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 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. Weapon Proficiencies: All Stalkers start with the simple Weapon, Personal firearms, and Light Armor Proficiens

Table 1.2 The Dedicated Stalker

Rank BAB Fort Ref Will Special Def Rookie +0 +1 +1 +1 Talent 1 Novice +1 +2 +2 +2 Bonus Feat 2 Experienced +2 +2 +2 +2 Talent 2 Veteran +3 +2 +2 +2 Bonus Feat 3 Expert +3 +3 +3 +3 Talent 3 Master +4 +3 +3 +3 Bonus Feat 3

The Smart Stalker

Driven by the unsatiable hunger for knowledge, the Smart Stalkers are constantly drawn to explore the unknown to find the next big discovery. What they lack in brawn and military training, they make up with their brains and knowledge. Class Information Hit Die: d6 Class Skills: Choose 3 physical and 12 mental skills. Skill Points: 10 + Int per level (4x at 1st) Tallents: The Smart stalker may choose 3 mental talent trees to spend talent points in. Weapon Proficiencies: All Stalkers start with the simple Weapon, Personal firearms, and Light Armor Proficiens

Rank BAB Fort Ref Will Special Def Rookie +0 +0 +0 +2 Talent 0 Novice +1 +0 +0 +3 Talent;Bonus Feat 1 Experienced +1 +1 +1 +3 Talent 1 Veteran +2 +1 +1 +4 Talent;Bonus Feat 1 Expert +2 +1 +1 +4 Talent 2 Master +3 +2 +2 +5 Talent;Bonus Feat 2

Available skills and tallents Tallents according to each attribute:

Str: Climb, Jump,; Dex: Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble; Con- --- Int:- Craft Mechanical; Demolition; Disable Device; Forgery; Investigate; Knowledge: (The zone; Technology; Sciences; Business) Repair; Search; Wis: Gamble, Listen; Sense Motive; Spot; Survival; Treat Injury; Cha: Diplomacy; Disguise; Gather Information; Intimidate; Perform (Guitar/Harmonica/Singing);

Starting Backgrounds: Military/Police: Add Medium armor proficiency to your feats. Scientific/Criminal: You get to pick knowledge: The zone at character creation as a class skill. Normal: Nobody cared who you were until you put on the gas mask. And they still don’t. But you get extra 1600 Ru at character creation.

Physical Tallents Increased Speed Talent Tree The stalker can use multiple defensive Gotta go fast maneuvers to save his life. The Stalker can increase his or her natural base Evasion: If the Stalker is exposed to any effect speed by 5/10/15 feet. that normally allows a Stalker to attempt a Reflex saving throw for half damage, the Defensive Talent Tree Stalker suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light, medium armor or no Unbreakable Talent Tree armor. “The Stalker is particularly resilient Uncanny Dodge: The Stalker retains his or her thanks to the following talents.” Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden Remain Conscious: The Stalker gains the attacker. (The hero still loses his or her ability to continue to perform actions when he Dexterity bonus to Defense if the hero is or she would otherwise be considered immobilized.) unconscious and dying. When the Stalker’s hit Defensive Roll: The Stalker can roll with a points reach –1, the hero can perform as potentially lethal attack to take less damage though he or she were disabled, making either from it. When the Stalker would be reduced to an attack action or a move action every round 0 hit points or less by damage in combat (from until the hero reaches –10 hit points (and dies) a ranged or melee attack), the Stalker can or the hero’s hit points return to 1 or higher. attempt to roll with the damage. The hero can choose to succumb to A Stalker spends 1 action point to use this unconsciousness if he or she thinks that doing talent. Once the point is spent, the hero makes so might prevent him or her from taking more a Reflex saving throw (DC = damage dealt). If damage. the save succeeds, he or she takes only half Robust: The Stalker becomes especially damage. The Stalker must be able to react to robust, gaining a number of hit points equal to the attack to execute a defensive roll—if the his or her Tough level as soon as he or she hero is immobilized, he or she can’t use this selects this talent. Thereafter, the hero gains +1 talent. hit point with each level of Tough he or she Since this effect would not normally allow a gains. Second Wind: The Stalker can spend 1 Stalker to make a Reflex save for half damage, action point to gain a second wind. When the the Stalker’s evasion talent doesn’t apply to the hero does this, he or she recovers a number of defensive roll. hit points equal to twice his or her Constitution Prerequisites: Evasion or uncanny dodge. modifier. This talent does not increase the Stalker’s hit points beyond the Stalker’s full Damage Reduction Talent Tree normal total. Stamina: The Stalker recovers twice as fast as „The Stalker has an innate talent to ignore a normal. So, the hero recovers 2 hit points per set amount of damage from most weapons, but Stalker level per evening of rest, 2 points of not from energy or special attack forms” temporary ability damage per evening of rest, Damage Reduction 1/2/3: The Stalker ignores and awakens in half the normal time after 1/2/3 point of damage from slashing, being knocked unconscious. piercing,bludgeoning and ballistic damage. Prerequisites: Robust/Remain Conscious Energy Resistance Talent Tree Mental tallents “The Stalker is particularly resistant to certain kinds of deadly energy effects. These talents Strategy Talent Tree can be selected in any order.” Plan: Prior to an encounter the Stalker can Radiation Resistance: The Stalker ignores a develop a plan of action to handle the situation. radiation level equal to his or her Constitution Using this talent requires preparation; a Stalker modifier/2 (Minimum of 1) can’t use this talent when surprised or Fire Resistance: The Stalker ignores fire otherwise unprepared for a particular situation. damage equal to qual to his or her Constitution Creating a plan requires 1 minute. modifier (minimum 1) Check Result Bonus Electricity Resistance: The Stalker ignores 7 or lower +0(Check failed) electricity damage equal to qual to his or her 8-12 +1 Constitution modifier (minimum 1) 13-19 +2 Acid Resistance: The Stalker acid damage 20 or higher +3 equal to qual to his or her Constitution modifier (minimum 1) This bonus can be applied to all skill checks and attack rolls made by the Stalker and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of surgery with a surgery kit increases by +2 hit +0) for every additional round the situation points. Prerequisites: Healing knack continues, as the vagaries of circumstance Healing Touch 2: The Stalker’s ability to begin to unravel even the best-laid plans. restore damage with a medical kit or perform Trick: The Stalker has the ability to surgery with a surgery kit increases by +2 hit temporarily confuse a target through the use of points, which stacks with healing touch 1 for a ploy and deception. The target must have an total of +4 hit points. Prerequisites: Healing Intelligence score of 3 or higher to be knack, healing touch 1. susceptible to a trick, must be within 60 feet of the hero, and must be able to hear and Insightful Talent Tree understand the hero. “The Stalker’s innate insightfulness serves him To play a trick on a target, the hero must use a well” full-round action and make an Intelligence Aware: The Stalker is intuitively aware of his check (DC 9), adding his or her level as a or her surroundings. The hero adds his or her bonus. If the Intelligence check succeeds, the base Will saving throw bonus to Listen or Spot target can try to think quickly and ignore the checks to avoid surprise. trick. The target resists the trick by making a Faith: The Stalker has a great deal of faith. It Will saving throw (DC 10 + Stalker’s class might be faith in self, The Zone, or in both. level + Stalker’s Int bonus). If the saving throw This unswerving belief allows the Stalker to fails, the target becomes dazed (unable to act, add his or her Wisdom modifier to the die roll but can defend normally) for 1 round. whenever the hero spends 1 action point to A trick can only be played on a particular improve the result of an attack roll, skill check, target once per encounter. After the first trick saving throw, or ability check. in an encounter, whether the attempt succeeds Cool Under Pressure: The Stalker selects a or not, that target becomes wary and immune number of skills equal to 3 + the hero’s to such ploys. This is a mind-affecting ability. Wisdom modifier. When making a check with Exploit Weakness: After 1 round of combat, one of these skills, the Stalker can take 10 even the Stalker can designate one opponent and try when distracted or under duress. Prerequisites: to find ways to gain an advantage by using Either faith or aware. brains over brawn. The Stalker uses a move action and makes an Intelligence check (DC 13) with a bonus equal to his or her level. If the Leadership Talent Tree check succeeds, for the rest of the combat the “The Stalker has a talent for leadership and Stalker uses his or her Intelligence bonus inspiration.” instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to Coordinate: The Stalker has a knack for outthink his opponent and notices weaknesses getting people to work together. When the hero in his opponent’s fighting style. can spend a full round directing his or her Prerequisites: Plan or Trick allies and makes a Charisma check (DC 9), the Abuse Weakness: If the Smart hero’s attack hero provides any of his or her allies within 30 roll threatens a critical hit against the current feet a +1 bonus on their attack rolls and skill target of his exploit weakness talent, he can checks. The bonus lasts for a number of rounds spend 1 action point to automatically confirm equal to the hero’s Charisma modifier.The the hero can coordinate a number of allies equal to threat and score a critical hit. Prerequisites: his or her level. Exploit weakness Inspiration: The Stalker can inspire his or her allies, bolstering them and improving their Healing Talent Tree chances of success. An ally must listen to and “ The Stalker has a talent for healing.” observe the Stalker for a full round for the Healing Knack: The hero has a knack for the inspiration to take hold, and the hero must healing arts. The hero receives a +2 bonus on make a Charisma check (DC 9). The effect all Treat Injury skill checks. lasts for a number of rounds equal to the hero’s Healing Touch 1: The Stalker’s ability to Charisma modifier. restore damage with a medical kit or perform An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Stalker can’t inspire him or herself. The hero A Stalker can’t inspire him or herself. The hero can inspire a number of allies equal to to his or can inspire a number of allies equal to to his or her level. Prerequisites: her level. Prerequisites: Coordinate, Coordinate;Experienced. Inspiration, Expert Greater Inspiration: The Stalker can inspire his or her allies to even greater heights, Loose tallent bolstering them and improving their chances of Intuition: The Stalker has an innate ability to success. An ally must listen to and observe the sense trouble in the air. The Stalker can make a Stalker for a full round for the greater Will saving throw (DC 15). On a successful inspiration to take hold, and the hero must save, the hero gets a hunch that everything is make a Charisma check (DC 9). The effect all right, or the hero gets a bad feeling about a lasts for a number of rounds equal to the hero’s specific situation, based on the GM’s best Charisma modifier. guess relating to the circumstances. This talent An inspired ally gains an additional +1 morale is usable a number of times per day equal to bonus on saving throws, attack rolls, and the Character’s level+1. damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. Feats

Feat Descriptions

Deceptive: +2 to Bluff, Disguise. Educated: +2 to Two knowledges.. Gearhead: +2 to Craft Mechanical, Repair. Guide: +2 to Navigate, Survival. Meticulous: +2 to Forgery, Search Nimble: +2 to Escape Artist, Sleight of Hand. Stealthy: +2 to Hide, Move Silently Surgery:(Preq.Treat Injury 4 ranks): The Stalker can use the Treat Injury skill to perform surgery without penalty. Stalkers without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Also gives +2 to treat injury checks( but not to healed damage) Trustworthy: +2 to Diplomacy, Gather Information.

