Public Playtest V0.32 Launch !
500 page views !
170 downloads !
Wow ! This means so much, genuinely !
I am so happy with how this project is turning out, genuinely.
Taking some time to work on it here and there as well as run it has lead me to getting a fair bit of very actionable feedback, and this has resulted in what I can only call the biggest update to SOAR since its launch.
5 whole pages of changelog !
With this update, SOAR is complete in terms of player Styles, more Playbooks are coming as well as more equipment and whatnot, but this is it, every Stance has now 3 styles.
This has been a really wild journey for me, and the art that I have lined up for this is going to really add the layer of extra juice I think SOAR really encourages.
If you're curious about the changelog for this version, here it is !
Have fun punching some dudes in this game, I can't wait to hear back from y'all !
Changelog for v0.32
Overall:
-Changed how Confirm and Focus works, you can now Focus after rolling, and you can now upgrade a 6 to a Critical.
>This ought to make it feel cooler, after a player of mine confirmed every time they got a 6, I realized it should be rewarded.
-Tinkered a lot of the wording to have less long sentences
>They were a bit too long and made it harder to read this pdf, whoops.
-Made this breathe a bit by adding more spaces between sentences here and there
>I ventilated them boss
SLASH of LIFE
-If you note you did something according to your value on top of the +1 to it, you also recover one stress.
>I hope this will make players more ready to call these out when they happen.
-Made it so you cant take Passive Income and Money Sink at the same time.
>You need to make a character that has clear flaws and positive quirks now, no option to cancel these out now.
-Added examples to some of the Skills, made Inner Fire clearer.
The Suit:
-If your old way style and your new way style are from the same stance, you may switch between them at the start of your turn as a free action
>This oughta make it feel like less of a waste.
-You can suppress after seeing the roll
>oughta make it more straightforward
BRAWL
-Added a clearer section on Action Economy and the different type of actions
>This should hopefully clear up when actions can be taken and whatnot.
-Added a section on harm and defeat.
>Whoops, forgot to add it last time !
-Dazed now prevents Focusing
>With the overall buff of Focus, I think this is a fair trade and makes it much more of a factor.
-Clarified that objects can only deal damage 1/turn per character when included in a kinetic transfer.
>I ran a playtest and almost saw god, so i'm nerfing this to avoid potentially near infinite damage.
-Changed slowing collide to not immobilize anymore
-Added the Exposed and Guard Break status
>I was feeling limited by the lack of option for design, and it should make tracking stuff more simple.
-Buffed player Harm and Stress a bit.
>This oughta make the game a bit more smooth.
-Clarified that Acrobatic ignores High Ground and Low Ground, also now allows you to move through foes but not end your movement in them.
-Changed objects to no longer knock prone by default with kinetic transfer
>That was a bit too much
-Added Variant rules for stuff to throw people into
>Now there's "tags" that can represent specific terrain features.
-Changed "Windows" to "Breakables" to reflect the newer changes.
-Changed the wording of abilities, they now have a better structure to them which ought to help make them more readable.
>I ventilated them again, boss, this is a BIG change.
-Short tweak to the Improving Section, it now prompts for narrative justifications
-Added a new improvement: Making your own style
>Yeah, it'll probably lead to silly stuff
-Named the "stuff you can throw people into" under a single name for each, with examples after
>Makes it easier to cross reference it if something adds objects or windows or whatnot.
-Stuff you can throw people into now has Variants rules for added effects.
-Added more stuff to throw people into.
Unarmed Stance:
-Block Replaced with Uppercut, an ability that inflicts Guard Break and damage
-Boxing Form now gives an option to spend hold defensively
>This should round up how these abilities work a bit better and give the Unarmed Stance a clearer niche.
Stone Style:
-Unflinching Rock now allows you to reduces damage to 0 with armor in exchange for stress
>This should help the tank feel more like a tank.
-Unflinching Rock now gives you 1 fever if you take damage for an ally.
>Gives more potential for fever with this
-Boulder posture no longer has a cap for fever spent
>go crazy, go stupid
-Boulder Posture now has AP if 3 or more Fever is spent on it
>There's your incentive to use a fair bit of fever on it.
-Crushing counter now also inflicts exposed
>Get crushed by the counter
-Roar of the mountain recovers more harm and makes you immune to conditions until the end of your next turn
>It felt a bit underwhelming before
Water Style:
-Changed Flowing River to deal damage.
-Changed Kick Counter, Changed Heel Slam, Changed Hook Kick Fever Consume Effect
Fire Style:
-Changed Ignition Spark slightly.
>This is less fiddly I think.
-Inferno Posture changed to deal damage to any adjacent foe
>Not too sure about this change, but we'll see if its too much.
One Handed Stance:
-Changed the name of Knockout Blow to Concussion Blow
>Bonk
-Tornado Strike moves you 2 instead of 1.
