Panic at The Dojo PATCH'D UP - Errata and Updates
Panic at The Dojo PATCH'D UP - Errata and Updates
Panic at The Dojo PATCH'D UP - Errata and Updates
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.
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 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.
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.
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 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.
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.
Dance Contest: The faster and cooler you are, the better. The unit
that has the most Speed tokens wins..
Examples: Racing to get somewhere first, a quick-draw shoot out,
or an actual dance-off.
Javelin Contest: The farthest throw will take the day. Each contest
begins next to an object with infinite health, their “Javelin”, that all
Actions and Abilities target as if it were an enemy. Whoever pushes
their javelin farthest from its initial position wins the contest.
Examples: A Home Run contest, a competing bus pull, or an actual
javelin toss.
Macho Contest: Whoever shows the most guts will wins. There is a
single target with infinite HP. The unit that deals the most total damage
to the target wins the challenge.
Examples: 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.
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.
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.
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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.
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.
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.
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.
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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.
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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:
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.
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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.
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.
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.
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.
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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.
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.
If your Challenger ever leaves play or falls to zero HP, everyone holding
their Challenge discards it immediately.
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.
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.
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.
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.
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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.
Heroic Power Up
This optional rule is removed, just as everything else related to Bonuses
and Penalties has been.
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.
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.
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Health Bars and Seeing Stars
When a Health Bar becomes zero, it breaks and you become Dizzy until
the end of this turn. If it was your last Health Bar, you are also Taken Out.
While you are Dizzy, you cannot take damage 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.
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.
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.
Meeting Heroes
This chapter and the between-combat chapters will be moved up here,
before Forms. Making Enemies will remain after Archetypes, before Enemies.
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.
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.
Desperation Styles help you recover, or do more when you are hurting.
Desperation Forms include Dance, Vigilance, and Wild.
Mobility Styles get you out of trouble, or let you engage troublesome foes.
Mobility Forms include Dance, One-Two, and Shadow.
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.
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.
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.
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.
Action Dice
At the start of your turn, for each bonus die you failed to
acquire, you gain 1 of Basic Token of your choice (Iron, Power, or
Speed) (maximum 3 Basic tokens).
If you meet none of the conditions, you gain 3 Basic Tokens of your choice.
If you get one bonus die, you get 2 Basic Tokens of your choice. If you get two
bonus dice, you get one Basic Token of your choice. If you get all three bonus
dice, you do not get any Basic Tokens from the Wild Ability.
Archetype Updates
Each Archetype has gained two : 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 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.
Siren’s Scream
Challenge and deal 2 damage to all enemies. Then, you gain a
10-point Shield.
Focused Angel
At the start of your turn, heal 1, then Challenge an enemy you can
see and deal 1 damage to them.
After you Challenge an enemy, deal 1 damage to them and heal 1.
Fused Angel
At the start of your turn, heal 1, then Challenge an enemy you can
see. After you Challenge an enemy, you heal 1.
Frantic Angel
At the start of this turn, heal, then Challenge an enemy you can see
and deal 2 damage to them.
At the start of your turn, you may remove one token you hold.
After you remove tokens using an Action or Ability, you gain an
equal number of Iron tokens.
1+ or 3+ or 6+: Purify
Remove one token from an ally within range.
3+: Remove up to two tokens from someone within range.
6+: Remove up to two tokens from someone within range.
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.
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).
1+ or 4+: Beacon
Pull one ally you can see up to three spaces. You and that ally
heal 1.
4+: That ally heals.
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.
Cavalry
Support Mobility Archetype
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.
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.
3+: Leap In
Teleport up to three spaces.
You may deal 2 damage to an enemy within range.
2+ or 3+ or 5+: Group Up
Pull one ally you can see up to 3 spaces.
3+: Pull one ally you can see up to 4 spaces.
5+: Each pulled ally heals.
Cyborg
Preparation Technical Archetype
Draining Knuckle
Deal 3 damage to an adjacent enemy, and they discard all Basic
Tokens they hold. Then, you gain 2 Power tokens, 2 Iron tokens, and
3 Speed tokens.
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.
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.
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.
4+: Suddenly…
Teleport into an empty space adjacent to someone who is alone,
then if they are an enemy, deal 1 damage to them.
Someone is alone if nobody is adjacent to them.
4+: Hunger
One target within range discards 3 tokens of their choice (or all of
their tokens, if they have less). You gain Iron tokens equal to the
number of tokens they discarded.
Zombie Iron and Zombie Song give you extra Iron tokens, to give
you the most opportunities to use the Zombie Ability.
Zombie Shadow lets you place Copies with Stunt, as well as
enabling out of turn movement, so you can more easily keep foes within
range of the Zombie Ability.
Zombie Vigilance is a durable stance that plays up the immortality
of a zombie, reviving you at the start of your turn.