Combat Feats

Personal Firearms Proficiency: The Stalker can fire any personal firearm without a –4 penalty. Advanced Firearms Proficiency: Prereq: Personal Firearms Proficiency. Benefit: The Stalker can fire any heavy weapon without a –4 penalty and any personal firearm on Acrobatic: +2 to Jump; Tumble; autofire without penalty (provided, of course, Alertness: +2 to Listen; Spot. that it has an autofire setting). Also when Athletic: +2 to Climb; Ballance; using a firearm on autofire, the Stalker also Attentive: +2 to Investigate, Sense Motive. has the option to affect an area four 5-foot Confident: +2 to Gamble, Intimidate,on lvl squares long and one square wide (that is, checks to resist intimidation. any four squares in a straight line).Normal: Stalkers without this feat take a –4 penalty character may take a full-round on attack rolls made with personal firearms action to line up your shot. This set on autofire.Autofire normally affects a 10- grants the character a +2 foot-by-10-foot area. circumstance bonus on his or her Blind-Fight: In melee and ranged combat, next attack roll. every time the Stalker misses because of Knockout: Dead aim; base attack concealment, the Stalker can reroll the miss bonus +3.: When making the chance roll one time to see if the Stalker Stalker’s first attack against a flat- actually hits.The Stalker takes only half the footed opponent, the stalker can use usual penalty to speed for being unable to an an action point to turn a see. Darkness and poor visibility in general successful ranged attack as a critical reduces the Stalker’s speed to three- hit. The stalker must be under the quarters of normal, instead of one-half. effect of Dead Aim to use this feat. Burst Fire: Wisdom 13, Personal Firearms Frightful Presence Preq: Charisma 15, Proficiency, Advanced Firearms Proficiency. Intimidate 9 ranks. When using an automatic firearm with at Benefit: When the Stalker uses this feat, all least five bullets loaded, the Stalker may fire opponents within 60 feet who have fewer a short burst as a single attack against a levels than the Stalker must make a Will single target. The Stalker receives a –4 saving throw (DC 10 + ½ the Stalker’s level penalty on the attack roll, but deal +2 dice of + the Stalker’s Charisma modifier). An damage. opponent who fails his or her save is shaken, Firing a burst expends five bullets and can taking a –2 penalty on attack rolls, saves, only be done if the weapon has five bullets in and skill checks for a number of rounds it. equal to 1d6 + the Stalker’s Charisma Normal: Autofire uses ten bullets, targets a modifier. The Stalker can use the feat once 10-foot-by-10-foot area, and can’t be aimed per round as a free action. at a specific target. Without this feat, if a A successful save indicates that the Stalker attempts an autofire attack at a opponent is immune to the Stalker’s use of specific target, it simply counts as a normal this feat for 24 hours. This feat does not attack and all the extra bullets are wasted. affect creatures with an Intelligence of 3 or Special: If the firearm has a three-round lower. burst setting, firing a burst expends three Two-Weapon Fighting: Dexterity 13.: The bullets instead of five and can be used if the Stalker’s penalties for fighting with two weapon has only three bullets in it. weapons are lessened by 2 for the primary Brawl: When making a melle attack, the hand and 6 for the off hand Stalker receives a +1 competence bonus on Two-WeaponFighting (Improved) attack rolls, and the Stalker deals damage Dexterity15,Two-WeaponFighting, equal to 1d6 + his or her Strength modifier base attack bonus +6: The Stalker with a knife and 1d4 non-leathal damage + gets a second attack with his or her his or her Strength modifier while unarmed. offhand weapon, albeit at a –5 Brawl (Improved): Brawl, base penalty. Also, this feat allows the attack bonus +3. Benefit: When Stalker to use a melee weapon in making an unarmed attack, the one hand and a ranged weapon in Stalker receives a +2 competence the other. bonus on his or her attack roll, and Point Blank Shot: The Stalker gets a +1 the Stalker deals damage equal to bonus on attack and damage rolls with 1d8 + his or her Strength modifier ranged weapons against opponents within with a knife and 1d6 non-leathal 30 feet. damage + his or her Strength Precise Shot: Point Blank Shot.: The modifier while unarmed. Stalker can shoot or throw ranged Far Shot: Firearm range increment weapons at an opponent engaged in increases by one-half (multiply by 1.5). melee without penalty.Normal: A Thrown weapon range increment is doubled. Stalker takes a –4 penalty when Dead Aim:: Wisdom 13, Far Shot. using a ranged weapon to attack an Before making a ranged attack, the opponent who is engaged in melee wears armor with which he or she is not combat. proficient benefits only from the armor’s Double Tap: Dexterity 13, Point damage resistances. Also, he or she suffers Blank Shot: When using a its armor check penalty on attack rolls and semiautomatic firearm with at least on all skill checks that involve moving. two bullets loaded, the Stalker may Great Fortitude: The Stalker gets a +2 fire two bullets as a single attack bonus on all Fortitude saving throws. against a single target. The Stalker Iron Will: The Stalker gets a +2 bonus on all receives a –2 penalty on this attack, Will saving throws but deals +1 die of damage with a Endurance: The Stalker gains a +4 bonus successful hit. Using this feat fires on the following checks and saves: two bullets and can only be done if Constitution checks to continue running, the weapon has two bullets in it. Constitution checks to hold the Stalker’s Quick Draw: Base attack bonus +1. The breath, Constitution checks to avoid damage Stalker can draw a weapon as a free from starvation or thirst, Fortitude saves to action.A Stalker with this feat may throw avoid damage from hot or cold weapons at his or her full normal rate of environments, and Fortitude saves to resist attacks. Normal: A Stalker can draw a suffocation or drowning. weapon as a move action. If a Stalker has a Also, the Stalker may sleep in medium or base attack bonus of +1 or higher, the light armor without becoming fatigued. Stalker can draw a weapon as a free action Normal: A Stalker without this feat who when moving. sleeps in armor is automatically fatigued the Quick Reload: Base attack bonus +1.: following day. Reloading a firearm with an already filled box Heroic Surge: The Stalker may take an magazine or speed loader is a free action. extra move action or attack action in a round, Reloading a revolver without a speed loader, either before or after the Stalker’s regular or reloading any firearm with an internal actions. The Stalker may use Heroic Surge a magazine, is a move action. Normal: number of times per day depending on his or Reloading a firearm with an already filled box her Stalker level (as shown below), but never magazine or speed loader is a move action. more than once per round. Stalker Level 1st- Reloading a revolver without a speed loader, 3rd- 1; 4th-6th; 2 or reloading any firearm with an internal magazine, is a full-round action. Lightning Reflexes: The Stalker gets a +2 Shot on the Run Dexterity 13, Mobility.: bonus on all Reflex saving throws When using an attack action with a ranged Mobility: Dexterity 13,: The Stalker gets a weapon, the Stalker can move both before +4 dodge bonus to Defense against attacks and after the attack, provided that the of opportunity provoked when the Stalker Stalker’s total distance moved is not greater moves out of a threatened square than his or her speed. Run: When running, the Stalker moves a Weapon Focus Base attack bonus +1: The maximum of five times his or her normal Stalker gains a +1 bonus on all attack rolls speed instead of four times. If the Stalker is he or she makes using the selected weapon. in heavy armor, the Stalker can move four (Pistol/Sniper///Knife) times his or her speed rather than three times. If the Stalker makes a long jump, the Defensive Feats Stalker gains a +2 competence bonus on his or her Jump check. Armor Proficiency(Light/Medium/Heavy) Track: To find tracks or follow them for one When a Stalker wears a type of armor with mile requires a Survival check. The Stalker which he or she is proficient, the Stalker gets must make another Survival check every to add the armor’s proficient bonus to his or time the tracks become difficult to follow. The her Defense and benefits from the armor’s Stalker moves at half his or her normal damage resistances. Also, the armor check speed (or at the Stalker’s normal speed with penalty applies only to Balance, Climb, a –5 penalty on the check, or at up to twice Escape Artist, Hide, Jump, Move Silently, the Stalker’s speed with a –20 penalty on the and Tumble checks. Normal: A Stalker who check). The DC depends on the surface and Weapon Fighting special attack. the prevailing conditions. When you are fighting defensively or using the total defense action, this shield bonus increases Master feats to +2. Once the Stalekr reaches Master level, he no Weapon Specialization [Master] longer continues to gain feats the normal way. Choose one type of weapon for which you have Instead every 5000 experience earned he can already selected the Weapon Focus feat. You can choose one of the feats listed in table x.x. A also choose unarmed strike or grapple as your Stalker can only choose feats from this table weapon for purposes of this feat. You deal extra after he had attained Master level. damage when using this weapon. Prerequisites: Weapon Focus with selected Thrifty Mechanic [Master]: You are adept at weapon,Stalker Lvl 6, Base AB4, Weapon focus. using as few parts as possible when repairing or You gain a +2 bonus on all damage rolls you modifying equipment. When fixing or modifying make using the selected weapon. equipment reduce the number of parts used by Advanced Brawl [Master] an amount equal to your Intelligence bonus (to a Prerequisite: Brawl,Improved Brawl, base attack minimum of 1 part). bonus +4. Prerequisites: Intelligence 13, Repair 9 ranks. Benefit: The character’s threat range on knife Improved Precise Shot [Master]: Your ranged attacks and unarmed strikes improves to 19–20. attacks ignore the AC bonus granted to targets Lucky: [Master] by anything less than total cover, and the miss Prerequisite: None chance granted to targets by anything less than Benefit: When using an action point to throw a total concealment. Total cover and total d6, throw 2d6 instead and disregard the lower concealment provide their normal benefits roll. against your ranged attacks. In addition, when you shoot or throw ranged weapons at a On point:[Master] grappling opponent, you automatically strike at Prerequisite: Lucky the opponent you have chosen. Due to getting familiar with the Zone’s tricks, the Prerequisites: Dex 15, Point Blank Shot, Precise Stalker gains 1 additional daily action point. Shot, base attack bonus +6. Intensive Training:[Master]Due to training and Two-Weapon Defense [Master] experience in the Zone, a Stalker can raise one Prerequisites: Dex 15, Two-Weapon Fighting; his or her stats by 1. Can be picked more than Improved Two-weapon Fighting. When wielding two weapons (not including once, but no stat can be raised above 18. natural weapons or unarmed strikes), you gain a Tallented[Master] The Stalker can choose +1 shield bonus to your AC. See the Two-

Equipment

Damage Type: Ranged weapon damage is Ranged Weapons Table classified according to type: ballistic (all firearms), Ranged weapons are described by a number of energy (of a specific type), piercing (some simple statistics, as shown on Table: Ranged Weapons. ranged weapons), or slashing (a whip). Some Damage: The damage the weapon deals on a creatures or characters may be resistant or successful hit. immune to some forms of damage. Critical: The threat range for a critical hit. If the Range Increment: Any attack at less than this threat is confirmed, a weapon deals double distance is not penalized for range. However, damage on a critical hit (roll damage twice, as if each full range increment causes a cumulative –2 hitting the target two times). penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a ammunition a weapon carries, and hence how maximum range of five range increments. many shots it can fire before needing to be Rate of Fire: Some ranged weapons have a rate reloaded, is determined by its magazine capacity. of fire of 1, which simply means they can be How the firearm is reloaded depends upon its employed once per round and then must be magazine type. The number in this entry is the reloaded or replaced. Firearms, which operate magazine’s capacity in shots; the word that through many different forms of internal follows the number indicates the magazine type: mechanisms, have varying rates of fire. The three box, or internal. possible rates of fire for handguns, longarms, and Box: A box magazine is any type of magazine heavy weapons are single shot, semiautomatic, that can be removed and reloaded separately and automatic. from the weapon. Single Shot (S): A weapon with the single shot Internal: Some weapons keep their ammunition in rate of fire requires the user to manually operate an internal space, which must be loaded by hand. the action (the mechanism that feeds and cocks This is the case with most , as well as the weapon) between each shot. Pump shotguns some . and bolt-action rifles are examples of firearms Size: The relationship between a weapon’s size with single shot rates of fire. A weapon with the and that of its wielder defines whether it can be single shot rate of fire can fire only one shot per used one-handed, if it requires two hands, and if attack, even if the user has a feat or other ability it’s a light weapon. that normally allow more than one shot per A Medium-size or smaller weapon can be used attack. one-handed or two-handed. A Large weapon Semi-automatic (Sa): Most firearms have the requires two hands. A Huge weapon requires two semiautomatic rate of fire. These firearms feed hands and a bipod or other mount. and cock themselves with each shot. A A Small or smaller weapon is considered a light semiautomatic weapon fires one shot per attack weapon. It can be used one-handed and, as a (effectively acting as a single shot weapon), but light weapon, is easier to use in your off hand. some feats allow characters armed with Weight: This column gives the weapon’s weight semiautomatic weapons to fire shots in rapid when fully loaded. successions, getting in more than one shot per Reloading: Reloading a firearm with an already attack. filled box magazine is a move action. Reloading a Automatic (A): Automatic weapons fire a burst or weapon with an internal magazine is a full-round stream of shots with a single squeeze of the action. trigger. Only weapons with the automatic rate of Refilling a box magazine: As a full round action fire can be set on autofire or be used with feats you can refill 20 bullets in a single magazine. that take advantage of automatic fire. Magazine: The weapon’s magazine capacity and type are given in this column. The amount of Damage Dmg. Range Rate Buy/Sell Weapon Calliber Mag. Size Wgt. /Crit Type Incr. of fire in Ru Handguns (requires the Personal Firearms Proficiency feat) MakarovPM (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 8 box Small 5lb 600/100 Fora-12 (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 12 box Med 5lb 900/150 Martha (Autoloader) 2d6/20 9mm Ballistic 30ft. Sa 15 box Med 5lb 1300/200 UDP Compact(Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 8 box Med 5lb 2200/400 SIP-t M200 (Autoloader) 2d6/20 .45 Ballistic 40ft. Sa 7 box Med 5lb 1900/350

