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D20 S.T.A.L.K.E.R.

RPG

PLAYER’S PDA
WELCOME TO THE ZONE, STALKER
ENJOY YOUR STAY

D20 S.T.A.L.K.E.R. RPG


VERSION 1.0
By Hellfire

D20 STALKER RPG is an unofficial supplement for the D20 modern system, aiming to bring
players and game masters alike the opportunity to easily dive into the grim world of the
S.T.A.L.K.E.R series. You can read the basics in the D20 Modern System Reference Document.
It is also based on the E6 level progression by Ryan Stoughton. If you like, you can read more
about the E6 system for DnD 3.5, see the reasoning behind it and how it works.
During the creation of this supplement resources from the D20 modern SRD (permitted by the
Open Game license), The S.T.A.L.K.E.R Wiki and the Savage Worlds STALKER conversion by
Oscar Rekclas were used. I have also given credit for any illustrations used, if I was able to find
the authors.
The Basic idea behind the leveling system
What levels mean: Levels 1 to 6 are a period when a character comes into his own, and a crash
course in action and danger transforms them from 1st-level rookies to veteran adventurers
(or corpses). Once transformed by their experiences, a character’s growth is no longer a
continuous, linear progression. Instead, they specialize or broaden their abilities: There are
still major differences between the master stalkers and the veteran mercenaries, but it's not
a change of scale.
This change in progression, which we see frequently in fantasy literature, is modeled through
the acquisition of feats after gaining a set amount of experience by the characters.
Rules: Character progression from level 1 to level 6 is as per d20. Upon attaining 6th level, for
each 5000 experience a character gains, they earn a new feat. A diverse selection of feats
should be made available in any E6 campaign, however, feats with unattainable prerequisites
under this system remain unattainable. For the purpose of experience awards, treat each 5
feats as +1 CR (or level), to an upper limit of 20 feats. After this, it becomes more and more
difficult to bring all a character’s feats to bear in a given situation; although they continue to
gain feats, 6th level characters with more than 20 feats can continue to be treated as if they
were level 10 for experience and challenge purposes.
ORIGINS OF THE ZONE
On April 26 1986, disaster struck the Chernobyl Zone came stories of “Artifacts”, strange objects
Nuclear Power Plant and the surrounding area, salvaged from the Zone with seemingly
Reactor #4 suffered a critical meltdown and miraculous properties.
subsequent explosion. Huge quantities of These artifacts were highly sought after
radiation leaked from the smoking remains of and fetched huge sums of money on the black
the plant, poisoning the surrounding area and market. However, the risks involved in retrieving
forcing the evacuation of thousands of civilians artifacts were huge - feral mutant creatures
from the surrounding area, most notably the roamed the landscape, devouring unwitting
city of Pripyat. The Ukranian government Stalkers. Strange areas that did not seem to apply
declared a 30km ‘Zone of Exclusion’ around the the laws of physics the Stalkers termed
plant, encompassing the towns, villages and “Anomalies” claimed the lives of the unwary.
countryside these people had called home for Greed amongst fellow stalkers cost many their
generations. Locals came to refer to this lives and loot.
impassable border as simply “The Zone”. Stalker’s began to band together, at first
For years the Zone sat seemingly silent, into small groups, and then into entire factions
untouched by man as nature slowly regained who warred with each other over control of the
control. Concrete cracked and steel rusted as Zone. Illicit dealings with businessmen who
nature took its course in wiping any evidence of padded the pockets of the corruptible Military
humanity’s influence from the countryside. Police allowed a stalker to trade his artifacts for
Herds of deer and wild boar stalked the once money, food or weapons within the Zone.
busy streets and factories of Pripyat. Packs of With a steady supply of artifacts leaving
wild dogs roamed the villages and countryside the Zone and the dangers of slipping past the now
in search of food. Locals began slipping past the fortified Cordon, Stalkers who lived outside the
Cordon to hunt the wildlife, for food and sport. zone and had occasional excursions into it
Some, never returned, their fate a mystery to became less common. It was far more profitable
the rest of the world. to live within the Zone and sell the artifacts to the
Rumors and stories began to spread brokers and traders who ran the risks of shipping
from those who returned from the Exclusion them out. For many, the perils of the Zone
Zone, reports of strange creatures, twisted by became their life, the Zone, their home. For most,
the consequences of the accident became who had nothing to return to back in the real
commonplace. In 2006, two decades after the world it was an easy choice to stay.
meltdown, disaster seemed to strike again. A An exempt from a publication By Dr. Recklas
bright light burst forth into the early morning
sky from the old reactor, and speculation of a It is 2008-2012, mankind has made
second explosion began. The Military patrolling several technological breakthroughs due to the
the cordon stepped up their protection, research done on artifacts brought from the
shooting on sight rather than detaining anyone Zone, and scientists are making frequent
they caught slipping into or out of the Zone, expeditions into the area. The Military and
more determined than ever to prevent access to Government still refuses to acknowledge the
the area. Human nature prevailed, however. benefits of the Zone, and the Cordon is still in
Curiosity and Greed led to the effect. But more and more people are discarding
phenomenon of the ‘Stalker’ - part explorer, part their mundane lives and seeking their fortune in
treasure hunter, part mercenary. These brave the Exclusion Zone.
and foolhardy individuals risked their lives
sneaking past the cordon into the Zone to salvage People like you.
and hunt. What they found was beyond
comprehension, miraculous wonders and
terrifying horrors in equal measure. From the
CHAPTER 1: CHARACTER GENERATION
The D20 Stalker features a point-buy allocation system with multiple difficulties that dictate how many
points a character has to spend, how much starting gear he gets to buy and how many actions points
he gets to spend during gameplay. First the Game master and his players must decide how difficult the
game will be. Choose one of the following: Novice, Stalker, Veteran or Master. Then after choosing a
difficulty you can describe your character’s outlook and personality, choose your class, and distribute
the points. After that chose your class skills, talents and feats, fill out the character sheet available at
the end of this book, select your starting equipment, and you’re ready to enter the Zone.

DIFFICULTY
At the beginning of the game the Game Master should decide which of the 4 difficulties is used or let
the players vote. They dictate how much ability score points the players get to allocate, how many
action points they get to spend per day, how much money they get to buy gear with at character
generation and how much the legend of the Zone changes.

NOVICE
Point Buy: 37 Points;
Action Points per Day: 2 +1 per Level;
Starting money: 8000 RU;
The center of the Zone shall grant
a single wish to those who reach it.

STALKER
S.T.A.L.K.E.R Point Buy: 33 Points;
BY DARRIANMH
Action Points per Day: 2 +1/2 per Level;
Starting money: 6000 RU;
The heart of the Zone shall give
two wishes to the brave.

VETERAN STALKER BY SKYWHITEFOX


Point Buy: 29 Points;
Action Points per Day: 1 +1/2 per Level;
Starting money: 4000 RU;
The heart of the Zone shall grant
three wishes to the worthy.
MASTER
Point Buy: 26 Points;
Action Points per Day: 1 +1/3 per Level;
Starting money: 2000 RU;
STALKER BY SHINOBI344 The generosity of the Zone shall know
no bounds for its children.

MUTANT BY LILBREAKDANCER
Table: Purchasing Ability Scores
POINT BUY SYSTEM Ability Purchase Cumulative
Score Cost Cost
The initial ability scores for a character are 8 0 0
purchased from an ability score pool, 9 +1 1
depending on the difficulty. Each ability score 10 +1 2
starts at 8 for free, and then you must spend a 11 +1 3
number of points equal to the ability score's 12 +1 4
current ability modifier (minimum of 1) to 13 +1 5
advance one ability score point. No ability 14 +1 6
15 +2 8
score may be increased above 18 using this
16 +2 10
method. If you want to allocate ability scores
17 +3 13
faster you can use this online calculator to help 18 +3 16
you.

CLASSES
THE FAST STALKER
Usually ex-military, police, criminals or overall
tough guys, these stalkers know how to fight and
survive. Quick wits and even quicker reflexes are the
key to enduring anything the Zone can throw at
them. They are rarely concerned with the
fascinating scientific implications or the grand
scheme of things, but you wouldn’t want to get on
their bad side or the wrong side of the barrel. Once
they got your back, no mutant or mastermind will
be able to catch you off guard.
HD: d10
Class Skills: 6 physical and 5 mental
Skill Points: 5 + INT Modifier per level (4x at 1st)
Talents: The Fast stalker may choose 2 physical talent
trees to spend talent points in.
All Stalkers start with the simple Weapon, Personal
firearms, and Light Armor Proficiencies. “Stalker“, By C-Dane

Rank BAB Fort Ref Wil Special* Defense

Rookie +1 +2 +0 +0 Talent 2

Novice +2 +3 +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


“We can make it through this”, by mrozna

THE DEDICATED STALKER


These are the normal or professional people from different wakes of life that have many
different talents, usually jacks of all trades but masters of none. They have a broad range of
skills, can hold their own in a fight and have some aptitude for the softer sciences and people
skills. Although they lack the robustness and combat experience of their fast counterparts and
the pure focus on the intellectual side of their smart colleagues, if the situation can’t be
resolved with bullets or mathematics they will probably have the answer.
HD: d8
Class Skills: 4 physical and 7 mental
Skill Points: 7 + INT Modifier per level (4x at 1st)
Talents: The Dedicated stalker may choose 1 physical and mental talent trees to spend
talent points in. All Stalkers start with the simple Weapon, Personal firearms, and Light
Armor Proficiencies.

Rank BAB Fort Ref Wil Special* Defense

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

These are the Ecologists, other scientists, failed university


graduates, their teachers or even the guys fixing up your gear
in the bar. All of them share a common thirst for knowledge
and remarkable capacity to understand the hard sciences.
Eager to discover the secrets sealed away in the zone, they
will go to great lengths to reveal how things actually work and
derive as much benefits for Humanity (and themselves of
course) as possible. Their major drawbacks are that they are
lovers, not fighters and usually need the help of the more
Zone-savvy types in order to conduct their research. They also
sometimes have trouble dealing with the more deceitful
characters that the Zone is full of. If you ever want to know
what the hell is going on, Einstein’s theory of Relativity, or
simply what an artifact does, just ask the nearest person with
glasses and/or a bright orange suit. But be prepared to learn
more than you asked for.

HD: d6
Class Skills: 3 physical and 12 mental skills:
Skill Points: 10 + INT Modifier per level (4x at 1st)
Talents: The Smart stalker may choose 2 mental talent trees
to spend talent points in.

“SEVA”, by Tink29

Rank BAB Fort Ref Will Special* Defence

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

*Note: Base Feat progression for all characters is every 2 levels instead of
every 3 and Base Stat progression is 1 point every 3 levels instead of 4.
ACTION POINTS
Action points provide characters with the means to affect gameplay in significant ways. A character
always has a limited amount of action points, and while the character replenishes this supply every
day, 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 succeeded 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 talent 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.
Stabilization: You can spend an action point on your turn to automatically stabilize yourself if
unconscious.
Use Feat: You can spend an action point on your turn to use a feat that you don’t have for a turn, but
only if you meet all the requirements for its 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.

SKILLS TALENTS AND BACKGROUNDS


There are the skills that are available to the player during the game and the attributes that they
correspond to:
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) Navigate; Repair; Search; Wis: Gamble, Listen; Sense Motive; Spot;
Survival; Treat Injury; Cha: Diplomacy; Disguise; Gather Information; Intimidate; Perform
(Guitar/Harmonica/Singing);

