Friday, May 18, 2018

Don't call it a comeback

RELEASE DAY GENTLEMEN!

Below are the changelogs! And boy are there a lot of changes

Everything is updated.

In addition I've included a prototype spiderbot program that generates gunstores for peope. It's not complete, and I will be issuing updates for it as I fix more and add more to it.

It is open source, so you can look at my bad code:

https://bitbucket.org/opsandtactics/spiderbotmk5/src/master/

Core Rulebook:
6.10 to 6.11 Complete Edition
Made Major corrections to a lot of issues/tables
Added SJSPs to intermediate rifle
Changed the ROFs so that Fast means more bullets and SLow means less.
Gave Slow ROF the ablity to do potshots and Single shots
Added the Colt Monitor
Addd the HCAR
Added the S&W Model 27 in 6 and 8.75 inches
Removed Force stop Feat and Drive By attack Feat(Who even uses these?)
Changed Street fighting Feat to give an additonal 2 damage dice
Increased Knockout punch to 4 damage dice
Changed Improved Brawl to 2d6+Powr
Changed Bleed damage so that 3 or more points against ehp or chp wihtout armor causes bleed
Doubled Acid Damage
Removed "Blown away" Status Effect
Removed "Dazzled" Status Effect
Removed Mini bulldozer, two wheel transport trailer and added Anvil, Furnace, grinders and eletric sharpening/grinding stones, power hammer, to Construction kit
Reduced Tactical sheath to 1 WP
Changed so all swords and knives come with tactical sheaths and changed the price to reflect that
Added Limb protector upgrade for armor
Changed Speechcraft's Diplomacy so that indifierent, friendly, or helpful don't add their Charisma bonus.
Gave Lying a base TN
Changed Stunned so that you get Half CP than normal.
Removed the AoO from trip, and removed the Feat "Improved Trip"
Removed Feint and "Improved Feint"
Changed AP ammo to: "This ammunition is specifically constructed to pierce armor. It provides −1 damage die. When attacking targets that are armored or have natural armor to Ballistic damage, it provides +2 Piercing damage dice, plus +1 Piercing damage dice per 2 damage dice over 2."
Changed Dodge, Mobility, and Evasion to require AGL +1 Instead of just 13 Dex
Changed Mobilty so that you don't take AoO when leaving a threatned area
Removed Rifleman Feat and added all it's effects into Rifle Specialist
removed Sniper, DMR and AM riflemenfeats and rolled it's effecs up into Disttance rifle specialist
Changed Tactical Draw to include like firearms
Removed Pistoleer and Wheelgunner and rolled up the effect to handgun Specialist
Changed Cleave so that you can move +10 feet before making the attack
Elusive target changed to AGL +2
Removed Int 13 from Improved disarm
Sunder changed to Focus +1
Removed the Int 13 from Combat Expertise
Changed Dead aim to 7 CP, and allowed the character to move, and added other failure posiblites with it.
Lever shooter no longer requires Point blank shot
Pump Gunner no longer requires Point Blank shot
Shotgunner removed and all effects rolled up to SHotgun specialsit
Removing Power Attack from Power throw requirement and changed it to Pow +1
Gave Defensive martial arts 1/Bludogning DR
Removed Vehicle Dodge
Moved Reloading to be under Ammuntion, and changed the Categories for reloading to go from the TYPE of rounds you're reloading and not the caliber categories for crafting guns
Changed the rounds per batch for the ammunition from reloading
Changed the TNs for making ammo
Moved Gunsmithing to a section under Guns
Added the Hi point 10mm carbine
Clarified that all Hi point carbines take their respective mags in the same caliber
Changed Detcord to an explosive from a detanator
Added Carcano rifle and carbine(Due to Roland)

