Tuesday, March 28, 2023

A little update but a big update!

 Not much to say on this one, changelogs are below!


Modern Magika


6.38 to 6.39

Changed Shadow Substitute to trigger when you're damaged immediately

Formatting fixes


Core rulebook

6.47 to 6.48

Added Bow Fishing Kit

Fixed formatting errors

Changed "Dazed" to 1/3rd CP and flat footed. 

Gave Knowledge Business a synergy that reduces cost of new items

Gave knowledge civics a synergy that relates to speech craft or presence

Dedicated Canteen Pouch to all LBE gear

Changed Dazed to 1/3rd CP cost and flat footed

Added Sticky Grenade


Advanced Arms

6.23 to 6.24

Changed the Advanced combat helmet to allow for  a Gas Mask, Emergency Air Mask, Condenser-Diluter, Rebreather, Night Vision Goggles, Infrared Goggles, and Passive or Active Hearing Protection to be mounted to the helmet directly

Made the following changes to Spacecraft Equipment(As per Expletive):

Light Cannons ignore 2 HRD

Heavy Cannons ignore 4 HRD

Heavy Cannon damaged increased from 2d10 to 2d10+4

Heavy Cannon Range increased to 1-13

Made the following change to the coupler text: This upgrade is full set of couplers, allowing a spacecraft to tow as many objects as it's size and engines allow."

Plasma Pulse mine damage increased from 1d8 to 2d8

Changed Plasarms so that they now have a flat -3 Recoil penalty mitigated by everything else that mitigates recoil when doing double tap attacks with it. 

Armored shell changed to : 2/ba, 2/sl, pi, bl, 1/El,Pl

Armory

1.23

Added the S&W M&P 5.7

Added the Stacatto P, C2 and XC

Added the S&W M&P FPC





Tuesday, October 11, 2022

Update time!

 Changelog is below!

Core Rulebook

6.46 to 6.47

Corrected errors with some weapons

Gave all LBEs 2 canteen pouches

Notated that suffocation has actual CHP loss.

Added Red dot magnifier

Notated how much range an IR light gains for being an IR light in tactical flashlights

Added infared and UV modes to handheld flashlights

Notated that all light sources provide full illumination within their listed range, shadows within 2x their range, and near total darkness within 3x of their range.

Increased high output tactical flashlight to 50' range

Decreased cost of standard flashlight to 2 WP

Fixed issue with bayonet lug

Clarified Advance Combat Sight Text


Modern Magika

6.37 to 6.38

Added a Invoker Shadow Summon for tiny summon

Changed Invoker's Shadow Summon system so that they can spawn multiple summons based on slots.

Notated that Canyon Orcs can speak either of the trade bant languages as default

Fixed orator feat

Added a new Artifact


Advanced Arms

6.23 to 6.23.1

Minor spelling issues

Added Red dot magnifier

Clarified Advance Combat Sight Text


Armory

1.22.2

Fixed S&W Shield Plus magazines



Tuesday, August 16, 2022

New books!

Modern Magika 


6.36 to 6.37

Added Plasma damage to aburation as a possible damage to defend from

Changed the Offensive form feat tree to also punch through plasma armor.

Changed the Preciscion form feat tree to grant bonuses to attacking weapons and objects

Changed the Deflect form experties feat to allow blocking shots from the flanks.

Changed the Deflect Form master feat to allow blocking shots from any direction. 

Changed leech dagger so that it immediately causes 2 bleed dice

Changed Invoking so that most schools have slightly more duration as default.

Added an Abjuration school to prevent transmutation on all objects in an area

All necromantic afflictions are permanent unless countered by conjuration

Added more explanation for how conjuration removes necromantic afflictions

Advanced Arms


6.22.1 to 6.23

Changed Advanced ballistic combat helmet to Bp, and changed AP to 30

Changed plasma blades to use 1 heat per attack, 2 heat per heavy attack, and 3 heat per full attack

