After Reset - classic post-apocalyptic role-playing game

Thanks, mobucks, Surf Solar, Atomkilla, woo1108.

Surf Solar, we are using Unity of our own CGI modification.

woo1108, just play Neverwinter Nights 2 a little and imagine that coalesced with SPECIAL (fallout 2238).
 
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Good evening, my fellow followers.

Yesterday we put After Reset RPG on Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=188581648

And in 12 hours we've got 4k unique views with 2k "yes" votes. Vote us more and thank you all for such hearty welcome!

In this connection, let me present our Backstory movie: http://www.youtube.com/watch?v=kck2FcXa-qQ

And several of new in-game screenshots with classical top-down view (Fallout 1/2/T like) and behind-shoulders view (Knights of Old Republic 1/2 like):

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Frankly, I was surprised that a lot of people on Greenlight didn’t believe that or screenshots was real in-game rendered... so catch their HD1080 full-screen versions:
- http://www.afterreset.com/ARMEDIA/Screenshots/20HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/21HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/22HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/23HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/24HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/25HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/26HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/27HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/28HD.png
- http://www.afterreset.com/ARMEDIA/Screenshots/29HD.png

Thank you for your trust and beliefs in our project. I pledge to you tonight that as its creator I shall meet this responsibility with all of the strength and wisdom I can command in accordance with your hopes, mindful of your concerns, sustained by your prayers.

Thank you and goodnight.

Like us on Facebook: http://www.facebook.com/afterreset
Join After Reset™ RPG official website:http://www.afterreset.com
Vote us on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=188581648
 
Holy macaroni, those last screens there are just...
out there
off the hook
radical
any other 80s expression that captivates awesomeness at its best, really... amazing work!
 
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Hey guys,

I come before you tonight with the great news: today we've been greenlit. It took us 5 days to get selected by Steam. As you can see from our statistics we showed the best dynamics ever :)

I believe we set Greenlight record because of your interest, your support and your votes. Thank you!

See you on Kickstarter soon. And regardless of what happens, I am going to continue this fight. Let’s make this game happen already!

//btw, there are new pieces of concept map of Gyes Bunker:

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http://www.afterreset.com
http://www.facebook.com/afterreset
http://steamcommunity.com/sharedfiles/filedetails/?id=188581648
 
Awesome news. Congratulations!

Though you'll probably have the information on Kickstarter, what time frame do you think necessary to develop and release the game?
 
I dunno man, this looks like a MAJOR production. I mean it looks that good. Tubular even. ( :wink: zegh)

The progress on greenlight and soon kickstarter begs a few questions:

How big is your team? Are you fully staffed? Do you have a production studio? What are your funding goals?

Clearly the environment demo and concepts/art are impressive, and maybe I don't know enough about what greenlight really is, but it seems premature to me to be greenlit at this early stage of development.

Anyway kudos to you and your team and best of luck for the project's success.
 
Thank you all!

How big is your team? Are you fully staffed? Do you have a production studio? What are your funding goals?
I'll do my best to answer these questions on Kickstarter. Thank you for marking them.
 
MrNixon said:
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So, guys, it has happened. We are on Kickstarter now. Back us and let's make this game happen already :)

http://www.kickstarter.com/projects/2146421095/after-reset-rpg

Looks good, though I'm not a huge fan of the audio you uploaded. You might want to edit the last quarter, though, as it's rife with typos and incomplete sentences.

I would also suggest that you have goals beyond the initial "funded" goal, similar to Wasteland 2 and the other kickstarter games this community is interested in. $1.1 million, and you double the amount of companions sort of deal.

Good luck to you, though. I'll probably fund the minimum amount, unless you throw up some dialog and a UI so I can get a feel for what you're really putting together.
 
Idiotfool said:
I would also suggest that you have goals beyond the initial "funded" goal, similar to Wasteland 2 and the other kickstarter games this community is interested in. $1.1 million, and you double the amount of companions sort of deal.


In my opinion, any stretch goals should wait until after the success of the kickstarter has been guaranteed (like 80% of funding being reached with 10-15 days left or something). Announcing such goals at the very beginning of a campaign shows over-confidence that is really off-putting, to me at least.

I'll certainly back this as soon as I can put the money in my prepaid card. 900,000$ as a basic funding goal does seem like a bit high for an indie company, but if you advertise the kickstarter campaign in more "mainstream" sites and generate word of mouth I guess it is possible. Hope you guys make it.
 