Starting Backgrounds: During character generation you may pick one of the three available
backgrounds for your character. These can be adjusted at the GM’s discretion, but should stay
relatively equal in benefits.
Military/Police/Thug: Add Medium armor proficiency to your character’s starting feats. The Stalker
has been a part of a Military, Police force, criminal group or any other organization that requires him
to have learned how to fight and survive.
Scientific/Political: Unless you pick this background your character can’t pick knowledge: The zone at
character creation as a class skill. The stalker has been a part of an institute or another academic
community, held a low-ranking political office or otherwise been a part of an organization that requires
him to be in contact with highly scientific or classified civil information.
Business/Normal: You get to spend extra 4000 RU at character creation. The Stalker has been involved
in a minor business or is simply an ordinary person that had some funds on the side. Nobody cared who
you were until you put on the gas mask. And they still don’t.
Physical Talent trees The Stalker ignores acid damage equal to his or her
Increased Speed 1/2/3 Talent Tree Constitution modifier (minimum 1)
The Stalker can increase his or her natural base speed by Unbreakable Talent Tree
5/10/15 feet. All those workouts have paid off. The Stalker is particularly
Defensive Talent Tree resilient thanks to the following talents.
The stalker knows multiple defensive combat maneuvers. Remain Conscious
Handy when your ass is on the line. The Stalker gains the ability to continue to perform actions
Evasion when he or she would otherwise be considered
If the Stalker is exposed to any effect that normally allows a unconscious and dying. When the Stalker’s hit points reach
Stalker to attempt a Reflex saving throw for half damage, –1, the hero can perform as though he or she were disabled,
the Stalker suffers no damage if he or she makes a making either an attack action or a move action every round
successful saving throw. Evasion can only be used when until the hero reaches –10 hit points (and dies) or the hero’s
wearing light, medium armor or no armor. hit points return to 1 or higher. The hero can choose to
Uncanny Dodge succumb to unconsciousness if he or she thinks that doing
The Stalker retains his or her Dexterity bonus to Defense so might prevent him or her from taking more damage.
regardless of being caught flat-footed or struck by a hidden Robust
attacker. (The hero still loses his or her Dexterity bonus to The Stalker becomes especially robust, gaining a number of
Defense if the hero is immobilized.) hit points equal to his or her Tough level as soon as he or
Defensive Roll she selects this talent. Thereafter, the hero gains +1 hit
The Stalker can roll with a potentially lethal attack to take point with each level of Tough he or she gains.
less damage from it. When the Stalker would be reduced to Second Wind: The Stalker can spend 1 action point to gain
0 hit points or less by damage in combat (from a ranged or a second wind. When the Stalker does this, he replenishes
melee attack), the Stalker can attempt to roll with the his health by a number of hit points equal to twice his
damage. Constitution modifier. This talent does not increase the
A Stalker spends 1 action point to use this talent. Once the Stalker’s hit points beyond the full normal total.
point is spent, the hero makes a Reflex saving throw (DC = Stamina
damage dealt). If the save succeeds, he or she takes only The Stalker recovers twice as fast as normal. So, the hero
half damage. The Stalker must be able to react to the attack recovers 2 hit points per Stalker level per evening of rest, 2
to execute a defensive roll—if the hero is immobilized, he points of temporary ability damage per evening of rest, and
or she can’t use this talent. awakens in half the normal time after being knocked
Since this effect would not normally allow a Stalker to make unconscious.
a Reflex save for half damage, the Stalker’s evasion talent Prerequisites: Robust/Remain Conscious
doesn’t apply to the defensive roll. Mental Talent trees
Prerequisites: Evasion or uncanny dodge. Strategy Talent Tree
Damage Reduction Talent Tree Plan
The Stalker has an innate talent to ignore a set amount of Prior to an encounter the Stalker can develop a plan of
damage from most weapons, but not from energy or special action to handle the situation. Using this talent requires
attack forms. Luck be my lady tonight. preparation; a Stalker can’t use this talent when surprised
Damage Reduction 1/2/3 or otherwise unprepared for a particular situation. Creating
The Stalker gains physical damage reduction for 1/2/3 a plan requires 1 minute.
point(s) of damage from slashing, piercing, bludgeoning and Check Result Bonus
ballistic damage.
Energy Resistance Talent Tree 7 or lower +0 (Failed)
The Stalker is particularly resistant to certain kinds of deadly
energy effects. These talents can be selected in any order. 8-12 +1
Fire Resistance
The Stalker ignores fire damage equal to his or her 13-19 +2
Constitution modifier (minimum 1).
Electricity Resistance 20 or higher +3
The Stalker ignores electricity damage equal to his or her This bonus can be applied to all skill checks and attack rolls
Constitution modifier (minimum 1). made by the Stalker and his or her allies, but the bonus only
Acid Resistance 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 Healing Touch 2
every additional round the situation continues, as the The Stalker is more experienced in the healing arts. He
vagaries of circumstance begin to unravel even the best-laid receives a further +1 bonus on all Treat Injury skill checks
plans. and the ability to restore damage with a medical kit or
Trick perform surgery.
The Stalker has the ability to temporarily confuse a target Prerequisites: Healing Touch 1
through the use of ploy and deception. The target must Healing Knack
have an Intelligence score of 3 or higher to be susceptible The Stalker’s ability to restore damage with a medical kit or
to a trick, must be within 60 feet of the hero, and must be perform surgery with a surgery kit increases by +2 hit
able to hear and understand the hero. points, which stacks with healing touch 1 and 2 for a total
To play a trick on a target, the hero must use a full-round of +4 hit points. Prerequisites: Healing touch 1 and 2
action and make an Intelligence check (DC 9), adding his or Insightful Talent Tree
her level as a bonus. If the Intelligence check succeeds, the The Stalker’s innate insightfulness serves him well.
target can try to think quickly and ignore the trick. The Aware
target resists the trick by making a Will saving throw (DC 10 The Stalker is intuitively aware of his or her surroundings.
+ Stalker’s class level + Stalker’s INT bonus). If the saving The hero adds his or her base Will saving throw bonus to
throw fails, the target becomes dazed (unable to act, but Listen or Spot checks to avoid surprise.
can defend normally) for 1 round. Faith
A trick can only be played on a particular target once per The Stalker has a great deal of faith. It might be faith in self,
encounter. After the first trick in an encounter, whether the The Zone, or in both. This unswerving belief allows the
attempt succeeds or not, that target becomes wary and Stalker to add his or her Wisdom modifier to the die roll
immune to such ploys. This is a mind-affecting ability. whenever the hero spends 1 action point to improve the
Exploit Weakness result of an attack roll, skill check, saving throw, or ability
After 1 round of combat, the Stalker can designate one check.
opponent and try to find ways to gain an advantage by using Cool Under Pressure
brains over brawn. The Stalker uses a move action and The Stalker selects a number of skills equal to 3 + the hero’s
makes an Intelligence check (DC 13) with a bonus equal to Wisdom modifier. When making a check with one of these
his or her level. If the check succeeds, for the rest of the skills, the Stalker can take 10 even when distracted or under
combat the Stalker uses his or her Intelligence bonus duress.
instead of either Strength or Dexterity bonus on attack rolls Prerequisites: Either Faith or Aware
as the hero finds ways to outthink his opponent and notices Leadership Talent Tree
weaknesses in his opponent’s fighting style. The Stalker has a talent for leadership and inspiration.
Prerequisites: Plan or Trick Coordinate
Abuse Weakness The Stalker has a knack for getting people to work together.
If the Smart hero’s attack roll threatens a critical hit against When the hero can spend a full round directing his or her
the current target of his exploit weakness talent, he can allies and makes a Charisma check (DC 9), the hero provides
spend 1 action point to automatically confirm the threat any of his or her allies within 30 feet a +1 bonus on their
and score a critical hit. attack rolls and skill checks. The bonus lasts for a number of
Prerequisites: Exploit weakness rounds equal to the hero’s Charisma modifier. The hero can
Intuition coordinate a number of allies equal to his or her level.
The Stalker has an innate ability to sense trouble in the air. Inspiration
The Stalker can make a Will saving throw (DC 15). On a The Stalker can inspire his or her allies, bolstering them and
successful save, the hero gets a hunch that everything is all improving their chances of success. An ally must listen to
right, or the hero gets a bad feeling about a specific and observe the Stalker for a full round for the inspiration
situation, based on the GM’s best guess relating to the to take hold, and the hero must make a Charisma check (DC
circumstances. This talent is usable a number of times per 9). The effect lasts for a number of rounds equal to the
day equal to the Character’s level+1. hero’s Charisma modifier.
Healing Talent Tree An inspired ally gains a +2 morale bonus on saving throws,
The Stalker has a talent for healing. Just rub some dirt on it. attack rolls, and damage rolls.
Healing Touch 1 A Stalker can’t inspire him or herself. The hero can inspire a
The Stalker is experienced in the healing arts. He receives a number of allies equal to his or her level. Prerequisites:
+1 bonus on all Treat Injury skill checks and the ability to Coordinate; Experienced
restore damage with a medical kit or perform surgery.
Greater Inspiration In melee and ranged combat, every time the Stalker misses
The Stalker can inspire his or her allies to even greater because of concealment, the Stalker can reroll the miss
heights, bolstering them and improving their chances of chance roll one time to see if the Stalker actually hits. The
success. An ally must listen to and observe the Stalker for a Stalker takes only half the usual penalty to speed for being
full round for the greater inspiration to take hold, and the unable to see. Darkness and poor visibility in general
hero must make a Charisma check (DC 9). The effect lasts reduces the Stalker’s speed to three-quarters
for a number of rounds equal to the hero’s Charisma Burst Fire
modifier. When using an automatic firearm with at least five bullets
An inspired ally gains an additional +1 morale bonus on loaded, the Stalker may fire a short burst as a single attack
saving throws, attack rolls, and damage rolls, which stacks against a single target. The Stalker receives a –4 penalty on
with the bonus from inspiration for a total of a +3 morale the attack roll, but deal +2 dice of damage.
bonus. Firing a burst expends five bullets and can only be done if
A Stalker can’t inspire him or herself. The hero can inspire a the weapon has five bullets in it.
number of allies equal to his or her level. Normal: Autofire uses ten bullets, targets a 10-foot-by-10-
Prerequisites: Coordinate, Inspiration, Expert foot area, and can’t be aimed at a specific target. Without
Skill Feats this feat, if a Stalker attempts an autofire attack at a specific
Acrobatic: +2 to Jump; Tumble; target, it simply counts as a normal attack and all the extra
Alertness: +2 to Listen; Spot. bullets are wasted.
Athletic: +2 to Climb; Balance; Special: If the firearm has a three-round burst setting, firing
Attentive: +2 to Investigate, Sense Motive. a burst expends three bullets instead of five and can be
Confident: +2 to Gamble, Intimidate, on level checks to used if the weapon has only three bullets in it.
resist intimidation. Prerequisites: Wisdom 13, Personal Firearms Proficiency,
Deceptive: +2 to Bluff, Disguise. Advanced Firearms Proficiency
Educated: +2 to Two knowledge’s. Brawl
Gearhead: +2 to Craft Mechanical, Repair. When making a melee attack, the Stalker receives a +1
Guide: +2 to Navigate, Survival. competence bonus on attack rolls, and the Stalker deals
Meticulous: +2 to Forgery, Search damage equal to 1d6 + his or her Strength modifier with a
Nimble: +2 to Escape Artist, Sleight of Hand. knife and 1d4 non-lethal damage + his or her Strength
Stealthy: +2 to Hide, Move Silently modifier while unarmed.
Surgery: (Prereq: Treat Injury 4 ranks) Brawl (Improved)
The Stalker can use the Treat Injury skill to perform When making an unarmed attack, the Stalker receives a +2
surgery without penalty. Stalkers without this feat take a – competence bonus on his or her attack roll, and the Stalker
4 penalty on Treat Injury checks made to perform surgery. deals damage equal to 1d8 + his or her Strength modifier
Also gives +2 to treat injury checks (but not to healed with a knife and 1d6 non-lethal damage + his Strength
damage) modifier while unarmed.
Trustworthy: +2 to Diplomacy, Gather Information. Prerequisites: Brawl, base attack bonus +3
Far Shot
Combat Feats Firearm range increment increases by one-half (multiply by
Personal Firearms Proficiency
1.5). Thrown weapon range increment is doubled.
The Stalker can fire any personal firearm without a –4
Dead Aim
penalty.
Before making a ranged attack, the character may take a
Advanced Firearms Proficiency
full-round action to line up your shot. This grants the
The Stalker can fire any heavy weapon without a –4 penalty
character a +2 circumstance bonus on his or her next attack
and any personal firearm on autofire without penalty
roll. He can also take aim with a scope as a move action
(provided, of course, that it has an autofire setting). Also
instead of an attack action. If the character takes aim with
when using a firearm on autofire, the Stalker also has the
an assault scope, he can do that as a free action.
option to affect an area four 5-foot squares long and one
Prerequisites: Wisdom 13, Far Shot
square wide (that is, any four squares in a straight
Knockout
line).Normal: Stalkers without this feat take a –4 penalty on
When making the Stalker’s first attack against a flat-footed
attack rolls made with personal firearms set on autofire.
opponent, the stalker can use an action point to turn a
Autofire normally affects a 10-foot-by-10-foot area.
successful ranged attack as a critical hit. The stalker must be
Prerequisites: Personal Firearms Proficiency
under the effect of Dead Aim to use this feat.
Blind-Fight
Prerequisites: Dead aim; Base attack bonus +3
Frightful Presence magazine, is a move action. Normal: Reloading a firearm
Benefit: When the Stalker uses this feat, all opponents with an already filled box magazine or speed loader is a
within 60 feet who have fewer levels than the Stalker must move action. Reloading a revolver without a speed loader,
make a Will saving throw (DC 10 + ½ the Stalker’s level + the or reloading any firearm with an internal magazine, is a full-
Stalker’s Charisma modifier). An opponent who fails his or round action.
her save is shaken, taking a –2 penalty on attack rolls, saves, Prerequisites: Base attack bonus +1
and skill checks for a number of rounds equal to 1d6 + the Shot on the Run
Stalker’s Charisma modifier. The Stalker can use the feat When using an attack action with a ranged weapon, the
once per round as a free action. Stalker can move both before and after the attack, provided
A successful save indicates that the opponent is immune to that the Stalker’s total distance moved is not greater than
the Stalker’s use of this feat for 24 hours. This feat does not his or her speed.
affect creatures with an Intelligence of 3 or lower. Prerequisites: Dexterity 13, Mobility
Prerequisites: Charisma 15, Intimidate 9 ranks Weapon Focus
Two-Weapon Fighting: The Stalker gains a +1 bonus on all attack rolls he makes
The Stalker’s penalties for fighting with two weapons are using one of the following weapon class.
lessened by 2 for the primary hand and 6 for the off-hand. Pistol/Sniper/Shotgun/Rifle/Knife.
Prerequisites: Dexterity 13 Prerequisites: Base attack bonus +1
Two-Weapon Fighting (Improved) Defensive Feats
The Stalker gets a second attack with his or her offhand Armor Proficiency Light/Medium/Heavy
weapon, albeit at a –5 penalty. Also, this feat allows the When a Stalker wears a type of armor with which he or she
Stalker to use a melee weapon in one hand and a ranged is proficient, the Stalker gets to add the armor’s proficient
weapon in the other. bonus to his or her Defense and benefits from the armor’s
Prerequisites: Base attack bonus +6, damage resistances. Also, the armor check penalty applies
Dexterity 15, Two-Weapon Fighting only to Balance, Climb, Escape Artist, Hide, Jump, Move
Point Blank Shot Silently, and Tumble checks. Normal: A Stalker who wears
The Stalker gets a +1 bonus on attack and damage rolls with armor with which he or she is not proficient benefits only
ranged weapons against opponents within 30 feet. from the armor’s damage resistances. Also, he or she
Precise Shot suffers its armor check penalty on attack rolls and on all skill
The Stalker can shoot or throw ranged weapons at an checks that involve moving.
opponent engaged in melee without penalty. Normal: A Great Fortitude
Stalker takes a –4 penalty when using a ranged weapon to The Stalker gets a +2 bonus on all Fortitude saving throws.
attack an opponent who is engaged in melee combat. Iron Will
Prerequisites: Point Blank Shot The Stalker gets a +2 bonus on all Will saving throws
Double Tap Endurance
When using a semiautomatic firearm with at least two The Stalker gains a +4 bonus on the following checks and
bullets loaded, the Stalker may fire two bullets as a single saves: Constitution checks to continue running,
attack against a single target. The Stalker receives a –2 Constitution checks to hold the Stalker’s breath,
penalty on this attack, but deals +1 die of damage with a Constitution checks to avoid damage from starvation or
successful hit. Using this feat fires two bullets and can only thirst, Fortitude saves to avoid damage from hot or cold
be done if the weapon has two bullets in it. environments, and Fortitude saves to resist suffocation or
Prerequisites: Dexterity 13, Point Blank Shot drowning.
Quick Draw Also, the Stalker may sleep in medium or light armor
The Stalker can draw a weapon as a free action. A Stalker without becoming fatigued.
with this feat may throw weapons at his or her full normal Normal: A Stalker without this feat who sleeps in armor is
rate of attacks. Normal: A Stalker can draw a weapon as a automatically fatigued the following day.
move action. If a Stalker has a base attack bonus of +1 or Heroic Surge
higher, the Stalker can draw a weapon as a free action when The Stalker may take an extra move action or attack action
moving. in a round, either before or after the Stalker’s regular
Prerequisites: Base attack bonus +1 actions. The Stalker may use Heroic Surge a number of
Quick Reload times per day depending on his or her Stalker level (as
Reloading a firearm with an already filled box magazine or shown below), but never more than once per round. Stalker
speed loader is a free action. Reloading a revolver without Level 1st-3rd- 1/day; 4th-6th; 2/day
a speed loader, or reloading any firearm with an internal
Lightning Reflexes Prerequisites: Two-Weapon Fighting; Improved Two-
The Stalker gets a +2 bonus on all Reflex saving throws. weapon Fighting, Dex15
Mobility Weapon Specialization [Master]
The Stalker gets a +4 dodge bonus to Defense against Choose one category of weapons for which you have
attacks of opportunity provoked when the Stalker moves already selected the Weapon Focus feat. You can also
out of a threatened square or Over-watch fire. choose unarmed strike and knife as your weapon for
Prerequisites: Dexterity 13 purposes of this feat. You gain a +2 bonus on all damage
Run rolls you make using the selected weapon.
When running, the Stalker moves a maximum of five times Prerequisites: Weapon Focus with selected weapon
his or her normal speed instead of four times. If the Stalker category, Stalker Master Level, Base attack bonus +4.
is in heavy armor, the Stalker can move four times his or her Improved Critical [Master]
speed rather than three times. If the Stalker makes a long When using one of the weapon categories you selected
jump, the Stalker gains a +2 competence bonus on his or her (Pistols, Shotguns, Rifles, Snipers and Melee) your threat
Jump check. range is increased to 19-20. This stacks with the long barrel
Track upgrade, increasing the threat range to 18-20.
To find tracks or follow them for one mile requires a Survival Prerequisite: Base attack bonus +4, Stalker Master Level
check. The Stalker must make another Survival check every Lucky: [Master]
time the tracks become difficult to follow. The Stalker Benefit: When using an action point to throw a d6, throw
moves at half his or her normal speed (or at the Stalker’s 2d6 instead and disregard the lower roll.
normal speed with a –5 penalty on the check, or at up to Prerequisite: Stalker Master Level
twice the Stalker’s speed with a –20 penalty on the check). Ability Advancement [Master]
The DC depends on the surface and the prevailing Your training pays off, and one of your Abilities increases.
conditions. Choose one Ability. You gain a permanent +2 bonus to it
Master Feats Special: You can gain this feat multiple times, its effects do
Master feats represent the Character progression after the not stack. Each time you take this feat it applies to another
6-th level and can only be selected after the Stalker has ability.
attained Master level. Prerequisite: Stalker Master Level
Thrifty Mechanic [Master] Carrying Capacity
You are adept at working as fast as possible when
Strength Heavy
repairing equipment. When fixing equipment armor is Light Load
repaired 50% faster. Weapons that have the Complex Score Load
property are treated as if they were normal, and normal 8 (10) 50 lb. or less 50-75 lb.
weapons are treated as if they had the Simple property. 9 (12) 60 lb. or less 61-90 lb.
Prerequisites: Intelligence 13, Repair 9 ranks. 10 (14) 70 lb. or less 71-110 lb.
Improved Precise Shot [Master]
Your ranged attacks ignore the AC bonus granted to
11 (16) 80 lb. or less 81-115 lb.
targets by anything less than total cover, and the miss 12 (18) 90 lb. or less 91-130 lb.
chance granted to targets by anything less than total 13 (20)100 lb. or less 101-150 lb.
concealment. Total cover and total concealment provide 14 (24)120 lb. or less 121-175 lb.
their normal benefits against your ranged attacks. In
15 (28)140 lb. or less 141-200 lb.
addition, when you shoot or throw ranged weapons at a
grappling opponent, you automatically strike at the 16 (32)160 lb. or less 161-230 lb.
opponent you have chosen. 17 (36)180 lb. or less 181-260 lb.
Prerequisites: Dex 15, Point Blank Shot, Precise Shot, base 18 (40)200 lb. or less 201-300 lb.
attack bonus +6.
Max Check Speed
Two-Weapon Defense [Master] Load Run
When wielding a double weapon or two weapons (not Dex Penalty (20 ft.) (30 ft.) (40 ft.)
including natural weapons or unarmed strikes), you gain a Heavy +1 -4 15 ft. 20 ft. 30ft X3
+1 dodge bonus to your AC. See the Two-Weapon Fighting A heavy load counts as medium or heavy armor for the
special attack. purpose of abilities or skills that are restricted by armor.
When you are fighting defensively or using the total defense Carrying a light load does not encumber a character.
action, this dodge bonus increases to +2.
CHAPTER 2: EQUIPMENT
ARMOR
Stalker 20 uses an expanded Damage reduction Armors that have any level of radiation resistance
system that falls under 3 categories: also have included gas masks. If the stalker takes
Physical DR (PDR) reduces damage from ballistic, the gas mask off, he loses 1 level of RR until he puts
slashing, piercing and bludgeoning physical it back on. Armors with closed breathing cycles
damage, such as gunshot wounds and melee have a full helmet instead, and by removing it the
damage. stalker loses 1 level or RR and the benefits of the
Elemental DR (EDR) reduces damage from energy closed breathing cycle. Any Radiation resistance
damage that include acid, cold, electric, fire, and provided by armor protects only against
toxic sources environment radiation, not active artefacts. Once a
Radiation resistance: (RR) works by reducing the suit with a closed breathing cycle gets in a damaged
radiation sickness a Stalker will suffer after state or worse, the character loses the benefit of
entering a radioactive area on table: Radiation the cycle until the suit is repaired back to
exposure by one degree for any level of Radiation undamaged status.
Resistance provided by armor or artefacts.
Table 2-1 Armored suits
Resistance Max Weight Speed Repair Price/
Armor AC ACP Price(Ru)
PDR EDR RR Dex (Lb.) (Ft.) 1 Durability
Light Armor
Leather Jacket 1 1 1 - 8 0 5 30 2000 50 Ru
Mercenary Suit 1 2 1 1Lvl 6 -1 10 30 4500 75 Ru
Ecologist Suit 1 0 10 4Lvl 7 -2 10 30 10000 200 Ru
Medium Armor
Sunrise Suit 2 2 3 2Lvl 5 -3 10 25 9000 110 Ru
Berili M5 Armor 2 3 2 2Lvl 4 -3 15 25 20000 160 Ru
Duty/Freedom Suit 2 4 3 2Lvl 4 -4 15 25 30000 250 Ru
SSP-99m 'Guardian' Suit 2 3 5 3Lvl 3 -4 15 25 40000 400 Ru
Heavy armor
Seva Suit 3 4 6 3Lvl 2 -5 20 25 50000 350 Ru
Skat 9M 3 5 5 2Lvl 1 -6 25 20 65000 400 Ru
Exoskeleton 3 6 4 2Lvl 0 -7 30 20 80000 450 Ru
Table 2-2: Armor upgrades
NPC craft Price RU The time required for an upgrade is 1 hour per every
Upgrade 1000 Ru price listed on table 2-2: Armor upgrades.
Tier0/1 Tier2 Tier3 Tier4
The upgrades are separated to 5 tiers:
Light Armor 1000 2000 3000 4000
Tiers 0/1/2 require a normal toolkit in order to be
Medium Armor 2000 3000 4000 5000 crafted. Tier 3 requires advanced toolkit. Tier 4
Heavy Armor 3000 4000 5000 6000 requires advanced toolkit and (Arbitrary plot device
Mech. Parts used schematic: Medium and Heavy Armor)
Upgrade
Tier0/1 Tier2 Tier3 Tier4
Light Armor 2 4 6 8 Repairing armor requires 30 minutes per every 1-10
Medium Armor 4 6 8 10 Durability repaired. The cost of the repairs by an NPC
is Armor Price in Ru per Durability point.
Heavy Armor 6 8 10 12
Durability
The cost in parts to repair armor is 50% of that.
Armor Upgrades Bright colors: This suit is not fitted for combat, for
Artefact Container: The armor has an extra it is a bright orange color. It grants an additional -2
artefact container. The stalker can carry 1 to hide. *Gets negated by camouflage
additional active artefact to what his constitution Armor Durability and Upgrades
permits. Each armor suit has a set amount of durability. Half
Armored plates: The armor is fitted with extra of the Physical and elemental Damage rounded
ballistic plates for increased physical protection at down that isn’t negated by DR also damages the
the cost of more restricted movement (+1 Damage durability of the armor. Each armor has three
Reduction; +1 Armor Check Penalty) states: Undamaged, Damaged and Ruined. Each
Elemental protection: The armor is reinforced with time the durability of the armor falls under a
special fabrics and treated with fire resistant certain threshold described in the durability table
mixtures. (+2 Elemental Resistance) of each suit, it offers less and less protection. If a
Radiation protection: The armor protects better suit falls to 0 durability it is completely destroyed
from radiation (+1 lvl Rad protection) and cannot be repaired anymore. Protection
Night Vision (I/II): granted from any upgrades does not diminish with
Extra Flashlights: The armor is fitted with big durability.
shoulder mounted flashlights, casting 60 feet clear
light and 120 feet dim light. Leather Jacket: Common grab of a novice stalker. It
Custom fitting: The armor’s check penalty is won’t save you from bullets or anomalies, but it’s
reduced by 2 still better than nothing.
Lighter armor: The armor’s weight is reduced by 5lb Durabil: Ruin Dmg Undmg
Healing: The armor gains healing 1/hour HP: 1-10 11-19 20-40
Segmented protection: Thinner sheets of armor are AC: 0 1 1
layered to increase the armor's durability (+1DR for DR: 1 1 1
the purpose of armor degradation)
Elem; 0 0 1
Ceramic body armor: A ceramic outer layer can
Upgrade Tiers:
deflect armor piercing bullets that impact at an
1: Armored Plates (+1) / Elemental Protection (+2)
angle and cause them to crumble into fine dust. (-1
2: Ceramic Body Armor / Segmented protection
to Bullet AP)
Powered Armor: The armor has powered servos
Mercenary suit: Stalker suit from the Merc faction.
assisting the user’s movement. It weighs half when
Its design is based on the suit used by the special
put on, but due to design flaws the wearer is unable
forces of the Western armies. Due to a special
to run.
treatment of the fabric, the armor has a
Camouflage: (Urban/ Nature): Grants +2 to hide in
strengthened stability during the physical
Urban or nature areas.
movement of its plates.
Power Fist: You are considered to be armed with a
Durabil: Ruin Dmg Undmg
knife even when unarmed —that is, you do not
provoke attacks of opportunity from armed HP: 1-15 16-29 30-60
opponents when you attack them while unarmed AC: 0 1 1
and gain any benefits from brawl feats you have. DR: 1 1 2
However, you still get an attack of opportunity Elem; 0 1 1
against any opponent who makes an unarmed Rad; 0 0 1
attack on you if you have an empty hand. Also your Specifics: Camouflage (Urban).
melee attacks gain armor penetration 1. Upgrade Tiers:
Servomotor boosters: Allows running and charging 1: Lighter armor / Night Vision
while wearing the exoskeleton. 2: Armored plates (+1) / Radiation protection
Powered Combat: The wearer gets a +4 STR bonus 3: Ceramic body armor / Artefact Container
provided by the exoskeleton that can be applied to
melee attacks, damage, and opposed grapple SSP-99 Ecologist Suit: A SSP-99 chemical protection
checks. 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- suit makes its way to stalkers through the military,
filtering and air-conditioning system. It is heat and who exchange it for loot. Does not come with an
electricity resistant, provides good protection from artifact container.
radiation and biological anomalies. It is resistant to Durabil: Ruin Dmg Undmg
chemically aggressive environments. It is not HP: 1-29 30-59 60-120
designed for combat, so it provides neither bullet, AC: 0 1 2
nor splinter protection.
DR: 1 2 3
Durabil: Ruin Dmg Undmg
Elem; 1 1 2
HP: 1-12 13-24 25-50
Rad; 0 1 2
AC: 0 0 1
Upgrade Tiers:
DR: 0 0 0 0: Extra flashlights / Night Vision I
Elem; 4 7 10 1: Armored plates (+1) / Lighter armor
Rad; 1 2 4 2 Ceramic body armor / Custom fitting
Specifics: Closed breathing cycle; Bright Colors; 3: Armored plates (+1) / Artefact Container
Upgrade Tiers: 4: Radiation protection / Healing
0: Night Vision / Extra flashlights
1: Elemental Protection (+2) / Camouflage* SSP-99m 'Guardian' Suit: This suit is a high quality
2: Armored Plates (+1) / Custom fitting modified SSP-99 suit. It includes kevlar inserts, as it
3: Ceramic body armor / Artefact Container was designed for guards working with scientific
expeditions. This suit also includes a closed-cycle
Sunrise Suit (Stalker Suit) This DIY stalker bodysuit breathing module and first generation night-vision.
is a combination of a bodysuit of twin-layered Durabil: Ruin Dmg Undmg
rubberized cloth with plexiglass lining and built-in HP: 1-24 25-49 50-100
body armor. Despite the fact that the body armor is AC: 0 1 2
incapable of protecting the wearer from even pistol
DR: 1 2 3
bullets, the suit enjoys great popularity due to its
low cost and modification potential. Comes with Elem; 1 3 6
built-in artifact containers. Rad; 1 2 3
The suit possesses an internal artefact storage slot, Specifics: Night Vision 1,
which enables a stalker to benefit from 1 extra Closed breathing cycle.
active artefact. Upgrade Tiers:
Durabil: Ruin Dmg Undmg 0: Camouflage / Night Vision II
HP: 1-19 20-39 40-80 1: Segmented Protection / Artefact Container
2: Armored plates (+1) / Custom fitting
AC: 0 1 2
3: Ceramic body armor / Radiation protection
DR: 1 1 2 4: Elemental Protection (+2) / Lighter armor
Elem; 1 2 3
Rad; 0 1 2 Wind of Freedom suit: This lightweight stalker
Specifics: Artefact Container. bodysuit is made by Freedom craftsmen. The suit's
Upgrade Tiers: fabric is treated with Horizon, a special solution
0: Camouflage / Night Vision I developed by the faction by trial and error to
1: Segmented Protection / Artefact Container increase resistance to anomalies. Like the Sunrise
2: Armored plates (+1) / Custom fitting suit, the Wind of Freedom comes with built-in body
3: Ceramic body armor / Radiation protection armor and artifact containers.
4: Elemental Protection (+2) / Healing Durabil: Ruin Dmg Undmg
HP: 1-29 30-59 60-120
Berill-5M Armored Suit: This item comprises AC: 0 1 2
military PS5 series body armor with beryllium
DR: 1 2 4
sputter modified for use in the Zone. Designed for
assault operations in highly radioactive areas, it is Elem; 1 2 3
ineffective in areas of high anomalous activity. The Rad; 0 1 2
Specifics: Camouflage (Nature); Artefact Container. 3: Armored plates (+1) / Custom fitting
Upgrade Tiers: 4: Ceramic body armor (+1) / Artefact Container
0: Extra flashlights / Night Vision I
1: Armored plates (+1) / Lighter armor Skat-9M Military Armored Suit: This Skat-9M
2: Elemental Protection (+2) / Radiation protection bulletproof military suit is designed for assault
3: Custom Fitting / Segmented Protection operations in areas of anomalous activity. It
4: Artefact Container / Night Vision II includes a PSZ-12p heavy military bulletproof suit,
an integrated compensation suit and a Sphere-12M
PSZ-9d Duty Armor: Produced by one of Kiev's helmet. It provides perfect protection from bullets
defence research institutes and commissioned by and splinters and it doesn’'t decrease the soldier’s
the Duty faction. It is as simple and reliable as the mobility. It has a balanced system of anomaly
standard PSZ-9 model, but due to the new protection.
materials, it provides good protection from various Durabil: Ruin Dmg Undmg
harmful impacts, including firearm damage. The HP: 1-39 40-79 80-160
vest still needs some work because it has no AC: 1 2 3
breathing protection system. DR: 3 4 5
Durabil: Ruin Dmg Undmg Elem; 3 4 5
HP: 1-29 30-59 60-120 Rad; 0 1 2
AC: 0 1 2 Specifics: Night Vision 2;
DR: 2 3 4 Extra flashlights.
Elem; 1 2 3 Upgrade Tiers:
Rad; 0 1 2 0: Camouflage / Lighter armor
Specifics: Artefact Container, 1: Ceramic armor (+1) / Artefact Container
Camouflage (Nature). 2: Armored plates (+1) / Custom Fitting
Upgrade Tiers: 3: Radiation protection/ Segmented Protection
0: Extra flashlights / Night Vision I 4: Ceramic Armor (+1) / Closed breathing cycle
1: Armored plates (+1) / Lighter armor
2: Ceramic body armor / Artefact Container Exoskeleton: An experimental sample of a military
3: Armored plates (+1) / Radiation protection exoskeleton. Was never mass-produced due to
4: Segmented Protection / Night Vision II (I) extraordinary cost and some design flaws. Despite
this, it is in demand due to its ability to take on the
Seva Suit: This suit, produced by one of Kiev's weight of all carried equipment, and therefore
Research Institutes, provides a great alternative to small batches are made in underground facilities
other homemade stalker suits. It is a fine outside Ukraine. Comes with a built-in artifact
combination of an armored bodysuit, a closed-cycle container.
respiratory module and an anomaly field Ruin Dmg Undmg
suppression system. That, plus well-chosen Durability: 1-44 45-89 90-180
materials, makes this suit a fine choice, with the AC: 1 2 3
price being the only drawback.
DR: 2 4 6
Durabil: Ruin Dmg Undmg
HP: 1-34 35-69 70-140 Elem; 2 3 4
AC: 1 2 3 Rad; 0 1 2
DR: 1 2 4 Specifics: Artefact Container;
Elem; 2 4 6 Night Vision 1; Extra flashlights; Powered Armor:
Rad; 1 2 3 Upgrade Tiers:
Specifics: Closed breathing cycle; 0: Camouflage / Night Vision 2
Night Vision 1. 1: Custom fitting / Servomotor boosters
Upgrade Tiers: 2: Segmented protection / Powered Fist
0: Camouflage / Night Vision II 3: Armored Plates / Rad. protection
1: Ceramic body armor (+1) / Rad. protection 4: Ceramic body armor / Powered Combat
2: Armored plates (+1) / Lighter Armor
single shot rates of fire. A weapon with the single
RANGED WEAPONS shot rate of fire can fire only one shot per attack,
Ranged weapons fall into three general groups: even if the user has a feat or other ability that
handguns, longarms, and other ranged weapons normally allow more than one shot per attack.
such as the RPG. When using a ranged weapon, the Semi-Automatic (Sa): Most firearms have the
wielder applies his or her Dexterity modifier to the semiautomatic rate of fire. These firearms feed and
attack roll. cock themselves with each shot. A semi-automatic
Handguns and longarms are personal firearms. A weapon fires two shots per attack. Firing a single
personal firearm is any firearm designed to be shot with a semi-automatic weapon results in
carried and used by a single person. lowering the damage dice of the attack to one type
Ranged Weapons Table lower (Ex: If a single shot is fired from a pistol the
Ranged weapons are described by a number of damage is 2d4 instead of 2d6).
statistics, as shown on Table: Ranged Weapons. Automatic (A): Automatic weapons fire a burst or
Damage: The damage the weapon deals on a stream of shots with a single squeeze of the trigger.
successful hit. Their normal attack consists of a burst of 5 rounds.
Critical: The threat range for a critical hit. If the Firing any less shots would result in lowering the
threat is confirmed, a weapon deals double damage dice of the attack to one type lower (Ex:
damage on a critical hit (roll damage twice, as if From 2d8 to 2d6). Only weapons with the
hitting the target two times). automatic rate of fire can be set on auto fire or be
Damage Type: Ranged weapon damage is used with feats that take advantage of automatic
classified according to type: ballistic (all firearms), fire.
energy (of a specific type), piercing (some simple Magazine: The weapon’s magazine capacity and
ranged weapons), or slashing (a whip). Some type are given in this column. The amount of
creatures or characters may be resistant or ammunition a weapon carries, and hence how
immune to some forms of damage. many shots it can fire before needing to be
Range Increment: Any attack at less than this reloaded, is determined by its magazine capacity.
distance is not penalized for range. However, each How the firearm is reloaded depends upon its
full range increment causes a cumulative –2 magazine type. The number in this entry is the
penalty on the attack roll. Ranged weapons have a magazine’s capacity in shots; the word that follows
maximum range of ten range increments, except the number indicates the magazine type: box, or
for thrown weapons, which have a maximum range internal.
of five range increments. Box: A box magazine is any type of magazine that
Rate of Fire: Some ranged weapons have a rate of can be removed and reloaded separately from the
fire of 1, which simply means they can be employed weapon.
once per round and then must be reloaded or Internal: Some weapons keep their ammunition in
replaced. Firearms, which operate through many an internal space, which must be loaded by hand.
different forms of internal mechanisms, have This is the case with most shotguns, as well as some
varying rates of fire. The three possible rates of fire rifles.
for handguns, longarms, and heavy weapons are Size: The relationship between a weapon’s size and
single shot, semiautomatic, and automatic. that of its wielder defines whether it can be used
Single Shot (S): A weapon with the single shot rate one-handed, if it requires two hands, and if it’s a
of fire requires the user to manually operate the light weapon.
action (the mechanism that feeds and cocks the A Medium-size or smaller weapon can be used one-
weapon) between each shot. Pump shotguns and handed or two-handed. A Large weapon requires
bolt-action rifles are examples of firearms with
two hands. A Huge weapon requires two hands and Reloading: Reloading a firearm with an already
a bipod or other mount. A Small or smaller weapon filled box magazine is a move action. Reloading a
is considered a light weapon. It can be used one- weapon with an internal magazine is a full-round
handed and, as a light weapon, is easier to use in action.
your off hand. Refilling a box magazine: As a full round action you
Weight: This column gives the weapon’s weight can refill 20 bullets in a single magazine.
when fully loaded.
Table 2-2 Weapons
Damage/ Dmg. Range Rate Price
Weapon Caliber Mag. Size Wgt.
Crit Type Incr. of fire in Ru
Handguns (requires the Personal Firearms Proficiency feat)
Makarov PM (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 8 box Small 5lb 600
Fora-12 (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 12 box Med 5lb 900
Martha (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 16 box Med 5lb 1300
SIP-t M200 (Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 8 box Med 5lb 1900
UDP Compact (Autoloader) 2d6/20 .45 Ballistic 40ft Sa 10 box Med 5lb 2200

