10,000 SWORDS AGAINST HEAVEN 2.0.1
I cooked a bit here. Each Sect has new art now.
Main changes...
Dice change to a d6 dice pool, Hit on 5+.
Emboldened by my fellow Exalted fans, and with the removal of some other transient mechanics, having the d6 Dice Pool is now achievable.
We now have the patented RWBY style fight exchange: Roll an Attack Dice Pool vs a Defense Dice Pool. Every Hit on the Attack Dice Pool is canceled out by a Hit on a Defense Pool (getting Parried or Dodged) and any left over leaves a Wound.
Damage Types are now Wound Types.
We have 6 Health Levels now with the last Health Level being knocked out. Health heals more slowly now.
All of these are changes in the “Streamlined Simulationist” bent that I was going for since the first version, which I gave up a bit in previous versions due to the scaling of 2d6s and 3d6s. Now I get to do what I want with dice pools.
There are now just 8 Meridian Slots and 6 Sidhi levels.
Licenses lose the “Expertise.” There’s just straight up three License levels per Sect.
Most License I’s or II’s get that Sect’s iconic Fashion, which acts as something clsoe to a “Class Features” list or “Mech Frame Traits.”
Each License grants a Magick, Technick, or Gear. These are the ones you slot into your Meridians.
Fashion becomes kits of equipment instead of 6 bespoke slots.
The intention with the slots of Fashion was twofold: to have a material crunch and grip to the sauce and drip and to make equipment and active part of people’s builds. Unfortunately, there’s too many effects going on (Licenses + Traits + Gear) that makes it unwieldy, especially for Intercessors. So instead, I fixed up the Matrix and changed them into a single piece of Fashion.
Fashion now grants essentially Mech Frame-like boosts (if relevant) while worn. A Bandit Garb fashion will give them bonuses to being more Bandit-y, and so on. This makes it easier to make up WBs on the fly as well.
Accessories stay in the Carry slots.
6 new Template World Beings to help ease Interceding for the game.
Clarity has been removed.
I noticed that Clarity led to a more game-y mindset that didn’t fit the simulationist, world-first approach of the game that I was trying to achieve. It was an interesting concept in something more boardgame-y or more mechanic-centric, but it only created a layer of abstraction that separated from the Fiction rather than bridging it.
Get it here! Google Drive Link to 2.0.1