Thanks guys!

I'll probably fund the minimum amount, unless you throw up some dialog and a UI so I can get a feel for what you're really putting together.
Fair enough, man.

I'll certainly back this as soon as I can put the money in my prepaid card. 900,000$ as a basic funding goal does seem like a bit high for an indie company
Fist bump. Just want to be honest and realistic. For decent game this is really small amount of expenses, moreover I am going to put in my 100k plus to 50k I've already invest in this game. I am doing it not for money but for fun. Because I want to play suck a game and I am really glad other people want it too :)
 
Fresh Update from our KS page. Plz , keep in mind, there are not in-game screenshot, just drafts from design document :)

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Once again, thank you for your support! I see pretty many of you adjusted their pledges to higher ranks, that is nice :) As I mentioned through previous Update, I’d like to devote every update to one of the three main features of After Reset RPG (atmosphere, story or mechanics). And in this Update I’d like to lift a curtain a little and reveal several pieces of game MECHANICS. The pieces of character creation process. But before that, fresh field news.

I browse through the Internet every day and see a lot of responses about the game. Gaming media it is: "After Reset may be the Fallout 3 we never got…" Majority of the people like the idea, but are disappointed about the $900k goal we've settled. In this update I’d like to quote my reply on that on RPGWatch:

"As a mature person I've got sufficient money from my business so I don't want to be preying on gamers like myself. As a creator and a gamer I don't want to create and/or play one more unfinished trash… So $900k is not about "how much do I want" but about "how much does such a game cost.
Why did we launch that project? Because nobody else did. We're too tired of waiting.
We waited for KOTOR 3 and got SWTOR :(
We waited for Balder's Gate 3 and got "Enhanced Edition" :(
We waited for Diablo 3 and got… *facepalm*
When another game was announced I put the question "will it be like unreleased original Fallout 3 (Van Buren)?" and received "no". That was the last drop. I do not want to play damn Commandos. I want to play R-P-G. So that game is for people who feel the same…"

Another 2 questions I received from backers are concerned about the Director’s Cut edition and MARPCO Robo Dog.

To make it clear, DC will not have substantiation content except for extra animations and several minor possibilities which most of the players doesn't care (like "child killer" status in Fallout 2). Yes, it will be available like DLC upgrade but I can’t say for now when and for how much. But that release must not disappoint the backers who pledge for it now - their trust should be rewarded.

And regarding MARPCO Robo Dog... Yes it will be available like DLC. That fully scripted companion will not have its storyline except for background story. It will be customizable. It's up to you to assemble it for different purposes (mule, combat, detection, recon etc). And once again I can’t say for now when and for how much. Release must not disappoint the backers who pledge for it now - their trust should be rewarded. I'd like to give that companion as a FREE DLC, but with decent later release date.

So, feel free to suggest new ideas. Thank you for your support and, please, do not regard our project as 'hopeless'. As one person wrote about it on a forum:"You can think "it's not going to make it, why bother pledging" and
"I'll pledge, it probably won't make it so I don't lose anything, but if it does, this is the type of game I would like to play". I prefer the 2nd approach."

GAME MECHANICS: CHARACTER CREATION
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Important: not in-game screenshot, just a draft from design document.

Here it is a draft of Character Creation stages in SACPIC game mechanics.
Stage 1: SPECIES
Stage 2: RACE
Stage 3: GENDER
Stage 4: ALIGNMENT
Stage 5: STATS
Stage 6: FEATS
Stage 7: SKILLS
Stage 8: APPEARANCE

Beyond that, during the game you will be able to pick up up to 2 PROFESSIONS (from many) and customize your IMPLANT.

STAGE 1 - SPECIES:


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Humans are the most diverse and contradictory species in the world of After Reset. Being one of most adaptable, flexible, fierce predators on the planet humans easily gnawed their way to the top of the food chain in the Past Age. Along with that humans kept and developed exalted soulful life drivers like love, compassion, faithfulness and self-sacrifice. As well as passion, violence, betrayal and madness.

Average humans' height varies from 5 to 6 feet tall with an average weight of 125 to 250 pounds. Men are normally heavier and taller than the typical woman. The humans' skin color varies from almost black to pale white, also the humans typical hair color is from black to blonde, these hairstyles can fluctuate from curly, kinky or straight. Men's facial hair varies from sparse too thick.

