Post on 23-Jul-2022
E6 D20 Stalker
Zone Stalker. Enjoy your stay.
Welcome to the D20 Stalker Game supplement for the D20 Modern system.
The Zone: Before the 1986 disaster, the remote areas around Chernobyl and Pripyat were used by the Soviet Union for research and development of psychotropic weapons and study of the noospher[1] One of the earliest such programs was undertaken at Limansk-13, a secret city where top Soviet scientists experimented with radiowaves, in order to harness them as a tool, to create unflinching loyalty to the Union in all affected people. However, the research was not safe. A surge in energy consumption during one of the experiments on April 26, 1986 was one of the main reasons Reactor 4 exploded. In response to the incident, the USSR evacuated Pripyat and settlements in the neighboring areas, until the Zone became almost totally deserted, save for a few die hard citizens (including the Forester) and scientific teams working in secret laboratories. For them, the incident came as a blessing, as the now-empty Zone of Alienation proved to be the perfect proving ground and laboratories became twice as active. The fall of the Soviet Union in 1991 did nothing to hinder their work, to the contrary - the weakened government of independent Ukraine proved to be unable to investigate rumors of strange experiments taking place in the Zone and put a stop to them. The scientists continued their research into the noosphere unabated. Soon, breakthroughs took place and they began the search to psychically influence humanity using the noosphere on a global scale. The science team, driven by noble intentions, want to eliminate war, injustice and conflict through their research into changing the human psyche[1]. Any atrocities that occur on the way are a necessary evil[2]. Regardless, the area around Chernobyl
was relatively peaceful until sometime around 2001, when a bus full of tourists in the zone disappeared. The incident prompted the government to fully restrict the zone to civilians. In 2011, stalkers reported encountering zombies who spoke garbled English, revealing the fate of the tourists. The first experiment in affecting human psyche on a massive scale took place on March 4, 2006[3]. It lasted two full hours before it was shut down, likely due to unforeseen developments. A month later, on April 12, the experiment was performed again and this time it continued until its completion[4]. However, it did not have the desired effect - instead, the generators created a rift in the noosphere, allowing it to directly affect the biosphere, creating a large area where physical laws were outright broken and mysterious phenomena not understood by modern science began to manifest. The Zone of Alienation stretches between the borders of Ukraine and Belarus, and is kept protected by the Ukrainian authorities. Due to the radical decrease in human presence and activity, wildlife has flourished in the Zone and the area is often described as having been "reclaimed by nature". Following the 2006 disaster, animals and plants have been grotesquely mutated and deadly anomalies abound. Wildlife roams freely in the remains of the former USSR. Supposedly, the area is kept under lockdown by the military. However, the prospect of lucrative looting and treasure hunting has led a large number of opportunists known as Stalkers to jump fence into The Zone itself. These people are either operating for themselves, or in factions. Among the more notable groups are Duty, Freedom and the Ecologists.
Research is constantly ongoing to find out the nature and origin of The Zone, as well as a means to counter it. There are many different beliefs concerning the truth of, and reasonable response to, The Zone. For example, Duty members are attempting to "fight the Zone" while Freedom believes
that the entire area is a gift to mankind and should be shared equally by all of humanity. During the course of the games, some characters express concern that the Zone might be growing and increasing its influence on the world.
Carrying Load
Strength
Score
Light Load
Heavy Load
8 (10) 50 lb. or less
50-75 lb.
9 (12) 60 lb. or less
61-90 lb.
10 (14) 70 lb. or less
71-110 lb.
11 (16) 80 lb or less
81-115 lb.
12 (18) 90 lb. or less
91-130 lb.
13 (20)100 lb.or less
101-150 lb.
14 (24)120 lb. or less
121-175 lb.
15 (28)140 lb. or less
141-200 lb.
16 (32)160 lb. or less
161-230 lb.
17 (36)180 lb. or less
181-260 lb.
18 (40)200 lb. or less
201-300 lb.
Load Max
Dex
Check
Penalty
Speed Run
(20 ft.) (30 ft.) (40 ft.)
Heavy +1 -6 15 ft. 20 ft. 30ft X3
A medium or heavy load counts as medium or heavy armor for the purpose of abilities or
skills that are restricted by armor. Carrying a light load does not encumber a character
Action points
Action points provide characters with the means to affect game play in significant ways. A character
always has a limited amount of action points, and while the character replenishes this supply with
every new level he or she attains, the character must use them wisely.
A character can spend 1 action point to do one of these things:
Improve Roll: Alter a single d20 roll used to make an attack, a skill check, an ability check, a level
check, or a saving throw.( A character can declare the use of 1 action point to alter a d20 roll after the
roll is made-but only before the GM reveals the result of that roll (whether the attack or check or
saving throw suc-ceeded or failed). A character can't use an action point on a skill check or ability
check when he or she is taking 10 or taking 20)
Use a class talent or class feature during your turn for which the expenditure of 1 action point is
required.
Extra Action: You can spend an action point on your turn to gain an additional standard or move
action this turn.
Stabilisation: You can spend an action point on your turn to authomatically stabilize yourself if
uncontious.
Use Feat: You can spend an action point on your turn to use a feat that you dont have for a turn, but
only if you meet all the requirements for it’s use.
All Stalkers start the game with 3 single time use Action points in addition to the ones that regenerate
every day (Depending on the difficulty).
. If a character spends a point to use a class feature, he or she can't spend another one in the same
round to improve a die roll, and vice versa. If the hero has reached character level 6 and has the Lucky
feat, he or she may be able to roll more than one d6 when spending 1 action point. If the character
does so, apply the highest result and disregard the other rolls. If the Character has the Heroic Surge
feat, he can use them both at the same round, but not for an extra action.
Character Creation
Before creating a character the Players or the Game Master must choose a difficulty.
Depending on the choice, the legend of the Zone, the starting equipment, statistics and money
change.
Novice: 37 Points Point Buy; 2 +1/Lvl Action Points/Day; 4000 RU Starting Gear;
“ The heart of the Zone shall grant a single wish to those who reach it.”
Stalker: 33 Points Point Buy; 2 +1/2 Lvl Action Points/Day; 3000 RU Starting Gear;
“The heart of the Zone shall grant two wishes to the brave.”
Veteran: 29 Points Point Buy; 1 + 1/2 Lvl Action Points/Day; 2000 RU Starting Gear;
“ The heart of the Zone shall grant three wishes to the worthy.”
Master: 26 Points Point Buy; 1 + 1/3 Lvl Action Points/Day; 1000 RU Starting Gear;
“The generocity of the zone shall know no bounds for it's children”
After deciding on the difficulty, Arrange your stats according to your character concept.
Table x.x. point buy. Point Buy Calculator. http://rpg.ekkaia.org/dnd/abilities.php:
Classes
The Fast Stalker
Crawling in the irradiated mud, surviving
extended firefights and drinking lots of vodka,
Fast Stalkers are allways up to face the
dangerous physical and combat challenges of
the Zone without hesitation.
Class Information Hit Die: d10
Class Skills: Choose 6 physical and 5 mental
skills. Skill Points: 5 + Int per level (4x at 1st)
Tallents: The Fast stalker may choose 2
physical talent trees to spend talent points in.
Action points: Depends on difficulty
Weapon Proficiencies: All Stalkers start with
the simple Weapon, Personal firearms, and
Light Armor Proficiens
Table 1.1 The Fast Stalker
Rank BAB Fort Ref Will Special Defence
Rookie +1 +2 +0 +0 Talent 2
Novice +2 +2 +0 +0 Bonus Feat 3
Experienced +3 +3 +1 +1 Talent 3
Veteran +4 +4 +1 +1 Bonus Feat 3
Expert +5 +4 +1 +1 Talent 4
Master +6/+1 +5 +2 +2 Bonus Feat 4
The Dedicated Stalker
Combining Strenght and Wit, the Dedicated
Stalker can supplement his extensive
knowledge with an average combat ability. Not
as tough as the Fast Stalker and not as
knowledgeable as the Smart Stalker, but the
best of both worlds.
Class Information Hit Die: d8 Class Skills: Choose 4 physical and 7 mental
skills. Skill Points: 7 + Int per level (4x at 1st)
Tallents: The Dedicated stalker may choose 1
physical and 1 mental talent tree to spend
talent points in.
Weapon Proficiencies: All Stalkers start with
the simple Weapon, Personal firearms, and
Light Armor Proficiens
Table 1.2 The Dedicated Stalker
Rank BAB Fort Ref Will Special Def
Rookie +0 +1 +1 +1 Talent 1
Novice +1 +2 +2 +2 Bonus Feat 2
Experienced +2 +2 +2 +2 Talent 2
Veteran +3 +2 +2 +2 Bonus Feat 3
Expert +3 +3 +3 +3 Talent 3
Master +4 +3 +3 +3 Bonus Feat 3
The Smart Stalker
Driven by the unsatiable hunger for knowledge,
the Smart Stalkers are constantly drawn to
explore the unknown to find the next big
discovery. What they lack in brawn and military
training, they make up with their brains and
knowledge.
Class Information Hit Die: d6 Class Skills: Choose 3 physical and 12 mental skills. Skill Points: 10 + Int per level (4x at 1st)
Tallents: The Smart stalker may choose 3 mental
talent trees to spend talent points in.
Weapon Proficiencies: All Stalkers start with the
simple Weapon, Personal firearms, and Light Armor
Proficiens
Rank BAB Fort Ref Will Special Def
Rookie +0 +0 +0 +2 Talent 0
Novice +1 +0 +0 +3 Talent;Bonus Feat 1
Experienced +1 +1 +1 +3 Talent 1
Veteran +2 +1 +1 +4 Talent;Bonus Feat 1
Expert +2 +1 +1 +4 Talent 2
Master +3 +2 +2 +5 Talent;Bonus Feat 2
Available skills and tallents
Tallents according to each attribute:
Str: Climb, Jump,; Dex: Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble; Con-
--- Int:- Craft Mechanical; Demolition; Disable Device; Forgery; Investigate; Knowledge: (The zone;
Technology; Sciences; Business) Repair; Search; Wis: Gamble, Listen; Sense Motive; Spot; Survival;
Treat Injury; Cha: Diplomacy; Disguise; Gather Information; Intimidate; Perform
(Guitar/Harmonica/Singing); Starting Backgrounds: Military/Police: Add Medium armor proficiency to your feats. Scientific/Criminal: You get to pick knowledge: The zone at character creation as a class skill. Normal: Nobody cared who you were until you put on the gas mask. And they still don’t. But you get
extra 1600 Ru at character creation.
Physical Tallents Increased Speed Talent Tree
Gotta go fast The Stalker can increase his or her natural base
speed by 5/10/15 feet.
Defensive Talent Tree
The stalker can use multiple defensive
maneuvers to save his life.
Evasion: If the Stalker is exposed to any effect
that normally allows a Stalker to attempt a
Reflex saving throw for half damage, the
Stalker suffers no damage if he or she makes a
successful saving throw. Evasion can only be
used when wearing light, medium armor or no
armor. Uncanny Dodge: The Stalker retains his or her
Dexterity bonus to Defense regardless of being
caught flat-footed or struck by a hidden
attacker. (The hero still loses his or her
Dexterity bonus to Defense if the hero is
immobilized.) Defensive Roll: The Stalker can roll with a
potentially lethal attack to take less damage
from it. When the Stalker would be reduced to
0 hit points or less by damage in combat (from
a ranged or melee attack), the Stalker can
attempt to roll with the damage. A Stalker spends 1 action point to use this
talent. Once the point is spent, the hero makes
a Reflex saving throw (DC = damage dealt). If
the save succeeds, he or she takes only half
damage. The Stalker must be able to react to
the attack to execute a defensive roll—if the
hero is immobilized, he or she can’t use this
talent. Since this effect would not normally allow a
Stalker to make a Reflex save for half damage,
the Stalker’s evasion talent doesn’t apply to the
defensive roll. Prerequisites: Evasion or uncanny dodge.
Damage Reduction Talent Tree „The Stalker has an innate talent to ignore a
set amount of damage from most weapons, but
not from energy or special attack forms”
Damage Reduction 1/2/3: The Stalker ignores
1/2/3 point of damage from slashing,
piercing,bludgeoning and ballistic damage.
Energy Resistance Talent Tree “The Stalker is particularly resistant to certain
kinds of deadly energy effects. These talents
can be selected in any order.”
Radiation Resistance: The Stalker ignores a
radiation level equal to his or her Constitution
modifier/2 (Minimum of 1) Fire Resistance: The Stalker ignores fire
damage equal to qual to his or her Constitution
modifier (minimum 1) Electricity Resistance: The Stalker ignores
electricity damage equal to qual to his or her
Constitution modifier (minimum 1) Acid Resistance: The Stalker acid damage
equal to qual to his or her Constitution
modifier (minimum 1)
Unbreakable Talent Tree “The Stalker is particularly resilient
thanks to the following talents.”
Remain Conscious: The Stalker gains the
ability to continue to perform actions when he
or she would otherwise be considered
unconscious and dying. When the Stalker’s hit
points reach –1, the hero can perform as
though he or she were disabled, making either
an attack action or a move action every round
until the hero reaches –10 hit points (and dies)
or the hero’s hit points return to 1 or higher.
The hero can choose to succumb to
unconsciousness if he or she thinks that doing
so might prevent him or her from taking more
damage. Robust: The Stalker becomes especially
robust, gaining a number of hit points equal to
his or her Tough level as soon as he or she
selects this talent. Thereafter, the hero gains +1
hit point with each level of Tough he or she
gains. Second Wind: The Stalker can spend 1
action point to gain a second wind. When the
hero does this, he or she recovers a number of
hit points equal to twice his or her Constitution
modifier. This talent does not increase the
Stalker’s hit points beyond the Stalker’s full
normal total.
Stamina: The Stalker recovers twice as fast as
normal. So, the hero recovers 2 hit points per
Stalker level per evening of rest, 2 points of
temporary ability damage per evening of rest,
and awakens in half the normal time after
being knocked unconscious. Prerequisites: Robust/Remain Conscious
Mental tallents
Strategy Talent Tree
Plan: Prior to an encounter the Stalker can
develop a plan of action to handle the situation.
Using this talent requires preparation; a Stalker
can’t use this talent when surprised or
otherwise unprepared for a particular situation.
Creating a plan requires 1 minute.
Check Result Bonus 7 or lower +0(Check failed) 8-12 +1 13-19 +2 20 or higher +3 This bonus can be applied to all skill checks
and attack rolls made by the Stalker and his or
her allies, but the bonus only lasts for the first
3 rounds after making the plan. After that time,
reduce the bonus by 1 point (to a minimum of
+0) for every additional round the situation
continues, as the vagaries of circumstance
begin to unravel even the best-laid plans. Trick: The Stalker has the ability to
temporarily confuse a target through the use of
ploy and deception. The target must have an
Intelligence score of 3 or higher to be
susceptible to a trick, must be within 60 feet
of the hero, and must be able to hear and
understand the hero. To play a trick on a target, the hero must use a
full-round action and make an Intelligence
check (DC 9), adding his or her level as a
bonus. If the Intelligence check succeeds, the
target can try to think quickly and ignore the
trick. The target resists the trick by making a
Will saving throw (DC 10 + Stalker’s class
level + Stalker’s Int bonus). If the saving throw
fails, the target becomes dazed (unable to act,
but can defend normally) for 1 round.
