Sunday, November 27, 2016

Kandai Teaser

I felt I should give you all a little teaser on Kandai. Below is how plants are classified.

3 Planet Construction

  Kandai has a host of planet types, sizes, and biomes. Below are the explanations on what the various planet statistics mean.

3.1 Size

The size of a planet is the first thing listed. It determines the ammount of space available for development, expansion, and agriculture.

Extremely Tiny

Extremely tiny planets have a diameter between 75 to 125 miles. Anything smaller than this is usually considered an asteroid, because it is too small to house any sort of atmosphere.

Very Tiny

Very tiny planets have a diameter between 126 and 250 miles.

Tiny

Tiny planets have a diameter between 251 and 500 miles.

Very Small

Very small planets have a diameter between 501 and 1,000 miles.

Small

Small planets have a diameter between 1,001 and 2,000 miles. Many Moons orbiting larger planets are this size.

Medium

Medium plantes have a diameter between 2,001 and 3,000 miles.

Large

Large planets have a diameter between 3,001 and 4,000 miles.

Very Large

Very large planets have a diameter between 4,001 and 5,001 Miles

Extremely Large

Extremely large planets have a diameter between 5,001 and 6,000 miles.

Huge

Huge planets have a diameter between 6,001 and 7,000 miles

Gigantic

Gigantic planets have a diameter between 7,001 and 8,000 miles.

Colossal

Colossal planets have a diameter between 8,001 and 10,000 miles.

Enormous

Enormous planets have a diameter between 10,001 and 15,000 miles.

Vast

Vast planets have a diameter over 15,000 miles.

3.2 Atmosphere

The atmosphere is the layer of gasses that surounds the planet, held together by gravity. The atmosphere can determine if a planet is habital or not.

Vaccum

A Vaccum atmosphere is the lack of an atosphere. No life that requires any sort of breathable gasses can live in this atmosphere without some sort of respirator. Due to the lack of atmosphere, the planet is also bombarded with cosmic rays, making a spacesuit a necessity.

Vaccum atmospheres can be built in, and there are colonies that are built on vaccum planets, but these colonies are completely independant of the planet's atmosphere.

Thin

A thin atmosphere is an atmosphere with a faint, but detectable and consistent atmosphere, with 16% Oxygen or less. The atmosphere is enough to stop the cosmic rays, negating the need for s spacesuit, but a condenser-diluter or a respirator is required to breathe comfortably. The most common gas in a thin atmosphere is nitrogen and carbon dioxide

Standard

A standard atmosphere is an atmosphere with at least 17% oxygen but no more than 30%, that does not have any gasses that are harmful or counter to life. All creatures, and races breathe oxygen. No equipment is required to breathe or survive on a standard atmosphere planet.

Dense

A dense atmosphere is an atmosphere with over 30% oxygen. The abundance of oxygen, while survivable, can be extremely uncomfortable, especially for someone who is only on the planet for a short period of time. Condenser-diluters are recommended for those not used to the dense atmosphere.

Tainted

A tainted atmosphere is an atmosphere that have gas mixtures that are poisonous to breathe in, but otherwise do not harm. They Require respirators in order to survive on.

Corrosive

A corrosive atmosphere is an atmosphere with a corrosive makeup, eating through all non-hardened materials such as cloth and flesh. Corrosive atmospheres damage all creatures 3d6 Acid damage every minute they spend in the atmosphere without protective equipment. Any equipment that protects a creature against plasma damage will protect the creature from a corrosive atmosphere

3.3 Hydrosphere

The Hydrosphere of a planet is the amount of water on that planet. As most creatures require water, it can determine what kind of flora and fauna exist on the planet. Hydrosphere, coupled with the temperature of the planet, can determine the amount of ice that is on the planet.

Desert

A Desert Planet is a planet that is void of of an surface water, and most underground water. Desert planets still may have ice at the caps, but it is rare.

Dry

A Dry planet is a planet that has anywhere from 5% up to 25% of it's surface area covered by water. It can have a singular large ocean, or the water can be spread out over multiple oasis, but a majority of the planet is without water.