Added Food bars and Candy Bars
Added the feat "Quick Throw" that allows people to throw faster at a reduced range.
Added Hcar Rifle
Changed HCAR to HCAR DMR
Added an example for increasing stats
Gave Frag and HEDP launchable grenades the ablity to knock people prone
Removed Combat Awareneess feat
Changed quick draw attack to remove the penalty and make the attack for 4 CP, made the notion that it MUST be in a holster or sheath
Changed The Character generation in the following ways
BAB is by level now, instead of purchasing via COP
Changed Restricted objects to 50% increase
Changed Improved Inititave to +3
Removed the OGL stipulation, as Ops and Tactics is no Longer under the OGL
Removed Weapon Fienesse requirement from Pressure Point Strike
Removed "Energy Drained" From Status effects
Changed Suppresive fire to sustain or end from 12 cp to 9 CP
Added attacker rear defender for attack options
Changed Sprayfire to +4 damage dice instead of doublign damage dice
Changed the folding stock so that when folded it either turns the gun back to it's origial size or reduces it to medium, wichever is smaller.
Removed the Folding stock's +2 to stealth when folded, due to the size reduction
Removed the requirement that detachable stocsk can only be attached to guns they were designed for
Changed concelament so that cover can provide concealment
Gave 3/4ths cover the ablity to save for no damage
Changed Evasion Feat to allow the use of medium armor as well
Changed Battleaxe from single bladed to double bladed and removed the piercing aspect
Changed description for shortswords
Increased Flamethrower's HP from 5 to 20
Changed Stop bleeding so that it is no longer timed, and now heals 2 bleed damge, and +1 bleed for every 4 points beoynd the TN
Added 7.62 Tok, 7.63 Mau, and .32 ACP to the M47 medusa's compatiable ammo
Changed The PLR-22 to Medium sized
Moved the Kel-tec PLR-22 to SMGs
Moved the Ruger charger to SMGs, and gave it a pistol grip
Moved CZ EVO3 Pistol to SMGs
Moved Century Arms Draco Pistol to SMGs
Moved Keltec PLR-16 to SMGs
Moved the G3 Pistol to SMGs
Moved the FAL pistol to SMGs
Moved the Auto Ordnance Thomson Pistol to SMGs
Moved the Sig MPX to SMGs
Increased the amount that hemostats stop bleeding, and lowered the cost
Lowered the cost of Antibacteraisl and antivirals
Lowered the cost of painkillers
Reduced cost of Aniseptics
Reduces cost of SPray on bandage to 1 WP and increased bottle use to 20, and increased the purchase ammount to 4
Added Tourniquet
Added Cold Packs
Added Liquers to The drinks example
Completely overhauled food so that it notates how long it will feed a character in hours not, abmigious "Days"
Changed "Simple Firearms" variant rule to "Generic Firearms" because if you want simple play SQUATS.
Removed Bludgoning from the bleed damage chart
Changed armor so that any damage that gets through armor is considered bludgoning damage.
Added the Compenstaor to all mateba revolvesr
Made all matebas +1 Mastercraft
Gave the obrez the "Not affected by Error range"
Changed slings so they don't take frame upgrades
Changed Preciscion upgrade so they don't take frame upgrades
Changed Clockwork action so it doesn't take frame upgrades
Reduced the cost of Clockwork action
Changed all notions of #4 buckshot so that it now grants a +2 attack bonus within the first 2 range increments and a -4 damage penalty, except magnum
Changed #4 Magnum buckshot to a +2 attack bonus and a -2 Recoil penalty
Changed Birdshot's attack bonuses to +2, +4 and +6 for #3, #6 and #9 birdshot for all mentions, respectively
Changed magnum Birdshot's damabe bonues to +2, +3 and +4 for #9,#6 and #3 birdshot, respectively
Changed Magnum slug damage to +6 damage bonus
Reworeded the magnum recoil penalty increase
Increased STrung buck's damage to +8
Changed type 99 to 7.7
Changed Type 99's ROF to M
Changed 6.5 arisaka to 4d6
Changed Mondragon to semi only, and removed the 100 round box
Removed the Type 97 Light Machine gun(As it is not a light machine gun)
Changed AR-7 to take 5 minutes to assemble
Changed Non lethal cased rounds from chalk(?) to a rubber bullets, and made them only work within 2 range increments.
Removed Galil Mtar due to it being a copy of the C-tar
Reduced Norinco qbu-88 reduced to 150 with scope
Added the Lynx GM6 Anit Material rifle
Added the Zastava Black Spear anti mateiral rifle
Changed the Glisenti model 1910 to 15% error range
Changed Pistol lowers to make them SMGs for feats, upgrades and combat
Reduced the error range cost for uppers/lowers
Changed all notions of guns by wars and instead refered them to technology periods instead of wars
Changed Rifle and SMG loader to 1 CP for stripper clips and from lose rounds
Changed shotgun reloader to 1 cp for loose rounds and reloading mags
Change Handgun reloader to 1 CP for loose rounds reloading.
Added more features to Rifle Expert, and changed the repair bonus to +6
Changed Repair bonus for Anti-material rifle expert to +6
Changed Repair bonus for Designated marksman rifle expert to +6 and added more features to the feat
Changed Repair bonus for Sniper rifle expert to +6 and added more features to the feat
Changed Repair bonus for Revolver expert to +6 and added more features to the feat
Changed Repair bonus for Pistol expert to +6 and added more features to the feat
Added more features to the feat Shotgun expert
Added more features to the feat break barrel shotgun expert
Removed Master sniper shot feat
Changed Marksman shot so that after the 1st round spent aiming, the bonus is increased by +1( so it goes +2, +3, +3 +4, etc)
Changed high visiblity sights so that they no longer take up any upgrade slots
Increased Finish bonus to +10
Changed Nylon paintball rounds to 1d2 bludgoning
Changed Compound Bows and Recurve bows in the following ways
Recurves can be used even without str modifier
Compounds need the str modifier to be used at all
Changed the STr requirements for compound bows
Gave Grapnel grenade launchers 120 feet of paracord
Increased the CP cost to 3, to get on or off a motorcycle
Increase Transport Helicopter's passenger load to 10
Increase Transport Helicopter's carago space to 6k lbs
Added the fact that Racing kit reduces the damage due to occupants for rolling over and collisions by half
Increased the health of M&P Vehicles
Increased the AP of M&P vehicles
Changed all notions of "Saves" to "Saving throw". Be professional.
Changed Sweeping fire so that the range is now 1/2 of  the range increment, up to 40 feet total.
Increased the Kommando LDP's range to 30'
Capped Explosive extremity damage to 10 total rolls(That should be enough so it doesn't get out of hand)
Removed "Gender" from the character defintions. No one cares.
increased flamethrower HP to 20
Changed Surgery so that it goes 1d6 per 2 skill modifiers the character has, to keep the surgery getting better.
Clarified Savant to only take it immediately, and not every level