Longarms (requires the Personal Firearms Proficiency feat) Sawn off Shotgun (Shotgun) 2d8/20 Shell Ballistic 15ft. S 2 Int Med 5lb 300/50 Chaser 13 (Shotgun) 2d8/20 Shell Ballistic 30ft. S 7 Int Large 10lb 3800/600 SPSA Shotgun) 2d8/20 Shell Ballistic 40ft. S 5 Int Large 10lb 8000/1500 Viper 5 (Assault rifle) 2d6/20 9mm Ballistic 50ft. Sa,A 30 Box Large 10lb 5000/1000 AKM 74/2 (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft. Sa,A 30 Box Large 10lb 6500/1200 AKM 74/2U (Assault rifle) 2d8/20 5.45×39 Ballistic 50ft. Sa,A 30 Box Large 10lb 5000/1000 Obokan (Assault rifle) 2d8/20 5.45×39 Ballistic 70ft Sa,A 30 Box Large 10lb 10000/1800 IL 86 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 8000/1600 TRs 301 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 10000/1800 SGI 5K (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 13000/2000 GP37 (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 10lb 15000/2200 Groza(S14) (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. Sa,A 20 Box Large 15lb 16000/2300 SA Avalanche (Assault rifle) 2d8/20 9x39mm Ballistic 60ft. Sa,A 20 Box Large 10lb 14000/2100 Vintar BC (Sniper rifle) 2d8/20 9x39mm Ballistic 70ft. Sa,A 10 Box Large 10lb 19000/2500 SVD mk-2 (Sniper rifle) 2d12/20 7.62x54 Ballistic 120ft. Sa 10 Box Huge 25lb 24000/3000 SVDU mk-2 (Sniper rifle) 2d10/20 7.62x54 Ballistic 100ft. Sa 10 Box Large 20lb 26000/3100 Exotic weapons (Requires the Advanced Firearms Proficiency) ?????? ?????? which suffer from technical miscalculations in early Handguns design models. Despite this, the pistol is in demand A handgun is a personal firearm that can be used among stalkers thanks to its good combat one-handed without penalty. This includes all characteristics. pistols. All handguns require the Personal Firearms Attachments: This weapon accepts a Silencer Proficiency feat. Using a handgun without this feat without modifications. imposes a –4 penalty on attack rolls. Upgrades: Autoloaders (sometimes called “automatics”) Tier1: Polymer frame vs Extended Magazine(15) feature removable box magazines, and some Tier2: Rechamber .45(+10ft) vs Longer Barrel(+crit) models hold quite a lot of ammunition. They work Tier 3 Accurate(+1ab) vs 3 Round Burst by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the Martha: Martha pistols enjoy next round into the chamber. the reputation of a relatively reliable, albeit somewhat cumbersome weapon, around Makarov PM: This Soviet the world. In service with legacy is the most common armed forces and police pistol in the Zone and is across the ocean, as well as various military and one of the best compact law enforcement organizations worldwide. self-defense handguns Marthas found in the Zone are usually dated, available. It is small, highly reliable, easy to use and probably from retired stock. maintain in working order. It also suffers from Attachments: This weapon accepts a Silencer several drawbacks, including its short range, low without modifications. firing accuracy and poor stopping power, while also Unreliable: This weapon degrades twice faster losing out to modern pistols in its class in terms of than others. weight and magazine size. Upgrades: Attachments: This weapon accepts no attachments Tier1: Polymer frame vs Extended Magazine(17) without modifications. Tier2: Coating vs Longer Barrel(+crit) Concealable: This weapon grants a +2 Tier 3 Accurate(+1ab) vs 3 Round Burst circumstance bonus to sleight of hand checks made to conceal the weapon due to exceptionally UDP Compact: Impeccable compact design. reliability and durability Upgrades: combined with excellent Tier1: Silencer mount vs Extended Magazine(11) accuracy are the main Tier2 Rechamber .45(+10ft) vs Longer Barrel(+crit) noteworthy features of this Tier 3 Accurate(+1ab) vs 3 Round Burst weapon. Its minor drawbacks include its considerable size, relatively high center Fora-12 A Ukrainian-made of gravity and massive bolt, which make it difficult pistol predominantly used to conceal but do not outweigh the weapon's by law enforcement positive features. The weapon is especially popular organizations. Provides with the Zone's veterans. higher accuracy, better Unreliable: This weapon degrades twice faster ergonomics and has a larger magazine than the than others. PMm. These pistols make it into the Zone in large Attachments: This weapon accepts no attachments numbers thanks to the sale of defective weapons, without modifications. Upgrades: Sawn off Shotgun: A sawed-off hunting shotgun Tier1: Polymer frame vs Extended Magazine(12) with two side-by-side barrels, making it lighter and Tier2: Longer Barrel(+crit) vs Silencer more compact than a full shotgun. One of the most Tier 3 Accurate(+1ab) vs 3 Round Burst popular weapons among bandits due to its combination of ease of concealment and extreme SIP-t M200: The only effectiveness in close combat. remaining mass produced Attachments: This weapon accepts no attachments model of a globally Upgrades: renowned pistol, this weapon Tier1: Protective coating vs Better has earned a reputation for Ergonomics(Small) its excellent ergonomics and Tier2: Reliable vs Longer Barrel(+crit) accuracy, and while its magazine is relatively small, it benefits from powerful ammo and a mechanism Chaser 13: that functions like a Swiss watch. Some believe the A Western SIP-t M200 to be the best mass produced .45ACP smoothbore caliber handgun there is and it has certainly got a shotgun following among experienced stalkers and that is extremely popular around the world thanks mercenaries. to its amazing reliability and faster reloading Attachments: This weapon accepts a Silencer speed. Particularly valued for its functionality by without modifications. the Zone's hunters. All of its parts are coated with Upgrades: an anti corrosion compound. Tier1: Polymer frame vs Extended Magazine(10) Attachments: This weapon accepts no attachments Tier2: Accurate(+1ab) vs Protective coating Upgrades: Tier 3 Longer Barrel(+crit) VS 3 Round Burst Tier1: Large/Small Choke vs Alloy Frame. Tier2: Box Magazine(7+1) vs Protective coating Longarms: Tier 3 Longer Barrel(+crit) vs SemiAutho mode Longarms are personal firearms that require two hands to be fired without penalty. This group SPSA14: includes hunting and sniping rifles, assault rifles, This shotguns, and most submachine guns. special The basic longarm is the rifle, a group that includes purpose both hunting rifles and sniper rifles. Most rifles are smoothbore automatic shotgun was designed in autoloaders, and they function internally in a the second half of the 20th century and comes with manner very similar to autoloader pistols. Some pump-action and self-cocking firing modes. Used as models are operated manually, however, with the an all-purpose weapon by the police and assault user having to work a bolt or lever between each troops. Notable for its reliability and tactical shot. Assault rifles are rifles designed for military flexibility. Despite its large weight, complex use and feature automatic as well as mechanism and considerable cost it is in demand in semiautomatic fire. the Zone due to its effectiveness against mutants. Shotguns are large-bore weapons that primarily Attachments: This weapon accepts no attachments fire shells full of small projectiles. They tend to be Upgrades: powerful, but only at short range. Reduce shotgun Tier1: Large/Small Choke vs Alloy Frame. damage by 1 point for every range increment of Tier2: Protective coating vs Box Magazine(8+1) the attack. Tier 3 Longer Barrel(+crit) vs SemiAutho mode Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire Viper5 This on automatic. All longarms are covered by the Personal Firearms Proficiency feat. has gained Longarms with the exception of shotguns are not popularity well suited to close combat. A character takes a –4 around the world thanks to its reliability, ease of penalty on the attack roll when firing at an use and accuracy. Over the last few decades the adjacent target, unless the weapon has the Viper 5 was in service with special armed forces Compact property. and police units worldwide. Not surprisingly, having flooded the global black markets, it eventually made its way to the Zone. Shotguns Specifics: Three-round burst; Compact Attachments: This weapon accepts a Silencer without modifications. Tier1: Foldable stock vs Extended Magazine(42) Tier2: Protective coating vs Scope Tier 3 Longer Barrel(+crit) vs Accurate(1ab) Tier1: launcher vs Extended Magazine(42) Tier2: Silencer vs Protective coating Tier 3 Sniping vs 3 Round Burst AKM-74/2: This weapon, designed in 1974, signaled TRs 301 A new step in the development of this the adoption of famous weapon family. The changes were small caliber and made to the upper half of the steel construction low impulse rounds by Warsaw Pact countries. A comprising the barrel, gas tube and bolt assembly, descendant of the most popular assault rifle in the reducing the weapon's weight, improving world, the AKM-74/2 has an even bigger muzzle ergonomics brake, resulting in a reduction of what was already and its gas manageable recoil. This facilitates better accuracy system. The and groupings, especially when fired in fast single weapon is shots or bursts. As before, the rifle is very simple highly and reliable. accurate, Specifics: None although its propensity to catch dirt makes it a Attachments: This weapon accepts a grenade poor choice for the Zone's difficult conditions. launcher without modifications. Specifics: Unreliable (-Durability) Upgrades: Attachments: This weapon accepts a SUSAT Scope; Tier1: Extended Mag.(42) vs Scope M203 Grenade Launcher and a Silencer without Tier2: Accurate(1ab) vs 3 Round Burst modifications. Tier 3 Longer Barrel(+crit)vs Sniping Upgrades: Tier1: Longer Barrel(crit)vsExtended Magazine(42) AKM-74/2U: Tier2: 3 Round Burst vs Accurate(1ab) Despite being similar Tier 3: Sniping vs Protective coating to submachine guns in size, weight and SGI 5K: A relatively new assault rifle that has tactical purpose, this quickly found admirers around the world, despite weapon is classified lacking a "trendy" design. Weapons of this series as an assault rifle due to the fact that its internal are one of the best in their class, renowned for mechanism is identical to that of the AKM 74/2. their reliability, accuracy and ease of use. Despite The weapon is notable for its mobility in close being relatively difficult to obtain in the Zone, this quarters and high armor-penetration capacity, assault rifle while its drawbacks are its short effective range, is often despite the relatively long bullet range, a tendency ordered by to overheat and high ricochet propensity. experience Specifics: Unreliable (-Durability); Compact d stalkers Upgrades: at considerable expense. Tier1: Protective coating vs 3 Round Burst Specifics: Reliable (+Durability); Accurate (+1AB); Tier2: Extended Magazine vs Longer Barrel(+crit) Attachments: This weapon accepts a M203 Tier 3 Grenade launcher vs Accurate(1ab) Grenade Launcher and a Silencer without modifications. Obokan(AC96/2): A modern assault rifle Upgrades: developed as a replacement for the ageing AKM Tier1: Foldable Stock vs Scope 74/2. The main difference is its high speed 2-round Tier2: Longer Barrel(crit) vsExtended Magazine(42) burst firing mode, which allows two bullets to be Tier3: 3 Round Burst vs Sniping fired at exactly the same spot on a target. GP37: A new Specifics: Double tap: (1 Rng. Increment) addition to Attachments: This weapon accepts a PSO-1 Scope; the Western- without modifications. made assault Upgrades: rifle family, which differs significantly from previous Attachments: This weapon accepts a PSO-1 Scope models in the series built on an automatic and a Silencer without modifications. foundation with a semi-open bolt assembly, this Upgrades: weapon is more like American automatic gas- Tier1: Alloy Frame vs Extended Magazine(30) operated assault rifles with a short-stroke gas Tier2: Accuracy(1ab) vs Prot. coating piston system. These changes ensure that the rifle Tier 3 Longer Barrel(+crit) vs 3 Round Burst is a first-rate example of a modern weapon - lightweight, reliable and ergonomic. Specifics: Reliable (+Durability); Accurate (+1AB); Integrated Scope (1.5 Susat); Attachments: This weapon accepts a Silencer without modifications. SA Avalanche: A modified version of the silent Upgrades: Vintar BC sniper rifle, the assault rifle was designed Tier0: Electro-Optical vs Assault scope as a special forces weapon. The rifle's primary Tier1: Foldable Stock vs Extended Magazine(42) purpose is effective fire against enemies employing Tier2: 3 Round Burst vs Grenade Launcher mount modern personal protection equipment without Tier3: Longer Barrel(+crit) vs Sniping disclosing the shooter's location.

IL 86: This rifle's Specifics: Integr. Silencer; Subsonic Round considerable number Attachments: This weapon accepts a PSO-1 of drawbacks caused Scope without most of these modifications. weapons to be Upgrades: modernized, with the Tier1: Protective retired stock making its way to the Zone via the coating vs Extended black market. The rifle's main advantages are its Magazine(30) built-in 2x scope, high single-shot accuracy and Tier reliable upgrade technology. When the weapon is 2: fired in bursts, its accuracy decreases significantly Long and the rifle's basic internal mechanisms become er somewhat unreliable. Barr Specifics: Unreliable (-Durability);Integrated Scope el(+crit) vs Accurate(1ab) (1.5 Susat) Three-round burst; Compact Tier 3 Sniping vs 3 Round Burst Attachments: This weapon accepts no attachments without modifications. Upgrades: Tier0: Electro-Optical vs Assault scope Tier1: Extended Magazine(42) vs Silencer mount Tier2: Protective coating vs Accurate(1ab) Tier 3 Sniping vs Longer Barrel(+crit)

Groza(S14): This assault rifle combined with a grenade launcher, which is similar to the AKM series, was specifically developed for rapid response units. The main differences are its 9x39 caliber ammunition, bullpup layout and extensive configuration options. This weapon is highly valued by military stalkers due to its ability to kill enemies wearing body armor behind improvised cover at a distance during urban combat, as well as its excellent stopping power. Specifics: Integr. Grenade Launcher(GP-25); Compact; Subsonic Round Vintar BC: A special military sniper rifle purpose- properties, which allow it to penetrate mutant hide built for silent, flashless sniping during special and army body armor. Because of the weapon's operations where early detection of the shooter quality, it can only use the more expensive 7.62x54 AP rounds. may be critical. The Vintar BC provides high armor- Specifics: Integr. 1.5x Electro-Optical PSO-1 Scope piercing capability and stopping power, as well as Attachments: None. being equipped with an integrated sniper and Upgrades: optical scope. Highly rated by many stalkers Tier1: Extended Magazine(15) vs Polymer frame despite its small magazine. Tier2: Prot. coating vs Longer Barrel(+crit) Specifics: Integr. Silencer; Subsonic Round; Integr. Tier 3 Assault Scope vs Accurate(1ab) 1.5x PSO-1 Scope SVDUmk-2: A modernized version of the SVUm-2 sniper rifle in a compact bullpup design made on Attachments: None the order of rapid response forces. It allows faster Upgrades: precision fire and is considerably lighter, while its Tier0: Electro-Optical vs Assault scope single shot firing accuracy at short and medium Tier1: Protective coating vs Extended Magazine(15) range is similar to that of its predecessor. These Tier2: Longer Barrel(+crit) vs Accurate(1ab) qualities have earned it the admiration of countless Tier 3 Sniping vs 3 Round Burst stalkers. SVDmk-2: Specifics: Integr. 1.5x Assault PSO-1 Scope. An army sniper rifle that has been on the market Attachments: None for more than fifty years and has earned its Upgrades: reputation for exceptional reliability and ease of Tier1: Polymer frame vs Extended Magazine(15) use. The SVDm-2 is normally used by the army to Tier2: Prot. coating vs Night Vision improve the effective range of its units, but stalkers Tier 3 Longer Barrel(+crit) vs Accurate(1ab) respect this weapon for its armor-piercing

Grenades and Explosives Damage/ Range Rate of Buy/Sell Weapon Burst Radius Dmg. Type Size Weight Critical Incr. fire in Ru RPG-7 10d6/20 Slashing 150ft. S;1 Int Large 15lb 30000 F1 grenade 3d6/20 15ft. Slashing 10ft. Tiny 1lb 800 RD5 grenade 4d6/20 10ft. Slashing 10ft. Tiny 1lb 500 M203 Grenade 3d6/20 Slashing 70ft. Tiny 1lb 600 VOG-25 Grenade 3d6/20 Slashing 70ft. Tiny 1lb 500 vehicles, the RPG ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies RPG-7: The RPG-7 to the target struck, not to other (Rocket propelled objects within the burst radius. grenade) is a rocket launcher. Before using the weapon, the F1 Grenade: A firer must first arm it, which is a move action. defensive hand grenade, with When the RPG hits its target, it explodes like a fragments capable of piercing grenade or other explosive, dealing its 10d6 medium level body armor. points of damage to all creatures within a 10- Stalkers get F1 from trading with the foot radius (Reflex save DC 15 for half damage). military, who write them off as having been Because its explosive features a shaped charge used for fighting mutants. designed to penetrate the armor of military RGD-5 Grenade: An offensive physical damage, such as gunshot wounds and hand grenade. Often used by melee damage. stalkers to "smoke out" mutants Elemental DR (EDR), that reduces damage due to its relatively low cost. This from energy damage that include acid, cold, small explosive device must be fired from a electric, fire, and toxic sources 40mm grenade launcher, such as the M79. It Radiation resistance: (RR) That reduce the sprays shrapnel in all directions when it radiation level that affects a Stalker. explodes. The 40mm fragmentation grenade has Armor Durability. Since armor upkeep and a maintenance is an important part of the stalker VOG-25 Grenade: Regular universe, every armor has a set amount of fragmentation grenade for the GP- health. The more the health of the armor is 25 Koster underbarrel grenade depleted, the worse protection it offers. ½ of Ballistic, slashing and elemental Damage launcher. This round has a rounded down that isn’t negated by dr also minimum range of 40 feet. If fired against a damages the health of the armor. target closer than 40 feet away, it does not arm Armors that have any level of radiation and will not explode. The VOG-25 grenade is resistance also have included gas masks. If the also used in the Tunder S14 complex grenade stalker puts the gas mask off, he loses 1 level of launcher. RR until he puts it back on. Armors with closed breathing cycles have full helmets instead, and by removing it the stalker loses 1 level or RR and the benefits of the closed breathing cycle. M203 Grenade: 40 mm grenade for the M203 underbarrel grenade launcher. This round has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode. Also suitable for use in the FT-200M integrated grenade launcher.

Armor Table Armors in Stalker 20 use an expanded Damage reduction that falls under 3 categories: Physical DR (PDR), that reduces damage from ballistic,slashing,piercing and bludgeoning Resistance Radiat. Max Armor AC ACP Weight Speed Ru PDR EDR Resist Dex Light Armor

Leather Jacket 1 1 1 - 8 0 5lb. 30 2000 Mercenary Suit 1 2 1 1Lvl 6 -1 5lb 30 4500 Ecologist Suit 1 0 10 4Lvl 7 -2 10lb 30 10000

Medium Armor Sunrise Suit 2 2 3 2Lvl 5 -3 10 25 9000 Berili M5 Armor 2 3 2 2Lvl 4 -3 15 25 20000 Duty/Freedom Suit 2 4 3 2Lvl 4 -4 15 25 30000 SSP-99m 'Guardian' Suit 2 3 5 3Lvl 3 -4 15 25 40000

Heavy armor Seva Suit 3 4 6 3Lvl 2 -5 20 25 50000 Skat 9M 3 5 5 2Lvl 1 -6 25 20 65000 Exoskeleton 3 6 4 2Lvl 0 -7 30 20 80000 It has an integrated air-filtering and air- Leather Jacket: Common conditioning system. It is heat and electricity grab of a novice stalker. It resistant, provides good protection from won’t save you from bullets radiation and biological anomalies. It is or anomalies, but it’s still resistant to chemically aggressive better than nothing. environments. It is not designed for combat, so it provides neither bullet, nor splinter Durability: Ruined Damaged Undamaged protection. HP: 1-10 11-19 20-40 Closed breathing cycle: This armor is hermetically sealed and features a closed AC: 0 1 1 breathing cycle with it’s own oxygen supply. DR: 1 1 1 The wearer can safely walk through areas with Elem; 0 0 1 dense poisonous gasses. Upgrades: Bright colors: This suit is not fitted for combat, Tier1: Armored plates(1) vs Elemental for it is a bright orange colour. It grants an protection(2) additional -2 to hide. *Gets Tier2: Artefact Container(2) vs Armored Plates negated by camouflage Tier3: vs Ceramic body armor Durabi Ruin Dama Undam lity: ed ged aged

Mercenary suit: Stalker suit HP: 1-12 13-24 25-50 from the Merc faction. Its AC: 0 0 1 design is based on the suit used by the special forces of the DR: 0 0 0 Western armies. Due to a Elem; 4 7 10 special treatment of the fabric, Rad 1 2 4 the armor has a strengthened Upgrades: stability during the physical movement of its Tier0: Night Vision vs Extra flashlights plates. Tier1: Artefact Container vs Camouflage* Camouflage(Urban): The suit grants +2 to Tier2: Armored Plates vs Artefact Container(2) camouflage in urban areas(buildings). Tier3:Ceramic body armor vs

