SCAR Patch Notes - 6/8/2025


SCAR Patch Notes - 6/8/2025

Page 20 - We've established clear guides for what you can do with your Starting Ability (and also clarified you can have a Starting Weapon instead of only a Move!)

Page 32 - There is a Rules Box pointing out how we recommend you handle campaigns where you switch between human and some form of battle form or monster or such!

Page 35 - Small note that your Signature Ability's free XP is a Discount and counts towards your XP Cap.

Page 44 - The Shed the Rust Feat has been updated to align with new Armor rules, also the Natural Defense Primeval Feature is no longer required.

49 - Rapid Cleanse can now be used alongside Feats like Deep Cleanse!

50 - Primeval Forms Feat added

**MAJOR** 75 - Rules for Environmental Damage, such as Crushing and Weather, are now here! We have also tweaked Falling rules.

80 - Instead of using Cleanse multiple times, potentially over and over, with a crit roll, you now simply recover more with the roll!

83 - The Meld Maneuver has been adjusted, now the Power roll is handled the same as Combos are, for the sake of unification of mechanics!

86 - There are a few terminology updates for the Flow & Mechanics section of the Combat chapter, we recommend you take a look at everything there.

**MAJOR** 91 - Non-Lethal Damage is now tracked separately from normal damage. It still functions the same but is easier to be rid of and you do not suffer a Wound for going to or below 0 HP with ONLY Non-Lethal Damage.

94 - We have simplified Unconsciousness and Death. It was a little clunky prior, involving how much damage you take in one hit, that is no longer the case and just works off of your HP.

**MAJOR** 100 - You may now have multiple damage types on attacks! They function essentially the same as the Meld Maneuver. (This does apply to weapons, when we move those rules in)

**MAJOR** 101 - Traits no longer have Priorities set by us! You do still need to decide on what Traits trigger when with building a Move, but this (as well as the damage types) offers a lot more flexibility in making Moves, enjoy!

106 - Added the Application +1 Move Trait. This gives you additional dice to overcome your target's Soul Save when applying a Condition.

**MAJOR** 115 - We have added the Forms Primeval Feature! This feature allows you to create alternate forms, stances, and so on for your characters, so you can have a form that is specialized towards combat, or one that is specialized for healing or support. Whatever you would like!

129 - Added rules for applying Conditions to inanimate objects.

130 - We have changed how Crit Chance Debuffs work, simplifying it to now they simply make 2s, 3s, and 4s subtract Successes.

132 - Added rules for when you are in Stealth, added a note for the Prone Condition about how it impacts your rolls.

133 - "Finished" the rules for the Charmed Condition

For Storytellers: 

148 - Added rules for Group Checks!

149 - Clarified rules for where the second turn happens for Bosses.

Thanks for playing everyone!

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