Longarms (requires the Personal Firearms Proficiency feat)


Sawn off Shotgun (Shotgun) 2d8/20 Shell Ballistic 15ft. S 2 Int Med 5lb 300
Chaser 13 (Shotgun) 2d8/20 Shell Ballistic 20ft. S 6 Int Large 10lb 3800
SPSA 14 (Shotgun) 2d8/20 Shell Ballistic 20ft. S 8 Int Large 10lb 8000
Viper 5 (Assault rifle) 2d6/20 9mm Ballistic 60ft. A,Sa 30 Box Large 10lb 5000
AKM 74/2U (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. A,Sa 30 Box Large 10lb 5000
AKM 74/2 (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. A,Sa 30 Box Large 10lb 6500
Obokan (AC96/2) (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. A,Sa 30 Box Large 10lb 10000
IL 86 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 8000
TRs 301 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 10000
SGI 5K (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 13000
GP37 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. A,Sa 30 Box Large 10lb 15000
Groza (S14) (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. A,Sa 20 Box Large 15lb 16000
SA Avalanche (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. A,Sa 20 Box Large 10lb 14000
Vintar BC (Sniper rifle) 2d10/20 9x39mm Ballistic 80ft. A,Sa 10 Box Large 10lb 19000
SVD mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 140ft. Sa 10 Box Huge 20lb 24000
SVDU mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 13c0ft. Sa 10 Box Large 15lb 26000
Exotic weapons (Requires the Advanced Firearms Proficiency)
Available in the GM guide
Available in the GM guide

Handguns Autoloaders (sometimes called “automatics”)


A handgun is a personal firearm that can be used feature removable box magazines, and some models
one-handed without penalty. This includes all hold quite a lot of ammunition. They work by using
pistols. All handguns require the Personal Firearms the energy of a shot fired to throw back a slide, eject
Proficiency feat. Using a handgun without this feat the shot’s shell casing, and scoop the next round
imposes a –4 penalty on attack rolls. into the chamber.
Makarov PM: This Soviet legacy is the most common law enforcement organizations worldwide. Marthas
pistol in the Zone and is one of the best compact found in the Zone are usually dated, probably from
self-defense handguns available. It is small, highly retired stock.
reliable, easy to use and maintain in working order. Attachments: Silencer.
It also suffers from several drawbacks, including its Specifics: Unreliable.
short range, low firing Upgrades:
accuracy and poor stopping Tier1: Polymer frame / Extended Magazine (20)
power, while also losing out Tier2: Accurate / Autofire
to modern pistols in its Tier3: Protective Coating / Long Barrel
class in terms of weight and
magazine size. SIP-t M200: The only remaining mass produced
Specifics: Simple; Concealable: model of a globally renowned pistol, this weapon
Attachments: None before modifications. has earned a reputation for its excellent ergonomics
Upgrades: and accuracy, and while its magazine is relatively
Tier1: Silencer mount /Extended Magazine (12) small, it benefits from powerful ammo and a
Tier2: Long Barrel / Autofire mechanism that functions like a Swiss watch. Some
Tier3: Accurate / Protective Coating believe the SIP-t M200 to be the best mass produced
.45ACP caliber handgun there is
Fora-12: A Ukrainian-made pistol predominantly and it has certainly got a
used by law enforcement organizations. Provides following among experienced
higher accuracy, better ergonomics and has a larger stalkers and mercenaries.
magazine than the PM. These pistols make it into the Attachments: Silencer.
Zone in large numbers thanks to the sale of defective Upgrades:
weapons, which suffer from technical Tier1: Polymer frame / Extended Magazine (12)
miscalculations in early Tier2: Protective coating / Long Barrel
design models. Despite Tier3: Accurate / Autofire
this, the pistol is in
demand among stalkers UDP Compact: Impeccable reliability and durability
thanks to its good combined with excellent accuracy are the main
combat characteristics. noteworthy features of this weapon. Its minor
Attachments: Silencer. drawbacks include its considerable size, relatively
Upgrades: high center of gravity and massive bolt, which make
Tier1: Polymer frame / Extended Magazine (16) it difficult to conceal but do not
Tier2: Long Barrel / Protective coating outweigh the weapon's positive
Tier3: Accurate / Autofire features. The weapon is especially
popular with the Zone's veterans.
Martha: Martha pistols enjoy the reputation of a Specifics: Prot. Coating, Complex,
relatively reliable, albeit somewhat cumbersome Attachments: None before modifications.
weapon, around the Upgrades:
world. In service with Tier1: Silencer / Extended Magazine (14)
armed forces and Tier2: Accurate / Autofire
police across the Tier3: Long Barrel / Polymer Frame
ocean, as well as
various military and
Longarms A Western
Longarms are personal firearms that require two smoothbore
hands to be fired without penalty. This group shotgun that
includes hunting and sniping rifles, assault rifles, is extremely popular around the world thanks to its
shotguns, and most submachine guns. amazing reliability and faster reloading speed.
The basic longarm is the rifle, a group that includes Particularly valued for its functionality by the Zone's
both hunting rifles and sniper rifles. Most rifles are hunters. All of its parts are coated with an anti-
autoloaders, and they function internally in a corrosion compound.
manner very similar to autoloader pistols. Some Attachments: None.
models are operated manually, however, with the Upgrades:
user having to work a bolt or lever between each Tier1: Alloy Frame / Box Magazine (8)
shot. Assault rifles are designed for military use and Tier 2: Accurate / Protective coating
feature automatic as well as semiautomatic fire. Tier3: Accurate (2) / Long Barrel
Shotguns are large-bore weapons that primarily fire
shells full of small projectiles. They tend to be SPSA 14
powerful, but shorter range (Add +3/+2/+1 to This special
damage and attack bonus in the 1’st second and 3’rd purpose
increment. Afterwards at the 4’th increment they smoothbore automatic shotgun was designed in the
have a +0 modifier to damage and attack bonus, and second half of the 20th century and comes with
then receive a cumulative -2 penalty to damage and pump-action and self-cocking firing modes. Used as
attack bonus from the 5-to to the 10’th increment. an all-purpose weapon by the police and assault
All longarms are covered by the Personal Firearms troops. Notable for its reliability and tactical
Proficiency feat. Longarms with the exception of flexibility. Despite its large weight, complex
shotguns are not well suited to close combat. A mechanism and considerable cost it is in demand in
character takes a –4 penalty on the attack roll when the Zone due to its effectiveness against mutants.
firing at an adjacent target, unless the weapon has Specifics: Protective coating; Complex
the Compact property. If a character has the Attachments: None
Advanced Firearms Proficiency feat, he does not Upgrades:
provoke attacks of opportunity while firing a Tier1: Large/Small Choke /Alloy Frame.
shotgun. Tier2: Longer Barrel / Box Magazine (10)
Tier3: Accurate / Double Barrel
Sawn off Shotgun:
A sawed-off hunting Viper 5
shotgun with two This gun has gained
side-by-side barrels, making it lighter and more popularity around the
compact than a full shotgun. One of the most world thanks to its
popular weapons among bandits due to its reliability, ease of use
combination of ease of concealment and extreme and accuracy. Over the last few decades the Viper 5
effectiveness in close combat. was in service with special armed forces and police
Specifics: Double barrel; Attachments: None units worldwide. Not surprisingly, having flooded
Upgrades: the global black markets, it eventually made its way
Tier1: Accurate / Alloy Frame to the Zone.
Tier 2: Longer Barrel /Protective coating Specifics: Foldable stock; Compact.
Chaser 13 Attachments: Silencer
Tier1: Three-round burst / Scope Mount allows the first 5 bullets to be fired at mostly the
Tier2: Long Barrel / Extended Magazine (40) same spot on a target.
Tier3: Accurate / Protective coating

AKM-74/2U:
Despite being similar
to submachine guns Specifics: Burst Fire (2); Protective coating
in size, weight and Attachments: PSO-1 Scope.
tactical purpose, this weapon is classified as an Upgrade Tiers:
assault rifle due to the fact that its internal 1: Grenade launcher / Extended Magazine (40)
mechanism is identical to that of the AKM 74/2. The 2: Accurate / Longer Barrel
weapon is notable for its mobility in close quarters 3: 3 Round Burst / Sniping
and high armor-penetration capacity, while its
drawbacks are its short effective range, despite the TRs 301: A new
relatively long bullet range, a tendency to overheat step in the
and high ricochet propensity. development
Specifics: Unreliable; Compact; Simple. of this famous
Attachments: None before modifications. weapon family. The changes were made to the
Upgrade Tiers: upper half of the steel construction comprising the
1: Gr. Launcher Mount/Extended Magazine (40) barrel, gas tube and bolt assembly, reducing the
2: 3 Round Burst / Long Barrel weapon's weight, improving ergonomics and its gas
3: Protective coating / Accurate system. The weapon is highly accurate, although its
propensity to catch dirt makes it a poor choice for
AKM-74/2: the Zone's difficult conditions.
This weapon, Specifics: Unreliable;
designed in Attachments: SUSAT Scope; Silencer;
1974, signaled M203 Grenade Launcher.
the adoption of small caliber and low impulse Upgrades:
rounds by Warsaw Pact countries. A descendant of Tier1: Sniping / 3 Round Burst
the most popular assault rifle in the world, the AKM- Tier2: Accurate / Extended Magazine (40)
74/2 has an even bigger muzzle brake, resulting in a Tier3: Long Barrel / Protective coating
reduction of what was already manageable recoil.
This facilitates better accuracy and groupings, SGI 5K
especially when fired in fast single shots or bursts. A relatively
As before, the rifle is very simple and reliable. new assault
Specifics: Simple; Protective Coating. rifle that has quickly found admirers around the
Attachments: Grenade Launcher world, despite lacking a "trendy" design. Weapons
Upgrades: of this series are one of the best in their class,
Tier1: Scope Mount / Extended Magazine (40) renowned for their reliability, accuracy and ease of
Tier2: Accurate /3 Round Burst use. Despite being relatively difficult to obtain in the
Tier3: Longer Barrel / Sniping Zone, this assault rifle is often ordered by
experienced stalkers at considerable expense.
Obokan (AC96/2): A modern assault rifle developed Specifics: Protective Coating; Accurate; Complex:
as a replacement for the ageing AKM 74/2. The main Attachments: M203 Grenade Launcher; Silencer.
difference is its high speed burst firing mode, which
Upgrades:
Tier1: Foldable Stock / Scope Groza (S14)
Tier2: Long Barrel / Extended Magazine (40) This assault rifle
Tier3: 3 Round Burst / Sniping combined with a
grenade launcher,
GP37: A new addition which is similar to
to the Western-made the AKM series, was specifically developed for rapid
assault rifle family, response units. The main differences are its 9x39
which differs caliber ammunition, bull pup layout and extensive
significantly from previous models in the series built configuration options. This weapon is highly valued
on an automatic foundation with a semi-open bolt by military stalkers due to its ability to kill enemies
assembly, this weapon is more like American wearing body armor behind improvised cover at a
automatic gas-operated assault rifles with a short- distance during urban combat, as well as its
stroke gas piston system. These changes ensure that excellent stopping power.
the rifle is a first-rate example of a modern weapon Specifics: Grenade Launcher (GP-25); Compact;
- lightweight, reliable and ergonomic. Subsonic Round; Complex:
Specifics: Protective Coating; Accurate; Integrated Attachments: PSO-1 Scope; Silencer.
Scope (1.5 SUSAT); Complex. Upgrades:
Attachments: Silencer. Tier1: Alloy Frame / Extended Magazine (30)
Upgrades: Tier2: Accurate / Protection Coating
Tier0: Scope (Assault) / Scope (Night Vision) Tier3: Longer Barrel / 3 Round Burst
Tier1: Gr.Launcher mount /Extended Magazine (40)
Tier2: Longer Barrel / Foldable Stock SA Avalanche:
Tier3: 3 Round Burst / Sniping A modified version of
the silent Vintar BC
IL-86: This rifle's sniper rifle, the assault rifle was designed as a
considerable number of Special Forces weapon. The rifle's primary purpose
drawbacks caused most is effective fire against enemies employing modern
of these weapons to be personal protection equipment without disclosing
modernized, with the retired stock making its way to the shooter's location.
the Zone via the black market. The rifle's main Specifics: Integrated Silencer; Subsonic Round;
advantages are its built-in 2x scope, high single-shot Foldable stock
accuracy and reliable upgrade technology. When the Attachments: PSO-1 Scope.
weapon is fired in bursts, its accuracy decreases Upgrades:
significantly and the rifle's basic internal Tier1: Protective coating / Extended Magazine (30)
mechanisms become somewhat unreliable. Tier2: Accurate / 3 Round Burst
Specifics: Unreliable; Integrated Scope (1.5 SUSAT) Tier3: Sniping / Long Barrel
Three-round burst; Compact,
Attachments: None before modifications. Vintar BC
Upgrades: A special military sniper
Tier0: Scope (Assault) / Scope (Night Vision) rifle purpose-built for
Tier1: Silencer mount / Extended Magazine (40) silent, flash-less sniping
Tier2: Sniping / Long Barrel during special operations where early detection of
Tier3: Accurate / Protective coating the shooter may be critical. The “Vintar” provides
high armor-piercing capability and stopping power, quality, it can only use the more expensive 7.62x54
as well as being equipped with an integrated sniper AP rounds.
and optical scope. Highly rated by many stalkers Specifics: Integrated Night Vision Scope.
despite its small magazine. Attachments: None.
Specifics: Integrated Silencer; Subsonic Round; Upgrades:
Integrated Scope (1.5x PSO-1); Complex. Tier1: Polymer frame / Extended Magazine (20)
Attachments: None Tier2: Scope (Night Vision) / Long Barrel
Upgrades: Tier3: Protective coating / Accurate
Tier0: Scope (Assault) / Scope (Night Vision)
Tier1: Accurate / Extended Magazine (20) SVDUmk-2
Tier2: Longer Barrel/ Protective coating A modernized
Tier3: Sniping / 3 Round Burst 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
SVDmk-2: An army sniper rifle that has been on the firing accuracy at short and medium range is similar
market for more than fifty years and has earned its to that of its predecessor. These qualities have
reputation for exceptional reliability and ease of use. earned it the admiration of countless stalkers.
The SVDm-2 is normally used by the army to Specifics: Integrated Assault Scope; Complex.
improve the effective range of its units, but stalkers Attachments: None
respect this weapon for its armor-piercing Upgrades:
properties, which allow it to penetrate mutant hide Tier1: Polymer frame / Extended Magazine (20)
and army body armor. Because of the weapon's Tier2: Longer Barrel / Silencer Mount
Tier3: Protective coating / Accurate
Grenades and Explosives
Table 2-3: Explosives
Prices
Weapon Damage/Critical Burst Radius Dmg. Type Range Incr. Rate of fire Size Weight
in Ru
RPG-7 10d6/ - 10ft. Slashing 150ft. S;1 Int Large 15lb 30000
F1 grenade 3d6/20 15ft. Slashing 10ft. - Tiny 1lb 500
RD5 grenade 4d6/20 10ft. Slashing 10ft. - Tiny 1lb 800
M203 Grenade 3d6/20 10ft. Slashing 70ft. - Tiny 1lb 600
VOG-25 Grenade 3d6/20 10ft. Slashing 70ft. - Tiny 1lb 500

