E6 D20 Stalker Zone Stalker

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E6 D20 Stalker Zone Stalker E6 D20 Stalker Zone Stalker. Enjoy your stay. Welcome to the D20 Stalker Game supplement for the D20 Modern system. The Zone: was relatively peaceful until sometime Before the 1986 disaster, the remote areas around 2001, when a bus full of tourists in around Chernobyl and Pripyat were used the zone disappeared. The incident by the Soviet Union for research and prompted the government to fully restrict development of psychotropic weapons the zone to civilians. In 2011, stalkers and study of the noospher[1] One of the reported encountering zombies who spoke earliest such programs was undertaken at garbled English, revealing the fate of the Limansk-13, a secret city where top Soviet tourists. scientists experimented with radiowaves, The first experiment in affecting human in order to harness them as a tool, to psyche on a massive scale took place on create unflinching loyalty to the Union in March 4, 2006[3]. It lasted two full hours all affected people. before it was shut down, likely due to However, the research was not safe. A unforeseen developments. A month later, surge in energy consumption during one on April 12, the experiment was performed of the experiments on April 26, 1986 was again and this time it continued until its one of the main reasons Reactor 4 completion[4]. However, it did not have the exploded. In response to the incident, the desired effect - instead, the generators USSR evacuated Pripyat and settlements in created a rift in the noosphere, allowing it the neighboring areas, until the Zone to directly affect the biosphere, creating a became almost totally deserted, save for a large area where physical laws were few die hard citizens (including the outright broken and mysterious Forester) and scientific teams working in phenomena not understood by modern secret laboratories. For them, the incident science began to manifest. came as a blessing, as the now-empty The Zone of Alienation stretches between Zone of Alienation proved to be the the borders of Ukraine and Belarus, and is perfect proving ground and laboratories kept protected by the Ukrainian became twice as active. authorities. Due to the radical decrease in The fall of the Soviet Union in 1991 did human presence and activity, wildlife has nothing to hinder their work, to the flourished in the Zone and the area is contrary - the weakened government of often described as having been "reclaimed independent Ukraine proved to be unable by nature". Following the 2006 disaster, to investigate rumors of strange animals and plants have been grotesquely experiments taking place in the Zone and mutated and deadly anomalies abound. put a stop to them. The scientists Wildlife roams freely in the remains of the continued their research into the former USSR. noosphere unabated. Soon, breakthroughs Supposedly, the area is kept under took place and they began the search to lockdown by the military. However, the psychically influence humanity using the prospect of lucrative looting and treasure noosphere on a global scale. The science hunting has led a large number of team, driven by noble intentions, want to opportunists known as Stalkers to jump eliminate war, injustice and conflict fence into The Zone itself. These people through their research into changing the are either operating for themselves, or in human psyche[1]. Any atrocities that occur factions. Among the more notable groups on the way are a necessary evil[2]. are Duty, Freedom and the Ecologists. Regardless, the area around Chernobyl Research is constantly ongoing to find out that the entire area is a gift to mankind the nature and origin of The Zone, as well and should be shared equally by all of as a means to counter it. There are many humanity. During the course of the games, different beliefs concerning the truth of, some characters express concern that the and reasonable response to, The Zone. For Zone might be growing and increasing its example, Duty members are attempting to influence on the world. "fight the Zone" while Freedom believes Carrying Load Strength Light Load Heavy Load Score 8 (10) 50 lb. or less 50-75 lb. 9 (12) 60 lb. or less 61-90 lb. 10 (14) 70 lb. or less 71-110 lb. 11 (16) 80 lb or less 81-115 lb. 12 (18) 90 lb. or less 91-130 lb. 13 (20)100 lb.or less 101-150 lb. 14 (24)120 lb. or less 121-175 lb. 15 (28)140 lb. or less 141-200 lb. 16 (32)160 lb. or less 161-230 lb. 17 (36)180 lb. or less 181-260 lb. 18 (40)200 lb. or less 201-300 lb. Load Max Check Speed Run Dex Penalty (20 ft.) (30 ft.) (40 ft.) Heavy +1 -6 15 ft. 20 ft. 30ft X3 A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character Action points Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things: Improve Roll: Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.( A character can declare the use of 1 action point to alter a d20 roll after the roll is made-but only before the GM reveals the result of that roll (whether the attack or check or saving throw suc-ceeded or failed). A character can't use an action point on a skill check or ability check when he or she is taking 10 or taking 20) Use a class talent or class feature during your turn for which the expenditure of 1 action point is required. Extra Action: You can spend an action point on your turn to gain an additional standard or move action this turn. Stabilisation: You can spend an action point on your turn to authomatically stabilize yourself if uncontious. Use Feat: You can spend an action point on your turn to use a feat that you dont have for a turn, but only if you meet all the requirements for it’s use. All Stalkers start the game with 3 single time use Action points in addition to the ones that regenerate every day (Depending on the difficulty). If a character spends a point to use a class feature, he or she can't spend another one in the same round to improve a die roll, and vice versa. If the hero has reached character level 6 and has the Lucky feat, he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls. If the Character has the Heroic Surge feat, he can use them both at the same round, but not for an extra action. Character Creation Before creating a character the Players or the Game Master must choose a difficulty. Depending on the choice, the legend of the Zone, the starting equipment, statistics and money change. Novice: 37 Points Point Buy; 2 +1/Lvl Action Points/Day; 4000 RU Starting Gear; “ The heart of the Zone shall grant a single wish to those who reach it.” Stalker: 33 Points Point Buy; 2 +1/2 Lvl Action Points/Day; 3000 RU Starting Gear; “The heart of the Zone shall grant two wishes to the brave.” Veteran: 29 Points Point Buy; 1 + 1/2 Lvl Action Points/Day; 2000 RU Starting Gear; “ The heart of the Zone shall grant three wishes to the worthy.” Master: 26 Points Point Buy; 1 + 1/3 Lvl Action Points/Day; 1000 RU Starting Gear; “The generocity of the zone shall know no bounds for it's children” After deciding on the difficulty, Arrange your stats according to your character concept. Table x.x. point buy. Point Buy Calculator. http://rpg.ekkaia.org/dnd/abilities.php: Classes The Fast Stalker Crawling in the irradiated mud, surviving extended firefights and drinking lots of vodka, Fast Stalkers are allways up to face the dangerous physical and combat challenges of the Zone without hesitation. Class Information Hit Die: d10 Class Skills: Choose 6 physical and 5 mental Weapon Proficiencies: All Stalkers start with skills. the simple Weapon, Personal firearms, and Skill Points: 5 + Int per level (4x at 1st) Light Armor Proficiens Tallents: The Fast stalker may choose 2 physical talent trees to spend talent points in. Action points: Depends on difficulty Table 1.1 The Fast Stalker Rank BAB Fort Ref Will Special Defence Rookie +1 +2 +0 +0 Talent 2 Novice +2 +2 +0 +0 Bonus Feat 3 Experienced +3 +3 +1 +1 Talent 3 Veteran +4 +4 +1 +1 Bonus Feat 3 Expert +5 +4 +1 +1 Talent 4 Master +6/+1 +5 +2 +2 Bonus Feat 4 The Dedicated Stalker Combining Strenght and Wit, the Dedicated Stalker can supplement his extensive knowledge with an average combat ability. Not as tough as the Fast Stalker and not as knowledgeable as the Smart Stalker, but the best of both worlds. Class Information Hit Die: d8 Class Skills: Choose 4 physical and 7 mental skills. Skill Points: 7 + Int per level (4x at 1st) Tallents: The Dedicated stalker may choose 1 physical and 1 mental talent tree to spend talent points in.
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