Changed Sickstick to SikStick

Increased AP of both Reticulated arm and combat armor


Core

6.45 to 6.46

Corrected typos and erros

Gave Combat cut a +2 to stealth

Changed Dodge so that you can now designate 3 targets

Removed Combat Expertise and any notion of requirements for any other feats

Created Combat awareness feat

Changed sunglasses and Flash goggles to .1 lb and changed sunglasses to 2 WP

Added Locks

Changed Antiviral/bacterial to allow a bonus to recovery HP

Notated that thrown weapons can be drawn from their sheaths to attack for no combat points

Shifted the Ballistic Specialization feat

Added thrown weapons to the Projectile specialization feat

Changed Axe Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Combat Sword Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Fencing Sword Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Heavy Melee Weapon Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed SPear Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Staff Mastery feat to allow for all in that cateorgy instead of a single weapon

Changed Ballstic knife to a simple weapon

Changed Escape knife to 1d2+1

Notated that Grenade Launchers can only perform single shot or potshot attacks

Reduced the cost and time of porting

Wednesday, July 6, 2022

Armory issues

 Had to re-upload Armory as it was missing its entire table of contents and a few other things. Should be fixed by now. 


Tuesday, July 5, 2022

As usual, minor edits and fixes

 I had to update a few rules to make them consistent with the rest of the rules, but everything should be fixed now.


Please redownload, the link should be the same!

Monday, July 4, 2022

Updates People! UPDATES!

 Here we go! Lot of love and shout outs to the team for this one. Changelog is below!



Core Rulebook


6.44 to 6.45

Typos and errors fixed

Changed Impromptu weapons to be per combat instead of per attack.

Changed the two handed bonus and rules so that you gain at least a +1 damage bonus

Changed Forceful strike feat to grant at least a +2 damage bonus

Changed "Orator" feat's name to "Vocalist"

Changed Integral stocks so that it provides a +2 recoil reduction, and makes all weapons it's installed on medium sized

Changed detachable stock so that it provides a +1 recoil reduction, and a +1 atk bonus to single shots and double taps.

Changed inserts to 12 CP to use

Removed Sniper Rifle expert's ablity to decrease range increment.

Changed firearm single shot cost:

Diminutive to Small firearms: 5 CP

Medium firearms: 6 CP

Large to Huge firearms: 8 CP

Gargantuan and larger firearms: 9 CP

Changed pistol expert's handgun benefit to graint a +1 damage dice for all doubletaps

Changed Medium Club to 1d8

Changed Heavy club to 1d10

Changed some of the armors to accept plates by default, without having to install molle armor holders

Created a new damage: Ballistic Piercing, which is to represent armor piercing ammuntion, and added the protection to some armors

Changed Tungsten payload so that it now damages AP of armor, regardless of if that armor protects against it's damage type or not.

Changed Steel core Projectiles to ballistic piercing

Added Combat Knife, which is a piercing version of the survival knife

Added Synthetic blood packs

Changed Long term care so it's not an extra +3 HP per day but it is 3 HP per character per day

Changed stun grenades to detonate instantly upon striking a hard surface

Notated that throwing a grenade back requires a TN15 reflex save. Failure means the grenade drops at the person's feet.

Notated that the small, medium, and large molle pack bags have a native slot for armor plates.



Modern Magika

6.33 to 6.34

Fixed typos

Clarified some issues with the Evocation Acid Spellschool

Added the Polymermorph artifact

Added Belmont Armory artifacts

Changed Enchantment so that permanent bonuses do not stack, at all, even with non-permanent bonuses

Changed Goblins in the following ways:

Removed the Improvised weapon proficency feat and the multi-tool requirement

Gave Dominant Mountain Goblins Improved Initiative Feat

Gave Pureblood Mountain Goblins Danger Sense Feat.

Added A space for the stylus in the spellbook

Changed the prices and yields of all of the paper for spells.

Added Gypsum paper, the best spell paper

Increased the Blast paper format to +15'

Increased Target paper's bonus to +4

Changed Beacon paper so that it's only the 1st range increment, and can only be used with spells that have a range increment.

