Reply
 
Thread Tools Display Modes
Old 12-21-2013, 02:37 PM   #1
MrNixon's Avatar
MrNixon
-- administrator --
  • Jul 2013
  • 579
Skills


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 the 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 most common 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 Spot (if active) checks results with her/his own Stealth 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 skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20).

COMBAT SKILLS:


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


THROWING WEAPONS

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


FIREARMS WEAPONS
Modifying Ability: Perception.
Check: When a firearm weapon weapon is equipped. The character receives +1 bonus to Critical Hit Confirm Roll and +1 bonus to Attack Roll for every ten basic ranks in the skill. The character also receives -1 to Critical Miss Confirm Roll for every five ranks in the skill.
Special: See Critical Hit/Miss Effects Rolls for more info.
Use: Passive.
The Firearms Weapons 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.


ENERGY WEAPONS
Modifying Ability: Intelligence.
Check: When an energy weapon is equipped. The character receives +1 bonus to Critical Hit Confirm Roll and +1 bonus to Attack Roll for every ten basic ranks in the skill. The character also receives -1 to Critical Miss Confirm Roll for every five ranks in the skill.
Special: See Critical Hit/Miss Effects Rolls for more info.
Use: Passive.
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.


FIELD WEAPONS
Modifying Ability: Intelligence.
Check: When a field weapon is equipped. The character receives +1 bonus to Critical HitConfirm Roll and +1 bonus to Attack Roll for every ten basic ranks in the skill. The character also receives -1 to Critical Miss Confirm Roll for every five ranks in the skill.
Special: See Critical Hit/Miss Effects Rolls for more info.
Use: Passive.
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.

ACTIVATED SKILLS:


FIRST AID
Modifying Ability: Perception.
Check: DC for successful use is 20. The amount of Hit Points restored by successful use of the skill is 1% of the damage per each First Aid skill point. First Aid Kits can be used to increase the chances of success when using First Aid.
Special: None.
Use: Active.
The First Aid skill is a common healing skill used to heal small cuts, abrasions and other minor body damage.


LOCKPICK
Modifying Ability: Agility.
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. Every time you fail to to unlock a container's lock it has 50% chance to get broken.
Special: This skill is not used for hacking electronic devices.
Use: Active.
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.


TRAPS
Modifying Ability: Agility.
Check: DC for setting trap or disabling it is dependent on how dangerous the trap is. Every time you fail to set or disable trap it has 50% chance to get triggered and inflict damage to you.
Special: See Traps description for more info on traps DCs.
Use: Active.
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.


STEAL
Modifying Ability: Agility.
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 35, and 45 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.
Special: None.
Use: Active.
The Steal skill allows a character to pick the pocket of other people to make things of others your own.


SCIENCE
Modifying Ability: Intelligence.
Check: Science is used for hacking computer devices. When an attempt to hack is made, it is checked against a set DC dependant on the difficulty of the device. Science's Tools can be used to increase the chances of success when picking an electronic lock or using Science Skill for another purpose. Every time you fail to to hack an electronic device it has 50% chance to get blocked or/and engage alarm.
Use: Active.
Special: This skill is not used for lock picking non-electronic devices.
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.


REPAIR
Modifying Ability: Intelligence.
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 device. Every time you fail to repair something you get 50% chance to spoil it (seal a broken lock, destroy a broken item, etc.).
Special: None.
Use: Active.
The Repair skill is used for fixing of broken weapons, equipment, mechanical locks, machinery and electronics.

SELECTED MODES SKILLS:


STEALTH
Modifying Ability: Agility.
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.
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.
The Stealth skill is used to sink into the shadows and remain unnoticed. With successful checks, you won’t be located.


SPOT
Modifying Ability: Perception.
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.
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.

PASSIVE SKILLS:


DOCTOR
Modifying Ability: Intelligence.
Check: Doctor checks take place when using a medical kit. To identify negative effect character must has enough Doctor skill points as well. 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. All medical kits can be used only out of combat.
Special: See Negative Effects for more info on Doctor checks DCs.
Use: Passive.
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.


OUTDOORSMAN
Modifying Ability: Constitution.
Check: This skill decreases water consumption, increases the traveling speed on the Global Map. It also affect chances to detect and ability to avoid unwilling 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, identify or/and evade them determines by the encounter itself.
Special: See Global Map for more info on using Outdoorsman skill.
Use: Passive.
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.