During the Past Age humans overpopulated the Earth. By the count of the United Governments human population exceeds 17 billion of people by the end of 2BC. During the Reset more than 99% of them perished. The human civilization as we know it was destroyed during that apocalypse or the yeas followed by it.

Species Traits:
Base HP: 10.
HP per level: 8.
Base Speed: 30ft.
Base Field of View: 180-degree.

STAGE 2 - RACE:

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Pastagers or Iron Worms (sometimes called 'Yankees' by people of the New Confederacy, contemptuously, or 'Underneath Demons' by the wild tribes of the former North America) are citizens of the United Governments that have been seen on the surface by descendants of survivors over the 100+ years after the Reset.

During the Reset several millions from a population of over 17 billion were able to find refuge in specially equipped underground bases and over hundreds of years to expand them into fully fledged underground cities. By the 132AR the citizens of United Governments could be rarely met on the surface. The majority of them inhabit under the Earth within highly advanced underground megapolises. Despite their small numbers they still keep the technologies of the Past Age and its way of living.

The political system of the United Governments’ society is meritocracy/technocracy/corporatocracy. This is largely due to the huge influence that the elite (the so-called majority shareholders of the Earth) had on the establishment of the United Governments, formation of the "blue" and "white" lists by which United Governments citizens that enjoyed priority prior evacuation to underground cities were selected before the Reset. Due to that pastagers' nature tends to conflict through dominance but they have no special penchant for any alignment. The heroes and the villains are found among them.

The average lifespan of Pastagers during the years before and after the Reset was increased up to 115 years. The major roles in that were played by science technologies and anxious attitude to human life (the lives of UG citizens, primarily).

Racial Traits:
Size: Medium.
Type: Humanoid.
Base Initiative: 0.
Base Armor Class: 10.
Save Bonus Disposition*: 1.
Base Attack Bonus: medium.

Alignment: any.

Level Adjustment: none.
Stats Adjustment: none.

Racial Perks: Quick to Learn**, Skilled***.

*Save Bonus Disposition: amount of save bonus specialization (from 0 to 3). Determines randomly amount of Bonus Saves Category (Fortitude, Reflex or Will) that will be randomly set to High.

**Quick to Learn: 1 extra perk at 1st level.

***Skilled: 4 extra skill points at first level, plus 1 additional skill point at each following level.


STAGE 3 - GENDER:

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Males: Males of the After Reset world can excel in whatever profession they choose.

Females: Females of the After Reset world can excel in, and are pretty the equal of their male counterparts in every opportunities.

There are no social restrictions for male or female citizens of the United Governments in choosing their careers in Social, Science, Economic or Military Corps. Males and females of the United Governments are completely equal by their rights or possibilities.

Meanwhile among the anarchistic society of Survivors, the descendants of people who survived the Reset on the surface females are mostly treated like one of the most valuable resource. Due to that they quite often get into slavery and become the reason of wars between groups of Survivors. Within the emerging New Confederacy, regardless its patriarchal tendency, treatment to women is pretty close to the Past Age and women have the same writes as men have.

Thank you for your support and stay tuned!

http://www.kickstarter.com/projects/2146421095/after-reset-rpg
 
KICKSTARTER UPDATE #3

Good evening, people, Mr. Nixon here. As I mentioned earlier, I'd like to devote every update to one of After Reset RPG's three main features (atmosphere, story, or mechanics). Today’s Update is dedicated to ATMOSPHERE.

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I know many skeptics are appealing to our lack of game development fame, but the people who are working shoulder to shoulder with me on After Reset RPG have many years of industry experience. I believe (and I hope that more than 1k of our backers will agree) that the core of all good games lies in the soul and dedication of its staff - not in money, salaries, or famous names. So in this update, and future ones, I'd like to give the team a chance to speak out about their vision, experience, and thoughts, directly to our backers.

Since this Update is devoted to the ATMOSPHERE of After Reset RPG, I'd like to give the floor to Andrew Lyapichev, aka Weilard, the concept artist who created our posters, and with whom I hope to continue working with on the game.

But before we get to that - I want to announce that we've added several new backer tiers to our KS campaign, based on your feedback:
• We added a limited "2X PRIVATE" $45 tier for 2 digital copies of the game.
• We added a "SERGEANT [+]" $65 tier for a boxed copy of the game.
• In our next update we will publish a series of full-HD posters with the theme: "Who will you become after the end of days?" We hope you'll enjoy them.

