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Old 08-16-2013, 12:07 AM   #1
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MrNixon
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  • Jul 2013
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Stats


Every primary statistic describes one of a character’s attributes and affects everything he does in the game. Primary statistic Modifiers are applied in certain situations, which change the stat by one point for every two basic stat points away from 10 (for example, the Strength Modifier for a character with 15 STR would be +2, and for one with 6 STR, -2).

When creating a new character in the After Reset RPG that character starts with score of 8 in each of his six stats, and then draws upon a pool of 30 points to raise these stats. You can’t rise any base stat during character creation above 18 or put it lower then 4 except for Racial Stats Adjustments. Moreover, as a stat score is raised to exceptional levels, it becomes more expensive to raise further, as per the following chart:

Stat Score / Purchase Cost / Cumulative Cost / Bonus / Interpretation:

0 --- --- -5 awful
1 --- --- -5 awful
2 --- --- -4 v bad
3 --- --- -4 v bad

4 -1 -4 -3 bad
5 -1 -3 -3 bad
6 -1 -2 -2 poor
7 -1 -1 -2 poor

8 0 0 -1 fair
9 1 1 -1 fair
10 1 2 +0 avrg
11 1 3 +0 avrg
12 1 4 +1 nice
13 1 5 +1 nice
14 1 6 +2 good
15 2 8 +2 good
16 2 10 +3 v good
17 3 13 +3 v good
18 3 16 +4 great

19 --- --- +4 great
20 --- --- +5 exlnt
21 --- --- +5 exlnt
22 --- --- +6 unique
23 --- --- +6 unique
24 --- --- +7 heroic
25 --- --- +7 heroic
26 --- --- +8 epic
27 --- --- +8 epic
28 --- --- +9 demigod
29 --- --- +9 demigod
30 --- --- +10 demigod

With time a character’s primary statistics will change. There is no limit to primary statistic levels. When any primary statistic changes, all related abilities and feats also change.

Character statistics can change due to any of the following events and circumstances:
- one point can be added to any primary statistic at level 4, and at every multiple of four after that (8, 12, 16, 20);
- consumption of drugs or stimulants can temporarily raise or lower current statistics;
- some items, equipment and implants can temporary raise or lower current statistics when they are held by, worn on, or implanted in the character;
- some rare items, equipment and implants, and certain operations can permanently raise or lower the primary statistics;
- poisons, diseases and other effects can temporarily lower the primary statistics (damage them); primary statistic points damaged in this way are restored with time;
- some effects such as radiation can permanently lower current statistics; primary statistic points lost in this way cannot be restored with time, but they can be returned by special effects (for example, blood transfusions and bone marrow regeneration).

Bonus or penalty effects for primary stats from any sources stick. Bonus or permanently effects for current stats from any sources don’t stick. Character with 0 Constitution dies. Character with 0 Charisma or/and Intellect can’t talk with humans. Character with 0 Agility or/and Strength can’t move.



STRENGTH [STR]

Strength indicates how developed a characters musculature and physical strength is. Strength can also affect your characters ability to carry heavy objects, and the damage your character can inflict with his bare hands or melee weapons.

Brute strength helps you carry heavy objects, and inflict heavy strikes in melee combat. A stronger character can carry more weight, cause higher damage in battle, etc.

The Strength Modifier is applied in such situations as:
- in Carrying Capacity;
- in calculations chances to break mechanical locks;
- in Damage Rolls for unarmed, melee and throwing weapons.




AGILITY [AGL]

Agility defines coordination, swiftness, reflexes and balance of the character. Accuracy with firearms and throwing weapons as well as block and dodge chance also depend on Agility.

A character with low Agility will be constricted and clumsy, his movements ridiculous and badly coordinated, which causes him to make a lot of noise when moving. A character with high Agility will be nimble and flexible, his movements confident and graceful, with dazzling reflexes.

