TEXT:  
  
  S.T.A.L.K.A.N. 
  -THE ROLE PLAYING GAME- 
   
  Overhauled by GOOHS (steamcommunity.com/groups/vstalker) 
  with the invaluable help of /tg/ 
   
   
  Original System by Elliot Chadwick 
  (cheeserunner@hotmail.co.uk) 
   
   
   
  PDF, editing, and formatting version 1 by PSYDPope
  
   
  2 
   
  TABLE OF CONTENTS 
   
  1) BACKGROUND AND HISTORY ........................................................................................................................................... 3 
  2) CHARACTER CREATION .................................................................................................................................................... 5 
  4) SETTLEMENTS .................................................................................................................................................................. 9 
  5) IN THE FIELD .................................................................................................................................................................. 11 
  6) THE BATTLEFIELD ........................................................................................................................................................... 13 
  7) INVENTORY, ITEMS AND EATING .................................................................................................................................... 17 
  8) BESTIARY ....................................................................................................................................................................... 18 
  9)ITEMS ............................................................................................................................................................................. 21 
  10) WEAPONS  ................................................................................................................................................................... 22 
  11) ARMOR ........................................................................................................................................................................ 27 
  12) ARTIFACTS.................................................................................................................................................................... 30 
  13) ANOMALIES  ................................................................................................................................................................ 32
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
   
  1) Background and History 
   
  After Chernobyl was evacuated, the area around it was silent - 
  untouched by man and reclaimed by nature. Trees grew up amongst the 
  concrete edifices of Pripyat and wildlife found new homes in among the 
  ruins. 
  Without any reason to enter the area, mankind left it alone - a 
  nagging thorn in the conscience that refused to go away. 
  But like any forgotten area of the world, stories began to be spread 
  about the forsaken zone. Reports of strange creatures, twisted by the 
  consequences of the accident became commonplace. Some even spoke of 
  abandoned treasures within what came to be called "The Zone". 
  In 2006, disaster seemed to strike again. A bright light originated 
  from the old reactor plant and speculation of a second explosion 
  began. Military patrols increased as the authorities seemed more 
  determined than ever to keep people out. However, human nature 
  prevailed. Curiosity and greed led to the phenomenon of the "Stalker" 
  - part explorer, part mercenary, part treasure hunter. These brave and 
  foolhardy individuals started entering the Zone to see what could be 
  salvaged. What they found was beyond imagination. 
  Stalkers found both wonders and horrors of equal grandeur. Strange 
  irradiated objects called "artifacts" fetched huge sums on a thriving 
  black market, finding that the objects had strange powers, and acted 
  as excellent replacement minerals, often being used in jewelry. 
  However, the risks involved in retrieving these were huge - mutant 
  creatures roamed the landscape, ready to feed on anything they 
  encountered and horrific pockets of energy known as "Anomalies" 
  claimed the lives of many unwary Stalkers as if nature itself was 
  trying to prevent human intervention. Stalkers within The Zone began 
  to form alliances, waging a war within the irradiated wasteland.  
  It is now 2012. The Zone is full of wonder and death. Stalkers, 
  mutants and the military roam the deadly landscape of the Zone. It is 
  in this world that you will take the first faltering steps toward 
  becoming a Stalker. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  2) Character Creation 
   
  While the majority of combat stats are based around weapons and 
  tactics, the zone is a dangerous place, and the player will need these 
  skills to survive. They will also help determine a player's place on 
  the battlefield: - a character with low reflexes would not last very 
  long on point after all. 
  Initially, the character has ten points in each stat, with five 
  additional points to distribute during character creation. Players may 
  move points around as they like (one being lowest they can 
  add/subtract, ten being the highest). There are a total of forty stat 
  points (5 additional). 
  Whenever the character needs to roll using any of these stats, they 
  should throw 1d20 +/- modifiers. Every point above 10 will be added 
  on; any below will be deducted. (e.g. STR 9 would mean a -1 modifier).  
   
  I) Strength 
  Not to be confused with endurance, strength determines how much the 
  character can lift in the short term, or how effective they are in 
  melee combat. Strength also increases the distance the player can 
  throw grenades or bolts. 
  Strength is recommended for players in the front – particularly 
  shotgun users. Strength affects melee damage, grenade throws, STR 
  rolls. 
   
  II) Endurance 
  Endurance affects most of the things that would sap the common 
  stalker. The rule of thumb is to ask, ‘Is he tough enough?’ Endurance 
  can be anything from how long the character can sprint for, to how 
  much radiation they can absorb before becoming poisoned - or even how 
  long they can go without food or sleep.  
  Endurance affects movement across the battlefield. While it would not 
  be particularly useful for a sniper, Endurance is recommended for mid-
  range weaponry – such as assault rifle users who may need to move in 
  or fall back quickly. Endurance has an effect on movement speed bonus 
  and fort saves. 
   
  III) Perception 
  Staying alive in the Zone often requires stalkers to spot trouble 
  before it sees them, whether it’s sighting that Controller before it 
  can start messing with your mind, or seeing that anomaly before you 
  step on it. 
  Perception is an important stat for the scoped rifles. What good is 
  spotting an enemy early if they are out of range? Perception affects 
  Spot checks, and the PER bonus is added to accuracy rolls of scoped 
  weapons. 
   
   
  
   
  5 
   
   
  IV) Agility 
  Flips and Parkour are not necessary abilities of a stalker, but 
  jumping over a fence before a dog rips your leg off is. Agility 
  affects the way a stalker moves or interacts with an environment – 
  mainly in urban or industrial areas. Let’s face it… where do you vault 
  in a field? 
  Agility is recommended for an SMG user. Anybody who needs to move 
  around quickly – but it is still useful for characters who wish to 
  avoid a fight. Agility affects physical movement checks, climbing, 
  jumping etc. Agility bonus negates encumbrance from armor. A +5 
  agility bonus allows character to carry up to 35 weight points in 
  their pack. 
   