Removed mentions of 9x17mm kurz
Added the sholder holster the ability to hold 9 shotgun shells, 15 loose rounds, or a PDW or rifle mag that holds 30 rounds or less
Gave the tactical holder the ablity to hold 3 shotgun shells, and added that a tactical holder can be purchased to hold a single PDW or rifle magazine that holds 20 rounds or less(So as to not crossover to magazine caddy. It's a holster for smaller stuff)
Added a note that belt holsters come in Kydex
Changed SMG rig to PDW rig
Removed all notions of .223 Rem in the game as there's no point
Removed all notions of .308 Winchester in the game as there's no point
Changed how Restrictions work for firearms in the following ways:
Burst fire is now a Restricted thing, instead of M&P.
"Short Barrel" firearms are down to Licensed, as, in a real rational world, there's very little point to them not being that.
Detachable stocks are now "none" since the whole SBR/SBS concept is gone.
Sawn/Sawed off shotguns are now "None" since the whole SBR/SBS concept is gone.
Changed the KAC masterkey, M26 MASS, Six12, and Taser Mount to Licensed.
Noted that Attaching a suppressor raises it's level to restricted.
Changed the following Firearms to Licensed
Mosin Nagant Obrez
M60 Reising
M65 Reising
Norinco QBU-88
H&KMP5A2
H&KMP5A3
H&KMP5/40A3
H&KMP5/40A4
UMP9
UMP40
H&KMP5k
H&KMP5-PDW
H&K MP5/10A2
H&K MP5/10A3
MTs255-12
MTs255-20
MTs255-.410
Benelli M2 Tactical NFA (12 Ga)
Benelli M2 Tactical NFA (20 ga)
Benelli Nova Tactical NFA
M26 MASS Standalone
Mossberg 590A1 NFA
Mossberg Cruiser 590A1 NFA
MTs255-.410 Tactical
Remington 11-87P
Remington 870, 14”
Remington MCS Breaching
Remington 870 MCS CQB
Serbu Super-Shorty
SIX12 Full Stock
SIX12 Pistol Grip
Ithaca Auto & Burglar (20 AND 16 GA)
Armsel Protecta Bulldog

