid that
danger. If you Save Yourself from a Rubble space, you do not gain 1 Fatigue. If
you Save Yourself from a Trap, it does not deal damage to you. If you Save
Yourself from a Pit, you do not suffer fall damage. If you Save Yourself from the
Outside, you are not removed from play.
Rubble, Pits, and the Outside stop your Forced Movement immediately
upon entering them, so you always have the opportunity to Save Yourself from
these obstacles.
Pits cost 1 extra Speed Token to leave their space, so it will cost 2 Speed
Tokens to Save Yourself from a Pit.
Traps do not stop your Forced Movement early. If you are thrown through
Traps, those Traps will trigger without giving you an opportunity to Save
Yourself, until the last space of that Forced Movement.
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Standard Map Sizes
The standard size of a Panic at the Dojo arena is about 140-180 spaces.
While that is large, it is necessary to accommodate the large pushes and
potential swarms of obstacles and enemies within the game.
It is recommended that you play Panic on a hex grid, as that removes
nearly all of the strangeness of the movement and range system inherent in the
diagonal movement of square grids. However, if you prefer squares, feel free to
continue to use them. The rules accommodate both options.
Every space on the border of the arena is either blank or a Wall, so the
arena is a little smaller than those numbers indicate. Beyond this grid is the
Outside, where anyone sent is removed from play temporarily.
It is recommended that over half of the Arena’s edge are Walls, but exactly
which spaces are Walls and which are blank are up to the Director’s choice.
Smaller and more complexly shaped arenas need more Walls, while larger and
more open maps need Walls less.
When fighting indoors, all of the outer edges should be Walls, with some
gaps for windows and doors people can be thrown through. It is worth noting
that ring outs are still possible in an arena with only Walls - you simply need to
destroy or move the Walls first.
Unit Placement
Once the grid has been drawn and Free Placement has been completed,
the enemys place themselves onto the battlefield. The most important unit is
placed first and can be placed where they wish - everyone else on their side
must be placed within 5 spaces of this unit.
Then, the heroes may place themselves wherever they wish, with two
caveats: Any two heroes cannot be more than 7 spaces away from any other
hero, and no hero may be placed within 3 spaces of an enemy.
If there is a third side, they also place themselves now, using the same
rules as the heroes did.
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Health Bars and Seeing Stars
When a Health Bar becomes zero, it breaks and you become Dizzy until
the end of this turn. If it was your last Health Bar, you are also Taken Out.
While you are Dizzy, you cannot take damage, you cannot perform
Actions, and you exit your current Stance. You cannot enter a new Stance
until you take a turn. You still become Dizzy even if you were Taken Out - if an
ally heals you, you will get up, but you won’t be in a Stance until the next time
you take a turn.
While you have no Stance, your Range is 1. Your Archetype Abilities and
Build Abilities still apply, but anything your Stance gave you - Form Abilities,
Style Abilities, Unique Actions - is not available to you.
Becoming Dizzy is especially dangerous for Reversal and Shadow Forms,
or other Styles that do similar things, because you will lose your held numbers
and speed tokens that you would normally keep.
Combat Start
Before Combat, determine Stakes, and set the Cinematic Weight. Any
consequences of Tests or Contests are applied now - usually, this is damage
from Tests, or choosing a Tilted Parameter for the losing side of a Contest.
At the start of combat, the first step is to apply any Battle Parameters.
Once that is done, the Director draws the map and decides if each space on the
arena’s edge is a Wall or blank. Then, Free Placement is used to generate
obstacles. Once all that is done, apply Unit Placement.
At the start of the first Round, before anyone takes a turn, each fighter
must declare their Stance. The Enemies declare first, starting with Stooges,
then Warriors, and then Bosses. You must remain in that Stance until the start
of your second turn - your first turn will be in the declared Stance.
Round Start
At the start of each Round, anyone who is removed from play may return to
play in any empty space within 3 spaces of the edge of the Arena. This is part of
the Comeback Rule.
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For example, if a Punk donates their turn with Heroic Spirit, they will NOT
give away the number generated by the Punk Ability. On the other hand, if
someone else donates their turn with Heroic Spirit to a Punk, the Punk Ability
will work as normal, adding its number for their Action Pool.
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Meanwhile, Styles like Ten Thousand Style, Lucky Style, or Forbidden
Style modify the actual Action Dice of your Stance, which are rolled in this
phase by the initial active character. When using Heroic Spirit to change the
active character, the new active character does not roll any dice, so even if they
are in a such a Style, they will not add its bonus dice to their Action Pool.
8. End Phase
First, each character resolves all End of Turn Abilities, in an order of the
active player's choice. Anyone who gains Speed tokens now may immediately
spend them, before continuing with the rest of this phase.