  V) Reflexes 
  Sometimes Perception rolls just don’t go your way. Reflexes affect the 
  character’s ability to react. This may be as harmless as grabbing the 
  first slice of cake – or drawing a gun faster than a disguised bandit. 
  Highest Reflex roll decides who goes first in combat. Reflexes affect 
  the initiative roll, reflex save, DC. 
   
  VI) Charisma 
  Charisma affects the player’s ability to persuade, deceive or even 
  enrage NPCs. Sometimes it can help you get a better deal on 
  merchandise.  
  Although Charisma is largely useless in most combat scenarios, some 
  situations might allow you to talk down the attacker. Perhaps you made 
  a wrong turn at Duty? Charisma affects charisma rolls 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  3) Skills/Feats 
   
  Skills: 
  1. 
  Scavenging (finding stuff in the zone) 
  2. 
  Repair (Weapon and armor repairs) 
  3. 
  Gather Information (Learn information from people) 
  4. 
  Lock picking 
  5. 
  Tracking 
  6. 
  Survival (surviving in the wilderness) 
  7. 
  Book smarts (knowing about things you would learn in a book) 
  8. 
  Street smarts (knowing about the zone and its dangers) 
  9. 
  Disguise 
  10. 
  Stealth 
   
  5 ranks available in each skill 
   
  Feats: 
   
   Remodel - you've got some construction experience and can take 
  time to reinforce a ruined building into a proper base for your 
  group 
   
   Burner Experience - you've figured out how to use burner 
  anomalies to your advantage. you activate them, stand behind them 
  and shoot, giving you -1 to hit, giving enemies -2 to hit to you, 
  and firing through the burner gives your bullets a burning 
  sensation (1d6 dmg per turn for 4 turns). 
   
   Anomalous Material - your constant exposure to anomalies has 
  rendered you very sensitive to the zones strange emissions. You 
  can sense anomalies, DC10 perception check, within 10'. 
   
   Gravedigger - you constantly find dead bodies and have grown 
  quite adept and finding their hidden stashes on their person 
   
   Bullet Baron - you have a better chance of finding ammo. 
   
   Gun focus - +2 to hit/dmg for one specific type. 
   
   Specific Gun Training - +4 to hit/dmg with one specific gun from 
  your chosen gun focus type. 
   
   Knife Training – Can attack twice in one turn with a knife, or 
  four times a turn with dual knives, full turn actions. 
   
  
   
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   Dual Wielding – Can dual wield with only a -2 mainhand penalty 
  and -4 offhand penalty. 
   
   Reload Training – 5 free action reloads an encounter for weapons 
  that usually take half a turn. 
   
   Throwing Knives Training – Can throw knives with a 1d20+4 weapon 
  accuracy, 1d20+10dmg. Free action to switch to next knife. 
   
   Mutant Mauler - +8dmg to all mutants 
   
   Human Hauler - +4dmg to all humans 
   
   Hunchback of Agropom – Increased carrying capacity by 10 weight 
  points. 
   
   Neurosurgeon - +2 to hit on headshots 
   
   Strong Minded – Can survive 10 controller mindfucks instead of 5. 
   
   Hawk Eye - +2 to spot anomalies or bloodsuckers at a distance. 
   
   Chikki Brikki - +4 to hit with flashbangs/grenades 
   
   Snapshot – 2 AoOs a turn (instead of 1). 
   
   Duck and Cover! – Can survive up to 70 rads without dying. 
   
   Alcoholic – Vodka heals 40 rads (instead of 20). 
   
   Light Sleeper – Can sleep 6 hours instead of 8 per night. 
   
   Smooth talker – Minus 10% on all prices. 
   
   Medic – Double Healing from any source. 
   
   Thick Blooded – bleeding starts at 25HP (instead of 35HP 
   
   Liquid Courage - drinking vodka cures 20 points of mindfuckery 
   
   
  
   
  8 
   
   
   Taunt - If your charisma is high enough, you can roll to see if 
  you can draw enemies to you their next turn, often causing them 
  to ignore hazards like anomalies, or team mates in hiding. DC15. 
   
   Angel of Death – revive a player outside combat without using a 
  medkit 
   
   Sausage Master – Sausages heal as much as medkits 
   
   Junkie – Energy drinks give double the boost, but you lose two 
  squares of movement next turn 
   
   Average Cook – combine sausage and bread for sandwich 
   
   Improvised Surgery – You can use some torn armors of fallen 
  enemies as makeshift bandages. Affected by perception. 
   
   Bro Grab - If you're standing diagonally from a friendly player, 
  you can do a reflex and strength roll to see if you can pull them 
  out of enemy fire once during the enemy's turn. 
   
   Grenade Launcher - If you successfully roll to dodge a grenade, 
  you can do a reflex roll to see if you can throw it back at your 
  attackers. 
   
   
   
   
   
   
   
   
  
   
  9 
   
  4) Settlements 
   
  You would be hard pressed to find a fully functioning town in the 
  zone; however, a number of settlements have flourished over the years. 
  While they won’t be as nice as your typical squalid hellhole, they do 
  offer shelter from the cold and far more dangerous mutants and 
  anomalies. 
  Most settlements are simply an entourage of stalkers defending an 
  abandoned building. In some cases they will allow you to stay with 
  them. Others will ask for a fee – some will refuse – and of course, 
  some may try to rob you.  
  You can trade with any non-hostile NPC, but be careful to put away 
  your weapons before approaching. Misunderstandings are often deadly in 
  the zone. NPCs in the field will not very often have a good variety of 
  stock, but can give you an excellent price on ammunition if they can 
  afford it (and you can afford to give it away). If you want a real 
  trader, then you must find them in one of the established settlements.  
   
