Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

liberigothica

63
Posts
730
Followers
A member registered Aug 30, 2015 · View creator page →

Creator of

Recent community posts

#3 is the answer, I need to update the Pits description to match the new effect of Armor.

Sure, delete it. Thanks!

Copies use your Stance's current range. Basically, when you perform an Action through a copy, perform it as if you were standing in the copy's space until the Action is over. You don't actually move to that space, but it makes it easy to visualize how things function.

The Patch'd Up version of the rules only includes changes from the core book. Any styles printed as just their name had no changes, other than gaining the new tags or in a few cases, having their Range adjusted.

So Flashy and Blaster still have all the same Abilities they do in the core book, but the only part of them that changed is their Actions.

It adds the dice itself, so you will roll that die as part of your action dice

Stepnix was correct on all counts. You'll get the updated PDF for free, you just need to come back to itch or DTRPG to download the update when it comes out. And I do get a bigger cut from itch.io, so if you do not intend to purchase a physical copy, it is better to get your digital copy here.

It works fine for me? Just a standard left click

It is in the Demo downloads section.

I am currently updating the game. A new version of the print book will be available once I am done with updates - I'd expect it to be available in September.

A solo boss does not benefit from the Bleeding Ability at all, no. Once at zero HP on their last health bar, their side has no remaining units and they lose.

Yes, I will make an edit for you. My apologies

1: Yes, the higher tiers of Purify can remove rare tokens.

2: Yes, singing style's Ability debuffs everyone on the enemy team, just like Song Form's Ability buffs everyone on your team.

That's correct. "Heal 2" means "ignore the heal value of the fight, this only heals 2 HP"

Yes, that's right.

Speed tokens during opponents' turns can only be spent at the start of the turn, the end of the turn, or in response to being put over an Edge space. You don't get a chance to spend it during the action phase.

For reactive actions, like the ones granted by Chaos tokens or the Reversal Form, you get the opportunity to use those after the active player has performed an action, and only one reaction per action.

The step by step turn order can be found on page 28 of the PATCH'd UP update pdf.

No official plans. The fans making them are better at it than I'd be.

I am working on it, expect it to take at least a month though.

The PDF update is already available for download through DTRPG and here on itch.io.

The updated book will be available at least a month or two from now, the print production pipeline is a bit slow.

The errata has now happened.

They get pushed back a number of additional spaces equal to the number of Power tokens spent on the attack.

The updated PDF will be available for free to anyone who has purchased the game previously.

If you bought a physical copy, my apologies, but those are too expensive to give out for free. You would need to buy a new physical copy once it is available. You can still get the free PDF update.

Oh, yeah sorry the other option is to use a pre-made map, but then I never got around to premaking maps. So. Ignore that

No, copies are not allies. They cannot be healed or hold tokens, so most of what you'd want to do with allies doesn't work anyway.

You need to remain adjacent to them the entire time for your dance of weakness, yes. It is a little complicated but you can still drag them quite far - you don't have to pull them adjacent to you in the same direction you moved, so the two of you can swap sides as you cross the map together.

Your assumption is correct, you would gain no Speed tokens and you would round up for only one of them. The "Movement" Action would be anything but.

There is now a fan-run Panic at the Dojo discord server, for anyone interested: https://discord.gg/zQfQUhAM6u

The first thing you said. It doesn't matter where they were when they hit you, it can still be triggered. Then, you teleport to any open space that will place your attacker within your Range

If you replace your current shield with a new one while in Zen Form, the replaced shield goes in reserve. Zen Form never discards shields except by breaking them (or using them to pay for an action) or by changing off of Zen Form.

Teachers can inspire any ally, so yes, if they still have the tokens when their turn comes back around, they can use it on themselves.

In the current rules, yes, placing any other obstacle will override a copy or fog in that space. In the upcoming errata, Copies are treated much more like players, and can be on top of Rubble or Fog without issue. I didn't have a note for Fog, but no reason I can't add one - Fog should be allowed on top of Copies, Traps, or Rubble without issue.

Vigilance's Actions are getting a cost increase. I doubt it will stop being strong, but it will be less free.

