Panic at The Dojo PATCH'D UP - Errata and Updates

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Panic at the Dojo


2024 Edition

This document contains Patch Notes that update


and/or replace the rules of the base game.
A print and pdf update of the original book is in the works.

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
(unlocked at level 2)
Battle Parameters subsystem (replaces Bonuses/Penalties)
Adjusted Cinematic Weight
New non-combat rules: Tests, Contests, and Stance Checks
New token: Fatigue
Fixed wording and grammar, improved clarity
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Advancement
Level XP Bonus Die Benefit
1 0 - Initial 3 Stances
2 5 Gain a Super Move
3 10 Gain a new Stance (4 total)
4 15 Gain an additional Archetype
5 20 Gain a new Stance (5 total)
6 25 Gain a second Super Move
7 30 Gain a new Stance (6 total)
8 35 Improve an existing Archetype
9 40 Gain a new Stance (7 total)
10 50 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.

Every level, except level 10, you either gain an additional die at , or if
you already have one, you increase its size (up to a ). This bonus die is rolled
with your Action Dice regardless of the Stance you are in.
At level 6, this bonus die becomes bonus dice - you add a second , and
roll it alongside the from your first bonus die.

At level 2 and level 6, you gain one . Each Archetype has


two different available - the and the .
are more straightforward and damaging, while s are
weirder and require more skill to get the most out of them. This
can be chosen from any Archetype you have an Ability from.

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.
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At level 4, you gain another Archetype. If you are a Focused or Fused


Hero, you gain the Fused Ability of your new Archetype. The next Stance you
gain (at level 5) must be made using a Style from within that Archetype.
If you are a Frantic Hero, you gain the new Archetype's Frantic Ability,
and the new Style you get at level 5 must be from this new Archetype. You
cannot take a new Form at level 5.

At level 8, you improve an existing Archetype. If you are a Fused or


Frantic character, replace one of your Archetype Abilities with the Focused
version of that Ability. If you are a Frantic character, you will always have that
ability, in all Stances you take, in addition to your currently chosen Frantic
Archetype Ability.
If you are a Focused character, 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.

Notes: The Focused+Fused Cavalry Ability gives a 4 point Shield and 3


Speed tokens at the start of their turn.*
The Focused+Fused Cyborg can choose two different tokens, or the
same token twice, one token choice for each Ability.

At Level 10, you have achieved total Mastery, and are beyond
comprehension. You may enter two Stances simultaneously (or if you are a
Frantic hero, 2 Styles and 2 Forms simultaneously). You gain all the benefits of
both Stances. Use the lower minimum Range and the higher maximum Range.
You have all Abilities and Unique Actions of each Stance.
At the start of your turn, you will roll all of your Action Dice from both
Stances and keep the highest eight numbers. Those are added to your Action
Pool for the turn - the remaining numbers are discarded. If you have eight or
less numbers, keep all of them.
Your bonus dice from your level are only rolled once - they are not added to
both Stances you’ve combined.

The Mastery benefit is certainly completely broken and totally untested. Have
fun with it - at this level, you’ve certainly played the game enough to have
earned some silly overpowered nonsense.

* This note accounts for the improved Cavalry Abilities in Patch’d Up, not the
original Cavalry Abilities from the core book. Trickster has also had its
Abilities reworked to account for this change - as written in the original version
of the core book, Focused+Fused Trickster does very little.
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Enemy Advancement
Enemies are always the same level as the players.

Level Boss Die Warrior Die Benefit


1 - Bosses gain a Super Move
2 Warriors gain a Super Move
3
4 Gain an additional Archetype
5 Bosses gain a 4th Stance
6 Stooges gain an Archetype.
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8 Improve an existing Archetype
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10 Bosses gain a 5th Stance

Stooges almost never improve, and become increasingly pathetic.


However, at level 6, they finally gain a Fused Ability or Villain Ability. This is
all they ever get.

Warriors add the same Bonus Die to their Stance that heroes do.

Bosses start with a Bonus Die at level 1. They also begin the game
with a . They must choose one from their Archetype
- if they are using a Villain Archetype, they get a unique from that
Archetype. Each Villain Archetype has only one Super Move available to it,
unlike hero archetypes.

At level 2, Warriors gain a .


At level 4, Warriors and Bosses gain a second Fused or Villain Ability. A
Unit cannot have two Villain archetypes.
At level 8, Warriors and Bosses gain an Improved Archetype, turning one
of their Fused Abilities into its Focused version.

At level 5, and again at level 9, Bosses gain an additional Bonus Die,


added on to all of their Stances. At level 6, Warriors gain a second
Bonus Die, to add to all of their Stances.

Also at level 5, and again at level 10, Bosses gain an additional


Stance.
5

Once you reach level 2, become available.


are powerful attacks that can only be used once per fight.

Each Archetype has two different available - the


and the Delta Super. Alpha Supers are more straightforward and
damaging, while are weirder and require more skill to get the
most out of them.

all have the same Cost: In order to perform a ,


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 this turn.

cannot be used on the first Round of a fight.

Each Unit can only use one per fight.

can only be used once per side per Round. If someone on


your team has used a this Round, no one else on your side can
use a until the next Round.

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 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 .

In a Featherweight fight, are not allowed.

In a Worldweight Fight, two can be used per side per Round,


and each Unit is allowed to use two per fight, but cannot use both
on the same turn.

are found in the Archetype Updates section, page 38.


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Test Your Might


When you are faced with imminent harm, enter an appropriate
Stance and roll its Action Dice. You have one turn in that Stance to
stop the imminent harm, according to the criteria below. The exact
criteria are determined by the Test you are trying to overcome. If you
cannot meet the criteria in time, you take damage that carries over into
your next Fight. This is known as a Stance Check.
If you nearly meet the criteria, you take 2 damage. If you fail to meet
the criteria, you take 5 damage instead. Iron tokens, Armor, and Shields
cannot be used to reduce this damage (except for the Test of Blocking,
which is all about doing just that).

It is possible multiple Tests may apply to a danger. The Test that


the player must take depends on the approach they choose. If there is
an oncoming car, perhaps they could destroy its engine block and its
momentum with a Test of Impact. Or, they could take the hit with the
Test of Blocking and catch the car. Or perhaps they could try and
dodge away from it, with a Test of Evasion.
While their approach determines the Test they take, the Director
may limit their options or veto specific Tests. Not every Test is always
applicable, and they may wish to force a specific Test on you.

The primary difference between Tests of Might and Troubles


(using your Skills to solve a problem entirely) is danger. Use your Skills
to resolve situations where you are not directly in imminent harm - use a
Stance Check when danger is baring down on you.
Stance Checks may also be improved by Skills. If you have a Skill
appropriate to the Test you are attempting, you gain one bonus of your
choice, from the list below. If multiple Skills apply, choose a different
bonus for each applicable Skill.
You must choose your bonus before rolling your Action Dice.

Stance Check Bonuses:


> Gain 3 Basic tokens of your choice.
> Add to your Action Dice.
> Add to your Action Dice.
> Add to your Action Dice.
> After you roll, you may increase one of your numbers by 2.
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Test of Aggression: You must destroy an incoming danger. There
is a single target with 10 HP. At the end of this turn, if you dealt 10
damage or more, you pass the test unharmed. If you dealt 6-9 damage,
you slow it down enough to take 2 damage. If you dealt 5 damage or
less, you didn’t slow it down at all, and take 5 damage.
Examples: Disable a robot assailant, tear through a barrier, or
punch out a frenzied shark.

Test of Blocking: An unavoidable danger is coming right at you. At


the end of this turn, you will take 7 damage. You may spend any number
of Iron Tokens to reduce this damage. Any damage you cannot block
will linger into your next fight.
Examples: Stop an oncoming car, endure a barrage of blows, or
catch an incoming meteor.

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 2 damage. If three or more numbers match,
you take 5 damage.
Examples: Disable a ticking time bomb, negotiate a hostage
situation, or perform surgery on yourself.

Test of Evasion: You must dodge or outrun the danger. If you


generate at least 15 Speed tokens, you pass the test unharmed. If you
generate 10-14 Speed tokens, you get clipped and take 2 damage. If
you generate 9 or less, you fail to avoid the danger and take 5 damage.
Examples: Drive through an active intersection, parkour through a
deadly obstacle course, or outrun an avalanche.

Test of Impact: You must obliterate the incoming danger, in one


strong impact. There is a single target with 5 HP, but it heals to full HP
after each hit it takes. At the end of this turn, if you dealt 5 damage or
more in a single hit, you pass the test unharmed. If you dealt 3-4
damage in a single hit, you slow it down enough to take 2 damage. If
you dealt 2 damage or less, you didn’t slow it down at all, and take 5
damage.
Examples: Destroy a falling boulder, knock a door off its hinges to
get away from a disaster, or subdue a charging bull.
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Test of Many Fists: You must hit as many targets as possible in as
short a time as possible. There are three targets within Range of you at
all times, each with 1 HP. Whenever one is defeated, a new target
appears immediately.
At the end of this turn, if you defeated 8 or more targets, you pass
the test unharmed. If you defeated 5-7 different targets, you deflect most
of the danger but not all, and take 2 damage. If you defeated 4 targets or
less, you failed to make a dent in their numbers, and take 5 damage.
Examples: Catch a flurry of knives thrown at you, deflect falling
debris, or punch out a circling pack of wolves.

Test of Neutralization: You must put them down without hurting


them. There is a single target with infinite HP. If you give the target at
least 8 Common tokens, you pass unharmed. If you give them 5-7
Common tokens, they are slowed down, but you take 2 damage. If you
give them 4 Common tokens or less, you failed to disable them, and
take 5 damage.
Examples: Tranquilize a raging dinosaur, scare off some punk kids
causing trouble, or put an overpowered psychic child to sleep.

