Toiminnot
Sivusto
- Name changed to ARIUS: the Ashen Age
- Physical mishaps table fix
- Skill table location change
- Titles for various tables (and quick links to bookmarks)
- Some instructive text on skill usage (think outside the box etc)
- Expertise cost 2 APs -> 1 AP
- Movement clarifications; difficult terrain slows down, skill checks required to move at full speed through bad terrain etc.
- Some additional options on playing rules light (on dropping even more clunk)
- Improved Introduction (additional stuff about basic assumptions)
- First cursory attempt at proofreading and corrections
- Ordo Mechanicus -> Ordo Machinus
- Terminology change: Machine Spirit -> Mekanima
- Moving Terror Checks from Madness Meter to Core Rules
- Point buy "default" character generation; lifepath optional, detailed. Change in layout to reflect this (point buy offered first)
- Better definition of upcoming concepts at the beginning of each chapter
- Madness Meter - how to handle Failed and Hardened notches in the same meter
- Fixed incorrect age example on point buy character generation
- Fixed incorrect example of inherited Blight
- Environmental hazards in Hindrance Checks
- Terminology change: Void -> Gloom
- Limited melee weapon interchangeability (you can use battleaxe as improvised broadsword with Blades, for example)
- Some wound effect clarifications (and blah on NPC reactions)
- TL descriptions at the start of country listing
- Change to Binding Contract; all contracts and vows are binding. Vows and contracts done using real name are simply extra binding.
- Numbers of Techmancers tripled
- Techmancer Ars effects & difficulties tweaked
- Culling of 50ish pages from the main book (removed geography & extended wound rules)
- Defense Pool changed to dice pool in a mechanic similar to Mighty Blow
- Momentum changed to action tokens in a mechanic similar to Mighty Blow
- Small characters have more trouble using bulky equipment/weapons
- Clarifications and suggestions on using social skills
- Clarifications and suggestions on picking Blessings and Curses
- Character creation; you can drop basic ability by two to gain one AP. This can be done only once per ability.
- Character creation; point buy cost for basic abilities 1 AP up to 16, 2 APs for higher.
- Small characters get +1D Penalty when using Bulky weapons
- Two new Curses - Dependant and Distinguishing Mark
- Combat Reflexes renamed to Veteran
- Cursed redefined
- Technology Levels -> Mekanima Levels, chapter order revisited
- First (unfinished) illustrations as a test
- Tweaks to skill specialization
- Plot generator included in the main book; extended wound rules removed
- Wisdom renamed Lore
- God-Machine renamed Solus Mekanimus
- Firearm reload times changed from turns to actions (you can burn momentum to reload them faster after all)
- New layout base
- Several small bugs fixed, descriptions clarified
- Separate mobile version or ensuring mobile reading compatibility
- Background art text overlap fixed
- Dice mechanic basics brought up in the introduction and elsewhere
- Necessity of Gloom travel clarified
- Dice modifiers clarified
- Basic character templates for quick point buy creation (moved online)
- Skill point cost 1->2 at 6+, not 5+ ranks
- Cutting off unnecessary content
- Dirty Fighter allows knocking unaware targets unconscious without harming them
- Orbital elevators added to major cities on the Old World, one on Aresia (badly damaged during wars of old), two on Ventharn (functioning in capital, unfinished elsewhere)
- Some new art
- Assistance rules clarified; hard or soft cap (to be decided)
- Two new melee weapons, clarified the effect of weapons not suited for blocking
- Traveller (blessing) reworked
- Chase rules reframed as conflict rules; chases as an example
- Chase rules tweaked a bit to limit the length of conflicts
- Madness Meter clarified a little (re: hardened/failed notches in same meter)
- Disengaging from melee now costs one Momentum per engaged enemy; weapon length increases Momentum cost when at optimum range. If no Momentum is spent, enemies get free strikes.
- Quick as Wind grants bonus to disengagement
- Charging into melee combines movement and attack, malus to defence
- Enviromental dangers now cause wounds instead of lasting Penalties; all Penalties are now for temporary effects only
- Shepherd Edition
- New range band & movement rules
- Factions & Cabals for influence
- Some new blessings/curses
- Book structure flipped
- GM advice & guide
- Deluxe chapters marked
- He-passive -> they-passive
- Misogynism purge (explained in first chapter)
- Quick character creation for new players
- Assistance change -> All assistants must use a different skill
- Critical failures activate Curses
- Holy trial changes - switch to chase logic, limit to evidence number, influence can be used to defend someone else in trial
- Two new blessings, two new curses
- Techmancers Ars revisited and changed, Ordos -> Decurabias
- Bulk illustrations added
- Illustrations
- New character sheet
- Maps
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