RPG-7: designed to penetrate the armor of military vehicles,


The RPG- the RPG ignores up to 10 points of hardness if it
7 (light strikes a vehicle, building, or object. However, this
antitank weapon) is a rocket launcher. Before using only applies to the target struck, not to other objects
the weapon, the firer must first arm it, which is a within the burst radius.
move action. When the RPG hits its target, it F1 Grenade: A defensive hand
explodes like a grenade or other explosive, dealing grenade, with fragments capable of
its 10d6 points of damage to all creatures within a piercing medium level body armor.
10-foot radius (Reflex save DC 15 for half damage). Stalkers get F1 grenades from trading
Because its explosive features a shaped charge
with the military, who write them off as having Compact: The weapon does not suffer the -4
been used for fighting mutants. penalty to attack bonus when shooting into the
RGD-5 Grenade: An offensive hand adjacent square.
grenade. Often used by stalkers to Complex: Due to the complex design of the weapon
"smoke out" mutants due to its repairs take 50% more time.
relatively low cost. Concealable: +2 circumstance bonus to sleight of
VOG-25 Grenade: Regular hand checks made to conceal the weapon due to
fragmentation grenade for the GP-25 exceptionally compact design.
“Koster” under barrel grenade Double barrel: The shotgun allows a stalker the
launcher. This round has a minimum ability to make Double Tap attacks without the feat
range of 40 feet. If fired against a target closer than within the first range increment. If the stalker
40 feet away, it does not arm and will not explode. already has the Double tap feat, the penalty of using
The VOG-25 grenade is also used in the Thunder S14 it within the first range increment is lessened by 1.
grenade launcher. Extended Magazine: The reconfigured weapon can
M203 Grenade: 40 mm grenade for the hold more ammunition than normal. This benefit
M203 under barrel grenade launcher. applies only to weapons with box magazines.
This round has a minimum range of 40 Foldable Stock: The weapon is fitted with a foldable
feet. If fired against a target closer than stock. Folding and unfolding a stock is a move-
40 feet away, it does not arm and will not explode. equivalent action, firing a Longarm with a folded
Weapon Upgrades and Specifics stock imposes a -1 penalty on all attack rolls. When
Accurate: The weapon receives a +1 bonus on folded, the weapon negates the -4 penalty when
attack rolls due to exceptional quality. attacking with a Longarm in the adjacent square
Alloy Frame: A technical replacement of the and does not provoke attacks of opportunity. The
weapon’s frame with a lighter one, reducing its weapon also counts as one size smaller for the
weight by 5lb. purpose of sleight of hand checks made to conceal
Autofire: The weapon gains the ability to make the weapon.
autofire attacks. (10x10ft,dc 15 ref save) Grenade Launcher Mount: The weapon can mount
Box Magazine: The weapon accepts a box magazine an under barrel grenade launcher. The weight of
to reduce reloading time. the weapon is increased by 5lb.
Burst Fire (2): The Obokan can use the Burst fire Longer Barrel: The weapon’s threat range is
feat at a -2 penalty to attack bonus within the first doubled. A threat range of 20 becomes 19–20. If the
range increment without having it. If the stalker stalker has the improved critical feat both bonuses
already has the feat, the penalty of using it within stack, giving a weapon a threat range of 18-20.
the first range increment is lessened by 1. Polymer frame: A technical replacement of the
Choke: Shotguns are normally set on standard weapon’s frame with a lighter one, reducing its
choke, but they can also be set to small choke or category from medium to small.
large choke. Slug ammunition can only be used in Protective coating: A special Anti-corrosive coating
shotguns set to small choke. slows weapon degradation. (Normally all weapons
Choke (Small): Instead of the normal -2 damage take 1 durability damage every 2 encounters a
penalty for range, attacks with the weapon suffer a weapon has been fired. With protective coating, a
-1 penalty on attack rolls and -1 on damage for each weapon takes 1 durability damage every 3
range increment. The weapon also can use slug encounters it has been fired. If a weapon that
ammunition. previously was unreliable gains the effect of
Choke (Large): The weapon grants a +1 protective coating, both effects cancel each other
circumstance bonus on attacks, however the out.
weapon’s range is halved. Scope (Assault): An assault scope functions the
same as a standard scope. However, the Stalker
must spend a move equivalent action instead of an Durability and upgrading
attack action acquiring his or her target. Every weapon has 20 durability. A weapon loses 1
Scope (Integrated): This weapon features an durability point for every 2 encounters it has been
integrated Scope. It cannot be removed and if the fired, when Stalkers travel through a storm or heavy
weapon is fired without aiming through it, the rain, of if they fall into mud, lake or a puddle with it.
shooter suffers a -1 penalty on attacks. If a weapon has the protective coating feature it
Scope (Night Vision): A night vision scope functions loses 1 durability point every 3 encounters and if it
the same as a standard scope. However, the Stalker has the unreliable feature, it loses durability every
gains night-vision (200ft.), but because of the encounter it has been fired. If a weapon is
restricted field of view and lack of depth perception undamaged on a roll of natural 1 it only misses its
it imposes a –4 penalty on all spot checks made by target. For every durability point lost a weapon gains
someone using it. Night vision must have at least a 5% chance to jam (up to 95%), requiring a reload
little light to operate. A cloudy night provides action to unjam after that. If a weapon loses all of its
sufficient ambient light, but a sealed room doesn't. durability it is destroyed and cannot be repaired.
For situations of total darkness, the scope come The weapon upgrades are separated in 4 tiers:
with an infrared illuminator that, when switched Tiers 0 and1 require a normal toolkit in order to be
on, operates like a standard flashlight whose light is crafted. Tier 2 requires the Advanced Toolkit in order
visible only to the wearer (or anyone else with night to be crafted. Tier 3 requires advanced toolkit and
vision). (Arbitrary plot device schematic: Pistol,
Scope mount: This weapon can mount a Scope Shotgun/Rifle and Sniper) in order to be crafted.
Semi-Auto: The weapon can be used with the The time required for the upgrades is 1 Hour per part
Double Tap feat, and can make Double Tap attacks used in table 2-4: Weapon Crafting
without it within the first range increment. If the Weapon repairs: They take 30 minutes per point of
stalker already has the feat, the penalty of using it durability lost. If the weapon has the Simple quality
within the first range increment is lessened by 1. it takes 50% less (15min), and if it has the
Silencer (Integrated): The weapon has an complicated quality it takes 50% longer (45min)
integrated silencer that cannot be removed It The cost of the repairs by an NPC or vendor is
suffers no penalty to damage rolls. Weapon Price in Ru per point of Durability .
Silencer Mount The weapon can mount a silencer. Durability
Simple: Due to the simple design of the weapon The cost in parts to repair them is 50 % of that.
repairs take 50% less time.
Table 2-4 Weapon Crafting
Sniping: The weapon loses its automatic rate of fire,
Mech. Parts used* NPC craft Price/RU
but its range increment increases by 20ft. Upgrade
Subsonic Round: Thanks to its 9x39 caliber round Tier0/1 Tier2 Tier3 Tier1 Tier2 Tier3s
with a heavy subsonic bullet, this weapon suffers Pistol 1 2 3 400 800 1200
only a -1 penalty to damage when mounted with a Rifle/Shotgun 2 3 4 800 1200 1600
silencer. If the silencer is integrated, the weapon Sniper 3 4 5 1200 1600 2000
suffers no penalty to damage. Ammo
Three-round burst setting: When used with the Table 2-5: Ammunition types and prices
Burst Fire feat, the weapon fires only three bullets Ammunition Type
instead of five and can be used with only three Normal Price (Ru) Special Price (Ru)
bullets in the weapon. This setting does not grant 9mm(30) 300 +9+mm(30) 500
the ability to make burst fire attacks without the Buckshot(10) 300 Slug(10) 700
Burst Fire feat; if a character uses the setting .45 ACP(20) 550 .45 Hydra (20) 1000
without the feat, he or she makes a normal attack, 5.45x39(30) 1050 5.45x39AP(30) 1700
and the extra two bullets are wasted. 5.56mm(30) 1100 5.56mmAP(30) 1800
9x39(30) 1150 9x39AP(30) 1900
7.62x54(10) 1400 7.62x54 7H1(10) ) 2100
9x18mm: A very common and cheap cartridge. performance over standard 5.45x39mm rounds
Readily available from most traders. against armor. Gains +1 Armor Penetration.
9x18mm +P+: An over pressurized cartridge allows NATO 5.56x45mm: A standard issue NATO 5.56x45
for higher muzzle velocity. (+2 damage against caliber round specially designed for accurate
unarmored opponents, but -2 against armored automatic fire. Provides good ballistic
ones) characteristics, having been designed on the basis of
Buckshot: Standard 12-caliber round filled with 6 a hunting round.
mm shot. Highly lethal at close range and +2 damage NATO AP 5.56x45mm: A common NATO military
against unarmored opponents. 5.56x45 caliber armor piercing round, widely used
Slug: A heavy 12 caliber slug round that is normally by Western security agencies and special services.
used for hunting big game, but also good for other Effective against body armor. Gains +1 Armor
purposes. Grants +2 Armor Penetration and +50% Penetration.
range increment. 9x39: A subsonic round with shorter range
.45 ACP: A lead ball round completely clad in a metal compared to regular cartridges. Less gunpowder is
jacket. This allows the bullet to feed reliably from used in the shells and heavier slugs are used for
magazines, reduces fouling in the weapon's bore, better penetration to compensate for less
increase accuracy, and maintain integrity when the combustion.
bullet strikes its target. 9x39AP: A subsonic round optimized for
.45 ACP Hydra-Shock: An unusual .45 ACP caliber penetration through any type of conventional
round, comprised of a jacketed soft point bullet with body armor. Gains +2 Armor Penetration.
an expanding hollow and a steel core. It is a 7.62x54: A high precision sniper round. Used with
combination of jacketed expanding soft point and the SVDm2 and SVUmk2 sniper rifles.
armor piercing bullets, benefiting from the 7.62x54 7H1: A 7.62 caliber sniper round with a
advantages of both. Gains +1 Damage. steel penetrator specially designed for the SVD. It
5.45x39mm: Military 5.45x39 7H10 caliber improved provides tight groupings and excellent penetration
piercing round for automatic rifles of Warsaw Pact characteristics. Gains +3 Armor Penetration.
countries.
AP5.45x39mm: A round with an armor-piercing
metal core. This gives it significantly better
OTHER EQUIPMENT
Misc. Items Anti-Rad 2000
Table 2-6: Misc. items and prices
Item Price (Ru) Item Price (Ru) Medical Kit: About the size of a large tackle box, this is
the sort of kit commonly carried by military medics
Bread 40 Disguise Kit 1000
and civilian EMTs. It contains a wide variety of medical
Sausage 100 --||--(Advanced) 2000 supplies and equipment. A medical kit can be used to
Tourist Delight 200 Mech. Parts 250 restore hit points, treat a dazed, unconscious, or
Energy Drink 150 Binoculars 200 stunned character, to provide long-term care, to treat
Medkit 750 Lighter 100 a diseased or poisoned character, or to stabilize a
Army 1500 Dis.Device Kit 500 dying character (see the Treat Injury skill). Skill checks
Scientific 2200 ForgeryKit 500 made without a medical kit incur a –4 penalty. (2.5lb)
Medkit: A civilian paramedic Medical kit that heals 1d4
Water 20 SurgeryKit 500
+ the user’s ranks in Treat Injury (Max 3) hit points per
Vodka 200 Chem Light St. 300 use; 2 Charges;; 1 use automatically stabilizes a dying
Harmonica 200 Mechanic.Kit 500 Stalker; Can be used Untrained;
Flashlight 100 --||--(Advanced) 2000 Army: A military Medical kit that heals 1d6+Ranks in
PDA 500 Guitar 1000 Treat Injury (Max 6); 2 Charges; Can be used
Untrained; 1 use automatically stabilizes a dying Flashlight: A rugged hand held or head mounted
Stalker. device that projects a beam 30 feet long and 15 feet
Scientific: A scientific paramedic Medical kit that heals across at its end. Negates penalties for darkness
1d8+Ranks in Treat Injury (Max 9); Removes 1 within their illuminated areas. Does not count
Radiation Level; 1 use automatically stabilizes a dying towards weight limit.
Stalker; 2 Charges. Night vision (Armor): Night vision goggles
Water: A bottle of clean water that keeps a Stalker integrated in armored suits use passive light
hydrated for 1 day. (2.5lb) gathering to improve vision in near-dark conditions.
Bread: Provides ½ Day of Nourishment. Best Night vision must have at least a little light to
consumed with a sausage. (2.5lb) operate. A cloudy night provides sufficient ambient
Sausage: Provides ½ Day of Nourishment. (2.5lb). A light, but a sealed room doesn't. For situations of
suspicious looking sausage that is best served with a total darkness, the goggles come with an infrared
loaf of bread. illuminator that, when switched on, operates like a
Tourist Delight: Provides 1 Day of Nourishment. A standard flashlight whose light is visible only to the
can of military rations taken from an army depot wearer (or anyone else with night vision). However,
raided by Stalkers. Capable of providing the required because of the restricted field of view and lack of
nutrients for a long day of stalking all by itself. Also depth perception it imposes penalty on all spot
tastes way better than stale bread and old sausages. checks made by someone using it.
(2.5lb) First generation: They provide only basic light
Vodka Bottle: Removes 1 Radiation Level when amplification, resulting in a relatively low-resolution
used. 2 Charges. (2.5lb) The Cossacks-brand vodka is and blurry image with green tint, making this model
an extremely popular drink in the Zone, as it removes near useless. A stalker using it can see in darkness
radiation and smooths the rough edges of a stalker's up to 60ft in distance. -4 penalty to spot checks
life. Second generation: It greatly improves image
Energy Drink: Removes Fatigue for 30 minutes. If quality with much better light amplification and
two are drank at the same time removes Exhaustion higher resolution. Has a blue tint. A stalker using it
for 30 minutes. A Stalker can drink a maximum of can see in darkness up to 120ft in distance. -2
1/day for every Con modifier he has before any penalty to spot checks.
further drinks stop having an effect. A can of 500ml PDA: A Personal Digital Assistant, or "PDA", is a
no-name taurine energy drink. Often used by pocket-sized electronic device meant to encompass
stalkers on long trips when no breaks can be the basic and most vital functions of a computer.
afforded. The drink contains easily digestible Stalkers use PDAs to keep track of each other,
carbohydrates, as well as drugs that stimulate the communicate, and store data. Does not count
release of adrenaline into the bloodstream. (2.5lb) towards the weight limit
Binoculars: They reduce the range penalty for Spot Lighter: An ordinary petrol lighter, mostly used for
checks to –1 for every 50 feet (instead of –1 for starting fires and lighting cigarettes. Does not count
every 10 feet). Using binoculars for Spot checks towards the weight limit
takes five times as long as making the check Mechanical Tool Kit: This collection of hand tools and
unaided. Binoculars are useful for watching small parts typically includes a variety of pliers,
opponents, wild game, and sporting events from a drivers, cutting devices, fasteners, and even power
long distance. They do not count towards the weight tools.
limit. Basic: This kit, which fits in a portable toolbox,
Guitar: A roughed up old guitar, necessary in order weighing 10lb allows a character to make Repair
to use the Perform (stringed instrument) skill. 10lb checks for mechanical devices without penalty.
Harmonica: An old red Soviet harmonica, necessary Advanced: This kit fills a good-sized toolbox,
in order to use the Perform (wind instrument) skill. weighing 20lb. It includes a broad variety of high-
It kind of blows. Does not count towards weight quality specialized hand tools. It grants a +2
limit. equipment bonus on Repair checks for equipment
maintenance and allows a character to make Craft Russian made weapon such as the AK-74 and the
(mechanical) checks without penalty AN-94.
Chemical Light Stick: This disposable plastic stick, The SUSAT: (Sight Unit Small Arms, Trilux) is a scope
when activated, uses a chemical reaction to create with x1.5 magnification with tritium-powered
light for 6 hours. It illuminates an area only 5 feet in illumination that can only be mounted on NATO-
radius. Once activated, it can’t be turned off or class weaponry.
reused. The listed price is for a pack of 5 sticks. Standard: A standard scope increases the range
Disable Device Kit: From pliers to a stethoscope, this increment for a ranged weapon by one-half
kit contains all the required tools for generally using (multiply by 1.5) and threatens the square the
the disable device skill without penalty. (Disarming Stalker is aiming at. However, to use a scope a
explosives, opening locks, cutting fences etc.) (10lb) character must spend an attack action acquiring his
Surgery Kit: A bag with medical supplies and tools, or her target. If the character changes targets or
essential for indoor or field surgery. Grants the use of otherwise lose sight of the target, he or she must
surgery without penalty. (5lb) reacquire the target to gain the benefit of the scope.
Forgery Kit: This kit contains everything needed to Electro-Optical: An electro-optical scope functions
use the Forgery skill to prepare forged items. the same as a standard scope in normal light. In
Depending on the item to be forged, a character darkness, however, the user sees through it as if he
might need legal documents or other items not or she has night vision goggles.
included in the kit. (5lb) Assault: An assault scope functions the same as a
Mechanical Parts: Different mechanical parts, used standard scope. However, due to automatic
for upgrading and repairing equipment. (1lb) electronic adjustment of the magnification, the
Anti-rad: It can remove 2 levels of Radiation sickness Stalker must spend a move equivalent action
per use and has no limits on how often it can be used. instead of an attack action acquiring his target.
(But since it’s an experimental drug, every time a Suppressor: A suppressor fits on the end of a firearm,
Stalker uses a dose he takes a DC13 Fort Save or rolls capturing the gases traveling at supersonic speed
1d4 on the side effects table. Chapter x Radiation that propel a bullet as it is fired. This eliminates the
Rules.) It’s an experimental military drug, finding its noise from the bullet’s firing, dramatically reducing
way in the Zone through corrupted military personnel the sound the weapon makes when it is used.
and scientists. When used, this drug induces Weapons, which inflict 2d6 DMG suffer a -1 damage
contraction of peripheral blood vessels and oxygen penalty and the only sound is the mechanical action
deprivation, which serves to treat and prevent of the weapon (Listen check, DC 15, to notice).
radiation exposure. The drug does not have severe Weapons, which inflict 2d8 or more DMG suffer a -2
side effects, although isolated cases of mild nausea, damage penalty and the supersonic speed of the
dizziness, cramps and stomach pain have been bullet itself still makes noise. However, it’s difficult to
reported. tell where the sound is coming from, requiring a
Weapon attachments Listen check (DC 15) to locate the source of the
Scope: A scope is a sighting device that makes it gunfire. An effective suppressor which can be
easier to hit targets at long range. However, modified on the go as required. The body of the
although a scope magnifies the image of the target, suppressor around the barrel contains a roll of fine
it has a very limited field of view, making it difficult brass mesh, while the front comprises a set of metal
to use. There are two different models of scopes, diaphragms with holes for the bullet to pass through.
but aside from the price and the different weapons The set includes adaptors and sealants for most
they can be mounted on, they function identically. weapons. Normally used to thin out enemy ranks
Each model scope can be 3 different types: without drawing attention.
Standard, Electro-Optical and Assault. (2.5lb) Under barrel Grenade Launcher: Although designed
PSO-1 Scope: Is an optical scope with x1.5 to be fitted on different weapon platforms, the
magnification. It can be mounted on any Soviet or grenade launchers have identical stats.
Damage: 3d6 Slashing; Blast radius: 10 ft.; DC Ref: weapons. Thanks to a changed mount, this grenade
15; Size: Small; Range: 70 ft.; Weight: 5lb.; Rate of launcher is widely used.
Fire: Single; Magazine: 1 Int;
GP-25 Koster: A single shot, front loaded, rifled under
barrel grenade launcher for assault rifles made in
Warsaw Pact countries. The firing mechanism is self- Table 2-7: Weapon attachments and prices
cocking, with a manual safety catch and automatic Item Price(Ru) Item Price(Ru)
shot prevention if incorrectly installed onto a rifle. PSO-1 Scope 1300 SUSAT Scope 1500
Uses VOG-25 grenades. Electro-Optical 2600 Electro-Optical 3000
M203: A modified M203 grenade launcher that has Assault 2600 Assault 3000
been shortened by three inches, attached to NATO GP-25 Koster 3000 M203 Launcher 4000
Suppressor 500

CHAPTER 3: ARTEFACTS AND RADIATION


Table 3-1: Artefacts and effects
Artifact: Benefits Drawbacks Sale/Buy Price
Jellyfish +1 Ballistic; Piercing DR Lightly Radioactive Mat. 1200/2400 Ru
Stone Flower +2 Ballistic; Piercing DR Moderately Radioactive Mat. 2500/5000 Ru
Night Star +3 Ballistic; Piercing DR Severely Radioactive Mat. 5000/10000 Ru
Mama’s Beads +1 Ballistic; Piercing DR None 5000/10000 Ru
Wretched +1 Slashing; Bludgeoning DR Lightly Radioactive Mat. 1200/2400 Ru
Gravi +2 Slashing; Bludgeoning DR Moderately Radioactive Mat. 2500/5000 Ru
Goldfish +3 Slashing; Bludgeoning DR Severely Radioactive Mat. 5000/10000 Ru
Kolobok +1 Slashing; Bludgeoning DR None 5000/10000 Ru
Thorn +1 Radiation Protection -1 Maximum HP 1200/2400 Ru
Crystal Thorn +2 Radiation Protection -2 Maximum HP 2500/5000 Ru
Urchin +3 Radiation Protection -3 Maximum HP 5000/10000 Ru