Zombie Blaster and Zombie Control increase your range, reducing
your reliance on mobility or Copies to use the Zombie Ability. Blaster
also gives extra targets to Hunger, increasing your Iron token gain.
50
Flametongue
Aggro Technical Archetype
Focused Flametongue
After you deal damage to an enemy, give that enemy one
Burning token. This Ability can only give 7 Burning tokens per turn.
Fused Flametongue
After you deal damage to an enemy, give them one Burning
token. This Ability can only give 3 Burning tokens per turn.
Frantic Flametongue
During this turn, after you deal damage to an enemy, give that
enemy one Burning token. This Ability can only give 6 Burning
tokens per turn.
Gunkata
Aggro Zoning Archetype
Sniping Point
Your maximum range is infinite, until the end of this Round. Then,
deal 7 damage to an enemy within range.
Lead Rain
Target an enemy within range.
Deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies, then
deal 1 damage to that enemy and all adjacent enemies.
Focused Gunkata
At the start and end of your turn, you may move one space, then
you deal 1 damage to each enemy within range. Any enemy that
blocks this damage (with Armor, Iron tokens, or Weakness tokens) is
pushed one space.
Fused Gunkata
At the end of your turn, you may move one space, then you deal 1
damage to each enemy within range. Any enemy that blocks this
damage (with Armor, Iron tokens, or Weakness tokens) is pushed
one space.
Frantic Gunkata
At the start and end of this turn, you may move one space, then
you deal 1 damage to each enemy within range. Any enemy that
blocks this damage (with Armor, Iron tokens, or Weakness tokens) is
pushed one space.
While Gunkata’s Abilities were fine before, they felt a little boring
and didn’t quite capture the full feel of an aggro zoner type. So, I’ve
removed the start of turn push, and replaced it with repeating the end of
turn effect at the start of the turn. Any blocked shot also has a kick to it,
pushing them back one space and giving you more breathing room.
Akimbo's Ability was made optional. Firing Wild’s Cost has been
reduced.
55
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
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.
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.
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.
1+: Wormhole
Place an Edge into your own space.
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.
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.
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
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.
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.
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.
Trickster
Zoning Guard Archetype
Steal Strength
Target an adjacent character. They discard all tokens they hold, and
you gain Iron tokens equal to the number of tokens discarded.
Focused Trickster
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.
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.
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.
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.
Fused Underdog
At the start of your turn, you gain 1 Iron token, 1 Power token,
and 1 Speed token.
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.
With Bonuses removed from the game, Eye of the Style had no
functionality. It has been replaced.
War Dancer
Mobility Aggro Archetype
Become My Canvas
Deal 2 damage to an enemy within range, ignoring Armor and
Shields. Then, deal 2 damage to an enemy within range, ignoring
Armor and Shields. Then, deal 3 damage to an enemy within range,
ignoring Armor and Shields.
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.
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.
Winterblossom
Guard Technical Archetype
Blizzard
Until the end of this Round, increase your maximum range by 2.
Also until the end of this Round, at the end of every turn, you give 1
Fatigue token and 1 Weakness token to every enemy within range,
then you may move 1 space.
Focused Winterblossom
At the start of every turn, give 1 Weakness token to one enemy
within range of you or your Copies.
Fused Winterblossom
At the start and end of your turn, give 1 Weakness token to one
enemy within range of you or your Copies.
Frantic Winterblossom
At the start and end of this turn, give 2 Weakness tokens to one
enemy within range of you or your Copies.
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
Enemy Updates
Enemy Building
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.
The Necromancer
At the start of your turn, place a Copy into an empty space within
range.
At the end of your turn, each of your Copies may move one
space, then each Copy deals 1 damage to one adjacent enemy.
The Vehicle
You take up as much or as little space on the battle grid as you
want. Once your shape has been drawn in, it cannot be changed.
Enemies and allies can move on top of you. When you move,
everyone on top of you moves with you. Spaces inside of you are
always within your Range.
Edges do not remove you from play unless at least half of your
spaces are over Edge spaces.
You can move over Walls. When you do, they become Rubble.
Rubble does not give you Fatigue tokens.
The Blur
Instant Motion
You gain 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 Immortal
Burning Blood
Deal 3 damage to an enemy within range, then you heal.
For the rest of this Round, after you take damage, deal 1 damage
and give 1 Burning token to the enemy that dealt damage to you.
The Giant
Toss Aside
Deal 3 damage to all enemies within range, then push all of
those enemies up to 5 spaces each.
The Necromancer
Immortal Army
Summon up to 6 Copies within range. Then, each of those Copies
may move one or two spaces, then they each deal 1 damage to one
adjacent enemy. Iron tokens can be used to reduce this damage.
The Swarm
The 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 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 Untouchable
Lockdown Protocol
Gain 4 Control tokens.
For the rest of this fight, after you spend any Control tokens, deal
1 damage to each enemy within your range.
The Vehicle
Vehicles can vary wildly, so they have two different
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.
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.
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.