Test of Precision: You need to perform a single, perfect motion to


disable this danger. Come up short, and you suffer. Push too far, and
you suffer worse. For this test, you need to roll your Action Dice for the
turn, one at a time. You may stop rolling your Action Dice at any time. If
your Action Dice total exactly 15, you succeed. If your total is 14 or
less, you back out early, and take 2 damage for coming close. If your
total is 16 or higher, you pushed too far - take 5 damage.
Examples: Shoot a tiny target at range, cut the wick off of lit TNT
that was thrown at you, or catch a katana swung at you.

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 2 damage. If none of them match, you take 5
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 2 damage. If you
push it 4 or less squares from its initial position, you fail to avoid the
danger and take 5 damage.
This push does not need to be all at once. If you push it 6 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.

Test of Variety: You need to show a variety of talents and skills as


quickly as possible. At the end of this turn, each different type of token
you hold is worth 1 point. Having a Shield is worth 1 point. Having Armor
is worth 1 point. Each different damage value you hit during the turn is
worth 1 point (ie; 1 point for a 1 damage hit, 1 more point for a 2 damage
hit, but no points for a second 1 damage hit).
If you have 7 or more points, you pass unharmed. If you have 5 or 6
points, you take 2 damage. If you have 4 points or less, you fail and take
5 damage.
Examples: Parkour through an obstacle course, pass a practical
martial arts exam, or perform at a high stakes talent competition.
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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 that applies to the contest, you may use it,
but this will count as your one per fight. That is, if you use a
to try to win a contest, you will not be able to use a
during the fight that follows. If you are willing to use a
to win, the next fight cannot be Featherweight.

Stance Contests may also be improved by Skills. If you have a


Skill appropriate to the Contest you are attempting, you gain one bonus
of your choice, from the list below. If multiple Skills apply, choose a
different bonus for each applicable Skill.
You must choose your bonus before rolling your Action Dice.

Stance Check Bonuses:


> Gain 3 Basic tokens of your choice.
> Add to your Action Dice.
> Add to your Action Dice.
> Add to your Action Dice.
> After you roll, you may increase one of your numbers by 2.
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Big Game Contest: You must take down a massive beast, and
damage isn’t going to cut it. For each competitor, there is a single target
with infinite HP. The unit whose target is holding the most Common
tokens at the end of the turn, wins.
Examples: Catch the biggest dinosaur, put down a bear, or take out
a yeti.

Crushing Contest: A competition to break something better than


anyone else does. There is a single target with infinite HP. The unit that
deals the most damage with a single hit wins the challenge. If two hits tie
for the most damage, but one of them would have pushed the target
farther, the stronger push wins.
Examples: Smash through hardened steel, karate chop through the
most ceramic tiles, or show your master just how strong you’ve each
become.

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.

Hundred-Hand Contest: You must hit as many targets as possible


in as short a time as possible. There are three targets within Range of
each contestant at all times, each with 1 HP. Whenever one is defeated,
a new target appears immediately. At the end of this turn, whoever
defeated the most targets wins.
Examples: Defeat more henchman than your rival, deflect more
falling debris than they do, or compete in a flurry of blows.

Fencing Contest: You need consistent results over several rounds.


For this contest, you only need to roll your Action Dice for the turn.
Whoever has the most matching numbers in their Action Pool, wins. If
there is a tie in the amount of matching numbers, the higher value on the
matching numbers wins (example: three 6’s will beat three 4’s).
Examples: A game of chess or bowling or darts, fight through the
preliminaries in a tournament, or win a fencing match.
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Gambling Contest: You need to rely on luck… with maybe a little
cheating. For this contest, you only need to roll your Action Dice for the
turn. Whoever has the highest individual number in their Action Pool,
wins. If the numbers tie, compare the next highest numbers in each
side’s Action Pool, until you compare a pair of numbers that do not tie.
Examples: Make a bet on something frivolous, play out a game of
poker, or spin the roulette wheel and pray.

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: A game of chicken, Street Fighter’s car destruction
minigame, or showing off to one another in stupid ways.

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.

Survival Contest: Terrible danger is coming, and you need to


weather it better than they do. At the end of the turn, you will each take
three 5-damage hits in a row. Whoever took the least HP damage from
this assault wins the challenge.
Unlike a Test, this damage does not carry over into the Fight ahead.
Examples: Survive an avalanche, deflect a hail of incoming gunfire,
or drink poison and tough it out.

Wrestling Contest: You need to overwhelm them with pure


strength. The unit that has the most Power tokens wins.
Examples: Deadlift more than they can, arm wrestle on top of a
barrel, or pin the other one down in a contest of wrestling skill.
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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 Edges can be used at a time (The Pit, Pyroclasm, Traffic, 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, Factory, Icy Floor, The Pit,
Pyroclasm, Second Floor, Traffic, and Trick Room.

Cage Match: A small arena with no edges. Small = a 5x5 to 7x7 arena.
Ring Outs are not possible here - there are no Edges, and the outside of the
arena is unbreakable Walls.
All Units in a cage match must be placed along the outside edge, during
unit placement. Do not place any obstacles during Free Placement.

Factory: This map takes place in an active and mobile factory or


warehouse. Each player draws one Conveyor Belt onto the map. Conveyor
Belts are one space wide and only travel in straight lines, although they may
each make one turn. Draw an arrow to represent the direction of each Conveyor
Belt.
Each conveyor belt must have an empty 3x3 space at the entrance to the
belt, and another 3x3 space after the end of the belt, which is filled with either
Traps, Edges, or Rubble. Traps represent a furnace or active machinery, Edges
represent a chute that dumps whatever is on the belt, and Rubble represents
piled up goods that need to be sorted.
At the end of every single Turn, every unit and every obstacle on a
conveyor belt is pushed one space in the direction the arrow is pointing. Anyone
may spend 1 Iron token or 1 Speed token to negate this movement for
themselves.

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 longer movement. For example, if you were pushed 2, after you
complete the push, move one more space in the same direction.
Teleports 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
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the space you pushed them from. (This push will make them slip an extra space,
as above).

The Pit: The Pit is a second area you can fight in, below the main area.
Edges on this map represent the Pit - entering them does not remove you from
play, it merely traps you in the Pit, a smaller arena that is difficult to escape. The
outside of this map is lined with Walls.
If you are pushed or pulled into the Pit by an enemy, you take 2 fall
damage. If you enter by choice or have an Ability that ignores Edges, you take
no damage from entering the Pit. It takes 4 Speed tokens to move from the
edge of the Pit back into the main arena.

Pyroclasm: This fight takes place just above an acid pit, a lava flow, or
some other terrible danger. All Edges are replaced with Traps. The outside of
the map is an endless expanse of pain Traps.
At the end of each Round, all Rubble on the map is replaced with Traps, as
they crumble away into the danger below.
Traps that are removed on this map are replaced with Rubble - any fix in
the floor is temporary at best and requires caution to move through.

Second Floor: The map is split into two separate maps, with Stairs
connecting them. It takes three Speed Tokens to move up the Stairs, or one
Speed Token to move down them.
These two maps are the same size and line up with one another. Edges on
the top floor take you down to the bottom floor, in the same space as above.
If you are pushed or pulled onto an Edge while on the second floor, you
take 2 fall damage. If you jump down by choice or have an Ability that ignores
Edges, you take no damage to descend from the second floor to the first.

Traffic: The Edges of this map represent dangerous traffic. They do not
remove you from play - instead, anyone in Traffic takes 1 damage at the end of
every turn to represent the energy of either dodging cars or running alongside
the vehicles everyone is fighting on.
At the end of each Round, everyone currently in Traffic takes 6 damage as
they get hit by a car.

Trick Room: The map folds in on itself. There are no Edges beyond the
outside 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. For example, if you are pushed off
the North edge of a map, you appear in the same column at the South end of
the map.
15
Tilted Parameters apply to only one Side of a fight, creating uneven
circumstances and difficult fights. A fight can have as many Tilted Parameters
in play as there are sides to a fight (so usually two, sometimes three), with each
side having one Tilt applied to it.

Tilted Parameters include Chained Down, Disarmed, Enraged, Handcuffs,


Keep Em Coming, Overwhelming Power, Too Slow, and Weakened State.

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 left 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.

Handcuffs: Every non-Stooge unit on this side is handcuffed to one other


non-Stooge unit, either on their side or the opposing side. You can never move
more than 1 space away from the unit you are handcuffed to.
If one of you is pushed or pulled, the other is teleported adjacent to where
they moved to. When one of you uses Free Movement, the other is pulled along
after each space.
If either of you is removed from play, both of you are. If one of you falls to
zero HP, the other gains 3 Fatigue tokens, but can otherwise move freely.

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 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.

Overwhelming Power: Your side is outmatched. At the start of each turn,


the unit taking the turn gains 1 Power token, 1 Iron token, and 1 Speed token...
unless it is your side's turn, in which case you gain nothing. Only units on the
other side(s) gain this benefit.
16
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.

Weakened State: Your side is drunk, inebriated, or poisoned, and coming


into the fight unsteady and weak. At the start of each of your side's turns, the
active character gains 1 Burning token, 1 Weakness token, and 1 Fatigue
token.

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 were
Taken Out heal to half a health bar. If they were removed from play, they return
to play adjacent to an edge or an ally of their choice. The fight does not end
when only one side is remaining - it ends when the victory parameter has been
met.

