The Fade Tabletop first released early to mid 2016, and upon release it was a simple d20 derivative system taking inspiration from Pathfinder, D&D, and d20 modern. It was relatively simple for what it was, however it had some problems of not being as fleshed out as I would have liked, and at some stage it felt like there was more I could have done. The answer to that at the time was the Advanced Guide, which was released late 2016 to early 2017.
After a break from The Fade Tabletop, I made a few more d20 systems for myself and gradually I began to work away from d20. It wasn't because I disliked it, but rather because I grew more and more interested in testing out other die systems and experimenting. Now the fruition of this decision ended up with what I have now: The Fade Tabletop 2nd Edition.
The Fade Tabletop 2nd Edition includes many improvements and advancements over 1st Edition, but the most obvious change is the die system. After being inspired by Dungeons: the Dragoning 40,000 7.6th Edition I decided to adopt the d10 keep system for The Fade Tabletop, meaning that you roll a number of d10 and also have a number which indicates an amount of results that you rolled in which you keep for the total result.
The Fade Tabletop 2e is a science fantasy d10 keep system. Emphasis on fantasy in this case, as the scientific gear is extremely limited (at least in the in-book setting. It's up to you on whether or not to limit it in home games!)
Detailed within the system is upwards of 50 different species that are all playable. These include the standard fantasy species such as Elves, Dwarves, Orcs, Halflings, and Gnomes but also more exotic species such as Vampires, Deep Ones, Half Ghosts, and Kappa!
The following classes are playable in the game:
Soldiers (Generic hit-stuff fighters, the toughest of the classes)
Rogues (Skill Monkeys with the ability to kill with their Precise Strike)
Mages (Versatile casters that choose what kind of magic they cast)
Chaplains (Divine casting priests with a knack for healing or harming)
Crusaders (Warriors for their god who slay enemies of the faith)
Steam Knight (Swordsmen who use a large, steam-powered blade)
Mage Knight (Spellcasters who also engage in melee combat)
Technomancer (Pseudo spellcasters who can hack reality to their benefit)
Marksmen (Gunslingers and bowmen who hunt a specific type of enemy)
Each class is expected to have 4 archetypes accompanying them, each altering the playstyle of the class slightly. For example, Soldiers have the Berserker archetype which allows them to fly into a rage for a short time, and Crusaders have a Divine Duelist archetype that focuses on fencing FOR THE LORD!
Each class advances from levels 1 to 20, and at every 5th level they receive an "Awakening", an ability which defines their class and is very seldom replaced by archetypes they take. These include the Crusader being able to heal themselves with a touch to Technomancer being able to disable technological items within a 12 square radius of them.
The combat in the system is brutal, and HP is an extremely limited resource. The toughest classes grant the character 8 HP + Endurance, and a +1 to HP at every level after 1st. Endurance (and other stats) can normally only go up to 10 at character creation, meaning at most a character will have 37 HP without feats and abilities at 20th level. The limited HP is offset by each character possessing Soak which divides damage by an amount equal to Size + a bonus granted by your class. Thus an attack dealing 50 damage versus someone with 6 Soak only deals 8 damage (after rounding down). This speeds up combat, and ensures that the characters feel mortal and constantly like death is staring at them from down the corner since one wrong move could lead to them being taken down a peg.
Also included is a Stress/Sanity system. Sometimes monsters, special abilities, or spells can deal damage to a character's stress or sanity. Stress is larger and recovers much quicker while Sanity is smaller and recovers slowly. Characters who lose Sanity points begin receiving mental illnesses, and upon reaching 0 Sanity the character is effectively unplayable until their fractured psyche is restored.
Stress and Sanity also play into the Duel of Wits rules, which involve players in combat but with words! Instead of swinging a blade, you're swinging insults or well-worded retorts to a character's statement. The Duel of Wits system is still being worked out and will be expanded upon in an upcoming update.
Equipment can be customized in TFT 2e with the use of magical and mundane enhancements, adding silencers onto a firearm or teeth onto a blade, or making a bow use your magical energy for damage rather than Strength. Armor can also be enhanced beyond its normal capabilities, becoming more or less flexible, or making it so ghosts have a hard time attacking you.
This is all that can be talked about at this current moment without getting into half-made or conceptual ideas! There are still many things planned for the system that aren't done such as religion/deities, Morta IV (the basic setting of the book) specific content, Psychic Duels, and so on. These will be featured in updates for the future!
(Sorry this was omitted from the original description! Kickstarter was glitching out on me before and said I hit the character limit when I really hadn't.)
Price Breakdown: It's likely that it'll cost between 300$-500$ for cover art (front/back), and an extra 300$-500$ for interior art (if it is bought in bulk). The art being purchased will be professionally done - especially the cover art.