A trick can only be played on a particular
target once per encounter. After the first trick
in an encounter, whether the attempt succeeds
or not, that target becomes wary and immune
to such ploys. This is a mind-affecting ability. Exploit Weakness: After 1 round of combat,
the Stalker can designate one opponent and try
to find ways to gain an advantage by using
brains over brawn. The Stalker uses a move
action and makes an Intelligence check (DC
13) with a bonus equal to his or her level. If the
check succeeds, for the rest of the combat the
Stalker uses his or her Intelligence bonus
instead of either Strength or Dexterity bonus
on attack rolls as the hero finds ways to
outthink his opponent and notices weaknesses
in his opponent’s fighting style. Prerequisites: Plan or Trick Abuse Weakness: If the Smart hero’s attack
roll threatens a critical hit against the current
target of his exploit weakness talent, he can
spend 1 action point to automatically confirm
the threat and score a critical hit. Prerequisites:
Exploit weakness
Healing Talent Tree “ The Stalker has a talent for healing.”
Healing Knack: The hero has a knack for the
healing arts. The hero receives a +2 bonus on
all Treat Injury skill checks. Healing Touch 1: The Stalker’s ability to
restore damage with a medical kit or perform
surgery with a surgery kit increases by +2 hit
points. Prerequisites: Healing knack Healing Touch 2: The Stalker’s ability to
restore damage with a medical kit or perform
surgery with a surgery kit increases by +2 hit
points, which stacks with healing touch 1 for a
total of +4 hit points. Prerequisites: Healing
knack, healing touch 1.
Insightful Talent Tree “The Stalker’s innate insightfulness serves him
well”
Aware: The Stalker is intuitively aware of his
or her surroundings. The hero adds his or her
base Will saving throw bonus to Listen or Spot
checks to avoid surprise. Faith: The Stalker has a great deal of faith. It
might be faith in self, The Zone, or in both.
This unswerving belief allows the Stalker to
add his or her Wisdom modifier to the die roll
whenever the hero spends 1 action point to
improve the result of an attack roll, skill check,
saving throw, or ability check. Cool Under Pressure: The Stalker selects a
number of skills equal to 3 + the hero’s
Wisdom modifier. When making a check with
one of these skills, the Stalker can take 10 even
when distracted or under duress. Prerequisites:
Either faith or aware.
Leadership Talent Tree
“The Stalker has a talent for leadership and
inspiration.”
Coordinate: The Stalker has a knack for
getting people to work together. When the hero
can spend a full round directing his or her
allies and makes a Charisma check (DC 9), the
hero provides any of his or her allies within 30
feet a +1 bonus on their attack rolls and skill
checks. The bonus lasts for a number of rounds
equal to the hero’s Charisma modifier.The
hero can coordinate a number of allies equal to
his or her level. Inspiration: The Stalker can inspire his or her
allies, bolstering them and improving their
chances of success. An ally must listen to and
observe the Stalker for a full round for the
inspiration to take hold, and the hero must
make a Charisma check (DC 9). The effect
lasts for a number of rounds equal to the hero’s
Charisma modifier. An inspired ally gains a +2 morale bonus on
saving throws, attack rolls, and damage rolls.
A Stalker can’t inspire him or herself. The hero
can inspire a number of allies equal to to his or
her level. Prerequisites:
Coordinate;Experienced. Greater Inspiration: The Stalker can inspire
his or her allies to even greater heights,
bolstering them and improving their chances of
success. An ally must listen to and observe the
Stalker for a full round for the greater
inspiration to take hold, and the hero must
make a Charisma check (DC 9). The effect
lasts for a number of rounds equal to the hero’s
Charisma modifier. An inspired ally gains an additional +1 morale
bonus on saving throws, attack rolls, and
damage rolls, which stacks with the bonus
from inspiration for a total of a +3 morale
bonus.
A Stalker can’t inspire him or herself. The hero
can inspire a number of allies equal to to his or
her level. Prerequisites: Coordinate,
Inspiration, Expert
Loose tallent
Intuition: The Stalker has an innate ability to
sense trouble in the air. The Stalker can make a
Will saving throw (DC 15). On a successful
save, the hero gets a hunch that everything is
all right, or the hero gets a bad feeling about a
specific situation, based on the GM’s best
guess relating to the circumstances. This talent
is usable a number of times per day equal to
the Character’s level+1.
Feats
Feat Descriptions
Acrobatic: +2 to Jump; Tumble; Alertness: +2 to Listen; Spot. Athletic: +2 to Climb; Ballance; Attentive: +2 to Investigate, Sense Motive. Confident: +2 to Gamble, Intimidate,on lvl checks to resist intimidation.
Deceptive: +2 to Bluff, Disguise. Educated: +2 to Two knowledges.. Gearhead: +2 to Craft Mechanical, Repair. Guide: +2 to Navigate, Survival. Meticulous: +2 to Forgery, Search Nimble: +2 to Escape Artist, Sleight of Hand. Stealthy: +2 to Hide, Move Silently Surgery:(Preq.Treat Injury 4 ranks): The Stalker can use the Treat Injury skill to perform surgery without penalty. Stalkers without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Also gives +2 to treat injury checks( but not to healed damage) Trustworthy: +2 to Diplomacy, Gather Information.
Combat Feats
Personal Firearms Proficiency: The Stalker can fire any personal firearm without a –4 penalty. Advanced Firearms Proficiency: Prereq: Personal Firearms Proficiency. Benefit: The Stalker can fire any heavy weapon without a –4 penalty and any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). Also when using a firearm on autofire, the Stalker also has the option to affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).Normal:
Stalkers without this feat take a –4 penalty on attack rolls made with personal firearms set on autofire.Autofire normally affects a 10-foot-by-10-foot area. Blind-Fight: In melee and ranged combat, every time the Stalker misses because of concealment, the Stalker can reroll the miss chance roll one time to see if the Stalker actually hits.The Stalker takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the Stalker’s speed to three-quarters of normal, instead of one-half. Burst Fire: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency. When using an automatic firearm with at least five bullets loaded, the Stalker may fire a short burst as a single attack against a single target. The Stalker receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a Stalker attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted. Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it. Brawl: When making a melle attack, the Stalker receives a +1 competence bonus on attack rolls, and the Stalker deals damage equal to 1d6 + his or her Strength modifier with a knife and 1d4 non-leathal damage + his or her Strength modifier while unarmed.
Brawl (Improved): Brawl, base attack bonus +3. Benefit: When making an unarmed attack, the Stalker receives a +2 competence bonus on his or her attack roll, and the Stalker deals damage equal to 1d8 + his or her Strength modifier with a knife and 1d6 non-leathal damage + his or her Strength modifier while unarmed.
Far Shot: Firearm range increment increases by one-half (multiply by 1.5). Thrown weapon range increment is doubled.
Dead Aim:: Wisdom 13, Far Shot.
Before making a ranged attack, the
character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Knockout: Dead aim; base attack bonus +3.: When making the Stalker’s first attack against a flat-footed opponent, the stalker can use an an action point to turn a successful ranged attack as a critical hit. The stalker must be under the effect of Dead Aim to use this feat.
Frightful Presence Preq: Charisma 15, Intimidate 9 ranks. Benefit: When the Stalker uses this feat, all opponents within 60 feet who have fewer levels than the Stalker must make a Will saving throw (DC 10 + ½ the Stalker’s level + the Stalker’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the Stalker’s Charisma modifier. The Stalker can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the Stalker’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. Two-Weapon Fighting: Dexterity 13.: The Stalker’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand
Two-WeaponFighting (Improved) Dexterity15,Two-WeaponFighting, base attack bonus +6: The Stalker gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the Stalker to use a melee weapon in one hand and a ranged weapon in the other.
Point Blank Shot: The Stalker gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Precise Shot: Point Blank Shot.: The Stalker can shoot or throw ranged weapons at an opponent engaged in melee without penalty.Normal: A Stalker takes a –4 penalty when using a ranged weapon to attack an
opponent who is engaged in melee combat. Double Tap: Dexterity 13, Point Blank Shot: When using a semiautomatic firearm with at least two bullets loaded, the Stalker may fire two bullets as a single attack against a single target. The Stalker receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Quick Draw: Base attack bonus +1. The Stalker can draw a weapon as a free action.A Stalker with this feat may throw weapons at his or her full normal rate of attacks. Normal: A Stalker can draw a weapon as a move action. If a Stalker has a base attack bonus of +1 or higher, the Stalker can draw a weapon as a free action when moving. Quick Reload: Base attack bonus +1.: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action. Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action. Shot on the Run Dexterity 13, Mobility.: When using an attack action with a ranged weapon, the Stalker can move both before and after the attack, provided that the Stalker’s total distance moved is not greater than his or her speed. Weapon Focus Base attack bonus +1: The Stalker gains a +1 bonus on all attack rolls he or she makes using the selected weapon. (Pistol/Sniper/Shotgun/Rifle/Knife)
Defensive Feats
Armor Proficiency(Light/Medium/Heavy) When a Stalker wears a type of armor with which he or she is proficient, the Stalker gets to add the armor’s proficient bonus to his or her Defense and benefits from the armor’s damage resistances. Also, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. Normal: A Stalker who
wears armor with which he or she is not proficient benefits only from the armor’s damage resistances. Also, he or she suffers its armor check penalty on attack rolls and on all skill checks that involve moving. Great Fortitude: The Stalker gets a +2 bonus on all Fortitude saving throws. Iron Will: The Stalker gets a +2 bonus on all Will saving throws Endurance: The Stalker gains a +4 bonus on the following checks and saves: Constitution checks to continue running, Constitution checks to hold the Stalker’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the Stalker may sleep in medium or light armor without becoming fatigued. Normal: A Stalker without this feat who sleeps in armor is automatically fatigued the following day. Heroic Surge: The Stalker may take an extra move action or attack action in a round, either before or after the Stalker’s regular actions. The Stalker may use Heroic Surge a number of times per day depending on his or her Stalker level (as shown below), but never more than once per round. Stalker Level 1st-3rd- 1; 4th-6th; 2
Lightning Reflexes: The Stalker gets a +2 bonus on all Reflex saving throws
Mobility: Dexterity 13,: The Stalker gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the Stalker moves out of a threatened square Run: When running, the Stalker moves a maximum of five times his or her normal speed instead of four times. If the Stalker is in heavy armor, the Stalker can move four times his or her speed rather than three times. If the Stalker makes a long jump, the Stalker gains a +2 competence bonus on his or her Jump check. Track: To find tracks or follow them for one mile requires a Survival check. The Stalker must make another Survival check every time the tracks become difficult to follow. The Stalker moves at half his or her normal speed (or at the Stalker’s normal speed with a –5 penalty on the check, or at up to twice the Stalker’s speed with a –20 penalty on the
check). The DC depends on the surface and the prevailing conditions. Master feats Once the Stalekr reaches Master level, he no longer continues to gain feats the normal way. Instead every 5000 experience earned he can choose one of the feats listed in table x.x. A Stalker can only choose feats from this table after he had attained Master level. Thrifty Mechanic [Master]: You are adept at using as few parts as possible when repairing or modifying equipment. When fixing or modifying equipment reduce the number of parts used by an amount equal to your Intelligence bonus (to a minimum of 1 part). Prerequisites: Intelligence 13, Repair 9 ranks. Improved Precise Shot [Master]: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Prerequisites: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +6. Two-Weapon Defense [Master] Prerequisites: Dex 15, Two-Weapon Fighting; Improved Two-weapon Fighting. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-
Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Weapon Specialization [Master] Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Weapon Focus with selected weapon,Stalker Lvl 6, Base AB4, Weapon focus. You gain a +2 bonus on all damage rolls you make using the selected weapon. Advanced Brawl [Master] Prerequisite: Brawl,Improved Brawl, base attack bonus +4. Benefit: The character’s threat range on knife attacks and unarmed strikes improves to 19–20. Lucky: [Master] Prerequisite: None
Benefit: When using an action point to throw a
d6, throw 2d6 instead and disregard the lower
roll.
On point:[Master]
Prerequisite: Lucky
Due to getting familiar with the Zone’s tricks, the
Stalker gains 1 additional daily action point.
Intensive Training:[Master]Due to training and
experience in the Zone, a Stalker can raise one
his or her stats by 1. Can be picked more than
once, but no stat can be raised above 18.
Tallented[Master] The Stalker can choose
Equipment
Ranged Weapons Table
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons. Damage: The damage the weapon deals on a successful hit. Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage. Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments,
except for thrown weapons, which have a maximum range of five range increments. Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic. Single Shot (S): A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack. Semi-automatic (Sa): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack. Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. Magazine: The weapon’s magazine capacity and type are given in this column. The amount of
ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, or internal. Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles. Size: The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand. Weight: This column gives the weapon’s weight when fully loaded. Reloading: Reloading a firearm with an already filled box magazine is a move action. Reloading a weapon with an internal magazine is a full-round action. Refilling a box magazine: As a full round action you can refill 20 bullets in a single magazine.
Weapon Damage
/Crit Calliber
Dmg. Type
Range Incr.
Rate of fire
Mag. Size Wgt. Buy/Sell
in Ru
Handguns (requires the Personal Firearms Proficiency feat) MakarovPM (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 8 box Small 5lb 600/100
Fora-12 (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 12 box Med 5lb 900/150
Martha (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 15 box Med 5lb 1300/200
UDP Compact(Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 8 box Med 5lb 2200/400
SIP-t M200 (Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 7 box Med 5lb 1900/350
Longarms (requires the Personal Firearms Proficiency feat) Sawn off Shotgun (Shotgun) 2d8/20 Shell Ballistic 15ft. S 2 Int Med 5lb 300/50
Chaser 13 (Shotgun) 2d8/20 Shell Ballistic 30ft. S 7 Int Large 10lb 3800/600
SPSA Shotgun) 2d8/20 Shell Ballistic 40ft. S 5 Int Large 10lb 8000/1500
Viper 5 (Assault rifle) 2d6/20 9mm Ballistic 50ft. Sa,A 30 Box Large 10lb 5000/1000
AKM 74/2 (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. Sa,A 30 Box Large 10lb 6500/1200
AKM 74/2U (Assault rifle) 2d8/20 5.45×39 Ballistic 50ft. Sa,A 30 Box Large 10lb 5000/1000
Obokan (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft Sa,A 30 Box Large 10lb 10000/1800
IL 86 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 8000/1600
TRs 301 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 10000/1800
SGI 5K (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 13000/2000
GP37 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 15000/2200
Groza(S14) (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. Sa,A 20 Box Large 15lb 16000/2300
SA Avalanche (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. Sa,A 20 Box Large 10lb 14000/2100
Vintar BC (Sniper rifle) 2d8/20 9x39mm Ballistic 70ft. Sa,A 10 Box Large 10lb 19000/2500
SVD mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 120ft. Sa 10 Box Huge 25lb 24000/3000
SVDU mk-2 (Sniper rifle) 2d10/20 7.62x54 Ballistic 100ft. Sa 10 Box Large 20lb 26000/3100
Exotic weapons (Requires the Advanced Firearms Proficiency)
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Handguns
A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls. Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber.
