Professional Documents
Culture Documents
S.T.A.L.K.E.R. RPG
S.T.A.L.K.E.R. RPG
RPG
PLAYER’S PDA
WELCOME TO THE ZONE, STALKER
ENJOY YOUR STAY
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.
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
Rookie +1 +2 +0 +0 Talent 2
Experienced +3 +3 +1 +1 Talent 3
Expert +5 +4 +1 +1 Talent 4
Rookie +0 +1 +1 +1 Talent 1
Experienced +2 +2 +2 +2 Talent 2
Expert +3 +3 +3 +3 Talent 3
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
Rookie +0 +0 +0 +2 Talent 0
Experienced +1 +1 +1 +3 Talent 1
Expert +2 +1 +1 +4 Talent 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.
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
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
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
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:
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.
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
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
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
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
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
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
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
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
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.
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 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