-Mantis style pin down now deals 1 damage on top of everything else.
-Added Spider Style
>This one is all about grappling people with a tonfa and Nunchaku, also has a killer (ha) neck twister move.
Two Handed Stance:
-"Reworked" how Momentum works, it now gives a token you can spend for a momentum effect
-Overhead Swing inflicts Exposed.
-Added Demolisher Style
>Big hammers
Dancer Style:
-Attack is AP, has more damage
-Double Thrust wording changed, Momentum effect changed
-Wide Sweep buffed
>Dancer style hadn't quite caught on to the balance of SOAR, this should bring it up to par with other options.
Wanderer Style:
-Changed Brutal to AP on the Well Cared Sword.
-Tweaked Sheathe a bit
>Should make it a bit more useful.
-Changed Stab foot into Pommel Strike
>It has some bleed generation and doesn't cost stress, wanderer style kinda struggled with this.
Gun Stance:
-Dodge roll has the unwieldy tag
>This was already what it is supposed to do, I just never gave it a tag
-Switched around some reload things on efficient handgun
>This ought to make it feel less bad if you miss.
-People in Gun Stances can now do an ability instead of attacking
>Its just a lot more straightforward for them
-Fresh Clip went from 2 stress to 1 stress
>I felt it was lacking, so I buffed it
-Added the Gambler Style
>I LOVE reloading during a battle.
Hitman Style:
-Efficient Handgun is now AP if you spend 3 additional Load on it.
>This should make it sting less when you deal damage with it.
-Replaced Finish the Clip by Aim Down The Sight, a brand new ability based on scaring people by aiming at them.
>Fresh clip did Finish the Clip better, and this is more flavorful
-Dent Armor now Drags 2 instead of 1
>Figured its a good way to keep it competitive
Mad Style:
-Gave dual pistols accurate 1
Foes:
-Foes have overall less armor (most have just 1)
>This is because 2 armor is, it turns out, very strong.
-Vagrant deals overall less bleed
>It was a bit excessive
-Vagrant has Dragon Thrust
>To help them make their turns less the same
-Added the Featured Foe rule
>Its great for minibosses.
-Changed Pistol Guy to Thrower, removed ap
>it turns out these were really oppressive, so I tweaked them
-Added Pistol Guy as a regular foe, with stronger stats.
>They're more appropriately costed now.
-Added a Nunchuck Guy
>We needed a new type of guy, here he is.
-Added the Rollerskater, a new type of regular foe
-Added a dramatic entrance for the Vagrant.
>they get to be dramatic, as a treat.
-Added the Champion, a boxing focused Elite.
>Punch punch punch, weave !
-Added the Aerialist, a kick focused elite
>In case you need a loan shark with a heart of gold
-Added the Agent Elite, a mean bastard
>To tame a wild beast, erase all their ties to their previous life.
-Changed a few things about the Underworld Legend.
>I had some worries about it.
-Gave the knife guy AP damage, gave pin down some more damage
>Cause it fits the fantasy more I think.
-Removed the clause about not needing to go shirtless during a boss fight to get the benefits, now you have to, the book says it, sorry
>I don't make the rules pal (you can still rule it like before, i'm not gonna stop you)
-Added some more rules to Bosses and Elites to clarify how they work.
-Tweaked the Underworld Legend, first phase is less deadly.
-Legends now scale with player number for health
>This was obvious in hindsight.
Livin In The City
-Moved the "Livin In The City" section to the bottom of the book, as well as Gear
>Fits better I think
-Added a new section: Generating The City, as well as a Zip File with City tiles.
>For your overall map generating needs.
Gear:
-Added the Folding Chair, Armored Umbrella and Sharp Rollerblades
>New weapons for y'all.
-Buffed the regular rollerblades.
>They force foes to spend more stress now.
Files
Get SOAR: Shirtless On A Rooftop
SOAR: Shirtless On A Rooftop
SLASH OF LIFE/KINETIC COMBAT TTRPG
Status | In development |
Category | Physical game |
Author | Eld |
Genre | Action |
Tags | Beat 'em up, Slice Of Life, Tactical RPG, Tabletop role-playing game |
Languages | English |
More posts
- SOAR Public Playtest V0.6 Release !Jul 22, 2024
- SOAR Public Playtest V0.5 Release !Apr 08, 2024
- SOAR Dev Log #6: Combat isn't a fail stateMar 20, 2024
- SOAR Public Playtest V0.4 Release !Mar 14, 2024
- SOAR Dev Log #5: GM advice and MapmakingFeb 23, 2024
- SOAR Public Playtest V0.33 Release !Feb 05, 2024
- SOAR: Dev Log #4Feb 01, 2024
- SOAR: Dev Log #3Jan 20, 2024
- SOAR: Dev Log #2Jan 13, 2024
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