SCAR Patch Notes - 2/16/2026
SCAR Patch Notes - 2/16/2026
New patch is now out! We've got a big one this time, sorry for the delay on it, we had a bit of a long holiday vacation! Next few updates may also be delayed or cancelled FYI, because I'm moving soon!
**MAJOR** Page 15 - Exhaustion now impacts your ability to Assist.
Page 25 - We added rules for how changing sizes impacts your Equipment (this might be moved later)
Page 33 - Some new notes have been added regarding Growth Stages and temporary Growth Stages and the permanency of them. While in some settings, like Pokemon, you can not devolve once you have evolved, the default for SCAR is that you can.
Page 46 - Added Shield Proficiency Feat (they are not implemented just yet, but are coming very soon!). Also added Type Infusion Feat, giving you healing or buffs when you take your type of damage.
Page 49 - The Shed the Rust Feat has been buffed, you may now restore durability equal to the damage you recover during any Rest.
Page 53 - Deep Cleanse has been buffed, you may now Cleanse for two different effects or just use it twice for the same effect.
Page 54 - Feats added: Frail Mien, Lightspeed, and Power Exchange. Frail Mien gives a free attempt to apply Taunted, Lightspeed gives a free +1 Initiative Stat Change to allies, and Power Exchange allows you to receive a Stat Change buff in return for a debuff.
Page 54 - Adjusted the Immovable Brace Feat to apply to a new category of Maneuvers: Tactical.
Page 55 - Added the Selective Wind Feat, allowing you to keep some positive buffs and Conditions when using Second Wind cleanse.
Page 56 - Added the Talking is a Free Action Feat, which impacts the new Skill Reactions section added later, giving you a free use of a Skill Reaction every turn.
Page 57 - Added the Primeval Hammerspace Feat for the new Hammerspace Primeval Feature.
Page 58 - Added the Secret Sense Feat which gives you a free check to detect secret passages. Also added the Unbroken Feat, which gives regenerating HP when at full Willpower.
Page 60 - Feats added: Limit Break, Persistent Will, and Willful. Limit Break allows you to advance a Skill to 6 dots. Persistent Will causes 1s to explode (but they do not change their value) when you are out of Willpower, potentially negating the -1 Success. Willfull gives you an additional die when rerolling using Willpower Overcome.
Page Rex7 - Added a note that even without the Magic Module, you can still have magical equipment. Specified that Intrinsic Traits on weapons still require XP investment to use properly.
Page 78 - Added a small note that specifies that Catalysts and other Specialized Tools are their own category of Tools, not Equipment.
Page 85 - Codified that you may freely move through the spaces of willing allies as well as more info related to this. Such as stopping on the same space as an ally.
Page 87 - Added rules regarding Mounts and carrying your fellow players.
**MAJOR** Page 94 - We have added Skill Reactions! This is a use for your Reaction each turn to make a Skill Check!
Page 96 - Added codified rules for what happens if you botch a Cleanse check.
**MAJOR** Page 97 - Combos no longer require your Quick Action! We have made Meld a Sub-Maneuver under Combo, unifying the rules with Combo while keeping its particulars.
**MAJOR** Page 98 - Several Maneuvers were placed under the new Tactical Maneuver classification, this is for determining if other effects impact them, such as the Immovable Brace Feat. These are Disarm, Grapple, Prime, and Sunder, as well as their associated Sub-Maneuvers.
Page 99 - Added the Steal Sub-Maneuver to Disarm, to take items instead of knocking them away. Added the Push Past and Trip Sub-Maneuvers to Grapple, allowing you to move past an enemy or knock them Prone. Renamed Five-Foot Step to Cautious Step and made it a Sub-Maneuver under Movement.
Page 103 - Actions of Opportunity can not utilize any form of Area of Effect.