Next, Traps deal 1 damage to each character standing on one. A Trap that
has already dealt damage this turn does not deal damage again.
Then, resolve all tokens: Burning Tokens deal damage equal to the
number you hold, then you discard half of them (rounded up). Challenge tokens
are removed if the character holding it attempted to deal damage to their
Challenger this turn. All characters discard their Speed Tokens. If the active
character did not move from their starting space this turn, they may discard up
to three Fatigue tokens.
Finally, every player empties their Action Pool.
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Damage Resolution
When someone deals damage to someone else, go through these steps to
calculate the damage dealt. The one dealing damage is the Attacker, and the
one taking it is the Target.
1. Determine the base damage. This is usually a flat number listed in the
Action, but may be improved by things like Training Tokens or Take Aim. This
number is modified during the remaining steps.
2. If the attacker has Weakness tokens, discard one and reduce the
damage by 2. This can make the damage into a negative number.
3. Weird effects go here. Heroic Style’s Ability that splits damage,
Guardian* Style’s Ability that redirects damage, Rising* Style’s once per turn
damage boost, etc.
4. The attacker may now spend one Power token to increase the damage
dealt and the push applied by the number of tokens spent. Only Actions that
would apply a push have the push increased by spending Power - Actions with
no push involved only have their damage boosted.
5. The target may now spend up to two Iron tokens to reduce the damage
dealt and the push applied by the number of tokens spent.
6. If the damage number is still 1 or higher, and you haven’t used your
Armor yet this turn, reduce the damage by 3. If the damage is zero or less, you
keep your Armor and do not spend it.
7. If the final number is positive, reduce their health by that much, then the
Attacker applies all on-hit and on-damage effects to the target. If the final
number is zero or negative, you deal no damage and trigger no on-damage
effects, but on-hit effects are still applied.
8. If the target has any Abilities that trigger from taking damage or being
hit, those apply now. If the final damage was zero, do not trigger any
on-damage effects.
Action Resolution
When you perform an Action, follow these steps in order.
1. Declare your Action. Pay any Costs required, and set the value of X (if
applicable). Determine which Gates you will go through, and if it is not all of
them, determine where your Action will stop. If you have Poltergeist Tokens
and want to modify this Action, you must spend them and choose their effects
now.
2. If an enemy whose range you are within has Control Tokens, they get
the option to Negate or Steal your Action now. If they Negate, the Action ends
here. If they Steal, the Action continues, but now they will perform it.
3. Go through the Action in order, as it is described. Declare targets as
they come up in the Action. Make any Choices as they come up. You cannot
make a Choice you’ve already Chosen, and Choices only happen in the order
listed. If you reach a Gate you did not pay for, the Action ends.
4. Once the Action has been resolved, any Abilities that trigger after
Actions are now applied and resolved. The Abilities of the user resolve first,
then the Abilities of any targets resolve next. Then, the Action is over.
Meeting Heroes
Add “ Super Moves are Pink and Teal ” to the color coding section.
Frantic Heroes
Frantic Heroes can now ONLY choose Styles from within their three
Archetypes. There is no longer an option for one of their Styles to be any
Style in the game. All of their initial 3 Styles must match the Archetypes of one
of their initial 3 Frantic Abilities, and each Style must be from a different
Archetype.
Build
Existing Builds are (mostly) unchanged, but add these Build Options:
Bulky Build
You are bigger than most, with more meat on your bones. It takes a lot to take you down.
You have +3 HP per Health Bar. For example, in a Middleweight fight, you have
21 HP per health bar, while everyone else has 18 HP per health bar.
Experimental Build
You are a product of science, a machine or a modified life form. Enemy blows do not
slow you down, and you seem unstoppable until you suddenly collapse.
At the end of your turn, you may give 1 Burning token to an enemy you dealt
damage to during this turn.
Intimidating Build
Lesser foes cower before you. Your wounds only make you look scarier. When you
finally fall, you stay standing from the hit that did it, for just a moment.
At the start or end of your turn, you may give 1 Weakness token to an enemy
within range.
Tough Build
At the end of your turn, gain 1 Iron token.
Unorthodox Build
Your fighting stance is bizarre. Hits that should hit, don’t. A hit that doesn’t look like it
would work, does. It is exhausting to keep up with you.
At the end of each enemy turn, if the active character dealt damage to you
during this turn, you give them 1 Fatigue token.
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Form Updates
Only the changed parts of Forms are included here.
Forms and Styles have keywords, describing what that Style or Form is
best used for. These keywords do nothing themselves - they simply help a
player to understand what they are looking at.
Generally, if you combine a Form and a Style that share a keyword, it is
probably a good Stance. Use these keywords to help you decide your Stances.