Makarov PM: This Soviet legacy is the most common pistol in the Zone and is one of the best compact self-defense handguns
available. It is small, highly reliable, easy to use and maintain in working order. It also suffers from several drawbacks, including its short range, low firing accuracy and poor stopping power, while also losing out to modern pistols in its class in terms of weight and magazine size. Attachments: This weapon accepts no attachments without modifications. Concealable: This weapon grants a +2 circumstance bonus to sleight of hand checks made to conceal the weapon due to exceptionally compact design. Upgrades: Tier1: Silencer mount vs Extended Magazine(11) Tier2 Rechamber .45(+10ft) vs Longer Barrel(+crit) Tier 3 Accurate(+1ab) vs 3 Round Burst
Fora-12 A Ukrainian-made
pistol predominantly used by law enforcement organizations. Provides higher accuracy, better
ergonomics and has a larger magazine than the PMm. These pistols make it into the Zone in large numbers thanks to the sale of defective weapons,
which suffer from technical miscalculations in early design models. Despite this, the pistol is in demand among stalkers thanks to its good combat characteristics. Attachments: This weapon accepts a Silencer without modifications. Upgrades: Tier1: Polymer frame vs Extended Magazine(15) Tier2: Rechamber .45(+10ft) vs Longer Barrel(+crit) Tier 3 Accurate(+1ab) vs 3 Round Burst
Martha: Martha pistols enjoy the reputation of a relatively reliable, albeit somewhat cumbersome weapon, around the world. In service with armed forces and police
across the ocean, as well as various military and law enforcement organizations worldwide. Marthas found in the Zone are usually dated, probably from retired stock. Attachments: This weapon accepts a Silencer without modifications. Unreliable: This weapon degrades twice faster than others. Upgrades: Tier1: Polymer frame vs Extended Magazine(17) Tier2: Coating vs Longer Barrel(+crit) Tier 3 Accurate(+1ab) vs 3 Round Burst
UDP Compact: Impeccable reliability and durability combined with excellent accuracy are the main noteworthy features of this weapon. Its minor drawbacks
include its considerable size, relatively high center of gravity and massive bolt, which make it difficult to conceal but do not outweigh the weapon's positive features. The weapon is especially popular with the Zone's veterans. Unreliable: This weapon degrades twice faster than others. Attachments: This weapon accepts no attachments without modifications.
Upgrades: Tier1: Polymer frame vs Extended Magazine(12) Tier2: Longer Barrel(+crit) vs Silencer Tier 3 Accurate(+1ab) vs 3 Round Burst
SIP-t M200: The only remaining mass produced model of a globally renowned pistol, this weapon has earned a reputation for its excellent ergonomics and
accuracy, and while its magazine is relatively small, it benefits from powerful ammo and a mechanism that functions like a Swiss watch. Some believe the SIP-t M200 to be the best mass produced .45ACP caliber handgun there is and it has certainly got a following among experienced stalkers and mercenaries. Attachments: This weapon accepts a Silencer without modifications. Upgrades: Tier1: Polymer frame vs Extended Magazine(10) Tier2: Accurate(+1ab) vs Protective coating Tier 3 Longer Barrel(+crit) VS 3 Round Burst
Longarms:
Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns. The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire. Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack. Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic. All longarms are covered by the Personal Firearms Proficiency feat. Longarms with the exception of shotguns are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target, unless the weapon has the Compact property.
Shotguns
Sawn off Shotgun: A sawed-off hunting shotgun with two side-by-side barrels, making it lighter and more compact than a full shotgun. One of the most popular weapons among bandits due to its combination of ease of concealment and extreme effectiveness in close combat. Attachments: This weapon accepts no attachments Upgrades: Tier1: Protective coating vs Better Ergonomics(Small) Tier2: Reliable vs Longer Barrel(+crit)
Chaser 13: A Western smoothbore shotgun that is extremely popular around the world thanks to its amazing reliability and faster reloading speed. Particularly valued for its functionality by the Zone's hunters. All of its parts are coated with an anti corrosion compound. Attachments: This weapon accepts no attachments Upgrades: Tier1: Large/Small Choke vs Alloy Frame. Tier2: Box Magazine(7+1) vs Protective coating Tier 3 Longer Barrel(+crit) vs SemiAutho mode
SPSA14: This special purpose smoothbore automatic shotgun was designed in the second half of the 20th century and comes with pump-action and self-cocking firing modes. Used as an all-purpose weapon by the police and assault troops. Notable for its reliability and tactical flexibility. Despite its large weight, complex mechanism and considerable cost it is in demand in the Zone due to its effectiveness against mutants. Attachments: This weapon accepts no attachments Upgrades: Tier1: Large/Small Choke vs Alloy Frame. Tier2: Protective coating vs Box Magazine(8+1) Tier 3 Longer Barrel(+crit) vs SemiAutho mode
Viper5 This
submachine gun has gained popularity around the world thanks to its reliability, ease of use and accuracy. Over the last few decades the Viper 5 was in service with special armed forces and police units worldwide. Not surprisingly, having flooded the global black markets, it eventually made its way to the Zone. Specifics: Three-round burst; Compact
Attachments: This weapon accepts a Silencer without modifications. Tier1: Foldable stock vs Extended Magazine(42) Tier2: Protective coating vs Scope Tier 3 Longer Barrel(+crit) vs Accurate(1ab)
AKM-74/2: This
weapon, designed in 1974, signaled the adoption of small caliber and low impulse rounds by Warsaw Pact countries. A descendant of the most popular assault rifle in the world, the AKM-74/2 has an even bigger muzzle brake, resulting in a reduction of what was already manageable recoil. This facilitates better accuracy and groupings, especially when fired in fast single shots or bursts. As before, the rifle is very simple and reliable. Specifics: None Attachments: This weapon accepts a grenade launcher without modifications. Upgrades: Tier1: Extended Mag.(42) vs Scope Tier2: Accurate(1ab) vs 3 Round Burst Tier 3 Longer Barrel(+crit)vs Sniping
AKM-74/2U: Despite being similar to submachine guns in size, weight and tactical purpose, this weapon is classified as an assault rifle due to the fact that its internal mechanism is identical to that of the AKM 74/2. The weapon is notable for its mobility in close quarters and high armor-penetration capacity, while its drawbacks are its short effective range, despite the relatively long bullet range, a tendency to overheat and high ricochet propensity. Specifics: Unreliable (-Durability); Compact Upgrades: Tier1: Protective coating vs 3 Round Burst Tier2: Extended Magazine vs Longer Barrel(+crit) Tier 3 Grenade launcher vs Accurate(1ab)
Obokan(AC96/2): A modern assault rifle
developed as a replacement for the ageing AKM
74/2. The main difference is its high speed 2-round
burst firing mode, which allows two bullets to be
fired at exactly the same spot on a target.
Specifics: Double tap: (1 Rng. Increment) Attachments: This weapon accepts a PSO-1 Scope; without modifications. Upgrades:
Tier1: Grenade launcher vs Extended Magazine(42) Tier2: Silencer vs Protective coating
Tier 3 Sniping vs 3 Round Burst
TRs 301 A new step in the development of this
famous weapon family. The changes were made to the upper half of the steel construction
comprising the barrel, gas tube and bolt assembly, reducing the weapon's weight, improving ergonomics and its gas system. The weapon is highly accurate, although its propensity to catch dirt makes it a poor choice for the Zone's difficult conditions. Specifics: Unreliable (-Durability) Attachments: This weapon accepts a SUSAT Scope; M203 Grenade Launcher and a Silencer without modifications. Upgrades: Tier1: Longer Barrel(crit)vsExtended Magazine(42) Tier2: 3 Round Burst vs Accurate(1ab) Tier 3: Sniping vs Protective coating
SGI 5K: A relatively new assault rifle that has
quickly found admirers around the world, despite lacking a "trendy" design. Weapons of this series are one of the best in their class, renowned for their reliability, accuracy and ease of use. Despite being relatively difficult to obtain in the Zone, this assault rifle is often ordered by experienced stalkers at considerable expense. Specifics: Reliable (+Durability); Accurate (+1AB); Attachments: This weapon accepts a M203 Grenade Launcher and a Silencer without modifications. Upgrades: Tier1: Foldable Stock vs Scope Tier2: Longer Barrel(crit) vsExtended Magazine(42) Tier3: 3 Round Burst vs Sniping
GP37: A new
addition to the Western-made assault
rifle family, which differs significantly from previous models in the series built on an automatic foundation with a semi-open bolt assembly, this weapon is more like American automatic gas-operated assault rifles with a short-stroke gas piston system. These changes ensure that the rifle is a first-rate example of a modern weapon - lightweight, reliable and ergonomic. Specifics: Reliable (+Durability); Accurate (+1AB); Integrated Scope (1.5 Susat); Attachments: This weapon accepts a Silencer without modifications. Upgrades: Tier0: Electro-Optical vs Assault scope Tier1: Foldable Stock vs Extended Magazine(42) Tier2: 3 Round Burst vs Grenade Launcher mount Tier3: Longer Barrel(+crit) vs Sniping
IL 86: This rifle's
considerable number of drawbacks caused most of these weapons to be modernized, with the retired stock making its way to the Zone via the black market. The rifle's main advantages are its built-in 2x scope, high single-shot accuracy and reliable upgrade technology. When the weapon is fired in bursts, its accuracy decreases significantly and the rifle's basic internal mechanisms become somewhat unreliable. Specifics: Unreliable (-Durability);Integrated Scope (1.5 Susat) Three-round burst; Compact Attachments: This weapon accepts no attachments without modifications. Upgrades: Tier0: Electro-Optical vs Assault scope Tier1: Extended Magazine(42) vs Silencer mount Tier2: Protective coating vs Accurate(1ab) Tier 3 Sniping vs Longer Barrel(+crit)
Groza(S14): This assault
rifle combined with a grenade launcher, which is similar to the AKM series, was specifically developed for rapid response units. The main differences are its 9x39 caliber ammunition, bullpup layout and extensive configuration options. This weapon is highly valued by military stalkers due to its ability to kill enemies wearing body armor behind improvised cover at a distance during urban combat, as well as its excellent stopping power. Specifics: Integr. Grenade Launcher(GP-25); Compact; Subsonic Round
Attachments: This weapon accepts a PSO-1 Scope and a Silencer without modifications. Upgrades: Tier1: Alloy Frame vs Extended Magazine(30) Tier2: Accuracy(1ab) vs Prot. coating Tier 3 Longer Barrel(+crit) vs 3 Round Burst
SA Avalanche: A modified version of the silent
Vintar BC sniper rifle, the assault rifle was designed
as a special forces weapon. The rifle's primary
purpose is effective fire against enemies employing
modern personal protection equipment without
disclosing the shooter's location.
Specifics: Integr. Silencer; Subsonic Round Attachments: This weapon accepts a PSO-1 Scope without modifications. Upgrades: Tier1: Protective
coating vs Extended Magazine(30) Tier2: Longer Barrel(+crit) vs Accurate(1ab) Tier 3 Sniping vs 3 Round Burst
Vintar BC: A special military sniper rifle purpose-
built for silent, flashless sniping during special
operations where early detection of the shooter
may be critical. The Vintar BC provides high armor-
piercing capability and stopping power, as well as
being equipped with an integrated sniper and
optical scope. Highly rated by many stalkers
despite its small magazine. Specifics: Integr. Silencer; Subsonic Round; Integr. 1.5x PSO-1 Scope
Attachments: None Upgrades: Tier0: Electro-Optical vs Assault scope Tier1: Protective coating vs Extended Magazine(15) Tier2: Longer Barrel(+crit) vs Accurate(1ab) Tier 3 Sniping vs 3 Round Burst SVDmk-2: An army sniper rifle that has been on the market for more than fifty years and has earned its reputation for exceptional reliability and ease of use. The SVDm-2 is normally used by the army to improve the effective range of its units, but stalkers respect this weapon for its armor-piercing
properties, which allow it to penetrate mutant hide and army body armor. Because of the weapon's quality, it can only use the more expensive 7.62x54 AP rounds. Specifics: Integr. 1.5x Electro-Optical PSO-1 Scope Attachments: None. Upgrades: Tier1: Extended Magazine(15) vs Polymer frame Tier2: Prot. coating vs Longer Barrel(+crit) Tier 3 Assault Scope vs Accurate(1ab) SVDUmk-2: A modernized version of the SVUm-2 sniper rifle in a compact bullpup design made on the order of rapid response forces. It allows faster precision fire and is considerably lighter, while its single shot firing accuracy at short and medium range is similar to that of its predecessor. These qualities have earned it the admiration of countless stalkers. Specifics: Integr. 1.5x Assault PSO-1 Scope. Attachments: None Upgrades: Tier1: Polymer frame vs Extended Magazine(15) Tier2: Prot. coating vs Night Vision Tier 3 Longer Barrel(+crit) vs Accurate(1ab)
Grenades and Explosives
Weapon Damage/Critical
Burst Radius Dmg. Type Range Incr.
Rate of fire
Size Weight Buy/Sell
in Ru
RPG-7 10d6/20 Slashing 150ft. S;1 Int Large 15lb 30000
F1 grenade 3d6/20 15ft. Slashing 10ft. Tiny 1lb 800
RD5 grenade 4d6/20 10ft. Slashing 10ft. Tiny 1lb 500
M203 Grenade 3d6/20 Slashing 70ft. Tiny 1lb 600
VOG-25 Grenade 3d6/20 Slashing 70ft. Tiny 1lb 500
RPG-7: The RPG-7 (Rocket propelled grenade) is a
rocket launcher. Before using the weapon, the firer must first arm it, which is a move action. When the RPG hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 15 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military
vehicles, the RPG ignores up to 10 points of hardness if it strikes a vehicle, building, or
object. However, this only applies to the target struck, not to other objects within the burst radius.
F1 Grenade: A
defensive hand grenade, with
fragments capable of piercing
medium level body armor.
Stalkers get F1 grenades from trading with the
military, who write them off as having been
used for fighting mutants.
RGD-5 Grenade: An offensive
hand grenade. Often used by
stalkers to "smoke out" mutants
due to its relatively low cost. This
small explosive device must be fired from a
40mm grenade launcher, such as the M79. It
sprays shrapnel in all directions when it
explodes. The 40mm fragmentation grenade has
a
VOG-25 Grenade: Regular
fragmentation grenade for the GP-
25 Koster underbarrel grenade
launcher. This round has a
minimum range of 40 feet. If fired against a
target closer than 40 feet away, it does not arm
and will not explode. The VOG-25 grenade is
also used in the Tunder S14 complex grenade
launcher.
M203 Grenade: 40 mm grenade for the M203
underbarrel grenade launcher. This round has a
minimum range of 40 feet. If fired against a target
closer than 40 feet away, it does not arm and will not
explode. Also suitable for use in the FT-200M
integrated grenade launcher.
Armor Table
Armors in Stalker 20 use an expanded Damage
reduction that falls under 3 categories:
Physical DR (PDR), that reduces damage from
ballistic,slashing,piercing and bludgeoning
physical damage, such as gunshot wounds and
melee damage.
Elemental DR (EDR), that reduces damage
from energy damage that include acid, cold,
electric, fire, and toxic sources
Radiation resistance: (RR) That reduce the
radiation level that affects a Stalker.
Armor Durability. Since armor upkeep and
maintenance is an important part of the stalker
universe, every armor has a set amount of
health. The more the health of the armor is
depleted, the worse protection it offers. ½ of
Ballistic, slashing and elemental Damage
rounded down that isn’t negated by dr also
damages the health of the armor.
Armors that have any level of radiation
resistance also have included gas masks. If the
stalker puts the gas mask off, he loses 1 level of
RR until he puts it back on. Armors with closed
breathing cycles have full helmets instead, and
by removing it the stalker loses 1 level or RR
and the benefits of the closed breathing cycle.
Armor AC Resistance Radiat.