TUMBLE
Modifying Ability: Agility.
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 Failure roll (1) can still be performed. The character also receives +1 dodge bonus to EC for every ten natural ranks in the skill.
Special: See Attacks of Opportunity for more info on using Tumble skill.
Use: Passive.
The Tumble skill determines the ability to dive, evade, roll, somersault, flip, and so on.

SOCIAL SKILLS:


EXPERTISE
Modifying Ability: Intelligence.
Check: Expertise check is a roll against an unidentified item's DC to determine special properties that the item may possess. This check roll is preformed automatically one time per item. Critical failure/success can be applied. If you automatically fail to identify any object it gets "unidentified" status. Also this skill may be used in conversation to express knowledge and gain an advantage in the conversation.
Special: None.
Use: Passive.
The Expertise skill allows a character to identify unknown items and can represent his/her general knowledge learned.


SPEECH
Modifying Ability: Charisma.
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. The character receives +1 seconds to react during dialog for every two ranks in the skill.
Special: None.
Use: Passive.
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.


TRADE
Modifying Ability: Charisma.
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.
Special: None.
Use: Passive.
The Trade skill reflects the ability to get better prices for items you sell, and lower prices for items you buy.
Quote
Old 12-23-2013, 09:29 AM   #2
ArtX_Jazz's Avatar
ArtX_Jazz
-- registered --
  • Dec 2013
  • 11
Are you planning to add bonuses to skill, when player use particular instance of tool or weapon for a long time?
For example I found M1 and used it very often, made over 5000 shots, make dozen of small fixes. Briefly I know all about that particular M1. Would I have bonus to Firearm skill when I use it?
Or maybe I need to make accurizing and after that to that M1 will added special bonus?
Quote
Old 12-24-2013, 03:10 AM   #3
MrNixon's Avatar
MrNixon
-- administrator --
  • Jul 2013
  • 579
Originally Posted by ArtX_Jazz View Post
Are you planning to add bonuses to skill, when player use particular instance of tool or weapon for a long time?
Something like that, yes.
Quote
Old 01-05-2014, 10:28 PM   #4
SubjectEight's Avatar
SubjectEight
-- co-founder --
  • Dec 2013
  • 10
I was unsure by the skill descriptions, but will we be running into the mechanic similar to Fallout where you're a pro with the hunting rifle and suddenly forget how to shoot because you picked up a laser rifle?

As a game mechanic this makes sense and is acceptable, but conceptually I find this annoying. It shouldn't matter if the projectile is lead or an energy beam, for combat usage, the act of aiming and taking a shot is the same assuming the form-factor is similar.

If care and maintenance, rather than combat use, is the main reason for separating the two classes, then shouldn't bolt action rifle be separate from SMG, semi-auto pistol, and revolver, rather than all of the above under the "Firearms" skill?

I have come to accept this mechanic as a blatant method for limiting the place and time of use of different weapons. And it works; it functioned as designed in the Fallout series and similar skill structures work well enough elsewhere I'm sure. It is, however, in my opinion, lack-luster and would (if this is the case) suggest a system where all skill sets are consistently based on the action instead of the mechanism.

Your comment above, though, makes me hopeful for a use-based proficiency system acting as sub-skills :)
Quote
Old 01-12-2014, 11:08 AM   #5
ArtX_Jazz's Avatar
ArtX_Jazz
-- registered --
  • Dec 2013
  • 11
Originally Posted by SubjectEight View Post
I was unsure by the skill descriptions, but will we be running into the mechanic similar to Fallout where you're a pro with the hunting rifle and suddenly forget how to shoot because you picked up a laser rifle?
Technically, there are some differences. Laser beam doesn't falling down with distance and beam does not wind blowing away. Thus aiming at long distances will be completely different. Another point is laser rifle haven't has recoil so you could make more rapid and precise shots.
But in common I'm agree with you. Compromises and simplification in the reflection of the real world skills in the skills within the role system is sometimes annoying.
I thought about modernisation of the skill system. As a result, I have come to such a system. The first level is general skill. Level down are for skills by type. Next level are for skills on specific models, and at the bottom - in particular instances. For example:
- Firearm. Current level 80. Max level 100.
-- Guns. Current level 95. Max level 150.
--- Shotguns. Current level 95. Max level 200.
--- Assault rifles. Current level 120. Max level 200.
---- M-16. Current level 140. Max level 250.
----- M-16 A4 "Betty" (rifle that you are using right now). Current level 150. Max level 300.
---- AK-47. Max level 250.
-- Laser weapons. Current level 80. Max level 150.
--- Laser pistol. Current level 80. Max level 200.
-- Plasma weapons. Current level 80. Max level 150.
-- Field weapons. Current level 80. Max level 150.
Each level depends from upper level and affects to lower levels. When you improved your firearm skill you automatic improve all lower level skills on the same value. When you improve your assault rifle skill you also improve all higher level skills, but with penalty.
This system is more complex to implement. But perhaps the developers will find it interesting :)
Quote
Old 01-14-2014, 04:05 PM   #6
SubjectEight's Avatar
SubjectEight
-- co-founder --
  • Dec 2013
  • 10
The fact that there is theoretically no recoil with energy weapons would actually be another argument for a combined Firearms skill. A character educated in the use of traditional firearms ( recoil included ) would find transitioning to a weapon without recoil or environmental effects ( bullet drop, wind, etc ) rather easy, I'd say. Again though when they are separate skills, a character cannot take advantage of their current knowledge when switching over.

