Panic at the Dojo Patch'd Up v1.2
Big update for Patch'd Up! Barring any additional problems folks find, this will be the final version of the rules, and what will be going into the updated PDF.
Change Log
Major Change: Added token caps, number caps, and shield caps.
You can never hold more than 10 tokens of any type, except Speed, which has no cap. You can never have more than 10 numbers in you Action Pool - if you would gain more, you must discard numbers to make room. Shields can never have a higher value than the HP value of the current fight - the Shield Cap is set by Cinematic Weight.
Major Change: Edges Rework.
Edges are being removed from the game, and replaced with a new Obstacle and a new part of the Arena. The new obstacle is the Pit, which deals fall damage to enemies pushed or pulled into them. The other new... obstacle? is the Outside, which is anywhere outside of the Arena's Grid. Anyone who goes Outside is removed from play. This change removes the need for the Ringside Edges optional rule, so it is removed.
Major Change: Phantom Ability Rework.
Cost reduction of Phantom has been removed entirely. New Phantom is about Poltergeist Tokens, special tokens that can modify your Actions as you use them. The more PG Tokens you spend on an action, the stronger the modifications and the more you can choose. You can spend a maximum of 2 PG Tokens per Action, and they provide a wide array of interesting effects.
Advancement: Frantic Heroes now gain a Fused Ability at level 4, instead of another Frantic Ability. You no longer gain new Frantic Abilities.
Color-Coding: The gradient coloration didn't save for the Supers, so they are just bolded in black for now. I will fix this for the book release, too much effort for right now.
Contests: Added Negotiation Contest.
Arena Parameters: Added Endless Fields, removed The Pit, updated all Arena Parameters.
Victory Parameters: Updated King of the Hill.
Speed Tokens: Can now be used to Save Yourself, letting you dodge roll at the end of any Forced Movement by spending 1 Speed token.
Fatigue Tokens: You now discard 3 Fatigue at the end of your turn, if you did not move during that turn. Helps fight off Fatigue stacking.
Walls: Walls create Rubble when destroyed by any means, not just taking 2+ damage in one hit.
Comeback Rule: Boss Comeback Rule now applies to everyone except Stooges, and is just the Comeback Rule.
Movement: Added clarification/completely reworked movement. Movement now has 6 types, Free Movement is far more codified, and other types of Movement are much more clear in function.
Standard Map Sizes: Map sizes reduced slightly. Fixed wording to comply with the new Edges Rework. Added example maps of each standard size, in both Hex and Square styles.
The Turn, Step-By-Step: Adjusted the Comeback Rule timing to apply during Phase 1, after you've selected your Stance for the turn. Phase 4: Action Dice Phase has been further clarified.
Keywords: Added Ruinous, changed labeling of some Forms, Archetypes, and Styles. Expanded the description of each tag to include mechanics that those keywords tend to use regularly.
Purple Dice: Forms now have 1-3 of their Action Dice colored Purple, instead of Green. These Purple Dice are the ones you use when combining Forms with Forbidden Style, or when combining Stances with the Vehicle Boss Archetype Ability. Outside of those two instances, Purple Dice function the same as their normal Green counterparts.
Action Dice Accessibility: Added text above the Action Dice images, so blind players using a screen reader can know which dice each Form uses.
Control Tokens: Updated their effects. "Redirect" has been changed to "Steal" - roughly the same functionality, but far easier to use during play. Should function basically the same, but be easier to use and understand.
Iron Form: Secure reworded/nerfed so you cannot give yourself 5 Iron tokens with it.
Reversal Form: Counter Attack has been replaced with Seize The Opening, a more open-ended Unique Action that fits much better with the step-by-step Turn Order.
Shadow Form: Stunt can now place Pits as well.
Song Form: The 6+ Gate of Sing Along has been reverted to always give a 4, even if you target yourself with it. Instead, the 6+ Gate itself is only usable once per turn. This should prevent any possible infinite recursion going forward.
Thorns Form: Renamed from Zen Form. Ability has been updated to be both simpler and more deadly.
Fused Angel: Now deals damage when you Challenge an enemy, instead of healing you. Felt more Ruinous, to suit the Angel's new tag.