Resist Max Dex
ACP Weight Speed Ru PDR EDR
Light Armor
Leather Jacket 1 1 1 - 8 0 5lb. 30 2000
Mercenary Suit 1 2 1 1Lvl 6 -1 5lb 30 4500
Ecologist Suit 1 0 10 4Lvl 7 -2 10lb 30 10000
Medium Armor
Sunrise Suit 2 2 3 2Lvl 5 -3 10 25 9000
Berili M5 Armor 2 3 2 2Lvl 4 -3 15 25 20000
Duty/Freedom Suit 2 4 3 2Lvl 4 -4 15 25 30000
SSP-99m 'Guardian' Suit 2 3 5 3Lvl 3 -4 15 25 40000
Heavy armor
Seva Suit 3 4 6 3Lvl 2 -5 20 25 50000
Skat 9M 3 5 5 2Lvl 1 -6 25 20 65000
Exoskeleton 3 6 4 2Lvl 0 -7 30 20 80000
Leather Jacket: Common grab of a novice stalker. It won’t save you from bullets or anomalies, but it’s still better than nothing.
Durability: Ruined Damaged Undamaged
HP: 1-10 11-19 20-40
AC: 0 1 1
DR: 1 1 1
Elem; 0 0 1
Upgrades: Tier1: Armored plates(1) vs Elemental protection(2) Tier2: Artefact Container(2) vs Armored Plates
Tier3: vs Ceramic body armor
Mercenary suit: Stalker suit from the Merc faction. Its design is based on the suit used by the special forces of the Western armies. Due to a special treatment of the fabric, the armor has a strengthened
stability during the physical movement of its plates. Camouflage(Urban): The suit grants +2 to camouflage in urban areas(buildings).
Durability: Ruined Damaged Undamaged
HP: 1-15 16-29 30-60
AC: 0 1 1
DR: 1 1 2
Elem; 0 1 1
Rad 0 0 1
Upgrades: Tier1: Lighter armor vs Night Vision
Tier2: Armored plates(1) vs Radiation protection
Tier3: Ceramic body armor vs Artefact Container
SSP-99 Ecologist Suit: A SSP-99 chemical protection suit specially designed for the Zone conditions. It is used by scientific expeditions and the eco-stalkers who cooperate with them.
It has an integrated air-filtering and air-conditioning system. It is heat and electricity resistant, provides good protection from radiation and biological anomalies. It is resistant to chemically aggressive environments. It is not designed for combat, so it provides neither bullet, nor splinter protection. Closed breathing cycle: This armor is hermetically sealed and features a closed breathing cycle with it’s own oxygen supply. The wearer can safely walk through areas with dense poisonous gasses. Bright colors: This suit is not fitted for combat, for it is a bright orange colour. It grants an
additional -2 to hide. *Gets negated by camouflage
Durability:
Ruined
Damaged
Undamaged
HP: 1-12 13-24 25-50
AC: 0 0 1
DR: 0 0 0
Elem; 4 7 10
Rad 1 2 4
Upgrades:
Tier0: Night Vision vs Extra flashlights
Tier1: Artefact Container vs Camouflage*
Tier2: Armored Plates vs Artefact Container(2) Tier3:Ceramic body armor vs
Sunrise(Stalker) Suit
This DIY stalker bodysuit is a combination of a bodysuit of twin-layered rubberized cloth with plexiglass lining and built-in body armor. Despite the fact that the body armor is incapable of protecting the
wearer from even pistol bullets, the suit enjoys great popularity due to its low cost and modification potential. Comes with built-in artifact containers. Artefact Container: The suit possesses an interna artefact storage slot, that enables a stalker to benefit from 1 extra active artefact.
Durability: Ruined Damaged Undamaged
HP: 1-19 20-39 40-80
AC: 0 1 2
DR: 1 1 2
Elem; 1 2 3
Rad 0 1 2
Upgrades:
Tier0: Camouflage vs Night Vision I
Tier1: Armored plates(1) vs Custom fitting
Tier2: Segmented Protection vs Artefact
Container
Tier3: Ceramic body armor vs Radiation
protection
Tier4: Armored plates(2) vs
Healing
Berill-5M Armoured Suit: This item comprises military PS5 series body armor with beryllium sputter modified for use in the Zone. Designed for assault operations in highly radioactive areas, it is ineffective in areas of high anomalous activity. The suit makes its way to stalkers through the military, who exchange it for loot. Does not come with an artifact container.
Durability: Ruined Damaged Undamaged
HP: 1-29 30-59 60-120
AC: 0 1 2
DR: 1 2 3
Elem; 1 1 2
Rad 0 1 2
Upgrades:
Tier0: Extra flashlights vs Night Vision I
Tier1: Armored plates(1) vs Lighter armor
Tier2: Armored plates(2) vs Custom fitting
Tier3: Ceramic body armor vs Artefact
Container
Tier4: Radiation protection vs Healing
SSP-99m 'Guardian' Suit: This suit is a high quality modified SSP-99 suit. It includes kevlar inserts, as it was designed for guards working with scientific expeditions. This suit also includes a closed-cycle breathing module and first
generation night-vision. Closed breathing cycle: This armor is hermetically sealed and features a closed breathing cycle with it’s own oxygen supply. The wearer can safely walk through areas with dense poisonous gasses.
Night Vision 1: This armor features an integrated night vision module that lets the wearer benefit from Night vision 1 effect.
Durability: Ruined Damaged Undamaged
HP: 1-24 25-49 50-100
AC: 0 1 2
DR: 1 2 3
Elem; 1 3 5
Rad 1 2 3
Upgrades:
Tier0: Camouflage vs Night Vision
Tier1: Armored plates(1) vs Custom fitting
Tier2: Segmented Protection vs Artefact
Container
Tier3: Ceramic body armor vs Radiation
protection
Wind of Freedom suit: This lightweight stalker bodysuit is made by Freedom craftsmen. The suit's fabric is treated with Horizon, a special solution developed by the faction by trial and error to increase resistance to
anomalies. Like the Sunrise suit, the Wind of Freedom comes with built-in body armor and artifact containers. Camouflage(Nature): The suit grants +2 to camouflage in nature areas. Artefact Container: The suit possesses an interna artefact storage slot, that enables a stalker to benefit from 1 extra active artefact.
Durability: Ruined Damaged Undamaged
HP: 1-34 35-69 70-140
AC: 0 1 2
DR: 2 3 4
Elem; 1 2 3
Rad 0 1 2
Upgrades: Tier0: Extra flashlights vs Night Vision I Tier1: Armored plates(1) vs Lighter armor Tier2: Ceramic body armor vs Radiation protection
Tier3: Armored plates(2) vs Artefact Container Tier4: Custom fitting vs Night Vision II
PSZ-9d Duty Armor: Produced by one of Kiev's
defence research institutes and commissioned by the Duty faction. It is as simple and reliable as the standard PSZ-9 model, but due to the new materials, it provides good protection from various harmful impacts, including firearm damage. The vest still needs some work because it has no breathing protection system. Camouflage(Nature): The suit grants +2 to camouflage in nature areas. Artefact Container: The suit possesses an interna artefact storage slot, that enables a stalker to benefit from 1 extra active artefact.
Durability: Ruined Damaged Undamaged
HP: 1-34 35-69 70-140
AC: 0 1 2
DR: 2 3 4
Elem; 1 2 3
Rad 0 1 2
Upgrades:
Tier0: Extra flashlights vs Night Vision I
Tier1: Armored plates(1) vs Lighter armor
Tier2: Ceramic body armor vs Radiation
protection
Tier3: Armored plates(2) vs Artefact Container
Tier4: Custom fitting vs Night Vision II
Seva Suit: This suit, produced by one of Kiev's Research Institutes, provides a great alternative to other homemade stalker suits. It is a fine combination of an armored bodysuit, a closed-cycle respiratory module and an anomaly field suppression system. That, plus well-chosen materials, makes this suit a fine choice, with the price being the only drawback. Closed breathing cycle: This armor is hermetically sealed and features a closed breathing cycle with it’s own oxygen supply. The wearer can safely walk through areas with dense poisonous gasses. Night Vision 1: This armor features a night vision module that lets the wearer benefit from Night vision 1 effect.
Durability: Ruined Damaged Undamaged
HP: 1-39 40-79 80-160
AC: 1 2 3
DR: 1 2 4
Elem; 2 4 6
Rad 1 2 3
Upgrades:
Tier0: Camouflage vs Night Vision II
Tier1: Ceramic body armor vs Radiation
protection
Tier2:Armored plates(1) vs Custom fitting
Tier4: Ceramic body armor(2) vs Artefact
Container Skat-9M Military Armoured Suit This Skat-9M bulletproof military suit is designed for assault operations in areas of anomalous activity. It includes a PSZ-12p heavy military bulletproof suit, an integrated compensation suit and a Sphere-12M helmet. It provides perfect protection from bullets and splinters and it doesn’'t decrease the soldier’s mobility. It has a balanced system of anomaly protection. Night Vision 2: This armor features a night vision module that lets the wearer benefit from Night vision 2 effect. Extra flashlights: The armor is fitted with shoulder mounted flashlights, casting 60 feet clear light and 120 feet dim light.
Durability: Ruined Damaged Undamaged
HP: 1-43 45-89 90-180
AC: 1 2 3
DR: 3 4 5
Elem; 3 4 5
Rad 0 1 2
Upgrades: Tier0: Camouflage vs Lighter armor
Tier1: Ceramic body armor vs Artefact
Container
Tier2:Radiation protection vs Armored
plates(1)
Tier4: Ceramic body armor(2) vs Closed
breathing cycle
Exoskeleton: An experimental sample of a military exoskeleton. Was never mass-produced due to extraordinary cost and some design flaws. Despite this, it is in demand due to its ability
to take on the weight of all carried equipment, and therefore small batches are made in underground facilities outside Ukraine. Comes with a built-in artifact container. Artefact Container: The suit possesses an interna artefact storage slot, that adds 1 extra artefact slot. Night Vision 1: This armor features a night vision module that lets the wearer benefit from Night vision 1 effect. Extra flashlights: The armor is fitted with shoulder mounted flashlights, casting 60 feet clear light and 120 feet dim light. Powered Armor: The armor has powered servos assisting the user’s movement. The wearer gets +4 str to his carrying capacity, but due to specific design flaws is unable to run.
Durability: Ruined Damaged Undamaged
HP: 1-49 50-99 100-200
AC: 1 2 3
DR: 2 4 6
Elem; 2 3 4
Rad 0 1 2
Upgrades:
Tier0:Camouflage vs Night Vision 2
Tier1: Custom fitting vs Servomotor boosters
Tier2: Segmented protection vs Powered Fist
Tier3: Armored Plates vs Radiation protection
Tier4: Ceramic body armor vs Powered
Combat.
Power Fist: You are considered to be armed with a knife even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed and gain any benefits from brawl feats you have. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you if you have an empty hand. Also your melee attacks gain armor penetration 1. Servomotor boosters: Allows running and charging while wearing the exoskeleton. Powered Combat: The +4 Str to carrying capacity provided by the exoskeleton can be applied to melee damage, attacks, and opposed grapple checks.
Misc Equipment
Food; Rope (150 ft.)
Water; Portable video camera
PDA; Cigarette lighter
Geiger Counter; Detonator
Flashlight
Knife
Medical Kit
Surgery Kit
Guitar
Harmonica
Mechanical Part
Mechanical Tools
Advanced Mechanical Tools
Disable Device kit
Backpack
Sleeping Bag
Camera
Night vision goggles
Bolt cutter
Disguise kit
Handcuffs
Steel 7 -
Zip-tie (25)
Climbing gear
Compass
Gas mask
Map
Portable stove
Tent
Duct Tape
Vodka
Anti-Rad
Upgrades and
Repairs The upgrades are separated to 4 tiers:
Tier 0 Requires no toolkit
Tier 1 requires normal toolkit
Tier 2 requires advanced toolkit
Tier 3 requires advanced toolkit and device
schematics for each weapon category ( Pistol,
Shotgun, Rifle and Sniper)
1 mechanical part costs 250Ru
Upgrade
Mech. Parts used
NPC craft Price
RU
Tier0/
1
Tier
2
Tier
3
Tier
1
Tier
2
Tier
3
Pistol 1 2 3 400 800 1200
Rifle\shotgu
n 2 3 4 800 1200 1600
Sniper 3 4 5 1200 1600 2000
Reliability:
Some weapons are less reliable than others, and all
firearms become less reliable if they aren’t
maintained.
Every Repair and Craft check has a parts DC used
to determine whether the user has sufficient parts
available to complete the job. Before you can
succeed on a Repair or Craft check, you must make
a parts check to see if you have what you need.
To make a parts check, you must have a
number of the appropriate type of parts equal to at
leastthe number of parts used in the Repair or Craft
check, as indicated on Table 2–17. Roll 1d20 and
add the number of appropriate parts on hand. For
example, if you’re making a Craft
(mechanical)check, and you have eight mechanical
parts onhand, your bonus on the parts check is +8.If
you succeed on the parts check, you have the parts
you need and can proceed with the appropriate skill
check for the task. If you fail, you do not have
sufficient parts available for the task. You can retry
the check, but only after you obtain at least one
additional part.The DC for the check depends on
the task. A given task can have any given parts DC,
just as it can have any particular Repair or Craft
check DC.
Table 2–17: Repair and Craft Checks
Check DC parts
Simple 8 1-2
Moderate 16 2-3
Complex 24 3-4
Advanced 32 10
Check DC parts
Simple 15 3
Moderate 25 5
Complex 35 10
Advanced 50 20
Weapon Upgrades and specifics Assault Scope: An assault scope functions the same as a standard scope in normal light. However, the Stalker must spend a move equivalent action instead of an attack action acquiring his or her target. Sniping: The reconfigured weapon loses it’s automatic rate of fire, but it’s range increment increases by 20ft. Extended Magazine: The reconfigured weapon can hold more ammunition than normal. This benefit applies only to weapons with box magazines. Three-round burst setting: When used with the Burst Fire feat, the weapon fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant
the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted. Silencer Mount The reconfigured weapon gains the ability to mount a silencer. Grenade Launcher Mount: The reconfigured weapon gains the ability to mount an under barrel grenade launcher. The weight of the weapon is increased by 5lb. Scope Mount: The reconfigured weapon gains the ability to mount a scope. Reliable:The weapon degrades twice slower than other Longarms. Accurate: Due to exceptional part quality the weapon receives a +1 bonus on attack rolls. Longer Barrel: The weapon’s threat range is doubled. Change of caliber: A complex, integrated alteration of the weapon's mechanical and automated parts, which allow its caliber to be changed at the cost of 10% reliability. Double tap: This weapon features a high speed 2-round burst firing mode, which allows two bullets to be fired at exactly the same spot on a target up to 1 range increment away. This setting grants the ability to make Double Tap attacks without the Double Tap feat, but only if the target is within 1 range increment of the shooter. (The double barreled shotgun does not suffer from the 1 Range increment limitation) If the stalker using the Obokan already has the double tap feat the penalty inside the first range increment lessens by 1 a Integrated Scope: This weapon features an integrated 1.5x Scope. If it is fired without it, the shooter suffers a -1 penalty on attack rolls.It can be used with only two bullets in the weapon. Integrated Assault Scope: This weapon features an integrated 1.5x Assault PSO-1 Scope. If it is fired without it, the shooter suffers a -1 penalty on attacks. Integrated Electro-Optical Scope: This weapon features an integrated 1.5x Electro-Optical PSO-1 Scope. If it is fired without it, the shooter suffers a -1 penalty on attacks. Integrated Silencer: Thanks to its 9x39 caliber round with a heavy subsonic bullet, the weapon's noise and muzzle flash have been reduced to a minimum. This weapon suffers only a -1 penalty to damage, while retaining all benefits of a silencer. Foldable stock: The weapon is fitted with a foldable stock, gaining a bonus to sleight of hand checks made to conceal the weapon and negating the -4 penalty when attacking with a longarm in the adjacent square. Folding and unfolding a stock is a move-equivalent action, firing a Longarm with
a folded stock imposes a -1 penalty on all attack rolls Polymer frame: A technical replacement of the weapon’s frame with a lighter one, reducing it’s category from medium to small. Alloy Frame: A technical replacement of the weapon’s frame with a lighter one, reducing it’s weight by 5lb. Protective coating: A special Anti-corrosive coating protects the weapon from degradation.(Weapon degrades twice slower). NightVision I/II (scope): Grants the user night-vision (80/120 ft.) but because of the restricted field of view and lack of depth perception it imposes a –4/-2 penalty on all spot checks made by someone using it. Night vision must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a sealed room doesn't. For situations of total darkness, the scope come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else with night vision). Subsonic Round: Thanks to its 9x39 caliber round with a heavy subsonic bullet, This weapon suffers only a -1 penalty to damage when mounted with a silencer. Choke: Shotguns are normally set on standard choke. Changing a shotgun’s choke requires DC10 Repair check and 1 minute of work. In addition to standard choke the shotgun can be set to open choke or full choke. Slug ammunition can only be used in shotguns set to open choke. Open choke: The weapon grants a +1 circumstance bonus on attacks . However the weapon’s range increment is halved. Full choke: Instead of the normal penalties for range, attacks with the weapon suffer a -1 penalty on attack rolls and -1 on damage for each range increment SemiAutho rate of fire: The weapon is capable of firing in semi-authomatic mode Box Magazine:The reconfigured weapon now accepts a box magazine to reduce reloading time.