Balanced

A balanced planet is a planet that has between 25% and 50% of it's surface area covered by water. Balanced planets usually have an ocean or two, as well as a healthy supply of lakes, rivers, ponds, and seas.

Wet

A Wet planet is a planet that has anywhere from 50% to 90% of it's surface area covered by water. Wet planets will have at least two major oceans, as well as quite a few islands.

Water

A water planet has more than 90% of it's surface area covered by water. Most of the planet will be ocean, with small islands dotting the planet's surface.

3.4 Vegetation

The Vegetation of a planet is the amount of plant life that currently exist on the planet. The plant life, however propulus, will have evolved and become used to the Planet's hydrospehere and atmosphere.

Bare

A planet with bare vegetation may have small plots of grass, lichens, fungi, and mosses, and not much else. Trees and other fruiting planets will be unheard of.

Light

A planet with light vegetation may have small ferns, flowering plants, in addition to mosses, grasses, and lichens. Fruit bearing plants will be rare, but existant.

Moderate

A Planet with moderate vegetation will have a healthy amount of plants of all types. Fruit bearing plants will be common.

Heavy

A planet with heavy vegetation will have most of the world covered in thick vegetation, with a vast array of different types of plants. Fruit bearing plants will be extremely common.

3.5 Temperature

The Temperature of the planet is not so much the true temperature of all spots on the planet, but rather the average temperature of the planet. As a general rule, the temperature at the poles will be one degree colder, and the temperature at the equator will be one degree warmer.

Extremely Cold

Extreme cold temperature is any temperature below -90C/-130F. These temperatures are unsurviveable for long periods of time without a spacesuit, or a biology that is suited for the cold.

Very Cold

Very cold temperature is any temperature between -89C/-128F and -35C/-31F.Very Cold Weather clothing is highly recommended, with protective equipment such as jackets, coats, and parkas to help ward off the cold.

Cold

Cold temperature is any temperature between -34C/-29F and 10C/50F. Cold Weather clothing is recommended, but mild clothing with a coat or parka will suffice.

Mild

Mild temperature is any temperature between 11C/51F and 27C/80F. Mild temperature clothing is the standard set of clothing, including pants, some shorts, dresses, skirts and the like.

Hot

Hot temperature is any temperature between 28C/81F and 35C/95F. Hot temperature clothing is recommended, as well as drinking lots of fluids to stay hydrated.

Very Hot

Very Hot temperature is any temperature between 36C/96F and 44C/111F. Every hot temperature clothing is very light, and has to breathe to not hold heat at all against the body. Fluids are necessary to avoid heat stroke.

Extremely Hot

Extremely Hot Temperature is any temperature above 45C/113F. These temperatures are unsurviveable for long periods of time without a spacesuit, or a biology that is suited for the heat.

3.5.1 Seasons

A planet rarely has a single temperature year round. Seasons account for what kind of weather the planet will be at that current season. When visiting a planet, it's important to notate what season the planet is. Seasons are notated by what quarter of orbit this season takes up around it's sun.

3.6 Population

Population is the amount of sentient beings that reside on the planet in a permanent or semi-permanent basis. Due to the fluid nature of the universe, these notations are only for officially recognized residents of the planet. A planet could very well have more people living on it than listed, but chose not to report their residency for a multitude of issues.

Empty

An empty planet is completely devoid of all sentient life. There is not a single creature on this planet that has sentience or sapience that lives here on a permanent or semi-permanent basis.

Barren

A barren planet has anywhere from 1 to 10 people living on it in a permanent or semi-permanent status.

Very Low

A planet with a very low population has between 11 to 1,000 people living on it in a permanent or semi-permanent status.

Low

A planet with a low population has between 1,000 and 10,000 people living on it in a permanent or semi-permanent status.

Moderate

A planet with a moderate population has between 10,000 and 1,000,000 people living on it in a permanent or semi-permanent status.

High

A planet with a high population has between 1,000,000 and 1,000,000,000 people living on it in a permanent or semi-permanent status.