   
   Traders 
  There are few neutral establishments in the zone – you will be 
  starting in one of these, named Cordon. Traders have a greater stock 
  than your average stalker – mostly because they have somewhere to put 
  it all. They are also more willing to buy things that others won’t 
  need. In the field, choice of kit is important. 
   Bankers 
  Want to keep that RPG but don’t want to lug it around all day? Bankers 
  are established in almost every major community, and are willing to 
  store your equipment for free – even move it to other banks in a 
  matter of hours. You will however, have to pay a small fee to remove 
  any items you’ve stored. You can also stash equipment anywhere you 
  like, but you’ll have to return to that spot to claim it. Make sure 
  you hide it well: stalker code means finder’s keepers. Are you feeling 
  lucky? 
   Fight Club 
  Spread the word! Several communities have started a battleground for 
  stalkers. You can bet on fights or participate yourself. There is good 
  money in victory, but the penalty for failure is death. 
   
  
   
  10 
   
   Bars 
  Bars are a good place to chat to other stalkers or soak up the day’s 
  rads in vodka. This is also the place you’ll most likely find jobs or 
  information. Note that in many settlements, the barman is also the 
  trader. 
   
   
   Duty Outposts 
  Duty is a faction that wants to establish steadfast rules and a safer, 
  albeit more tightly controlled zone. Don't expect to be let into a 
  Duty settlement without permission first. They tend to be very 
  defensive. Some methods of getting into Duty's good books include 
  doing jobs for the gatemen, or getting permission from the local 
  trader. Although not officially aligned with the military, they tend 
  to get shot less by them, and work closer with the scientists. 
  Duty buildings are similar to those listed above (with no fight club), 
  but Bankers will not charge members of Duty for service. Duty armories 
  are stocked with some of the best Warsaw Pact weapons in the zone, due 
  to their dealings with the military. Don't expect to find better 
  equipment without strolling into Pripyat itself. 
   
   
   
   
   Freedom Outposts 
  Freedom wants the Zone to be open. Unlike Duty, Freedom allow stalkers 
  to stay in their compounds unconditionally - so long as they behave 
  themselves. They too have free of charge banks (though you must be a 
  member) and do not condone Fight Clubs. Freedom armories are often 
  supplemented by European and American mercenaries, necessitating a 
  certain inclination to stock NATO weapons and ammunition. 
  Note: Duty and Freedom are rivals, and you cannot join both. 
   
   
   
   
  
   
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  5) In the Field 
   
  Now you know what to expect in settlements, here’s a look at the 
  dangers of the zone. 
  The Zone is a wasteland of crumbling houses, endless fields and 
  forest, and vast pockets of radiation. There are a number of abandoned 
  labs, military facilities and industrial warehouses that now hold many 
  dangers and treasures. Some of these places are still occupied – 
  sometimes by man, sometimes by beast. 
   Anomalies 
  Anomalies are essentially booby-traps created by the zone. There are 
  many different kinds of anomalies, each with different signatures and 
  effects (for more information on anomalies, turn to page 30). Most of 
  them only appear through a strange looking rustle of leaves or 
  distorted air. All you need to know is to steer well clear of them. 
  Once a stalker has stepped into an anomaly, they have a split second 
  to escape – otherwise, they will become another victim of the zone. 
  In areas thick with anomalies, stalkers throw bolts through the air in 
  order to activate them, revealing their position. 
   Animals 
  One would be hard pressed to call the packs of vicious dogs that roam 
  the countryside ‘harmless’, but there are some who have witnessed 
  creatures so deadly that they make the largest mongrel look like a 
  household puppy.  
  Be aware, sometimes packs of dogs will flee once a few have been taken 
  down. (Bestiary on page 18) 
   Bandits 
  Bandits are everywhere and not hard to spot. They usually wear black 
  leather armor that is reflective of their faction. Be careful when 
  wearing this armor. It can allow you to infiltrate bandit strongholds; 
  but everyone else will fire at you on sight. 
  Bandits are difficult to reason with, mainly because to them, there is 
  little difference between killing you after taking your money or 
  simply letting you walk.  You will have to convince them that it is in 
  their interest to let you walk. 
   Loners 
  There will be other stalkers scouring the zone. Most of them are 
  friendly, and willing to trade supplies. If you run into trouble with 
  other stalkers nearby, more often than not they will jump you your 
  aid. If you see others in trouble, you are expected to join the fray. 
  It is customary to reward people who have helped you with food, first 
  aid or money. 
  
   
  12 
   
   Zombies 
  Nobody knows why their brains fried. All anybody knows about zombies 
  is that they can still shoot, and they will never stop approaching 
  until they lose their prey. 
   Military 
  You are not supposed to be in the zone. More often than not, the 
  military will attempt to enforce this with lethal force. The good news 
  is that they don’t move around very often, and will be defending an 
  area more often than going on raids of settlements. Depending on their 
  rank, the military often have some of the best weapons in the zone. 
  Some members of the military will let you pass through an area for a 
  bribe. Be careful when attempting this, because it is not true of all 
  checkpoints. If you heard it from a stalker though – it’s usually 
  true. 
   Scientists 
  Scientists usually stick to their labs. Most of the time, they welcome 
  or even employ stalkers to aid them in the fetching of artifacts for 
  scientific study. You can get a good price on artifacts from this 
  group – it is also the best place to sell mutated animal parts. 
   Monoliths 
  These people are crazy. They are the faction that guards Pripyat and 
  Chernobyl NPP. They have been compared to a religious cult and have 
  some of the best equipment in the zone. This faction is only present 
  to the North of Freedom’s Army Base. 
   Artifacts 
  Nobody knows the scientific reasoning behind the artifacts – all they 
  can tell is that they are born in anomalies and give amazing 
  beneficial properties to those who possess them. Some effects include 
  the thickening of the user’s skin, the coagulation of the blood, or 
  the reduction of fatigue. Beware; these properties can sometimes come 
  at great Cost. 
  These are the treasure of the zone. In the south, most have been 
  harvested – but in the north there is said to be an abundant crop, 
  ready for any who dare face the Monolith. (For more information on 
  artifacts, turn to page 30.)  
   