The keywords are: Aggro, Desperation, Guard, Mobility, Ruinous, Support,
Technical, and Zoning.
Desperation Forms/Styles help you recover, or do more when you are hurting.
Often includes self-healing and/or conditional buffs.
Desperation Forms include Dance, Vigilance, and Wild.
Mobility Forms/Styles let you pick your fights and be where you’re needed.
Often uses Speed tokens, obstacle immunity, and teleportation.
Mobility Forms include Dance, One-Two, and Shadow.
Ruinous Forms/Styles disable, slow down, and interfere with enemy plans.
Often includes abilities that limit choices and/or punish certain strategies.
Preparation Forms include Control and Reversal.
Zoning Forms/Styles keep your foes away from you, with terrain and range.
Often includes long range, forced movement, and/or obstacle manipulation.
Zoning Forms include Blaster, Control, and Shadow.
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Purple Dice
Each Form now has two or three Purple Action Dice. When using
the Form normally, these do nothing special and are simply part of your
Action Dice, same as the Green Dice are. Ignore their coloration.
Action Dice: d8 d8 d6
3+: Amplify
Your next Action this turn has its range increased by 2 and
may apply to one additional target within range.
The extra target(s) granted by the Blaster Ability or Amplify must be
within your range, in addition to any targeting limitations provided by the Action
itself. So if the Action targets “one enemy within sight”, your extra target must
be within sight AND within range.
Small Action Dice nerf, Amplify nerf, and a clarification on how the
Blaster Ability and Amplify’s extra targets work.
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3+ or 6+ or 9+: Suppression
You gain 1 Control token and may move one space.
6+: You gain 1 Control token and may move one space.
9+: You gain 1 Control token and may move one space.
Added an actual Ability to Control, letting you push away the enemy
whose Action you Negated or Stole. If you Stole their Action, this push
happens after you finish performing the stolen Action. This is to give additional
incentive to actually stay in Control Form, after you’ve made your Control
Tokens.
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Dance Form Mobility
Alt: Butterfly / Circle / Hurricane / Shuffle Desperation
Action Dice: d8 d6 d6 d6
3+: Secure
Choose two: you gain 2 Iron tokens; an ally within range other
than yourself gains 2 Iron tokens; or heal someone within range.
3+: Contain
Choose two: place a Trap into a space within range; or pull an
enemy you can see 2 spaces; or Challenge an enemy you can see.
Action Dice: d6 d6 d4 d4
6+ or 9+: Crush
Deal 3 damage to an enemy within range. Enemy tokens and
enemy Abilities cannot be used in response to Crush.
9+: You may spend any number of Power tokens on this hit.
Reworded the benefit of Crush to stop all tokens, not just Iron and
Control. Now that Luck Tokens exist, and since more content will be
made in the future for Panic, this is good future-proofing.
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Action Dice: d8 d8 d6 d4
“Teleport X spaces” was too strong, Seize The Opening now has a
set teleport distance.
Action Dice: d4 d4 d4 d4 d4 d4
At the start and end of your turn, you gain 2 Speed tokens.
At the start of each Movement Phase, you may
move one space.
You do not discard your Speed tokens during
the End Phase.
Action Dice: d8 d6 d6 d4
Only the 6+ Gate has a once per turn limit. The rest of Sing Along is fine
to use as often as you want.
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Thorns Form Guard
Alt: Danger / Mantis / Spiral / World Form Aggro
Action Dice: 7 5 3 1
3+ or 7+: Focus
You gain a 2 point Shield. You may move one space.
7+: You gain a 4-point Shield. You may move two spaces.
Action Dice: d6 d6 d6 d6
Update: The Weakness tokens were never the problem with Vigilance.
Buffed Bow Down’s initial effect to account for its increased cost.
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At the start of your turn, for each bonus die you failed to
acquire, you gain 1 of Basic Token of your choice (Iron, Power, or
Speed) (maximum 3 Basic tokens).
If you meet none of the conditions, you gain 3 Basic Tokens of your choice.
If you get one bonus die, you get 2 Basic Tokens of your choice. If you get two
bonus dice, you get one Basic Token of your choice. If you get all three bonus
dice, you do not get any Basic Tokens from the Wild Ability.
Archetype Updates
Each Archetype has gained two Super Moves: An Alpha Super and a
Delta Super. Additional changes to each Archetype come after the Super
Moves of that Archetype.
Some Archetype Abilities were changed to play better with the Focused
Level 8 Advancement. These include Cavalry and Trickster.
Some Styles were completely rewritten, from the top. These include
Singing Style, re-written for being too boring. Zombie Style, re-written for
being too strong. And Eye of the Style, replaced for its main Ability being part
of a mechanic that has been removed from the game (Bonuses).