Very High

A planet with a very high population has between 1,000,000,000 and 10,000,000,000 people living on it in a permanent or semi-permanent status.

Extremely High

A planet with a very high population has between 10,000,000,000 and 50,000,000,000 people living on it in a permanent or semi-permanent status.

3.7 Laws

Laws determine what is legal to do, import, export, or carry while on the planet. There are three major types of laws that are metered; Civil, Criminal and Trade

\begin{tcolorbox}[title=A Note on Laws]

The amount of laws a single territory or country can have can number in the thousands. This guide more focuses on what a traveler(PC) to a planet would most likely be worried about, and be bothered with. This is meant to be a guide, not an exhaustive list. The law ratings for objects in Ops and Tactics are generally enforced in Kandai, unless otherwise noted.Licenses are also handled differently in Kandai. Acquiring a license is usually for a particular planet, a region of space controlled by an organization or with some kind of agreement(E.G.: Confederation Space), or a particular territory. As a general rule, a license given by a reputable source in one area will generally be accepted in another.

\end{tcolorbox}

3.7.1 Civil

Civil laws include the structure of the government, who is allowed in government and how it's run, any codified caste-like systems, such as slavery, citizen by birth or by action, and how civil matters are handled. This also includes any local ordinances that may affect travelers, or residents.

3.7.2 Criminal

Criminal laws include all acts that are considered criminal. Unless otherwise noted, the following laws are always considered criminal acts:

• Murder and Manslaughter

• Assault and/or Battery

• Theft, Larceny, Robbery, and Burglary

• Kidnapping, Bondage, Involuntary Servitude or Slavery

• Destruction of Property

Criminal law can also cover possession of weapons, narcotics, and other items, but this is usually deferred to trade laws.

3.7.3 Trade

Trade laws include what objects can be imported and exported, as well as any penalties for breaking said laws. Trade laws can vary greatly between planets, and even between territories. Trade laws also cover possession and use of certain objects for trade. Unless noted otherwise in this book, the listed restriction for the items are in effect.



Now it's just a taste and It hasn't been fully completed yet, but we're slowly working on it!

Sunday, October 23, 2016

A little update

I am done, I'm still just cleaning up errors and such

Apparently I forgot to actually add in .357 magnum, so I'm adding that back to Core

Also I added beebots in Advanced Arms.


Enjoy!

ADvanced arms
6.01 to 6.02
Added Beebots, which are basically cute flying spiderbots. Rejoice!


Core
6.02 to 6.03
Added the missing .357 magnum
Clairifed coover vs concealment

Thursday, October 13, 2016

6.02 Update

Was roling a chracter for a game
Noticed some minor errors in the Core rulebook, so I updated it

Both the blog and the website have been updated

For those who already downloaded:

This is merely a cosmetic update, the rules are 100% exactly the same.

Download if you want to!

Changelog is below

6.01 to 6.02
Changed the Springfield EMP's so that they ahve the correct mag count
Fixed minor formatting errors for tables in the PDWs
Changed the Link Colors from "Hot Pink" to "Blue"

Craft forgot something.

FID Had a small error in the book. It got updated. Go down load it!

Also blame craft.

Wednesday, October 12, 2016

Finally. I'm done with this damn game.

Alright. I'm serious this time.

I'm taking the lyx files, zipping them up, storing them away, and I am not going to open them any more, unless it is a serious emergency fix, OR I am updating them for print, making them prettier and all that

As for now, I present to you Ops and Tactics, 6th Edition. The last edition. And hopefully, the last version I'm going to be working on

So now, I can work on my campaign setting, Kandai. Watch this space for updates on that!

Changelog below!