  Battle Mechanics 
  Should you come across a hostile, the battle will be played out as 
  follows. Each human character has 50hp at all times and 50 rads to 
  absorb before death. 15 rads is a minor injury while 30 is major.  
  
   
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  6) The Battlefield 
   
  The battlefield will be described by the DM, and then recreated on an 
  excel spreadsheet or chessboard.  
  It is possible to fire on your first turn, but it is recommended you 
  spend it getting into cover. If the enemy is not aware of your 
  presence, you will have infinite turns until they are. Pre-emptive 
  strikes do not score criticals, but allow a second attack. 
   Cover 
  If a character is behind cover then the accuracy roll against that 
  player has a negative modifier attached (eg. -2 for soft cover, -5 for 
  hard cover). Characters must be directly in cover for this effect (on 
  the same square). 
  It is also possible to flank enemies. Flanked characters lose cover 
  bonuses. 
   Movement 
  Every Character can move 6 squares a turn normally, when sprinting can 
  run up to 12 squares in a straight line (full turn action) Moving more 
  than 5 squares in an open area allows enemies with sights on you to 
  take a free attack with a ranged weapon, 1 per enemy.  
   
   Range 
  Each square represents 5 feet. Every weapon has an accuracy penalty 
  per square. Check the Weapon list for gun-specific range and 
  penalties. 
   Attacking (accuracy) 
  Roll Weapon’s Dice + Weapon Accuracy (+/-) mods to determine a hit. DC 
  10+Reflex Bonus+Cover+Distance.30' speed= move 30 and fire for hip, 
  move 15 and fire for ironsight, move 0 and fire for aimed. 
   Attacking (damage) 
  Roll Weapon’s Dice + Weapon Power (+/-) mods to determine damage to 
  hp. After a hit of over 15 damage, the character will bleed, loosing 
  five health until the bleeding is stopped with a medkit or bandage. 
   
   Bullets per Turn, Ammo and Reloading 
  Each weapon has a different magazine capacity and fires a different 
  number of bullets per turn. Once the magazine number reaches zero, the 
  player must reload their weapon. Reloading takes a turn. If the player 
  runs out of ammo, they must move close enough to another player to 
  receive ammo (within two squares) or forfeit the turn. If the player 
  
   
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  has extra ammunition in the backpack, they can load one magazine per 
  turn, and must then spend another turn to reload. 
  If every player runs out of ammo, they can attempt to loot any 
  casualties of the battle, knife the opponent, or more likely, run for 
  their lives. 
   Items or Grenades 
  You can use one item per turn. Players can throw Grenades 30 meters by 
  default. Subtract or add five meters per Strength away from five.  
   No-Go Areas 
  The DM may specify a certain area is unreachable or radioactive. 
  Players can enter a radioactive field, but they must use Vodka or 
  AntiRad in their next turn or loose health (determined by rems and 
  endurance).  
   Stat Roles 
  Sometimes the DM may include events that need stats to be rolled for. 
  These could include ‘a grenade lands at your feet. You attempt to 
  scramble over a log for cover – roll agility,’ or, ‘a Snork jumps at 
  you from within a bush – roll reflex.’ In these cases you should roll 
  a 1D20 and (+/-) modifiers. 
   
   Unconsciousness and Death 
  If a player runs out of hp, then they fall unconscious and another 
  player must use a med kit to revive them, Players wanting to use a 
  health kit on a downed player must do so on the same square. 
  If there are no med kits, the player remains unconscious until the end 
  of the fight. If all the players are knocked unconscious, the game is 
  over. When unconscious a player has 10 turns before they actually die. 
  When a player dies they take a penalty based on how they died. 
   
  Players Body Destroyed or Unreachable, one of the following occurs: 
  Lose 2 Medkit, lose 4 bandage, lose 4 ammo, Primary weapon dropped to 
  50% condition, Secondary weapon dropped to 50% condition, Armor 
  dropped to 50% condition. The penalty is decided by a d6 dice roll. If 
  the player does not have the full amount or any of the item they are 
  supposed to lose, they lose the number they have.  
   
  Players Body Mauled or Shot to death, one of the following occurs: 
  Lose All Medkits, lose all bandages, lose all ammo, Primary weapon 
  dropped to 0% condition, Secondary weapon dropped to 0% condition, 
  Armor dropped to 0% condition. The penalty is decided by a d6 dice 
  roll. If the player does not have the full amount or any of the item 
  they are supposed to lose, they lose the number they have.  
  
   
  15 
   
   Aiming for specific body parts 
   
  Uncalled shots are assumed to be aimed at chest 
  DC+4 to hit head, 1d10+5dmg 
  DC+2 to hit arms, 50% chance disarm on hit 
  DC+2 to hit legs, 50% chance to reduce enemies movement speed by 4 for 
  2 turns. 
  hip is instant (-4 to hit), ironsight is half a turn, scope is a full 
  turn (+4 to hit), steadied against cover/prone (half turn action, +4 
  to hit, stacks with scope) 
  Snipers firing from hip take a -12 penalty. 
   
   
   Armor and weapon degradation 
   
  Weapon degradation: 
  0%: cannot be used 
  25%: 1-17 weapon roll causes jam 
  50%: 1-9 weapon roll causes jam 
  75%: 1-4 weapon roll causes jam 
  100%: 1 weapon roll causes jam 
      Penalty applies at the % mark I.e. 51% only has 1-4 weapon roll. 
   
   
  Special Conditions 
  -Every Jam causes a 5% weapon degrade 
  -Trader repairs return weapons to their max cond. Character repairs 
  lower cap by 10% every character repair, Trader can return the cap 
  back to normal for added price. 
  -Every 5 days 25% degradation while out in the wild. No degradation 
  while in safety. 
  -A player can fully repair a weapon/armor while in a camp for DC10 
  save. Fail, no condition change, pass +20% (up to max) condition. Can 
  hurry repair in the wild for DC15 save. Fail, -10% condition, pass 
  +10% condition (up to max). Each repair attempt takes 4 hours. 
   
