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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
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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:
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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:
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.
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:
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.
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.
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.
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.
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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