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After Reset RPG is a sci-fi post-apocalyptic role-playing game. Inspired by original Fallout 1&2, Baldur's Gate and Planescape:Torment.
After Reset RPG is a sci-fi post-apocalyptic role-playing game. Inspired by original Fallout 1&2, Baldur's Gate and Planescape:Torment.
2,783 backers pledged $94,892 to help bring this project to life.

Character's Feats: Part I. General Outline.

Posted by Black Cloud Studios (Creator)
19 likes

Hello, our dear followers,

I'd like to dedicate this update to one of the most important parts of SACPIC game mechanics and the next step in character creation – the feats.

In the SACPIC System, a feat is one type of ability a character may gain through level or class progression. Feats are different from skills in that characters can vary in competency with skills, while feats typically provide static bonuses to or offer new ways to use existing abilities.

There are different types of feats in the game, so in order to outline them clearly for players, we have divided them into 10 categories:

ACHIEVEMENT FEATS:

Achievement Feats are passively given to a player character after they fulfill specific requirements to earn them. Some are obtained by special actions or interactions with other characters. Others are obtained as quests rewards. Achievement Feats cannot be manually selected by players.

RACIAL FEATS:

Racial Feats are given to a player character upon creation based their selected race. Different races receive generic, tactical, and other sorts of feats. These feats are treated as specific bonuses for those particular races.

BACKGROUND FEATS:

Background Feats can only be taken at character creation, i.e. at 1st level. Some represent an ability that can only be gained by birth. Others represent the character's backstory and their upbringing. Usually, background feats provide some unique advantages which are offset by relevant negative effects.

AUGMENTATION FEATS:

Augmentation Feats allow, modify or open new slots available for a character's augmentation tree development. Specific feats and abilities provided by the character's augmentations are listed here as well.

PROFESSION FEATS:

Profession Feats are feats that are given or made available to player characters on the basis of that character's profession and their profession level. Some professions receive generic, tactical, augmentation, Chances-of-Saving and/or skill feats at certain levels. These feats are treated as profession feats for those particular professions. Any feat automatically awarded at a certain profession level is given even if the character does not meet the stated prerequisites.

GENERIC FEATS:

Generic Feats are the most common feats, selected by players at character creation and at every third character level. They are generally restricted by stats or skill requirements in order to appear selectable.

SKILL FEATS:

Skill Feats modify a player character's Skills. Like generic feats they are available for selection by players at character creation and at every third character level.

SURVIVAL FEATS:

Survival Feats modify a player character's Chance-of-Saving rolls. Like generic feats they are available for selection by players at character creation and at every third character level.

ARMOR FEATS:

Armor Feats denote special qualities that equipped armor possesses, and cannot be influenced in any way by players, other than by modifying the armor itself.

WEAPON FEATS:

Weapon Feats denote special qualities that equipped weapons possess, and cannot be influenced in any way by players, other than by modifying the weapon itself.

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As you will begin to see, these Feats are pretty nostalgic and quite inspired by classic GURPS mechanics, Fallout's perks and traits, and D&D's feats. The game is going to include over 200 feats to enrich your enjoyment of developing your character.

In the next news update I am going to present you in details 21 Background feats, we've already implemented into the game build.

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Beyond that, here is my fresh interview with Adam Bellotto from COUNTER FRAG: "After Reset RPG: RPG gaming in its purest form"...

Feel free to check if. it's not some kind of sweet PR crap but something from heart :)

* * * 

To put even some more into this news, let me announce we are partnering with Gamepedia to host the official After Reset Wiki.

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And at the end of this news, here is the link on the ending project (successfully funded already) of Ben Tristem - "How To Make Video Games Through Unity 3D - Online Course"

It looks like those guys make a kind deed by learning indie beginners about the Unity engine..

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So, thank you for your support and stay tuned for more tomorrow!

Back us on Kickstarter.
Add us on Steam Greenlight.
Join After Reset™ RPG official website.

Comments

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    1. Black Cloud Studios 4-time creator on

      Hi Aljaz. Thanks for the tips. We'll take those under advisement :)

    2. Aljaž Božičko on

      There is one more thought. In many games you can make your avatar look like you so that experience is more personal. But why not create an option in which you can answer a quiz and then you are given personality or even ... there is an "Iron Mode" that is something like "no saving", but that is very "gamer". Why not create "Devil Mode" in which you are given quarter "pre-made" (logical chance) and quarter "chance" (not pre-made) character and personality by which you should act. Like "you play a bad guy", "you play a good guy", "you play a mad guy". You can still play in that way, but in that mode you would be ranked for certain decisions. More challanging the "way", more challange game presents. So goody would sometimes have to play badass and the other way around. He would have to suffer different personality (http://www.youtube.com/watch…). Joker, badass, goody, scheptic, mad, perfectionist, rude, simplistic (only storyline play) ... if made correctly it can present quite a challange or fun for first-play or/and replay.

    3. Aljaž Božičko on

      And there is a thought ... In Numenera there are feats that are simply there for being there as an option, like mad, (cruel, sceptical, suicidal) etc., but those are simple black. white and black-white feats. Could there be feats that are upgradable? Like sceptical that would have its own dialog options and would be way more resistent to persuation, but would give much lower intrigue and diplomacy, due to personal orientation. By upgrading that feat you would learn not to show your lack of trust or to be intrigued even if new can be only repainted old or if something seem unprobable. Mad could gain some level of self control ... character development of good, neutral and bad sides. That way you could give some depth to "not so likely, probable or reasonable characters". If you hide how feat upgrading effect character you could also give more realistic and surprising (both positive and negative) effect to story development. Or there could be Crusader Kings 2 like feats that you would choose, but there is probability that if would give you positive or/and negative effect/turnout.

    4. Aljaž Božičko on

      Sounds like Neverwinter Nights :). I loved that game, but bugs convinced me not to play it again or even to the end and I tried to play it to the end at least five times. Hope you manage to keep bugs level as low as possible.