Advanced arms

6.22 to 6.22.1

Multiple changes to space ship rules, please fully read the space ship rules to understand the new changes

Fixed some typos in the caseless firearms

Lots of Changes to how weapons work for spaceships

Notated that Synths can accept cybernetics like normal

Notated that microwire knives are field knives for equipment purposes as well

changed Microwire Short sword to piercing and the damage to 2d3+5

Changed M39 to Fast ROF

Changed the M7b to medium size due to the integral stock

Gave the MX, M15, M6 and M7 series of handguns optic mounts



Armory6.22 to 6.22.1

1.22.1
Changed the Colt Monitor and the BAR to both firing modes instead of semi auto.
Fixed more Minor errors and wording issues


Normal spot to get it! Go get it!


Friday, April 15, 2022

Typos and other minor corrections and changes on my time.

 Books have been updated, and the changes are mostly typos, other things I missed, and minor changes.


Changelogs are as follows:

ARMORY

1.22.1

Changed the Colt Monitor and the BAR to both firing modes instead of semi auto.

CORE RULEBOOK

6.44 to 6.45
Typos and errors fixed
Changed Impromptu weapons to be per combat instead of per attack.
Changed the two handed bonus and rules so that you gain at least a +1 damage bonus
Changed Forceful strike feat to grant at least a +2 damage bonus

ADVANCED ARMS

6.22 to 6.22.1
Fixed some typos in the caseless firearms

MODERN MAGIKA
6.33 to 6.34
Fixed typos
Clarified some issues with the Evocation Acid Spellschool
Added the Polymermorph artifact


Books are where they normally are. ENJOY!

Thursday, March 17, 2022

Super minor clarification in Advanced arms

 Playtester pointed out that the curved hilt plasblade did not accurately portray it's CP increase, so I've clarified it. No update change cause this was intended.


Either way, it's updated!

Tuesday, March 15, 2022

More Minor fixes!

 Had to fix an issue with splash damage, fixed the character sheet and added a non calculator version.


Minor things, changelog below


Modern Magika


6.33 to 6.34

Clarified how the potion slurrys work

Limited damage potions to 12d

Fixed typos



Advanced Arms
6.21 to 6.22
Cleaned up Deflect reaction language

Core Rulebook
6.43 to 6.44
Corrected some issues with splash weapons
Typos fixed


Saturday, March 5, 2022

Minor fixes

 Wouldn't be an Ops and Tactics release without me missing something.

The stuff's been updated. I had to fix some things in Advanced Arms.

Books are done.

 Bam. Told you.

Core Rulebook

6.42 to 6.43

Changed Crossbow damages

Increase damage of Light to 5d3

Increase damage of medium to 7d3

Increase damage of heavy to 9d3

Increase damage of superheavy to 11d3

Changed cold pack to also heal plasma damage

Changed Sword specialist feat to give a +4 damage bonus when performing a thrust attack

Added Pilot to white collar

added disable device to blue collar

Removed the "medium" sized weapons at the ready from the support upgrade

Changed armor and criticals so that armor is only ignored on rolls of 16-18.

Changed Battle axe to 1d10+2

Changed Broadaxe to 1d8+2

changed hand axe to 1d6+2

Changed shortsword to 2d3+1 piercing

changed the parrying dagger's bonus to Misc defense bonus

Changed the distance rifle feats to notate that the magnified optic must be 2x or more

Changed how repairing armor is calculated

Changed disarm attack to 5 CP

Added a -2 attak penalty to arm extremity damage

Converted vehicles and lodging to capitcal system

Removed the ablkity to rent houses due to the previous change.

Changed all of the "soft" ammo so that it gets penalties against armor

Changed Wadcutter so that it provides a -50% range increment penalty

Changed Semi-wadcutter so that it provides a -30% range increment penalty

Changed Semi-wadcutters back to 10% ER

Notated that Armor stops extremity damage

Added availiblity guideline

Changed Crafted tear gas to CS gas

Changed pepper spray to 10 shots

changed bear spray to 5 shots

Removed the disarm notion that larger weapons get a bonus to disarming

Split red dots into two groups, precise and quick reticle. THe precise reticle uses the old rules. The quick reticle grants a +2 on the first range increment

Reduced Speedfeed stock to 3 WP

Changed the M26 to use saiga mags

Changed the double barrel shotguns so that Over/unders get a +1 to single shots, and Side by sides get a +3 to potshot attacks