Stone blood +1 Health/60 minutes -1 DR 1200/2400 Ru


Meat Chunk +1 Health/30 minutes -2 DR 2500/5000 Ru
Soul +1 Health/20 minutes -3 DR 5000/10000 Ru
Sparkler +1 Carrying Strength -2 Elemental Resistance 1200/2400 Ru
Flash +2 Carrying Strength -4 Elemental Resistance 2500/5000 Ru
Moonlight +3 Carrying Strength -6 Elemental Resistance 5000/10000 Ru
Droplets +1 Radiation Protection -1 Carrying Strength 1200/2400 Ru
Fireball +2 Radiation Protection -2 Carrying Strength 2500/5000 Ru
Crystal +3 Radiation Protection -3 Carrying Strength 5000/10000 Ru
Flame Battery +6 Fire DR None 5000/10000 Ru
Pellicle +6 Acid DR None 5000/10000 Ru
Electric Battery +6 Electric DR None 5000/10000 Ru
Spring +5 Ft. Speed Moderately Radioactive Mat. 5000/10000 Ru
Jellyfish: When activated, the Wrenched: When activated, the
stalker gains 1 Ballistic and stalker gains 1 slashing and
Piercing Damage Resistance bludgeoning Damage
and is exposed to a lightly (1) Resistance and is exposed to a
radioactive material. It Forms lightly radioactive material.
a weak protective field whose When it touches the body it
side effect is a slight radiation disseminates the directed of
emission. It can change colors between dark brown the radiation, protecting from scratches or wounds
when inactive do bright pink when activated by a made by melee weapons. This artifact isn't hard to
stalker. It is widespread and not very valuable. It is find, that's why they don't pay much for it. It is
formed in the Springboard anomaly formed in the Vortex anomaly
Stone Flower: When activated, Gravi: When activated, the
the Stalker gains 2 Ballistic stalker gains 2 slashing and
and Piercing Damage bludgeoning Damage
Resistance and is exposed to a Resistance and is exposed to a
moderately (2) radioactive mildly radioactive material.
material. This artifact is found While wearing it a certain
in only a few areas of the Zone. amount of radiation is stored in
The bits of metallic compounds create a beautiful the body while the rest of it is scattered in the radial
light play. It is very calming to study this artifact at direction away from the body. A good price. It is
night by the fire. It is formed in the Springboard formed in the Vortex anomaly
anomaly
Goldfish: When activated, the
Night Star: When activated, the stalker gains 3 slashing and
stalker gains 3 Ballistic and bludgeoning Damage
Piercing Damage Resistance and Resistance and is exposed to a
is exposed to a highly radioactive highly radioactive material. It is
material. The use of the artifact activated by the heat of the
demands the neutralization of body. Decide what's worse:
deadly radiation. Expensive and radiation or knife wounds, and chose the lesser of
rare, this wonderful artifact is the two evils. In any case you can sell the artifact for
extremely interesting for scientific expeditions and good profit. It is formed in the Vortex anomaly
other research activity in the Zone. It is formed in
the Springboard anomaly Kolobok: When activated, the
stalker gains 1 slashing and
Mama’s beads: When bludgeoning Damage
activated, the stalker gains Resistance and is not
1 Ballistic and Piercing exposed to any side effects.
Damage Resistance and is When you hold this mystery
not exposed to any side of the Zone in your hands, you
effects. An extremely rare feel how your skin becomes tougher and less
artifact. Keep it safe because it has no negative sensitive. You can still shoot through it with a bullet,
qualities. Scientists cannot figure out how to create but it's much more difficult to cut through. It is
such an object in laboratories. It is formed in formed in the Vortex anomaly
thermal Anomalies.
Thorn: When activated, the pressed together and curiously bent polymerized
stalker gains weak radiation remnants of plants, soil, and bones. Quite
resistance and loses 1 of his widespread and not very effective. It is formed in the
maximum hit points. When Whirlygig anomaly.
deactivated, the hit points Meat Chunk: When activated, the
return to maximum, but must Stalker gains health regeneration
be healed normally. The Thorn 1/30 minutes and suffers from -2
artifact pokes the body of its owner, no matter Physical Damage Resistance.
what. But it also helps clean the body of Causes increased cell growth. On
radionuclides. Quite widespread and cheap. It is the other hand, the newly formed
formed in the Burned Fuzz anomaly. cells are much more receptive to the effects of
Crystal Thorn: When activated, physical harm. The artifact doesn't show up very
the stalker gains Mild often, but it's hard to call it rare. It is formed in the
radiation resistance and loses Whirlygig anomaly
2 of his maximum hit points. Soul: When activated, the Stalker
When deactivated, the hit gains health regeneration 1/20
points return to maximum, but minutes and suffers from -3
must be healed normally. Naturally takes out the Physical Damage Resistance. Very
radiation from the organism. That is, through the rarely found artifact. Only a very
ears along with some amount of blood. Blood loss few manage to find this artifact,
is possible also through other openings. and few have even seen it. It has a
Widespread and quite effective, which is the cause nice shape and an equally nice price. It is formed in
for the stable price in the artifact market. It is the Whirlygig anomaly.
formed in the Burned Fuzz anomaly.
Urchin: When activated, the Sparkler: When activated the
stalker gains high radiation Stalker gains 1 additional point
resistance and loses 3 of his of STR, but it counts only
maximum hit points. When towards the carried weight limit.
deactivated, the hit points return, The Stalker also suffers a -2
but count as if damage was taken, penalty to all energy resistances.
so they must be healed normally. It is formed in Quite widespread and inexpensive artifact. But still
the Burned Fuzz anomaly. The anomaly very rarely it is valued among the researchers in the Zone for its
gives rise to this artifact. Blood pressure rises, the qualities. It is formed in the Electro anomaly.
body gets rid of a large amount of red blood cells.
But along with them the stored radiation leaves the Flash: When activated the
body as well. In his fundamental work titled Stalker gains 2 additional
"Ionization and polarization of the components of points of STR, but it counts
rare artifacts", Sakharov noted that the content of only towards the carried
this formation has a critical stability, and it's not weight limit. The Stalker also
realistic to create such an artifact in lab conditions suffers a -4 penalty to all
in the next ten years. energy resistances. Stalkers
readily use it because of its good qualities. Not a bad
Stone Blood: When activated, the price and a good external look make this artifact
Stalker gains health appealing to collectors. It is formed in the Electro
regeneration 1/hour and suffers anomaly.
from -1 Physical Damage
Resistance. It is quite an ugly
reddish object made out of
Moonlight: When activated Electric Battery: When activated,
the Stalker gains 3 additional the stalker gains +6 Electrical
points of STR, but it counts resistance and is not exposed to
only towards the carried any side effects. The origin of
weight limit. The Stalker also this object is shrouded in
suffers a -6 penalty to all scientific mystery. It’s clear that
energy resistances. it’s made in part by di-electric elements, but science
Degenerate case of the activity of the Electro does not know the physical conditions in which it is
anomaly. It seems that such a wonderful round formed. It is formed in the Electro anomaly.
form is created when the anomaly is subjected to Flame Battery: When
thermal influences. Expensive artifact. It is formed activated, the stalker gains +6
in the Electro anomaly. Fire resistance and is not
exposed to any side effects.
Droplet: When activated, the When wearing this artifact the
stalker gains weak radiation denaturalization of proteins
resistance and suffers from -1 happens slower. In other words, the flesh is able to
Physical Damage Resistance. endure higher temperatures and burns less. In itself
From the exterior looks like a it is an expensive and rare thing.
tear-like shade compound with a
glossy surface, covered in cracks. It is formed at Pellicle: When activated, the
high temperatures in the Burner anomaly. stalker gains +6 Acid resistance
and is not exposed to any side
Fireball: When activated, the effects. A rare semi-transparent
stalker gains mild radiation artifact with hues of yellow,
resistance and suffers from -2 green and brown. According to
Physical Damage Resistance. Professor Sakharov this was the first artifact the
Fights well with radioactivity, Ecologists created in laboratory conditions. This
though the heightened rate of artifact is so rare that many researchers can't even
energy exchange wears out the muscles of the imagine that such a substance can exist in a natural
moving apparatus. Won't be able to fight for long. setting. Emits acidic chemical components.
Even though Fireball is a thermal artifact, it can be
handled without fear of being burned. It is formed Spring: When activated, the
in the Burner anomaly. stalker gains +5ft speed and is
exposed to a mildly radioactive
Crystal: When activated, the material. According to the
stalker gains high radiation opinion of some researchers-
resistance and suffers from -3 theorists, this artifact is a
Physical Damage Resistance. hybrid between Batteries and Shell. "They're just
It’s created when heavy metals two copper disks the size of a saucer, about a
fall into the Burner anomaly. quarter inch thick, with a space of a foot and a half
This artifact eliminates between them. There's nothing else. You can stick
radiation wonderfully. It is highly valued by stalkers your hand in them, or even your head, if you're so
and hard to find. It is formed in the Burner anomaly. knocked out by the whole thing – just emptiness and
more emptiness, thin air. And for all that, of course
,there is some force between them, as I understand
it, because you can't press them together, and no
one's been able to pull them apart, either."
RADIATION

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
“Please give me vodka, I’m dying” - Anonymous has five degrees: mild, low, moderate, high, and
Stalker severe. To determine the degree of exposure, start
Unlike the PC game, the radiation here is a with the type of exposure: either an irradiated
challenge of attrition and resource management, area (such as the Chernobyl NPP or a pocket of
rather than instant death. It requires careful residual radiation), or a specific source of radiation
planning, managing exposure and sometimes (such as an Artifact or a lump of radioactive
watching your friends suffer horribly and die an material). Then consult Table: Radiation Exposure
excruciating death in front of your eyes. When to determine the degree of exposure based on the
characters are exposed to radiation, they may be total time of exposure within a given 24-hour
afflicted with radiation sickness. Radiation sickness period (rounding up).
functions exactly like exposure to any

Table: 3-2 Radiation Exposure


Time of Exposure (Minimum)
Situation 1 round 1 minute 10 minutes 1 hour 1 day
Character in irradiated area (Environment)
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 (Artefacts)
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
Table: 3-3 Radiation Sickness
Initial and
Degree of Fortitude Incubation
Secondary
Exposure Save DC Period
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.
Radiation Protection Treating Radiation Sickness
Armor: Almost all armor has a certain degree of At low levels, radiation sickness is a slow disease.
radiation protection. To see how much it would Often, a sick character suffers no severe effects.
benefit the payer see table: radiation exposure. For This is reflected in the fact that even with a failed
every level of protection that an armor suit has, Fortitude save, the character might not suffer any
lower the radiation sickness in each exposure time Constitution loss. In highly radioactive
column by one. Example: If a stalker enters a highly environments, a character might be exposed to
radioactive area and has a Sunrise suit with 2 levels radiation while already suffering from sickness. If
of protection, then for the first two time periods (1 the degree of exposure exceeds the exposure that
round and 1 minute) the exposure is decreased caused the initial sickness, the character suffers
from low to none. After that for the 10 minutes and radiation sickness at the increased severity.
1 hour periods it is decreased from moderate to Otherwise, it does not change. For example, a
mild, and the high exposure for 1 day is decreased character who has been exposed to a low dose of
to low. Armor protects a stalker from exposure in radiation does not get any sicker if she is later
an irradiated area and radioactive objects that ARE exposed to another mild or low dose. If she is
NOT artifacts, due to how close to the body the exposed to a moderate or higher dose, however,
artifacts must be in order for an activation to have her sickness becomes more severe. When
an effect. contaminated with radiation, he must make a
Artefacts: Some artifacts offer protection from Fortitude saving throw after the incubation period
radiation, but since their absorption range is of the sickness has passed. If he succeeds, the
limited, the biggest effect they can have is on other sickness has no effect—his immune system is
artifacts. When an artifact that emits radiation is fighting it off. If he fails, he takes damage. Once per
activated see table: Character exposed to radiation day afterward, he must make a successful
source. Fortitude saving throw to avoid repeated damage.
If a stalker has another artifact that protects from The time should be at the GM’s discretion, but in
radiation, it works just like the protection of the the late evening when the immune system is at its
armor suits, with the exception that if more lowest is generally the best time. Characters
radiation reduction than radiation emission recover points lost to ability score damage at a rate
artifacts are active, every excess level of protection of 1 per day per ability damaged, and this rule
lowers the Fortitude Save DC of any radiation applies even while a disease is in progress. That
sickness contracted by the stalker so far by 1. Any means that a character with a minor sickness
artifacts that grant radiation protection must be might be able to withstand it without
activated before the ones that have radiation accumulating any damage.
emission, otherwise a stalker suffers the A bottle of vodka can remove up to 2 levels of
appropriate level of radiation sickness. Radiation Sickness. It contains 2 doses, half a
Example: The Night Star artifact is treated as a bottle each, which can be ingested independently.
highly radioactive material once activated. That A dose must be drank at once for the radiation
means if a character uses it for a duration of 10 removal to take effect. A Stalker can drink up to his
minutes during a firefight, the Stalker will become Con modifier doses of vodka a day before any
sick with High radiation sickness, and unless treated further drinking stops having effect. After that a
in 3d6 hours he will roll a fortitude save, and if stalker must have a full 8 hours of rest and drink 2
unsuccessful will suffer 1d6 CON Damage. If left water bottles before any further vodka can have
untreated, he will roll a fortitude save every day an effect. Each individual group must decide when
until he’s cured with medicine or dies. and how a Stalker is drunk and what the effects
should be.
Anti-rad: It’s an experimental military drug, finding
its way in the Zone through corrupted military
personnel and scientists. When used, this drug
induces contraction of peripheral blood vessels and 2) Nauseated: Characters who are nauseated are
oxygen deprivation, which serves to treat and unable to attack or do anything else requiring
prevent radiation exposure. The drug does not have attention or concentration. The only action such a
severe side effects, although isolated cases of mild character can take is a single move action per turn.
nausea, dizziness, cramps and stomach pain have Lasts 1 minute
been reported. It can remove up to 4 levels of 3) Shaken: A shaken character takes a –2 penalty
Radiation sickness per use and has no limits on how on attack rolls, saving throws, and skill checks. This
often it can be used. (But since it’s an experimental condition lasts 10 minutes.
drug, every time a Stalker uses a dose he takes a 4) Deafened: The hero can’t hear and takes a –4
DC13 Fort Save or rolls 1d4 on the side effects table.) penalty on initiative checks. The character can’t
1) Dazed: Unable to act, a dazed character can take make Listen checks. This condition lasts 10
no actions, but still gets the benefit of his or her minutes.
normal Defense. This condition lasts 1d4 rounds.

CHAPTER 4: FACTIONS AND LOCATIONS


Loners are a nomadic semi-
unified group of Stalkers who Stalkers can continue to operate, and why
simply live off the Zone in order radioactive materials from the Zone keep flowing
to earn some coin for their to the outside world. Overtly, the Military are
daily lives. Loners are neutral hostile to all Stalkers, to keep up appearances; but
toward almost all other they also make shady dealings with them at the
factions, but do have complications with the same time.
Military, and, to a lesser extent, the Mercenaries,
and openly oppose the Bandit faction for their
actions against free Stalkers. Most Loners are only The Bandits are the raiders
concerned with the riches of the Zone, and do not and marauders of the Zone,
pay attention to the other faction's hatred for each ranging from petty thugs
other - provided, of course, they do not threaten and gangsters to organized
them. Because of this, Loners are often recruited crime syndicates. Apart
by various factions as mercenaries. from Freedom, which treats
them with marginal contempt,
The Ukrainian military
everyone hates the Bandits due
supposedly has the Zone
contained in order to to their nefarious acts of robbing and exploiting
prevent the looting of honest Stalkers. Most Bandits are unorganized and
dangerous, radioactive leaderless; there are only a few known Bandit
materials and to prevent leaders and camps, and even then their groups are
the unauthorized entering still fairly disorganized, with underlings always
of any individuals. They allegedly enforce this rule trying to take control by overthrowing the
with a "Shoot-on-sight" declaration. In an ironic previous leader. Their unit size is mediocre, and
twist, because of major corruption within their their equipment is cheap and shoddy; because of
ranks, they themselves are the reason why this they've adapted to a guerilla style of warfare,
ambushing small groups with large numbers by The Mercenaries are a
camping in locations just off the normal paths. private military force
operating within the Zone.
Duty was founded by They are professional
former military soldiers who will do just
expedition survivors about anything in the
and Stalkers Zone, ranging from
concerned about the retrieval, assassinations, body guarding, etc.
looming horrors of the Though, of course, it must be for the right price.
Zone. They are one of the Mercenaries are usually neutral toward other
largest Stalker clans in the Zone. They have a factions, as they are a source of income, unless
strict military code (such as no smoking, they interfere with their operations. In D20
Stalker the mercenaries are a bit more fleshed
maintaining one's weapons, etc...) and operate in
out and have their own unique inner groups.
a military fashion, using ranks like Sergeant,
Major, Captain, General,... Their goal is to
contain and destroy the Zone, fearing that it will The Ecologists are
spread to the outside world. They view the Zone Ukrainian scientists sent
as an ulcer in the world and their efforts are a into the Zone on behalf of
way to excise it. They do this with blunt force by the government, but seem
killing mutants, eliminating all who oppose them to be affiliated with
outside organizations. Their
or exploit the free, and burning down or
main purpose is the study of all
drowning mutant dens. They are neutral toward
aspects of the Zone, using scientific methods to
other Zone factions, save for the Bandits and
further explain what the Zone is, and its purpose.
their long-time nemesis: the Freedom faction. It The Ecologists are neutral to all factions, and are
is said that Duty also has deep connections not involved in any of their conflicts. Due to the
within the military, specifically Spetsnaz military's slipping grip on the Zone, the Ecologists
detachments within the Zone, although they rely on opportunistic Dutyers, Loners, and
treat regular grunts with utter contempt. Mercenaries to provide them protection, and to
perform errands that may require combat, since
Freedom is a collection of the scientists are better thinkers than fighters.
anarchists, daredevils,
and other Stalkers who The Monolith are a
believe in the right for fanatical, well-equipped
free access to the Zone. faction, with huge
They are one of the numbers. They have no
largest Stalker clans in the allies, and are actively
Zone. Freedom believes that the Zone is a attacking all other
wonder given to all humanity. They are hostile to factions. Their main
the ecologists exploiting the Zone for research. base of operations is the entire Pripyat town.
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.
KEY LOCATIONS
The Zone is a wild, and mostly unexplored Described as a "vast machinery graveyard",
place, whole areas are cut off from outside the Garbage was in fact the main dumping
influence by high radiation, fierce mutants or ground for ruined machines and vehicles, as
dense anomalies. There are a few areas of the well as irradiated debris from after the 1986
Zone that are considered key locations, points disaster. Lines of irradiated trucks, jeeps and
of control that are hotly contested amongst general machinery are left to rust in vast fields.
the factions, due to having an abundance of The area is dominated by huge, heavily
artifacts, being strategically important irradiated piles of debris pulled from the
crossroads, access to important underground Chernobyl NPP, partially covered with dirt,
facilities or relatively safe zones. Of course, a among which useful items or the occasional
good deal of the Zone is unexplored and you artifact can be found. Loners and Bandits
are free to add your own locations to these. often chug vodka and venture onto these
Cordon mounds in search of loot, most often leading
It's the outermost edge of the Zone, guarded to fighting and bloodshed. Notable sites within
by the Military and therefore quieter than the Garbage area include an old train hangar,
most other areas. Stalkers often refer to the a fenced-in scrapyard and several ruined office
Cordon as the Zone's antechamber. It is buildings. Although unconfirmed, it is
sporadically dotted with farms and small rumored that these offices have extensive
villages, and several railway lines and bridges. basement areas. Duty operate a checkpoint on
Most rookies hang around the Cordon, the main road to Rostok, which is their main
congregating in the abandoned villages until base area. They often come into conflict with
they have enough gear and experience to head the bandits in the area.
deeper into the Zone. The biggest threat to Agroprom
Stalkers in the Cordon is the Military, as they A heavily forested area, containing many small
often launch patrols with the intent of lakes and streams, this is the site of the
capturing or killing the Stalkers that stray too Agroprom Research Institute, which was
close to their Outposts. The most common constructed sometime in the mid-90s to analyze
mutants encountered in the cordon are the the possibilities of agriculture on irradiated soil.
Flesh, boar and blind dogs, though occasionally The ARI itself is a massive lakeside complex,
others venture out to the fringes, causing complete with rail line and tunnel that connects
havoc amongst the unexperienced Stalkers. directly to the rail yard in the Garbage Area
The main focal point of the cordon is the south several kilometers away. Several ruined
west, where the Trader Sidorovich operates, factories dot the area, usually six or seven story
most of the incoming and outgoing trade buildings with accompanying offices. Most
occurs in this area, as rumors say, that notable is the extensive underground complexes
Sidorovich has struck a deal with the local below the research facility, a vast network of
Military’s outpost commander. 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,
The Garbage with many suggesting that the facilities below
the research institute hold some secrets about
the creation of the Zone. Duty have a presence with watchtowers and manned by Duty
here, operating a small outpost in the grounds members. Outside of Duty’s barricades is the
of the Research institute, and many loners can Wild Territory, the decaying remains of Rostok,
be found in the area. This area is often subject this area is rich in artifacts, anomalies and also
to military raids, attempting to capture the in mutants. Some ecologists are active in this
mercenaries to discern their employer’s goals. area, using the Bar as a nearby safe zone, renting
Dark Valley building from Duty to use as research bases. The
Always gloomy, always misty and always rainy. wild territory is a dense maze of ruined
Stalkers venturing into the Dark Valley are buildings, with narrow streets and enclosed
likely to find valuable artifacts, instant death, courtyards, and occasionally large open parks,
or both. So nicknamed for the oppressive which are littered with the bodies of Stalkers
feeling surrounding this area, the dark valley is foolish enough to cross them, coming under fire
a dangerous place, and often home to some of from Mercenary or Bandit snipers. Many
the more organized bandit groups. The site of firefights happen in close quarters here, fighting
another “Agricultural Research Center” that house to house and room to room.
was abandoned just prior to the 2006 Yantar
emission, the dark valley is rumored to be the Once home to the largest lake in the Chernobyl
site of one of the many 'X Designation' labs, area, an unfortunate accident at the nearby
which were established throughout the zone factory prior to 1986 led to this lake draining into
after its creation to work in fields of fringe an underground cavern, leaving a shallow,
science. Freedom have an outpost here, in the chemically poisoned swamp in its place. Yantar
large construction site that was to be the was a major chemical industry center before the
Science Center. The area is heavily Chernobyl Incident, and now stands mostly
industrialized, with large factories and untouched, due to the heavy Psy-emissions that
industrial ruins dotting the area. Often visited emanate from this area. Rumored to hold one of
by experienced Stalkers attempting to find the the 'X Designated' laboratories, this has long
entrance to the secret labs. been a draw to Stalkers, who unwittingly meet
Rostok their end at the strange presence located here.
Rostok was once a mid-sized town, with large As such, the area is home to countless Zombified
industrial presence and an extensive rail Stalkers. The Ecologists have established a
network. It is divided into two areas; the Mobile Research Base here recently, a heavily
Southside area, a safe zone, more commonly fortified prefab bunker that was airlifted into the
called “The Bar” And the rest of the town, called area. They have enlisted several Duty and
“The Wild Territory”. The Bar is one of the Zones Mercenary members to guard them as they
safest areas, almost entirely anomaly free, it is conduct their research into the Psy-emissions.
the main headquarters of Duty, and as such they This area is dense with underground and over
heavily protect this area, enforcing strict ground sewers and chemical waste runoff pipes,
adherence to their laws. Most stalkers can be which are often the only way to travel safely past
guaranteed sanctuary in the Bar, it is almost a the hordes of zombies. However, these pipes
city unto itself, named for the famous '100 Rads' and the Yantar buildings are inhabited by
Bar, and it also contains a makeshift hotel, a something worse than brain dead stalkers, the
thriving market and a dueling arena where deadly Snorks, feral Stalkers that fell victim to
stalkers can bet on or take part in fights. This the areas influences. Many meet their fate deep
entire 'town' is enclosed in barricades, dotted underground in at the hands of these rabid
monsters, and their howling can be heard factions, and it the center of some of the most
echoing through the pipes at night, filling the bitter and intense battles in the Zone.
lakeside area with horrible unnerving sounds. Red Forest
The Army Warehouses The Red forest is the area directly north of the
A strategically important area, the vicinity of the Army Warehouses, a steeply hilled and heavily
army base used to contain a small rural village forested area consisting mostly of coniferous
and passageway to the radar facility north of it. pine trees. Its name was coined by inhabitants
After the 1986 incident, the population of the of the Zone after the 1986 meltdown which
village was evacuated and the base repurposed killed all of the trees in the area, and turned
to act as a center for military forces securing the their needles a bright red color. The area is
Zone of Exclusion. Following the fall of the Soviet one of the most dangerous in the zone, as the
Union, Ukrainian military units were garrisoned heavy vegetation and steep terrain makes
in the base, continuing the mission of securing travel difficult, and the presence of the
the area. Sometime before the second incident Monolith faction alongside some of the most
in 2006 a large scale construction effort was deadly mutants of the Zone. Documents
started in the area. However, the incident cut uncovered in Agroprom refer to another of the
such efforts short; workers abandoned their 'X Designated' labs hidden in this area, but its
vehicles, leaving behind their vehicles and raw location is unknown. The forest extended for
supplies. The area became truly abandoned, several kilometers, and there is a 'point of no
with mutants and other wildlife quickly moving return' beyond which there seems to be some
in. However, once the military was able to reach sort of emission that Stalkers have nicknamed
deeper into the Zone, they once again “The Brain Scorcher” due to the effects on
reoccupied the warehouses and erected 'The humans, intense headaches, bleeding from
Barrier', a fortified checkpoint covering the only the nose, ears and eyes and eventual
accessible road to Pripyat nestled in a steep zombification. It has been noted that Monolith
sided valley, to keep the more gruesome Zone soldiers in this area seem immune to this
abominations which were funneled along this effect. The area is littered with abandoned
passage contained. They were doing a decent military vehicles, left to rust amongst the
job, right until the Second Emission, during trees.
which much of their force was killed. The Pripyat
soldiers retreated to the military base and Pripyat is the most famous ghost city of the
bunkered down, constantly requesting Exclusion Zone, once home to almost 50,000
evacuation to no avail. Freedom exploited this residents, mostly engineers and workers in the
weakness and secured the base for themselves, nearby Nuclear Power Plant. Pripyat is as yet
as well as picking up the duty to maintain and untouched by Stalkers, being the very heart of
defend the Barrier. Moving their primary base the Exclusion Zone. No one has yet managed to
from the Dark Valley, the army warehouses area find a safe passage to it. It sits empty, save the
became the center of Freedom operations and mutants, and is a relic of the now collapsed
one of the most heavily defended locations Soviet Government, with monuments and
across the entire Zone. The Army warehouses murals falling into decay. The most iconic
are a valuable source of materials and resources location in Pripyat is the Ferris Wheel, for a
within the Zone, holding a huge surplus of funfair that was due to open only days after the
military rations, medical supplies and munitions. 1986 disaster. No one can say for sure if it even
As such it is a highly coveted area by many still stands. Located within almost spitting
distance of the NPP, Pripyat is thought to be the Scorcher or the Monolith faction combined with
home of the Monolith faction. The first Stalkers the vivid imaginations of prospecting Stalkers
to access Pripyat will be remembered as legends caused wild rumors to begin spreading about
amongst Stalkers for years to come, and every what one might find in the Chernobyl NPP. The
Stalker dreams of being that person. most well-known tale is that of the Wish
Granter; a monolithic crystal of unknown origin
Chernobyl NPP
that makes one's wishes come true. Other
The Chernobyl Nuclear Power Plant is where it
rumors surrounding the NPP involve extra-
all started. On the 26th of April 1986, a reactor
terrestrials, treasure troves of artifacts, the
meltdown led to nuclear fallout irradiating and
Oasis, and other folklore. Many Stalkers see the
rendering hazardous a 30 km-wide area now
NPP as the Ultimate goal, to stand in front of the
known as the Zone of Alienation. Following the
Wish Granter and be able to ask for anything;
incident, the Zone was evacuated and the
uncountable riches, immortality, peace on
reactor was sealed in a concrete Sarcophagus.
earth, anything a Stalker could dream
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