Armor Upgrades and specifics Artefact Container: The armor has an extra artefact container. The stalker can carry 1 additional artefact to what his constitution permits. Armored plates The armor is fitted with extra ballistic plates for increased physical protection at the cost of more restricted movement (+1DR;+1ACP) Element protection The armor is reinforced with special fabrics and treated with fire resistant mixtures. +2 Elem. Resitance)
Radiation protection (The armor protects better from radiation (+1 lvl Rad protection) Night Vision (I/II Generation) Extra Flashlights (The armor is fitted with shoulder mounted flashlights, casting 60 feet clear light and 120 feet dim light.) Custom fitting: The armor’s check penalty is reduced by 2
Lighter armor The armor’s weight is reduced by 5lb
Healing The armor gains healing 1/hour Segmented protection:Thinner sheets of armor are layered to increase the armor's durability(+1DR for the purpose of armor degradation) Ceramic body armor: A ceramic outer layer can deflect armor piercing bullets that impact at an angle and cause them to crumble into fine dust.(-1 VS Bullet DR) Camouflage(Urban/ Nature): Grants +2 to hide in Urban or nature areas.
Accessories A Scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use. Adding a scope mount to a weapon takes 1hr and a Repair check(DC15). When a scope is attached to a weapon for the first time it must be zeroed or it will not function accurately. Zeroing is the process by which the scope is precisely aligned with the aim of the weapon. It requires 15 minutes and 10 bullets. Once the scope is zeroed, it can be removed and re-attached later to the same weapon without zeroing it again. Attaching or removing a scope is a full round action. Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope. A scope can only be attached to a weapon equipped with a scope mount. Some firearms come with s cope mounts, but unless otherwise stated they do not. Assault Scope: An assault scope functions the same as a standard scope in normal light. However, the Stalker must spend a move equivalent action instead of an attack action acquiring his or her target. Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had night vision II. PSO-1 Scope: Is an optical scope with a x1.5 magnification. It can be mounted on any Soviet or
Russian made weapon such as the AK-74 and the AN-94. The SUSAT (Sight Unit Small Arms, Trilux) scope is a scope with x1.5 magnification with tritium-powered illumination It can only be mounted on NATO-class weaponry.
Underbarrel Grenade Launcher: Although designed to be fitted under different weapon platforms, the grenade launchers have identical stats. Damage: 3d6/Slashing; Blast radius: 10 ft.; Save: 15 Ref; Size:Medium Range Increment:70 ft.Weight:5 lb.Rate of Fire:Single Magazine:1 int
GP-25 Koster: A single shot, front loaded, rifled underbarrel grenade launcher for assault rifles made in Warsaw Pact countries. The firing mechanism is self-cocking, with a manual safety catch and automatic shot prevention if incorrectly installed onto a rifle. Uses VOG-25 grenades. M203 Grenade Launcher: A modified M203 grenade launcher that has been shortened by three inches, attached to NATO weapons. Thanks to a changed mount, this grenade launcher is widely used around the world.
Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For weapons, that inflict 2d6dmg., the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For weapons, that inflict 2d8 or more dmg. the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire. An effective suppressor which can be modified on the go as required. The body of the suppressor around the barrel contains a roll of fine brass mesh, while the front comprises a set of metal diaphragms with holes for the bullet to pass through. The set includes adaptors and sealants for most weapons. Normally used to thin out enemy ranks without drawing attention. Weapons, that inflict 2d6dmg suffer a -1 damage penalty. Weapons, that inflict 2d8dmg suffer a -2 damage penalty. Laser Sight: This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors durng the daytimeRepairing damage to
armor takes 20 minutes of work, a mechanical tool kit, and 2 WP of raw materials.(Without the tool kit, a character takes a -6 penalty on their Craft check.)At the end of the half hour, make a repair check (DC 20). Success restores 2d6 armor points. If damage remains, the character may continue to make repairs for as many minutes as it takes to restore all of the armor’s armor points.
Radiation Rules
“Please give me vodka, i’m dying” - Anonymous stalker When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed. Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area (such as the area near a nuclear explosion, after the fact, or a lab that has been flooded with radioactive gas), or a specific source of radiation (such as a lump of radioactive material). Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up). The degree of the exposure determines the severity of the radiation sickness, as indicated on Table: Radiation Sickness.
Treating Radiation Sickness Radiation sickness is considered a treatable disease that can be cured using the “treat disease” aspect of the Treat Injury skill. Treating radiation sickness requires a medical kit. Advanced medicine (such as Radaway) and advanced technology (including nanites, cybernetic implants and vodka) can also eliminate radiation sickness or obviate its harmful effects. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution
loss. In highly radioactive environments, a character might be exposed to radiation while already suffering from sickness. If the degree of exposure exceeds the exposure that caused the initial sickness, the character suffers radiation sickness at the increased severity.
Otherwise, it does not change. For example, a character who has been exposed to a low dose of radiation does not get any sicker if she is later exposed to another mild or low dose. If she is exposed to a moderate or higher dose, however, her sickness becomes more severe.
Table: Radiation Sickness
Degree of Exposure
Fortitude Save DC
Incubation Period
Initial and Secondary Damage
Mild 12 1 day 1d4–2 Con*
Low 15 4d6 hours 1d6–2< Con*
Moderate 18 3d6 hours 1d6–1 Con*
High 21 2d6 hours 1d6 Con
Severe 24 1d6 hours 2d6 Con
* Minimum damage 0 Con.
Inside the Zone
Factions
Loners
Are a nomadic semi-unified group of Stalkers who simply live off the Zone in order to earn some coin for their daily
lives. Loners are neutral toward almost all other factions, but do have complications with the Military, and, to a lesser extent, the Mercenaries, and openly oppose the Bandit faction for their actions against free Stalkers. Most Loners are only concerned with the riches of the Zone, and do not pay
Table: Radiation Exposure
Time of Exposure (Minimum)
Situation 1 round 1 minute 10 minutes 1 hour 1 day
Character in irradiated area:
Lightly irradiated mild mild mild mild low
Moderately irradiated mild mild low low moderate
Highly irradiated low low moderate moderate high
Severely irradiated moderate moderate high high severe
Character exposed to radiation source:
Lightly radioactive materials mild mild low low low
Moderately radioactive materials low low moderate moderate moderate
Highly radioactive materials
moderate moderate high high high
Severely radioactive materials high high severe severe severe
attention to the other factions' hatred for each other - provided, of course, they do not threaten them. Because of this, Loners are often recruited by various factions as mercenaries.
The Ukrainian military
Supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent
the unauthorized entering of any individuals. They
allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.
The Bandits
Are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.
Duty
Was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of
the largest Stalker clans in the Zone. They have a
strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, General,... Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens. They are neutral toward other Zone factions, save for the Bandits and their long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although they treat regular grunts with utter contempt.
Freedom
Is a collection of anarchists, daredevils, and other Stalkers who believe in the right for free access to the Zone. They are one of the largest Stalker clans in the Zone. Freedom believes that the Zone is a wonder given to all humanity. They are hostile to the ecologists exploiting the Zone for research. They openly oppose the Military, and their long-time rivals, Duty. The only interest of Freedom is to live and open the Zone as a museum for people outside of Chernobyl. Freedom believes that if ecologists leave the Zone from scientific research, the zone will act friendly and peacefully.
The Mercenaries
Are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, bodyguarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations. The Ecologists
Are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with outside organizations.
Their main purpose is the study of all aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts. Due to the military's slipping grip on the Zone, the Ecologists rely on opportunistic Dutyers, Loners, and Mercenaries to provide them protection, and to perform errands that may require combat, since the scientists are better thinkers than fighters.
The Monolith
Are a fanatical, well-equipped faction, with huge numbers. They have no allies, and are actively attacking all other factions. Their main base of operations is the entire
Pripyat town.
Arthefacts
“The small piece of metal traveled through the
air and landed on the ground with a silent thud.
Immediately the area was filled with a bright,
blue light, as small lighting bolts shot up into
the air. A figure calmly watched the light show,
and took a small device from his belt. After
pressing some buttons the device started to
beep loudly.
A grin formed on the mans face – an Artifact
was near. The person took some more iron bits
from a small bag on his belt as he took a few
steps back. He prepared quietly as failure
would result a painful death. A few seconds
passed, and the Stalker threw another piece of
metal, while starting to run. Swoosh – the
lighting went off as the man sailed through the
air, right over the glowing bolt. After landing
the man let out a small laugh and took out the
beeping device. He started to slowly turn
around, all the while listening for louder beeps.
At one moment he hit jackpot – the device
became louder.
Every step forward and the device went louder
and louder, faster and faster, up to the moment
when it turned into a nonstopping sound. At the
moment the man calmly extended his arm and
grabbed for something. At first there was
nothing, but then a large, rock like thing
appeared, that seemed to glow from the inside.
Our Stalker turned around, made the jump over
the Anomaly again and began his way back to
the Bar, all the while thinking about the uses of
the money he'll get from the Barkeep.” Artefacts are items that have been changed by the conditions in the Zone. Most artifacts have strange and useful characteristics. For example, when kept close to the body, some artifacts create a protective field that increases its user's resilience to damage. Others may increase the user's carry weight or protect against fire, etc. Artifacts are also valuable scientific study material and outside corporations would pay a hefty price to obtain one of these artifacts from the zone. An artefact is a small object, weighing ~2.5lb with varying shapes and colours. They can be safely carried in the inventory until activated. Activating an artefact requires a standard action and placing it somewhere close to the stalker. In a pocket, on the belt, or in a special artefact container integrated in the armor. Every stalker can have up to ½ of his constitution score + any artefact containers integrated in the armor number of artefacts active at any given time until it gets too stressful for his body. When a Stalker tries to activate more artefacts than his limit nothing
happens. Activating an artefact is a standard action.
Table x.x Arthefacts*
Arthefact: Benefit Drawback Sale Price
Jellyfish +1 Ballistic DR Lightly Radioactive Mat. 1200 Ru
Stone Flower +2 Ballistic DR Moderately Radioactive Mat. 2500 Ru
Night Star +3 Ballistic DR Severely Radioactive Mat. 5000 Ru
Mama’s Beads +1 Ballistic DR None 5000 Ru
Wretched +1 Slash;Pierc;Bludg. DR Lightly Radioactive Mat. 1200 Ru
Gravi +2 Slash;Pierc;Bludg. DR Moderately Radioactive Mat. 2500 Ru
Goldfish +3 Slash;Pierc;Bludg. DR Severely Radioactive Mat. 5000 Ru
Kolobok +1 Slash;Pierc;Bludg. DR None 5000 Ru
Thorn +1 Radiation Protection -1 Maximum HP 1200 Ru
Crystal Thorn +2 Radiation Protection -2 Maximum HP 2500 Ru
Urchin +3 Radiation Protection -3 Maximum HP 5000 Ru
Stone blood +1Health/Hour -1 DR 1200 Ru
Meat Chunk +1Health/30min -2 DR 2500 Ru
Soul +1Health/20min -3 DR 5000 Ru
Unknown +1Health/Round Unknown Unknown
Sparkler +1 Carrying Str -2 Elemental Resistance 1200 Ru
Flash +2 Carrying Str -4 Elemental Resistance 2500 Ru
Moonlight +3 Carrying Str -6 Elemental Resistance 5000 Ru
Droplets +1 Radiation Protection -1 Carrying Str 1200 Ru
Fireball +2 Radiation Protection -2 Carrying Str 2500 Ru
Crystal +3 Radiation Protection -3 Carrying Str 5000 Ru
Flame Battery +6 Fire DR None 5000 Ru
Pellicle +6 Acid DR None 5000 Ru
Electric Battery +6 Electric DR None 5000 Ru
Spring +5 Ft. Speed Moderately Radioactive Mat. 5000 Ru
Key locations
The Zone is a wild, and mostly unexplored place, whole areas are cut off from outside influence by high radiation, fierce mutants or dense anomalies. There are a few areas of the
Zone that are considered key locations, points of control that are hotly contested amongst the factions, due to having an abundance of artifacts, being strategically important crossroads, access to important underground facilities or relatively safe zones. Of course, a
good deal of the Zone is unexplored and you are free to add your own locations to these.
Cordon
It's the outermost edge of the Zone, guarded by the Military and therefore quieter than most other areas. Stalkers often refer to the Cordon as the Zone's antechamber. It is sporadically dotted with farms and small villages, and several railway lines and bridges. Most rookies hang around the Cordon, congregating in the abandoned villages until they have enough gear and experience to head deeper into the Zone. The biggest threat to Stalkers in the Cordon is the Military, as they often launch patrols with the intent of capturing or killing the Stalkers that stray too close to their Outposts. The most common mutants encountered in the cordon are the
Flesh, boar and blind dogs, though occasionally others venture out to the fringes, causing havoc amongst the unexperienced Stalkers. The main focal point of the cordon is the south west, where the Trader Sidorovich operates, most of the incoming and outgoing trade occurs in this area, as rumors say, that Sidorovich has struck a deal with the local Millitary's outpost commander.
The Garbage
Described as a "vast machinery graveyard", the Garbage was in fact the main dumping ground for ruined machines and vehicles, as well as irradiated debris from after the 1986 disaster. Lines of irradiated trucks, jeeps and general machinery are left to rust in vast fields. The area is dominated by huge, heavily irradiated piles of debris pulled from the Chernobyl NPP, partially covered with dirt, among which useful items or the occasional artifact can be found. Loners and Bandits often chug vodka and venture onto these mounds in search of loot, most often leading to fighting and bloodshed. Notable sites within the Garbage area include an old train hangar, a fenced-in scrapyard and several ruined office buildings. Although unconfirmed, it it rumoured these offices have extensive basement areas. Duty operate a checkpoint on the main road to Rostok, which is their main base area. They often come into conflict with the bandits in the area. Agroprom
A heavily forested area, containing many small lakes and streams, this is the site of the Agroprom Research Institute, which was constructed sometime in the mid 90s to analyze the possibilities of agriculture on irradiated soil. The ARI itself is a massive lakeside complex, complete with rail line and tunnel that connects directly to the railyard in the Garbage Area
several kilometers away. Several ruined factories dot the area, usually six or seven story buildings with accompanying offices. Most notable is the extensive underground complexes
below the research facility, a vast network of laboratories, tunnels and massive hangars, with several surface access points, either hidden in the hillsides or connecting to the factories in the area. Mercenaries are highly active in this area, with many suggesting that
the facilities below the research institute hold some secrets about the creation of the Zone. Duty have a presence here, operating a small outpost in the grounds of the Research institute, and many loners can be found in the area. This area is often subject to military raids, attempting to capture the mercenaries to discern their employers goals. Dark Valley
Always gloomy, always misty and always rainy. Stalkers venturing into the Dark Valley are likely to find valuable artifacts, instant death, or both. So nicknamed for the oppressive feeling surrounding this area, the dark valley is a dangerous place, and often home to some of the more organised bandit groups. The site of another “Agricultural Research Center” that was abandoned just prior to the 2006 emission, the dark valley is rumoured to be the site of one of the many 'X Designation' labs, which were established throughout the zone after its creation to work in fields of fringe science. Freedom have an outpost here, in the large construction site that was to be the Science Center. The area is heavily industrialised, with large factories and industrial ruins dotting the area. Often visited by experienced Stalkers attempting to find the entrance to the secret labs.
