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- HELLO FUCKBAGS WELCOME TO THE TEXT DUMP THIS CHANGELOG IS SO FUCKING HUGE THAT THE FILESIZE OF ALL MY NOTES WAS ACTUALLY IN MEGABYTES FOR A SHORT TIME PLEASE SEND HELP
- GAME-CHANGERS:
- - The three previous stats have been expanded: Now there are three categories, with one Active stat and two Passive stats each, for nine stats total. Body's stats are Armor, Engine, and Attack. Boost's stats are Nitro, Acceleration, and Top Speed. Grip's stats are Drift, Shift, and Evasion.
- - Nitro (formerly Boosting) is on, by default, at the start of every race.
- - Basic cruising has been buffed from 2sq to 4sq, making it consistent with dry boosting.
- - Previously, you were able to whittle Nitro's (formerly Boost's) value down to match equal or under its value, to activate it as a stat. This is something you can do now with all active stats, including Armor and Drift.
- - Acceleration has been added as a new movement type for vehicles. Vehicles can now have three kinds of movement, with an Acceleration, normal movement, and Nitro movement.
- - Top Speed has been added as a stat for vehicles, which allows players to play multiple cards to go farther.
- - All Shift cards can now surpass maximum movement.
- - A new notation has been added to maps. Maps are now divided into 5x5 squares on top of the grid, and these are referred to as "blocks". A couple systems now make use of Blocks in different contexts.
- ^- Respawns put players at the previous block rather than their last known position, leaving them dragging a bit behind.
- ^- Shortcuts have a cap of the previous block, rather than the previous checkpoint.
- ^- Dash Zones don't stack movement within the same block, rather than within 2 squares.
- ^- Magnetic activates if you end movement in the same block, rather than within 2 squares.
- - Default health has been doubled, everyone starts at 10 + value instead of 5 + value. As a result, damage/recovery has been significantly increased across the board.
- ^- Hitting a Guide is 2 damage.
- ^- Getting successfully attacked is 3 damage, be it by NPCs or players.
- ^- NPC players are now retired.
- ^- Getting bumped/blocked is 2 damage.
- ^- Hazard is every square rather than every other square.
- ^- Barricades deal 4 damage, and Armor downgrades it to 2.
- ^- Traps deal 4 damage. Activating Armor now downgrades it to 2, no longer letting it be ignorable.
- ^- Pits cannot be activated multiple times in a single movement, but now heal 2 per square--unless Nitro is active, in which case only 1 per square.
- ^- Retiring NPCs gives 3 Energy. Retiring players gives 5 Energy.
- ^- Respawning is now [Engine + 1, min 3] rather than [Body - 3, min 1]. With them dragging a bit behind, extra health is good for the sake of catching up, and doesn't leave them immediately vulnerable + unable to Nitro.
- - Jump Pads now have a hard limit on their airborne presence--vehicles can only be airborne for up to 5 squares.
- - A default initiative system has been defined, with an initial scramble where players lay down the highest card to see who goes first.
- - Combat has been dramatically rehauled to a somewhat simpler and more streamlined system. Rather than needing a card that is explicitly played under Body, any card currently played is modified by Attack, and players can dodge with any value modified by Evade or Armor.
- - A new Stunt has been included--Pursuit, for those who want to hit a dude now and hit them very hard and then maybe hit them again.
- - NPC behavior has been rehauled, hopefully for the sake of making the game more streamlined. Now rather than randomized placement based on a card, they're positioned in separate blocks. Likewise, NPC attacks are donated by players--allowing for people lagging behind to indirectly attack someone in first.
- ^- This has affected Lucky Bumper and Pocket Circuit as mutators.
- - A Quick Rule Reference has been placed at the start of the book, for a very quick introduction to the rules.
- PILOTS:
- - Nearly everything about, involving, or utilizing pilots has been reworked from the ground up. As a general ruling, the overall direction is to contrast with the vehicles--while vehicles are generally about playing equal-or-below to handle stats, pilots should be in line with typical RPGs and be about playing higher numbers or stacking smaller cards together to play high numbers.
- - Along the same line, pilot creation is a significantly more in-depth process, requiring a broader distribution of stats, known as Skills.
- - The penalties for winning/losing any given challenge were convoluted. -1/+1 to your next challenge, discarding a single card? This never happened. It's all been thrown out the window.
- - Blind Checks/Challenges have been expanded to playing with Advantage or Disadvantage.
- - Pilot Checks is now a play-over-value system going off Challenges, rather than needing an alternating play-under/play-over system.
- - Pilot Challenges and Pilot PvPs have been worked together into one singular lump sum, rather than requiring slightly different rules for each.
- - Difficulty values are now single solid values, rather than dependent on check/challenge.