Many weaker Styles have been buffed, with improved Abilities or Actions,
or additional Abilities or Actions stacked on top of what they had been doing,
or in a few cases, both.
Angel is a Ruinous Guard Archetype.
Cavalry is a Support Mobility Archetype.
Cyborg is a Preparation Technical Archetype.
Demon is a Ruinous Mobility Archetype.
Flametongue is an Aggro Technical Archetype.
Gunkata is an Aggro Zoning Archetype.
Phantom is a Zoning Ruinous Archetype.
Punk is a Desperation Aggro Archetype.
Teacher is a Support Preparation Archetype.
Trickster is a Zoning Guard Archetype.
Underdog is a Desperation Preparation Archetype.
War Dancer is a Mobility Aggro Archetype.
Winterblossom is a Technical Guard Archetype.
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Angel
Ruinous Guard Archetype
Heaven’s Piledriver
Deal 6 damage to an adjacent enemy. That enemy cannot use Free
Movement until after the end of their next turn.
Siren’s Scream
Challenge and deal 2 damage to all enemies. Then, you gain a
10-point Shield.
Focused Angel
At the start of your turn, heal 1, then Challenge an enemy you can
see and deal 1 damage to them.
After you Challenge an enemy, deal 1 damage to them and heal 1.
Fused Angel
At the start of your turn, heal 1, then Challenge an enemy you can
see. After you Challenge an enemy, you deal 1 damage to them.
Frantic Angel
At the start of this turn, heal, then Challenge an enemy you can see
and deal 2 damage to them.
At the start of your turn, you may remove one token you hold.
After you remove tokens using an Action or Ability, you gain an
equal number of Iron tokens.
1+ or 3+ or 6+: Purify
Remove one token from an ally within range.
3+: Remove up to two tokens from someone within range.
6+: Remove up to two tokens from someone within range.
When an enemy with your Challenge token starts their turn, they
do not roll their lowest Action Die. It is discarded and unused. If
they are in a Stance that does not roll Action Dice, they get rid of
their smallest number instead.
3+: Denial
Teleport into an empty space adjacent to an enemy you can see,
then Challenge them.
1+ or 4+: Beacon
Pull one ally you can see up to three spaces. You and that ally
heal 1.
4+: That ally heals.
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Singing Style sings a dour song that weakens all enemies, and has
a strong tendency to change up frequently.
Mood Shift applies ALL of your Start of Turn effects as its Action.
This includes your Archetype Ability and Form Ability. As such, this
Style pairs well with Archetypes and Forms with good start of turn
Abilities, like Angel, Cyborg, Phantom, Punk, Wardancer, Vigilance
Form, Wild Form, and especially Song Form.
If you are in Singing Song Stance, Mood Shift lets you choose
both your Song and Mood, and applies both (new) Start of Turn effects.
Singing Wild does not give you extra Action Dice to roll, but it
does give you one of each Basic Token.
Cavalry
Support Mobility Archetype
The Cavalry’s Alpha Super hits ALL enemies, whether you can see
them or not. Whether this cavalry is your clan backing you up, your biker
gang driving through the arena, your pirate crew firing the cannons, your
herd of sheep trampling everyone, your military buddies sniping from afar,
or something else is up to you - they will still find an opening and beat down
on all enemies, before running off stage.
Inspire Perfection
Remove up to 4 Common tokens from yourself and each ally you
can see. Give two Power tokens and two Iron tokens to yourself and
each ally you can see. You and each ally you can see heals.
Focused Cavalry
At the start and end of your turn, you may move up to 2 spaces,
then you and each ally within range gains a 2-point Shield. If they
were already holding a Shield, increase its value by 1 instead.
Fused Cavalry
At the end of your turn, you may move up to 2 spaces, then you
and each ally within range gains a 2-point Shield. If they were
already holding a Shield, increase its value by 1 instead.
Frantic Cavalry
At the start and end of this turn, you may move up to 2 spaces,
then you and each ally within range gains a 2-point Shield. If they
were already holding a Shield, increase its value by 1 instead.
3+: Leap In
Teleport three spaces. Then, you may deal 2 damage to an
enemy within range.
2+ or 3+ or 5+: Group Up
Pull one ally you can see up to 3 spaces.
3+: Pull one ally you can see up to 4 spaces.
5+: Each pulled ally heals.
Cyborg
Preparation Technical Archetype
Draining Knuckle
Deal 3 damage to an adjacent enemy, and they discard all Basic
Tokens they hold. Then, you gain 2 Power tokens, 2 Iron tokens, and
3 Speed tokens.
The Cyborg’s Alpha Super syphons away all of your foes’ power,
stripping them of their speed, power, and durability. It also takes some of
that power for yourself. A well rounded and always reliable move.