I do have a fix for Wild Form actually. I found the ability inconsistent in practice, so I've changed two things about it: One, it does something other than give bonus action dice. It's small but useful - at the start of your turn you gain 1 of each Basic token. Two, it has 5 conditions that can be met to give bonus dice, although it can only give +3d6 even if you meet 4 or all 5 of them.

Once per turn, no matter how many enemies you hit with it.

1: Already answered, but you are your own ally. No benefit to targeting yourself with a pull or a push, but for giving tokens or healing, yes.

2: In the current version of the rules, any action with targets must include your Challenger. So, you can Yell, since Yell has no targets, but you couldn't use Stand Strong to heal yourself, because it does have targets and could target your Challenger.

In the upcoming errata, Challenge tokens' effects are changed to "All damage-dealing actions you perform must include your Challenger as a target", so actions like Stand Strong are unaffected by holding a Challenge token.

3: Yeah, you don't target anyone while in Mastermind style. You just walk around and shout orders. However, if an ally you control has a challenge token, you will need to consider that for the Action you make them do.

Yes, as you gain more Unique Actions, the Phantom abilities and the Elder ability gain more options.

(1 edit)

The numbers you hold would empty at the end of the turn, and you change stance at the start of the turn. So, any spare numbers from Reversal Form will linger on to be used in your next Stance. They are kept.

Yes, absolutely. Give the one player multiple health bars so their character can stand up equal to the threat you throw their way.

Chaos tokens function as a 4 in your dice pool, so they can still be used for 1+, 2+, and 3+ actions, too, not just 4+. Ogre is intended to use this 4 on a Throw or Grapple, but can also use it on Watch Your Step just fine.

The Bomb's Reversal Form lets them take their Actions at any time. If a player in range EVER builds up tokens to do something, like a bunch of Speed tokens to run around, a bunch of Iron to block with, or a bunch of Power for a deadly crush, a Bomb can instantly punish them with an explosive Apply Pressure.

Alternatively, pair the bomb alongside a Flametongue or other Winter stance to really shove tokens on everyone for you. They're a Stooge, they are not meant to be used by themselves.

1: Trap damage is supposed to be End of Turn or when you are moved into it. I will try to find and remove wherever it states Start of Turn instead.

2: Armor blocks 1 damage from all damage sources, including Traps. Iron tokens can be spent on any damage source, up to 2 tokens per source, so yes they can reduce Trap damage.

3: It is a general rule that if you have Speed tokens, you can spend them to escape an Edge you are moved onto. It is a specific note in Puppet Style because Puppet Shadow and Puppet Reversal are one of the few ways to move someone off an edge at the start of their own turn, before they can take any Actions. So, I added the clause that they can immediately spend an action die to use the Basic Action Movement to gain the Speed  tokens needed to escape, because otherwise this is an extremely cheesy way to get a ringout. lt happens after they roll their action dice and after they had missed the chance to pass them off with Heroic Spirit, but before they could spend them to do anything, so it was a turn skip combo.

4: Yes, Wild Form is excellent for passing along Heroic Spirit for this reason. Abilities you apply to OTHERS deactivate while you are Taken Out, but still apply to yourself - this is how Vigilance Form can wake you back up from zero HP.

5: Volcanic Dance can indeed deal a ton of damage by dragging someone behind you, although there are two important things to note: first, Iron tokens can stop any forced movement, even Dance's pull, and second, Traps can only deal damage once per turn, so you need to only drag them through new Traps each time. Also, Armor negates this strategy entirely, as mentioned above.

6: The Trickster abilities can be used to pay for Iron token actions, yes. And yes , a Focused Trickster can spend Burning or Weakness tokens to block attacks or to pay for Iron token actions.

Yeah, it only adds one more hit to the total, instead of giving a second hit for each hit.

Where is the mistake? That is correct. 

Unless you mean how one of the Styles can be from outside your Archetypes, which is still true.

You can pull adjacent targets into another adjacent space.

Grapple is being fixed in the errata to target one enemy within X spaces, and pulls them up to 3 spaces.

In the upcoming patch, One-Two's Ability will read:

After each damage-dealing Action you perform, you may deal 1 damage to each target of that Action.

Oh that has a very simple answer - I copy-pasted incorrectly, it is supposed to be range 1.