Page 110 - Expanded rules on what you are allowed to do while in the Winded state (the state you enter between 0 HP and half of your Max HP in negatives)
**MAJOR** Page 116 - Added Ability Variation Traits. This is the new home of Dynamic Moves (Now Dynamic Action Ability), as well as added the Flex Type Ability and Staged Ability Traits. These are all available to both Moves and Weapons. Dynamic Action still works the same. Flex Type allows you to make copies of abilities but with a different Type that you have an Affinity Feat for (you start with your Intrinsic Type Affinity Feats for free). Staged Abilities give you three stages to play around with. They build over three turns, from a weak version to a standard strength one, to one that you can spend double XP Cap on.
Page 120 - Added a note that Moves start with Melee range.
Page 124 - Added a Damage Over Time to Self negative Move Trait.
Page 127 - Renamed the Guaranteed Stat Change and Condition Move Traits to Guaranteed Chance, as you still need to make an Application roll. Clarified that these can not have any damaging Move Traits instead of Power Move Traits (unless you have the Negative version).
Page 128 - Added Move Traits for the new Anchored, Anxiety, and Spite Conditions.
Page 138 - Clarified that no resources may be spent, or taken on, by Companions for anyone else.
**MAJOR** Page 139 - The Companions Primeval Feature has been split up into four sections. Now you choose a Companion classification from Generalized, Familiar, Mount, or Sentient Equipment. These have upgrades specific to each of them as well as some special rules for each. There are some Universal upgrades available to all classifications of Companion, including Telepathy with your Companion now!
Page 142 - Added some new upgrades for the Forms Primeval Feature, including the ability to just swap between Forms without returning to base and making swapping Forms only a Quick Action. You now return to Base Form at the end of the Scene.
**MAJOR** Page 143 - Added the Hammerspace Primeval Feature! You may not employ the services of gremlins and gnomes in a special pocket dimension to store and retrieve your various pieces of Equipment! (Yes, I had fun writing this, though the silliness aside, the mechanics are there)
Page 146 - Added the Move It upgrade to Primeval Leadership, allowing you to give your allies a Movement Maneuver.
Page 151 - Adjusted the rules for the Creature Uplift uprade for Primeval Telekinesis, utilizing the new Mounts and Carrying rules. You may pick up half of what a Mount or Creature can carry of other Creatures.
Page 158 - Clarified that you only need to roll the d% once when you have multiple Conditions on an ability. Adjusted wording to separate Accuracy from Application (the latter is for putting Conditions on others).
Page 160 - Buffs to your Soul Save now add a Success to Cleanse rolls.
**MAJOR** Page 161 - DoTs will continue to apply even while Winded now. You no longer keep track of DoT sources, instead everything gets added to the same stack.
Page 163 - Added the Anchored Condition, a positive one that prevents Forced Movement!
Page 164 - Confusion no longer disables your Quick Action! Also, instead of the different Intensities only increasing the self-damage, they all do 10% of your Max HP and instead the chance for you to be able to act normally is changed between Intensities.
Page 165 - The Fear Condition has finally been fully written out!
Page 166 - The Restrained Condition has finally been fully written out! Added the new Spite Condition, which stacks on targets and allows you to decide that new positive Conditions and Stat Changes fail by consuming a stack.
Page 167 - The Stun, Taunted, and Toppled Conditions have been fully written out! Expanded the details for how Persistent Conditions' DoTs work. Added the new Anxiety Condition, which makes Soul-Based and Application rolls harder.
Page 168 - The Burn and Frostbite Conditions have been fully written out!
Get SCAR - Stories & Creatures in Alternate Realities
SCAR - Stories & Creatures in Alternate Realities
SCAR is a TTRPG System built for playing as Pokemon, Digimon, monsters from Monster Hunter and more!
| Status | In development |
| Category | Physical game |
| Author | RaZim |
| Genre | Adventure, Role Playing |
| Tags | Co-op, Dice, Furry, Tabletop, Tabletop role-playing game |
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