Sunrise(Stalker) Suit This DIY stalker bodysuit is a combination of a bodysuit of Durability: Ruined Damaged Undamaged twin-layered rubberized cloth HP: 1-15 16-29 30-60 with plexiglass lining and built-in body armor. Despite AC: 0 1 1 the fact that the body armor DR: 1 1 2 is incapable of protecting the Elem; 0 1 1 wearer from even pistol bullets, the suit enjoys Rad 0 0 1 great popularity due to its low cost and Upgrades: modification potential. Comes with built-in Tier1: Lighter armor vs Night Vision artifact containers. Tier2: Armored plates(1) vs Radiation Artefact Container: The suit possesses an protection interna artefact storage slot, that enables a Tier3: Ceramic body armor vs Artefact stalker to benefit from 1 extra active artefact. Container Durability: Ruined Damaged Undamaged HP: 1-19 20-39 40-80 SSP-99 Ecologist Suit: A SSP-99 chemical AC: 0 1 2 protection suit specially designed for the Zone conditions. It is used by scientific expeditions DR: 1 1 2 and the eco-stalkers who cooperate with them. Elem; 1 2 3 Rad 0 1 2 Night Vision 1: This armor features an Upgrades: integrated night vision module that lets the Tier0: Camouflage vs Night Vision I wearer benefit from Night vision 1 effect. Tier1: Armored plates(1) vs Custom fitting Durability: Ruined Damaged Undamaged Tier2: Segmented Protection vs Artefact HP: 1-24 25-49 50-100 Container AC: 0 1 2 Tier3: Ceramic body armor vs Radiation protection DR: 1 2 3 Tier4: Armored plates(2) vs Elem; 1 3 5 Healing Rad 1 2 3 Berill-5M Armoured Suit: This item comprises military Upgrades: PS5 series body armor with Tier0: Camouflage vs Night Vision beryllium sputter modified Tier1: Armored plates(1) vs Custom fitting for use in the Zone. Designed Tier2: Segmented Protection vs Artefact for assault operations in Container highly radioactive areas, it is Tier3: Ceramic body armor vs Radiation ineffective in areas of high anomalous activity. protection The suit makes its way to stalkers through the military, who exchange it for loot. Does not Wind of Freedom suit: come with an artifact container. This lightweight stalker Durability: Ruined Damaged Undamaged bodysuit is made by Freedom HP: 1-29 30-59 60-120 craftsmen. The suit's fabric is treated with Horizon, a AC: 0 1 2 special solution developed by DR: 1 2 3 the faction by trial and error Elem; 1 1 2 to increase resistance to Rad 0 1 2 anomalies. Like the Sunrise suit, the Wind of Upgrades: Freedom comes with built-in body armor and Tier0: Extra flashlights vs Night Vision I artifact containers. Tier1: Armored plates(1) vs Lighter armor Camouflage(Nature): The suit grants +2 to Tier2: Armored plates(2) vs Custom fitting camouflage in nature areas. Tier3: Ceramic body armor vs Artefact Artefact Container: The suit possesses an Container interna artefact storage slot, that enables a Tier4: Radiation protection vs Healing stalker to benefit from 1 extra active artefact.

Durability: Ruined Damaged Undamaged SSP-99m 'Guardian' Suit: This suit is a high quality HP: 1-34 35-69 70-140 modified SSP-99 suit. It AC: 0 1 2 includes kevlar inserts, as DR: 2 3 4 it was designed for guards Elem; 1 2 3 working with scientific expeditions. This suit also Rad 0 1 2 includes a closed-cycle Upgrades: breathing module and first Tier0: Extra flashlights vs Night Vision I generation night-vision. Tier1: Armored plates(1) vs Lighter armor Closed breathing cycle: This armor is Tier2: Ceramic body armor vs Radiation hermetically sealed and features a closed protection breathing cycle with it’s own oxygen supply. Tier3: Armored plates(2) vs Artefact Container The wearer can safely walk through areas with Tier4: Custom fitting vs Night Vision II dense poisonous gasses. PSZ-9d Duty Armor: Produced by one of Kiev's defence research institutes and commissioned Elem; 2 4 6 by the Duty faction. It is as simple and reliable Rad 1 2 3 as the standard PSZ-9 model, but due to the Upgrades: new materials, it provides good protection from Tier0: Camouflage vs Night Vision II various harmful impacts, including firearm Tier1: Ceramic body armor vs Radiation damage. The vest still needs some work protection because it has no breathing protection system. Tier2:Armored plates(1) vs Custom fitting Camouflage(Nature): The suit grants +2 to Tier4: Ceramic body armor(2) vs Artefact camouflage in nature areas. Container Artefact Container: The suit possesses an interna artefact storage slot, that enables a Skat-9M Military Armoured Suit stalker to benefit from 1 extra active artefact. This Skat-9M bulletproof Durability: Ruined Damaged Undamaged military suit is designed for HP: 1-34 35-69 70-140 assault operations in areas of anomalous activity. It includes AC: 0 1 2 a PSZ-12p heavy military DR: 2 3 4 bulletproof suit, an integrated Elem; 1 2 3 compensation suit and a Rad 0 1 2 Sphere-12M helmet. It provides Upgrades: perfect protection from bullets Tier0: Extra flashlights vs Night Vision I and splinters and it doesn’'t decrease the Tier1: Armored plates(1) vs Lighter armor soldier’s mobility. It has a balanced system of Tier2: Ceramic body armor vs Radiation anomaly protection. protection Night Vision 2: This armor features a night Tier3: Armored plates(2) vs Artefact Container vision module that lets the wearer benefit from Tier4: Custom fitting vs Night Vision II Night vision 2 effect. Extra flashlights: The armor is fitted with Seva Suit: This suit, shoulder mounted flashlights, casting 60 feet produced by one of Kiev's clear light and 120 feet dim light. Research Institutes, Durability: Ruined Damaged Undamaged provides a great alternative to other HP: 1-43 45-89 90-180 homemade stalker suits. AC: 1 2 3 It is a fine combination of DR: 3 4 5 an armored bodysuit, a Elem; 3 4 5 closed-cycle respiratory module and an Rad 0 1 2 anomaly field suppression system. That, plus Upgrades: well-chosen materials, makes this suit a fine Tier0: Camouflage vs Lighter armor choice, with the price being the only drawback. Tier1: Ceramic body armor vs Artefact Closed breathing cycle: This armor is Container hermetically sealed and features a closed Tier2:Radiation protection vs Armored breathing cycle with it’s own oxygen supply. plates(1) The wearer can safely walk through areas with Tier4: Ceramic body armor(2) vs Closed dense poisonous gasses. breathing cycle Night Vision 1: This armor features a night vision module that lets the wearer benefit from Exoskeleton: An Night vision 1 effect. experimental sample of a Durability: Ruined Damaged Undamaged military exoskeleton. Was HP: 1-39 40-79 80-160 never mass-produced due to extraordinary cost and some AC: 1 2 3 design flaws. Despite this, it DR: 1 2 4 is in demand due to its ability to take on the weight of all carried equipment, Upgrades: and therefore small batches are made in Tier0:Camouflage vs Night Vision 2 underground facilities outside Ukraine. Comes Tier1: Custom fitting vs Servomotor boosters with a built-in artifact container. Tier2: Segmented protection vs Powered Fist Artefact Container: The suit possesses an Tier3: Armored Plates vs Radiation protection interna artefact storage slot, that adds 1 extra Tier4: Ceramic body armor vs Powered artefact slot. Combat. Power Fist: You are considered to be armed Night Vision 1: This armor features a night with a knife even when unarmed —that is, you vision module that lets the wearer benefit from Night vision 1 effect. do not provoke attacks of opportunity from Extra flashlights: The armor is fitted with armed opponents when you attack them while shoulder mounted flashlights, casting 60 feet unarmed and gain any benefits from brawl clear light and 120 feet dim light. feats you have. However, you still get an attack Powered Armor: The armor has powered of opportunity against any opponent who servos assisting the user’s movement. The makes an unarmed attack on you if you have an empty hand. Also your melee attacks gain wearer gets +4 str to his carrying capacity, but armor penetration 1. due to specific design flaws is unable to run. Servomotor boosters: Allows running and Durability: Ruined Damaged Undamaged charging while wearing the exoskeleton. HP: 1-49 50-99 100-200 Powered Combat: The +4 Str to carrying AC: 1 2 3 capacity provided by the exoskeleton can be DR: 2 4 6 applied to melee damage, attacks, and Elem; 2 3 4 opposed grapple checks. Rad 0 1 2 Compass Gas mask Misc Equipment Map Food; Rope (150 ft.) Portable stove Water; Portable video camera Tent PDA; Cigarette lighter Duct Tape Geiger Counter; Detonator Vodka Flashlight Anti-Rad Knife

Medical Kit Surgery Kit Guitar Harmonica Upgrades and Mechanical Part Repairs Mechanical Tools The upgrades are separated to 4 tiers: Advanced Mechanical Tools Tier 0 Requires no toolkit Disable Device kit Tier 1 requires normal toolkit Backpack Tier 2 requires advanced toolkit Sleeping Bag Tier 3 requires advanced toolkit and device schematics for each weapon category ( Pistol, Camera Shotgun, Rifle and Sniper) Night vision goggles Bolt cutter 1 mechanical part costs 250Ru Disguise kit NPC craft Price Mech. Parts used Handcuffs RU Upgrade Steel 7 Tier0/- Tier Tier Tier Tier Tier

1 2 3 1 2 3 Zip-tie (25) Climbing gear Pistol 1 2 3 400 800 1200 Rifle\shotgu the ability to make burst fire attacks without the 2 3 4 800 1200 1600 n Burst Fire feat; if a character uses the setting Sniper 3 4 5 1200 1600 2000 without the feat, he or she makes a normal attack, and the extra two bullets are wasted. Silencer Mount The reconfigured weapon gains Reliability: the ability to mount a silencer. Some weapons are less reliable than others, and all Grenade Launcher Mount: The reconfigured firearms become less reliable if they aren’t weapon gains the ability to mount an under barrel maintained. grenade launcher. The weight of the weapon is increased by 5lb. Every Repair and Craft check has a parts DC used Scope Mount: The reconfigured weapon gains the to determine whether the user has sufficient parts ability to mount a scope. available to complete the job. Before you can Reliable:The weapon degrades twice slower than succeed on a Repair or Craft check, you must make other Longarms. a parts check to see if you have what you need. Accurate: Due to exceptional part quality the To make a parts check, you must have a weapon receives a +1 bonus on attack rolls. number of the appropriate type of parts equal to at Longer Barrel: The weapon’s threat range is leastthe number of parts used in the Repair or Craft check, as indicated on Table 2–17. Roll 1d20 and doubled. add the number of appropriate parts on hand. For Change of caliber: A complex, integrated alteration example, if you’re making a Craft of the weapon's mechanical and automated parts, (mechanical)check, and you have eight mechanical which allow its caliber to be changed at the cost of parts onhand, your bonus on the parts check is +8.If 10% reliability. you succeed on the parts check, you have the parts Double tap: This weapon features a high speed 2- you need and can proceed with the appropriate skill round burst firing mode, which allows two bullets check for the task. If you fail, you do not have to be fired at exactly the same spot on a target up sufficient parts available for the task. You can retry to 1 range increment away. This setting grants the the check, but only after you obtain at least one ability to make Double Tap attacks without the additional part.The DC for the check depends on Double Tap feat, but only if the target is within 1 the task. A given task can have any given parts DC, range increment of the shooter. (The double just as it can have any particular Repair or Craft barreled shotgun does not suffer from the 1 Range check DC. increment limitation) If the stalker using

the Obokan already has the double tap feat the penalty inside the first range increment lessens by Table 2–17: Repair and Craft Checks 1 a Check DC parts Check DC parts Integrated Scope: This weapon features an Simple 8 1-2 Simple 15 3 integrated 1.5x Scope. If it is fired without it, the Moderate 16 2-3 Moderate 25 5 shooter suffers a -1 penalty on attack rolls.It can be Complex 24 3-4 Complex 35 10 used with only two bullets in the weapon. Advanced 32 10 Advanced 50 20 Integrated Assault Scope: This weapon features an integrated 1.5x Assault PSO-1 Scope. If it is fired without it, the shooter suffers a -1 penalty on Weapon Upgrades and specifics attacks. Assault Scope: An assault scope functions the Integrated Electro-Optical Scope: This weapon same as a standard scope in normal light. features an integrated 1.5x Electro-Optical PSO- However, the Stalker must spend a move 1 Scope. If it is fired without it, the shooter suffers equivalent action instead of an attack action a -1 penalty on attacks. acquiring his or her target. Integrated Silencer: Thanks to its 9x39 caliber Sniping: The reconfigured weapon loses it’s round with a heavy subsonic bullet, the weapon's automatic rate of fire, but it’s range increment noise and muzzle flash have been reduced to a increases by 20ft. minimum. This weapon suffers only a -1 penalty to Extended Magazine: The reconfigured weapon can damage, while retaining all benefits of a silencer. hold more ammunition than normal. This benefit Foldable stock: The weapon is fitted with a applies only to weapons with box magazines. foldable stock, gaining a bonus to sleight of hand Three-round burst setting: When used with the checks made to conceal the weapon and negating Burst Fire feat, the weapon fires only three bullets the -4 penalty when attacking with a longarm in instead of five and can be used with only three the adjacent square. Folding and unfolding a stock bullets in the weapon. This setting does not grant is a move-equivalent action, firing a Longarm with a folded stock imposes a -1 penalty on all attack Radiation protection (The armor protects better rolls from radiation (+1 lvl Rad protection) Polymer frame: A technical replacement of the Night Vision (I/II Generation) weapon’s frame with a lighter one, reducing it’s Extra Flashlights (The armor is fitted with shoulder category from medium to small. mounted flashlights, casting 60 feet clear light and Alloy Frame: A technical replacement of the 120 feet dim light.) weapon’s frame with a lighter one, reducing it’s Custom fitting: The armor’s check penalty is weight by 5lb. reduced by 2 Protective coating: A special Anti-corrosive coating Lighter armor The armor’s weight is reduced by 5lb protects the weapon from degradation.(Weapon Healing The armor gains healing 1/hour degrades twice slower). Segmented protection:Thinner sheets of armor are NightVision I/II (scope): Grants the user night- layered to increase the armor's durability(+1DR for vision (80/120 ft.) but because of the restricted the purpose of armor degradation) field of view and lack of depth perception it Ceramic body armor: A ceramic outer layer can imposes a –4/-2 penalty on all spot checks made by deflect armor piercing bullets that impact at an someone using it. Night vision must have at least a angle and cause them to crumble into fine dust.(-1 little light to operate. A cloudy night provides VS Bullet DR) sufficient ambient light, but a sealed room doesn't. Camouflage(Urban/ Nature): Grants +2 to hide in For situations of total darkness, the scope come Urban or nature areas. with an infrared illuminator that, when switched Accessories on, operates like a standard flashlight whose light A Scope is a sighting device that makes it easier to is visible only to the wearer (or anyone else with hit targets at long range. However, although a night vision). scope magnifies the image of the target, it has a Subsonic Round: Thanks to its 9x39 caliber round very limited field of view, making it difficult to use. with a heavy subsonic bullet, This weapon suffers Adding a scope mount to a weapon takes 1hr and a only a -1 penalty to damage when mounted with a Repair check(DC15). When a scope is attached to a silencer. weapon for the first time it must be zeroed or it will Choke: Shotguns are normally set on standard not function accurately. Zeroing is the process by choke. Changing a shotgun’s choke requires DC10 which the scope is precisely aligned with the aim of Repair check and 1 minute of work. In addition to the weapon. It requires 15 minutes and 10 standard choke the shotgun can be set to open bullets. Once the scope is zeroed, it can be choke or full choke. Slug ammunition can only be removed and re-attached later to the same used in shotguns set to open choke. weapon without zeroing it again. Attaching or Open choke: The weapon grants a +1 circumstance removing a scope is a full round action. bonus on attacks . However the weapon’s range Standard: A standard scope increases the range increment is halved. increment for a ranged weapon by one-half Full choke: Instead of the normal penalties for (multiply by 1.5). However, to use a scope a range, attacks with the weapon suffer a -1 penalty character must spend an attack action acquiring on attack rolls and -1 on damage for each range his or her target. If the character changes targets increment or otherwise lose sight of the target, he or she must SemiAutho rate of fire: The weapon is capable of reacquire the target to gain the benefit of the firing in semi-authomatic mode scope. A scope can only be attached to a weapon Box Magazine:The reconfigured weapon now equipped with a scope mount. Some firearms come accepts a box magazine to reduce reloading time. with s cope mounts, but unless otherwise stated they do not. Armor Upgrades and specifics Assault Scope: An assault scope functions the Artefact Container: The armor has an extra same as a standard scope in normal light. artefact container. The stalker can carry 1 However, the Stalker must spend a move additional artefact to what his constitution equivalent action instead of an attack action permits. acquiring his or her target. Armored plates The armor is fitted with extra Electro-Optical: An electro-optical scope functions ballistic plates for increased physical protection at the same as a standard scope in normal light. In the cost of more restricted movement darkness, however, the user sees through it as if he (+1DR;+1ACP) or she had night vision II. Element protection The armor is reinforced with PSO-1 Scope: Is an optical scope with a x1.5 special fabrics and treated with fire resistant magnification. It can be mounted on any Soviet or mixtures. +2 Elem. Resitance) Russian made weapon such as the AK-74 and the armor takes 20 minutes of work, a mechanical tool AN-94. kit, and 2 WP of raw materials.(Without the tool The SUSAT (Sight Unit Small Arms, Trilux) scope is a kit, a character takes a -6 penalty on their Craft scope with x1.5 magnification with tritium- check.)At the end of the half hour, make a repair powered illumination It can only be mounted on check (DC 20). Success restores 2d6 armor points. NATO-class weaponry. If damage remains, the character may continue to make repairs for as many minutes as it takes to Underbarrel Grenade Launcher: restore all of the armor’s armor points. Although designed to be fitted under different weapon platforms, the grenade launchers have Radiation Rules identical stats. Damage: 3d6/Slashing; Blast radius: 10 ft.; “Please give me vodka, i’m dying” - Save: 15 Ref; Size:Medium Range Increment:70 ft.Weight:5 lb.Rate of Fire:Single Magazine:1 int Anonymous stalker