Changed the following Firearms to Restricted
Beretta 93R
H&K VP70M
Colt M4
Colt M16A4

Changed the following Firearms to M&P
All Firearms in Early Modern Machine Pistols
All Firearms in Early Modern SMGs except the M60 and M65 Riseling
All Firearms in Late Industrial Machine pistols
All firearms in Late Industrial SMGs
AVS-36
Colt Monitor
FG42
M2 Carbine
Sturmgewehr 44
All firearms in Early modern LMGs
All firearms in Early modern GMPGs
All firearms in Late Industrial machine guns
Gave AEK-919K Full auto(F) firing mode
Removed H&K MP5/40A2 Carbine/PPC rifle. No point.
Changed the 3rb carbine lower to Restricted
Changed the 3rb DMR lower to Restricted
Changed the 3rb Assault lower to Restricted
Changed all Uppers to Licensed, due to the fact that "SBR" laws no longer exist in the system
Removed Bayonet lug form Winchester model 1897
Added 3 Palmetto State Armory 300 Blk uppers
Changed Autofire and burst fire so that it also can be used to remove the modifier to make the gun reduced in requirement
Removed the notion that Charter arms .22 cal revolvers aren't affected by error range.
Added the Charter arms Pitbull in 9mm, 40 S&W, and .45 ACP
Changed Close combat Shotgunner feat so that it removes the penalty for firing a shotgun without a stock.
Changed the Norinco M2000 to the Stoeger M3000 Defense
Added JIC in 410 and 20 Gauge
Added the Mossberg shockwave in 12 and 20 gauge
Added the Benelli R1 and MR1
Added Browning Bar mk3 and browning Bar mk3 DBM
Added Henry Arms Octagon .22 Mag
Added Henry ARms Big boy in .327 Fed Mag
Changed The Extended barrel to allow someone to convert a regular rifle into a DMR
Changed Short barrel rifle upgrade to allow someone to convert an assault/target/battle rifle into a Carbine rifle
Changed the descriptions for CHP and XHP to imply that they both are meat points
Changed the TNs for Disabling security devices to make them easier
Fixed Lying TN so that it doesn't make harder lies easier to fool
Removed the requirement for bumpfiring for the weapon to have a stock.
Chagned the miss disatnce from a static to 3 range increments for a rocket and 1 range increment for a grenade launcher. don't miss!
Splash damage using a thrown weapon causes double damage when throwing ant a specific personS
Allowed Grenade launchers to have slings
Gave the Sites Spectre M4 a folding stock and vertical foregrip
Made Sites Spectre M4 M sized
Added .410 Bore Shockwave
Added Winchester 1200 and 1300 model shotguns
Added Hi standard flite king shotguns
Changed Wrist Wraps bonus to +1
Changed Brass knuckle bonus damage to +2
Changed Fencing Specialist feat that allows people to touch attack for 2 CP
Changed Fencing Mastery feat so that you can make touch attacks with no CP increase
Added FNAR L and FNAR H
Added Ruger Gunsite scout in both 5.56 and 7.62
Added AA-52, a French GPMG
Added 1886 Long rifle, a .45-70 rifle
Changed Tremendous srength rule so that it doesn't increase exponentionally
Added PGM Hetate II, a .50 BMG AMR
Added Mambi AMR, a 14.5x114 AMR
Added AAC honey badger
Added Magpul PDR
Added FN Ballista in .300 Win mag, .338 Lapua, and .308
Added the FR-F1
Added the Alejandro Sniper rifle
Added the Ksg-25
Added the Franchi PA3
Added Jatimatic machine pistol
Addd the Zastava M85 and M92 Carbine rifles
Added the SVU and Zastava M76 DMR rifles
Changed Nunchuku so that they can strike up to 10' away, and three section staff can strike up to 15' away
Removed the Improvised weapon for Rapiers
Changed how food works, again. This time it has NV, or nutrition value that You eat to for a day.
added some food.
Added FN Scar SSR and TPR DMR Rifles
Reduced VSS's range to 90 from 95
Gave M72 Law 10 points of ignore hardness
Changed "Shortened barrel" upgrade to "Compact Barrel" to avoid confusion
Increased compat barrel's bonus to +5.
Lowered Range increment  for compact barrel loss to 20%
Reduced COP to 4 Points
Added the cost for Six12 and M26MASS mags in the description
Changed the vertical foregrip to 2 CRP reduction
Changed the vertical gripod to notate that it's less, not more
Added Angled foregrip upgrade
Gave bodkin arrows +2 damage dice for armored targets
had a launched HE shell give a Saving throw or be knocked prone
Reduced the Starting COP score
Added graphis for the cones, thanks to Conscript Gary
Changed the handgun quote to Big Boss's quote