Changed molotovs to have an AOE long term round effect

Added the caliber .30 super carry

Removed the notion that critical strikes of 16-18 bypass armor

Notated that linked ammo not in ammo boxes is limited to 50 round links\

Changed the Compact barrel upgrade to grant a -1 attack penalty to any gun that takes the upgrade

Notated that unfolding a stock makes it larger

Changed whip chain to have a max range of 15'

Modern Magika

6.32 to 6.33

Changed Levitate to have a 30 ft range

Changed suspend attacks so they can now be done for 0 CP, so you can attack and throw in the same 7 CP

Changed Suspend attacks to range increments


Change Psiblades to Plasma damage

Changed Both Psiblades to 1d4+1 pow/2 damage

Changed Double bladed psiblade to 1d4+1/1d4+1 pow/2 damage

Changed standard psiblade critical strike to 11-18

Changed Double bladed psiblade critical strike to 12-18

Changed Curved psiblade critical strike to 10-18


Made the following changes to Psiblade Feats

Combined Double bladed psiblade profiency and standard psiblade profiency to a single feat

Combined Basic Deflect and basic defense

Fixed Incantation Occupations so that they have the correct feats

Changed mithril to double numerical values of enchantments

Changed adamaninte to give a third upgrade slot

Noted that non-ballistic ammuntion can be made from magical materials

made deconstruction a base option and gave it it's own enhancement tree



Chanaged all Evocation spells to have both touch, or ranged touch attack, as default, except for acid

Changed acid's base cost to 1d6


Removed Dual Weild Stylus

Changed Quick spell to -2 CP per effect, and reduced the cost to 4 Sp

Changed power stylus to +1 die per level, and notated that it can't be used with ranged stylus

Added Split stylus feat

Increased Adamantine plates AP to 154

Removed the Foc requirement for Engraver scribe

Reduced fluid jet to 8 units

Removed Fire burst

Removed Manipulate and blended it's effects into suspend

Renamed suspend to "Telekinetic Guidance"

Removed push and blended it's effects into Pull

Renamed pull to "Telekinect Fling"

Changed shake body to ranged touch and gave it a range increment of 20'

Changed "unbalance weapon" transmutation enhancement to affect any weapon

Changed engraving plaque to 2 WP

Removed the canvas medium

Changed the scroll CP cost to 7.

Notated that scrolls now take up 1/4th of the normal ML cost they would take up if they were a spell.


Changed Transmutation's Grease base spell to last for 5 rounds, and reduced the cost to increase the time so that it's only 1 sp per round

Changed Dragonbreed's Breath weapon FOrtitide saving throw to tn12 + (Cha * 2)

Removed Dragonbreed's slow healing penalty

Moved Dragonbreed's mental limit penalty to purebloods only


Advanced Arms


6.20 to 6.21

Added Expletive's new space rules

Changed the Smart gun to grant a +8 Recoil reduction

Changed the plasma DR system to a shield system

Changed the time it takes for a shield to recharge to 3 turns

Changed High Efficency coolant pack to give it 30 soak

Changed extended armor coolant pack to give 15 soak

Change quick charge armor coolant pack to only give half soak, and reduced the time it takes to charge to 1 round

Tuesday, January 4, 2022

New Year Post

 Still chunking away at this. New challenges in life have slowed down progress but I am still working on this thing and I will finish it. 

I swear it!



Wednesday, September 29, 2021

Friday, April 9, 2021

LTS Fixes

 LTS FIX TIME!

Basically I updated every book cause it had either some formatting, spelling, or chart errors.

No rule changes whatsoever.

enjoy!

Monday, April 5, 2021

New Space rules!

 Expletive Deleted wrote these rules and they're shaping up to be pretty good!

https://rentry.co/oatsspace

Still on LTS, though, but these may replace the default rules in Ops and Tactics

Saturday, April 3, 2021

These things took me entirely too long.

Alright! Here we go! I know it's been a bit of a long time but I'm here, finally, with a lot of changes and shifting and other fun things for you.

First things first I want to address the shifting of books

1. Armory is back. A lot of the extra gun stuff was moved to armory to make the core rulebook more palatable.

2. The Supply drops have, as expected, been merged into the primary books(Armory and Core), as they were getting numerous and they were mostly equipment. 