Drive Install
You gain 6 Power tokens, 6 Iron tokens, and 8 Speed tokens. For
the rest of this fight, you can spend 1 more Power token and 1 more
Iron token per hit. For the rest of this fight, you only discard 1 Speed
token at the end of each turn, instead of all of them.
The Cyborg’s Delta Super grants you incredible power for the rest of
the fight. While many Super Moves have a bonus that lasts until the end of
the Round, Drive Install lasts for the entire fight, giving you a small but
permanent edge over everyone else.
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Focused Cyborg
At the start of your turn, you gain 3 Basic Tokens of one type, 2
Basic tokens of a different type, and one Basic token of the final type.
Fused Cyborg
At the start of your turn, you gain two Basic Tokens of one type, and
one Basic token of a different type.
Frantic Cyborg
At the start of this turn, you gain 3 Basic Tokens of one type, 2 Basic
tokens of a different type, and one Basic token of the final type.
Improved the Cyborg Abilities, for fun. Small buff to a fan favorite
archetype that feels a little outclassed by some of the newer Abilities.
Demon
Ruinous Mobility Archetype
Unending Despair
Target an adjacent enemy. Give them 4 Burning tokens, 3 Fatigue
tokens, and 2 Weakness tokens. You gain 2 Iron tokens, 2 Power
tokens, 2 Speed tokens, and 2 Chaos tokens.
The Demon’s Alpha Super does not deal damage directly, but it
instead heavily cripples a single foe and steals their power for yourself. A
truly cruel despair, snatching away any hope the enemy has of winning.
Dancing Mad
Teleport three spaces, then deal 2 damage to an adjacent enemy.
You may repeat this as many times as you like. After you damage the
same enemy twice, you deal 1 damage to all enemies within Range
1-3, then this Super Move ends.
4+: Suddenly…
Teleport into an empty space adjacent to someone who is alone,
then if they are an enemy, deal 1 damage to them.
Someone is alone if nobody is adjacent to them.
4+: Hunger
One target within range discards 3 tokens of their choice (or all of
their tokens, if they have less). You gain Iron tokens equal to the
number of tokens they discarded.
Zombie Iron and Zombie Song give you extra Iron tokens, to give
you the most opportunities to use the Zombie Ability.
Zombie Shadow lets you place Copies with Stunt, as well as
enabling out of turn movement, so you can more easily keep foes within
range of the Zombie Ability.
Zombie Vigilance is a durable stance that plays up the immortality
of a zombie, reviving you at the start of your turn.
Zombie Blaster and Zombie Control increase your range, reducing
your reliance on mobility or Copies to use the Zombie Ability. Blaster
also gives extra targets to Hunger, increasing your Iron token gain.
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Flametongue
Aggro Technical Archetype
Focused Flametongue
After you deal damage to an enemy, give that enemy one
Burning token. This Ability can only give 7 Burning tokens per turn.
Fused Flametongue
After you deal damage to an enemy, give them one Burning
token. This Ability can only give 3 Burning tokens per turn.
Frantic Flametongue
During this turn, after you deal damage to an enemy, give that
enemy one Burning token. This Ability can only give 6 Burning
tokens per turn.
6+: Ka-Boom!
Deal 2 damage to an enemy within range, then place a Pit into
their space. Then, destroy that Pit and all obstacles adjacent to
the targeted enemy.
When you place a Pit directly under an enemy, they immediately
take 2 Fall damage unless they can Save Themselves.
Gunkata
Aggro Zoning Archetype
Sniping Point
Your maximum range is infinite, until the end of this Round. Then,
deal 7 damage to an enemy within range.
Lead Rain
Target an enemy within range.
Deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies.
Focused Gunkata
At the start and end of your turn, you may move one space, then
you deal 1 damage to each enemy within range. Any enemy that
blocks this damage (with Armor, Iron tokens, or Weakness tokens) is
pushed one space.
Fused Gunkata
At the end of your turn, you may move one space, then you deal 1
damage to each enemy within range. Any enemy that blocks this
damage (with Armor, Iron tokens, or Weakness tokens) is pushed
one space.
Frantic Gunkata
At the start and end of this turn, you may move one space, then
you deal 1 damage to each enemy within range. Any enemy that
blocks this damage (with Armor, Iron tokens, or Weakness tokens) is
pushed one space.
While Gunkata’s Abilities were fine before, they felt a little boring
and didn’t quite capture the full feel of an aggro zoner type. So, I’ve
removed the start of turn push, and replaced it with repeating the end of
turn effect at the start of the turn. Any blocked shot also has a kick to it,
pushing them back one space and giving you more breathing room.