Advanced Arms:
6.08
Changed so all swords and knives come with tactical sheaths and changed the price to reflect that
Added Type 50 BC
Changed and removed all notions of "Nato", "Warsaw pact" and other real political and military monkiers from Plasmars, caseless arms, and lasarms. They may not even exist in your game :D!
Added a Jaffa Staff weapon, via Brandon
Added a bonus to Computer use for standard shell synthetics
Added cold vunerablity to agile shell synthetics
Increased Cryocases to 1600 oz(100 lbs) and 3200oz (200 lbs) respectfully
Added NanoMed, a microbot injecton for health
Added Health Analyzer

Changed 65 rounder to 60 rounder for caseless mags
Added Technician and Engineer positions in ships
Added Repair SUpplies upgrade for ships
Changed the HEM suit so that it's the percentage of ALL hp instead of just XHP
Added Electiric stinger to spiderbots/beebots.
Removed the ammo amount for storage tank
Changed skincover treatment so that casting it does not cause damage
Changed EMP grenades to no longer affect caseless firearms.
Changed chameocloak to +15 stealth
Changed Ceramnic's mental limit reduction has been reduced to +0
Increased Overdriver's effects to +6
Increase stealth suit to +18 stealth
Increased Curved hilt Attack bonus to +3
Added the notion that railguns can be disabled by EMP
Changed The thrown pellets so that they cover an area of 10' by 10' instead of a single or double range increment
Added Stun pellets
Added silver nitrate and UV rounds to Intermediate rifle
Changed Power COnserve emitter so that only 25kW and up can take this upgrade
Added the deflect action to the combat, and noted that someone can also block cased guns, shell ammmo, non ballistic ranged weapons, and thrown weapons
Re-added Spacecraft Operation Feat
Removed the "Aprox spaceship length"
Increased the ammount that a large cargo hold can hold small ships to 8
Change Dayglo so that it blinds you without sunglasses, and flashbangs, illumination, etc blinds you even with them
Added the fact that guided bombs grant a +10 Attack bonus when targeting atmospheric targets
Pilot checks when droping mines now adds to the tN
Change Pulse Emitter to R
Changed the following weapons to R, as there are no SBR laws or anything silly like that
M6I
MB5A
MB5G
MB5S
APEW-34
APEW-29
PR-101
PR-105
PR-115
PR-120