   
  Armor degradation.  
  A critical hit on armor causes 10% degradation. 
  0%: no damage reduction 
  25%:  25% of max damage reduction 
  50%: 50% of max damage reduction  
  75%: 75% of max damage reduction 
  100%:  100% of max damage reduction 
                   Damage reduction is rounded up. 
  
   
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  Attacks of Opportunity 
  If a character or enemy moves within line of sight of someone facing 
  in their direction and they are moving within the range that their 
  opponents weapon does not incur penalties for distance (I.E. before 4 
  squares for a PMm), that enemy gets an attack of opportunity (1 only). 
  If the opponent is out of ammo they may not take the AoO. 
   
  Reloading 
  Reloading is a half turn action for all guns except Heavy Weapons, for 
  which it is a full turn action. Dual wielding reloads of both guns 
  take a full turn, half a turn for a single gun. 
   
  Dual Wielding 
  Dual wielding is only allowed with pistols. Dual wielding characters 
  receive a -4 penalty on accuracy rolls for the main hand weapon and -8 
  for the offhand one. Strength bonus is added or subtracted from the 
  penalty. 
  
   
  17 
   
  7) Inventory, Items and Eating 
   
  This is how much you can carry at one time. There is a primary and 
  secondary weapon slot. You can carry a third weapon if you wish; 
  however, it will deduct 3 from movement points in battle if you do. 
  Switching between primary weapons takes a turn – switching between 
  primary and secondary does not. 
   
  Inventory Slots 
  You will always have a knife, binoculars, and room for fifteen bolts 
  (providing you own these) on your belt. There are two base artefact 
  slots (more can be bought). Then there are eight belt slots. These 
  slots are used to carry weapon magazines (or 4 shotgun shells) and 
  grenades (grenade launcher grenades are two per slot).   
  In your backpack, you will have room for a day’s food and water, 3 
  Medkits, 3 AntiRad, 5 Bandages and half a backpack for anything else. 
  Use your imagination and try not to cheat here. 
   
  Healing Items 
  First aid restores a lot of health and stops bleeding. Bandages 
  restore some health and stop bleeding. AntiRad remove most radiation. 
  Vodka reduces some radiation (and gives -2 accuracy per bottle if the 
  character fights in the next half hour). Food recovers some health but 
  does not stop bleeding. 
   
  Eating 
  Characters must eat at least two meals a day or suffer -2 to all stats 
  the following day. 
   
  Sleep 
  You’ll need to sleep eight hours a day or suffer -2 to all stats the 
  next day. You can sleep outside, but you’d better post a watchman to 
  look out for dogs or bandits. In settlements, you can sleep anywhere 
  that isn’t owned by somebody (namely, the buildings above). However, 
  if a stalker already occupying an area asks you to leave, it is 
  courteous to oblige – even though asking others to leave is considered 
  rude. 
   
  Artifacts 
  Artifacts have both positive and negative effects – many are 
  radioactive. Some reduce bullet resistance while increasing overall 
  health. (For more information on artifacts, turn to page 30.) Everyone 
  starts with 2 slots. 
  
   
  18 
   
  8) Bestiary 
   
  Dog 
  Wild Dogs are constantly prowling for food about the zone. These 
  creatures are starving and will attack a lone stalker without 
  hesitance. In group scenarios, they will often judge you too much of a 
  threat and leave you alone – but sometimes the hunger gets too much! 
  So be careful. 
  50HP DC10+2     Bite – 1d6+2-rupture  8sq pt 
   
  Boar 
  Unlike Dogs, these mutated Boars will usually only attack a stalker if 
  they enter the Boar’s nest. They are still deadly however, and it is 
  always advised that you think twice before engaging one in a knife 
  fight. 
  100HP DC10        Ram – 1d8+6-Rupture      6sq pt 
   
  Flesh 
  These are the mutated cousins of pigs that have spent generations in 
  the zone. They are not typically aggressive, but will defend 
  themselves if provoked. Contrary to popular belief, Flesh meat is 
  quite edible when cooked. 
  100HP DC10.       Scratch – 1d6+4-rupture       4sq pt 
   
  Snork 
  These creatures were once thought to be human – now they walk along on 
  all fours with mutated legs capable of making great leaps. They are 
  extremely hostile, and thought to be among the more dangerous of the 
  zone. 
  150HP DC10+5 reflex. Double damage from flanking.  
  Can Leap 6 Squares as full turn action.   
  Scratch/Kick – 1d10+2dmg-rupture resistance.              2Sq pt 
   
  Bloodsucker 
  Few stalkers have encountered a Bloodsucker and lived to tell the 
  tale, but the corpses of those not so lucky are enough to keep any 
  stories well in the hearts and minds of even the most veteran members 
  of the zone. 
  The Bloodsucker stalks its opponent and is mostly invisible. When it 
  finally descends upon you, a barbed tongue will piece your throat and 
  drain you of blood. The husks of men are a fair warning of a nest. 
  300HP DC10+3reflex. Double damage from flanking. Can turn invisible 
  DC15+perception to spot.             6Sq pt 
  Claws – 1d20+20dmg-rupture resistance for non spotted. 1D20+10dmg-
  rupture for spotted. 
  Bloodsucker roar – DC10 endurance save. Failing save causes character 
  to lose its turn. 
  
   
  19 
   
   
  Controller  
  Thought for a while to be the source of the Monolith Faction’s 
  madness, Controllers attack their prey using powerful psi-emissions. 
  They usually reside in dark caves and tunnels.  
  200HP  DC10  Double damage taken from flanking          2sq pt 
  Controller Mindfuckery: 
  No reflex save unless hard cover is within one square. Reflex save 
  would involve leaping behind cover, DC 15. Based on line of sight (if 
  controller can't see you, you can't be damaged). Damage is 1d10 + 2. 
  Brain damage is 1d10 (you can take up to 50 before you become 
  zombified). 
  Punch – 3d6-rupture resistance. 
   