Singing Style: Lowered the amount of tokens given. Was far too generous. Mood Shift is now usable only when you are the Active Character. <- Intended change, forgot to put it into this PDF. It will be in the next update.
Winged Style: Updated for the Edges change. Wording on As The Crow Flies also adjusted, as teleport mechanics are more generous now.
Cavalry Abilities: Lowered the value of the shield increase.
Cyborg Abilities: Give extra tokens, now give all three types to Focused/Frantic Cyborgs.
Armored Style: Fatigue given by You, Stay reduced.
Incinerator Style: Flamethrower changed to twice per turn. Once per turn was a little harsh.
Machine Style: Ability is now once per turn. Was a bit too open ended, especially with the new Save Yourself mechanic. Should still overall be pretty good.
Zombie Style: Raise the Dead now also deals 1 damage.
Explosion Style: Modified to work with Pits. Ka-Boom! now opens a pit directly under the target, instead of dealing 2 damage to them.
Artillery Style: now ignores the Armor granted by Pits. Adjusted Bombardment's wording slightly.
Crosshair Style: Change from last time has been reversed. Original: Ignore Armor, Shields, Iron Tokens, and Weakness tokens. Previous: Ignores Armor and Weakness. Now: Ignores Shields and Iron tokens, making your damage unblockable but still reduced by Armor and Weakness.
Ricochet Style: Reworded, sanity limit added to the effect. No matter how many targets your Action had, it can only have 2 Ricochets max.
Ten Thousand Style: Point Blank Shot has had a 6+ Gate added.
Phantom Abilities: Completely reworked. Now you spend Poltergeist Tokens to modify your Actions as you use them.
Aura Style: Shield growth was stronger than anticipated. Removed shield growth from the Shields Up Action, and reduced the Shield Growth from the Aura Ability.
Crying Style: Banshee's Wail now also converts Pits into Rubble.
Puppeteer Style: Renamed from Puppet's Style. Modified into a Support Style. Ability can no longer move enemies; also changed how it works instead of using Free Movement on others. Deals damage to enemies that moved on your turn, and heals allies (including yourself) that moved on your turn. Pull The Strings has been adjusted also.
Spirit Style: Ability reworded to make your Copies immune to all environmental damage, including fall damage and Traps. Walking through walls is slightly more difficult now, but this is mostly a buff. ...Now You Don't has also been adjusted to be a Swap movement.
Vortex Style: Changed to work with Pits. Black Hole now creates a Pit and pulls a nearby enemy right into it. EDIT: Black Hole pulls 2 spaces. I did not specify a pull distance in the PDF.
Teacher's Alpha Super: now deals 99 damage.
Elder Style: Reduced the free number from 7 to 6. Can still perform any Action, even Actions more expensive than that - it just uses 6 to determine the value of X or any Gates.
Trickster Abilities: I was way too harsh with the limitation I added to these. Changed to once per turn on the Focused/Frantic, and twice per Round on the Fused.
Scrambling Style: Think Fast! gives only one Fatigue token, not two.
Forbidden Style: Reworded to work with purple dice. Chart removed.
Weightless Style: Ability reworked. Same spirit, new functionality. Now has a minimum range of 0, and can enter enemy's spaces.
Crystal Style: Some of last time's buff has been walked back, but not all. Still improved from the original, but should be much less oppressive now.
Frozen Style: Reworked into a proper Guard style. Removed potentially busted "enters an adjacent space" Ability in favor of a much clearer and more immediately useful Ability. Also added a second Unique Action.
Giant Villain Archetype: Now immune to fall damage.
Vehicle Boss Mode Villain Archetype: Now reworded to work with Purple Dice. Added a level up bonus die to their Stance.
The Blur's Super: Instant Motion now gives less Speed Tokens.
Files
Get Panic at the Dojo
Panic at the Dojo
A tactical martial arts tabletop adventure
Status | Released |
Category | Physical game |
Author | liberigothica |
Tags | martial-arts, Tabletop, Tactical |
Languages | English |
More posts
- Panic at the Dojo Patch'd Up v5 - the v4 HotfixAug 13, 2024
- Panic at the Dojo Patch'd Up v4Aug 12, 2024
- Patch'd Up v3 - v1.2 HOTFIXJul 29, 2024
Comments
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I am wondering the same thing.