S.T.A.L.K.E.R. Setting for AFMBE
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S.T.A.L.K.E.R. Setting for AFMBE Artifacts (by effect then rarity): Bleeding: Slime (Fruit Punch spawn [R]: -1 bleed; +1 acid/fire) 1000ru Slug (Fruit Punch spawn [R]: -2 bleed; +1 acid/fire) 2000ru Mica (Fruit Punch spawn [VR]: -3 bleed; +1 acid/fire) 4000ru Bulletproof Cap: Jellyfish (Springboard spawn [R]: -1bullet; +1 rad per hour) 1000ru Stone Flower (Springboard spawn [R]: -2 bullet; +1 rad per hour) 2000ru Night Star (Springboard spawn [VR]: -3 bullet; +1 rad per hour) 4000ru Mama's Beads (Burner spawn [ER]: -3 bullet) 5000ru Burn: Flame Battery (Burner spawn [ER]: -3 fire) 5000ru Chemical Burn: Pellicle (Fruit Punch spawn [ER]: -3 acid) 5000ru Electric Shock: Electro Battery (Electro spawn [ER]: -3 shock) 5000ru Endurance: Sparkler (Electro spawn [R]: +30% Endurance; +1 shock) 1000ru Flash (Electro spawn [R]: +60% Endurance; +1 shock) 2000ru Moonlight (Electro spawn [VR]: +100% Endurance; +1 shock) 4000ru Health: Stone Blood (Whirligig spawn [R]: x2 Healing; +1 blunt/bullet/pierce/slash) 1000ru Meat Chunk (Whirligig spawn [VR]: x3 Healing; +1 blunt/bullet/pierce/slash) 2000ru Soul (Whirligig spawn [ER]: x4 Healing; +1 blunt/bullet/pierce/slash) 4000ru Impact: Spring (Vortex spawn [ER]: -3 blunt) 5000ru Max Weight: Bubble (Fruit Punch spawn [VR]: +15% carrying capacity; +1 rad per hour) 2500ru Snowflake (Electro spawn [ER]: +30% carrying capacity; +2 rads per hour) 5000ru Radiation (endurance): Droplets (Burner spawn [R]: -2 rads per hour; -20% Endurance) 1000ru Fireball (Burner spawn [VR]: -4 rads per hour; -20% Endurance) 2000ru Crystal (Burner spawn [ER]: -6 rads per hour; -20% Endurance) 4000ru Radiation (bleeding): Thorn (Burnt Fuzz spawn [R]: -2 rads per hour; +1 bleed) 1000ru Crystal Thorn (Burnt Fuzz spawn [VR]: -4 rads per hour; +1 bleed) 2000ru Crystal (Burnt Fuzz spawn [ER]: -6 rads per hour; +1 bleed) 4000ru Rupture: Wrenched (Vortex spawn [R]: -1 pierce/slash; +1 rad per hour) 1000ru Gravi (Vortex spawn [VR]: -2 pierce/slash; +1 rad per hour) 2000ru Goldfish (Vortex spawn [ER]: -3 pierce/slash; +1 rad per hour) 4000ru Kolobok (Fruit Punch spawn [ER]: -3 pierce/slash) 5000ru Explanation of Values: +/- listed damage; amount is added or subtracted from the die roll of damage BEFORE any multipliers are done +/-%; increase or decrease the listed attribute or trait by that % value Healing rate is multiplied by the listed multiple (non-cumulative) Rad level increased or decreased per hour by listed number (cumulative) Rarity: [R: Rare]; check anomaly daily, spawn artifact on roll of 1 on d10 [VR: Very Rare]; On R artifact spawns, VR artifact spawns on roll of 1 on d10) [ER: Extremely Rare]; On VR artifact spawn, ER artifact spawns on roll of 1 on d10) Note: Only 5 artifacts can be worn together next to the skin, any further artifacts disrupt the harmonic emanations rendering all artifacts non-functional while more than 5 are used. All artifacts weigh 0.5kg regardless of shape or size. Adjustment to Bullet/Slashing/Piercing Damage: To increase the cinematic quality of the game and also to adjust for the Bleeding rules the damage of bullets, slashing, and piercing weapons will be adjusted. Slashing/Piercing weapons will deal 1.5x damage for the remaining damage after armor (instead of 2x damage). Normal bullets will deal 1.5x damage for any damage getting past armor (instead of 2x damage). Hollow-point bullets will deal 2x damage for any damage getting past armor (instead of 3x damage). Armor-piercing bullet damage is not adjusted after armor is taken into account. As noted in the AFMBE book armor value is doubled vs. hollowpoint bullets and halved vs. armor-piercing bullets. Shotgun buckshot does normal damage (armor doubled), shotgun armor-piercing slugs do normal damage (armor halved), and standard shotgun slugs do 1.5x damage (armor applies normally). Effects of Injury (Bleeding): A character damaged by a physical attack, fall, or other damage type of a kinetic source risks the possibility of bleeding. If the damage received after any armor or resistance is less than 3 points, then there is no bleeding of significance. Damage of 3 to 5 points will result in Minor Bleeding, inflicting an additional 1 point of damage at the end of each turn. Damage of 6 to 10 points results in Major Bleeding, inflicting an additional 2 points of damage at the end of each turn. Damage in excess of 10 points will result in Serious Bleeding, inflicting an additional 3 points of damage at the end of each turn. Multiple bleeding results of the same level do not stack but if the character takes damage that would inflict a higher bleeding result the bleeding defaults to the higher bleeding value. This damage from bleeding (internal or external, usually depending on the source of