  Dorfs: 
  Telekinesis  
  The dwarf picks up an object with its mind and hurls it at you. 
  Accuracy: 1d20 + 5Damage is based on size of object thrown. 
  Small (rocks, rubble, buckets, weapons, etc): 
  1d6 + 2  
  Medium (smaller wooden boxes, chairs): 
  2d6 + 4 
  Large (barrels, crates, tables, large chunks of rubble): 
  3d6 + 7 
  Dorf telekinetic fuckery: 
  The dwarf will use its psychic abilities to inflict harm. No accuracy 
  roll, no saving roll. Reflex save is DC 15 only if hard cover is 
  available one square away from you.  
  Damage: 2d6 + 2 
  Dorf flailing: 
  Dwarves are limited in their physical capabilities. It will try its 
  best to run away and use its psychic abilities when moved in on, but 
  if cornered or desperate enough it will try to swipe at you. 
  Damage: 1d4 + 2 
  Dealing with dorfs: 
  HP: 400                  DC9                                4sq pt 
  Damage reduction (artifact): 40% (half turn action to activate) 
   
  Tele-dog 
  HP 50 
  DC10+5 
  Teleport – Once every 3 turns the teledog can 
  teleport up to 6 squares. 
  8Sq pt 
  Attacks: 
  Lunge:  
  Range = 1 square 
  Accuracy: 1d20 - 2, rolls against a standard DC 10 + reflex modifiers.  
  Damage: 2d4 + 2 
  
   
  20 
   
   
  Pseudo-dogs: 
  Size: Small (-4 to hit) DC10+4 
  8sq pt 
  HP: 50 
  Abilities: 
  Copies 
  The pseudodog makes several copies of itself, resulting in the 
  appearance of five pseudo-dogs. You roll a regular accuracy check, 
  then you roll a % check (20% + 10% for every point of luck modifier) 
  to see if you hit the real one. If it turns out to be a fake, no 
  matter the damage, that fake copy disappears. All copies disappear if 
  the original dies. A single copy lasts 5 turns. Pseudo-dog can create 
  1 new copy every turn.  
  Attacks: 
  Lunge:  
  Range = 1 square 
  Accuracy: 1d20 - 2, rolls against a standard DC 10 + reflex modifiers.  
  Damage: 2d4 + 2 
   
  Swipe/bite/whatever else it does at close range: 
  Range: UP CLOSE AND PERSONAL 
  Accuracy: Reflex save to move yourself out of the way. Reflex save is 
  DC 10 + your modifiers. 
   
  Zombie 
  100HP     DC10     2sq pt                 Carry Weapons have a -4 on 
  all rolls to hit. 
   
  Izlom: 
  Size: medium 
  HP; 75 
  Speed: 10 feet 
  Attack (swipe); 
  Accuracy: 1d20 reflex modifier for target 
  DC 10 
   
  Pseudogiant: 
  Size:Large 
  HP: 600 
  Speed: 4sq pt 
  DC10-2(from size)=DC8 
  Attacks 
  Quake: Everyone within 40' rolls a DC15 Reflex save to avoid the 
  quake. Failing to avoid causes character to lose their next turn. 
  Being 10' or less from the quake source causes the reflex save to be 
  DC20 
   
  Stomp: 2d20+10dmg 
  
   
  21 
   
  9)Items 
   
  First aid 
  Medkit 
  200 RU 
  Heals 15 hp 
  Army Medkit 
  275 RU 
  Heals 20 hp and bleeding 
  Scientific Medkit 
  325 RU 
  Heals 30hp and 10 rads 
  Bandage 
  50 RU 
  Heals 10hp 
  Vodka 
  120 RU 
  Heals 20 rads 
  AntiRad 
  200 RU 
  Heals 40 rads 
  Energy Drink 
  100 RU 
  Adds 3 to movement points. Can 
  substitute an hours sleep. 
  Ammo Box                800 RU       Allows 20 extra weight points for 
  ammo only. 2 can be carried per character. 
   
  Food 
  Bread 
  80 RU 
  Heals 5hp. Counts as a meal. 
  Sausage 
  65 RU 
  Heals 5hp. Counts as a meal.  
  Tourist’s Delight 
  120 RU 
  Heals 8hp. Counts as a meal. 
  Fresh Water 
  50 RU 
  Lasts a day. 
   
  Animal Parts 
  Flesh Meat 
  60 RU 
  Can be eaten if cooked  
  (5hp. Counts as a meal.) 
  Boar Meat 
  80 RU 
  Can be eaten if cooked  
  (8hp. Counts as a meal)  
  Dog Paw 
  40 RU 
  Bloodsucker’s Tongue 
  250 RU 
  Snork’s Feet 
  175 RU  
  Controller’s Head 
  500 RU 
  Dwarf Hands            250 RU 
   
   
   
   
  
   
  22 
   
  10) Weapons  
   
  Knife 
  Knives are highly dangerous, but difficult to use since they require 
  you to get so close to the enemy. To knife, roll a strength check vs 
  the enemies DC to hit. A natural 20 is an instant kill on anything 
  (except vehicles) with a knife. A knife does 2d20+10 dmg normally. A 
  knife to the back of an opponent does double damage. Double knifing 
  incurs a -4 penalty for main-hand and -8 for offhand on rolls to hit. 
   
  Pistols  
  Makarov PMm (9x18 Makarov) 
  8 magazine – 2 bullets/turn 
  Damage – 1D20 + 2  
  Accuracy – 1D20 + 2 
  Range (per square) – Minus 4 after 4 squares 
   
  Walther P99 (9x19 Parabellum) 
  16 magazine – 4 bullets/turn 
  Damage – 1D20 + 4  
  Accuracy – 1D20 + 4 
  Range (per square) – Minus 3 after 4 squares. 
   