That's all for now. Thank you for your ideas and support in making our game a reality!

"AFTER RESET RPG MAY BE THE FALLOUT 3 WE NEVER GOT…", JOYSTIQ.COM

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Good day, all! Andrew here. I am glad to meet you here at Kickstarter and thank you for being a strong support to the bones of the game industry. Without you this year would have been miserable and boring, and the already poor game industry even more tasteless. It's great to have you here, and every sensible developer feels your presence. This is a piece of good fortune, a blessing that, for many, has given us an opportunity to do our job the right way, without being forced into a particular fashion or existing brand.

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Secondly, to avoid wasting your time for nothing, let's omit the boring details of how I became an artist. I will only note that I have over thirteen years of my life to the game industry, and I passed through all kinds of artistic positions, from painting textures and creating 3D models, to becoming an art director for the last five years. Today, unfortunately, everything is not all right in the industry. If you want to earn money - forget about your vision, for everything you do will be to cook popcorn and chips from morning till night. It’s difficult to come to terms with this, and I'd rather work with a smaller developer, who has real vision, than a larger one who just wants to make another clone - even if it means hunger and poverty, at least I'll have a clear conscience. :)

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For the last 3 years I have been working as a freelancer, trying to find the means to develop my own two games (especially Drake), and helping others like me. As an Indie developer speaking from the heart, I see the game industry as an ocean—where you have your own rich ports, cities, treasures, and even pirate bays. In this ocean, you need to have good contacts and assist the Indie developers even, and perhaps especially when, it is inconvenient. It is only by powerful blows on the front line of the independent market that we can push back the enemy to the starting boundaries, and win at least one sector of the sea - making it completely free.

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Meeting with the After Reset team was, for me, a meeting with another galleon. After talking with Richard, the head of Black Cloud Studios, I expressed my serious doubts about the success of this enterprise. It’s dangerous territory, soaked with nostalgia and strong feelings of from the old and modern players, where errors in game development are not forgiven.

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Nevertheless, I was very moved by the first screenshots of After Reset, which mirrored my approach to game development. Without really noticing it, I found myself on the same course as After Reset's galleon. I also saw that a small fleet is floating nearby, the backers who joined this project. These ships, which remain independent, are making a powerful contribution to the development of this game - and it's amazing!

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It would seem that the desperate ships floating their way are lining up for a battle, despite the unfavorable balance of forces, and not thinking about the possibility of defeat. For this reason, I love After Reset, and all Indie games. They are special, following their own course, and the industry needs them now more than ever.

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When I first got into the games industry, all I wanted was to make isometric post-nuclear role-playing games. This is not a joke. All the specializations that I learned were simply the first steps towards achieving this dream. At the moment my dreams are still far away, but I’ll still continue to move forward despite setbacks and defeats. It's no wonder I side with any good game development that has a post-apocalyptic setting.

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For two years I tried to join the Wasteland 2 team, but unfortunately, Brian Fargo chose to take Wasteland 2 in the direction you see it today, and not the way it could be, if for example, Andrée Wallin or Christopher Bischoff (please pay attention to his project) handled the art style. So, to bring my vision of the nostalgic post-apocalyptic game that you can see in my arts and 3D works, I’m helping Richard Nixon to make After Reset RPG a reality. To make our dreams come true…

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Where will we be tomorrow? Who knows? In any case, I’m not saying goodbye. Thank you for your time you spent reading my thoughts, and for your continued support to for our project.

Chin up!
Weilard,
www.lionwood-studios.com

Hey, everyone! Mr. Nixon here. One more thing to wrap up this update; as I mentioned before, since our Kickstarter campaign launched I've received a lot of propositions for cross-introducing—but as an old school RPG player I'd played only three of them. There is, however, one game that I would like to bring to your attention. Andrew already mentioned this author, Christopher Bischoff, and I’d like to give him and his project STASIS some attention: http://www.kickstarter.com/projects/bischoff/stasis-2d-isometric-scifi-horror-adventure-game.

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STASIS is a classic point & click adventure game played from a unique isometric viewpoint, set in a science fiction universe in 2D. It’s really cool and you can already download the prologue for free on their KS page, and I highly recommend it to all old school gamers. Christopher Bischof is a really dedicated man. I’ve observed his blog since he began the work on STASIS, and like me, he built his own family business and devoted his time and own resources to his baby, demanding nothing in return. Everything in STASIS was made by one man—and he did it without fame or a big budget. I really respect him, and people like him are the future of the gaming industry.