GP-25 Koster: A single shot, front loaded, rifled When characters are exposed to radiation, underbarrel grenade launcher for assault rifles they may be afflicted with radiation sickness. made in Warsaw Pact countries. The firing Radiation sickness functions exactly like mechanism is self-cocking, with a manual safety exposure to any other disease, following the catch and automatic shot prevention if incorrectly normal rules for diseases. The Fortitude save installed onto a rifle. Uses VOG-25 grenades. DC and the effects of radiation sickness vary M203 Grenade Launcher: A modified M203 with the dose of radiation to which a creature grenade launcher that has been shortened by three is exposed. Radiation exposure has five inches, attached to NATO weapons. Thanks to a changed mount, this grenade launcher is widely degrees: mild, low, moderate, high, and used around the world. severe. To determine the degree of exposure, start with the type of exposure: either an Suppressor: irradiated area (such as the area near a A suppressor fits on the end of a firearm, capturing nuclear explosion, after the fact, or a lab the gases traveling at supersonic speed that propel that has been flooded with radioactive gas), or a bullet as it is fired. This eliminates the noise from a specific source of radiation (such as a lump the bullet’s firing, dramatically reducing the sound of radioactive material). Then consult Table: the weapon makes when it is used. For weapons, Radiation Exposure to determine the degree that inflict 2d6dmg., the only sound is the mechanical action of the weapon (Listen check, DC of exposure based on the total time of 15, to notice). For weapons, that inflict 2d8 or exposure within a given 24-hour period more dmg. the supersonic speed of the bullet itself (rounding up). The degree of the exposure still makes noise. However, it’s difficult to tell determines the severity of the radiation where the sound is coming from, requiring a Listen sickness, as indicated on Table: Radiation check (DC 15) to locate the source of the gunfire. Sickness. An effective suppressor which can be modified on Treating Radiation Sickness the go as required. The body of the suppressor Radiation sickness is considered a treatable around the barrel contains a roll of fine brass mesh, while the front comprises a set of metal disease that can be cured using the “treat diaphragms with holes for the bullet to pass disease” aspect of the Treat Injury skill. through. The set includes adaptors and sealants for Treating radiation sickness requires a medical most weapons. Normally used to thin out enemy kit. Advanced medicine (such as Radaway) and ranks without drawing attention. advanced technology (including nanites, Weapons, that inflict 2d6dmg suffer a -1 damage cybernetic implants and vodka) can also penalty. Weapons, that inflict 2d8dmg suffer a -2 eliminate radiation sickness or obviate its damage penalty. harmful effects. Laser Sight: This small laser mounts on a firearm, At low levels, radiation sickness is a slow and projects a tiny red dot on the weapon’s target. disease. Often, a sick character suffers no A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 severe effects. This is reflected in the fact that feet away. However, a laser sight can’t be used even with a failed Fortitude save, the outdoors durng the daytimeRepairing damage to character might not suffer any Constitution loss. In highly radioactive environments, a Otherwise, it does not change. For example, a character might be exposed to radiation while character who has been exposed to a low already suffering from sickness. If the degree dose of radiation does not get any sicker if she of exposure exceeds the exposure that caused is later exposed to another mild or low dose. If the initial sickness, the character suffers she is exposed to a moderate or higher dose, radiation sickness at the increased severity. however, her sickness becomes more severe.

Table: Radiation Exposure Time of Exposure (Minimum) Situation 1 round 1 minute 10 minutes 1 hour 1 day Character in irradiated area: Lightly irradiated mild mild mild mild low Moderately irradiated mild mild low low moderate Highly irradiated low low moderate moderate high Severely irradiated moderate moderate high high severe Character exposed to radiation source: Lightly radioactive materials mild mild low low low Moderately radioactive materials low low moderate moderate moderate Highly radioactive moderate moderate high high high materials Severely radioactive materials high high severe severe severe

Table: Radiation Sickness Degree of Fortitude Save Incubation Initial and Secondary Exposure DC Period Damage Mild 12 1 day 1d4–2 Con*

Low 15 4d6 hours 1d6–2< Con* Moderate 18 3d6 hours 1d6–1 Con* High 21 2d6 hours 1d6 Con Severe 24 1d6 hours 2d6 Con * Minimum damage 0 Con.

Inside the Zone

Factions

Loners lives. Loners are neutral toward almost all other factions, but do have complications Are a nomadic semi- with the Military, and, to a lesser extent, the unified group of Stalkers Mercenaries, and openly oppose the Bandit who simply live off the faction for their actions against free Zone in order to earn Stalkers. Most Loners are only concerned some coin for their daily with the riches of the Zone, and do not pay attention to the other factions' hatred for Duty each other - provided, of course, they do Was founded by former not threaten them. Because of this, Loners military expedition are often recruited by various factions as survivors and Stalkers mercenaries. concerned about the looming horrors of the The Ukrainian military Zone. They are one of Supposedly has the Zone the largest Stalker clans contained in order to in the Zone. They have a prevent the looting of strict military code (such as no smoking, dangerous, radioactive maintaining one's weapons, etc...) and materials and to prevent operate in a military fashion, using ranks the unauthorized entering like Sergeant, Major, Captain, General,... of any individuals. They Their goal is to contain and destroy the allegedly enforce this rule with a "Shoot- Zone, fearing that it will spread to the on-sight" declaration. In an ironic twist, outside world. They view the Zone as an because of major corruption within their ulcer in the world and their efforts are a ranks, they themselves are the reason why way to excise it. They do this with blunt Stalkers can continue to operate, and why force by killing mutants, eliminating all who radioactive materials from the Zone keep oppose them or exploit the free, and flowing to the outside world. Overtly, the burning down or drowning mutant dens. Military are hostile to all Stalkers, to keep They are neutral toward other Zone up appearances; but they also make shady factions, save for the Bandits and their dealings with them at the same time. long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although The Bandits they treat regular grunts with utter Are raiders and marauders contempt. of the Zone, ranging from petty thugs and gangsters to organized crime Freedom syndicates. Apart from Is a collection of Freedom, which treats anarchists, daredevils, them with marginal and other Stalkers who contempt, everyone hates the believe in the right for Bandits due to their nefarious acts of free access to the Zone. robbing and exploiting honest Stalkers. They are one of the Most Bandits are unorganized and largest Stalker clans in leaderless; there are only a few known the Zone. Freedom Bandit leaders and camps, and even then believes that the Zone is a wonder given to their groups are still fairly disorganized, all humanity. They are hostile to the with underlings always trying to take ecologists exploiting the Zone for research. control by overthrowing the previous They openly oppose the Military, and their leader. Their unit size is mediocre, and their long-time rivals, Duty. The only interest of equipment is cheap and shoddy; because Freedom is to live and open the Zone as a of this they've adapted to a guerilla style of museum for people outside of Chernobyl. warfare, ambushing small groups with large Freedom believes that if ecologists leave numbers by camping in locations just off the Zone from scientific research, the zone the normal paths. will act friendly and peacefully.

The Mercenaries and took a small device from his belt. After pressing some buttons the device started to Are a private military beep loudly. force operating within A grin formed on the mans face – an Artifact the Zone. They are was near. The person took some more iron bits professional soldiers from a small bag on his belt as he took a few who will do just about steps back. He prepared quietly as failure anything in the Zone, would result a painful death. A few seconds ranging from retrieval, passed, and the Stalker threw another piece of assassinations, bodyguarding, etc. Though, metal, while starting to run. Swoosh – the of course, it must be for the right price. lighting went off as the man sailed through the Mercenaries are usually neutral toward air, right over the glowing bolt. After landing other factions, as they are a source of the man let out a small laugh and took out the income, unless they interfere with their beeping device. He started to slowly turn operations. around, all the while listening for louder beeps. At one moment he hit jackpot – the device became louder. The Ecologists Every step forward and the device went louder Are Ukrainian scientists and louder, faster and faster, up to the moment sent into the Zone on when it turned into a nonstopping sound. At the behalf of the moment the man calmly extended his arm and government, but seem grabbed for something. At first there was to be affiliated with nothing, but then a large, rock like thing outside organizations. appeared, that seemed to glow from the inside. Their main purpose is the Our Stalker turned around, made the jump over study of all aspects of the Zone, using the Anomaly again and began his way back to scientific methods to further explain what the Bar, all the while thinking about the uses of the Zone is, and its purpose. The Ecologists the money he'll get from the Barkeep.” are neutral to all factions, and are not Artefacts are items that have been changed by involved in any of their conflicts. Due to the the conditions in the Zone. Most artifacts have military's slipping grip on the Zone, the strange and useful characteristics. For Ecologists rely on opportunistic Dutyers, example, when kept close to the body, some Loners, and Mercenaries to provide them artifacts create a protective field that increases protection, and to perform errands that its user's resilience to damage. Others may may require combat, since the scientists are increase the user's carry weight or protect better thinkers than fighters. against fire, etc. Artifacts are also valuable scientific study material and outside The Monolith corporations would pay a hefty price to obtain Are a fanatical, well-equipped one of these artifacts from the zone. faction, with huge An artefact is a small object, weighing ~2.5lb numbers. They have no with varying shapes and colours. They can be allies, and are actively safely carried in the inventory until activated. attacking all other Activating an artefact requires a standard factions. Their main base action and placing it somewhere close to the of operations is the entire stalker. In a pocket, on the belt, or in a special Pripyat town. artefact container integrated in the armor. Every stalker can have up to ½ of his constitution score + any artefact containers Arthefacts integrated in the armor number of artefacts “The small piece of metal traveled through the active at any given time until it gets too air and landed on the ground with a silent thud. stressful for his body. When a Stalker tries to Immediately the area was filled with a bright, activate more artefacts than his limit nothing blue light, as small lighting bolts shot up into the air. A figure calmly watched the light show, happens. Activating an artefact is a standard Table x.x Arthefacts* action. Arthefact: Benefit Drawback Sale Price Jellyfish +1 Ballistic DR Lightly Radioactive Mat. 1200 Ru Stone Flower +2 Ballistic DR Moderately Radioactive Mat. 2500 Ru Night Star +3 Ballistic DR Severely Radioactive Mat. 5000 Ru Mama’s Beads +1 Ballistic DR None 5000 Ru Wretched +1 Slash;Pierc;Bludg. DR Lightly Radioactive Mat. 1200 Ru Gravi +2 Slash;Pierc;Bludg. DR Moderately Radioactive Mat. 2500 Ru Goldfish +3 Slash;Pierc;Bludg. DR Severely Radioactive Mat. 5000 Ru Kolobok +1 Slash;Pierc;Bludg. DR None 5000 Ru

Thorn +1 Radiation Protection -1 Maximum HP 1200 Ru Crystal Thorn +2 Radiation Protection -2 Maximum HP 2500 Ru Urchin +3 Radiation Protection -3 Maximum HP 5000 Ru

Stone blood +1Health/Hour -1 DR 1200 Ru Meat Chunk +1Health/30min -2 DR 2500 Ru Soul +1Health/20min -3 DR 5000 Ru Unknown +1Health/Round Unknown Unknown

Sparkler +1 Carrying Str -2 Elemental Resistance 1200 Ru Flash +2 Carrying Str -4 Elemental Resistance 2500 Ru Moonlight +3 Carrying Str -6 Elemental Resistance 5000 Ru

Droplets +1 Radiation Protection -1 Carrying Str 1200 Ru Fireball +2 Radiation Protection -2 Carrying Str 2500 Ru Crystal +3 Radiation Protection -3 Carrying Str 5000 Ru Flame Battery +6 Fire DR None 5000 Ru Pellicle +6 Acid DR None 5000 Ru Electric Battery +6 Electric DR None 5000 Ru

Spring +5 Ft. Speed Moderately Radioactive Mat. 5000 Ru It's the outermost edge of the Zone, guarded by the Military and therefore quieter than Key locations The Zone is a wild, and mostly unexplored place, whole areas are cut off from outside most other areas. Stalkers often refer to the influence by high radiation, fierce mutants or Cordon as the Zone's antechamber. It is dense anomalies. There are a few areas of the sporadically dotted with farms and small Zone that are considered key locations, points villages, and several railway lines and bridges. of control that are hotly contested amongst Most rookies hang around the Cordon, the factions, due to having an abundance of congregating in the abandoned villages until artifacts, being strategically important they have enough gear and experience to head crossroads, access to important underground deeper into the Zone. The biggest threat to facilities or relatively safe zones. Of course, a Stalkers in the Cordon is the Military, as they good deal of the Zone is unexplored and you often launch patrols with the intent of are free to add your own locations to these. capturing or killing the Stalkers that stray too close to their Outposts. The most common Cordon mutants encountered in the cordon are the