SKILLS (Work In progress)

Climb (Str – Armor Penalty) from his or her current height and sustains the
Check: With each successful Climb check, the appropriate falling damage.
character can advance up, down, or across a slope Accelerated Climbing: A character can try to climb
or a wall or other steep incline (or even a ceiling more quickly than normal. The character can
with handholds). move his or her full speed, but the character takes
A slope is considered to be any incline of less than a –5 penalty on his or her Climb check. (Moving
60 degrees; a wall is any incline of 60 degrees or twice the character’s speed in a round requires
steeper. two checks, one for each move action.)
A failed Climb check indicates that the character Making Handholds and Footholds: A character
makes no progress, and a check that fails by 5 or can make handholds and footholds by pounding
more means that the character falls from pitons into a wall. Doing so takes 1 minute per
whatever height he or she had already attained piton, and one piton is needed per 3 feet. As with
(unless the character is secured with some kind of any surface with handholds and footholds, a wall
harness or other equipment). with pitons in it has a DC of 15. In similar fashion,
The DC of the check depends on the conditions of a climber with an ice axe or other proper
the climb. If the climb is less than 10 feet, reduce implement can cut handholds or footholds in an
the DC by 5. ice wall.
Since the character can’t move to avoid an attack, Catching Yourself When Falling: It’s practically
he or she is flat-footed while climbing (the impossible for a character to catch him or herself
character loses any Dexterity bonus to Defense). on a wall while falling. Make a Climb check (DC
Any time the character takes damage while equal to wall’s DC + 20) to do so. A slope is
climbing, make a Climb check against the DC of the relatively easier to catch on (DC equal to slope’s
slope or wall. Failure means the character falls DC + 10).
Special: Someone using a rope can haul a A character can move half that far (one-half his or
character upward (or lower the character) by her speed) as a move action.
means of sheer strength. Use two times a
character’s maximum load to determine how JUMP (STR) ARMOR PENALTY
much weight he or she can lift. Check: The DC and the distance the character can
A character can take 10 while climbing, but can’t cover vary according to the type of jump the
take 20. character is attempting. The character’s Jump
A character without climbing gear takes a –4 check is modified by his or her speed. The DCs
penalty on Climb checks. At the GM’s discretion, specified below assume a speed of 30 feet (the
certain kinds of climbing attempts might require speed of a typical human). If the character’s speed
only a rope or some other implement, or even just is less than 30 feet, he or she takes a penalty of –
one’s hands and feet, rather than a full set of 6 for every 10 feet of speed less than 30. If the
climbing gear to avoid the penalty. character’s speed is greater than 30 feet, he or she
A character with the Athletic feat gets a +2 bonus gains a bonus of +4 for every 10 feet over 30.
on all Climb checks. If the character has ranks in the Jump skill and
DC Example Wall or Surface or Task succeeds on a check, the character lands on his or
0 A slope too steep to walk up. her feet (when appropriate) and can move as far
5 A knotted rope with a wall to brace against. as the character’s remaining movement allows. If
A rope with a wall to brace against. A knotted rope. the character attempts a Jump check untrained,
10 A surface with sizable ledges to hold on to and the character lands prone unless he or she beats
stand on, such as a rugged cliff face. the DC by 5 or more. Standing from a prone
Any surface with adequate handholds and position is a move action.
footholds (natural or artificial), such as a rough Distance moved by jumping is counted against
15 natural rock surface, a tree, or a chain-link fence. maximum movement in a round. A character can
An unknotted rope. Pulling yourself up when start a jump at the end of one turn and complete
dangling by your hands. the jump at the beginning of your next turn.
An uneven surface with just a few narrow Long Jump: This is a horizontal jump, made across
handholds and footholds, such as a coarse masonry
20 a gap such as a chasm or stream. At the midpoint
wall or a sheer cliff face with a few crevices and
of the jump, the character attains a vertical height
small toeholds.
equal to one-quarter the horizontal distance. The
A rough surface with no real handholds or
25 DC for the jump is equal to the distance jumped
footholds, such as a brick wall.
(in feet). The DCs for long jumps of 5 to 30 feet are
Overhang or ceiling with handholds but no
25 given in the table below. A character cannot jump
footholds.
A perfectly smooth, flat, vertical surface can’t be
a distance greater than his or her normal speed.
- All Jump DCs covered here assume that the
climbed.
Climbing inside an air duct or other location where
character can move at least 20 feet in a straight
-10* one can brace against two opposite walls (reduces line before attempting the jump. If this is not the
normal DC by 10). case, the DC for the jump is doubled.
Climbing a corner where a character can brace Long Jump 1 Long Jump
DC DC1
-5* against perpendicular walls (reduces normal DC by Distance Distance
5). 5 feet 5 20 feet 20
+5 Surface is slippery (increases normal DC by 5). 10 feet 10 25 feet 25
*These modifiers are cumulative; use any that apply 15 feet 15 30 feet 30
Time: Climbing at one-half your speed is a full- 1 Requires a 20-foot move. Without
round action. Moving half that far (one-fourth the a 20-foot move, double the DC.
character’s speed) is a move action. If the character fails the check by less than 5, he or
Accelerated climbing, allowing the character to she doesn’t clear the distance, but can make a
climb at his or her full speed, is a full-round action. Reflex save (DC 15) to grab the far edge of the gap.
The character ends his or her movement grasping Narrow Surface DC* Difficult Surface DC
the far edge. If that leaves the character dangling 7-12 in. wide 10 Undeven or angled 10
over a chasm or gap, getting up requires a move
2-6 in. wide 15 Slippery surface 10
action and a Climb check (DC 15).
High Jump: This is a vertical leap, made to jump up Less than 2 in. wide 20
to grasp something overhead, such as a tree limb *Add +5 to the DC if the narrow surface is
or ledge. The DC for the jump is the height x4 (in slippery or angled; add +10 if it is both slippery
feet). The DCs for high jumps of 1 to 8 feet are and angled.
given in the table below.
Being Attacked While Balancing: While balancing,
All Jump DCs covered here assume that the
the character is flat-footed (the character loses his
character can move at least 20 feet in a straight
or her Dexterity bonus to Defense, if the character
line before attempting the jump. If this is not the
has one), unless the character has 5 or more ranks
case, the DC for the jump is doubled.
in Balance. If the character takes damage, he or
High Jump Distance DC1 High Jump Distance DC1
she must make a Balance check again to remain
1 foot 4 5 feet 20
standing.
2 feet 8 6 feet 24 Accelerated Movement: The character can try to
3 feet 12 7 feet 28 cross a precarious surface more quickly than
4 feet 16 8 feet 32 normal. The character can move his or her full
speed, but the character takes a –5 penalty on his
1 Requires a 20-foot move. Without a running start,
or her Balance check. (Moving twice the
double the DC.
character’s speed in a round requires two checks,
If the character succeeds on the check, he or she
one for each move action.)
can reach the height. The character grasps the
The character can attempt to charge across a
object he or she was trying to reach. If the
precarious surface. Charging requires one Balance
character wishes to pull him or herself up, the
check at a –5 penalty for each multiple of the
character can do so with a move action and a
character’s speed (or fraction thereof) that the
Climb check (DC 15). If the character fails the Jump
character charges.
check, he or she does not reach the height, and
Special: A character can take 10 when making a
lands on his or her feet in the same square from
Balance check, but can’t take 20.
which the character jumped.
A character with the Focused feat gets a +2 bonus
The difficulty of reaching a given height varies
on all Balance checks.
according to the size of the character or creature.
Time: Balancing while moving one-half the
Generally, the maximum height a creature can
character’s speed is a move action.
reach without jumping is given in the table below.
Accelerated movement, allowing the character to
(As a Medium-size creature, a typical human can
balance while moving his or her full speed, is also
reach 8 feet without jumping.) If the creature is
a move action.
long instead of tall, treat it as one size category
smaller. ESCAPE ARTIST (DEX) ARMOR PENALTY
BALANCE (DEX; ARMOR PENALTY) Check: Make a check to escape from restraints or
to squeeze through a tight space.
Check: The character can walk on a precarious
surface. A successful check lets the character Restraint DC
move at half his or her speed along the surface as Ropes Opponent's Dex check +20
a move action. A failure indicates that the Net 20
character spends his or her move action keeping Handcuffs 30
his or her balance and does not move. A failure by Tight space 25
5 or more indicates that the character falls. The
Grappler Opponent’s grapple check
difficulty varies with the conditions of the surface.
For ropes, a character’s Escape Artist check is practically impossible (–20 penalty) to hide while
opposed by the Dexterity check result of the attacking, running, or charging.
opponent who tied the bonds. Since it’s easier to The hide check is also modified by the character’s
tie someone up than to escape from being tied up, size:
the opponent gets a +20 bonus on his or her Size Modifier Size Modifier
Dexterity check. Fine +16 Large -4
For a tight space, a check is only called for if the
Diminutive +12 Huge -8
character’s head fits but his or her shoulders
don’t. If the space is long, such as in an airshaft, Tiny +8 Gargantuan -12
the GM may call for multiple checks. A character Small +4 Colossal -16
can’t fit through a space that his or her head Medium-size +0
doesn’t fit through. If people are observing the character, even
A character can make an Escape Artist check casually, he or she can’t hide. The character can
opposed by his or her opponent’s grapple check to run around a corner so that he or she is out of
get out of a grapple or out of a pinned condition sight and then hide, but the others then know at
(so that the character is just being grappled). least where the character went.
Doing so is an attack action, so if the character Cover and concealment grant circumstance
escapes the grapple he or she can move in the bonuses to Hide checks, as shown below. Note
same round. that a character can’t hide if he or she has less
Try again?: A character can make another check than one-half cover or concealment.
after a failed check if the character is squeezing
through a tight space, making multiple checks. If Cover or Concealment Circumstance Bonus
the situation permits, the character can make
Three-quarters +5
additional checks as long as he or she is not being
actively opposed. Nine-tenths +10
Special: A character can take 10 on an Escape Creating a Diversion to Hide: A character can use
Artist check. A character can take 20 if he or she is the Bluff skill to help him or her hide. A successful
not being actively opposed (a character can take Bluff check can give the character the momentary
20 if he or she is tied up, even though it’s an diversion needed to attempt a Hide check while
opposed check, because the opponent isn’t people are aware of the character. While the
actively opposing the character). others turn their attention from the character, he
A character with the Nimble feat gets a +2 bonus or she can make a Hide check if the character can
on all Escape Artist checks. get to a hiding place of some kind. (As a general
Time: Making a check to escape from being bound guideline, the hiding place has to be within 1 foot
by ropes, handcuffs, or other restraints (except a for every rank the character has in Hide.) This
grappler) requires 1 minute. Escaping a net is a check, however, is at a –10 penalty because the
full-round action. Squeezing through a tight space character has to move fast.
takes at least 1 minute, maybe longer, depending Tailing: A character can use Hide to tail a person
on the distance that must be crossed. in public. Using the skill in this manner assumes
that there are other random people about, among
HIDE (DEX) ARMOR PENALTY whom the character can mingle to remain
Check: A character’s Hide check is opposed by the unnoticed. If the subject is worried about being
Spot check of anyone who might see the followed, he or she can make a Spot check
character. The character can move up to half his (opposed by the character’s Hide check) every
or her normal speed and hide at no penalty. At time he or she changes course (goes around a
more than half and up to the character’s full street corner, exits a building, and so on). If he or
speed, the character takes a –5 penalty. It’s she is unsuspecting, he or she generally gets only
a Spot check after an hour of tailing.
Special: A character can take 10 when making a first check if the first check failed or if the attempt
Hide check, but can’t take 20. was noticed.
A character with the Stealthy feat gets a +2 bonus Special: A character can take 10 when making a
on all Hide checks. Sleight of Hand check, but can’t take 20.
Time: A Hide check is an attack action. A character can make an untrained Sleight of Hand
check to conceal a weapon or object, but must
MOVE SILENTLY (DEX) ARMOR PENALTY always take 10.
Check: A character’s Move Silently check is A character with the Nimble feat and at least 1
opposed by the Listen check of anyone who might rank in this skill gets a +2 bonus on all Sleight of
hear the character. A character can move up to Hand checks.
half his or her normal speed at no penalty. At Time: A Sleight of Hand check is an attack action.
more than half speed and up to the character’s full
speed, he or she takes a –5 penalty. It’s practically TUMBLE (DEX) TRAINED ONLY; ARMOR PENALTY
impossible (–20 penalty) to move silently while Check: A character can land softly when he or she
attacking, running, or charging. falls, tumble past opponents in combat, or tumble
Special: A character can take 10 when making a through opponents.
Move Silently check, but can’t take 20. Land Softly: The character can make a Tumble
A character with the Stealthy feat gets a +2 bonus check (DC 15) when falling. If the check succeeds,
on all Move Silently checks. treat the fall as if it were 10 feet shorter when
Time: Move Silently is a move action. determining damage.
Tumble past Opponents: With a successful
SLEIGHT OF HAND (dex) trained only; armor Tumble check (DC 15), the character can weave,
penalty dodge, and roll up to 20 feet through squares
Check: A check against DC 10 lets a character palm adjacent to opponents, risking no attacks of
a coin-sized, unattended object. Minor feats of opportunity. Failure means the character moves
sleight of hand, such as making a coin disappear, as planned, but provokes attacks of opportunity as
also have a DC of 10 unless an observer is normal.
concentrating on noticing what the character is Tumble through Opponents: With a successful
doing. Tumble check (DC 25), the character can roll,
When a character performs this skill under close jump, or dive through squares occupied by
observation, the character’s skill check is opposed opponents, moving over, under, or around them
by the observer’s Spot check. The observer’s as if they weren’t there. Failure means the
check doesn’t prevent the character from character moves as planned, but provokes attacks
performing the action, just from doing it of opportunity as normal.
unnoticed. Try Again?: No.
When a character tries to take something from Special: A character with 5 or more ranks in
another person, the character’s opponent makes Tumble gains a +3 dodge bonus to Defense
a Spot check to detect the attempt. To obtain the (instead of the normal +2) when fighting
object, the character must get a result of 20 or defensively, and a +6 dodge bonus (instead of the
higher, regardless of the opponent’s check result. normal +4) when engaging in total defense.
The opponent detects the attempt if his or her A character can take 10 when making a Tumble
check result beats the character’s check result, check, but can’t take 20.
whether the character takes the object or not. A character with the Acrobatic feat and at least 1
A character can use Sleight of Hand to conceal a rank in this skill gets a +2 bonus on all Tumble
small weapon or object on his or her body. checks.
Try Again?: A second Sleight of Hand attempt Time: A character can try to reduce damage from
against the same target, or when being watched a fall as a reaction once per fall. A character can
by the same observer, has a DC 10 higher than the
attempt to tumble as a free action that must be the detonator (it must be higher than 10). The
performed as part of a move action. character’s DC to set the detonator is equal to the
Int:- disarm DC.
Place Explosive Device: Carefully placing an
CRAFT (MECHANICAL) (INT - TRAINED ONLY) explosive against a fixed structure (a stationary,
This skill allows a character to build mechanical unattended inanimate object) can maximize the
devices from scratch, including engines and damage dealt by exploiting vulnerabilities in the
engine parts, weapons, armor, and other gadgets. structure’s construction.
When building a mechanical device from scratch, The GM makes the check (so that the character
the character describes the kind of device he or doesn’t know exactly how well he or she has
she wants to construct; then the Gamemaster done). On a result of 15 or higher, the explosive
decides if the device is simple, moderate, deals double damage to the structure against
complex, or advanced compared to current which it is placed. On a result of 25 or higher, it
technology. deals triple damage to the structure. In all cases,
Type of Scratch-Built it deals normal damage to all other targets within
Purchase Craft its burst radius.
Mechanical Device Time
DC DC Disarm Explosive Device: Disarming an explosive
(Examples)
Simple (tripwire trap) 5 15 1 hr. that has been set to go off requires a Demolitions
check. The DC is usually 10, unless the person who
Moderate (engine 12
12 20 set the detonator chose a higher disarm DC. If the
component, light armor) hr.
character fails the check, he or she does not
Complex (automobile disarm the explosive. If the character fails by more
24
engine, 9mm autoloader 16 25 than 5, the explosive goes off.
hr.
handgun) Special: A character can take 10 when using the
60 Demolitions skill, but can’t take 20.
Advanced (jet engine) 20 30
hr. A character with the Cautious feat and at least 1
Special: A character without a mechanical tool kit rank in this skill gets a +2 bonus on all Demolitions
takes a –4 penalty on Craft (mechanical) checks. checks.
A character with the Builder feat gets a +2 bonus A character without a demolitions kit takes a –4
on all Craft (mechanical) checks. penalty on Demolitions checks.
Making an explosive requires the Craft (chemical)
DEMOLITIONS (INT) TRAINED ONLY skill. See that skill description for details.
Check: Setting a simple explosive to blow up at a Time: Setting a detonator is usually a full-round
certain spot doesn’t require a check, but action. Placing an explosive device takes 1 minute
connecting and setting a detonator does. Also, or more, depending on the scope of the job.
placing an explosive for maximum effect against a
structure calls for a check, as does disarming an
explosive device. DISABLE DEVICE (INT) TRAINED ONLY
Set Detonator: Most explosives require a Check: The GM makes the Disable Device check so
detonator to go off. Connecting a detonator to an that the character doesn’t necessarily know
explosive requires a Demolitions check (DC 10). whether he or she has succeeded.
Failure means that the explosive fails to go off as Open Lock: A character can pick conventional
planned. Failure by 10 or more means the locks, finesse combination locks, and bypass
explosive goes off as the detonator is being electronic locks. The character must have a
installed. lockpick set (for a mechanical lock) or an electrical
A character can make an explosive difficult to tool kit (for an electronic lock). The DC depends on
disarm. To do so, the character chooses the the quality of the lock.
disarm DC before making his or her check to set Lock Type (Example) DC
Cheap (briefcase lock) 20 FORGERY (INT)
Average (Home deadbolt) 24 Check: Forgery requires materials appropriate to
High quality (business deadbolt) 26 the document being forged, and some time. To
forge a document the character needs to have
High security (branch bank vault) 28
seen a similar document before. The complexity of
Ultra-high security (bank headquarters vault) 30 the document, the character’s degree of
Traps and Sabotage: Disabling (or rigging or familiarity with it, and whether the character
jamming) a simple mechanical device has a DC of needs to reproduce the signature or handwriting
10. More intricate and complex devices have of a specific individual, provide modifiers to the
higher DCs. The GM rolls the check. If the check Forgery check, as shown below.
succeeds, the character disables the device. If the Check
check fails by 4 or less, the character has failed but Factor Time
Modifier
can try again. If the character fails by 5 or more, Document Type
something goes wrong. If it’s a trap, the character
Simple (typed letter, business 10
springs it. If it’s some sort of sabotage, the +0
card) min.
character thinks the device is disabled, but it still
works normally. Moderate (letterhead, business 20
-2
A character can rig simple devices to work form) min.
normally for a while and then fail some time later Complex (stock certificate,
-4 1 hr.
(usually after 1d4 rounds or minutes of use). driver’s license)
Try again?: Yes, though the character must be Difficult (passport) -8 4 hr.
aware that he or she has failed in order to try Extreme (military/law 24
again. -16
enforcement ID) hr.
Special: A character can take 10 when making a
Disable Device check. A character can take 20 to
open a lock or to disable a security device, unless Familiarity
the character is trying to prevent his or her Unfamiliar (seen once for less
-
tampering from being noticed. than a minute)
Possessing the proper tools gives a character the Fairly familiar (seen for several
best chance of succeeding on a Disable Device +0
minutes)
check. Opening a lock requires a lockpick set (for
Quite familiar (on hand, or
a mechanical lock) or an electrical tool kit (for an +4
studied at leisure)
electronic lock). Opening a locked car calls for a
car opening kit. Disabling a security device Forger has produced other
+4
documents of same type
requires either a mechanical tool kit or an
electronic toll kit, depending on the nature of the Document includes specific
-4
device. If the character does not have the signature
appropriate tools, he or she takes a –4 penalty on Some documents require security or authorization
your check. codes, whether authentic ones or additional
A lock release gun can open a mechanical lock of forgeries. The GM makes the character’s check
cheap or average quality without a Disable Device secretly so the character is not sure how good his
check. or her forgery is.
A character with the Cautious feat and at least 1 The Forgery skill is also used to detect someone
rank in this skill gets a +2 bonus on all Disable else’s forgery. The result of the original Forgery
Device checks. check that created the document is opposed by a
Time: Disabling a simple mechanical device is a Forgery check by the person who examines the
full-round action. Intricate or complex devices document to check its authenticity. If the
require 2d4 rounds. examiner’s check result is equal to or higher than
the original Forgery check, the document is INVESTIGATE (INT) TRAINED ONLY
determined to be fraudulent. The examiner gains Check: A character generally uses Search to
bonuses or penalties on his or her check as given discover clues and Investigate to analyze them. If
in the table below. the character has access to a crime lab, the
Examiner's Check character uses the Investigate skill to collect and