Think of it this way: Say someone is very skilled in drawing, and they've always used pencil and paper ( or another physical medium ). Then, however, they get a job where everything has to be done digitally so they switch over to a pen and tablet. From experience, I know that it takes some time to get used to looking at a screen where your work is but doing the actual action down in front on an unusual surface. The fundamentals of drawing still apply, and the artist's knowledge and skill level in drawing has not decreased although it will take some time before they are proficient in the tool. The medium has changed, not the skill!

Getting back to the game: I'd understand and suggest a level skill requirement for certain weapons to act as a way to restrict the proficient use of more powerful weapons, while being able to mix the ... mediums ... so to speak, of the weapons. ( i.e. revolver lv 1; laser pistol lv 2; hunting rifle lv 3; .... )

I'm glad you brought up a layered skill system, this is actually what I was trying to hint at in my previous post ( I imagined my own structure and usage than you suggested ). I've more to say on that but I'll have to get back to you...
Quote
Old 07-31-2014, 06:11 AM   #7
Puckisher's Avatar
Puckisher
-- registered --
  • Jul 2014
  • 1
I agree to disagree. Difference between drwing with a mouse and pencil is huuuge. I would like to point out that what you think of is a general "ability to aim properly". This will be covered by general statistics like perception! Weapon skill is not only the abiity to aim but to operate a certain kind of weaponry (maybe this could be included in skill descrption?). So it abt loading reloding adjusting sights and knowing the rajectory. Try shooting a moving target with a insta-hit laser beam and a bullet that has its own ballistic rejectory. I could shoot my glock or my dads shotgun a hundred thousand times but it will not make shooting form a gatling laser or bulky plasma pistol any easier for me!
Quote
Old 10-27-2014, 10:22 PM   #8
Gnostic's Avatar
Gnostic
-- co-founder --
  • May 2014
  • 3
Will there be usage of biological weapons?

Or radioactive weapons that kill slowly but hard to detect even though the victim is being shot due to no visual effect and sound effect.

How hard science friction will after reset get? No mutant and psionic skills? First aid need a very very long period of time to heal you fully? No advance tech bio first aid to heal instantly nor mutant skill like healing factor?
Quote
Old 03-07-2015, 12:47 AM   #9
The Matrix Dragon's Avatar
The Matrix Dragon
-- co-founder --
  • Sep 2014
  • 1
I know unarmed combat is in the game, but will it be possible to finish the game with just unarmed combat as your only weapon?
Quote
Old 03-12-2015, 05:56 PM   #10
MrNixon's Avatar
MrNixon
-- administrator --
  • Jul 2013
  • 579
Originally Posted by The Matrix Dragon View Post
I know unarmed combat is in the game, but will it be possible to finish the game with just unarmed combat as your only weapon?
Hmm... As in any PnP RPG you could try at least :) E.g. during the prologue it would be quite unreasonable to get any open confrontation with something that killed more that 80+ people of the staff at military base. But during your traveling through the wastes of Great Desert it would be quite unusual and suicidal to run with your bare hands to the group of people who are shooting you with firearms. Anyway, as I said, you can try :)
Quote
Reply

« Previous Thread | Next Thread »
Thread Tools
Display Modes