CHOOSE A STYLE
ALiEn
ATOmiC
gHOST
inTrEpid
mYSTiC
pSYCHiC
rObOT
2-FiSTEd
CHOOSE A rOLE
AgEnT
COmmAndO
dArEdEviL
dETECTivE
ExpLOrEr
piLOT
prOFESSOr
wArriOr
ASSign STYLE AbiLiTiES
On your Style card, assign 5 levels to these four abilities:
dAring
pOwEr
HEArT
wEird
mAx: 2
min: 0
ASSign rOLE AbiLiTiES
On your role card, assign 5 levels to these four abilities:
ACTiOn
Cunning
bATTLE
SCiEnCE
mAx: 2
min: 0
bOnuS diCE
Your Style and role each get two bonus dice (d8s). Write a cool super power, item, weapon, vehicle, etc. to represent these bonus dice.
nAmE & uniFOrm
Make up a fun, pulpy name or code name for your hero and choose the colors for their two-tone Danger Patrol uniform.
HOw TO SAvE THE dAY
Choose one of the threats on the board and say what your hero does to stop it. Pick two abilities that match the move your hero is doing; one from your Style and one from your role. grab ability dice (d10) equal to the total ability levels (0-4). Then tell the other players what’s dangerous about your move and grab 1 or 2 danger dice (d6). Is there more danger? Each player can tell you another dangerous thing and give you an additional danger die (up to a total of 5 danger dice). Now roll all your dice to see how it turns out! (see dice results)
DICE rEsulTs
1-3: dAngEr
4+: HiT
ability dice (d10)
danger dice (d6)
threat dice (d4)
bonus dice (d8)
1-3: nOTHing
4+: HiT
bOnuS diCE & THrEAT diCE
You can add as many of your bonus dice (d8) as you want to your roll. If you have collected any threat dice (d4), add them to your roll, too.
bonus and threat dice are expended when used. bonus dice never count for danger results.
dEFEATing A THrEAT
If you do 6 hits at once to a threat, it’s defeated! If you do less than 6 hits, the threat remains. Leave your hits behind on the threat as bonus dice (d8s) for the next player to use when they attack that threat.
HELPING
You can help another hero by giving them one of your bonus dice.
OUT OF ACTION
If you roll 6 danger at once, you get taken out!
THrEAT-O-mATiC
| d6 | STYLE | rOLE | STrEngTH / wEAknESS |
|---|---|---|---|
| 1 | Inter-Dimensional or alien | Marauder or Construct | action or Daring |
| 2 | stygian or Electro | In ltrator or Terror | battle or heart |
| 3 | Quantum or Etheric | Time-bomb or Infection | Cunning or Power |
| 4 | Netherworld or Neuro | Monstrosity or Creature | science or Weird |
| 5 | Psionic or ancient | armada or swarm | roll or pick two |
| 6 | radioactive or robotic | soldier or vortex | None! |
THrEATS
starting number of threats = number of heroes + 3. roll on the Threat-O- matic table to generate the threats or make up your own.
At the end of each round (after all the heroes have acted) roll a d6 for each threat still in play. For each hit (4+) advance the dAngEr mETEr by one. If the danger meter reaches 10, the threats win! If the threats win, the next action scene is more desperate. start with some complications in play.
| d6 | dAngEr rESuLTS |
|---|---|
| 1 | Player takes 1 threat die |
| 2 | Player takes 2 threat dice |
| 3 | add a new COmpLiCATiOn |
| 4 | Player takes 3 threat dice |
| 5 | Player takes 2 threat dice + add a new COmpLiCATiOn |
| 6 | hero is taken out! |
STRENGTHS AND WEAKNESSES
If a threat has a weakness to your attack, you do +1 hit for each max result you roll on a die (10 on a d10, 8 on a d8, 6 on a d6, 4 on a d4). If a threat has a strength against your attack, you take +1 danger for each 1 you roll. a threat can have a strength and weakness against the same ability.
RECOVERY ACTION
a hero can take a recovery instead of attacking a threat. Clear the threat dice off one hero and recover 2 expended bonus dice. You can still help on the same round you recover.
COmpLiCATiOnS
a complication (raging re, gravity- ux eld, electrical storm, etc.) makes things more dangerous. When you add a complication, put 2 threat dice on its card. Whenever that complication makes a hero’s move more dangerous, add the threat dice to their roll.
A complication (and its dice) sticks around until it takes 3 hits at once.
COUNTDOWNS
a threat can have a countdown timer from 1 to 3. at the end of each round, tick down the timer. When it reaches 0, the threat achieves its goal and advances the danger meter by 3