Modern Magika

6th Edition
Changed Dragonbreed so that each selected effect gives a specific effect that it does
Removed the tail attack for dragonbreed
Gave Bayou orc Brawl for free
Gave Plains orcs Combat marial arts for free
Made Desert Elves taller
Gave Hill Dwarves More CP when using extra effort
Gave Cave Dwarves a +5 to all Poisons and Diseases
Doubled Cave Dwarves Carrying Capacity

Changed Nullsteel so that it is 1.5 instead of 4

Advanced Arms
RC1 to 6th Edition
Consolidated Personal lasarm and Plasarm feats into personal plasmas prificnecy
Consolidated all of the different fire types for plasmas and lasers into a single feat.
Changed Chargeshot so that it's 1+1 heat instead of 1+2
Changed Sundrop to Moonbeam, for legal reasons
Added Shields and Grav Propulsion for Vehicles, in AA

Changed the cargo holds for a lot of the Space ships


Core Rulebook
RC1 to 6th Edition
Added Adjustable Iron sights
Changed armor so that the Defense only applies to areas that one attacks
Lowered the Cost of Potshot to 4 CP
Removed the penalties when cutting down a shotgun
Fixed Margins for the Stealth 1
Fixed PSP-25 so it has a magazine now
Fixed margins for Expensive modern backup handguns
Changed the Ww2 Anti-m Rifles so that they get a fixed stock as base
Changed the GP-30 so that it can attach to any rifle that takes AK magazines, including the AK101
Changed The location of Equipment and Combat
Changed Bleed damage so it now affects EHP damage, and for people not wearing armor
Changed Poisons so that a success is a half, and adde dmultiple secondary effects(Wear a gas mask)
Changed the stylings of Ammuntion so it's now based on what type, instead of what crafting caliber
Swapped the cost and weight for crossbows
Changed the cargo holds for a lot of the Space ships
Changed the Ruger Redhawk to the RugerBlackhawk
Added a few Ruger Redhawks
Changed Two wepaon fighting so that the combat point cost is increased by 1.5, roudned up
Changed all mentions of "Mexican Carry", to "Wasitband Carry"
Added the notion that you can enlarge or shrink the size of the grip for a weapon using custom grip
Added Failure Drill master(the Old Mozambiquedrill master), since it was apparently removed
Added some 16 and 20 gauge shotguns

Changed The Combat Point cost for Trip, and disarm


Edit:

Also, I incuded the Simplified Quick Action Tactics system, which is basically "Ops and Tactics Lite" for people who felt there was too much bloat in the core system.

Enjoy!

Sunday, October 9, 2016

Holy shit 2 months with no update!

I'm not dead! I promise! I've just been very busy.

But good news! I'm nearing the (actual) completion of all of the Ops and Tactics books!

We're on our final round of edits, with some changes. I didn't want to do like I've been doing for the last...6 years? And just release and fix and release and fix and release and fix because that's getting old and I'll be perfectly honest.

I'm tired of this project. I want it to be finished, becasue I want to get started working on the campaign setting: Kandai

(Which uses Ops and Tactics, so rejoice!)

I've also cobbled together and finished the "rules lite" version of Ops and Tactics, dubbed the Simplified Quick Action Tactics System.

It's basically ops and tactics that has a bunch of stuff cut down that make it easier to learn the combat system, but it is incompatible with anything else Ops and Tactics Related

More good news! I'm actually looking at seriously putting toegher a kickstarter since the books are nearing their completion. I'll do a final sweep with my editors/contributors, and we'll make a release, a real one.


OH! And a major contributor, Craft, finished and completed the Field Identification Guide, with some edits by our anonymous editor.

So yes, look for good things around november? Yes. November.

Until then, feel free to hit me up on an email at opsandtactics@gmail.com!

And always, thanks for playing and reading!

Monday, August 8, 2016

Holy shit it's fucking august with no update

Alright, so I've been holding off on posting anything new becasue I've been working with the team to make sure everything is still good, and that the books look good and all the errors are fixed and such.


Yes, I'm still writing

What am I writing?

The goddamn Monster Manual, with a hearty helping(Read: He did most of the work) from Craft and Colt, playtesters and monstermakers.

It's going to be called Field Identification Manual, and I'ts going to contain a bunch of ready made stuff for you to take and use.

Because apparently the quickest way to kill an RPG is to not have a monster Manual.

SO yeah.

I'm also writing a campaign setting but that's long from now.