3. The format was changed from a two page document to a 1 page document, as I'm pretty sure printing this game is well off the table.

With that, here are the changelogs

Core rulebook

6.41 to 6.42
Merged Cartrige holder and shotshell holder to "Ammunition Holder"
Complete Reformat of the book for easier reading and referencing
Moved a LOT of the guns from the core rulebook to the Armory, as well as some of the more focused rulesets like AR-15 building and gunsmithing.
Consolidated all of the SALT books into Core and Armory
Revised Two Weapon melee and ranged fighting so that if you have both it eliminates the AoO from ranged attacks in melee range while doing a two weapon fighting attack only, but only for normal AoOs, and not for no-miss shots
Reworded Danger sense to say "Roll twice take best result"
Clarified Improvised Proficiency to note that you need to be proficient with the weapon you're improvising
Moved all of the black powder weapons from Modern magika to Core
Reclarified Occupational skills and the bonuses to match with taking occupational skills first, not last
Noted that weapons are primarily closed bolt and removed them from the gun list.
Noted that AoOs come after the action that triggered them, unless otherwise noted
Added the karambit
Changed Grapple(Thanks Consript Gary!)
Changed Civilian MREs to 3 for 1 WP
Made Perception an Auto focused skill
Added Molle Dump pouch
Made some changes to suppressors. Instead of them decreasing the check, they increase the TN cost, and made other formatting correction
Added "Improvised kit" as a way to do things without a real kit.
Emergency services "Tech use" skill focus changed to drive
Changed "Straight barrel" to "Smootheboore barrel"
Changed "Short barrel rifle" to "Shortened Rifle Barrel"
Increased Black Market cost
Changed sling steady to remove it's functionality with a bipod.
Reduced the attack bonus for supermatch grade ammo to +4
Notated that the vertical grippod's +1 bonus only works when the bipod isn't deployed
Notated that all laser sights can not be used in conjunction with any other sight bonuses
Notated that the bipod can't recieve bonuses from slings or grips when the bipod is deployed
Changed Favored caliber to "Projectile Specialization" and "Ballistic specialization"
Notated that Personal Firearms Proficency grants proficency at using firearms but not for actually having the feat 
Changed painkillers to give 3 doses per purchase
Changed painkillers to give 6 doses when crafted 
Changed temp HP so that when it wears off you lose the amount of HP you gained
Changed painkillers so that when you take one while under it's effects it resets
Removed "Attacking through concealment" as it's redundant
Added decimal point to rope
Changed Contractor's field bag so that it can now hold medium objects
Changed crash rescue suit so that it protects against all areas
Added The fact that Charisma now can positively or negatively affect Wealth Point Rolls
Shifted Locks so that they can now fail open(unlimited tries) or fail closed(Broken after failure of a certain level/types)
Perception is now an auto-focused skill
Added Insulated gloves to the small eletronics kit
Added water purification tablets
Added a Mess kit
Added Nasopharyngeal airway and lube to standard first aid kit
Add Wire(200') to the small demolitions kit
Made an upgrade for armor that removes all the Molle at once from an armor, to allow LBE to be worn instead.
Notated that fall damage is bludgoning damage
Increased Unemployed skills to 2
Removed notion that offhand weapons only do half POW damage
Changed the wording in single action upgrade
Changed Club martial arts so that no penalty is taken when performing non-lethal attacks
Reduced Stun gun duration to 1d3 rounds
Reduced the taser duration to 1d4 rounds
Changed surplus to 30% ER
Changed Match grade to have a -5 Damage bonus

