The website has been updated! https://remarkable-grass-3e9.notion.site/swords-against-heaven-laws-manual-2573d5d4937280059324c44f8303a1af?source=copy_link
Here's a Changelog for v1.2.
Changelog 1.2
This isn't comprehensive but should hit all the big parts!
Formatting
Changed the majority of the formatting to eschew the all small-caps formatting.
Distance
Changed kilometers to dragons.
Rolling
Made explicit that the rules here can be applied even in Battle and that it's not separate from the Battle rules.
Debate and Discourse
Social rolls are against 7 + Throat + Fortitude.
Replaced wrong uses of Spirit into Morale.
Stats
Still working on fixing how stats work and shape out. I'm liking the shape of this one, working with our "you only miss sometimes" vibe, and still working to our Dark Fantasy Action Horror paradigm.
Attributes
Attributes now start at a 3, 2, 2, 1 spread.
Conditionals
Health is now 7 + Flesh + Physique.
Morale is now 7 + Mind + Fortitude.
Guard is now 2 + higher of Flesh or Nerve.
Ward is now 2 + higher of Mind or Throat.
Speed is now Nerve + Awareness. You roll 2d6 + Speed whenever figuring out turn order would be important (for anything—battle, debate, discourse, chases, and so on).
Conditions
New Conditions
Shocked. Electrified. If wearing anything metal, suffer double hurt and drop all held weapons. If within conductive terrain, this chains to other spaces. Caused by Electric element.
Sundered. Lose all physical armor.
Shorn. Lose all magick armor.
Hesitant. Halve Ward.
Attacks
Attacks are now explicitly cut into two parts—Accuracy and Hurt. Accuracy is the initial 2d6 flat roll.
Only four kinds of Hurt now: Physical, Magick, Mental, and Ultima.
Physical Attacks always deal Physical Hurt. Except when they don't.
Magick Attacks always deal Magick Hurt. Except when they don't.
There are two kinds of Armor: Physical Armor and Magick Armor. Each point of either reduces the corresponding Hurt.
Specific attacks and abilities now have "Elements" that interact as befits the fiction. Fire Element sets on fire, Electric element shocks, and so on.
The Fray
Some efforts to move it more into Final Fantasy Tactics playfeel, which is surprisingly conducive to a Dark Fantasy experience. Shudders in Dorter Slums replays.
New Calmness rule—+1 Speed if you don't use Movement, +1 Speed if you don't use Action (if you don't do anything you get +2 Speed until your next turn). Essentially making it so that you'll act earlier next round.
Melee attacks ignore cover.
Clarified Adjacency in the new Ranges section.
Added a Tactical Contexts section for inspiration.
Fixed artifacts of an older rules system plaguing the forced-movement rules.
Combat is explicitly no-diagonals now.
Counting ranges can do diagonals but diagonals count as 2 squares.
Gear
This one had a lot of consolidation going. I took inspiration from Gamma World for this one.
Weapons
All weapons are grouped into four: Light Melee (Nerve hurt, +1 Accuracy), Heavy Melee (Flesh + 1 Hurt), Light Ranged (Nerve hurt, +1 Accuracy), Heavy Ranged (Flesh + 1 Hurt).
Weapons have Mantras (tags) now as well.
Armor
Armor is now split into six categories—
Mystic Armor (1 Magick Armor), Arcane Armor (2 Magick Armor), and Esoteric Armor (3 Magick Armor)
and then
Light Armor (1 Physical Armor), Heavy Armor (2 Physical Armor), and Superheavy Armor (3 Physical Armor).
Armors have Mantras (tags) now as well.
Cultivations
Did changes across the board for this one to fit with the new balancing. Check them out! A lot of the spells key off of Attributes now. A reimagination of how to apply fourthlike principles.
Additionally, the Temple of Peregrination has been updated. Redownload the PDF over on the post: https://www.patreon.com/posts/temple-of-module-139781999?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_fan&utm_content=web_share
Some new content includes—
The undead encounter being split into two creatures—the Undead Walker and the Undead Gorger.
The Goblin Encounter now containing the vaunted Goblin Cleaver and the Goblin Warlock!