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Purgatory / Changelog
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 |