Thank you for your support and stay tuned!

http://www.afterreset.com
http://www.facebook.com/afterreset
http://www.kickstarter.com/projects/2146421095/after-reset-rpg
http://steamcommunity.com/sharedfiles/filedetails/?id=188581648
 
Hey there!

Today we have massive game Update dedicated to game mechanics of After Reset RPG. It is about character's Skills system. Enjoy your stay with us and don't forget to vote us on Indie of the Year and back us directly on our website :)

SKILLS

A skill is a character's talent that he or she acquires and improves through training. Each skill represents a different field of expertise. As a character advances in level, he or she gets better at using some or all of her skills.

An amount of skill points are gained at 1st level depends on the Species of the character. Skills can be improved by reading specific books, completing quests within the game, or equipping special objects with relevant skill bonuses. But in general, skill levels can be increased by allocating skill points earned from gaining levels. These points can be used to increase the rank of any skill.

However, tagged skills are more easily understood if they were. Those tagged skills are selected during character creation process and their amount is determined by character race. While tagged skills provide 1 skill rank for each skill point invested, normal skills are more expensive to represent the difficulty of learning requiring 2 skill points invested per 1 skill rank.

SACPIC stats (Strength, Agility, etc.) modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real-time. Any changes to stats during the game add to or subtract from this modifier.

USING SKILLS:

A skill check is a check relating to use of a skill. The basic skill check = d20 + current skill rank. Additional skill modifiers may be applicable (i.e. current skill rank = base skill rank + stat modifier + special feats modifiers + special items modifiers + etc.)

The check works just like an attack roll or a saving throw - the higher the roll, the better. Either you're trying to match or exceed a certain difficulty class (DC), or you’re trying to beat another character's check result, i.e., an opposed skill check.

For example: to sneak quietly past a raider, a scavenger needs to beat the raider's Listen and Search (if active) checks results with her own Hide check.

Most of skill checks are made on the background but several active skills that provide abilities have limited amount of use per day. To restore those manually activated abilities character must rest. The basic number of manual activation per day for tagged skills is equal to 4 at 1st level and it raises +1 each 3 levels (3, 6, 9, 12, 15, 18). For normal skills it is 2 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20).  

COMBAT SKILLS:

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MELEE WEAPONS
The Melee Weapon skill determines a character’s efficiency of using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs, unarmed and so on.
Modifying Ability: Agility.
Requires Feats: Melee Weapons Proficiency.
Check: The character receives +1 bonus to Critical Hit Effects Roll and +1 bonus to Attack Roll for every ten ranks in the skill. The character also receives +1 bonus to Critical Miss Effects Roll for every five ranks in the skill.
Use: Passive.
Special: See Critical Hit/Miss Effects Rolls for more info.

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THROWING WEAPONS
The Throwing Weapon skill determines a character’s efficiency of using muscle-propelled ranged weapons, such as throwing knives, stones, bows and so on. Modifying Ability: Agility.
Requires Feats: Throwing Weapons Proficiency.
Check: The character receives +1 bonus to Critical Hit Effects Roll and +1 bonus to Attack Roll for every ten ranks in the skill. The character also receives +1 bonus Critical Miss Effects Roll for every five ranks in the skill.
Use: Passive.
Special: See Critical Hit/Miss Effects Rolls for more info.

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FIREARMS WEAPONS
The Firearms Weapon skill determines a character’s efficiency of using weapons that are barreled weapons that launch one or more projectiles often defined by the action of an explosive.
Modifying Ability: Perception.
Requires Feats: Firearms Weapons Proficiency.
Check: The character receives +1 bonus to Critical Hit Effects Roll and +1 bonus to Attack Roll for every ten ranks in the skill. The character also receives +1 bonus to Critical Miss Effects Roll for every five ranks in the skill.
Use: Passive.
Special: See Critical Hit/Miss Effects Rolls for more info.

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ENERGY WEAPONS
The Energy Weapons skill determines a character’s efficiency of using weapons that emit energy in an aimed direction without the means of a projectile. They transfer energy to a target for a desired effect.
Modifying Ability: Intelligence.
Requires Feats: Energy Weapons Proficiency.
Check: The character receives +1 bonus to Critical Hit Effects Roll and +1 bonus to Attack Roll for every ten ranks in the skill. The character also receives +1 bonus to Critical Miss Effects Roll for every five ranks in the skill.
Use: Passive.
Special: See Critical Hit/Miss Effects Rolls for more info.