Changed Type 50 Beamcaster to L(Why was it M&P?)
Changed Model 187 Voltrifle to L
Changed model 224 Voltrifle to L


Modern Magika:

6.07 to 6.08
Added "Magical barriers" to Abjuration
Noted that abjuration traps double in effects/dice damage, so that a person gets twice the bang per buck, when making traps.
Changed Aburation's length from 1 round to 1 hour and increased it hourly instead of "per round"
Changed Necromancy's "Life damage" to just say "CORE HP" damage
Added "Compressed Spell" feat, which allows a mage to compress a spell to take half the ML required, at the cost of taking twice as long to write and a +1 CP cost to cast.
Changed  Full Plate Armor Damage Reductions from 12/Bludgeoning, 9/Slashing, 3/Piercing, Ballistic to 12/Slashing, 4/Bludgeoning, 3/Ballistic, Piercing
Clarified armorplate to protect arms legs hands and feet
Added Copper Scaled Linothorax, Linothorax, and Bronze Chestplate to Armors, Via Brandon
Added Bronze Helmet, Via brandon

Changed the range increments from abjuration to Range for magical barriers
Changed Magical locks to "Can be used" so anyone can use that key
Changed the notion that weapons you transmute you are proficent so that you're only proficent in the transmuted weapon
Changed Transmutation to allow the pulling from even larger ingots, so you don't have to spend 2-3 turns shapiong ingots to make your weapon
Globe Launcher can now fire rocks and grenades
Added a "Blinding" effect to flash for Illusion
Increased default TN for Flash to 12
Changed some Evocation cantrip TNs
Changed Invokers so that it's just 10% reduction now isntead of a long formula
Removed The Spell focus requirement from Spoken spell
Reduced the cost to make The potent and extended potion slurry to 2 WP
Reduced cost for a lot of the negative effects
Reduced cost for Heavy heal
Added purchasable potions
Changed The Deflect feats to also allow to deflect thrown weapons, various non-ballistic weapons, cased rounds, and slugs
Changed intermediate deflect so that you can stop burstfire and doubletap attacks
Changed expert deflect so that you can deflect spray and sweepfire attacks and clarified that you can only send back plasma attacks.
Increased Abjuration to 12 hour increments

Changed Cave Dwarves CHP to CON + 8
Removed Spoken spell Feat
Added the feat "Stylus Caster" That allows you to cast spells without writing them down for 1/2, but you must have the stylus in hand to cast.
Changed M1855 to M1861(Craft Request). No stat change
Removed the +6 SP cost for permanency enchantment
Increased Curved hilt Attack bonus to +3
Changed kobold -1 size penalty to melee attacks.
Changed how Abjuration does locks by allowing someone to customize the lock itself.
Changed Transmutation's Transmutation expert feat so that it also allows for a mage to transmute objects directly from one to another without breaking ti down into ingots beforehand.
Increased Darwood's Bludgoning damage to +5
Increased spellscroll pouch to hold two
Changed Psiblade's curved hilt to be more in line with plasmablade's curved hilts
Reduced Chain Jacket to 104 oz weight

Thursday, April 19, 2018

I'm not sure if anyone even reads these.

So I and craft are working on the very last bit of the proofreading for ops and tactics, so we're nearly done with that.

Spiderbot is chugging along nicely, as well. I've got an alpha worked out!

So still working on this. I'm not dead. Project's not dead.

Wednesday, December 6, 2017

Still writing!

Just wanted to give all those who still read this blog an update.


So I'm going through and making all of the sweeping corrections and additions I wanted to make earlier, but haven't.

The reason is because I'm going to make this update the last one, so I can work on kandai full time.

As for Kandai, it's comming along slowly, but it's comming. I am still working on it.

Feel free to hit up the discord, or email me!

Thursday, October 19, 2017

This will probably be the most important post on Ops and Tactics you read.

All good things must come to an end. And after nearly 8 years of development, I seriously am getting to the point to where the things I'm fixing are so minor they may as well not be fixed.