- - The whole thing about healing people/bringing people back with Stunts was badly written. In fact, most of the Pilot Stunts section was badly written in general. It has been significantly more streamlined.
- - Pilots now have a universal Eject system that allows them to temporarily sacrifice use of a Skill to allow them to dump and redraw their hand. This can be used even in a vehicle.
- - Pilots have an inventory system that allow them to carry objects along with them to use in various situations.
- OTHER ADJUSTMENTS:
- - Now that Acceleration has been included as a vehicle stat, Accelerator On has been removed from mutators. In its place, Burnout has been implemented as a mutator.
- - With Nitro now allowed on the first lap by default, Rocket Start has been removed as a mutator.
- - Aerodynamic mutator now moves 5 squares instead of 4.
- - Super Jet has been tweaked to make use of blocks for simplicity's sake, instead of a very strange math formula.
- - Catch-Up Artist is now an increased hand-size rather than a simple +1 to movement speed.
- - Clarified that Stunts, if hand size is reduced to zero, Retires the player AFTER the action has been completed.
- - Clarified that, after an initial Attack has been done, the two combative vehicles can simply pass harmlessly through each other.
- - Clarified that Shifting does not activate features.
- - Walls and Turrets have been implemented as new Racetrack Features.
- - Clarified that activating Armor for Wayward only negates one square, rather than resets the entire counter.
- - Clarified that Energy Stations activating on adjacent squares include diagonals.
- - Clarified that, barring GM exclusion, players must hit ALL the checkpoints on a track to advance a lap.
- - Clarified the definition of an alignment in this system.
- - Clarified that Traps launch players in two cardinal squares.
- - Removed 'No Features' from the track generator, splitting Thin Road/Wide Road between it. If you're gonna use the track generator, most of the area's already going to be 'No Features'.
- - Added Pit to the ensuing "add Checkpoints" section of the track generator, replaced it with Turrets. Much like checkpoints/finish lines, a place to recover health is kind of mandatory.
- - You are now explicitly allowed to Boost after a Cut-Off. This still does not allow you to cross the finish line.
- - There wasn't much of a difference previously between a Cut-Off and a Full Throttle. Cut-Offs are powerful enough in that they already cancel the turn order, so now they only use one card value for movement consideration. Full Throttle does not, and also now explicitly has an option to instead provide another movement instead of manually activating a stat--with no upper limit.
- - The social politeness timebomb of Cut-Offs with "Ah sorry I played it here but lag hit me so I move you back here over this pit" has been defused entirely; a Cut-Off lets someone finish their current movement, but you negate all remaining movements they have.
- - Cementing a result with a Stunt on attack/defense has been made consistent with other uses of Stunt. This is technically a nerf in that it's no longer cements the result, but I can't imagine many people who would be willing to sacrifice multiple hand sizes for it.
- - Playing Enemies, Rubberbanding, and GMPC were just extensions of Enemy Racers and so have been made sub-headings under that.
- WORLD OF SLIPSTREAM:
- - better logo for impub distro whooooo and logos for High Council and High Correctors whooooooo i am not an artist and also it is 8 AM when i am writing this please help me
- - Overclock has been removed as an ability. Instead it's been integrated into base Slipstream RX SU upgrade process -- as vehicles level up in Class, they can reach higher stats.
- - In general, vehicle assembly has been made...a bit more freeform. For the SU, vehicles are still contained to different Classes, but upgrading your vehicle can now go a variety of different ways for more customization.
- - New ability: Together, We Ride. Summon the power of minions! Or a fan club! Or an adoring public! Or simps! Or roadies, really. While It's About Family is about one particular singular ally and friend, this ability represents your sway over groups of NPCs.
- - Keeping track of Heat and Pop was not intuitive, as two reputation-based metacurrencies made it a bit of a hassle to figure out which is good for handing out when and which is good for buying when. It's been redone to Heat and Tickets, with Tickets being a general monetary-esque currency and Heat being an EXP-equivalent.
- ^- Distribution guidelines have been streamlined, too. Heat is entirely reaction-based and thus given to players on a for-good-roleplay basis. Tickets are rewards at the end of session (and maybe accomplishing sub-objectives).
- ^- Turning has been included as an option for players who want mechanical rules for alignment shifts. They're very bare-bones at the moment but it's a-somethin'.
- - With the addition of Blocks, several Abilities have changed. This can simply be able to meet that mid-point of "too strong as a passive, too weak as per-checkpoint", or a clarification of positioning.
- ^- Skim Off has gone from Per Checkpoint to Per Block, but also now clarifies when not your turn.
- ^- Gear Shift is now Per Block.
- ^- The specific positioning of Brake Check has been streamlined to "in the same block".
- ^- The card value check of Crash Dummy has been streamlined to "in the same block".
- ^- Cunning Stunt places you back in a previous block.
