Public Playtest V0.32 Launch !


Wanderer Style art by Skycrime

Wanderer Style art by Skycrime

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

SOAR Shirtless On A Rooftop, Public Playtest V0.32.pdf 1 MB
95 days ago
Map Tiles.zip 122 kB
95 days ago

Get SOAR: Shirtless On A Rooftop

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