So I'm going to call the system "Done". And I know there are some people who will remind me that I've said I'm "DONE" at least three other times, but this one is the real one. I want to move onto the Kandai project 100%, and the rules work as intended and they work fine.

Before I do fully wash my hands of the core rulebooks, I will release one more with some corrections and such to make it easier to read.

I do want to note that even though I am calling the rules done, I'm not stopping support for the setting. Feel free to ask me any questions, or anything like that. But I'm not adding anything new rules wise, and I'm not going to be making any more major changes to the system.

Now, on to the new stuff: The Kandai project.

I've posted before about Kandai, but now that it's actually taking shape I can talk about it. Kandai is the base setting for Ops and Tactics, with a few caveats. Firstly, it uses ALL of the books and a few of the variant rules. While you don't have to use said variant rules, for the best experience it's recommended that you do.

I don't really know WHAT to call the setting in terms of genre. It's semi-mundane space game with lots of minor wonderment things in it. There are planets(Not sure of an ammount yet), that players can travel to, or even be stranded on, since there are different technology levels, you could play an entire campaign on one territory of one planet and still be IN the kandai universe. So it's kind of an overworld universe for multiple types of play. You want to play medieval with magic? Sure. Futuristic people landing on a backwards planet and getting stuck? Go ahead.

Craft is writing the Monster manual that will introduce a bunch of new fun things to kill and be killed by, so expect that to release with the setting in tandem. Furthermore, there will be soemthing called the "System Information Guide(SID)" that will include planets and a host of prebuilt ships for characters to purchase, steal and fight.

So expect it to come. I've been working on it on and off for about a year thus far, but the edits to the core rulebook have been slowing me down.

Saturday, September 23, 2017

RELEASE DAY!

HEY! It's release day!

You thought I was done? NOPE STILL WRITING!

Changelog is below!

As always, you can download from here, or the website, www.opsandtactics.com

Also, we have a discord!

The link is here!: https://discord.gg/4bEVSR6

CORE RULEBOOK

6.09 to 6.10
Changed the EXP calculations, in both increased the EXP and changed it so that when you hit a level, your EXP returns to zero, and you have to earn UP TO the next level.
More fleshed out how one rolls a character and put more pertest information in the first chapter
Changed sunder so that it's just a normal melee attack
Further Clarified Two Weapon Fighting
Added actual rules for concealment
Moved around Combat so that it's somewhat easier to read.
Added the explosion rules to combat.
Changed 5.8 Chinese to 5d4, making the recoil -5
Clarified tactical deraw and quick draw attack
Removed Trained only from Craft(Structural, Mechanical and Electrical), and disable device
added MK-18 Mod 1 Mjolinr
Increased the burst radius of a lot of thrown grenades by 5'

Increased burst radius of some fired grenades by 5'



MODERN MAGIKA

6.06 to 6.07
Changed Desert elves so they recieve more feats
Changed Forest Elves so their reduction is now -10 Mental limit instoead of -15
Change the 2nd feat forest elves receive
Added more notions about Shift terrain in Transmutation
Changed Dwarves Feat setup
Changed Range for Spellcasting(Specifically Magic and Incantations) so that it is now a range INCREMENT, and not just standard range.
Chanaged Transmuting weapons so that you are considered proficient with the weapon you transmute inately.
Added more Magical artifacts
    Including JM's "hats"

Added magic to the Character sheets, so it's a full character sheet now.
Clarified Container enchant so it works with "uses" and/or "Timed" enchantments
Added the action to destroy paper.

ADVANCED ARMS 
6.07

Increased the grenade burst radius

SQUATS
6.04

Increased the grenade burst radius

Thursday, September 21, 2017

Project isn't dead

Not dead! Still writing!


Just wanted to give an update. I'm almost done with the base framework of kandai, and Craft is chugging along with the monsters of Kandai.


It's looking good so far, I'm probably goign to move into writing the races and their history next, then the factions, and go back and add a bunch of minor things to the planets and territories again.