  PB1 Noiseless (stats WITH silencer, 9x18 Makarov) 
  8 magazine – 2 bullets/turn 
  Damage – 1D20 + 2  
  Accuracy – 1D20 +2 
  Range (per square) – Minus 4 after 4 squares. 
   
  Sig Sauer P220 (9x19 Parabellum) 
  12 magazine – 3 bullets/turn 
  Damage – 1D20 + 5 
  Accuracy – 1D20 + 5 
  Range (per square) – Minus 3 after 4 squares. 
   
  Colt 1911 (.45 ACP) 
  8 magazine – 2 bullets/turn 
  Damage – 1D20 + 6  
  Accuracy – 1D20 + 6 
  Range (per square) – Minus 2 after 4 squares. 
   
  Fort 12 (9x18 ACP) 
  12 magazine – 3 bullets/turn 
  Damage – 1D20 + 4 
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 3 after 4 squares. 
   
  
   
  23 
   
  USP Compact (.45 rounds) 
  8 magazine – 2 bullets/turn 
  Damage – 1D20 + 6  
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 2 after 4 squares. 
   
  Desert Eagle (.44 magnum) 
  8 magazine – 2 bullets/turn 
  Damage – 2D20 + 8  
  Accuracy – 1D20 + 6 
  Range (per square) – Minus 4 after 4 squares. 
   
  Big Ben (9x39mm) 
  8 magazine – 2 bullets/turn 
  Damage – 3D10 + 9 
  Accuracy – 1D20 + 7 
  Range (per square) – Minus 2 after 4 squares. 
   
  Shotguns (Buckshot shells) 
   
  Sawnoff (Bm-16) 
  2 magazine – 2 bullets/turn 
  Damage – 2D20 + 10 (-10 after 4 squares) 
  Accuracy – 1D20 + 2 
  Range (per square) – Minus 5 after 3 square, minus 10 on damage and 
  accuracy after 4 squares. 
   
  Hunting Rifle 
  2 magazine – 1 bullets/turn 
  Damage – 2D20 + 5 (-10 after 3 squares) 
  Accuracy – 1D20 + 6 
  Range (per square) – Minus 4 after 3 squares, minus 10 on damage and 
  accuracy after 6 squares. 
   
  Winchester 
  6 magazine – 2 bullets/turn 
  Damage – 2D20 + 15 (-10 after 2 squares) 
  Accuracy – 1D20 + 4 
  Range (per square) – Minus 6 after 3 squares, minus 9 on damage and 
  accuracy after 4 squares. 
   
  TOZ-34 
  2 magazine – 2 bullets/turn 
  Damage – 2D20 + 20 (-10 after 1 square) 
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 3 after 3 squares, minus 10 after 2 squares 
  for Damage, minus 7 after 6 squares for Accuracy. 
   
  
   
  24 
   
  SPAS-12 
  8 magazine – 2 bullets/turn 
  Damage – 2D20 + 25 (-10 after 1 square) 
  Accuracy – 1D20 +8 
  Range (per Square) Minus 5 after 3 squares, minus 10 after 2 squares 
  for Damage, minus 7 after 6 squares for Accuracy. 
   
  Sub-Machineguns  
  AKM 74/u (5.45mm) 
  30 magazine – 6 bullets/turn 
  Damage – 1D20 + 7 
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 3 after 4 squares. 
   
   
  MP5 (9x19 Parabellum) 
  30 magazine – 6 bullets/turn 
  Damage – 1D20 + 6 
  Accuracy – 1D20 + 7 
  Range (per square) – Minus 3 after 4 squares. 
   
  Assault Rifles 
  AKM 74/2 (5.45mm) 
  30 magazine – 6 bullets/turn 
  Damage – 2D20 + 5 
  Accuracy – 1D20 + 5 
  Range (per square) – Minus 4 after 6 squares. 
   
  AN-94 Abakan (5.45mm) 
  30 magazine – 6 bullets/turn 
  Damage – 2D20 + 6 
  Accuracy – 1D20 + 7 
  Range (per square) – Minus 3 after 6 squares. 
   
  SIG SG-550 (5.56mm)  
  30 magazine – 3 bullets/turn 
  Damage – 2D20 + 2 
  Accuracy – 1D20 + 10 
  Range (per square) – Minus 3 after 8 squares. 
   
  G36K (5.56) 
  30 magazine – 5 bullets/turn 
  Damage – 2D20 + 8 
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 4 after 8 squares. 
   
  
   
  25 
   
  Groza (9x39) + Grenade Launcher 
  20 magazine – 5 bullets/turn 
  Damage – 2D20 + 12 
  Accuracy – 1D20 + 6 
  Range (per square) – Minus 6 after 8 squares. 
   
  ZM LR300 (5.56) 
  30 magazine – 6 bullets/turn 
  Damage – 2D20 + 10 
  Accuracy – 1D20 + 8 
  Range (per square) – Minus 4 after 8 squares. 
   
  AS Val Special Assault Rifle (9x39mm) 
  20 magazine – 5 bullets/turn 
  Damage – 2D20 + 18 
  Accuracy – 1D20 + 7 
  Range (per square) – Minus 3 after 8 squares. 
   
   
   
   
  Sniper Rifles (all have permanent scopes attached) 
   
  Enfield L85 (5.56mm)  
  20 magazine – 2 bullets/turn 
  Damage – 2D20 + 6 
  Accuracy – 1D20 + 12 
  Range (per square) – Minus 6 after 8 squares. Minus 10 within three 
  squares. 
   
  Vintorez (9x39) + unbreakable silencer 
  10 magazine – 1 bullets/turn 
  Damage – 2D20 + 9 
  Accuracy – 1D20 + 12 
  Range (per square) – Minus 8 after 10 squares. Minus 10 within three 
  squares. 
   