the original injury) will continue until treated. The bleeding can be treated with either the First Aid or Medical skill at no penalty for Minor Bleeding, -1 penalty for Major Bleeding, and -2 penalty for Serious Bleeding. Using supplies from one of the more advanced medical kits (Army or Scientist) provides a +2 bonus to the skill roll. Once the bleeding is controlled regular First Aid may be applied to try and restore Life Points. Radioactive Contamination (Addition, after Disease): The dangers of radiation are a constant concern in the Zone. Many locations are still "hot" even 5 years after the last major blowout. When exposed to radiation, the character must make a Simple Constitution Test, adding in any levels of Resistance (Radiation). Each Success Level reduces the amount of radiation that enters his system by ten percent, up to a maximum of fifty percent. The test is made once upon being exposed to the radiation after which the character begins to accumulate rems at the rate listed for the source. Additionally if the character moves into a stonger area of radiation he must make another Simple Constitution Test as above. Certain types of armor or a radiation suit can dramatically decrease the amount of radiation reaching the body. After the character receives more than 100 rems, they must make a Simple Constitution Test (no Resistance here) every day to fight off symptoms of radiation poisoning. This Test is resisted by a Simple Strength Test of the radiation (Rem level reached). Failure indicates that the character is experiencing radiation poisoning, which can be very nasty. Radiation poisoning is cumulative: that is, the effect and penalties to the person increase dependent upon the number of rems absorbed by the body. Rem Level Effect Penalties 0: 0-100 No noticeable effect None ------------------------------------------------------------------------------------------------------------------------------------ 1: 101-150 Character feels slightly fatigued and -1 to Constitution, lose d4 experiences headaches. Endurance per hour until purged ------------------------------------------------------------------------------------------------------------------------------------ 2: 151-200 Character is tired and experiences -1 to Strength, -1 to Constitution nausea with occasional vomiting. Endurance loss as above ------------------------------------------------------------------------------------------------------------------------------------ 3: 201-250 Fatigue and strong nausea are constant. -1 to Strength, -2 to Constitution, Hair begins to fall out. lose 2d4 Endurance per hour ------------------------------------------------------------------------------------------------------------------------------------ 4: 251-600 In addition to fatigue and nausea, the -2 to Strength, -2 to Constitution, character experiences uncontrolled lose 1 Life Point every hour, bleeding in the mouth, under the skin, Endurance loss as above and in the kidneys. ------------------------------------------------------------------------------------------------------------------------------------ 5: 601-800 More of the same, with increased -2 to Strength, -2 to Constitution, Internal bleeding. lose 2 Life Points every hour, lose 3d4 Endurance per hour ------------------------------------------------------------------------------------------------------------------------------------ 6: 801-1550 Bone marrow is often completely -3 to Strength, -3 to Constitution, destroyed, gastric and intestinal tissue lose 4 Life Points every hour, severely damaged . lose 4d4 Endurance per hour ------------------------------------------------------------------------------------------------------------------------------------ 7: 1551-3000 Powerful fatigue and immediate nausea -4 to Strength, -4 to Constitution, fade quickly as the radiation damages lose 8 Life Points every hour, chemical pain receptors. After several lose 5d4 Endurance per hour days, massive diarrhea, intestinal bleeding, and loss of water normally lead to delirium and death. ------------------------------------------------------------------------------------------------------------------------------------ 8: 3001+ Immediate disorientation and coma in -4 to Strength, -4 to Constitution, seconds. Death usually occurs after a lose 30 Life Points every hour and few hours by the total collapse of the make a Willpower (doubled) roll nervous system. every 12 turns to not slip into a coma Radiation Source Rems Emitted Nuclear Power Plant Core 600+ per hour Zone "Hot Spot" 120-300+ per hour Toxic Waste Dump 60+ per hour Water in the Great Swamp 30+ per hour Note: These sources are only a few of the possible radiation sources encountered in The Zone. A character's Radiation Level drops naturally by 5 every 24 hours. In addition, there are