After it coming up in an e-mail conversation, and being mentioned in this RPG.net thread alongside Final Stand, I think I got sufficiently embarrassed over the fact that I’ve been failing to work on Thrash 2.0 for 5 years that I got inspired, and came up with some new ideas for how to handle and fix some of the things that have been bothering me. I’m still keeping the majority of the stuff from my last big push to work on it (last year), but changing some fairly major things too.
The main thing is that I’ve come to dislike systems with lots of fiddly points to spend. Now, I admire what’s been accomplished with stuff like Hero system and Mekton Z Plus, but I just have a very low tolerance for dealing with that kind of stuff personally. The earlier draft had characters spending pools of points on Attributes, Techniques, and Everything Else. I’ve decided to nix that last category (for which PCs originally would spend a big wad of Character Points) in favor of something less granular. Characters get a set number of selections for Maneuvers and Supers (by default, 3 and 1 of each to start with), and a set number (10) of “Support Traits,” which are a catch-all for Edges, Skills, Maneuver Upgrades, Support Maneuvers (which are where you get your movement and defensive maneuvers mostly), and Story Hooks.
I’m still working out the details of Story Hooks, but I want them to be something like TSOY Keys and the whatever-they-were-calleds in Weapons of the Gods. Basically the player has an opportunity to “buy in” to storylines ahead of time, and get extra XP for it. I’m also thinking of brining back that “Fighter Nature” idea I had a while back, which is basically where you pick an archetype that represents your character’s basic motivation for being a martial artist and going out to enter tournaments and whatnot. I was originally going for more of a purely “gamey” design, but I think I want to also include at least some stuff that points the characters towards getting into fighting game/fighting manga style storylines.
I also got sick of dealing with so many fiddly bits for maneuver design, and decided to come up with the simplest system possible. So, although the game still has Action Points and whatnot, its maneuver design rules are more akin to BESM Weapon Attacks. You take a base maneuver, and add Enhancements and Drawbacks, up to a certain limit, to get what you want.
So, at this point the final version of Thrash 2.0 is looking like a crazy mashup of The Shadow of Yesterday, Street Fighter: The Storytelling Game, and Cinematic Unisystem.