Akimbo's Ability was made optional. Firing Wild’s Cost has been
reduced.
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1+ or 6+: Bombardment
Place a Trap into any space within range.
6+: Place a Trap into each empty space adjacent to the first Trap.
Trick Shot targets one obstacle and one enemy, so it counts as two
targets for the Ricochet Ability, letting you deal 1 damage to two
different enemies that were not targeted by Trick Shot.
Phantom
Ruinous Zoning Archetype
Poltergeist Panic
You may move each Rubble or Trap you can see, up to three
spaces each. Each must be moved into a different space - you cannot
stack obstacles on top of each other. After you’ve finished moving
obstacles, every enemy standing on an obstacle takes 3 damage,
even if it wasn’t an obstacle you moved onto them.
Arcana Install
You gain 6 Poltergeist Tokens.
Until the end of this Round, you can spend up to 3 Poltergeist
Tokens per Action, instead of only 2 per Action.
Until the end of this combat, at the start of your turn, you gain 2
Poltergeist Tokens.
The Phantom’s Delta Super does not deal any direct damage.
Instead, it amplifies your Phantom Ability, granting you much greater
manipulation of your Actions. When you spend 3 Poltergeist Tokens
on an Action, you get to pick 3 options from the list, and X = 3 for each
of those options.
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Upon further consideration, not only is Phantom’s cost reduction a
constant source of exploits, it is rather boring. Phantom is known as an “always
helpful” archetype ability for Fused or Frantic heros, and is rarely considered on
its own merits. So I am reworking it entirely.
Phantoms should be weird and gimmicky, so I am giving them a new token,
the Poltergeist Token, that enables them to modify their Actions on the fly.
These modifications are improved by having more targets for their Actions, so I
will also be reworking several of their Styles to account for this change.
I want Phantom to be fun and exciting on its own merits, not as an enabler.
Focused Phantom
At the start of your turn, you gain 4 Poltergeist tokens.
Fused Phantom
At the start of your turn, you gain 2 Poltergeist tokens.
Frantic Phantom
At the start of this turn, you gain 4 Poltergeist tokens.
Updated to work with the new obstacle rules and movement rules.
1+ or 4+: Wormhole
Place a Pit into your own space.
4+: Place 1 Pit into an empty space you can see.
Punk
Desperation Aggro Archetype
Knuckle Sandwich
Deal 5 damage to an adjacent enemy, then give them 4 Weakness
tokens and your Challenge token. Then, you may push them up to
three spaces.
Eat this! The Punk’s Alpha Super knocks them into next week,
disorienting them and making you the only thing they can see clearly.
Focused Punk
At the start of your turn, add X to your Action Pool.
X is equal to the damage on your current health bar.
If your health bar is full, X = 1.
Fused Punk
At the start of your turn, add X to your Action Pool.
X is equal to half the damage on your current health bar, rounded
up. If your health bar is full, X = 1.
Frantic Punk
At the start of this turn, add X to your Action Pool.
X is equal to the damage on your current health bar.
If your health bar is full, X = 1.
For example, if your Health Bar has 14 HP, and you currently
have 7 HP, you have 7 damage. The Focused and Frantic Punks
will add a 7 to their Action Pool, while the Fused Punk will add a 4.
I'm Still Here was way too strong as a free action for Elder Style.
Added a Gate both to remove that exploit, and to make the Action more
generally usable without requiring the Punk Ability.
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X: Show Off
Choose two of these Basic Actions: Grapple; or Damage; or
Put It Out!; or Throw; or Movement.
Immediately perform both of those Actions in the order listed,
as if you had spent X to pay for them.
You can only use Show Off once per turn.
Changed the list of Actions Show Off can use (removed A
Challenger Approaches; added Grapple). Reworded the effect to be
more clear that both Basic Actions are resolved as part of Show Off.
Teacher
Support Preparation Archetype
My Final Technique
Deal 99 damage to an enemy within range, then remove yourself
from play for the rest of combat. You cannot come back.
Remember My Teachings
This is only usable while you are Taken Out,
and does not require any numbers to perform.
When you pass on your Heroic Spirit, you may declare you are
using this Super Move. If you do, instead of rolling your Action Dice
this turn, give them the maximum number each of those dice could
have generated. Then, add an 8 to their Action Pool, give them a
4-point Shield, and they heal.
Trickster
Zoning Guard Archetype
The Trickster’s Alpha Super traps its target in a tiny prison. While
it is not inescapable, it is difficult to flee from, and their allies will be
hard-pressed to save them before they are overwhelmed.
The Deadly Trap is like a regular Trap, except for two things:
Whenever it triggers, it deals 2 damage instead of 1 damage; and the
Deadly Trap cannot be removed by Actions or Abilities.