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FIELD WEAPONS
The Field Weapons skill determines a character’s efficiency of using weapons based on aliens' technologies and on Higgs Field Technology. Field Weapons are very rare in the After Reset RPG.
Modifying Ability: Intelligence.
Requires Feats: Field Weapons Proficiency.
Check: The character receives +1 bonus to Critical Hit Effects Roll and +1 bonus to Attack Roll for every ten ranks in the skill. The character also receives +1 bonus to Critical Miss Effects Roll for every five ranks in the skill.
Use: Passive.
Special: See Critical Hit/Miss Effects Rolls for more info.

ACTIVATED SKILLS:

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FIRST AID
The First Aid skill is a common healing skill used to heal small cuts, abrasions and other minor body damage.
Modifying Ability: Perception.
Requires Feats: None.
Check: DC for successful use is 20. The amount of Hit Points restored by successful use of the skill is 5% of the total damage + 1% per each First Aid skill point.
Use: Active.
Special: None.

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LOCKPICK
The Lockpick skill allows the character to enter locked rooms and open locked containers. Without it you might only be able to smash them. But in that case every item within containers has 90% of chance to be destroyed.
Modifying Ability: Agility.
Requires Feats: None.
Check: When an attempt to pick a lock is made, it is checked against a set DC dependent on the difficulty of the lock. Picklock Tools can be used to increase the chances of success when picking a lock.
Use: Active.
Special: This skill is not used for hacking electronic devices.

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TRAPS
This skill helps you to use trap kits to set traps that are visible for you and your allies but may prove deadly for your foes. The same skill allows you to attempt to disable dangerous devices such as traps as well.
Modifying Ability: Agility.
Requires Feats: None.
Check: DC for setting trap or disabling it is dependent on how dangerous the trap is. When you use this skill and the skill check fails critically or by 10 or higher, you trigger the trap. Moreover, only characters with Guerrilla Warfare feat can set or disable traps with DCs of 20 and above.
Use: Active.
Special: See Traps for more info on traps DCs.

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STEAL
The Steal skill allows a character to pick the pocket of other people to make things of others your own.
Modifying Ability: Agility.
Requires Feats: Stealing Proficiency.
Check: There are two parts to successfully steal something from someone. First, item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or friendly creature is 25, and 35 for a hostile creature. Then targeted creature makes an opposed Spot check against the character's Steal check. Hostile creatures have a +10 bonus to their Spot checks in this test. And characters in Spot Mode gains +5 to their DC for Spot checks against stealing. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. A target person of stealing will be informed that the character has attempted to pickpocket him. If the character is successful at both checks, then he steals the item without being detected.
Use: Active.
Special: None.

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SCIENCE
This skill includes a variety of high-technology skills, such as computers, biology, physics, geology, etc. Due to that it looks useful for operating or hacking computers and electronic devices. As well as for crafting and using high tech gadgets.
Modifying Ability: Intelligence.
Requires Feats: None.
Check: When an attempt to hack is made, it is checked against a set DC dependant on the difficulty of the device. Hacker's Tools can be used to increase the chances of success when picking an electronic lock.
Use: Active.
Special: This skill is not used for lock picking non-electronic devices.

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REPAIR
The Repair skill is used for fixing of broken weapons, equipment, machinery and electronics.
Modifying Ability: Intelligence.
Requires Feats: None.
Check: When an attempt to repair is made, it is checked against a set DC dependent on the difficulty of the broken weapon or object. Repair Kits can be used to increase the chances of success when repairing a mechanical or electronic device.
Use: Active.
Special: None.

SELECTED MODES SKILLS:

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STEALTH
The Steals skill is used to sink into the shadows and remain unnoticed. With successful checks, you won’t be located.
Modifying Ability: Agility.
Requires Feats: None.
Check: Your Stealth check is opposed by the Spot check of anyone in Spot Mode and might see you (except your companions) every round. You activate the use of your Stealth skill by going into Stealth Mode. You move at 50% of your speed while in Stealth Mode. If anyone (except your companions) is observing you, even casually, you can’t go into Stealth. When engaging random encounter from the Global Map you are automatically go into Stealth Mode if able.
Use: Selected (Stealth Mode).
Special: When you are out of Base Field of View of anyone who might see you (except your companions) you are getting +5 to your Stealth checks.