Condition
Modifier prepare samples for the lab. The result of the
Type of document unknown Investigate check provides bonuses or penalties to
-4
to examiner the lab workers.
Type of document Analyze Clue: The character can make an
somewhat known to -2 Investigate check to apply forensics knowledge to
examiner a clue. This function of the Investigate skill does
Type of document well not give the character clues where none existed
+0 before. It simply allows the character to extract
known to examiner
extra information from a clue he or she has found.
Document is put through
+4 The base DC to analyze a clue is 15. It is modified
additional tests1
by the time that has elapsed since the clue was
Examiner only casually left, and whether or not the scene was disturbed.
-2
reviews the document1 Circumstances DC Modif.
1 Cumulative with any of the first three Every day since event
+2
conditions on the table. Apply this modifier (max modifier +10)
along with one of the other three whenever Scene is outdoors +5
appropriate. Scene slightly disturbed +2
Scene moderately disturbed +4
A document that contradicts procedure, orders, Scene extremely disturbed +6
or previous knowledge, or one that requires the Collect Evidence: The character can collect and
examiner to relinquish a possession or a piece of prepare evidentiary material for a lab. This use of
information, can increase the examiner’s the Investigate skill requires an evidence kit.
suspicion (and thus create favorable To collect a piece of evidence, make an Investigate
circumstances for the examiner’s opposed check (DC 15). If the character succeeds, the
Forgery check). evidence is usable by a crime lab. If the character
Try Again?: No, since the forger isn’t sure of the fails, a crime lab analysis can be done, but the lab
quality of the original forgery. takes a –5 penalty on any necessary check. If the
Special: To forge documents and detect forgeries, character fails by 5 or more, the lab analysis simply
one must be able to read and write the language cannot be done. On the other hand, if the
in question. (The skill is language-dependent.) character succeeds by 10 or more, the lab gains a
A character can take 10 when making a Forgery +2 circumstance bonus on its checks to analyze
check, but can’t take 20. the material.
A character with the Meticulous feat gets a +2 This function of the Investigate skill does not
bonus on all Forgery checks. provide the character with evidentiary items. It
A character without a forgery kit takes a –4 simply allows the character to collect items he or
penalty on Forgery checks. she has found in a manner that best aids in their
Time: Forging a short, simple document takes analysis later, at a crime lab.
about 1 minute. Longer or more complex Try Again?: Generally, analyzing a clue again
documents take 1d4 minutes per page or longer. doesn’t add new insight unless another clue is
introduced. Evidence collected cannot be
recollected, unless there is more of it to take.
SpecialA character can take 10 when making an The Zone:
Investigate check, but cannot take 20. Physical Sciences: Astronomy, chemistry,
Collecting evidence requires an evidence kit. If the mathematics, physics, and engineering.
character does not have the appropriate kit, the Earth and Life Sciences: Biology, botany, genetics,
character takes a –4 penalty on his or her check. geology, and paleontology. Medicine and
A character with the Attentive feat and at least 1 forensics.
rank in this skill gets a +2 bonus on all Investigate Time: A Knowledge check can be a reaction, but
checks. otherwise requires a full-round action.
Time: Analyzing a clue is a full-round action.
Collecting evidence generally takes 1d4 minutes
per object. REPAIR (INT) TRAINED ONLY
Check: Most Repair checks are made to fix
KNOWLEDGE (INT) TRAINED ONLY complex electronic or mechanical devices. The DC
This skill encompasses several categories, each of is set by the GM. In general, simple repairs have a
them treated as a separate skill. These categories DC of 10 to 15 and require no more than a few
are identified and defined below. minutes to accomplish. More complex repair work
The number of Knowledge categories is kept has a DC of 20 or higher and can require an hour
purposely finite. When trying to determine what or more to complete. Making repairs also involves
Knowledge skill a particular question or field of a monetary cost when spare parts or new
expertise falls under, use a broad interpretation of components are needed, represented by a Wealth
the existing categories. Do not arbitrarily make up check. If the GM decides this isn’t necessary for
new categories. the type of repair the character is attempting,
Check: A character makes a Knowledge check to then no Wealth check is needed.
see if the character knows something. Purchase Repair
The DC for answering a question within the Repair Test (Example) Time
DC DC
character’s field of study is 10 for easy questions,
Simple (tool, simple 1
15 for basic questions, and 20 to 30 for tough 4 10
weapon) min.
questions.
Appraising the value of an object is one sort of task Moderate (mechanical or 10
7 15
that can be performed using Knowledge. The DC electronic component) min.
depends on how common or obscure the object Complex (mechanical or
10 20 1 hr.
is. On a success, the character accurately identifies electronic device)
the object’s purchase DC. If the character fails, he Advanced (cutting-edge
10
or she thinks it has a purchase DC 1d2 higher or mechanical or electronic 13 25
hr.
lower (determine randomly) than its actual value. device)
If the character fails by 5 or more, he or she thinks Jury-Rig: A character can choose to attempt jury-
it has a purchase DC 1d4+2 higher or lower than rigged, or temporary, repairs. Doing this reduces
its actual value. The GM may make the Knowledge the purchase DC by 3 and the Repair check DC by
roll for the character, so he or she doesn’t know 5, and allows the character to make the checks in
whether the appraisal is accurate or not. as little as a full-round action. However, a jury-
The four Knowledge categories, and the topics rigged repair can only fix a single problem with a
each one encompasses, are as follows. check, and the temporary repair only lasts until
Business: Business procedures, investment the end of the current scene or encounter. The
strategies, and corporate structures. Bureaucratic jury-rigged object must be fully repaired
procedures and how to navigate them. thereafter.
Technology: Current developments in cutting- A character can also use jury-rig to hot-wire a car
edge devices, as well as the background necessary or jump-start an engine or electronic device. The
to identify various technological devices.
DC for this is at least 15, and it can be higher A character with the Meticulous feat gets a +2
depending on the presence of security devices. bonus on all Search checks.
The jury-rig application of the Repair skill can be Time: A Search check is a full-round action.
used untrained.
Try Again?: Yes, though in some specific cases, the
GM may decide that a failed Repair check has GAMBLE (WIS)
negative ramifications that prevent repeated
checks.
Special: A character can take 10 or take 20 on a LISTEN (WIS)
Repair check. When making a Repair check to Check: Make a Listen check against a DC that
accomplish a jury-rig repair, a character can’t take reflects how quiet the noise is that a character
20. might hear or against an opposed Move Silently
Repair requires an electrical tool kit, a mechanical check.
tool kit, or a multipurpose tool, depending on the The GM may call for a Listen check by a character
task. If the character do not have the appropriate who is in a position to hear something. A character
tools, he or she takes a –4 penalty on the check. can also make a Listen check voluntarily if he or
Craft (mechanical) or Craft (electronic) can she wants to try to hear something in the
provide a +2 synergy bonus on Repair checks character’s vicinity.
made for mechanical or electronic devices (see The GM may make the Listen check in secret so
Skill Synergy). that the character doesn’t know whether not
A character with the Gearhead feat and at least 1 hearing anything means that nothing is there or
rank in this skill gets a +2 bonus on all Repair that the character failed the check.
checks. A successful Listen check when there isn’t
Time: See the table for guidelines. A character can anything to hear results in the character hearing
make a jury-rig repair as a full-round action, but nothing.
the work only lasts until the end of the current DC Sound
encounter.
-20 Gunfire
SEARCH (INT) -10 A melee battle
Check: The character generally must be within 10 0 People talking
feet of the object or surface to be examined. A A person in medium armor walking at a
5
character can examine up to a 5-foot-by-5-foot slow pace, trying not to make noise
area or a volume of goods 5 feet on a side with a An unarmored person walking at a slow
single check. 10
pace, trying not to make any noise
A Search check can turn up individual footprints, A 1st-level Fast hero sneaking up on
but does not allow a character to follow tracks or 15
someone1
tell the character which direction the creature or
20 A tiger stalking prey1
creatures went or came from.
30 A bird flying through the air
DC Task
+5 Through a door
10 Ransack an area to find a certain object.
Notice a typical secret compartment, a +15 Through a solid wall
20
simple trap, or an obscure clue.
1 This is actually an opposed check; the DC
Find a complex or well-hidden secret given is a typical Move Silently check result for
25+ compartment or trap; notice an extremely such a character or creature.
obscure clue.
Special: A character can take 10 or take 20 when
making a Search check.
Condition Check Penalty
Per 10 feet of distance -1 skill (DC equal to the bluff check result of the
Listener distracted -5 sender). If the character’s check result beats the
DC by 5 or more, the character understands the
Try Again?: A character can make a Listen check secret message as well. If the character’s check
every time he or she has the opportunity to hear fails by 5 or more, the character misinterprets the
something in a reactive manner. As a move action, message in some fashion.
the character may attempt to hear something that Time: A Sense Motive check may be made as a
he or she failed (or believes he or she failed) to reaction to another character’s Bluff check.
hear previously. (When that’s the case, the GM may roll the
Special: When several characters are listening to character’s Sense Motive check in secret, so the
the same thing, the GM can make a single 1d20 character doesn’t necessarily know someone’s
roll and use it for all the listeners’ skill checks. trying to bluff him or her.) Using Sense Motive to
A character can take 10 or take 20 when making a get a sense of someone’s trustworthiness takes at
Listen check. Taking 20 means the character least 1 minute.
spends 1 minute attempting to hear something
SPOT (WIS)
that may or may not be there to hear.
A character with the Alertness feat gets a +2 Check: The Spot skill is used to notice items that
bonus on all Listen checks. aren’t immediately obvious and people who are
A sleeping character can make Listen checks, but attempting to hide. The GM may call for a Spot
takes a –10 penalty on the checks. check by a character who is in a position to notice
Time: A Listen check is either a reaction (if called something. A character can also make a Spot
for by the GM) or a move action (if a character check voluntarily if he or she wants to try to notice
actively takes the time to try to hear something). something in his or her vicinity.
The GM may make the Spot check in secret so that
SENSE MOTIVE (WIS) the character doesn’t know whether not noticing
Check: A successful check allows the character to anything means that nothing is there or that the
avoid being bluffed (see the Bluff skill). Sense character failed the check.
Motive does not, however, allow a character to A successful Spot check when there isn’t anything
determine whether a given statement is a lie. The to notice results in the character noticing nothing.
character can also use the skill to tell when Spot is often used to notice a person or creature
someone is behaving oddly or to assess hiding from view. In such cases, the character’s
someone’s trustworthiness. In addition, a Spot check is opposed by the Hide check of the
character can use this skill to make an assessment character trying not to be seen. Spot is also used
of a social situation. With a successful check (DC to detect someone in disguise (see the Disguise
20), the character can get the feeling from skill), or to notice a concealed weapon on another
another’s behavior that something is wrong. Also, person.
the character can get the feeling that someone is A character’s Spot check is modified by a –1
trustworthy and honorable. penalty for every 10 feet of distance between the
Try Again?: No, though the character may make a character and the character or object he or she is
Sense Motive check for each bluff made on the trying to discern. The check carries a further –5
character. penalty if the character is in the midst of activity.
Special: A character can take 10 when making a Try Again?: A character can make a Spot check
Sense Motive check, but can’t take 20. every time he or she has the opportunity to notice
A character with the Attentive feat gets a +2 something in a reactive manner. As a full-round
bonus on all Sense Motive checks. action, a character may attempt to notice
A character can use Sense Motive to detect that a something that he or she failed (or believe he or
hidden message is being transmitted via the Bluff she failed) to notice previously.
Special: A character can take 10 or take 20 when postapoca-lyptic environmental dangers (see
making a Spot check. Environmental Hazards, page 39). In addition, new
A character with the Alertness feat gets a +2 uses of the skill include thefollowing.
bonus on all Spot checks. Cover Tracks: When on foot or riding a mount (but
Time: A Spot check is either a reaction (if called for not when riding a vehicle), you can
by the GM) or a full-round action (if a character disguiseevidence that you have passed through
actively takes the time to try to notice something). the area. Upon a successful Survival check, the DC
to trackyou is increased by 5 + your Wisdom
SURVIVAL (WIS) modifier.
Check: A character can keep his or herself and Trailblazing: When moving through under-brush,
others safe and fed in the wild. tall grasses, or heavy weeds, with a lightslashing
DC Task
weapon in one hand, you can move atyour normal
speed without taking damage if yousucceed on a
Get along in the wild. Move up to half the check. (You normally move at half speed though
character’s overland speed while hunting and such obstructions.) You may notrun when
foraging (no food or water supplies needed). trailblazing, but you can take a doublemove.
10
The character can provide food and water for Foliage Type Survival DC: Thorns and briars 25;
one other person for every 2 points by which Bushes and small trees 20;Dense weeds 15;Tall
the character’s check result exceeds 10. grass 12
Gain a +2 circumstance bonus on Fortitude Time: When covering tracks, you must makea
saves against severe weather while moving up Survival check every mile, and your overland
to half the character’s overland speed, or gain movement rate is reduced by half. When trailblaz-
15 a +4 circumstance bonus if stationary. The ing, you must make a check every round that
character may grant the same bonus to one youattempt to move through dense vegetation.
other character for every 1 point by which the Try Again: No.
character’s check result exceeds 15. Special: You cannot trailblaze and cover tracks at
the same time.
Avoid getting lost and avoid natural hazards,
18
such as quicksand.
TREAT INJURY (WIS)
With the Track feat, a character can use Survival Check: The DC and effect depend on the task
checks to track a character or animal across attempted.
various terrain types. Long-Term Care (DC 15): With a medical kit, the
Special: A character can take 10 when making a successful application of this skill allows a patient
Survival check. A character can take 20 when to recover hit points and ability points lost to
tracking, or if there is no danger or penalty for temporary damage at an advanced rate—3 hit
failure, but not on periodic checks to get along in points per character level or 3 ability points
the wild. restored per day of complete rest. A new check is
A character with the Guide feat gets a +2 bonus on made each day; on a failed check, recovery occurs
all Survival checks. at the normal rate for that day of rest and care.
Time: Basic Survival checks occur each day in the A character can tend up to as many patients as he
wilderness or whenever a hazard presents itself. or she has ranks in the skill. The patients need
When using Survival with the Track feat to track a complete bed rest (doing nothing all day). The
character or animal, checks are made according to character needs to devote at least Ѕ hour of the
distance, as described in the Track feat. day to each patient the character is caring for.
The postapocalyptic environment offers several Restore Hit Points (DC 15):
new uses for the Survival skill, including avoiding With a medical kit, if a character has lost hit
mishaps in damaged buildings (see Exploring points, the character can restore some of them. A
Unsafe Structures, page 17) and avoiding successful check, as a full-round action, restores
1d4-1d8 hit points depending on the medical kit succeeds, the treating character provides a bonus
used + the number of ranks invested in the treat on the diseased character’s saving throw equal to
injury skill. The number restored can never exceed his or her ranks in this skill.
the character’s full normal total of hit points. This Treat Poison (DC 15): A character can tend to a
application of the skill can be used successfully on poisoned character. When a poisoned character
a character only once per day. makes a saving throw against a poison’s
Revive Dazed, Stunned, or Unconscious secondary effect, the treating character first
Character (DC 15): With a use of the medical kit, makes a Treat Injury check as an attack action. If
the character can remove the dazed, stunned, or the treating character’s check succeeds, the
unconscious condition from a character. This character provides a bonus on the poisoned
check is an attack action. character’s saving throw equal to his or her ranks
A successful check removes the dazed, stunned, or in this skill.
unconscious condition from an affected character. Try Again?: Yes, for restoring hit points, reviving
The character can’t revive an unconscious dazed, stunned, or unconscious characters,
character who is at –1 hit points or lower without stabilizing dying characters, and surgery. No, for
first stabilizing the character. all other uses of the skill.
Stabilize Dying Character (DC 15): Without a Special: The Surgery feat gives a character the
medical kit, a character can tend to a character extra training he or she needs to use Treat Injury
who is dying. As an attack action, a successful to help a wounded character by means of an
Treat Injury check stabilizes another character. operation.
The stabilized character regains no hit points, but A character can take 10 when making a Treat
he or she stops losing them. The character must Injury check. A character can take 20 only when
have a medical kit if he wants to stabilize a dying restoring hit points or attempting to revive dazed,
character automatically. stunned, or unconscious characters.
Surgery (DC 20): With a surgery kit, a character Long-term care, restoring hit points, treating
can conduct field surgery. This application of the disease, treating poison, or stabilizing a dying
Treat Injury skill carries a –4 penalty, which can be character requires a medical kit. Reviving a dazed,
negated with the Surgery feat. Surgery requires stunned, or unconscious character requires either
1d4 hours; if the patient is at negative hit points, a first aid kit or a medical kit. Surgery requires a
add an additional hour for every point below 0 the surgery kit. If the character does not have the
patient has fallen. appropriate kit, he or she takes a –4 penalty on the
Surgery restores 1d6 hit points for every character check.
level of the patient (up to the patient’s full normal A character can use the Treat Injury skill on his or
total of hit points) with a successful skill check. herself only to restore hit points, treat disease, or
Surgery can only be used successfully on a treat poison. The character takes a –5 penalty on
character once in a 24-hour period. your check any time he or she treats his or herself.
A character who undergoes surgery is fatigued for A character with the Medical Expert feat gets a +2
24 hours, minus 2 hours for every point above the bonus on all Treat Injury checks.
DC the surgeon achieves. The period of fatigue can Time: Treat Injury checks take different amounts
never be reduced below 6 hours in this fashion. of time based on the task at hand, as described
Treat Disease (DC 15): A character can tend to a above.
character infected with a treatable disease. Every
time the diseased character makes a saving throw DIPLOMACY (CHA)
against disease effects (after the initial Check: A character can change others’ attitudes
contamination), the treating character first makes with a successful check (see the table below. In
a Treat Injury check to help the diseased character negotiations, participants roll opposed Diplomacy
fend off secondary damage. This activity takes 10 checks to see who gains the advantage. Opposed
minutes. If the treating character’s check checks also resolve cases where two advocates or
diplomats plead opposing cases before a third 19 or
party. Hostile 20 25 35 45
less
Diplomacy can be used to influence a GM 4 or
character’s attitude. The GM chooses the Unfriendly 5 15 25 35
less
character’s initial attitude based on
0 or
circumstances. Most of the time, the people the Indifferent - 1 15 25
less
heroes meet are indifferent toward them, but a
specific situation may call for a different initial 0 or
Friendly - - 1 15
attitude. The DCs given in the accompanying table less
show what it takes to change someone’s attitude
with the use of the Diplomacy skill. The character Bribery and Diplomacy: Offering money or
doesn’t declare a specific outcome he or she is another form of favor can, in the right situation,
trying for; instead, make the check and compare improve a character’s chances with a Diplomacy
the result to the table on the next page. skill check. Bribery allows a character to
Try Again?: Generally, trying again doesn’t work. circumvent various official obstacles when a
Even if the initial check succeeds, the other person in a position of trust or authority is willing
character can only be persuaded so far. If the to accept such an offering.
initial check fails, the other character has probably An illegal act, bribery requires two willing
become more firmly committed to his or her participants—one to offer a bribe and the other to
position, and trying again is futile. accept it. When a character requires a bribe to
SpecialA character can take 10 when making a render services, then a hero’s Diplomacy check
Diplomacy check, but can’t take 20. automatically fails if a bribe isn’t attached to it. If
A character with the Trustworthy feat gets a +2 a bribe isn’t requires, a hero can add a bribe to get
bonus on all Diplomacy checks. a bonus on his or her skill check. This can backfire,
Time: Diplomacy is at least a full-round action. The as some characters will be insulted by a bribe offer
GM may determine that some negotiations (their attitude changes one step for the worse)
require a longer period of time. and others will report the hero to the proper
Attitude Means Possible Actions authorities.
To bribe a character, make a Wealth check. Typical
Will take risks
Attack, interfere, DCs are shown on below, but the GM may modify
Hostile to hurt or avoid
berate, flee the DC as he or she sees fit. If the hero succeeds in
you
the check, he or she gains a +2 bonus on the
Mislead, gossip, Diplomacy check. For every point by which the
Unfriendly Wishes you ill avoid, watch hero beats the DC, increase the bonus by +1 (to a
suspiciously, insult total maximum bonus of +10).
Doesn’t much Act as socially Bribe Target Purchase
Indifferent
care expected DC Bouncer 6 Bureaucrat 10 Informan
Chat, advise, offer t 7 Police Officer 10
Wishes you
Friendly limited help,
well
advocate
Will take risks Protect, back up,
Helpful
to help you heal, aid