Steal Strength
Target an adjacent character. They discard all tokens they hold, and
you gain Iron tokens equal to the number of tokens discarded.
Focused Trickster
Once per turn, you may spend any tokens you hold as Iron tokens.
After you spend Iron tokens to reduce a hit, you may push your
attacker 1 space per token spent, then you may move 1 space.
Fused Trickster
Twice per Round, you may spend any tokens you hold as Iron
tokens. After you spend Iron tokens to reduce a hit, you may move up
to 1 space per token spent.
Frantic Trickster
Until your next turn, once per turn, you may spend any tokens you
hold as Iron tokens. Until your next turn, after you spend Iron tokens to
reduce a hit, you may push your attacker one space, then you may
move one space.
Underdog
Desperation Preparation Archetype
Lucky Hit
Deal 4 damage to an adjacent enemy. Then, that enemy discards
all Basic tokens they hold, discards all Shields they hold, and cannot
have Armor or Shields for the rest of this Round.
Hyper Install
You gain 3 Luck tokens and you heal.
For the rest of this Round, you gain a benefit at the start of every
single turn, depending on whose turn it is.
If it is an enemy turn, you gain 1 Iron token and 1 Speed token.
If it is an allied turn, you gain 1 Power token and heal 1.
If it is your turn, you gain both effects: gain 1 Iron token, 1 Power
token, 1 Speed token, and you heal 1.
Focused Underdog
At the start of your turn, you gain two Luck Tokens.
At the start of any turn in which you took 3+ damage during the
previous turn, you gain one Luck Token.
You have access to the Unique Action, Slip Up.
Fused Underdog
At the start of your turn, you gain one Luck Token.
At the start of any turn in which you took 4+ damage during the
previous turn, you gain one Luck Token.
You have access to the Unique Action, Slip Up.
Frantic Underdog
At the start of this turn, you gain two Luck Tokens.
Until your next turn, you have access to the Unique Action, Slip Up.
Luck Tokens are a Rare Token used only by the Underdog. They
function as a sort of “super basic token,” which can do anything another
basic token can do but better. A Luck Token can be used to enhance
hits like a Power Token, to reduce hits like an Iron Token, to move
during Free Movement like a Speed Token, or to pay Basic Token costs.
If you enhance a hit with a Luck Token, that hit deals +2 damage.
This counts as spending one Power Token on that hit.
If you reduce a hit with a Luck Token, that hit deals -2 damage.
This counts as spending one Iron Token on that hit.
If you use a Luck Token during Free Movement, you teleport 3
spaces. This counts as spending one Speed Token.
If you use a Luck Token to pay a cost, it can be used as a
replacement for up to 3 Basic Tokens.
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3+: Roughhousing
When you pay for Roughhousing, you can spend 2 Basic Tokens to
choose two, or spend 3 Basic Tokens to choose all three.
Destroy an obstacle within range, then choose one: Teleport
to that obstacle's space; or deal 1 damage to each enemy
adjacent to the destroyed obstacle; or destroy two more
obstacles within range.
Collateral Ability grants only Iron Tokens now, and has been
worded to better clarify just how many tokens it can grant you.
Roughhousing has been adjusted. All Underdog Unique Actions
that can spend basic tokens for extra options will have their token cost
section reworded to match the wording here.
With Bonuses removed from the game, Eye of the Style had no
functionality. It has been replaced.
War Dancer
Mobility Aggro Archetype
Become My Canvas
Deal 2 damage to an enemy within range, ignoring Armor and
Shields. Then, deal 2 damage to an enemy within range, ignoring
Armor and Shields. Then, deal 3 damage to an enemy within range,
ignoring Armor and Shields.
The War Dancer’s Alpha Super carves your name into your
enemies, with a flurry of blows that ignore defenses and can either
target one foe repeatedly, or be spread out among multiple foes within
range.
Lightning Drop
Teleport to any space on the map.
Then, deal 4 damage to an adjacent enemy. Then, deal 2 damage
to all enemies within Range 1-4.
You disappear, then strike hard like a bolt from the blue. The War
Dancer’s Delta Super is excellent for punishing enemies that group up,
and can get you out of a dangerous spot and into an advantageous one.
The Relentless Ability was unclear on how you moved, and some
players interpreted it as a teleport. The new wording should be more
clear, and has a funny quirk that lets it work through Fatigue Tokens.
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4+ or 7+: Effortless
Teleport to any space you can see.
7+: Choose an ally. They may teleport to any space they can see.
Winterblossom
Guard Technical Archetype
Blizzard
Until the end of this Round, increase your maximum range by 2.
Also until the end of this Round, at the end of every turn, you give 1
Fatigue token and 1 Weakness token to every enemy within range,
then you may move 1 space.
