Post news RSS After Reset RPG Game Mechanics

This fresh update gives out several draft of SACPIC game mechanics we develop especially for After Reset™ RPG.

Posted by on

This fresh update gives out several draft of SACPIC game mechanics we develop especially for After Reset™ RPG.

Character Creation process in SACPIC game mechanics consists of eight stages:

Stage 1: SPECIES

Stage 2: RACE

Stage 3: GENDER


Stage 5: STATS

Stage 6: FEATS

Stage 7: SKILLS


Today I present you, my dear fellows, a draft of STATS stage.

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 player in the After Reset™ RPG every statistic can range from 4 to 20, in other words, you can’t start with any stat below 4 or above 20.


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 melee Attack Roll;
- in Damage Rolls for melee and throwing weapons.


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 melee, firearms and throwing weapons Attack Rolls;
- when calculating Armor Class (AC);
- in checks of Chance-of-Saving (CoS) for Reflex;
- in checks of skills related to Agility.


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 and Environmental damage types;
- in checks of Chance-of-Saving (CoS) for Fortitude;
- in checks of skills associated with Constitution.


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-View (RoF) evaluation;
- in Angle-of-View (AoV) evaluation;
- in firearms and throwing weapons Attack Rolls;
- in checks of skills associated with Perception.


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 and energy weapons Attack Rolls;
- in checks of skills related to Intelligence.


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) for Will;
- in checks of skills associated with Charisma.

Like us on Facebook.
Join After Reset™ RPG official website.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.