Changes from 1.0 to beta 1.1

- 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

Changes to beta 1.2

- 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

Changes to Beta 1.3

- Shepherd Edition

- New range band & movement rules

- Factions & Cabals for influence

- Some new blessings/curses

Changes to Beta 1.4

- 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

Upcoming changes in the far future

- Illustrations

- New character sheet

- Maps

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