King of the Hill: Create a 4x4 zone in the arena. Obstacles cannot be
placed within this zone. At the end of each Round, check this zone. If everyone
in the 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 or removed from play at any time, the side with remaining
units wins.

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.
17
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. This VIP gains a 10 point
Shield to start the fight with. This Shield only lasts for one Round - if they still
have this Shield at the end of the first Round, they lose it. When your side's VIP
falls to zero HP or is removed from play, the fight is over 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.
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.
18
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:

1+: Grab It!


Pick up an adjacent Important Thing that is not being held.
You now hold it, and it moves with you until you drop it.
If you bring the Important Thing into your control zone, your side wins.
When someone holding the Important Thing is moved by the Action or
Ability of anyone other than themselves, they drop the Important Thing into
the space they started this move. Pushes, Pulls, Teleports, Bonus Movement -
all of these make you drop the Important Thing.
If you ever teleport, the Important Thing remains in the space you
teleported from, even if it was your own teleport Action/Ability.

Tournament Play: Official tournament play is best of three (or best of five).
There are no hazards allowed in the ring through free placement - any hazards
are placed by the organizers of the event.
At the start of each Round, everyone is placed in set positions, with each
side equidistant to one another. You will always return to this same position at
the start of each Round. Anyone Taken Out returns to play at half a health bar
of HP.
If anyone on either side is removed from play via an Edge, their side loses
the Round. If two or more units on one side are reduced to zero HP, their side
loses the round.
If you reach the end of a Round without any side losing the round, that
round is a Draw, and is not counted. Nobody returns to play and nobody is
healed after a Draw round.
Once a side loses two (or three) Rounds, the fight is over, and the other
side wins.

Note: This represents rules for in-universe official sanctioned fights, and is
not meant to be rules for tournament PvP play. For PvP, vary victory
parameters freely, as long as everyone uses the same parameters during the
same round of your battle tournament.
19

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.

Cinematic Weight was implied to be based on the stakes set, but it wasn't
fully stated. I wanted to be more clear.

Featherweight changed to 8 HP per Health Bar.

Lightweight changed to 10 HP per Health Bar.

Middleweight Heal Value changed to 2.

Heavyweight changed to 15 HP per Health Bar.


Heavyweight Heal Value changed to 3.

Worldweight changed to 18 HP per Health Bar.


Worldweight Heal Value changed to 3.

PatD damage values are a little higher in practice than I had thought they
would be, but healing to pick up units at zero HP is also far stronger. So, I've
added a little extra HP to the lighter Weights, so those fights are less instantly
over, but I’ve lowered the Heal Values of Middleweight on up.

cannot be used in Featherweight fights.


Each Unit can only use one per fight, and each side can only
use one per Round, in Light/Middle/Heavyweight fights.
Each Unit can use two per fight (though only one per Round),
and each side can use two per Round (from different Units each),
in Worldweight fights.
20
1v1 Fights
The minimum health bars per side is being reduced to two, not three. The
game actually does function fine with only 2 turns per side per Round.
1v1 Fights work fine with 2 health bars per fighter, and do not need to fight
through a full 3 Health Bars each. 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.
Makes Grapple potentially useful on all characters, not just those with a
massive Range.

4+: Bring It On!


Challenge any number of enemies within Range 1-3.

Bring It On! was too strong an opener, effectively disabling every


supporting opponent from using their skills appropriately, while also preventing
the other team from dealing with your own supports. If you want to challenge
multiple foes, you need to go to them to do it.

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.

This was a fan recommendation that I thought was brilliant. Thanks Fiver!
Making Throws into an inverse of Damage, swapping the push and the
damage values, smooths out the strength of Throw. It lowers the capability of
easy ring outs, but also adds a very reasonably amount of damage to high
value Throws, and generally makes Throws a more fun mechanic.
21

2+ or 4+ or 7+: Put It Out!


Remove one non-Rare token from someone within range.
4+: Remove one more non-Rare token from them.
7+: Remove up to two more non-Rare tokens from them.

Giving every character the ability to take away someone’s Control Tokens
or Chaos Tokens or what-have-you was a mistake. You should need
specialized techniques to do that.
Put It Out! was designed and intended for removing Common Tokens from
yourself and allies, giving a universal answer to token spam and to Challenges.
I considered changing the wording to only be for that, but the option to remove
someone’s Iron tokens before you punch them, or take away the Power tokens
they’ve been building up before they hurt you, is a fun one, and I see no reason
to remove it.
Also, small buff to the 7+ Gate, now that your Control tokens are safe.

Basic Tokens
Power Tokens can be spent once per hit, and only increase that single hit.
If an Action hits multiple targets, you must spend a Power token for each target
you wish to deal additional damage to. If an Action hits multiple times, you must
spend a Power token for each hit whose damage you wish to increase.
Power Tokens can increase both Pushes and Pulls.

Iron Tokens can be spent twice per hit, and reduce all damage and forced
movement by 1 per Iron Token spent.

Already intended and in the book, but scattered about and not in the main
description for some reason. Adding them here.

Entirely remove the last paragraph of Iron Tokens. It’s just incorrect.

Using a Power Token is now known as Enhancing A Hit, for rules


convenience. Using Iron Tokens to reduce damage is known as Reducing A Hit,
also for convenience. Abilities that use those phrases only trigger when the
appropriate token is used for its default purpose, not when spent on other things
(like Token Actions).

New vocab so things like Trickster’s Ability are easier to write.


22
New Category: Common Tokens
The Common Tokens are Burning Tokens, Challenge Tokens, Fatigue
Tokens, and Weakness Tokens. Many Styles and Forms use these regularly,
and they are commonly found. While the Basic Tokens are all positive and
helpful, the Common Tokens are all hurtful debuffs.

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 Armor or Iron tokens.
Burning tokens eat through Shield HP before regular HP.

PatD fights are not a long-lasting affair, and the trickle of one lost token per
turn was far too slow. Especially if you piled Burning onto a Boss - their multiple
turns per round had the damage rack up way too fast, if Burning Tokens were
used as your main strategy. So, the tokens run out faster and require more
upkeep to keep strong opponents down.

Challenge Tokens: the third paragraph has been entirely re-written:

When you hold someone's Challenge, all of your damage-dealing Actions


must include them as one of their targets. Actions without a damage-dealing
component, and Actions that do not target enemies at all, are not affected by a
Challenge. At the end of your turn, if you tried to deal damage to your
Challenger this turn, discard their Challenge (even if that damage was reduced
to zero).

The last paragraph is changed to:

If your Challenger ever leaves play or falls to zero HP, everyone holding
their Challenge discards it immediately.

Challenge Tokens were crazy strong if used by someone with a highly


defensive Stance, who could block all you did and prevent you from dealing the
damage needed to get rid of the token. They are still strong, potentially eating
someone’s entire planned turn, but it doesn’t fully shut off all support Actions
and can always be removed as long as they try to hurt you.
23
Fatigue Tokens: NEW!!! 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.

For example, if you have 4 Speed tokens and are given 3 Fatigue tokens,
you discard 3 Speed tokens and gain no Fatigue. If you are then given 3 more
Fatigue tokens, you discard your final Speed token, and are left holding 2
Fatigue tokens. If you then gain 4 Speed tokens, you must discard your 2
Fatigue tokens first, and then you are left holding 2 Speed tokens.

While you are holding any Fatigue tokens, your own Actions and Abilities
cannot move you. Whenever you try to Move or Teleport any number of spaces,
discard 1 Fatigue token instead of moving. You cannot move or teleport, but
you can still be pushed or pulled.
The only way to discard Fatigue tokens is by gaining Speed tokens, by
trying to move, or by using Actions like Put It Out! to remove them. They do
not go away on their own.

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.

Obstacles
Fog: Fog can share space on top of Traps, Rubble, or Copies. Fog does
not clear those obstacles when it is placed on them, and it is not cleared by
them if they are placed on top of Fog.

Makes Fog a little easier to use, and a little harder to remove.

Rubble: Replace the sentence “If you move onto Rubble using Free
Movement, you must discard 1 Speed Token” with:

After you move onto Rubble, you gain 1 Fatigue Token. This does not
apply to teleports, only Free Movement, general movement, pushes, or pulls.

Makes Rubble a little meaner, while also clarifying its counterplay.


24
Copies: Replace the whole description with the following:

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.
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).

Adjustments to make Copies behave even more like extra, illusory players.
The Abilities clarification is so someone in Shining Style can't block half the
battlefield, and other such combos.

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.

The above are both already intended and written in the book, but I wanted
to emphasize them. Somewhere in the book, I wrote that Traps trigger at the
start of each turn, instead of the end. This is incorrect. The part about dealing 1
damage per turn is listed in the main Trap description, but only in the physical
print for some reason, so I am clarifying here that it was always intended.
25

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
Armor reduces all damage you take by 1, from almost all sources.
Burning tokens ignore Armor. Fall damage ignores Armor (from
Parameters or Ringside Edges, below). Finally, HP costs (such as paying for
Lash Out or Forbidden Style) are not reduced by Armor.
All other damage is reduced, unless it specifically says it ignores Armor in
its damage description.

Not a change, so much as a lot of clarification.

Heroic Power Up
This optional rule is removed, just as everything else related to Bonuses
and Penalties has been.

Boss Comeback Rule


No longer optional, and always applies to every Boss, not just solo Bosses.
Whenever a Boss takes their turn while they are not currently in play, they take
3 damage and return to play in any empty space they like.