Rostok
Rostok was once a mid-sized town, with large industrial presence and an extensive rail network. It is divided into two areas; the southside area, a safe zone, more commonly called “The Bar” And the rest of the town, called “The Wild Territory”. The Bar is one of the Zones safest areas, almost entirely anomaly free, it is the main headquarters of Duty, and as such they heavily protect this area, enforcing strict adherence to their laws. Most stalkers can be guaranteed sanctuary in the Bar, it is almost a city unto itself, named for the famous '100 Rads' Bar, it also contains a makeshift hotel, a thriving market and a dueling arena where stalkers can bet on or take part in fights. This entire 'town' is enclosed in barricades, dotted with watchtowers and manned by Duty members. Outside of Dutys barricades is the Wild Territory, the decaying remains of Rostok, this area is rich in artifacts, anomalies and also in mutants. Some ecologists are active in this
area, using the Bar as a nearby safe zone, renting building from Duty to use as research bases. The wild territory is a dense maze of ruined buildings, with narrow streets and enclosed courtyards, and occasionally large open parks, which are littered with the bodies of Stalkers foolish enough to cross them, coming under fire from Mercenary or Bandit snipers. Many firefights happen in close quarters here, fighting house to house and room to room.
Yantar Once home to the largest lake in the Chernobyl area, an unfortunate accident at the nearby
Factory prior to 1986 led to this lake draining into an underground cavern, leaving a shallow, chemically poisoned swamp in its place. Yantar was a major chemical industry center before
the Chernobyl Incident, and now stands mostly untouched, due to the heavy psy-emissions that emanate from this area. Rumoured to hold one of the 'X Designated' laboratories, this has long been a draw to Stalkers, who unwittingly meet their end at the strange presence located here. As such, the area is home to countless Zombified Stalkers. The Ecologists have established a Mobile Research Base here recently, a heavily fortified prefab bunker that was airlifted into the area. They have enlisted several Duty and Mercenary members to guard them as they conduct their research into the Psy-emissions. This area is dense with underground and overground sewers and chemical waste runoff pipes, which are often the only way to travel safely past the hordes of zombies. However, these pipes and the Yantar buildings are inhabited by something worse than brain dead stalkers, the deadly snorks, feral Stalkers that fell victim to the areas influences. Many meet their fate deep underground in at the hands of these rabid monsters, and their howling can be heard echoing through the pipes at night, filling the lakeside area with horrible unnerving sounds. The Army Warehouses
A strategically important area, the vicinity of the army base used to contain a small rural village and passageway to the radar facility north of it. After the 1986 incident, the population of the village was evacuated and the base repurposed to act as a center for military forces securing the Zone of Exclusion.
Following the fall of the Soviet Union, Ukrainian military units were garrisoned in the base, continuing the mission of securing the area. Some time before the second incident in 2006 a large scale construction effort was started in the area. However, the incident cut such efforts short; workers abandoned their vehicles, leaving behind their vehicles and raw supplies. The area became truly abandoned, with mutants and other wildlife quickly moving in. However, once the military was able to reach deeper into the Zone, they once again reoccupied the warehouses and erected 'The Barrier', a fortified checkpoint covering the only accessible road to Pripyat nestled in a steep sided valley, to keep the more gruesome Zone abominations which were funneled along this passage contained. They were doing a decent job, right until the Second Emission, during which much of their force was killed. The soldiers retreated to the military base and bunkered down, constantly requesting evacuation to no avail. Freedom exploited this weakness and secured the base for themselves, as well as picking up the duty to maintain and defend the Barrier. Moving their primary base from the Dark Valley, the army warehouses area became the center of Freedom operations and one of the most heavily defended locations across the entire Zone. The Army warehouses are a valuable source of materials and resources within the Zone, holding a huge surplus of military rations, medical supplies and munitions. As such it is a highly coveted area by many factions, and it the
center of some of the most bitter and intense battles in the Zone.
Red Forest The Red forest is the area directly north of the Army Warehouses, a steeply hilled and heavily forested area consisting mostly of coniferous pine trees. Its name was coined by inhabitants of the Zone after the 1986 meltdown which killed all of the trees in the area, and turned their needles a bright red colour. The area is one of the most dangerous in the zone, as the heavy vegetation and steep terrain makes travel difficult, and the presence of the Monolith faction alongside some of the most deadly mutants of the Zone. Documents uncovered in Agroprom refer to another of the
'X Designated' labs hidden in this area, but its location is unknown. The forest extended for several kilometers, and there is a 'point of no return' beyond which there seems to be some sort of emission that Stalkers have nicknamed “The Brain Scorcher” due to the effects on humans, intense headaches, bleeding from the nose, ears and eyes and eventual zombification. It has been noted that Monolith soldiers in this area seem immune to this effect. The area is littered with abandoned military vehicles, left to rust amongst the trees. Pripyat Pripyat is the most famous ghost city of the Exclusion Zone, once home to almost 50,000 residents, mostly engineers and workers in the nearby Nuclear Power Plant. Pripyat is as yet untouched by Stalkers, being the very heart of the Exclusion Zone. No one has yet managed to find a safe passage to it. It sits empty, save the mutants, and is a relic of the now collapsed
Soviet Government, with monuments and murals falling into decay. The most iconic location in Pripyat is the Ferris Wheel, for a funfair that was due to open only days after the 1986 disaster. No one can say for sure if it even still stands. Located within almost spitting distance of the NPP, Pripyat is thought to be the home of the Monolith faction. The first Stalkers to access Pripyat will be remembered as legends amongst Stalkers for years to come, and every Stalker dreams of being that person.
Chernobyl NPP
The Chernobyl Nuclear Power Plant is where it all started. On the 26th of April 1986, a reactor meltdown led to nuclear fallout irradiating and rendering hazardous a 30 km-wide area now known as the Zone of Alienation. Following the incident, the Zone was evacuated and the reactor was sealed in a concrete Sarcophagus. The NPP is a place of myth and legend amongst Stalkers, residing at the very heart of the Zone. Almost impassable obstacles such as the Brain Scorcher or the Monolith faction combined with the vivid imaginations of prospecting
Stalkers caused wild rumors to begin spreading about what one might find in the Chernobyl NPP. The most well known tale is that of the Wish Granter; a monolithic crystal of unknown origin that makes one's wishes come true. Other rumors surrounding the NPP involve extra-terrestrials, treasure troves of artifacts, the Oasis, and other folklore. Many Stalkers see the Npp as the Ultimate goal, to stand in front of the Wish Granter and be able to ask for anything; uncountable riches, immortality, peace on earth, anything a Stalker could dream
game Mastering
Weapons of the Monolith
Weapon Damage/
Crit Caliber
Dmg. Type
Range Incr.
Rate of fire
Mag. Size Wgt. Buy/Sell
in Ru
Exotic Weapons (requires the Advanced Firearms Proficiency feat)
FT-200M (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 15lb N/A
Gauss Rifle (Sniper rifle) 3d12/20 - Ballistic 140ft. S 10 Box Huge 25lb N/A
EM1 Rifle (Sniper rifle) 3d6/ - - Electrical 120ft s 8 Box Huge 25lb N/A
FT-200M: This futuristic-
looking weapon with a bullpup layout is actually a mass produced modular system, comprising a rifle grenade complex with a
computerized fire control system and a 40-mm grenade launcher. Despite its bulky appearance, the weapon is highly ergonomic, easy to use and benefits from good technical characteristics. Specifics: Reliable(+Durability); Accurate(+1AB); Integrated Electro-Optical Assault Scope(1.5 Susat); Compact; Integr. Grenade Launcher(M203) Attachments: This weapon accepts a Silencer without modifications. Upgrades: Tier1: N/A Tier2: Extended Magazine(42) vs Polymer frame Tier3: 3 Round Burst vs Longer Barrel(+crit)
EM1 Rifle: An experimental electromagnetic rifle
used for incapacitating electronic devices from a distance. Ineffective against live targets. Powered by accumulator batteries. Originally a prototype weapon created as part of a project in the Zone (before the 2006 incident) scrapped in 2004, prototypes of the said weapon were later seized by the Clear Sky faction (likely because some of its members were part of The Group) who turned the weapon in a powerful rifle capable of unleashing
powerful electromagnetic bursts through fragments of the Flash artifact. Specifics: Integrated Electro-Optical Scope(1.5 Susat); Attachments: None Upgrades: Tier1: Extended Magazine(10) vs Polymer frame Tier2: Prot. coating vs Assault Scope Tier3: Longer Barrel(+crit) vs Accurate(1ab)
Gauss Rifle: A super-accurate hi-tech weapon
known as item 62, this rifle was developed in secret laboratories located inside the Zone. The weapon operates by accelerating bullets to extremely high speeds using a system of electromagnets, which provides incredible stopping power with virtually no recoil. The weapon is powered by using capsulated artifact fragments in the batteries. Specifics: Integrated Electro-Optical Scope(1.5 Susat); Attachments: None Upgrades: Tier1: Extended Magazine(12) vs Polymer frame Tier2: Prot. coating vs Electric damage* Tier3: Longer Barrel(+crit) vs Accurate(1ab)
*Electric damage: Removing the projectile from the Gauss ammunition Halves the Gauss Rifle’s Dmg. to 3d6, but changes it’s type to electrical. The Stalker can change from lethal to non-lethal mode. A shot with electric damage disables all electrical devices on the target for 1d4 rounds.
Creatures of the zone
Blind dog
Several generations of the dog species have lived and died since the catastrophe. Each was more affected by the Zone than the previous one. Rapid mutation lead to a vast improvement in previously peripheral abilities, frequently at the expense of primary ones. The most notable biological change was the loss of sight, paired with an uncanny development of smell. As it turned out, blind pups survived in the Zone as well as normal ones, if not better. As a result, the common dog quickly became extinct in the Zone, giving way to a new breed – that of blind dogs. The animals instinctively identify and avoid anomalies, radiation, and other invisible dangers that plague the Zone. Like their wild ancestors – the wolves – blind dogs hunt in packs. An encounter with a large group of these animals can be dangerous even to an experienced and well-armed stalker. Biology: As the name implies, these dogs have lost their eyesight, possibly due to some form of warped, mutation-induced evolution. Rather than rely on eyes, Blind dogs have extremely keen senses of hearing and smell and can hunt, fight and navigate through pockets of radiation and fields of anomalies without much problem. They also seem to have developed an unusually high resistance to electricity. Perhaps due to radiation in the Zone and subsequent mutations, many Blind Dogs are albino.
Size/Type:Small Mutated Animal Hit Dice:1d8+2 (6 hp) Initiative:+3 Speed:40 ft. (8 squares) Armor Class:14 (+1 size, +2 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple:+0/-3 Attack:Bite +2 melee (1d4+1) Full Attack:Bite +2 melee (1d4+1)Space/Reach:5 ft./5 ft Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +4, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, Track
Organization: Solitary or pack (5-12) Challenge Rating:⅓ Alignment:Always neutral
Flesh
Like many other living creatures, domestic pigs in The Zone underwent serious mutations following the second Chernobyl disaster, affecting genes responsible for their metabolism. This eventually caused the animal's phenotype to change significantly.A mutant pig of this type, known as a "Flesh" among stalkers, is one of the clearest examples of the Zone's perversion of nature. The pigs have developed a protective layer of scales and bones, their regeneration potential grew significantly and their nervous system became more complex. A side benefit of this mutation is their enlarged eye, which can see in a greater spectrum of light and has olfactory receptors within (in layman's terms, the flesh can smell with its eyes).They are familial creatures and usually travel the Zone in packs numbering five or six Fleshes. A pack is led by an Alpha Flesh, most often the most experienced and long lived one. The "Alpha Pig" can be easily identified by both its grayish skin and the scars covering most of its body. Just like a normal pig, the Flesh is an omnivore and may attack a Stalker if desperate enough. Fleshes have been observed dragging corpses of small slain mutants such as Blind Dogs into a safe spot for consumption. To most, this would be the most grotesque and unnerving meal of their life. To Stalkers, it's a feast. Even with their mutated and repulsive look, the Fleshes are still biologically pigs and therefore are safe for consumption (radiation poisoning notwithstanding). Some Stalkers take advantage of this fact by chopping their limbs and head off, skewering them onto a makeshift spit, and roasting the beast over a fire for food, similar to how roast pig is prepared.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating:
1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment:
—
Boar
A large animal that can reach 1.5 meters at the shoulder. The boar's ability to survive and aggression surpass that of its relatives outside the Zone and resemble that of most mutants. Mutagenic processes engineered by radiation and anomalies have played a significant part in shaping these mammals: they have lost all fur in places and grown long, bristly fur in others. The animals' hooves have changed in shape and become sharper, acquiring a resemblance to claws; their pupils have become colorless and pigmentation disorders and deep wrinkles have appeared on their bald heads. They have also grown an extra pair of tusks which are easily recognized. Zone boars resist radiation well which allows them to spend long periods in heavily contaminated areas. Boars are very territorial and a small group will defend their territory to the death but if killed the last survivor will usually run away. Some boars are solitary and roam areas alone looking for food. Boars in
family groups are usually selfish feeders and can be seen dragging a corpse into bushes to feed alone. They are also cannibalistic and have been observed feeding on corpses of their own kind. They normally attack by charging at their victims and attempting to rip them to shreds with their claws or knock them over. They are especially dangerous when they attack as a group and surround their victim. The boar is indeed one of the most dangerous of the original domestic animals of the Zone.
Traits Ferocity (Ex): A boar is so fiercely aggressive in combatthat it continues fighting even when disabled or dying. Scent (Ex): This ability allows a boar to detect approach-ing enemies, sniff out hidden foes, and track by sense of smell. Boar (Wild Pig): CR 3; Medium-size Mutated animal; HD 3d8+9;hp22; Mas 17; Init +0; Spd 40 ft.; Defense 16, touch 10, flat-footed 16 (+6 natural); BAB +2; Grap +4; Atk +4 melee(1d8+3, gore); Full Atk +4 melee (1d8+3, gore); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ ferocity, low-light vision, scent; AL none; SVFort +6, Ref +3, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con 17,Int 2, Wis 13, Cha 4.
Skills: Listen +7, Spot +5. Feats: None. Advancement: 4–5 HD (Medium-size).
Pseudodog
Pseudodogs are a relatively common type of mutant descended from wolf, bear and human DNA strains and only resembling dogs visually. Physical Appearance As their name suggests they look more like dogs than wolves; they have very blunt and short muzzles, relatively short fur (but far more than a blind dog) and unusually small for a wolf related canine as they are only slightly bigger than blind dogs. They have some exposed skin on the ribs which is not covered by fur and their cheeks do not completely cover their teeth or they are constantly snarling. They also have rather small ears which do not stick straight up which is yet again very different that most wolves.