- ^- Dastardly Trap has been...very slightly nerfed. With the addition of blocks, you now have to place traps in separate blocks, making it now impossible to place guides on one lap and then next lap place guides on the other side of the same section to block things off entirely.
- ^- Grapple Hook is now simply latching on to someone in the same or adjacent block.
- ^- Pro Racer Move affects everyone in the same block. Technically a 1sq range buff! Its damage, similarly, has been doubled to 4, and it now can be activated if health is <=6.
- ^- Pulse Wave affects everyone in the same block, also technically a 1sq range buff, damage similarly doubled to 2.
- ^- HOLY SHIT SPIRAL DASH CAN BOTH FINALLY HAVE A NICHE AND A WAY TO BE BALANCED AROUND IT. The ability has been completely reworked into a Block changer, and now is Per Lap based.
- ^- Carmageddon now attacks in the same block rather than an adjacent square.
- - With the doubling of the health value overall, 99 Problems can be +2 Energy cap for enemy players and +1 for NPCs. It's now Per Block to make sure things don't get too crazy.
- - With the removal of the Shift Card cap, Aces High is no longer confined to the cap.
- - Backblast is in a bit of a troubling spot. As more stunts get added, it gets both exponentially more powerful and also more difficult to word. It was originally introduced when there were just two stunts and you had the ability to do both at the same time. Now you can do a Stunt or cut off with a Stunt and that's pretty stronk! It's been tentatively reworked into a softer penalty: 5 Energy, and discard of entire hand without redraw. In exchange, you can only perform one Stunt, rather than a combination.
- - Blast Turn is similarly in a troubling spot. The Boost update did it no favors, and this did it even less favors. The ability has been completely rehauled as a result -- Shift cards reduce from the movement total rather than add to the total movement, but each Shift Card allows for 1 diagonal square of movement.
- - Why isn't the stunting-focused pilot ability named after...the term that includes "stunt" in the title? Cunning Stunt renamed to Defensive Driving, and Backblast renamed to Cunning Stunt in its place.
- - Clarified that Emergency Repairs means the tank starts at [now 3] Energy at the start of the match, rather than the vehicle itself.
- - Carmageddon can now attack for 5 damage instead of 2, and can attack at -2 value instead of -1.
- - Cruise Control has been simplified, with the advent of the movement system. Rather than needing to take two turns simultaneously, you simply sacrifice a movement and, when activated, take a movement before their next movement. Buffed it by making it proc off suit as well, allowing players to pick which of the two cards they want to use, and being able to attack.
- - Exploding Pistons is 5 damage instead of 3 now, and drawing your own card allows you to Nitro with it (even if you already used Nitro).
- - Gear Shift was on the verge of being rendered redundant by being a thing that players can do mid-race, now, by hitting Eject. It has been changed to Per Block and now merits a 2 En sacrifice.
- - Gotta Go Fast is in a very dangerous situation. On the one hand, the maximum movement cap being removed negates half the point. On the other hand, the advent of other cards being shift cards now adds a LOT more flexibility to this skill. This skill is tentatively being left alone...for now.
- - Hit & Run now adds 3 squares of movement.
- - The character sheets have been expanded and I CAN FUCKING WRITE ADDITIONAL TEXT NOW. It's About Family got some clarification and adjustments as a result -- and just for fun, it got a buff, too. It doesn't require a card to play (unless attacking), and now the NPC can defend itself, though it must play from the player's hand (without redraw).
- - As Jump Pads has been reduced to 5sq, Jump Jacks is now 5sq as well. Likewise, Jump Jacks also now cannot ignore Walls. To compensate, it can now move 5sq on a Dodge.
- - Lucky Dog got a very slight buff in that now it can recover shift cards as well. Keeping track of who plays what card and what card did what is a bit rough to keep track of otherwise.
- - With the doubling of HP, Roadkiller now recovers 5 Energy OR 2 Energy + Card. Retiring players to get their whole hand no longer has the caveat of respawning being off.
- - Sabotage...WAS NOT CHANGED! On the one hand, characters now have more movement options, with Acceleration being a thing now. On the other hand, other characters have a lot more available Shift Cards to hit movement even harder with. Go ham.
- - With the addition of Shifting as a stat, Shift Cards are significantly more frequent and so Trump Suit can activate...a LOT more often. As a result, it's better to nerf it and simplify its effect significantly -- now, if the shift suit matches the base movement suit, it gets a +1 value. This makes it a parallel to Gotta Go Fast, but with a safer activation and a smaller buff.
- - Twisted Metal was completely rehauled as an ability, renamed to Signal Jack. I don't entirely know what I was thinking when I originally came up with it but bloody hell that wasn't great. I guess the idea was to have a hand alteration/donation tool, but it was WAY TOO GODDAMN COMPLICATED.
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