Flesh, boar and blind dogs, though occasionally the facilities below the research institute hold others venture out to the fringes, causing some secrets about the creation of the Zone. havoc amongst the unexperienced Stalkers. Duty have a presence here, operating a small The main focal point of the cordon is the south outpost in the grounds of the Research west, where the Trader Sidorovich operates, institute, and many loners can be found in the most of the incoming and outgoing trade area. This area is often subject to military raids, occurs in this area, as rumors say, that attempting to capture the mercenaries to Sidorovich has struck a deal with the local discern their employers goals. Millitary's outpost commander. Dark Valley The Garbage Always gloomy, always misty and always rainy. Described as a "vast machinery graveyard", the Stalkers venturing into the Dark Valley are Garbage was in fact the main dumping ground likely to find valuable artifacts, instant death, for ruined machines and vehicles, as well as or both. So nicknamed for the oppressive irradiated debris from after the 1986 disaster. feeling surrounding this area, the dark valley is Lines of irradiated trucks, jeeps and general a dangerous place, and often home to some of machinery are left to rust in vast fields. The the more organised bandit groups. The site of area is dominated by huge, heavily irradiated another “Agricultural Research Center” that piles of debris pulled from the Chernobyl NPP, was abandoned just prior to the 2006 partially covered with dirt, among which useful emission, the dark valley is rumoured to be the items or the occasional artifact can be found. site of one of the many 'X Designation' labs, Loners and Bandits often chug vodka and which were established throughout the zone venture onto these mounds in search of loot, after its creation to work in fields of fringe most often leading to fighting and bloodshed. science. Freedom have an outpost here, in the Notable sites within the Garbage area include large construction site that was to be the an old train hangar, a fenced-in scrapyard and Science Center. The area is heavily several ruined office buildings. Although industrialised, with large factories and unconfirmed, it it rumoured these offices have industrial ruins dotting the area. Often visited extensive basement areas. Duty operate a by experienced Stalkers attempting to find the checkpoint on the main road to Rostok, which entrance to the secret labs. is their main base area. They often come into Rostok conflict with the bandits in the area. Rostok was once a mid-sized town, with large Agroprom industrial presence and an extensive rail A heavily forested area, containing many small network. It is divided into two areas; the lakes and streams, this is the site of the southside area, a safe zone, more commonly Agroprom Research Institute, which was called “The Bar” And the rest of the town, constructed sometime in the mid 90s to called “The Wild Territory”. The Bar is one of analyze the possibilities of agriculture on the Zones safest areas, almost entirely irradiated soil. The ARI itself is a massive anomaly free, it is the main headquarters of lakeside complex, complete with rail line and Duty, and as such they heavily protect this tunnel that connects directly to the railyard in area, enforcing strict adherence to their laws. the Garbage Area Most stalkers can be guaranteed sanctuary in several kilometers away. Several ruined the Bar, it is almost a city unto itself, named for factories dot the area, usually six or seven story the famous '100 Rads' Bar, it also contains a buildings with accompanying offices. Most makeshift hotel, a thriving market and a notable is the extensive underground dueling arena where stalkers can bet on or complexes take part in fights. This entire 'town' is below the research facility, a vast network of enclosed in barricades, dotted with laboratories, tunnels and massive hangars, watchtowers and manned by Duty members. with several surface access points, either Outside of Dutys barricades is the Wild hidden in the hillsides or connecting to the Territory, the decaying remains of Rostok, this factories in the area. Mercenaries are highly area is rich in artifacts, anomalies and also in active in this area, with many suggesting that mutants. Some ecologists are active in this area, using the Bar as a nearby safe zone, Following the fall of the Soviet Union, renting building from Duty to use as research Ukrainian military units were garrisoned in the bases. The wild territory is a dense maze of base, continuing the mission of securing the ruined buildings, with narrow streets and area. Some time before the second incident in enclosed courtyards, and occasionally large 2006 a large scale construction effort was open parks, which are littered with the bodies started in the area. However, the incident cut of Stalkers foolish enough to cross them, such efforts short; workers abandoned their coming under fire from Mercenary or Bandit vehicles, leaving behind their vehicles and raw snipers. Many firefights happen in close supplies. The area became truly abandoned, quarters here, fighting house to house and with mutants and other wildlife quickly moving room to room. in. However, once the military was able to Yantar reach deeper into the Zone, they once again Once home to the largest lake in the Chernobyl reoccupied the warehouses and erected 'The area, an unfortunate accident at the nearby Barrier', a fortified checkpoint covering the Factory prior to 1986 led to this lake draining only accessible road to Pripyat nestled in a into an underground cavern, leaving a shallow, steep sided valley, to keep the more gruesome chemically poisoned swamp in its place. Yantar Zone abominations which were funneled along was a major chemical industry center before this passage contained. They were doing a the Chernobyl Incident, and now stands mostly decent job, right until the Second Emission, untouched, due to the heavy psy-emissions during which much of their force was killed. that emanate from this area. Rumoured to The soldiers retreated to the military base and hold one of the 'X Designated' laboratories, this bunkered down, constantly requesting has long been a draw to Stalkers, who evacuation to no avail. Freedom exploited this unwittingly meet their end at the strange weakness and secured the base for presence located here. As such, the area is themselves, as well as picking up the duty to home to countless Zombified Stalkers. The maintain and defend the Barrier. Moving their Ecologists have established a Mobile Research primary base from the Dark Valley, the army Base here recently, a heavily fortified prefab warehouses area became the center of bunker that was airlifted into the area. They Freedom operations and one of the most have enlisted several Duty and Mercenary heavily defended locations across the entire members to guard them as they conduct their Zone. The Army warehouses are a valuable research into the Psy-emissions. This area is source of materials and resources within the dense with underground and overground Zone, holding a huge surplus of military sewers and chemical waste runoff pipes, which rations, medical supplies and munitions. As are often the only way to travel safely past the such it is a highly coveted area by many hordes of zombies. However, these pipes and factions, and it the the Yantar buildings are inhabited by center of some of the most bitter and intense something worse than brain dead stalkers, the battles in the Zone. deadly snorks, feral Stalkers that fell victim to Red Forest the areas influences. Many meet their fate The Red forest is the area directly north of the deep underground in at the hands of these Army Warehouses, a steeply hilled and heavily rabid monsters, and their howling can be heard forested area consisting mostly of coniferous echoing through the pipes at night, filling the pine trees. Its name was coined by inhabitants lakeside area with horrible unnerving sounds. of the Zone after the 1986 meltdown which The Army Warehouses killed all of the trees in the area, and turned A strategically important area, the vicinity of their needles a bright red colour. The area is the army base used to contain a small rural one of the most dangerous in the zone, as the village and passageway to the radar facility heavy vegetation and steep terrain makes north of it. After the 1986 incident, the travel difficult, and the presence of the population of the village was evacuated and Monolith faction alongside some of the most the base repurposed to act as a center for deadly mutants of the Zone. Documents military forces securing the Zone of Exclusion. uncovered in Agroprom refer to another of the 'X Designated' labs hidden in this area, but its Stalkers caused wild rumors to begin spreading location is unknown. The forest extended for about what one might find in the Chernobyl several kilometers, and there is a 'point of no NPP. The most well known tale is that of the return' beyond which there seems to be some Wish Granter; a monolithic crystal of unknown sort of emission that Stalkers have nicknamed origin that makes one's wishes come true. “The Brain Scorcher” due to the effects on Other rumors surrounding the NPP involve humans, intense headaches, bleeding from the extra-terrestrials, treasure troves of artifacts, nose, ears and eyes and eventual the Oasis, and other folklore. Many Stalkers zombification. It has been noted that Monolith see the Npp as the Ultimate goal, to stand in soldiers in this area seem immune to this front of the Wish Granter and be able to ask effect. The area is littered with abandoned for anything; uncountable riches, immortality, military vehicles, left to rust amongst the trees. peace on earth, anything a Stalker could dream Pripyat Pripyat is the most famous ghost city of the Exclusion Zone, once home to almost 50,000 residents, mostly engineers and workers in the nearby Nuclear Power Plant. Pripyat is as yet untouched by Stalkers, being the very heart of the Exclusion Zone. No one has yet managed to find a safe passage to it. It sits empty, save the mutants, and is a relic of the now collapsed

Soviet Government, with monuments and murals falling into decay. The most iconic location in Pripyat is the Ferris Wheel, for a funfair that was due to open only days after the 1986 disaster. No one can say for sure if it even still stands. Located within almost spitting distance of the NPP, Pripyat is thought to be the home of the Monolith faction. The first Stalkers to access Pripyat will be remembered as legends amongst Stalkers for years to come, and every Stalker dreams of being that person. Chernobyl NPP The Chernobyl Nuclear Power Plant is where it all started. On the 26th of April 1986, a reactor meltdown led to nuclear fallout irradiating and rendering hazardous a 30 km-wide area now known as the Zone of Alienation. Following the incident, the Zone was evacuated and the reactor was sealed in a concrete Sarcophagus.

The NPP is a place of myth and legend amongst Stalkers, residing at the very heart of the Zone. Almost impassable obstacles such as the Brain Scorcher or the Monolith faction combined with the vivid imaginations of prospecting

game Mastering

Weapons of the Monolith Damage/ Dmg. Range Rate of Buy/Sell Weapon Caliber Mag. Size Wgt. Crit Type Incr. fire in Ru Exotic Weapons (requires the Advanced Firearms Proficiency feat) FT-200M (Assault rifle) 2d8/20 5.56mm Ballistic 80ft. Sa,A 30 Box Large 15lb N/A

Gauss Rifle (Sniper rifle) 3d12/20 - Ballistic 140ft. S 10 Box Huge 25lb N/A EM1 Rifle (Sniper rifle) 3d6/ - - Electrical 120ft s 8 Box Huge 25lb N/A

FT-200M: This futuristic- powerful electromagnetic bursts through fragments looking weapon with a of the Flash artifact. bullpup layout is actually a Specifics: Integrated Electro-Optical Scope(1.5 mass produced modular Susat); system, comprising a rifle Attachments: None grenade complex with a Upgrades: computerized fire control system and a 40-mm Tier1: Extended Magazine(10) vs Polymer frame grenade launcher. Despite its bulky appearance, the Tier2: Prot. coating vs Assault Scope weapon is highly ergonomic, easy to use and Tier3: Longer Barrel(+crit) vs Accurate(1ab) benefits from good technical characteristics. Specifics: Reliable(+Durability); Accurate(+1AB); Integrated Electro-Optical Assault Scope(1.5 Susat); Compact; Integr. Grenade Launcher(M203) Attachments: This weapon accepts a Silencer Gauss Rifle: A super-accurate hi-tech weapon without modifications. known as item 62, this rifle was developed in secret Upgrades: laboratories located inside the Zone. The weapon Tier1: N/A operates by accelerating bullets to extremely high Tier2: Extended Magazine(42) vs Polymer frame speeds using a system of electromagnets, which Tier3: 3 Round Burst vs Longer Barrel(+crit) 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 EM1 Rifle: An experimental electromagnetic rifle Upgrades: used for incapacitating electronic devices from a Tier1: Extended Magazine(12) vs Polymer frame distance. Ineffective against live targets. Powered Tier2: Prot. coating vs Electric damage* by accumulator batteries. Originally a prototype Tier3: Longer Barrel(+crit) vs Accurate(1ab) weapon created as part of a project in the Zone (before the 2006 incident) scrapped in 2004, *Electric damage: Removing the projectile from the prototypes of the said weapon were later seized by Gauss ammunition Halves the Gauss Rifle’s Dmg. to the Clear Sky faction (likely because some of its 3d6, but changes it’s type to electrical. The Stalker members were part of The Group) who turned the can change from lethal to non-lethal mode. A shot weapon in a powerful rifle capable of unleashing with electric damage disables all electrical devices on the target for 1d4 rounds.

Creatures of the zone

Organization: Solitary or pack (5-12) Blind dog Challenge Rating:⅓ Alignment:Always neutral

Flesh

Several generations of the dog species have lived and died since the catastrophe. Each was more affected by the Zone than the previous one. Rapid mutation lead to a vast improvement Like many other living creatures, domestic pigs in previously peripheral abilities, frequently at in The Zone underwent serious mutations the expense of primary ones. The most notable following the second Chernobyl disaster, biological change was the loss of sight, paired affecting genes responsible for their with an uncanny development of smell. As it metabolism. This eventually caused the turned out, blind pups survived in the Zone as animal's phenotype to change significantly.A well as normal ones, if not better. As a result, mutant pig of this type, known as a "Flesh" the common dog quickly became extinct in the among stalkers, is one of the clearest examples Zone, giving way to a new breed – that of blind of the Zone's perversion of nature. The pigs dogs. The animals instinctively identify and have developed a protective layer of scales and avoid anomalies, radiation, and other invisible bones, their regeneration potential grew dangers that plague the Zone. Like their wild significantly and their nervous system became ancestors – the wolves – blind dogs hunt in more complex. A side benefit of this mutation is packs. An encounter with a large group of these their enlarged eye, which can see in a greater animals can be dangerous even to an spectrum of light and has olfactory receptors experienced and well-armed stalker. within (in layman's terms, the flesh can smell Biology: As the name implies, these dogs have with its eyes).They are familial creatures and lost their eyesight, possibly due to some form of usually travel the Zone in packs numbering five warped, mutation-induced evolution. Rather or six Fleshes. A pack is led by an Alpha Flesh, than rely on eyes, Blind dogs have extremely most often the most experienced and long lived keen senses of hearing and smell and can hunt, one. The "Alpha Pig" can be easily identified by fight and navigate through pockets of radiation both its grayish skin and the scars covering and fields of anomalies without much problem. most of its body. Just like a normal pig, the They also seem to have developed an Flesh is an omnivore and may attack a Stalker unusually high resistance to electricity. Perhaps if desperate enough. Fleshes have been due to radiation in the Zone and subsequent observed dragging corpses of small slain mutations, many Blind Dogs are albino. mutants such as Blind Dogs into a safe spot for consumption. To most, this would be the most Size/Type:Small Mutated Animal grotesque and unnerving meal of their life. To Hit Dice:1d8+2 (6 hp) Stalkers, it's a feast. Even with their mutated Initiative:+3 and repulsive look, the Fleshes are still Speed:40 ft. (8 squares) biologically pigs and therefore are safe for Armor Class:14 (+1 size, +2 Dex, +1 natural), consumption (radiation poisoning touch 14, flat-footed 12 notwithstanding). Some Stalkers take Base Attack/Grapple:+0/-3 Attack:Bite +2 advantage of this fact by chopping their limbs melee (1d4+1) and head off, skewering them onto a makeshift Full Attack:Bite +2 melee spit, and roasting the beast over a fire for food, (1d4+1)Space/Reach:5 ft./5 ft similar to how roast pig is prepared. Special Qualities: Low-light vision, scent Size/Type: Medium Animal Saves: Fort +4, Ref +4, Will +1 Hit Dice: 2d8+4 (13 hp) Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Initiative: +2 Cha 6 Speed: 50 ft. (10 squares) Skills: Jump +7, Listen +5, Spot +5, Survival 14 (+2 Dex, +2 natural), Armor Class: +1* touch 12, flat-footed 12 Feats: Alertness, Track Base family groups are usually selfish feeders and +1/+2 Attack/Grapple: can be seen dragging a corpse into bushes to Attack: Bite +3 melee (1d6+1) feed alone. They are also cannibalistic and Full Attack: Bite +3 melee (1d6+1) have been observed feeding on corpses of their own kind. They normally attack by charging at Space/Reach: 5 ft./5 ft. their victims and attempting to rip them to Special Attacks: Trip shreds with their claws or knock them over. Special Qualities: Low-light vision, scent They are especially dangerous when they Saves: Fort +5, Ref +5, Will +1 attack as a group and surround their victim. The Str 13, Dex 15, Con 15, Int boar is indeed one of the most dangerous of the Abilities: 2, Wis 12, Cha 6 original domestic animals of the Zone. Hide +2, Listen +3, Move Traits Skills: Silently +3, Spot +3, Ferocity (Ex): Survival +1* A boar is so fiercely aggressive in combatthat it TrackB, Weapon Focus continues fighting even when disabled or dying. Feats: (bite) Scent (Ex): Environment: Temperate forests This ability allows a boar to detect approach-ing enemies, sniff out hidden foes, and track by Organization: Solitary, pair, or pack (7-16) sense of smell. Challenge 1 Boar (Wild Pig): Rating: CR 3; Medium-size Mutated animal; HD 3 HD (Medium); 4-6 HD Advancement: 3d8+9;hp22; Mas 17; Init +0; Spd 40 ft.; (Large) Defense 16, touch 10, flat-footed 16 (+6 Level — natural); BAB +2; Grap +4; Atk +4 Adjustment: melee(1d8+3, gore); Full Atk +4 melee (1d8+3, gore); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ ferocity, low-light vision, scent; AL none; SVFort +6, Ref +3, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con Boar 17,Int 2, Wis 13, Cha 4. Skills: Listen +7, Spot +5. Feats: None. Advancement: 4–5 HD (Medium-size).