Modern Magika

6.31 to 6.23
Reduced the cost of distort from 5 sp to 1 sp, decreased the increase distortion from 2sp + 1 Sp to 1 sp + 1 SP and increased the cost of make invisible from 2sp +1sp to 2sp + 2 SP
Changed The lifespan and adulthood of elves
Necromancy Changes:
Changed the Metamagic feat cost of Necromancy to 1.25% from "Double" the cost
Changed Bestow Weakness base effect from 5 sp to 3 Sp
changed Bestow Vunerablity base effect from 5 sp to 3 Sp
Changed Bestow Fatiuge base effect from 3 sp to 2 Sp
Changed Increase to Exaust addon effect from 6 Sp to 4 SP
Changed the increase time for fatiuge base effect to 1 SP + 1 SP per round from 3SP +1 SP per round
Changed the increase time for vunerablity base effect to 1 SP + 1 SP per round from 2SP + 1 SP
Changed the increase time for weakness base effect to 1 SP + 1 SP per round from 2SP + 1 SP
Changed Bestow curse so that it grants a -4 to any 1 skill check from -2
Changed Life Drain's SP cost to 5 SP From 7 SP
Added Non-lethal damage to Vunerablity
Transmutation Changes:
Changed Destablize terrain base cost to 2 SP from 5 SP
Changed shift terrain base cost to 4 Sp From 7 SP
Changed grease terrain base cost to 2 SP from 4 SP
Changed glue terrain base cost to 2 SP from 6 SP
changed spike terrain base cost to 4 SP From 7 SP
changed cloud terrain base cost to 3 SP From 6 SP
Changed the notation for ingots so that they can be shaped however a character wishes, so as long as it is a single shape that fits in the size category it is.
Added Non-lethal to the potion selection
Removed nearly all of the cost reduction feats for magic and put the Magical Apprentice/Journeyman/Master feats in their place
Added Combine spell(Thanks CG)
Added Toggle spell(Thanks CG!)
Removed nearly all of the cost reduction feats for psionics and put the Psionic Squire/Knight/Champion feats in their place
Removed nearly all of the cost reduction feats for incantations and put the Recieter, speaker and orator feats in their place
Notated that using enchanted items is "manipulating an object"
Removed the "Damage" part from abjuration on doubling effects and dice damage
Added Canyon orcs, a incantation race!
Changed suspend water to have a 25' range
Changed gas manipulation to have a 25' range
changed solid manipulation to have a 25' range
Added 3 new feats for Psionics

Advanced Arms

6.20 to 6.21
Formatting and Spelling changes
Changed the Cost of Caseless magazines to the following values:
12 round .28 caseless to 1 WP for 10 mags
18 round .28 caseless to 1 WP for 5 mags
35 round .28 caseless to 1 WP for 3 mags
40 round .40 caseless to 1 WP for 10 mags
60 round .40 Caseless to 1 WP for 8 mags
120 round .40 caseless to 1 WP for 4 mags
5 round .20 HV caseless to 1 WP for 6 mags
Added The new feat "Coolant Specialization"
Gave the standard space suit a +4 Defense bonus
Reduced the standard space suit's armor penalty to a -5
changed standard spacesuit's weight to 45 lbs
Changed th Standard Space suit to allow for all medium and smaller weapons and all tiny and larger, with a an armor penalty
Changed the marine spacesuit to actaully allow a single mounted gun and explained how it works. Also fleshed out the rules for mounting.
Added the M15 Series handguns
Added the MX Series handguns
Added the M41A series caseless rifles
Added the M42A series caseless rifles
Added the M39 Series caseless SMG
Added the M56 Smartgun
Added the M43A caseless LMG
Added the vacuum Bubble
Added the M240 Incenrator Unit
Added Nutrient paste
Added EMP emitter
Notated that Infared is stopped by fire damage or plasma damage DR
Increased high cap M7 Series mags to 55 rounds
Added Courier Trade Goods

Armory
1.21
Recreated Armory
Changed the Cobray Stand alone launcher to "large" size
Changed "Straight barrel" to "Smoothebore barrel"
Changed Short barrel rifle to Shortened rifle barrel
Moved HK11E to GPMG
Moved FN MK 48 to GPMG
Added S&W Shield Plus
Added Ruger 9 Max
Changed the GPMG's category to 8th-9th category
Changed the LMG's category to 1st-7th category
Moved 9x23 steyr to 4th category
Removed the Tec-9m

As I said before, going LTS so I can work on some other projects for a change, so if there are errors please let me know and i'll take care of them!

ALSO! One of the players/long time contrubituters is writing and unfucking the shitty Space combat rules, and I'm going to collaborate with him to probably make those rules the standard rules, after we come out of LTS.

It's up and ready for download, so enjoy!

Thursday, April 1, 2021

Books are done.

 Doing a final reading before release.


Is this a joke? You'll have to sit to find out.