Focused Winterblossom
At the start of every turn, give 1 Weakness token to one enemy
within range of you or your Copies.
Fused Winterblossom
At the start and end of your turn, give 1 Weakness token to one
enemy within range of you or your Copies.
Frantic Winterblossom
At the start and end of this turn, give 2 Weakness tokens to one
enemy within range of you or your Copies.
Frozen Style was eclipsed by the new Crystal Style for distributing
Weakness tokens, except in a specific combo with Dance Form that let
you max out multiple foes’ Weakness tokens in a single turn. That is not
good in many ways, so to remove that exploit and also increase variety
within Winterblossom, Frozen Style has been reworked to be fully
defensive, giving Winterblossom an Iron token based Style.
Enemy Updates
Enemy Building
Villain Archetypes
Renamed from Boss Archetypes, Villain Archetypes are now
also available for Warriors and Super Stooges.
Unlisted Villain Archetypes are unchanged.
The Giant
You take up a 2x2 space on the battle grid.
Your maximum range is increased by 1.
You do not take Fall Damage.
You can move over Walls. When you do, they become Rubble,
and you gain one Fatigue token.
You can spend one extra Power token per hit. At the start of each
of your turns, you gain 2 Power tokens.
The Necromancer
At the start of your turn, place a Copy into an empty space within
range.
At the end of your turn, each of your Copies may move one
space, then each Copy deals 1 damage to one adjacent enemy.
The Tank
You have Armor. Your Armor blocks 10 damage when it triggers.
When you are Pushed or Pulled, you move one less space.
In most places, I am not going to buff things that had Armor, Armor
is still good. But The Tank is allowed to be even tougher, I think.
The Vehicle
You take up as much or as little space on the battle grid as you
want. Once your shape has been drawn in, it cannot be changed.
Enemies and allies can move on top of you. When you move,
everyone on top of you moves with you. Spaces inside of you are
always within your Range.
Edges do not remove you from play unless at least half of your
spaces are over Edge spaces.
You can move over Walls. When you do, they become Rubble.
Rubble does not give you Fatigue tokens.
The Blur
Instant Motion
You gain 5 Speed tokens and 6 Rapid Strike tokens.
As an Action during your own turn, or as a Reactive Action on
an enemy’s turn, you may spend a Rapid Strike token to move one
space, then deal 1 damage to an adjacent enemy.
The Immortal
Burning Blood
Deal 3 damage to an enemy within range, then you heal.
For the rest of this Round, after you take damage, deal 1 damage
and give 1 Burning token to the enemy that dealt damage to you.
The Giant
Toss Aside
Deal 3 damage to all enemies within range, then push all of
those enemies up to 5 spaces each.
The Giant’s Super Move is much like the Giant: simple, large,
and powerful. Swat them away like the flies they are.
The Necromancer
Immortal Army
Summon up to 6 Copies within range. Then, each of those Copies
may move one or two spaces, then they each deal 1 damage to one
adjacent enemy. Iron tokens can be used to reduce this damage.
The Swarm
The Swarm’s Super Move lets you cover the entire battlefield,
then gives you Actions so you can claim your space. This Super
Move also creates almost enough Copies to fulfill every choice of the
Swarm Ability.
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The Tank
Armor Install
Until the end of this Round, your Armor can be triggered twice per
turn, and your Armor is not spent when it reduces a 1 damage hit to
zero.
Until the end of the next Round, opponents can only spend 1 Iron
token to reduce your hits, and Weakness tokens only reduce your
damage by 1 instead of 2.
The Twins
Twin Combo
One of you deals 3 damage to an adjacent enemy and pushes
them three spaces.
Then, the other one of you deals 3 damage to an adjacent enemy
and pushes them 3 spaces.
Then, each of you may teleport 3 spaces, and you each deal 1
damage to all enemies adjacent to your destination.
The Untouchable
Lockdown Protocol
Gain 4 Control tokens.
For the rest of this fight, after you spend any Control tokens, deal
1 damage to each enemy within your range.
The Vehicle
Vehicles can vary wildly, so they have two different Super Moves
available to them, depending on what kind of vehicle it is.
Main Cannon
Deal 8 damage to an enemy you can see, and push them 3 spaces.
Ramming Speed
Push all enemies on top of you into adjacent spaces, then push
all adjacent enemies one space, then you move up to 6 spaces.
Whenever you move adjacent to an enemy during this movement,
deal 2 damage to them and push them three spaces.
The Vehicle’s Delta Super throws off everyone who isn’t supposed to
be riding on top of you, then runs them all over. Perfect for dealing with
boarding enemies and anyone who tries to fight against an APC, an ATV, or
a helicopter up close.