Another distinguishing feature are their eyes which implies that they can indeed see (unlike blind dogs), they are a glowing whitish yellow color remarkably similar to a Bloodsucker's, they curiously stop glowing when a pseudodog is badly injured and or killed. Unlike their relative the Blind dog, which is clearly a side effect of random mutations, Pseudo dogs are thought to possess experimental breeding history, with their possible origins tracking back to way before the second disaster.
Bloodsucker
Bloodsuckers are a type of rare mutant usually found in the deeper areas of the Zone, often underground. They seem vaguely humanoid, with a hunched stance and height similar to that of an average person. Their eyes are lambent and their mouths are surrounded by several powerful tentacles used for feeding on blood. The Bloodsucker is a semi-legendary creature, often used by Stalkers as a symbol of both the dangers and corruption of the Zone. This status has been achieved both thanks to the species’ relative rarity, as well as the fact that few humans who encounter Bloodsuckers survive to tell of it. Bloodsuckers often make lairs in which they will dwell while resting or storing their kill for later consumption. They also sleep standing up but aren't known to do so heavily, as even something as quiet as a light footstep will instantly awaken them. Bloodsuckers are not tremendously resilient, however they are far and away the fastest enemy in the game. This, combined with their ability to turn invisible, the fact that they do not create any sound while resting or walking, and their incredibly damaging attacks (their claws ignore all armor) make them extremely dangerous opponents, especially when the player is distracted. Perhaps the most peculiar thing about Bloodsuckers is their optic camouflage, which allows them to temporarily become almost invisible to the naked eye. However, Bloodsuckers are at their weakest when cloaked. Bloodsuckers will often engage their camouflage upon discovering prey, and then become visible again when they are close enough to attack. Bloodsuckers will usually bite into the corpse to
drain it of blood, which is what gave them their
name. Medium mutant Hit Dice: 5d10+15 (42 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 ( +1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +5/+8 Attack: Claw +7 melee (1d6+3) Full Attack: 2 claws +7 melee (1d6+3) and bite +2 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Scent; Natural Invisibility Saves: Fort +9, Ref +7, Will +2 Abilities: Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track
COMBAT
Nightwalkers lurk in dark areas where they can almost always surprise the unwary. They slash with claws and beak, trying to grab their prey and drain their blood. Improved Grab (Ex): To use this ability, a Bloodsucker must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Natural Invisibility (Su): This ability is constant, allowing a Blood Sucker to remain invisible even when attacking. When not threathened and no enemies in sight, the Bloodsucker does not use it. When combat starts, roll 1d4 to see how many rounds will the Bloodsucker remain invisible until being visible for 1 round. Then roll again. Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.??????
Blood Drain(Ex): A bloodsucker can drain blood from a living victim with its tentacles by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Bloodsucker gains 5 temporary hit points. Any damage taken interrupts the feeding process.
Psy Dog
A Psy dog resembles a Pseudodog but with white fur and shares many characteristics with its somewhat more common relative. Psy dogs will attempt to confuse you with multiple illusions. The most distinguishing feature of the psy-dog is its ability to affect human minds, where it is able to create seemingly live images of itself. These even seem real and solid, as players cannot simply walk through them and must be shot to be removed. Although they also attack, they deal no damage, but can mask the direction of the real Psy-dog who is attacking you. It can be theorized that the psy-dog can either manipulate the minds of man similar to the abilities of a Controller, or they themselves generate psy-emissions and are able to bend it to their will. When around the influence of a Psy dog also, the player's vision is slightly brightened, has a few traces of noise in the vision and hears a familiar sound that is also done by Controllers when around them. Psy Dogs typically do not directly attack, but instead rely on their generated illusions to swarm and overwhelm prey then attack. Once an unlucky prey is swarmed, the psy-dog will now usually close-in for the kill, who is masked along with the number of images that are also attacking. Psy Dogs prefer to summon illusions to attack enemies and retreat. The real Psy Dogs rarely attack, being usually separated by their copies, and only appear if all of their illusions have been "killed", just to produce more false copies. This continues into a cycle until the perpetrators are finally killed. Psy image(su) The psy Dog can cast the mirror image spell as a supernatura abillity, once per 1d4 rounds. His caster level equials his HDx2. The psy dog can not swap locations with the images. The images do not need to be allways connected.
Chimera
Chimeras are hard to spot and even harder to
escape from. Chimera is a hairless cat/dog-like creature, close to the size of an adult lion, with two heads and a broad tail. Chimeras are extremely strong and they're able to turn a car over alone. They are the most deadly mutant encountered, jumping incredible distances and doing extreme damage. Though physically weaker than the Pseudogiant, the Chimera is considered deadlier due to its extremely fast speeds and aggressiveness. Medium Magical Beast Hit Dice: 8d10+24 (68 hp) Initiative: +6 Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +8/+11 Attack: Claw +11 melee (1d8+4) Full Attack: Claw +11 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce Special Qualities: Darkvision 60 ft., low-light vision, scent Saves:Fort +9, Ref +10, Will +3 Abilities:Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Skills:Hide +9, Listen +6, Jump +21, Spot +6 Feats: Alertness, Improved Initiative, Lightning Reflexes Organization: Solitary or pack (2-3) Challenge Rating: 6 Treasure: None Advancement: 9-12 HD (Medium); 13-24 HD (Large) Dire Lion
Size/Type: Large Animal
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:
+6/+17
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7)
and bite +7 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment:
—
Combat A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself. Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3. Skills Dire lions have a +4 racial bonus on Hide and Move Silently checks.
poltergeist
Poltergeists are extremely deceiving for rookie players as they do not appear threatening; they only appear as a ball of electricity. However they can be killed with conventional weaponry just by shooting at
the ball of lightning. Poltergeists will attack with anything that's not tied to the ground by utilizing their telekinetic powers to throw objects at the player (e.g., buckets, barrels, ammo boxes, crates, discarded firearms). However it can also be that they can manipulate gravity similar to that of Vortex anomalies. “Supernatural in the eyes of some, invisible creatures haunting the deeper reaches of the Zone, usually haunting old, abandoned buildings. Nothing is known about their origin, although rumors in circulation claim they are spirits of stalkers hit by a massive wave of radiation. Their mysterious appearances and disappearances seem to correspond to the poltergeist legend, hence the name. Known encounters with poltergeists are quite diverse in fact: from mischievous laughter and blood-chilling howling, to deadly fireballs appearing out of nowhere. Unfortunately, all information about the poltergeist phenomenon originates from unclear and contradictory stories of questionable validity” Telekenisis(Su) The poltergeist can use the telekenesis spell as a supernatural abillity at will.
Pyrogeist
The Pyrogeist is a term for a special version of the Poltergeist, Appearing as a floating form of heat haze surrounded by a fiery glow, the Pyrogeists appear a lot like their telekinetic cousin. They are easily distinguishable from the later with their orange glow instead of blue. On death they explode in a mess of blood and fire somewhat similar to the way Poltergeists die in the later two games. Pyrogeists' primary and only attack is spawning pillars of fire, similar to Burner anomalies. While being hard to spot and aim at and being
generally quite fast, they are far from invulnerable and a couple of shotgun blasts at close range or a couple of magazines from an assault rifle are usually all it takes to get rid of these ghosts. It is an interesting note that despite not using telekinetic attacks like the more psychic Poltergeist, Pyrogeists are still capable of immense psychic prowess as they are able to impede the player's progress by blocking off paths with a psychic wall or jamming a door telekinetically.
Pseudogiant
The pseudogiant resembles a massive, drop-shaped abdomen with a pair of disproportionately large limbs. The limbs are arms and legs at the same time. The creature uses them to move around and grab its victims. An adult pseudogiant can weigh up to two tons and stand 2 meters tall. Their clumsy appearance might be deceiving, since they can move very rapidly if needed. Their muscles are exceptionally powerful and their bones are as hard as steel. The creature's brain is protected by a sturdy (up to 10 centimeters thick) skull, while many complex functions are controlled by the spinal medulla. Another astonishing feature of the beast is its ability to create local shock waves, which damage all living things in the vicinity. Pseudogiants are very unique in the Zone's fauna as they seem to be heavily-mutated humans. Pseudogiants are incredibly tough enemies and can withstand large amounts of damage before being killed, and are very dangerous to unprepared stalkers due to their ability to deal a large amount of damage when it attacks. The Pseudogiant uses four attacks: a headbutt; a swing/grab with one of its
muscled arms; a surprisingly effective stab from its smaller, clawed arms; and a ground pound that creates a damaging impact shockwave. The first three attacks can be avoided by being out of range, and the last area-of-effect attack can be avoided by jumping just before it pounds the ground, which can be a bit tricky
Burer
Burers are stocky, almost dwarf-like monsters that tend to stick to underground sections, avoiding light at all costs. They can be mistaken for bandits at long ranges due to their propensity for wearing long black trenchcoats, but are a far greater threat, able to paralyze and break an opponent's armor and weapon at a whim. (Though they cannot do so in the game.) Definitely not an easy opponent even for experienced stalkers, made even more difficult due to their preference to travel in pairs or groups.
Burers are extremely hard to deal with. While the PDA places them as the third most dangerous mutant in the Zone (behind the Pseudogiant and Chimera) they have a variety of special attacks as well as very high health making them more demanding opponents. Telekinesis: Their standard method of attacking, identical to the attack used by Poltergeist except that the Burer can see you even when you're not moving. Burers can also control a larger number of objects at once with this ability than Poltergeists are able to. Long range. Shockwave: You can easily predict it because "smoke" will appear on your screen and if you don't get behind something in about three seconds you'll lose a good chunk of health. If there's debris in the line of attack and it hits you as well you can even get killed in one shot. Medium range.
Telekinetic shield: The Burer raises its arms and projects a shield around itself, making it immune to all types of damage for 3 seconds. Happens almost always when you damage it, but when it does, it cannot attack. Stamina sap: Drains your stamina, relative to the amount of equipment you are carrying. For all but the most lightly equipped stalkers this will typically drain your stamina completely, leaving you unable to retreat. Weapon pull: The Burer pulls the weapon from your hands, dropping it to the ground. This effect is part of the "stamina sap" ability described above, but is not dependent on your stamina level; weapon weight determines how likely it is for the weapon to be dropped, and the knife cannot be taken from you by this ability. It is strongly advisable to recover dropped weapons as soon as possible, as they can be used by the Burer's Telekinesis attack or sent flying up to several hundred meters away by its Shockwave attack.
Snork
The Snork is one of the most recognizable mutants in the Zone. Thought to result from broken-minded soldiers left to "guard" the Zone, Snorks are recognized by the loud grunting they constantly produce. On some occasions, Snorks have also been seen talking to each other, although the "language" they use is barely recognizable. The Snork is a horrifically mutated human soldier or Stalker, still wearing tattered remains of his uniform, boots and a GP-4 gas mask with cracked eyepieces, and a flailing hose. Exposure to radiation and anomalies in the wake of the second Chernobyl disaster has destroyed the human mind, leaving a feral, vicious beast psyche in its place and twisted the body, creating a dangerous predator. Snorks were first encountered on May 22, 2007, near one of the army posts at the 30th kilometer of the Zone, on the Kharkov side. An officer waiting for his shiftman's car near the posts gate was attacked by a snork, which slaughtered him with rusty remains of a Izh 91 shotgun. The mutant was promptly gunned down by other soldiers.Overall, the snork is 90-95% similar to a human[1], it has the
same general shape and no drastic modifications like claws or tentacles. Its skin is dark gray, covered with lesions and open wounds, most notably an exposed spine on its back. However, despite the ragged appearance, the snork has incredibly powerful muscles and reflexes.On the downside, the snork has poor eyesight (his field of vision is obstructed by the gas mask and is hindered even more by cracked gas mask lenses), but a brilliant sense of smell (his nose is the filter hose for the gas mask), which it uses to locate its prey. When not attacking, it slowly crawls on all fours across the ground, its spine unable to support its weight when standing upright[1]. However, when attacking, it is surprisingly fast, thanks to mutated tendons in its feet. A snork can make long leaps to reach its target and attack it with an incredibly fast series of kicks with their army boot-clad feet.The snork cannot talk, its vocal chords were destroyed beyond recognition. It communicates with growls, which vary in intensity and volume, the loudest being, of course, the one preceding an attack. Curiously, the lips on the mouths of snorks are missing. It is quite possible that in a desperate fit of hunger or insanity, the snork bit them off itself, condemning it to forever show its cannibalistic grinOriginally, the snorks were called Recruits by Ukrainian soldiers.[1] The current name was given by a German RTL journalist Ulrich Klose, who reported about the situation in Ukraine after the accident. In his interviews he called the monster Schnorchel (snorkel), referring to the look of its face. The soldiers liked the sound of the name and started using a shortened version, snork.
Zombified Stalkers They do not have any superhuman or mutated abilities, but are unable to talk or to turn back. Zombies are made by the "Psi Field" given off by psi emitters such as the Brain Scorcher in Lab X-19 and the Miracle Machine in Lab X16; when unprotected Stalkers are exposed to Psi emissions for a sufficient period of time, they start "to lose their minds". This results from
irreversible damage to the higher functions of the brain, eventually resulting in a Zombified Stalker.Stalkers approaching the "Miracle Machine" Emitter of Lab X16 in the factory
complex at Yantar reported that once they get close to the gate, they began to hear voices and hallucinate. Following this they felt their brains literally boiling and melting inside their skulls, and they felt weak. If you are lucky enough to get away from the Psi field with your brain intact, you may also suffer from some detrimental side effects of exposure; for example, some Stalkers reported that they temporarily forgot their names after escaping the factory in time.As such, zombified Stalkers can be consisted of unfortunate human beings. Bandits, Loners, Mercenaries, and even members of Freedom, Duty and the State Security Service have all fallen victim. They lack the ability to differentiate former foes and are united in a bizarre fashion due to the destruction of their brain functions.Stalkers from all factions across the Zone may become Zombified, except those from Monolith. Monolithians are an odd case, in that while they display some signs of being zombified, they still retain tactical knowledge and some measure of sentience; it can be assumed that this is the result of their influence by the Many zombies can be seen wearing Monolith uniforms, which suggests that the process that created them causes long term degeneracy and brain damage and the C-Consciousness brainwashing lasts only as long as the victim's mind.Zombified Stalkers posess the equivalent intellect of a caveman, add to this a loss of higher brain functions, destruction of pain receptors and loss of most memory and reason, Zombified Stalkers are more like hollow shells or husks of what once was. The fact many Zombies still posess the ability to use weaponry and equipment means that at least on a rudimentary level, some brain functions remain but are gradually lost over time. How zombified stalkers are not killed outright by massive doses of radiation present in every area they are found in however, is still not known.Controllers can also turn hapless Stalkers into Zombies by reaching into their minds and making them lose control of their brains until they become Zombified.Zombified stalkers however, still retain their skills to operate mechanical devices, such as firearms although they can't aim it like regular stalkers where they often inaccurately spray-and-pray their weapons from the hip. They can even reload their weapons, suggesting some basic abilities to survive are retained.Although Zombified Stalkers are still able to use their firearms and even reload them, they are fairly stupid, and will often charge right in the middle of a firefight without cover, walking and firing from the hip. Upon encountering zombified stalkers one can hear them murmuring bits of meaningless phrases,
establishing that zombies are incapable of coherent speech. In time, the zombie stalker's mind will eventually decay to a point where it will turn into a full fledged Zombie, unable to even operate mechanical devices anymore and rely on their arms and teeth for attacks.Their inability to feel pain allows unaffected armed characters to shoot at them from a far distance without alerting them. Zombified Stalkers will not notice this, unless someone gets too close to them.Sometimes one may spot zombified stalkers around a campfire, sticking their hands out towards the fire and react from the pain by retracting their hands. This may be a sign that they still hold some form of self preservation or are trying to regain their lost consciousness.In combat, zombie stalkers are most dangerous when they see a target, as their utter disregard for personal safety results in a relentless assault, giving a stalker no time to recover if ill-prepared; in contrast, ordinary stalkers would usually seek cover upon engaging a target. Zombies however, are utterly inaccurate when shooting at long range and so it's most advisable to take them out from a distance. Zombies also have distinctive grey bandages tied around their mouths. Most stalkers seen without a gasmask have similar shrouds over their mouth and noses, as a very makeshift filter against dust, or possibly just to keep warm. In Call of Pripyat, Zombies are never seen wearing gas masks, helmets or even hoods, suggesting they instinctively try and remove anything on their heads. Curiously, these brain-dead Stalkers can turn on their flashlights which often gives away their position (though upon being killed, the light also turns off).