Pseudodog

A large animal that can reach 1.5 meters at the shoulder. The boar's ability to survive and aggression surpass that of its relatives outside the Zone and resemble that of most mutants. Mutagenic processes engineered by radiation and anomalies have played a significant part in shaping these mammals: they have lost all fur Pseudodogs are a relatively common type of in places and grown long, bristly fur in others. mutant descended from wolf, bear and human The animals' hooves have changed in shape DNA strains and only resembling dogs visually. and become sharper, acquiring a resemblance Physical Appearance As their name suggests to claws; their pupils have become colorless they look more like dogs than wolves; they have and pigmentation disorders and deep wrinkles very blunt and short muzzles, relatively short fur have appeared on their bald heads. They have (but far more than a blind dog) and unusually also grown an extra pair of tusks which are small for a wolf related canine as they are only easily recognized. Zone boars resist radiation slightly bigger than blind dogs. They have well which allows them to spend long periods in some exposed skin on the ribs which is not heavily contaminated areas. Boars are very covered by fur and their cheeks do not territorial and a small group will defend their completely cover their teeth or they are territory to the death but if killed the last survivor constantly snarling. They also have rather will usually run away. Some boars are solitary small ears which do not stick straight up which and roam areas alone looking for food. Boars in is yet again very different that most wolves. Another distinguishing feature are their eyes drain it of blood, which is what gave them their which implies that they can indeed see (unlike name. blind dogs), they are a glowing whitish yellow Medium mutant color remarkably similar to a Bloodsucker's, Hit Dice: 5d10+15 (42 hp) they curiously stop glowing when a pseudodog is badly injured and or killed. Unlike their Initiative: +1 Speed: 30 ft. (6 squares) relative the Blind dog, which is clearly a side Armor Class: 15 ( +1 Dex, +4 natural), touch 11, effect of random mutations, Pseudo dogs are flat-footed 14 thought to possess experimental breeding Base Attack/Grapple: +5/+8 Attack: Claw +7 history, with their possible origins tracking back melee (1d6+3) to way before the second disaster. Full Attack: 2 claws +7 melee (1d6+3) and bite +2 melee (1d8+1) Bloodsucker Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Scent; Natural Invisibility Saves: Fort +9, Ref +7, Will +2 Abilities: Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track

COMBAT Bloodsuckers are a type of rare mutant usually Nightwalkers lurk in dark areas where they can found in the deeper areas of the Zone, often almost always surprise the unwary. underground. They seem vaguely humanoid, with They slash with claws and beak, trying to grab a hunched stance and height similar to that of an their prey and drain their blood. average person. Their eyes are lambent and their Improved Grab (Ex): To use this ability, a mouths are surrounded by several powerful Bloodsucker must hit with a claw attack. It can tentacles used for feeding on blood. The Bloodsucker is a semi-legendary creature, often then attempt to start a grapple as a free action used by Stalkers as a symbol of both the dangers without provoking an attack of opportunity. and corruption of the Zone. This status has been Natural Invisibility (Su): This ability is constant, achieved both thanks to the species’ relative allowing a Blood Sucker to remain invisible rarity, as well as the fact that few humans who even when attacking. When not threathened encounter Bloodsuckers survive to tell of it. and no enemies in sight, the Bloodsucker does Bloodsuckers often make lairs in which they will dwell while resting or storing their kill for later not use it. When combat starts, roll 1d4 to see consumption. They also sleep standing up but how many rounds will the Bloodsucker remain aren't known to do so heavily, as even something invisible until being visible for 1 round. Then as quiet as a light footstep will instantly awaken roll again. them. Bloodsuckers are not tremendously Aversion to Daylight (Ex): If exposed to natural resilient, however they are far and away the daylight (not merely a daylight spell), fastest enemy in the game. This, combined with their ability to turn invisible, the fact that they do nightshades take a –4 penalty on all attack not create any sound while resting or walking, rolls, saving throws, and skill checks.?????? and their incredibly damaging attacks (their claws ignore all armor) make them extremely Blood Drain(Ex): A bloodsucker can drain blood dangerous opponents, especially when the player from a living victim with its tentacles by making is distracted. Perhaps the most peculiar thing about Bloodsuckers is their optic camouflage, a successful grapple check. If it pins the foe, it which allows them to temporarily become almost drains blood, dealing 1d4 points of Constitution invisible to the naked eye. However, drain each round the pin is maintained. On Bloodsuckers are at their weakest when cloaked. each such successful attack, the Bloodsucker Bloodsuckers will often engage their camouflage gains 5 temporary hit points. Any damage upon discovering prey, and then become visible taken interrupts the feeding process. again when they are close enough to attack. Bloodsuckers will usually bite into the corpse to

Psy Dog Chimera

A Psy dog resembles a Pseudodog but with white fur and shares many Chimeras are hard to spot and even harder to characteristics with its somewhat more escape from. Chimera is a hairless cat/dog-like common relative. Psy dogs will attempt to creature, close to the size of an adult lion, with confuse you with multiple illusions. The two heads and a broad tail. Chimeras are extremely strong and they're able to turn a car most distinguishing feature of the psy-dog over alone. They are the most deadly mutant is its ability to affect human minds, where it encountered, jumping incredible distances and is able to create seemingly live images of doing extreme damage. Though physically itself. These even seem real and solid, as weaker than the Pseudogiant, the Chimera is players cannot simply walk through them considered deadlier due to its extremely fast and must be shot to be removed. Although speeds and aggressiveness. they also attack, they deal no damage, but Medium Magical Beast can mask the direction of the real Psy-dog Hit Dice: 8d10+24 (68 hp) who is attacking you. Initiative: +6 It can be theorized that the psy-dog can Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch either manipulate the minds of man similar 12, flat-footed 15 to the abilities of a Controller, or they Base Attack/Grapple: +8/+11 themselves generate psy-emissions and Attack: Claw +11 melee (1d8+4) are able to bend it to their will. When Full Attack: Claw +11 melee (1d8+4) around the influence of a Psy dog also, the Space/Reach: 5 ft./5 ft. player's vision is slightly brightened, has a Special Attacks: Pounce few traces of noise in the vision and hears Special Qualities: Darkvision 60 ft., low-light a familiar sound that is also done by vision, scent Controllers when around them. Psy Dogs Saves:Fort +9, Ref +10, Will +3 typically do not directly attack, but instead Abilities:Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10 rely on their generated illusions to swarm Skills:Hide +9, Listen +6, Jump +21, Spot +6 and overwhelm prey then attack. Once an Feats: Alertness, Improved Initiative, Lightning unlucky prey is swarmed, the psy-dog will Reflexes now usually close-in for the kill, who is Organization: Solitary or pack (2-3) masked along with the number of images Challenge Rating: 6 that are also attacking. Psy Dogs prefer to Treasure: None summon illusions to attack enemies and Advancement: 9-12 HD (Medium); 13-24 retreat. The real Psy Dogs rarely attack, HD (Large) being usually separated by their copies, Dire Lion and only appear if all of their illusions have Size/Type: Large Animal been "killed", just to produce more false Hit Dice: 8d8+24 (60 hp) copies. This continues into a cycle until the Initiative: +2 perpetrators are finally killed. Speed: 40 ft. (8 squares) Psy image(su) 15 (-1 size, +2 Dex, +4 The psy Dog can cast the mirror image Armor Class: natural), touch 11, flat- spell as a supernatura abillity, once per 1d4 footed 13 Base rounds. His caster level equials his HDx2. +6/+17 Attack/Grapple: The psy dog can not swap locations with the images. The images do not need to be Attack: Claw +13 melee (1d6+7) allways connected. Full Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) the ball of lightning. Poltergeists will attack Space/Reach: 10 ft./5 ft. with anything that's not tied to the ground Improved grab, pounce, by utilizing their telekinetic powers to throw Special Attacks: rake 1d6+3 objects at the player (e.g., buckets, barrels, Special Qualities: Low-light vision, scent ammo boxes, crates, discarded firearms). Saves: Fort +9, Ref +8, Will +7 However it can also be that they can Str 25, Dex 15, Con 17, Int manipulate gravity similar to that of Vortex Abilities: 2, Wis 12, Cha 10 anomalies. “Supernatural in the eyes of Hide +2*, Listen +7, Move Skills: some, invisible creatures haunting the Silently +5, Spot +7 deeper reaches of the Zone, usually Alertness, Run, Weapon Feats: haunting old, abandoned buildings. Nothing Focus (claw) is known about their origin, although Environment: Warm plains rumors in circulation claim they are spirits Organization: Solitary, pair, or pride (6-10) of stalkers hit by a massive wave of Challenge Rating: 5 radiation. Their mysterious appearances Treasure: None and disappearances seem to correspond to Alignment: Always neutral the poltergeist legend, hence the name. 9-16 HD (Large); 17-24 HD Known encounters with poltergeists are Advancement: (Huge) quite diverse in fact: from mischievous Level — laughter and blood-chilling howling, to Adjustment: deadly fireballs appearing out of nowhere. Combat Unfortunately, all information about the A dire lion attacks by running at prey, leaping, poltergeist phenomenon originates from and clawing and biting as it rakes with its rear unclear and contradictory stories of claws. It often jumps onto a creature larger than questionable validity” itself. Improved Grab (Ex) Telekenisis(Su) The poltergeist can use To use this ability, a dire lion must hit with its the telekenesis spell as a supernatural bite attack. It can then attempt to start a grapple abillity at will. as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks. Pyrogeist Rake (Ex) Attack bonus +12 melee, damage 1d6+3. Skills Dire lions have a +4 racial bonus on Hide and Move Silently checks.

poltergeist

The Pyrogeist is a term for a special version of the Poltergeist, Appearing as a floating form of heat haze surrounded by a fiery glow, the Pyrogeists appear a lot like their telekinetic cousin. They are easily distinguishable from the later with their orange glow instead of blue. On death they explode in a mess of blood and fire Poltergeists are extremely deceiving for somewhat similar to the way Poltergeists rookie players as they do not appear die in the later two games. Pyrogeists' threatening; they only appear as a ball of primary and only attack is spawning pillars electricity. However they can be killed with of fire, similar to Burner anomalies. While conventional weaponry just by shooting at being hard to spot and aim at and being generally quite fast, they are far from muscled arms; a surprisingly effective stab invulnerable and a couple of shotgun blasts from its smaller, clawed arms; and a at close range or a couple of magazines ground pound that creates a damaging from an assault rifle are usually all it takes impact shockwave. The first three attacks to get rid of these ghosts. It is an can be avoided by being out of range, and interesting note that despite not using the last area-of-effect attack can be telekinetic attacks like the more psychic avoided by jumping just before it pounds Poltergeist, Pyrogeists are still capable of the ground, which can be a bit tricky immense psychic prowess as they are able to impede the player's progress by blocking off paths with a psychic wall or jamming a Burer door telekinetically. Pseudogiant