Initial New Attitude


Attitude Hostile Unf. Indif. Friendly Helpful
Character Sheet
Game Master’s PDA
(Work in progress)

Surviving the Zone:


It’s a harsh life, that of the Stalker. Death awaits at every step and one misplaced foot can mean
an untimely end. A good way to keep this sense of tension in the game is to focus on the survival
aspects. When did the characters last eat? Sleep? Are they holding up in a secure base surrounded
by fellow Stalkers at night or are they camped out in the damp attic of an abandoned farmhouse
in sub-zero temperatures while mutants roam the rooms underneath? Try to encourage players
to keep track of their food, their ammunition, to scout out a safe place to rest, or to take their
time when exploring new areas. That abandoned car in the middle of the field might just be an
abandoned car, but it might be some strange and alien anomaly, touching it, or even getting near
it might spell the end of the Character. However, moderation is key, don’t kill off the character
every five minutes, otherwise, who wants to bother playing?

Campaign types
Many different scenarios can be roleplayed inside the stalker universe, but here are the basic
scenarios.
Tourist’s delight:
If none of the players have intimate knowledge of the Stalker universe, this should be the
obvious choice. The players start just outside the Zone, all with various motives for entering it.
They meet at an empty house at the end of the Village, Where a Guide is waiting for them in
order to take them to the Zone. They should spend some time traveling together to the Zone,
getting introduced to the mechanics and fed little bits of lore. After entering the Zone itself,
after a supposing moment of calm and safety The Guide should disappear from the party in
some way, leaving them alone to reach the rookie camp. After that their adventure should
continue normally. They can also start directly in the rookie camp.
Faction war:
The Stalkers are a part of one of the factions in the Zone from the start, fighting their petty
meaningless rivalries with zealous determination.
The Bad Guys
Playing as the Bandits, the Military or the Monolith from the start, the players can inflict as
much havoc as they like on the other poor stalkers. Recommended for experienced players.
Extra equipment:

Damage Dmg. Range Rate Price


Weapon Caliber Mag. Size Wgt.
/Crit Type Incr. of fire 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 35000

Gauss Rifle (Sniper rifle) 4d10//20 - Ballistic 180ft. S 5 Box Large 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); Complicated
Attachments: This weapon accepts a Silencer without modifications.
Upgrades:
Tier1: Extended Magazine vs Polymer frame
Tier2: 3 Round Burst vs Dual Gr Launcher
Tier3: Thermal Scope vs Longer Barrel(+crit)

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(10) vs Polymer frame
Tier2: Prot. coating vs Shock damage*
Tier3: Longer Barrel(+crit) vs Accurate(1ab)
*Electric damage: Removing the projectile from the Gauss ammunition Halves the Gauss Rifle’s Dmg. to 2d10, but
changes it’s type to electrical. The Stalker can change from lethal to nonlethal mode. A shot with electric damage
disables all electrical devices on the target for 1d4 rounds.

RP-74 (Heavy machine gun)

2d12/20 7.62x54 Ballistic 110ft. A


100 Linked Huge 40lb 24000/3000

Complex; Requires 16 carrying str to use not mounted (14 with alloy frame upgrade)
Uses double ammo per shot (10 for regular attack, and 20 for autofire)

Upgrades:
1:) Extended Magazine (20) / Alloy Frame
2:) Accurate / Protective Coating
3:) Accurate (2) / Longer Barrel
Monolith Suit

Created by an unknown manufacturer, this suit consists of a splinter pattern urban


camouflage radiation suit/battledress uniform with arm, elbow and kneepads of
reinforced leather, a green tactical vest with carrying pouches and a mounting place for
either two oxygen tanks, a backpack or a closed-circuit Curtain helmet life support system

Heavy armor; Wgt: 25lb; Speed: 20ft; Acp: -6;


Specifics: Camouflage(Urban);
Upgrades:
Tier0: Night VIsion I / Mounted Flashlights (120)
Tier1: Layered armor / Lighter Armor
Tier2: Armored plates (+1) / Custom fitting
Tier3: Ceramic plates (+1) / Closed Breathing Cycle
Tier4: Armored plates (+1) / Radiation protection

Durabil: Ruin Dmg Undmg

HP: 1-29 30-59 60-120

AC: 1 2 3

DR: 1 2 4

Elem: 2 3 4

Rad; 1 1 2

Hearth of the Oasis: Apparently, it is a crystallized plant, which took over the inherent properties of the
Oasis. Its effect on this organism can only be described as extremely beneficial, however, unlike the Oasis
itself, the artifact is extremely radioactive.
Hearth of the Oasis +1Health/Round 6 Rad Lvl 25’000 Ru
Beastiary

Blind Dog
Several generations of the dog species have lived and died since
the catastrophe. Each was more affected by the Zone than the "BLIND DOG" BY KINGOFRATS
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 (6-9 HP); Initiative / Speed: +3 / 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 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: Scent; Radiation Immunity; Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Skills: Jump +7, Listen +10, Spot -5, Survival +1*
Feats: Alertness, Track; Organization: Solitary or pack (5–12); Challenge Rating: 1/3

Pseudo Dog

Are a relatively common type of mutant


descended from wolf, bear and human DNA
strains and only resembling dogs visually. 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. 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 Pseudo Dog is badly
injured and or killed.

Size/Type: Medium Mutated Animal; Hit Dice: 2d8+4(13-20 HP); Initiative/Speed: +2/50 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 Qualities: Scent; Trip; Radiation Immunity; Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +3, Move Silently +3; Listen +3, Spot +3,
Survival +1* Feats: Weap. Focus(Bite), Track; Organization: Solitary or pack (7–16); Challenge Rating: 1

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.
Behavior and biotope: 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.

Size/Type: Medium Mutated Animal; Hit Dice: 3d8+12(25-36 HP); Initiative/Speed: +0/40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16; Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d8+3); Full Attack: Gore +4 melee (1d8+3); Space/Reach: 5 ft. / 5 ft.
Special Qualities: Ferocity; Radiation Immunity; Saves: Fort +6, Ref +3, Will +2;
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4; Skills: Listen +7, Spot +5, Feats: Alertness,
Toughness; Organization: Solitary or herd (5-8); Challenge Rating: 2
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while
disabled or dying.

Rodent Swarm
Rodent is a quadrupedal animal reaching up to 40cm at the
shoulder. They have large claws that can scratch big marks
into Stalkers. Having frail and boney bodies, any weapon
will do in disposing of them. Almost all hair has fallen out
and only tightly wrapped skin can be seen. Rodents are
more mobile, aggressive, and ravenous than the normal
desert animal. They live mainly in basements and destroyed
buildings while feeding on everything they can get their
teeth in, from plants to careless stalkers. It is not known if
other mutants attack or eat rodents, but both their bones
and dead bodies can often be seen around the entrances to burrows that some mutants use. Sometimes,
rodents attack and kill big animals and mutants in a large group, tearing them apart before they can
escape. As evidenced in X18, it is suggested a good number these rodents were originally test subjects
before the Chernobyl incident. After high dosages of radiation transformed these beasts into what they are
now, the mutated rodents most likely escaped and wreak havoc in the Zone.
Size/Type: Tiny Mutated Anima (Swarm); Hit Dice: 4d8 (13-32 HP); Initiative / Speed: +2 / 15 ft. (3
squares) Armor Class: 14 (+2 size, +2 Dex,), touch 14, flat-footed 12; Base Attack/Grapple: +3/– Attack:
Swarm (1d6 plus disease); Full Attack: Swarm (1d6 plus disease); Space/Reach: 10-15 ft. / 0 ft.
Special Qualities: Disease, distraction, Half damage from ballistic and piercing, low-light vision, scent,
swarm traits; Saves: Fort +4, Ref +6, Will +2 Abilities: Balance +10, Climb +10, Hide +14 +16, Listen +6,
Move Silently +8, Spot +7, Swim +10; Feats: Alertness, Stealthy, Weapon Finesse; Organization: Solitary,
pack (2–4 swarms), or infestation (7–12 swarms); Challenge Rating: 2
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6
points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex
and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC
12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on
Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if
rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb
and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight line.

Snork

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. Overall, the snork is 90-95% similar to a
human, 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. 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.
Size/Type: Medium Mutated Humanoid; Hit Dice:
4d8+13(29-45 HP); Initiative/Speed: +2/30 ft. (8
squares) Armor Class: 14 (+2 Dex, +2 natural), touch
12, flat-footed 12; Base Attack/Grapple: +3/+7
Attack:; Claw +6 melee (1d6+4); Full Attack: 2 Claws
+6 melee (1d6+4) and bite +2 melee (1d8+2) ;
Space/Reach: 5 ft. / 5 ft. Special Qualities: Low-light
vision, scent, Pounce; Saves: Fort +6, Ref +6, Will +5;
Abilities: Str 18, Dex 15, Con 14, Int 2, Wis 12, Cha 7;
Skills: Climb +12, Jump +12 Listen +9, Spot -5, Move
Silently +6; Feats: Alertness, Toughness;
Organization: Solitary or company (4-8); Challenge Rating: 3
Pounce (Ex): If a snork charges, it can make a full attack.
Skills: Snorks have a +8 racial bonus on Climb and Jump checks and can always choose to take 10 on
Climb and Jump checks, even if rushed or threatened.
Combat: If an opponent’s armor foils a snork’s attacks, the creature will attempt to grapple and pin, then
continue attacking the prone opponent.

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.

Size/Type: Large Mutated Animal; Hit Dice: 11d8+24 (80-112 HP); Initiative/Speed: +2/40 ft. (8 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Attack/Grapple: +6/+15
Attack: Claw +12 melee (1d6+6); Full Attack: 2 Claws +12 melee (1d6+6) and bite +6 melee (1d8+3) ;
Space/Reach: 10 ft. / 5 ft. Special Qualities: Low-light vision, scent, Pounce; Improved grab; Saves: Fort
+9, Ref +8, Will +7; Abilities: Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 7; Skills: Hide +2*, Listen +7, Move
Silently +5, Spot +7; Feats: Alertness, Run, Weapon Focus (claw); Organization: Solitary, Pair ; Challenge
Rating: 5
Improved Grab (Ex): To use this ability, a chimera 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 bite.
Pounce (Ex): If a Chimera charges, it can make a full attack.
Skills: Chimeras have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

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 Mutated Animal; Hit Dice: 3d8+6 (19-30 HP); Initiative/Speed: +1/40 ft. (8 squares)
Armor Class: 13 (+1 dex. +2 natural), touch 11, flat-footed 12; Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3); Full Attack: 2 Claws +5 melee (1d4+3); Space/Reach: 5 ft. / 5 ft.
Special Qualities: Low-light vision, scent; Saves: Fort +5, Ref +4, Will +2
Abilities: Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skills: Jump +4, Listen +4, Spot +4, Survival +4
Feats: Endurance, Run; Organization: Solitary or herd (5-8); Challenge Rating: 2
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 among the fastest
enemies one can encounter. This, combined with their ability to
turn invisible, the fact that they create almost no sound while
resting or walking, and their incredibly damaging attacks (their
claws can penetrate armor) make them extremely dangerous
opponents, especially when a stalker 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.

Size/Type: Medium Mutated Humanoid; Hit Dice: 5d10+25(47-70 HP); Initiative/Speed: +3/30 ft. (6
squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base Attack/Grapple: +5/+9
Attack:; Claw +6 melee (1d6+4); Full Attack: 2 claws +8 melee (1d6+4) and bite +4 melee (1d8+2);
Space/Reach: 5 ft. / 5 ft. Special Qualities: Low-light vision, Improved grab, Scent; Armor Penetration 2;
Saves: Fort +9, Ref +7, Will +2; Abilities: Str 19, Dex 16, Con 19, Int 5, Wis 12, Cha 10; Skills: Listen +8,
Spot +8; Feats: Alertness, Track; Organization: Solitary or pair; Nest 6-10 Challenge Rating: 4

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 bloodsucker to remain invisible at will even
when attacking, but not when grappling. Usually not active until prey is spotted.
Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), bloodsuckers take a
–2 penalty on all attack rolls, saving throws, and skill checks.
Blood Drain (Ex): A bloodsucker can suck 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.
Armor Penetration (2): A bloodsucker’s claw attacks ignore up to 2 slashing damage resistance from any
armor weared by its victims.

Psydog

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 men 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.

Size/Type: Medium Mutated Animal; Hit Dice: 4d10+8 (30-48 hp); Initiative/Speed: +2/50 ft. (10
squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d8+4); Full Attack: Bite +7 melee (1d8+4); Space/Reach: 5 ft. / 5 ft. Special
Qualities: Trip, Darkvision 60 ft., low-light vision, scent; Saves: Fort +6, Ref +6, Will +3; Abilities: Str 17,
Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*;
Feats: Alertness, Track; Organization: Solitary, pair, or pack (6–11); Challenge Rating: 3

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.
Trip (Ex): A Psydog that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the Psydog.
Skills: A Psydog has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on
Hide checks. *A Psydog has a +4 racial bonus on Survival checks when tracking by scent.
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

Size/Type: Large Mutant; Hit Dice: 8d8+32 (68-96 hp); Initiative/Speed: -1/20 ft. (4 squares) Armor
Class: 18 (-1Size; -1 Dex, +10 natural), touch 8, flat-footed 18; Base Attack/Grapple: +6/+17 Attack:
Slam +12 melee (2d8+7); Full Attack: Slam 12+ melee (2d8+7); (2xClaw, +8 2d6+4; +6 1d8+3);
Space/Reach: 10ft. / 10 ft. Special Attacks: Ground Slam, Push; Special Qualities: Damage Reduction 3/-
, Darkvision 60 ft., low-light vision, scent; Saves: Fort +10, Ref +1, Will +2; Abilities: Str 25, Dex 8, Con 19,
Int 6, Wis 11, Cha 10; Skills: Listen +6, Spot +5; Feats: Improved Bull Rush, Awesome Blow; Organization:
Solitary, pair Challenge Rating: 6

Bull rush: The Pseudogiant can make a bull rush as a standard action (an attack) or as part of a
charge. When you make a bull rush, you attempt to push an opponent straight back instead of
damaging him. You can only bull rush an opponent who is one size category larger than you, the
same size, or smaller.
Awesome Blow: As a standard action, the Pseudogiant may choose to subtract 4 from its melee
attack roll and deliver an awesome blow. If the Pseudogiant hits a corporeal opponent smaller
than itself with an awesome blow, its opponent must succeed on a Reflex save (DC=damage
dealt) or be knocked flying 10 feet in a direction of the attacking Pseudogiant’s choice and fall
prone. The attacking Pseudogiant can only push the opponent in a straight line, and the
opponent can’t move closer to the attacking Pseudogiant than the square it started in. If an
obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each
take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Ground Slam: The Pseudogiant raises its massive arms, in preparation of a devastating ground
slam. It reloads in 1d4 rounds. Does in 20ft radius 2d6+2 (dc13 Ref/half. 13 Jump check or
prone.)

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 behavior 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

Psy field: The controller’s psychic power is so intense, that his mere presence nearby is enough to drive
even the toughest stalkers insane. Every 1d4 rounds, everyone within 50ft radius of the controller takes a
DC13 Will save, or suffer 1 Wis damage.

Psy Field 1d4 rounds, 13DC will save, or 1 wis DMG

Telekinesis
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 Jam and damage an opponent's armor and weapon at a
whim. Definitely not an easy opponent even for experienced stalkers, made even more difficult due to their
preference to travel in pairs or groups.

Shield: After taking any amount of damage, Burers raise their hands and manifest an almost
impenetrable psychic shield around them, providing +4 to ac and 10 physical damage resistance, that
lasts until the start of their next turn.
Force push

Violent Thrust

The Burer can hurl one object or creature per hit Die (maximum 15) that are within range and all within
10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a
total weight of 25 pounds per hit Die (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items,
using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a
sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal
damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1
point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense
objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves
(and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6
points).

Combat Maneuver

Once per round, The Burer can use telekinesis to perform a bull rush, disarm, grapple (including pin), or
trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use
it’s Hit Die in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier
(if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a
failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is
allowed against these attempts, but psy resistance applies normally.
Pyrogeist
The air shimmers as though with immense heat as this sphere of glittering sparks approaches, filling the
air with a noise like sliding gravel. Its body generates sufficient heat to burn exposed skin on contact, and
sparks when it flies

Size/Type: Medium Mutated Animal; Hit Dice: 4d10+8 (30-48 hp); Initiative/Speed: +2/50 ft. Fly(perfect)
(10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d8+4); Full Attack: Bite +7 melee (1d8+4); Space/Reach: 5 ft. / 5 ft. Special
Qualities: Immunity to fire, Darkvision 60 ft., low-light vision, scent; Saves: Fort +6, Ref +6, Will +3;
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Skills: Hide +4, Listen +6, Move Silently +6, Spot
+6, Survival +2*; Feats: Alertness, Track; Organization: Solitary, pair, or pack (6–11); Challenge Rating: 3

Living Torch: The Pyro Geist is constantly glowing with the strength of a flashlight, clearly illuminating
everything in a 30-foot radius and providing shadowy illumination out to a 60- foot radius
Heat (Ex): A pyro Geist deals 2d6 fire damage to anyone standing within 5 feet from of it at the start of
its turn. (DC13 fortitude save/escape artist check for half).

Human NPC quick health

HD1d6+ -1 0 1 2 3 4 HD1d8+ -1 0 1 2 3 4 HD1d10+ -1 0 1 2 3 4


Lvl1 5 6 7 8 9 10 Lvl1 7 8 9 10 11 12 Lvl1 9 10 11 12 13 14
lvl2 7 9 11 13 15 17 lvl2 10 12 14 16 18 20 lvl2 13 15 17 19 21 23
Lvl3 10 13 16 19 22 25 Lvl3 14 17 20 23 26 29 Lvl3 18 21 24 27 30 33
Lvl4 12 16 20 24 28 32 Lvl4 17 21 25 29 33 37 Lvl4 22 26 30 34 38 42
Lvl5 15 20 25 30 35 40 Lvl5 21 26 31 36 41 46 Lvl5 27 32 37 42 47 52
Lvl6 17 23 29 35 41 47 Lvl6 24 30 36 42 48 54 Lvl6 31 37 43 49 55 61

Human factions

Loners:

Bandits:

Duty:

Freedom:
Ecologists:

Military:

Mercenaries:

Monolyth:

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
approximately 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
The Rads
Best vodka in the zone

Food Armor
“100 rads special” 200 Ru Mercenary 4500 ru
Bread 40 Ru Sunrise 9000 ru
Sausage 100 ru Ecologist 10’000 ru
Tourist Delight 200 ru Berili m5 20’000 ru
Water 20 ru “duty” suit 30’000 ru
Vodka 200 ru Weapons
Energy 150 ru
Makarov 600 ru
Meds Martha 1300 ru
MEdkit 750 RU
UDP Compact 2200 ru
Mil.Medkit 1500 ru
Chaser 13 3800 ru
Sci. Medkit 2500 ru
Spsa14 8000 ru
Anti-rad 2000 ru
Viper 5 5000 ru
Ammo Akm 74/2 6500 ru
9mm(30) 300 ru Akm 74/2 u 5000 ru
+9+mm(30) 500 ru Il-86 8000 ru
.45acp(20) 550 ru Trs 301 10’000 ru
.45 hydro(20) 1000 ru Accesories
Buckshot(10) 200 ru Suppressor 500 ru
Slug(10) 400 ru Scope (pso) 1300 ru
5.45x39(30) 1050 ru Vog-25 Gr.launcher 3000 ru
5.45x39ap(30) 1700 ru Grenade (Vog-25) 500 ru
5.56(30) 1150 ru Grenade (f1) 800 ru
5.56ap(30) 1800 ru Grenade (rd5) 500 ru

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