Controller
The secret service genetic Experiments on criminals generated a new type of mutant. A rare mutant seen near to the center of the Zone, it bears a superficial resemblance to a humanoid with a disproportionately large head. Despite their appearance, they are highly intelligent, possess good perception and an ability to control the behaviour of less developed creatures. Mature specimens are capable of taking control of a human's mind.
This is a formidable enemy, even the most experienced stalkers are afraid of meeting it. According to some stalkers, Controllers can make it seem that you are surrounded by your friends, but actually you are surrounded by zombies; or it might seem that you are walking on a pathway, but actually you are about to fall off a cliff. Fortunately, this is never done by a Controller to the player. The Controller's main ability is to launch a psychic bolt that deals high telepathy/psionic-based damage to the player from a great distance. In addition, Controllers seem to generate a small psy-field that affects the player's ability to aim and causes anyone close by to slowly lose their mind. There is a high-pitched audio cue before the psychic attack actually happens and avoiding visual contact with the Controller can prevent that from happening. A player may die if struck by a sufficient number of bolts or if they stay around the Controller for too long. For some reason if the player gets too close to the Controller, it will cease to launch bolts and uselessly try to walk away from him, which is the greatest opportunity of attack. On the "Master" difficulty level, the Controller is extremely dangerous as its bolts have a chance of killing the player in one shot. This is especially common in Shadow of Chernobyl where there is no way to reduce psionic damage through armour or use of artifacts. In general, Controllers are extremely dangerous and should be eliminated as soon as possible due to their abilities that can cause instant death. The best way of doing this by taking them out at extreme range using sniper rifles, where they cannot retaliate, near cover where you can avoid their psychic bolts, or bluntly just using explosives, a controller will die from a nearby hit with an RPG-7u or 2-3 direct hits with a grenade launcher/hand grenades. Controller stare: The Controller has a hard glint in his stare that strikes terror in the heart of his target. As a move action, the Controller may select one target that is within 30 feet and can see the Controller. The Controller and target then make opposed Will saving throws. If the Controller succeeds, the target is dazed until the start of his next turn. Dominate (Su) A vampire can crush an
opponent’s will just by looking onto his or her
eyes. This is similar to a gaze attack, except that
the vampire must use a standard action, and
those merely looking at it are not affected.
Anyone the vampire targets must succeed on a
Will save or fall instantly under the vampire’s
influence as though by a dominate person spell
(caster level 12th). The ability has a range of 30
feet.
Anomalies:
Flame-based anomalies
Burner The Burner can be a bit difficult to
see, even in daylight, as it's only revealed by a
faint heat haze. If the anomaly is triggered by
either a living being or an object such as a metal
bolt, it shoots
out a tall
pillar of
flame in the
air, burning
everything in
its vicinity.
Though
somewhat
rare, the Burner anomaly is often found in
clusters. Some clusters also emit extreme high
ambient temperature, which hurts anything in
their vicinity. Burners can emit temperatures as
low as 100 degrees Celsius, up to several
thousand, hot enough to crack concrete and
melt metal, which explains why some Burners
appear in areas that have massive cracks and
severe damaged soil, while other sites are
untouched. Burners are very dangerous at high
difficulties, and can be extremely dangerous
even with top-tier armor. The Burners don't
have a set spawn point like other anomalies do,
or even a set trigger point. Simply being in the
same vicinity can trigger a conflagration. A
tactic for avoiding damage is to first throw a
bolt into the anomaly, triggering it, then quickly
running through the jet of flame. This tactic, if
used repeatedly and without delay, can mean
the difference between traversing a cluster
unharmed and getting scorched at least once.
Comet
Gravity-based anomalies
Vortex An anomaly of presumably
gravitational nature. When triggered, the
tremendous power of the Vortex drags
everything within the radius 10-15 meters
towards the center. Victims drawn into the core
have little to no chance of survival: their bodies
are quickly constricted into a tight lump, only to
be blown up in a powerful discharge of energy
a moment later. In some cases, they may
levitate in air with agony then their entire
systems are shredded into mere skeletal and
flesh parts. The anomaly remains stationary
throughout its lifetime (a week on average).
Easily recognizable in daylight by the air
fluctuation above, dancing leaves, fragments of
dismembered corpses lying around and a
distinctive dark stain in the center. Highly
dangerous at night since it can be revealed only
by means of a detector or by throwing metal
objects into it. The difference between a
Whirligig and a Vortex is pretty simple: size
and strength. The Vortex has a much larger
range, much harder to escape from than a
Whirligig, and it deals a lot more damage.
Escaping the Vortex anomaly, once dragged in,
can range in difficulty from easy to downright
impossible, depending on the strength of the
anomaly and the difficulty level. The type of
armor worn is also very important, as the odds
are that you will take at least one hit. One
possible method of escaping, once drawn in, is
to wait until the anomaly discharges, taking the
hit. After discharging, the anomaly has no
pulling power for pproximately one second,
allowing you to sprint out and escape it. This
method will only be possible with armor with
high anomaly protection. Wearing an
exoskeleton and getting caught in a Vortex
almost always ends in the player's death, since
it prevents sprinting; meaning that the player
cannot escape the anomaly once drawn in. A
Simple tactic for escaping Vortexes requires
timing, jumping and stamina. the effect makes
the player wobble like a 'rubber-band' effect
before the anomaly does damage. A player with
good enough timing can jump at just the right
moment, right at the edge of the band effect,
(right when it boings you away from its
epicenter). At the edge, a very fast sprint and a
jump can get you out of there fast enough to
escape. Of course, the simplest method of
escaping a Vortex is avoiding it entirely. The
presence of a Vortex can be very, very easily
identified by the sounds it produces, similar to a
"warping" sound you'd hear in some science
fiction movies. The anomaly itself is unaffected
by bullets, grenades, RPG rockets or Bolts. The
Bolts, simply bounce away from it.
Encountering a lone vortex is usually not a
problem for a person who can sprint fast.
However, a clustered group of vortexes are very
dangerous and in some cases, an artifact may be
lying in the middle of the cluster. A little bit of
fun can be had with these anomalies: The player
can drag various corpses of Stalkers or mutants
into a Vortex's vicinity. They'll be dragged in
and the player can watch the full effect the
anomaly has on the body, giving a testament to
the game's impressive death physics. Note,
however, that all loot in the corpses will be
permanently lost
Springboard It was one of the first types of
anomalies
ever
recorded.
A
Springboard is an unstable gravitational field
limited to a pocket on ground level, about 1-2
meters wide. Reacts to the presence of creatures
or objects by sending out a powerful shockwave
that damages anything within radius. The
damage caused by this changes throughout the
anomaly's lifetime, ranging from minor bruises
through serious wounds to instant death. The
Springboard anomaly is very common and can
be found almost anywhere in the Zone, both
outside and in buildings. To the naked eye, the
anomaly appears as a rippling heat haze or air
fluctuation accompanied by dancing leaves and
sometimes crimson-colored stains on the
ground. Throwing a bolt into a Springboard
causes it to send out its distinctive shockwave,
making it easily identifiable. It is also one of the
anomalies that are harmless to pass through for
a split moment after having been triggered,
making bolts very useful tools for navigating a
Springboard field. As players approach a
Springboard their vision becomes gradually but
markedly brighter as they get closer to the
anomaly itself. Springboards are easily
identifiable, and easily avoidable but varying
locations and odd spawn points in the games
can make them a nuisance in a firefight. Players
have often died in the middle of a fight,
forgetting or not noticing the anomaly's
presence with all the distractions, then walking
straight into it. Just like all anomalies, its best to
scout the location and find a way around it.
Whirligig A common
and
dangerous
anomaly that
snatches its
victims up in
the air and
spins them at
a breakneck
speed. The exact nature of the Whirligig
remains unknown. The anomaly can be
recognized by a light whirlwind of dust above
and by body fragments scattered in the vicinity.
Victims caught on its outer rim, far enough
from the maximum effect zone at the center,
can escape the Whirligig with relatively minor
injuries. In game, when one is too close to the
anomaly when it is triggered, the Whirligig will
violently pull the victim upward, which
continues to severely damage the victim until it
discharges, and that discharge is powerful
enough to dismember the victim's body purely
by the sheer force exerted. It is not as easily
avoidable as the Vortex, and because it elevates
its victims into the air, escaping once within the
effective radius is practically impossible since
jumping and sprinting is ineffective. Even
though the damage done by the Whirligig is less
than that of a Vortex, the Whirligig can be
considered more dangerous as it is very hard to
escape, and the Vortex does have its weak
aspectsThe basic characteristics are easily
recognizable. When activated the Whirligig
discharges as a tornado or whirlwind.
Chemical-based anomalies
Fruit Punch he Fruit Punch is a puddle of
lambent green liquid that is easily visible in
almost any environment due to its bright glow
and distinctive hissing and bubbling noises. On
contact with creatures or objects such as bolts, a
Fruit Punch lights up brightly and emits a sharp
hissing sound. It is extremely corrosive,
damaging creatures and objects on contact. Any
matter left in a Fruit Punch will eventually
dissolve, hinting at the anomaly's corrosive
nature and spelling doom for any protective
suit. For players, contact with a Fruit Punch will
cause damage with each 'flash'. This anomaly is
commonly found underground. Concerning its
characteristics, it is generally accepted that it
derives from the remnants of a highly
radioactive spill of some reactive substance that
gained its anomalous abilities from the Zone. Its
corrosive properties are exhibited by its intense
and rapid damage to all living tissue and
inorganic matter, metal and plastic alike. Owing
to its ability to spawn artifacts in Shadow of
Chernobyl, and not in Clear Sky, it could be
said that the last emission seen in Clear Sky
destabilized the Zone somewhat and dispersed
the Gas Anomaly, replacing it with the Fruit
Punch instead. It's fairly common, occurring
mostly in buildings and underground
complexes, usually in an isolated spot. In Call
Of Pripyat, both Fruit Punch and Gas anomalies
can be found, and in some cases they actually
seem to merge together. Anomalous activity
and radiation combine to create a deadly blend
of both highly corrosive liquid, directly
damaging armor and equipment, and a toxic
cloud of poisonous gas that deals direct health
and stamina damage. In Call of Pripyat, Fruit
Punch by itself can only be found very rarely,
and as per the norm, only in closed or confined
areas.
Burnt Fuzz This anomaly is usually found
outdoors. It resembles moss or vines, hanging
down like curtains from its growing spot.
Reacts to rapidly approaching living beings by
discharging a cloud of projectiles severely
injuring uncovered or lightly protected skin
upon contact. Does not react to slowly moving
targets. Burnt Fuzz is generally considered the
least dangerous anomaly in the Zone since it
can be easily spotted and avoided. Even so,
players rarely seem to take damage when
coming into contact with the anomaly.
Touching a Burnt Fuzz curtain seems to elicit a
reaction from the anomaly, but only players
with little or no armor have reported being hurt
by it. Burnt Fuzz is the only anomaly not to
react to metal bolts. The first example in the
Zone of anomalous or mutated plant life, its
organic origins may be they key to
understanding why it isnt affected by things like
other anomalies, or doesnt normally respond to
situations like other anomalies do.
Gas Not always easy to spot, this Anomaly is
recognizable
by the green
gas clouds
floating and
wandering
over the
ground. If one
approaches, the
screen will turn
green and a
hissing noise
can be heard. When triggered by metal parts or
organic tissue, it emits acidic compounds,
splashing them around in its vicinity. It should
not to be confused with the Fruit Punch, due to
the fact that it behaves more like a cloud or fog
bank rather than a puddle of liquid as the Fruit
Punch does. It seems to be an evolved or greater
version of Fruit Punch, because Fruit Punch
does not have the toxic choking effect Gas
does, and it's more corrosive and more
damaging.
The Gas Cloud anomaly resembles a Gas
anomaly
and causes
chemical
burns. The
Gas Cloud
however
moves and
deals far
more
damage. As such, it is the chemical counterpart
of the Comet and Tesla anomaies. Even while
wearing one top-tier protective suit and some
chemical-protection artifacts, only a touch of
this anomaly would reduce health dramatically
and a direct hit may result in instant death.
Running through it is the best thing to do, as it
will prevent the player from taking high
damage. The antidote can severly reduce
damage dealt by the Gas Cloud. This anomaly
also does not spawn any kind of artifact.
Electricity-based anomalies
Electro An
anomalous
formation,
roughly 10
meters in
diameter,
accumulating
large
quantities of
static electricity. When triggered, the anomaly
bursts into a storm of arcing electricity nearly
always lethal to all living beings. Easily
recognizable by the blue gas it emits, along
with the endless arcing of small bolts of
electricity in the vicinity, the Electro holds no
distinction for what crosses its event horizon, be
it a human, a mutants or an inanimate object,
and discharges as soon as anything gets too
close. The Electro is always in clusters and
often located in tightly confined spaces,
although clusters out in the open with a spacing
of one meter or more between neighboring
Electros have also been recorded. They are
easily avoided when outdoors, and at their most
dangerous in confined areas. At nighttime, the
Electro can be revealed using the Svarog
detector or by throwing bolts into it, at which
point it will discharge. In Call of Pripyat, any
Electro that discharges will form a chain
reaction and discharge any neighbors, leading
to the activation of the entire cluster. Its power
and recharge rate could mean it is a natural
generator, much like a thundercloud or
lightning storm. Its power means a single
Electro may be able to store a bare minimum of
5000 volts of tension, all the way up to several
hundred thousand, with a current in the
hundreds or even thousands of ampères,
enabling it to kill almost anything in the Zone
in just a few jolts. Lethality varies from game to
game, with Call of Pripyat bearing the most
dangerous variants.
Tesla The
Tesla
anomaly
functions
much like
an Electro
anomaly and
deals
electric
damage,
with the
difference is that the Tesla is mobile. In that
sense, it's the Electro's equivalent of the Comet.
It takes the appearance of a fast-moving ball of
pure electricity. It can be said the Tesla is the
evolved or greater form of an Electro. It's
possible that a particularly large or intense
Electro anomaly went undisturbed or built up a
massive charge for an extensive amount of time
and became mobile as a result, either to
discharge its built up energy or to 'hunt' for
targets or prey. Unless one is equipped with a
few electricity-absorbing artifacts and/or
wearing a suit with high electrical protection,
simply being scraped by this anomaly reduces
the player's health to 10% and outrights kills
them if they get struck directly by it. This
anomaly does not spawn any kind of artifact.
Reality-altering anomalies
Space Anomaly
Teleport