New Optional Rule: Ringside Edges


Make Edges work like Professional Wrestling or Guilty Gear, instead of like
Soul Calibre or Tekken. Anyone who is pushed “out of play” onto an Edge
space takes 2 fall damage. It costs 1 extra Speed Token to use Free Movement
to move from an Edge to a non-Edge space. Anyone “in play” cannot target
anyone who is standing on an Edge - you need to hop down to their level to
target them. It does not cost anything extra or deal any damage to move from
an Edge to another Edge.
26
If using this optional rule, Boss Comeback does not apply, because no one
is removed from play via Edges anymore. This optional rule may be decided on
on a per-Arena basis, rather than per-campaign.

Standard Map Sizes


New section between The Grid and Terrain. Free Movement is being
moved after Unit Placement.

The standard size of a Panic at the Dojo arena is about 200 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.

Average uniform Arena: 10x10x10 Hexes, or 14x14 squares.


Average squished Arena: 8x8x12 Hexes, or 10x20 squares.
Average long, narrow Arena: 6x6x16 Hexes, or 7x28 Squares.

Every space on the border of the arena is either an Edge or a Wall, so the
arena is a little smaller than those numbers indicate. It is recommended that
over half of the outer areas are Walls, and less than half are Edges. 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 a couple
Edge gaps for windows and doors people can be thrown through. It is worth
noting ring outs are still possible in an arena with only Walls - you simply need
to destroy the walls first, then throw them off the map.

Unit Placement
New section under the Combat Rules, after the Terrain section on Free
Placement. Also: Add the term “Free Placement” to the terrain section, to
describe the phase where you place obstacles.

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.
27
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 and you exit your current
Stance. You cannot enter a new Stance until you take a turn. You are still
rendered Dizzy even if you were Taken Out - if an ally heals you, you will get up
but not be in a Stance until you take a turn.
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 you would normally keep.

This change guarantees a boss will get multiple turns, making it impossible
to burn through multiple of their health bars at once. While this was difficult to
do, it was possible in Feather/Lightweight fights by dedicated builds. This also
strongly encourages any Dizzy units to retaliate immediately, to regain the
benefits of a Stance.

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 side of the
arena is Walled or an Edge. 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.

New section entirely. It was unclear if combatants were in any Stance


before their first turn rolled around, so this clarifies that. This also clarifies when
each step of making the battle map and placing units is considered.
28

The Turn, Step-by-Step


The following is a technical, formal summary of how the turn plays out, to
improve clarity and reduce possible points of confusion.

1. Stance Select Phase


The active character chooses their Stance. On your first Turn of the first
Round of combat, skip this phase - you must fight in the Stance you chose
during Combat Start.

2. Start of Turn Phase


If the active character is a Boss who was Taken Out by being removed
from play, they take 3 damage and may return to play in any empty space (The
“Boss Comeback” Rule). If this damage drops them to zero HP, they do not
return to play - they are simply defeated. This rule is applied before any other
Start of Turn effects.
Then, each character resolves all start of turn Abilities, in an order of the
active player's choice.
If the active character is Taken Out by being at zero HP, their Abilities that
target others or apply passive effects do not apply. If they have an Ability that
would apply only to themselves, such as an Ability that heals themselves or
gives themselves tokens, it still applies, even while Taken Out.
If a Start of Turn Ability heals the active character and has other effects
after that, they may resolve the rest of the Ability after being healed, since they
are no longer Taken Out. If you recover from being Taken Out during this phase,
you may apply all of your other Start of Turn Abilities, as normal.

3. Heroic Spirit Phase


If the active character is Taken Out, they now use Heroic Spirit to choose
an ally. It is now that ally's turn, from this point onward. They remain in their
current Stance and do not roll any of their own Action Dice - they will use the
Action Dice you roll for them, in the next phase.

4. Action Dice Phase


Roll the Action Dice determined by your Stance. Those numbers are
added to your Action Pool for this turn, unless you donated them with Heroic
Spirit. In that case, they are instead added to the Action Pool of the player you
chose with Heroic Spirit.
Any Abilities that add additional Action Dice are applied before you roll.
Any Abilities that modify the numbers in your Action Pool apply after your roll.
In the event of a Heroic Spirit turn, Archetype Abilities that modify your
Action Dice or your numbers are applied by the player actually taking the turn,
NOT by the player donating their numbers.
29
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.

5. Early Movement Phase


At this time, all characters other than the active character get a chance to
use Free Movement, if they have any Speed tokens. If no characters have
Speed tokens, skip this step. If multiple do, your allies move first, in whatever
order they desire, and then your enemies move, in whatever order they desire.

6. Action and Reaction Phase


The active character takes Actions, one at a time, until they cannot or
choose not to. Before each Action they take, the active character may use Free
Movement. After each Action that the active character takes, all other
characters get the chance to take ONE (1) Reactive Action each.
Reactive Actions include: Token Actions; Free Actions; extra actions
granted by held numbers (Reversal Form, Patience Style, the Sing Along
Action, etc); using an Inspired token to grant an Action Die; using a Chaos
token to take an immediate Action; or anything else you can use during
someone else's turn.
Allies get the chance to use Reactive Actions before enemies do.
Once all Reactive Actions are resolved, the active character regains
priority, and may take another Action. When the active character has no more
Actions to resolve, all other characters may each make one last Reactive
Action, if they have any, then move on to phase 7.

7. Late Movement Phase


At this time, everyone with remaining Speed Tokens gets a chance to use
Free Movement. The active player first, then their allies, and then their
enemies.

8. End of Turn Phase


First, each character resolves all End of Turn Abilities, in an order of the
active player's choice.
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.
Finally, every player empties their Action Pool.
30

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. If the target has Armor, reduce the damage by 1.
5. 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.
6. 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.
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.

Effectively, the order to apply damage modifiers is WEAPI - Weakness


Effects Armor Power Iron. Weakness tokens and Armor apply automatically,
then 1 Power token may be applied optionally, to enhance the hit, and finally,
Iron tokens may also be applied optionally, to reduce the hit.

*This Style is found in Panic at the Dojo: Second Strike


31

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.
2. If an enemy whose range you are within has Control Tokens, they get
the option to Negate or Redirect your Action now. If they Negate, the Action
ends here. If they Redirect, the Action continues, as if they had performed it.
They steal your Action and perform it from here.
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.

Forced Movement Clarification


Each space you push someone must be farther away from you than the
previous space, but 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.
Each space you pull someone must be closer to you than the previous
space, but what if they are already adjacent to you? Then it is time to spin - you
can pull them into any other space adjacent to both of you, spinning them
around you until you finish your Pull.
Rubble stops all forced movement - if you push or pull someone into a
space with Rubble, that movement ends immediately, regardless of how many
spaces of movement you had left to push them.

Maximum Action Pool


You can never have more than 9 numbers in your Action Pool. Nine (9) is
the maximum. If you would ever have 10 or more numbers in your Action Pool,
you must immediately discard numbers of your choice until you get down to 9
numbers remaining in your Action Pool.

With Reversal Form and Patient Style, it was possible to build up


arbitrarily large Action Pools over multiple turns. While fun, this is oppressive if
not dealt with, so I am putting a cap on how many numbers anyone can hold.
32

Meeting Heroes
This chapter and the between-combat chapters will be moved up here,
before Forms. Making Enemies will remain after Archetypes, before Enemies.

Add “ are in ” to the color coding


section.

Frantic Heros
Frantic Heros 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 each match the Archetype of
one of their initial 3 Frantic Abilities.

It was unnecessarily confusing and added little to the game to have this
option available, and this change is absolutely necessary for keeping Frantic
characters consistent with the Advancement system.

Build
Existing Builds are (mostly) unchanged, but add these Build Options:

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.

Changed timing, nothing else.

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.
33

Form Updates
Only the changed parts of Forms are included here. Anything not
mentioned here or copied here is unchanged.

Forms and Styles have had keywords added, describing what that Style
or Form is best 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, Support,


Technical, and Zoning.

Aggro Styles increase your overall damage.


Aggro Forms include Blaster, One-Two, Power, and Wild.

Desperation Styles help you recover, or do more when you are hurting.
Desperation Forms include Dance, Vigilance, and Wild.

Guard Styles decrease the damage you or your allies take.


Guard Forms include Iron, Reversal, and Zen.

Mobility Styles get you out of trouble, or let you engage troublesome foes.
Mobility Forms include Dance, One-Two, and Shadow.

Preparation Styles set you up for your future success.


Preparation Forms include Iron, Power, and Song.

Support Styles protect or bolster yourself and your allies.


Support Forms include Shadow and Song.

Technical Styles interfere with your enemies, with tokens and weird abilities.
Technical Forms include Control, Vigilance and Zen.

Zoning Styles keep your foes away from you, with terrain and range.
Zoning Forms include Blaster, Control, and Reversal.

Blaster Form Aggro


Alt: Dragon / Dynamo / Gold / Star Form Zoning
34

Control Form Technical


Alt: Blizzard / Gravity / Owl / Watcher Form Zoning

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.

There was no reason the 6+ Gate shouldn’t also let you move. It is a
small buff, sure, but I think it is worthwhile.

Dance Form Mobility


Alt: Circle / Crab / Hurricane / Shuffle Form Desperation

Iron Form Guard


Alt: Fortress / Mountain / Turtle / Void Form Preparation

Action Dice

3+: Contain
Choose two: pull an enemy you can see 2 spaces; Challenge
an enemy you can see; or place a Trap into a space within range.

I was worried Armor would be overpowered when designing the


game, so Iron Form ended up with the lowest Action Dice, tied with an
unboosted Wild Form. In practice, there is enough counterplay that it
wasn’t OP at all, and Iron Form is too heavily outpaced by the more
aggressive Forms. I am giving Iron Form an extra d6 to compensate.
Its Forbidden Style dice are unchanged.
Also, Range was not specified for the first option of Contain.
35

One-Two Form Aggro


Alt: Chaos / Drill / Hound / Sky Form Mobility

After each damage-dealing Action you perform, you may deal 1


damage to each enemy targeted by that Action (whether or not the
Action successfully dealt damage to them).