Sunday, February 28, 2021

Alright so March 1st is probably really..uh..optimistic.

 I've more or less finished the core three rulebooks at this point, but having to remake armory has been a serious undertaking that I did not realize how big this would be.

So yeah, not march first, but I promise you that i'm still working on this damn game.

Also! I want to take a break after this. I've been working on this game for a very long time, basically with no real break, and I want to put Ops and Tactics into LTS mode for a little while. 


What this means is that I'll be correcting spelling, grammar, and rule contradiction errors in the game but I absolutely positively will not be adding or fixing anything for at LEAST two months. 

And just so I can prove I've been working on this damn game, here are the current changelogs for core:

Core Rulebook

6.41 to 6.42

Merged Cartrige holder and shotshell holder to "Ammunition Holder"

Complete Reformat of the book for easier reading and referencing

Moved a LOT of the guns from the core rulebook to the Armory, as well as some of the more focused rulesets like AR-15 building and gunsmithing.

Consolidated all of the SALT books into Core and Armory

Revised Two Weapon melee and ranged fighting so that if you have both it eliminates the AoO from ranged attacks in melee range while doing a two weapon fighting attack only, but only for normal AoOs, and not for no-miss shots

Reworded Danger sense to say "Roll twice take best result"

Clarified Improvised Proficiency to note that you need to be proficient with the weapon you're improvising

Moved all of the black powder weapons from Modern magika to Core

Reclarified Occupational skills and the bonuses to match with taking occupational skills first, not last

Noted that weapons are primarily closed bolt and removed them from the gun list.

Noted that AoOs come after the action that triggered them, unless otherwise noted

Added the karambit

Changed Grapple(Thanks Consript Gary!)

Changed Civilian MREs to 3 for 1 WP

Made Perception an Auto focused skill

Added Molle Dump pouch

Made some changes to suppressors. Instead of them decreasing the check, they increase the TN cost, and made other formatting correction

Added "Improvised kit" as a way to do things without a real kit.

Emergency services "Tech use" skill focus changed to drive

Changed "Straight barrel" to "Smootheboore barrel"

Changed "Short barrel rifle" to "Shortened Rifle Barrel"

Increased Black Market cost

Changed sling steady to remove it's functionality with a bipod.

Reduced the attack bonus for supermatch grade ammo to +4

Notated that the vertical grippod's +1 bonus only works when the bipod isn't deployed

Notated that all laser sights can not be used in conjunction with any other sight bonuses

Notated that the bipod can't recieve bonuses from slings or grips when the bipod is deployed

Changed Favored caliber to "Projectile Specialization" and "Ballistic specialization"

Notated that Personal Firearms Proficency grants proficency at using firearms but not for actually having the feat 

Changed painkillers to give 3 doses per purchase

Changed painkillers to give 6 doses when crafted 

Changed temp HP so that when it wears off you lose the amount of HP you gained

Changed painkillers so that when you take one while under it's effects it resets

Removed "Attacking through concealment" as it's redundant

Added decimal point to rope

Changed Contractor's field bag so that it can now hold medium objects

Changed crash rescue suit so that it protects against all areas

Added The fact that Charisma now can positively or negatively affect Wealth Point Rolls

Shifted Locks so that they can now fail open(ulimited tries) or fail closed(Broken after failure of a certain level/types)

Perception is now an auto-focused skill

Added Insulated gloves to the small eletronics kit

Added water purification tablets

Added a Mess kit

Added Nasopharyngeal airway and lube to standard first aid kit

Add Wire(200') to the small demolitions kit

Made an upgrade for armor that removes all the Molle at once from an armor, to allow LBE to be worn instead.

Notated that fall damage is bludgoning damage

Increased Unemployed skills to 2

Removed notion that offhand weapons only do half POW damage

Changed the wording in single action upgrade

Changed Club martial arts so that no penalty is taken when performing non-lethal attacks

Reduced Stun gun duration to 1d3 rounds

Reduced the taser duration to 1d4 rounds


Tuesday, January 19, 2021

Got my office back!

 And we're churning away! Lots of new good shit for you guys!

I promise to finish before March 1st. Seriously. This update has been delayed way too long.