The Agility Modifier is applied in such situations as:
- in unarmed, melee and throwing weapons Attack Rolls;
- in unarmed, melee and throwing weapons Base Attack-per-Round;
- when calculating Evasion Class (EC) if armor does not restrict;
- in checks of Chance-of-Saving (CoS) for Reflex;
- when performing Initiative Roll*;
- in checks of skills related to Agility (Melee Weapons, Throwing Weapons, Lockpick, Traps, Steal, Stealth, Tumble).

*At the start of a battle, each combatant makes an initiative check. An initiative check is an Agility check. Each character applies his or her Agility modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order.

The character receives one extra Attack-per-Round for unarmed, melee and throwing weapons for every 24 base Agility scores.



CONSTITUTION [CON]

Constitution affects the total health of the character, and the rate of water consumption when walking on the world map. Also, like Strength, this stat affects the amount a character can carry. If Constitution changes enough to change its Modifier, then your characters hit-points will change correspondingly. If Constitution falls down to zero, then your character dies.

A character with high Constitution can survive in places where others would die. Such a character will have high health and good resistance to disease and infection - even if he gets infected, he will easily and quickly recover.

The Constitution Modifier is applied in such situations as:
- in calculating hit-points received by the character at each level (but the possible penalty can never lower this stat beyond 1);
- in Damage Resistance (DR) for Physical, Poison and Environmental damage types;
- in checks of Chance-of-Saving (CoS) for Fortitude;
- in checks of skills associated with Constitution (Outdoorsman).




PERCEPTION [PER]

Perception reflects a quick eye of a character, his quick-wittedness, mental reaction time, and street smarts. If Intelligence reflects the ability of a character to analyze information, then Perception relates more to how well a character adapts to unexpected situations in the world around him. Perception also defines how far a character can see.

Good Perception sharpens all of a character’s senses, including touch, sight, taste, smell and hearing. It affects range with firearms and throwing weapons, and helps you to notice small things that could be important, etc. Characters with high Perception get more information from the world around them by noticing the little details others pass by.

The Perception Modifier is applied in the following situations:
- in Range-of-Sight (RoS) evaluation (each point of Perception bonus/penalty applies as 3% modifier to Base RoS);
- in Field-of-Sight (FoS) evaluation (each point of Perception bonus/penalty applies as 3% modifier to Base FoS);
- in firearms weapons Attack Rolls;
- in firearms weapons Base Attack Quantity;
- in checks of skills associated with Perception (Firearms Weapons, First Aid, Spot).


The character receives one extra Attack for firearms weapons for every 24 base Perception scores.



INTELLIGENCE [INT]

Intelligence defines how knowledgeable and erudite a character is, defines mental facilities and education. The higher a character’s Intelligence, and the more skills he will be able to master, and the more possible answers he can think up in conversations.

A character with low Intelligence often can not speak or pronounce words properly, has difficulty thinking out his movements, and often does not understand jokes. A character with high Intelligence is resourceful, knows a lot, learns fast, and is inclined to use technology and invent things.

The Intelligence Modifier is applied in such situations as:
- amount of skill points the character receives with each new level (but the possible penalty can never lower this number below 1);
- in field weapons and energy weapons Attack Rolls;

- in field weapons and energy weapons Base Attack Quantity;
- in checks of skills related to Intelligence (Energy Weapons, Field Weapons, Science, Repair, Doctor, Expertise).


The character receives one extra Attack for field weapons and energy weapons for every 24 base Intelligence scores.



CHARISMA [CHR]

Charisma measures the strength of a character’s personality, his persuasiveness, personal magnetism, ability to lead others, and sex appeal. This stat reflects the way the character is perceived in society on appearance as well as on his inner charm.

Charisma combines looks and personal charm. The higher a character’s Charisma, the better he will communicate with other people. Charismatic characters have a higher chance of getting their way without resorting to violence, and can trade better than others. High charisma is important to characters who want to influence people with their powers of persuasion and lead them.

The Charisma Modifier is used in the situations such as:
- amount of companions the character can travel with;
- in checks of Chance of Saving (CoS) on Mind, resistance to mind-effects, and similar effects;
in checks of skills associated with Charisma (Speech, Trade).
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