Easily the most exploitable/open ended/confusing Ability in the game. This


clarification makes it obvious exactly when, why, and to who it applies.
This removes the confusion over if blocked attacks (from Iron or Weakness
tokens, or from Armor or Shields) still trigger One-Two Form’s extra hit - yes
they do. It also removes the confusion over if actions that hit multiple times, like
Deadly Dance, apply a One-Two on every hit - no they do not, only one extra
hit at the end, to each target of your attack.

Power Form Aggro


Alt: Blade / Rage / Sun / Tiger Form Preparation

6+ or 9+: Crush
Deal 3 damage to an enemy within range. Iron tokens, Control
tokens, and enemy Abilities cannot be used in response to
Crush or the damage it deals.
9+: You may spend any number of Power tokens on this hit.

Crush is a little too often a win condition that simply cannot be dealt with.
As such, it has been pulled back a little. Armor, Shields, and Weakness tokens
now apply to it, reducing its damage. It still cannot be blocked by Iron tokens,
negated by Control tokens, or responded to with defensive Abilities.

Reversal Form Guard


Alt: Panic / Scorpion / Time / Tornado Form Zoning

Shadow Form Mobility


Alt: Moon / Silence / Silver / Snake Form Support
36
Song Form Support
Alt: Melody / Symphony / Remix / Wave Form Preparation

1+ or 4+ or 6+: Sing Along


Choose an ally you can see. Choose one: They remove one
token they hold; they heal; or they gain 2 tokens from your song.
4+: They also choose one from the list.
6+: If the target is someone other than yourself, add a 4 to their
Action Pool. If the target is yourself, you gain 2 tokens from your
song.
Potential infinite with Focused+Fused Phantom at level 8, among other
methods, by targeting yourself with Sing Along, using the new 4 to Sing Along
again, and so on, creating an arbitrarily large number of basic tokens and fully
healing yourself. Fixed by just… not letting you give yourself more numbers.
Also, with the improved clarity of the Step By Step Turn Order, it isn’t so
necessary to make them use their Sing Along Action immediately. As long as
they use it by the end of the turn, it will work fine.
Additionally, Sing Along was the most improved Action in the game by
things like Training Tokens or Take Aim. As such, its wording has been
adjusted so less parts of it get increase. It is still heavily increased, but no
longer gains an additional target.

Vigilance Form Desperation


Alt: Bear / Eternity / Heart / Moment Form Technical

2+ or 5+: Bow Down


Give one Weakness token to an enemy within range.
5+: Give two Weakness tokens to an enemy within range.

3+ or 6+: Stand Strong


Heal an ally within range.
6+: Heal a different ally within range.
Vigilance Form is widely considered one of the strongest and most
annoying Forms, especially to fight against. It is a bit too strong, and I think that
mostly comes from how incredibly easy its Actions are to use.
The costs of both Bow Down and Stand Strong have been increased.
Stand Strong is also being limited to allies within range, and is unable to heal
yourself twice - each ally healed must be different, no more doubling up.
Also, you are always your own ally, so I removed the redundant text.
37
Wild Form Desperation
Alt: Beast / Platinum / Soul / Storm Form Aggro

Action Dice

For each of these conditions that is true, add to your Action


Dice, to a maximum of extra dice.
> Your current health bar is at half HP or less; or if you started this
fight with multiple health bars, you are missing one or more.
> Someone on your team is Taken Out.
> You are at 1 HP or less.
> You are holding a Common token.
> You are holding a Rare token.

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.

While Fury is quite good, Wild Form is otherwise a little underwhelming.


The extra Action Dice could be difficult to achieve, especially for Bosses. If you
didn’t get at least 2 bonus dice, Wild Form was weak.
To resolve this, I have given it a small bonus even if you don’t have any
conditions met, making it much easier to use Fury immediately. I’ve also added
two more conditions and changed some of them to be a little easier to achieve,
allowing you more ways to unlock your inner wild beast.

Zen Form Guard


Alt: Lotus / Mantis / Spiral / World Form Technical
38

Archetype Updates
Each Archetype has gained two : An and a
. Any additional changes to each Archetype come after the
of that Archetype.

Some Archetype Abilities were changed to play better with the Focused
Level 8 Advancement. These include Cavalry and Trickster.

Some Archetype Abilities were changed to improve clarity or make them


function as intended. These include Angel and the descriptions for Chaos
Tokens and Training Tokens.

Many Archetype Abilities, Style Abilities, and Token Actions were


changed to prevent infinites. These include Phantom Abilities, Elder Style,
and any damage-dealing Token Action.

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.
39

Angel
Guard Support 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.

The Angel’s inflicts massive damage on a single target


and slams them into the dirt so hard, they can’t move. Even if they survive
the attack, they aren’t going anywhere anytime soon.

Siren’s Scream
Challenge and deal 2 damage to all enemies. Then, you gain a
10-point Shield.

The Angel’s is the ultimate in drawing aggro. Enemies


must focus on you, and they will have trouble breaking through the massive
shield you’ve put together.

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 heal 1.

Frantic Angel
At the start of this turn, heal, then Challenge an enemy you can see
and deal 2 damage to them.

Updated these to heal you first, so the Archetype’s description


that these abilities will get you back up is actually true. They
technically didn’t work as advertisted before.
40

Halcyon Style Range: 1-2 Guard

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.

Made the start of turn Ability optional. Also removed redundant text on
Purify - you are always your own ally and always within your own Range.

Judgment Style Range: 1 Technical

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.

Reduced the cost of Denial, was too expensive for the effect.
The third sentence of the Ability was added so it will work against foes in
Zen Form or Plan Form (another Form that does not roll Action Dice and will
be introduced in Second Strike).

Shining Style Range: 1 Support

1+ or 4+: Beacon
Pull one ally you can see up to three spaces. You and that ally
heal 1.
4+: That ally heals.

Forgot to include a Range on Beacon. Added “you can see”.


41

Singing Style Range: 2-4 Technical

At the start of your turn, choose a Mood: Despair, Sorrow, or Rage.


If you picked Despair, give 2 Fatigue tokens to all enemies.
If you picked Sorrow, give 1 Weakness tokens to all enemies.
If you picked Rage, give 1 Burning tokens to all enemies.
2+ or 5+: Rip Chord
Give two of your Mood’s tokens to an enemy within Range.
5+: Give two of your Mood’s tokens to each enemy within Range.

6+: Mood Shift


Apply all of your Stance’s Start of Turn effects as this Action’s
effects. Usable once per turn.

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, 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 your Mood, and applies both of their (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.
Singing Reversal, when paired with any of the Archetypes listed
above, can be absolutely devastating, granting you repeated usage of
their start of turn Archetype Abilities during everyone else’s turn, on
top of debuffing everyone with your song.

Completely changed. Singing was boring and incoherent, and had little
synergy with Angel. Even worse, Singing Song was a stance with no synergy
whatsoever. Its Unique Action, a token action that costs your shield, didn’t play
well with its Ability that improved your shields after each action you took.
So, I’ve changed it up. Now it is something completely new.

Winged Style Range: 1-2 Mobility


42

Cavalry
Support Mobility Archetype

Call In The Cavalry


Your crew shows up to fight everybody for you! Deal 2 damage to all
enemies, then deal 2 damage to all enemies.

The Cavalry’s 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 5 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.

The Cavalry’s provides an incredible amount of support,


making it a great panic button. It is especially effective against opponents
relying on Burning and Weakness tokens, but also provides a nice boon
against foes relying on Challenges or Fatigue.
But even if there are few Common Tokens to remove, giving two Power
and 2 Iron tokens to yourself and each ally is no small benefit.
43

Focused Cavalry
At the start and end of your turn, you and each adjacent ally
gains a 2-point Shield and 2 Speed tokens. If they were already
holding a Shield, increase its value by 2 instead.

Fused Cavalry
At the end of your turn, you and each adjacent ally gains a
2-point Shield and 1 Speed token. If they were already holding a
Shield, increase its value by 2 instead.

Frantic Cavalry
At the start and end of this turn, you and each adjacent ally gains
a 2-point Shield and 2 Speed tokens. If they were already holding a
Shield, increase its value by 2 instead.

Cavalry is a little weak, so it is getting some buffs, starting with its


Abilities. The Abilities have also been reworded to play better with the
level 8 Improved Archetype option, as well as to better play with itself,
giving the cavalry a much improved Shield generating ability.

Charging Style Range: 1 Mobility


At the start of your turn, you may move up to 2 spaces.
At the start of each ally's turn, they may move up to 2 spaces.

Made the Ability a little more flexible, added “up to”.

Heroic Style Range: 1-2 Guard


44

Jumping Style Range: 1 Mobility

3+: Leap In
Teleport up to three spaces.
You may deal 2 damage to an enemy within range.

4+: Leap Out


Deal 2 damage to an enemy within range, then teleport two or
three spaces. Then, you may deal 2 damage to a different enemy
within range.

Reduced the cost of Leap In. Added a second Unique Action.

Rallying Style Range: 1-3 Support

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.

Increased the Range of Rallying Style, so that the Rallying Ability


is more relevant. Added “you can see” to the Group Up Action, because
it did not specify a range.

Unbreakable Style Range: 1-2 Guard


After each Action you perform, an ally within range gains 1
Iron token. Your allies within range may spend your tokens.

4+: Eyes Open


You gain 6 Iron tokens and 1 Weakness token.