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SPOT
The Spot skill lets a character discern some small detail or irregularity through active effort, such as secret doors, traps, hidden compartments and other. This skill is used to spot stealthed characters as well.
Modifying Ability: Perception.
Requires Feats: None.
Check: Your Spot check is opposed by DC of the hidden object, trap or the Stealth check of anyone who is in Stealth mode and might be seen by you (except your companions) every round. You activate the use of your Spot skill by going into Spot Mode. You move at 80% of your speed while in Spot Mode. Spot checks for traps are made against a DC of the setter's Trap skill.
Use: Selected (Spot Mode).
Special: Spot skill checks are also applied passively when are made against Steal skill checks. See Steal skill for more info.

PASSIVE SKILLS:

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DOCTOR
The Doctor skill allows the character to heal major wounds and crippled limbs with special medical equipment. As well as it helps to identify negative effects on character by diagnosing them.
Modifying Ability: Intelligence.
Requires Feats: None.
Check: Doctor checks take place when using a medical kit. To identify negative effect character must has enough Doctor skill points. To remove a poison, disease or radiation the user of the proper medical kit must make a successful skill check against the DC of the affliction. In addition that skill can restore character's Hit Points. The amount of Hit Points that can be healed is equal to the modified skill roll. All medical kits can be used only out of combat.
Use: Passive.
Special: See Negative Effects for more info on Doctor checks DCs.

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OUTDOORSMAN
This skill represents practical knowledge of the living and traveling through the post-apocalyptic world of After Reset. This includes knowledge of plants, animals and places.
Modifying Ability: Constitution.
Requires Feats: None.
Check: This skill decreases water consumption, increases the traveling speed on the Global Map and affect chance to avoid encounters. During the traveling through the Global Map the character consumes 1lb of water less per day for every ten ranks in the skill (but that consumption can't be lower than 3lb per day). The character can perform Search for Water action while on Global Map to resupply water a little by initiating Outdoorsman check. In that case the opposite DC is equal to 20 modified by the terrain type. The amount of resupply depends on terrain type as well. Basic traveling speed is 37 miles per day on foot. The final traveling speed depends on terrain type and Outdoorsman bonus. The character receives +5% bonus to speed on the Global Map for every five ranks in the skill. The DC for notice encounter or/and Evade them determines by the encounter itself.
Use: Passive.
Special: See Global Map for more info on using Outdoorsman skill.

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TUMBLE
The Tumble skill determines the ability to dive, evade, roll, somersault, flip, and so on.
Modifying Ability: Agility.
Requires Feats: None.
Check: Tumbling past opponents without prompting an Attack of Opportunity is a check against DC of 25. But this doesn't make a character with a modified tumble skill of 24+ immune to Attacks of Opportunity from moving because Critical Hits can still be applied. The character also receives +1 dodge bonus to AC for every ten ranks in the skill.
Use: Passive.
Special: See Attacks of Opportunity for more info on using Tumble skill.

SOCIAL SKILLS:

EXPERTISE
The Expertise skill allows a character to identify unknown items and can represent his/her general knowledge learned.
Modifying Ability: Intelligence.
Requires Feats: None.
Check: Expertise check is a roll against an unidentified item's DC to determine special properties that the item may possess. This check roll could be preformed 3 times per item. No critical failure/success can be applied. Also this skill may be used in conversation to express knowledge and gain an advantage in the conversation.
Use: Passive.
Special: None.

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SPEECH
The Speech skill represents ability to communicate with other persons by convincing others that your position is correct. The ability also reflects the ability to lie and not get caught.
Modifying Ability: Charisma.
Requires Feats: None.
Check: The player may use Speech skill to turn situations to their advantage during conversations. The check is made against a set DC depends on the situation or/and sophistication of the speech.
Use: Passive.
Special: None.

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TRADE
The Trade skill reflects the ability to get better prices for items you sell, and lower prices for items you buy.
Modifying Ability: Charisma.
Requires Feats: None.
Check: There are two parts to successfully use a Trade skill. First you need to pass roll test of your Trade skill against the skill of the people you are trading with. If succeed, the character receives +1% bonus to the prices for items he/she sells and -1% of the items he/she buys for every differential Trade skill point between you and the people you are trading with. Thus, you need to be more skilled in Trading than your target to successfully perform that action.
Use: Passive.
Special: None.

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