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 The pseudogiant resembles a massive, black trenchcoats, but are a far greater drop-shaped abdomen with a pair of threat, able to paralyze and break an disproportionately large limbs. The limbs opponent's armor and weapon at a whim. are arms and legs at the same time. The (Though they cannot do so in the game.) creature uses them to move around and Definitely not an easy opponent even for grab its victims. An adult pseudogiant can experienced stalkers, made even more weigh up to two tons and stand 2 meters difficult due to their preference to travel in tall. Their clumsy appearance might be pairs or groups. deceiving, since they can move very rapidly if needed. Their muscles are exceptionally powerful and their bones are as hard as Burers are extremely hard to deal with. While steel. The creature's brain is protected by a the PDA places them as the third most sturdy (up to 10 centimeters thick) skull, dangerous mutant in the Zone (behind the while many complex functions are Pseudogiant and Chimera) they have a variety controlled by the spinal medulla. Another of special attacks as well as very high health making them more demanding opponents. astonishing feature of the beast is its ability Telekinesis: Their standard method of to create local shock waves, which damage attacking, identical to the attack used by all living things in the vicinity. Poltergeist except that the Burer can see you Pseudogiants are very unique in the Zone's even when you're not moving. Burers can also fauna as they seem to be heavily-mutated control a larger number of objects at once with humans. Pseudogiants are incredibly tough this ability than Poltergeists are able to. Long enemies and can withstand large amounts range. of damage before being killed, and are very Shockwave: You can easily predict it because dangerous to unprepared stalkers due to "smoke" will appear on your screen and if you their ability to deal a large amount of don't get behind something in about three seconds you'll lose a good chunk of health. If damage when it attacks. there's debris in the line of attack and it hits you The Pseudogiant uses four attacks: a as well you can even get killed in one shot. headbutt; a swing/grab with one of its Medium range. Telekinetic shield: The Burer raises its arms same general shape and no drastic and projects a shield around itself, making it modifications like claws or tentacles. Its skin is immune to all types of damage for 3 seconds. dark gray, covered with lesions and open Happens almost always when you damage it, wounds, most notably an exposed spine on its but when it does, it cannot attack. back. However, despite the ragged Stamina sap: Drains your stamina, relative to appearance, the snork has incredibly powerful the amount of equipment you are carrying. For muscles and reflexes.On the downside, the all but the most lightly equipped stalkers this will snork has poor eyesight (his field of vision is typically drain your stamina completely, leaving obstructed by the gas mask and is hindered you unable to retreat. even more by cracked gas mask lenses), but a Weapon pull: The Burer pulls the weapon from brilliant sense of smell (his nose is the filter your hands, dropping it to the ground. This hose for the gas mask), which it uses to locate effect is part of the "stamina sap" ability its prey. When not attacking, it slowly crawls on described above, but is not dependent on your all fours across the ground, its spine unable to stamina level; weapon weight determines how support its weight when standing upright[1]. likely it is for the weapon to be dropped, and the However, when attacking, it is surprisingly fast, knife cannot be taken from you by this ability. It thanks to mutated tendons in its feet. A snork is strongly advisable to recover dropped can make long leaps to reach its target and weapons as soon as possible, as they can be attack it with an incredibly fast series of kicks used by the Burer's Telekinesis attack or sent with their army boot-clad feet.The snork cannot flying up to several hundred meters away by its talk, its vocal chords were destroyed beyond Shockwave attack. recognition. It communicates with growls, which vary in intensity and volume, the loudest being, of course, the one preceding an attack. Snork Curiously, the lips on the mouths of snorks are missing. It is quite possible that in a desperate fit of hunger or insanity, the snork bit them off itself, condemning it to forever show its cannibalistic grinOriginally, the snorks were called Recruits by Ukrainian soldiers.[1] The current name was given by a German RTL journalist Ulrich Klose, who reported about the situation in Ukraine after the accident. In his interviews he called the monster Schnorchel (snorkel), referring to the look of its face. The soldiers liked the sound of the name and The Snork is one of the most recognizable started using a shortened version, snork. mutants in the Zone. Thought to result from broken-minded soldiers left to "guard" the Zone, Snorks are recognized by the loud grunting they Zombified Stalkers constantly produce. On some occasions, They do not have any Snorks have also been seen talking to each superhuman or mutated other, although the "language" they use is abilities, but are unable barely recognizable. The Snork is a horrifically to talk or to turn back. mutated human soldier or Stalker, still wearing Zombies are made by the tattered remains of his uniform, boots and a "Psi Field" given off by GP-4 gas mask with cracked eyepieces, and a psi emitters such as the flailing hose. Exposure to radiation and Brain Scorcher in Lab X- anomalies in the wake of the second Chernobyl 19 and the Miracle disaster has destroyed the human mind, leaving Machine in Lab X16; a feral, vicious beast psyche in its place and when unprotected twisted the body, creating a dangerous Stalkers are exposed to predator. Snorks were first encountered on May Psi emissions for a 22, 2007, near one of the army posts at the sufficient period of time, 30th kilometer of the Zone, on the Kharkov they start "to lose their side. An officer waiting for his shiftman's car minds". This results from near the posts gate was attacked by a snork, irreversible damage to the higher functions of which slaughtered him with rusty remains of a the brain, eventually resulting in a Zombified Izh 91 shotgun. The mutant was promptly Stalker.Stalkers approaching the "Miracle gunned down by other soldiers.Overall, the Machine" Emitter of Lab X16 in the factory snork is 90-95% similar to a human[1], it has the complex at Yantar reported that once they get establishing that zombies are incapable of close to the gate, they began to hear voices coherent speech. In time, the zombie stalker's and hallucinate. Following this they felt their mind will eventually decay to a point where it brains literally boiling and melting inside their will turn into a full fledged Zombie, unable to skulls, and they felt weak. If you are lucky even operate mechanical devices anymore and enough to get away from the Psi field with your rely on their arms and teeth for attacks.Their brain intact, you may also suffer from some inability to feel pain allows unaffected armed detrimental side effects of exposure; for characters to shoot at them from a far distance example, some Stalkers reported that they without alerting them. Zombified Stalkers will temporarily forgot their names after escaping not notice this, unless someone gets too close the factory in time.As such, zombified Stalkers to them.Sometimes one may spot zombified can be consisted of unfortunate human beings. stalkers around a campfire, sticking their hands Bandits, Loners, Mercenaries, and even out towards the fire and react from the pain by members of Freedom, Duty and the State retracting their hands. This may be a sign that Security Service have all fallen victim. They they still hold some form of self preservation or lack the ability to differentiate former foes and are trying to regain their lost consciousness.In are united in a bizarre fashion due to the combat, zombie stalkers are most dangerous destruction of their brain functions.Stalkers from when they see a target, as their utter disregard all factions across the Zone may become for personal safety results in a relentless Zombified, except those from Monolith. assault, giving a stalker no time to recover if ill- Monolithians are an odd case, in that while they prepared; in contrast, ordinary stalkers would display some signs of being zombified, they still usually seek cover upon engaging a target. retain tactical knowledge and some measure of Zombies however, are utterly inaccurate when sentience; it can be assumed that this is the shooting at long range and so it's most result of their influence by the Many zombies advisable to take them out from a distance. can be seen wearing Monolith uniforms, which Zombies also have distinctive grey bandages suggests that the process that created them tied around their mouths. Most stalkers seen causes long term degeneracy and brain without a gasmask have similar shrouds over damage and the C-Consciousness their mouth and noses, as a very makeshift filter brainwashing lasts only as long as the victim's against dust, or possibly just to keep warm. In mind.Zombified Stalkers posess the equivalent Call of Pripyat, Zombies are never seen intellect of a caveman, add to this a loss of wearing gas masks, helmets or even hoods, higher brain functions, destruction of pain suggesting they instinctively try and remove receptors and loss of most memory and reason, anything on their heads. Zombified Stalkers are more like hollow shells Curiously, these brain-dead Stalkers can turn or husks of what once was. The fact many on their flashlights which often gives away their Zombies still posess the ability to use weaponry position (though upon being killed, the light also and equipment means that at least on a turns off). rudimentary level, some brain functions remain but are gradually lost over time. How zombified Controller stalkers are not killed outright by massive doses of radiation present in every area they are found in however, is still not known.Controllers can also turn hapless Stalkers into Zombies by reaching into their minds and making them lose control of their brains until they become Zombified.Zombified stalkers however, still retain their skills to operate mechanical devices, such as firearms although they can't aim it like regular stalkers where they often inaccurately spray-and-pray their weapons from the hip. The secret service genetic Experiments on They can even reload their weapons, criminals generated a new type of mutant. A suggesting some basic abilities to survive are rare mutant seen near to the center of the retained.Although Zombified Stalkers are still Zone, it bears a superficial resemblance to a able to use their firearms and even reload them, humanoid with a disproportionately large head. they are fairly stupid, and will often charge right Despite their appearance, they are highly in the middle of a firefight without cover, walking intelligent, possess good perception and an and firing from the hip. Upon encountering ability to control the behaviour of less zombified stalkers one can hear them developed creatures. Mature specimens are murmuring bits of meaningless phrases, capable of taking control of a human's mind. This is a formidable enemy, even the most (caster level 12th). The ability has a range of 30 experienced stalkers are afraid of meeting it. feet. According to some stalkers, Controllers can make it seem that you are surrounded by your friends, but actually you are surrounded by zombies; or it might seem that you are walking on a pathway, but actually you are about to fall Anomalies: off a cliff. Fortunately, this is never done by a Controller to the player. The Controller's main ability is to launch a psychic bolt that deals high Flame-based anomalies telepathy/psionic-based damage to the player from a great distance. In addition, Controllers Burner The Burner can be a bit difficult to seem to generate a small psy-field that affects see, even in daylight, as it's only revealed by a the player's ability to aim and causes anyone faint heat haze. If the anomaly is triggered by close by to slowly lose their mind. There is a either a living being or an object such as a metal high-pitched audio cue before the psychic attack actually happens and avoiding visual bolt, it shoots contact with the Controller can prevent that out a tall from happening. A player may die if struck by a pillar of sufficient number of bolts or if they stay around flame in the the Controller for too long. For some reason if air, burning the player gets too close to the Controller, it will everything in cease to launch bolts and uselessly try to walk its vicinity. away from him, which is the greatest Though opportunity of attack. On the "Master" difficulty somewhat level, the Controller is extremely dangerous as rare, the Burner anomaly is often found in its bolts have a chance of killing the player in one shot. This is especially common in Shadow clusters. Some clusters also emit extreme high of Chernobyl where there is no way to reduce ambient temperature, which hurts anything in psionic damage through armour or use of their vicinity. Burners can emit temperatures as artifacts. low as 100 degrees Celsius, up to several In general, Controllers are extremely dangerous thousand, hot enough to crack concrete and and should be eliminated as soon as possible melt metal, which explains why some Burners due to their abilities that can cause instant appear in areas that have massive cracks and death. The best way of doing this by taking severe damaged soil, while other sites are them out at extreme range using sniper rifles, untouched. Burners are very dangerous at high where they cannot retaliate, near cover where difficulties, and can be extremely dangerous you can avoid their psychic bolts, or bluntly just using explosives, a controller will die from a even with top-tier armor. The Burners don't nearby hit with an RPG-7u or 2-3 direct hits with have a set spawn point like other anomalies do, a grenade launcher/hand grenades. or even a set trigger point. Simply being in the Controller stare: same vicinity can trigger a conflagration. A The Controller has a hard glint in his stare that tactic for avoiding damage is to first throw a strikes terror in the heart of his target. As a bolt into the anomaly, triggering it, then quickly move action, the Controller may select one running through the jet of flame. This tactic, if used repeatedly and without delay, can mean target that is within 30 feet and can see the the difference between traversing a cluster Controller. The Controller and target then make unharmed and getting scorched at least once. opposed Will saving throws. If the Controller Comet succeeds, the target is dazed until the start of his next turn. Dominate (Su) A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell Gravity-based anomalies timing, jumping and stamina. the effect makes the player wobble like a 'rubber-band' effect Vortex An anomaly of presumably 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 gravitational nature. When triggered, the fiction movies. The anomaly itself is unaffected tremendous power of the Vortex drags by bullets, grenades, RPG rockets or Bolts. The everything within the radius 10-15 meters Bolts, simply bounce away from it. towards the center. Victims drawn into the core Encountering a lone vortex is usually not a have little to no chance of survival: their bodies problem for a person who can sprint fast. are quickly constricted into a tight lump, only to However, a clustered group of vortexes are very be blown up in a powerful discharge of energy dangerous and in some cases, an artifact may be a moment later. In some cases, they may lying in the middle of the cluster. A little bit of levitate in air with agony then their entire fun can be had with these anomalies: The player systems are shredded into mere skeletal and can drag various corpses of Stalkers or mutants flesh parts. The anomaly remains stationary into a Vortex's vicinity. They'll be dragged in throughout its lifetime (a week on average). and the player can watch the full effect the Easily recognizable in daylight by the air anomaly has on the body, giving a testament to fluctuation above, dancing leaves, fragments of the game's impressive death physics. Note, dismembered corpses lying around and a however, that all loot in the corpses will be distinctive dark stain in the center. Highly permanently lost dangerous at night since it can be revealed only by means of a detector or by throwing metal Springboard It was one of the first types of objects into it. The difference between a anomalies Whirligig and a Vortex is pretty simple: size ever and strength. The Vortex has a much larger recorded. range, much harder to escape from than a 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 Springboard is an unstable gravitational field possible method of escaping, once drawn in, is limited to a pocket on ground level, about 1-2 to wait until the anomaly discharges, taking the meters wide. Reacts to the presence of creatures hit. After discharging, the anomaly has no or objects by sending out a powerful shockwave pulling power for pproximately one second, that damages anything within radius. The allowing you to sprint out and escape it. This damage caused by this changes throughout the method will only be possible with armor with anomaly's lifetime, ranging from minor bruises high anomaly protection. Wearing an through serious wounds to instant death. The exoskeleton and getting caught in a Vortex Springboard anomaly is very common and can almost always ends in the player's death, since be found almost anywhere in the Zone, both it prevents sprinting; meaning that the player outside and in buildings. To the naked eye, the cannot escape the anomaly once drawn in. A anomaly appears as a rippling heat haze or air Simple tactic for escaping Vortexes requires fluctuation accompanied by dancing leaves and sometimes crimson-colored stains on the ground. Throwing a bolt into a Springboard Chemical-based anomalies 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 Fruit Punch he Fruit Punch is a puddle of presence with all the distractions, then walking lambent green liquid that is easily visible in straight into it. Just like all anomalies, its best to almost any environment due to its bright glow scout the location and find a way around it. and distinctive hissing and bubbling noises. On contact with creatures or objects such as bolts, a Whirligig Fruit Punch lights up brightly and emits a sharp A common hissing sound. It is extremely corrosive, and damaging creatures and objects on contact. Any dangerous matter left in a Fruit Punch will eventually anomaly that dissolve, hinting at the anomaly's corrosive snatches its nature and spelling doom for any protective victims up in suit. For players, contact with a Fruit Punch will the air and cause damage with each 'flash'. This anomaly is spins them at commonly found underground. Concerning its a breakneck characteristics, it is generally accepted that it speed. The exact nature of the Whirligig derives from the remnants of a highly remains unknown. The anomaly can be radioactive spill of some reactive substance that recognized by a light whirlwind of dust above gained its anomalous abilities from the Zone. Its and by body fragments scattered in the vicinity. corrosive properties are exhibited by its intense Victims caught on its outer rim, far enough and rapid damage to all living tissue and from the maximum effect zone at the center, inorganic matter, metal and plastic alike. Owing can escape the Whirligig with relatively minor to its ability to spawn artifacts in Shadow of injuries. In game, when one is too close to the Chernobyl, and not in Clear Sky, it could be anomaly when it is triggered, the Whirligig will said that the last emission seen in Clear Sky violently pull the victim upward, which destabilized the Zone somewhat and dispersed continues to severely damage the victim until it the Gas Anomaly, replacing it with the Fruit discharges, and that discharge is powerful Punch instead. It's fairly common, occurring enough to dismember the victim's body purely mostly in buildings and underground by the sheer force exerted. It is not as easily complexes, usually in an isolated spot. In Call avoidable as the Vortex, and because it elevates Of Pripyat, both Fruit Punch and Gas anomalies its victims into the air, escaping once within the can be found, and in some cases they actually effective radius is practically impossible since seem to merge together. Anomalous activity jumping and sprinting is ineffective. Even and radiation combine to create a deadly blend though the damage done by the Whirligig is less of both highly corrosive liquid, directly than that of a Vortex, the Whirligig can be damaging armor and equipment, and a toxic considered more dangerous as it is very hard to cloud of poisonous gas that deals direct health escape, and the Vortex does have its weak and stamina damage. In Call of Pripyat, Fruit aspectsThe basic characteristics are easily Punch by itself can only be found very rarely, recognizable. When activated the Whirligig and as per the norm, only in closed or confined discharges as a tornado or whirlwind. areas. Burnt Fuzz This anomaly is usually found 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 outdoors. It resembles moss or vines, hanging however down like curtains from its growing spot. moves and Reacts to rapidly approaching living beings by deals far discharging a cloud of projectiles severely more injuring uncovered or lightly protected skin damage. As such, it is the chemical counterpart upon contact. Does not react to slowly moving of the Comet and Tesla anomaies. Even while targets. Burnt Fuzz is generally considered the wearing one top-tier protective suit and some least dangerous anomaly in the Zone since it chemical-protection artifacts, only a touch of can be easily spotted and avoided. Even so, this anomaly would reduce health dramatically players rarely seem to take damage when and a direct hit may result in instant death. coming into contact with the anomaly. Running through it is the best thing to do, as it Touching a Burnt Fuzz curtain seems to elicit a will prevent the player from taking high reaction from the anomaly, but only players damage. The antidote can severly reduce with little or no armor have reported being hurt damage dealt by the Gas Cloud. This anomaly by it. Burnt Fuzz is the only anomaly not to also does not spawn any kind of artifact. 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. Electricity-based anomalies

Electro An Gas Not always easy to spot, this Anomaly is anomalous recognizable formation, by the green roughly 10 gas clouds meters in floating and diameter, wandering accumulating over the large ground. If one quantities of approaches, the static electricity. When triggered, the anomaly screen will turn bursts into a storm of arcing electricity nearly green and a always lethal to all living beings. Easily hissing noise recognizable by the blue gas it emits, along can be heard. When triggered by metal parts or with the endless arcing of small bolts of organic tissue, it emits acidic compounds, electricity in the vicinity, the Electro holds no splashing them around in its vicinity. It should distinction for what crosses its event horizon, be not to be confused with the Fruit Punch, due to it a human, a mutants or an inanimate object, the fact that it behaves more like a cloud or fog and discharges as soon as anything gets too bank rather than a puddle of liquid as the Fruit 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 Reality-altering anomalies easily avoided when outdoors, and at their most dangerous in confined areas. At nighttime, the Electro can be revealed using the Svarog  Space Anomaly detector or by throwing bolts into it, at which  Teleport 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.