4+: You Stay Out Of This


Give 6 Weakness tokens and 3 Iron tokens to an enemy within
range.

Adjusted the wording on the Unbreakable Ability. It is also


improved in that it may give yourself Iron tokens.
Added a second Unique Action.
45

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 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 grants you incredible power for the rest of


the fight. While many have a bonus that lasts until the end of
the Round, lasts for the entire fight, giving you a small but
permanent edge over everyone else.

Armored Style Range: 1-2 Guard

2 Iron Tokens: You, Stay


Challenge an enemy within range.
Give that enemy 3 Fatigue tokens.

Updated You, Stay to give Fatigue tokens instead of discarding


Speed tokens.
46

Incinerator Style Range: 1-3 Aggro


After you use a Power token to enhance a hit, give one Burning
token to the target of that hit.

2 Power Tokens: Flamethrower


Choose an enemy within range. They take 1 damage, gain one
Burning token, and are pushed 1 space. Usable once per turn.

Updated wording on the Incinerator Ability. Added once per turn to


Flamethrower, for infinite prevention.

Machine Style Range: 1-2 Technical

Rocket Style Range: 1 Mobility

Syphon Style Range: 1-2 Preparation


47

Demon
Technical 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 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 two or 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 ends.

A dance of death. The Demon’s teleports madly around


the map, damaging as many enemies as you can reach. Once you hit
someone twice with this , you end with a dramatic flourish that
deals 1 damage to everything near you.
A flashy but difficult to execute .

Chaos Token: This Rare Token is only used by the Demon.


You may spend a Chaos Token to take a Reactive Action, as if
you had spent a 4. Any Action that could be taken by spending a 4 is a
valid option for a Chaos Token Action.
The Action granted by a Chaos Token does not count towards the
once per turn Action limit of Reversal Form or Patience Style.
Chaos Tokens are usable only once per turn.
48

Dark Style Range: 2-4 Zoning

4+: Twilight Sorrow


Each enemy standing in Fog gains one Weakness token and one
Fatigue token.
You gain one Speed token for each enemy affected.

Buffed Twilight Sorrow to also give one Fatigue token.

Ogre's Style Range: 1-2 Zoning

Slasher Style Range: 1 Aggro

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.

Improved Suddenly… to also deal 1 damage on arrival.

Vampire Style Range: 1 Desperation


49

Zombie Style Range: 1 Guard


After you spend Iron tokens, you may deal 1 damage to an enemy
within range of you or your Copies.
Your Copies have 2 HP each.
You may spend Iron tokens to reduce hits targeting your Copies.

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.

4+: Raise The Dead


Target one enemy within Range 1-4. Create two Copies in empty
spaces adjacent to that target.

Zombie Vigilance was way too annoying of a Stance, and while


Vigilance is pretty strong elsewhere, it wasn’t as strong as it was here.
So Zombie Style needed to change. It has had a total rewrite.

The new Zombie Style is focused on aggressive defense, dealing


damage back every time you block a hit. Of course, it is limited by your
range, but that’s where your zombies Copies come in. Your Copies are
tougher than most, and can even reduce incoming hits as though they
were a real fighter.
Whenever you spend Iron tokens, to reduce a hit on you or your
Copies or to pay for a Token Action, the Zombie Ability will trigger. The
target of that reduced hit does not need to be the one to deal the damage.
Any of you or your Copies may deal the Ability’s damage.

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.
50

Flametongue
Aggro Technical Archetype

Erupting Burning Fist


Deal 4 damage to an adjacent enemy, push them 4 spaces, and
give them Burning Tokens until they hold 8.

The Flametongue’s deals incredible single target


damage. Not up front, but the incredible burn left by your touch destroy
them quickly.

Watch The World Burn


Place a Trap under each enemy you can see, then give each of
those enemies 2 Burning tokens and 4 Fatigue tokens.

An unavoidable flame burns down everything.


The Flametongue’s creates an eruption of flame
underneath every enemy, trapping and burning them all equally. In fights
against many foes, this is an absolutely devastating that
forces your foes to make difficult choices on who gets to escape their
fire traps first, and who is left to burn.
51

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.

Adjusted the Flametongue Abilities to be more similar to one


another in function, and more consistent in effect. The old ability
encouraged spreading Burning tokens around - the new version can
do that or stack them all on one foe, as you need it to.

Burning Style Range: 2-4 Aggro


After you target an enemy with an Action, if they have five
Burning tokens or less, give them one Burning token.

4+: Burn It All Down


Deal 1 damage to any number of enemies within range. Then,
give each enemy that took damage one Burning token.

Burning Style is slightly inefficient and I wanted Flametongue to


have more multi-target capabilities, so I increased the Burning token
threshold of its Ability and changed Burn It All Down to have multiple
targets. While this Style no longer places any Traps, it instead gives
out approximately one billion Burning Tokens, which is more in line with
what folks want out of this Archetype anyway.
52

Explosion Style Range: 2-4 Technical

Inferno Style Range: 1-2 Technical

Phoenix Style Range: 1 Desperation


At the start of your turn, heal 2.
Whenever you would take damage from Burning tokens or from
Traps, you heal that much damage instead.

4+: Cleansing Fire


Gain one Burning token, then Choose two: Give two Burning
tokens to someone within range; or heal an ally within range; or
heal yourself.

4+: Firebird’s Flight


Teleport two or three spaces, gain 2 Burning tokens, then give 2
Burning tokens to all adjacent enemies.

Phoenix Style was especially underwhelming, and didn’t really live


up to the promise of its namesake. As such, I’ve added a start of turn
heal so it will always revive you, gave it a second Unique Action that
gives some mobility, and made both of its Actions give the user Burning
tokens, to play with the Phoenix Ability better.

Volcanic Style Range: 1-3 Preparation


53

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.

The Gunkata’s sets you up in a high vantage point,


from which you immediately fire a devastating critical shot. You get to
keep the range increase for the rest of the round.

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.

The Gunkata’s is an unending barrage of gunfire. If


nothing else works, try more gun.
54

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 Style Range: 3-5 Mobility


After you deal damage, you may move one space.

3+: Firing Wild


Choose one: Deal 1 damage to every enemy and ally adjacent
to you; or deal 1 damage to every enemy and ally within range.

Akimbo's Ability was made optional. Firing Wild’s Cost has been
reduced.
55

Artillery Style Range: 3-8 Zoning

Crosshair Style Range: 3-4 Aggro


You ignore Armor when dealing damage.
Weakness tokens you hold do not reduce the damage you deal.

1+: Take Aim


Your next Action this turn has its cost and every number listed
in its description increased by 1.

Crosshair Style has the most “troubleshooting” type of Ability in the


game, with no real competition. It could ignore just about any defenses
any opponent has. To give it some counterplay, it no longer ignores Iron
tokens and Shields, so your shots can be blocked. In addition, its Range
has been drastically reduced, into a very awkward Range 3-4.

Ricochet Style Range: 2-4 Aggro


After each damage-dealing Action you perform, for each different
target dealt damage by that Action, you may deal 1 damage to
one enemy you can see that was not targeted by that Action.

3+: Trick Shot


Choose one obstacle within range. Destroy it, then
deal 2 damage to an enemy within Range 1-3 of that obstacle.

Modified the wording on the Ricochet Ability to work like the new
One-Two Ability. While the new wording is a bit technical, it also
extends the range of your ricochets and allows for widespread chip
damage. Also, Trick Shot destroys obstacles now.
56

Ten Thousand Style Range: 1-3 Desperation

Add to your Action Dice.

1+: Point Blank Shot


Deal 1 damage to an adjacent enemy. Then, push them 1 space.

Ten Thousand Style adds directly to your Stance’s


Action Dice. As such, you will pass them off when giving someone your
Heroic Spirit, but you will not roll them if you were in Ten Thousand
Style when someone else lent you their Heroic Spirit.

Minimum Range brought to one, so Gunkata has a point blank style


available to them. Point Blank Shot also changed to 1+.
57

Phantom
Zoning Technical 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.

The Phantom’s is one of the strangest


, but is still much more straightforward than the Phantom Delta
Super Move. Phantoms are just weird like that.
This rearranges the battlefield entirely, and anyone
you dropped an obstacle on top of takes 3 damage for their trouble.

Ghostly Possession
Target an adjacent enemy. They take the next turn slot for their side,
and you control them during that turn. They cannot change Stance,
and they roll their normal Action Dice for their turn. Then, you decide
all Actions they take, how they move and spend tokens, and who they
target with all Actions. They may declare targets as if they were on
your team, for this turn only.
While you control them, they cannot use any Abilities, Unique
Actions, or .
After you use this , you become Dizzy and discard all
Shields you hold. You leave your Stance, you end your turn, and you
cannot enter a new Stance until you take your next new turn.

The Phantom’s lets you assume total control. You can


make them do anything you want: help your allies, hurt their friends,
even run off the Edge! But you don’t have their specific skills or training.
You cannot make them use any of their special moves - in your hands,
they’re just a clumsy puppet.
Also, possessing someone leaves you vulnerable - your body is an
empty shell, mostly defenseless, with a big target on your back.
58

Focused Phantom
Your Unique Actions have their cost reduced by 1 (to a minimum
of 1+ or 2 tokens). Once per turn, you can use any Unique Action
you know, from among all your Stances. You must still pay its cost.

Fused Phantom
Your Unique Actions have their cost reduced by 1 (to a minimum
of 1+ or 2 tokens).

Frantic Phantom
During this turn, your Unique Actions have their cost reduced by 1
(to a minimum of 1+ or 2 tokens).
Once during this turn, you can use any Unique Action you know,
from among all your Styles and Forms. You must still pay its cost.

Changed for infinite prevention. There were so many possible


infinites (or very large loops) that the Frantic Phantom Ability
enabled. With level ups giving almost any character the chance to
unlock Focused Phantom on top of some other build, it needed the
same infinite prevention applied to it, too.

Aura Style Range: 1-3 Guard


At the start of your turn, you gain a 3-point Shield. If you already
have a Shield, increase its value by 2.
When an enemy within range damages or breaks a Shield, you
may move that enemy one space.
After a Shield within range breaks, you gain 1 Iron token.

3 Basic Tokens: Shields Up


An ally within range gains a 3 point Shield, or if they already
have a Shield, increase its value by 2.

Modified Aura’s Ability and Unique Action to improve your/their


shield, if you already have one.
59

Crying Style Range: 1-4 Technical

6+: Banshee's Wail


All enemies within range gain a Weakness token and take 2
damage. All Traps and Walls within range become Rubble.

Banshee's Wail was weak for a 6+ Action. Added 2 damage to the


effect to make it more powerful.

Puppet's Style Range: 1-5 Zoning

Spirit Style Range: 1-3 Mobility

Vortex Style Range: 1-2 Mobility


Edges cannot remove you from play.
When you are standing on an Edge, every other Edge counts as
an adjacent space you can move to. Your range is still only
calculated from the space you are currently standing in.

1+: Wormhole
Place an Edge into your own space.

4+: Black Hole


Target an empty space within range. Every unit other than you
and every obstacle within Range 1-4 of that space is pulled 2
spaces towards that space, in an order of your choice.
Vortex Style has had its range changed, so it doesn’t have the
exact same range as the other Phantom Mobility Style. Also added
some clarifications to the Vortex Ability’s wording.
Black Hole has been changed to be a little more interesting,
creating a targeted pull effect on everyone around a point in space.
Added a new Unique Action to enable Vortex’s movement.
60

Punk
Desperation Aggro Archetype

Knuckle Sandwich
Deal 4 damage to an adjacent enemy, then give them 3 Fatigue
tokens, 3 Weakness tokens, and your Challenge token. Then, you
may push them up to three spaces.

Eat this! The Punk’s knocks them into next week,


disorienting them and making you the only thing they can see clearly.

Everybody, Get ‘Em!


Deal 4 damage to an adjacent enemy. Then, each of your allies in
play may deal 3 damage to an enemy within their range.

The Punk’s is a coordinated assault, where you and


your allies beat the crap out of whoever they can reach. Especially
effective while all of you surround the Boss, but can also be rendered
very ineffective by poor spacing or half your team being dead.
61

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 plus 3.
If your health bar is full, X = 3.

Fused 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.

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 plus 3.
If your health bar is full, X = 3.

For example, if your Health Bar has 12 HP, and you currently
have 7 HP, you have 5 damage. The Focused and Frantic Punks
will add an 8 to their Action Pool, while the Fused Punk will add a 5.

Bleeding Style Range: 1 Desperation


You don't get Taken Out at zero HP. You can continue to fight as
long as you remain in play. Your side still loses if everyone in play
is at zero HP at the same time.

2 HP: Lash Out


Lash Out is a Token Action that spends your HP.
You can't spend HP you do not have.
Push an adjacent enemy two spaces.

7+ or 13+: I'm Still Here


Deal 4 damage to an enemy within range and push them 4 spaces.
13+: Deal 7 damage and push 7 spaces instead.

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.
62

Brawling Style Range: 1 Guard


After your Shield breaks, you gain 1 Power token.
After you perform a damage-dealing Action, if you did not spend
any Power tokens on that Action, you gain 1 Power token.

2 Power Tokens: Tough It Out


You gain a 2 point Shield.

4 Power Tokens: Instant Jab


Deal 3 damage to an adjacent enemy. Usable once per turn.
The Brawling Ability has been reworded to work more like the
One-Two Ability. Also added a second Unique Action to make this
style more aggressive. It’s based on Power Tokens after all.

Flashy Style Range: 1 Aggro

Knockdown Style Range: 1 Aggro


After you take damage from an Action, you deal 1 damage back
to the enemy that hit you.

Slightly reworded the Knockdown Ability so two units in


Knockdown Style on opposite teams don’t enter an infinite loop with
each other.

Taunting Style Range: 1 Guard


63

Teacher
Support Preparation Archetype

My Final Technique
Deal 30 damage to an enemy within range, then remove yourself
from play for the rest of combat. You cannot come back.

The Teacher’s ends their involvement in this combat,


but it also ends whoever they point it at. A devastating blow, as much to
its user as its target, that is only to be used in desperation.

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 . 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 additional 8 to their numbers, give them
a 4-point Shield, and they heal.

The Teacher’s isn’t even a technique they use


themselves - instead, it is their teachings coming to fruition. You give an
ally the best Heroic Spirit turn possible, with an extra number, some
healing, and a shield on top of everything.

Inspired Token: This token is only used by the Teacher.


During any ally's turn as a Reactive Action, you may spend an
Inspired Token to roll and add that number to the active
character’s Action Pool. You may use an Inspired Token on yourself,
if you are the active character.
Inspired Tokens are usable once per turn.
64

Patient Style Range: 1 Preparation

X: Waiting Game
Add X+1 to your Action Pool. Then, you may move one space.
Usable once per turn.

Replaced the "only on enemy turns" clause with a "once per turn"
clause. Phantoms can steal Waiting Game without being in Patient
Style, so the Ability restriction doesn't always apply. Also, there's no
reason this can't be your only Action on your own turn - you are Patient,
after all.

Elder Style Range: 1-2 Technical


The cost of this Stance's Unique Actions are reduced by 1 (to a
minimum of 1+ or 2 tokens).
Once per turn, during your turn, you may use any Unique Action
you know, from among all of your Stances, for free. It does not cost
any tokens or numbers to use. Perform that Action as if you had
spent a 7 to pay for it.
Changed the last sentence to be more clear.

Mastermind Style Range: No Support

Motivating Style Range: 1-2 Support

Training Style Range: 1 Preparation


65

Trickster
Zoning Guard Archetype

Funny Little Box Of Pain


Target an enemy at Range 2. Push everyone adjacent to the target
one space. Then, place Walls into each space adjacent to the target,
place a Deadly Trap beneath them, and give them 5 Fatigue tokens.

The Trickster’s 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.

The Trickster’s is not a deadly move, but it is very,


very cruel. Not only do you take all they have built, but you also convert
it into tons of blocking potential. Whether you steal a Boss’s pile of basic
tokens, or convert all the burning tokens of an ally on fire into your own
health, Steal Strength will destroy the enemy’s plans and leave you
nearly invulnerable on top of that.
66

Focused 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 push
your attacker 1 space per token spent, then you may move 1 space.

Fused Trickster
Once per Round, you may spend any tokens you hold as Iron
tokens. When you spend Iron tokens to reduce a hit, you may move 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, when you spend Iron tokens
to reduce a hit, you may push your attacker one space, then you may
move one space.

Trickster Abilities re-worded/re-adjusted, mostly to play better


with the level 8 Focused+Fused option. Also, they have been given
a limitation on converting other tokens to Iron.

Caged Style Range: 1 Technical


Adjacent enemies cannot gain or spend Speed tokens.

2+: Welcome To My Maze


Deal 1 damage to one enemy you can see.
Then, pull them up to three spaces.

Modified the wording on Welcome To My Maze.

Mysterious Style Range: 1-3 Zoning

Maximum Range increased.


67

Illusion Style Range: 1-3 Guard


After an enemy deals damage to you while they are within range
of at least one of your Copies, you deal 1 damage to them. If they
are within range of three or more of your Copies, you deal 2 damage
to them instead.
You may spend your Copies as Iron tokens.

Reworded the Illusion Ability, no functional change.

Hidden Style Range: 1-2 Zoning


You may move through and stand on top of Walls as though they
were empty spaces. You can see and target enemies through Walls.

1+ or 5+: Take Cover


Place a Wall into an empty adjacent space.
5+: Place up to three more Walls into empty spaces within range.

3 Iron tokens: Sudden Strike


Deal 2 damage to an enemy within range. Usable once per turn.

The Hidden Ability clarified slightly. Once per turn limitation added
to Sudden Strike as infinite prevention. Second Unique Action added
that lets you place your own Walls to hide behind.

Whip Style Range: 2-5 Zoning


68

Underdog
Desperation Guard Archetype

Lucky Hit
Deal 3 damage to an adjacent enemy. Then, that enemy discards
all non-Common tokens they hold, discards all Shields they hold, and
cannot have Armor or Shields for the rest of this round.

The Underdog’s strikes juuuust the right spot to


completely destroy their defenses. Their Shields are down, their Armor
is cast side, and any preparations they were making are torn down.

Hyper Install
You gain 2 Power tokens, 2 Iron tokens, 4 Speed tokens, and 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.

A panic button to trump all others. The Underdog’s


gives you a ton of extra… everything. Speed, power, durability. It even
picks you back up from zero HP, all round! The only problem is, it
doesn’t give you everything at once. You need to stick around a little,
and use this very early in a Round, to get the most out of your

Fused Underdog
At the start of your turn, you gain 1 Iron token, 1 Power token,
and 1 Speed token.

The Fused Underdog Ability was more confusing than helpful.


This new version accomplishes basically the same thing but is much
more simple.
69

Collateral Style Range: 1-2 Guard


After you destroy any obstacle(s), you gain one Iron token per
obstacle destroyed.

3+: Roughhousing
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.
You can spend 2 Basic Tokens to choose a second option
from the list, or 3 Basic Tokens to choose all three.

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.

Distracting Style Range: 1-2 Guard

Lucky Style Range: 1 Desperation

Misfortune's Style Range: 1-3 Aggro


When you would take damage from a Trap, instead deal that
Trap’s damage to an enemy within range. If no enemies are within
range, you gain one Power token instead.

Misfortune's Ability reworded slightly, no functional change.


70

Scrambling Style Range: 1 Mobility


After you spend Iron tokens, you gain 1 Speed token.
After you spend Power tokens, you gain 1 Speed token.

3+: Think Fast!


Your maximum range is +2 for the duration of this Action.
Choose one: Give one Weakness token to an enemy within
range; or give two Fatigue tokens to an enemy within range; or
push an enemy within range one space.
Then, you may move up to two spaces.
You can spend 2 Basic Tokens to choose a second option
from the list, or 3 Basic Tokens to choose all three.

With Bonuses removed from the game, Eye of the Style had no
functionality. It has been replaced.

Scrambling Style throws anything you can get your hands on at


any enemy that approaches you, so you can safely run for cover while
they are distracted. Chairs, bottles, pocket sand - anything works, as
long as it puts space between you and them.
The Scrambling Abilities each trigger separately, but only once
per expenditure. If you spend 2 Iron tokens to reduce a hit, you only gain
1 Speed token. But if you spend 1 Power token and 1 Iron token on
Think Fast!, so you can choose an extra option, you’ll get two Speed
tokens for your trouble.

Scrambling Power and Scrambling Iron essentially refund your


tokens with each expenditure. If you reduce a hit while in Scrambling
Iron, the Speed token you gain immediately becomes a new Iron token!
Scrambling Shadow can keep their Speed tokens rolling between
rounds, letting you save them up for maximum power Think Fast!s.
Scrambling Reversal loves Think Fast! - it is an excellent
Reactive Action to get you out of trouble, and will significantly slow
down an enemy trying to hurt you or your allies.
71

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 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 is excellent for punishing enemies that group up,
and can get you out of a dangerous spot and into an advantageous one.

Forbidden Style Range: 1-2 Technical

Forbidden Style is unchanged, but requires clarification for Frantic


Heroes:

When a Frantic Hero chooses Forbidden Style as one of their


Styles, they must immediately choose a Form to go with it. The chosen
Form is now attached to their Forbidden Style permanently. When you
make your Stance for your turn and choose Forbidden Style, it brings
the chosen Form along and combines it with one of your other Forms.
The Form attached to Forbidden Style must be unique. A
character can never have two of the same Form or Style in their lineup,
72
and that includes this one. If you take Forbidden Blaster Style as your
choice, you can never take Blaster Form as one of your known Forms.
If Blaster was already one of your known Forms, then it is not an option
when choosing the Form you want to attach to your Forbidden Style.

Lightning Style Range: 1 Mobility

Overwhelming Style Range: 1 Aggro

Relentless Style Range: 1 Zoning


When you deal damage to an enemy, immediately push them
one space and then pull yourself into the empty space they left.
If you damage multiple enemies at the same time, push all of
them one space, then pull youself into one of the spaces they left.

The Relentless Ability requires you to move one space at a time,


pulling yourself until you arrive in the square they left. As this is forced
movement, the Relentless Ability will move you even if you are Fatigued.

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.

Weightless Style Range: 1 Mobility


73

Winterblossom
Guard Technical Archetype

You Are Nothing.


Deal 4 damage to an enemy within range, pull them up to 3 spaces,
and give them Weakness tokens until they hold 8.

The Winterblossom’s brings them in and crushes


their spirit. They will be helpless to harm you in the counter attack, even
though you brought them right to you. How pathetic.

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.

Expand your domain. The Winterblossom acts


much like their Focused Ability, but stronger, over a wider range, and
affecting everybody. You also still get to use your usual Winterblossom
Ability while is active, too, making your enemies even weaker.
74

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.

Winterblossom Abilities reworded to work through your Copies.


Copies have been clarified to no longer allow Abilities to work through
them unless they state otherwise, so now this Ability states otherwise.

Crystal Style Range: 1-2 Zoning


When you place a Copy, deal 1 damage to an enemy within
range of that Copy.
When one of your Copies is destroyed, it deals 1 damage to
every enemy within range of that Copy.
3+ or 6+: Splinter
Place a Copy into an empty space within range. Then, deal 1
damage to every enemy within range of that Copy.
6+: Place a Copy into an empty space within range. Then, deal
1 damage to every enemy within range of that Copy.
Free: Shatter
Shatter is a Token Action that costs nothing.
Destroy one of your Copies. Give one Weakness token to an
enemy that was within range of that Copy.

Crystal Style was the weakest and hardest to use of the various
Copy Styles, so it has been buffed to better deploy crystal landmines.
All “adjacent” limits on the Ability and its Actions have been
changed to “within range,” and the Crystal Ability’s damage output
has also been increased.
75

Frozen Style Range: 1 Guard

Mirror Style Range: 2-3 Zoning

Mirror Style has been renamed (from Reflected Style), but is


otherwise unchanged.

Precision Style Range: 1-2 Aggro


Your Actions deal +1 damage to enemies with Armor or Shields.
When you target an enemy with an Action, they must discard 1
Iron token, if they have any.

The Precision Ability has added “if they have any.”


Perfect Strike: the original Super Move.

Pressure Style Range: 1-2 Technical


76

Enemy Updates

Enemy Building

The added to Boss’s Stances is replaced by the Bonus Die


given to them by their level. Warriors also gain a Bonus Die now, after
the players have reached level 2.

Villain Archetypes
Renamed from Boss Archetypes, Villain Archetypes are 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 in all Stances.
Edges do not remove you from play unless your entire 2x2 space
is over Edge spaces.
You can move over Walls. When you do, they become Rubble,
and you must discard one Speed token.
You can spend one extra Power token per hit. At the start of each
of your turns, you gain 2 Power tokens.

Being large is mostly a downside, it turns out. Added a Power token


clause to the Giant Ability to increase their strength.

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.

Necromancer was too good at sniping anyone from anywhere, so a


range limitation has been added to the Copy placement.
77

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 Vehicle was an underwhelming Archetype, mostly creating a


big punching bag with limited ability to retaliate. A fan from the discord,
Fiver (thanks again!), had a few big ideas on how to improve the Vehicle,
which the updated Vehicle rules are based on.

The above Villain Ability is for Vehicles that are Warriors or


Stooges. When a Vehicle is a Boss, with two or more Health Bars, it also
gains the following benefits:

The Vehicle (Boss Mode)


You gain all the regular Vehicle Abilities, above.
Boss Vehicles have 2 Stances if they have two Health Bars,
and 3 Stances if they have three or more Health Bars.
You do not choose your Stance each turn. Instead, you are
always in all of your Stances. You have all of their Abilities and all
of their Unique Actions are available to you. You have the lowest
minimum range and the highest maximum range of each Stance.
You determine the Action Dice you roll by combining the Action
Dice found under Forbidden Style (page 105) for each of your
Forms. Boss Vehicles do not get the boss Bonus Dice.

There will be many example Vehicles in the updated enemies


section, coming soon.
78
Villain Archetypes and

While the updated Villain Archetypes were in the initial PATCH’d


UP release, their new were not. I have now added them.

The Blur

Instant Motion
You gain 10 Speed tokens and 6 Rapid Strike tokens.
At any time during your turn, you may spend a Rapid Strike token
to deal 1 damage to an adjacent enemy, then move one space.

The Blur’s enables a super fast flurry of blows,


letting you dash around the map and deal damage exactly where you
need to.
Rapid Strike tokens deal damage, so they ignore all
Abilities, and Weakness tokens, Iron tokens, and Control tokens
cannot be used against the damage they deal.

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 Immortal’s turns your immortality into a weapon.


Every broken bone stabs at your foes, and your blood is poison to them.
Even trying to put you down will simply lead to their demise.
79

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 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 Necromancer’s summons even MORE undead


to follow your commands, and immediately sends them forth to
consume. They hunger.

The Swarm

Crawl Into View


Place 4 Copies into spaces you can see. Then, each of those
Copies may immediately take an Action as if you had spent a 3.

The Swarm’s lets you cover the entire battlefield,


then gives you Actions so you can claim your space. This
also creates almost enough Copies to fulfill every choice of the
Swarm Ability.
80

The Tank

Armor Install
Until the end of this Round, you gain Super Armor, that absorbs 2
damage per hit from everything Armor would absorb.
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 Tank’s makes you as close to unkillable as is


possible. It also turns your heavy blows even heavier - they are difficult
to block, and even more chip damage gets through than usual.

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 up to 3 spaces, and you each deal
1 damage to all enemies adjacent to your destination.

The Twin’s is a difficult, coordinated dance of an


attack, that slaps your foes around the map and aggressively chases
after them to continue your coordinated assault.

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 Untouchable’s lets them reinstate their


authority, and resume the untouchable control they wish to maintain.
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The Vehicle
Vehicles can vary wildly, so they have two different
available to them, depending on what kind of vehicle it is.

Main Cannon
Deal 9 damage to an enemy you can see, and push them 3 spaces.

The Vehicle’s inflicts massive damage on a single target.


A direct shot from a tank gun, a sidewinder missile, a rail cannon, or other
high ordinance weapon will have this kind of result.

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 two spaces.

The Vehicle’s 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.

I was initially going to also include all updated enemy stats in this
document, but it is getting a bit long, and also has been a week later from
when I wanted to get Patch’d Up complete. So instead, there will be a
second Patch’d Up update, which consists entirely of enemy stat blocks.

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