  Dragunov SVD (7.62x54) 
  10 magazine – 2 bullets/turn 
  Damage – 3D20 + 2 
  Accuracy – 1D20 + 16 
  Range (per square) – Minus 8 after 12 squares. Minus 10 within 3 
  squares. 
  
   
  26 
   
   
  Heavy Weapons 
  RG-6 Grenade Launcher (VOG Grenades) 
  6 magazine – 2 bullets/turn 
  Damage – 3D20 + 20 
  Accuracy – 1D20 +8  
  Range – Cannot fire more than 8 squares. Minus 20 after 6 squares. 
   
  RPG 7 
  1 magazine – 1 bullet/turn 
  Damage – 3D20 +20 
  Accuracy – 1D20+15 
  Range – Minus 20 after 5 squares. Characters within 2 square of blast 
  are injured 10hp. 
   
  Gauss Gun 
  2 magazine – 1 bullet/turn 
  Damage 3D20 + 25 
  Accuracy – 1D20+20 
  Range – Minus 10 after 4 squares. 
   
  Grenade Launchers + Grenades 
  Attached Grenade Launchers 
  1 magazine – 1 bullets/turn 
  Damage – 3D20 + 20 
  Accuracy – 1D20 +10  
  Range – Cannot fire more than 6 squares. Minus 6 after three squares. 
  10' radius, full damage at center, half at periphery. 
  Grenades 
  Damage – Receiving player must roll Reflex/Agility attributes. Should 
  they escape well, damage is nil. If they escape, the damage is 20 
  (regardless of armor). If they do not, damage is 60 (include armour 
  mods). 
  Accuracy – 1D20 +10  
  Range – 6 squares (+/-) Strength 
   
  Flashbangs 
  Everyone within 30' of the blast of the flashbang must roll a reflex 
  save, DC15 (DC25 if wearing NV goggles while flashed). If the save is 
  failed the character is blinded for 1d10 rounds +/- Perception bonus 
  (1 round of blindness minimum).  
  
   
  27 
   
   
  Scopes 
  Attaching a scope to a non-scoped weapon gives it a +4 accuracy bonus 
  at more than two squares, and a -2 penalty when the target is closer 
  than two squares. Cost 2000. 
   
  Silencers 
  Attaching silencers makes your shots quiet. 5% chance to break every 
  shot fired. Cost 800. 
   
  Weapon Upgrades 
  Extended Magazine - +1/2 of full magazine capacity. Cost 2000 RU. 
  Extended Barrel - +2 to hit. Cost 4000 RU. 
  Extended Stock - +2 to hit. Cost 4000 RU. 
   
  Armor Upgrades 
  Superlight Kevlar - +5Defense, Any Armor. Cost 4000. 
   
  Artifact Slot - 1 more slot for an artifact. (up to 8, base is 2). 
  Cost 4000. 
  Closed cycle breathing module - No effects from airborne dangers, 
  clean air supply for 10 hours. Cost 9375. 
   
  Psy-Protection – No effects from Psy damage. Cost 12500. 
   
  Reinforced Body Armor - +10Defense (stacks + kevlar). Cost 12500. 
   
  Electric Dampeners – 20% Less Electricity Damage. Cost 3000. 
   
  Fireproofing – 20% Less Fire Damage. Cost 3000. 
   
  Superlight Lead Plates - -10 Radiation Taken per turn from outside 
  sources (does not effect artifact radiation). Cost 5000.  
   
  Heavy Lead Plates - -25 Radiation Taken per turn from outside sources 
  (does not effect artifact radiation). +2 Armor Encumbrance. Cost 
  10000. 
  
   
  28 
   
  11) Armor 
   
  Defense is the amount removed from damage (5 Damage is minimum). 
  Encumbrance is removed from movement roles. 
   
  Leather Jacket 
  Defense – 5  
  Encumbrance – 0 
  Cost – 1000 RU 
   
   
  Bandit Jacket 
  Defense – 7 
  Encumbrance – 0 
  Cost – 3000 RU 
   
  Merc Suit 
  Defense – 10 
  Encumbrance – 1 
  Flashlight 
  Cost – 7000 RU 
   
  Berril Armored 
  Defense – 13 
  Encumbrance – 3 
  Flashlight 
  Cost – 10000 RU 
   
  Stalker Suit 
  Defense – 15 
  Encumbrance – 2 
  Flashlight 
  Cost – 15000 RU 
   
   
   
   
  Monolith Suit 
  Defense – 18 
  Encumbrance – 3 
  Flashlight 
  Cost – 18000 RU 
   
  Ghost Suit 
  Defense – 20 
  Encumbrance – 3 
  Flashlight/Night Vision 
  
   
  29 
   
  Cost – 20000 RU 
   
  Modified Suit 
  Defense - 22 
  Encumbrance – 2 
  Flashlight/Night Vision 
  Cost – 24000 RU 
   
  Duty/Freedom Suit 
  Defense – 24 
  Encumbrance – 3 
  Flashlight/Night Vision 
  Cost – 26000 RU 
   
   
  Military Armored Suit 
  Defense – 28 
  Encumbrance – 4 
  Flashlight 
  Cost – 30000 RU 
   
  Windbreaker Suit 
  Defense – 25 
  Encumbrance – 1 
  Flashlight/Night Vision 
  Cost – 32000 RU 
   
  SEVA Suit 
  Defense – 26 
  Encumbrance – 2 
  Flashlight/Night Vision 
  Cost – 40000 RU 
   
  Universal Protection 
  Defense – 28 
  Encumbrance – 3 
  Flashlight/Night Vision 
  Cost - 42000 RU 
   
  
   
  30 
   
  12) Artifacts 
   
  Droplets  
  -10 Radiation 
  -2 Endurance 
  Fireball 
  -20 Radiation 
  -2 Endurance 
  Crystal  
  -30 Radiation 
  -2 Endurance 
  Sparkler  
  +2 Endurance 
  +10 Damage with Electric Shock 
  Flash 
  +3 Endurance 
  +10 Damage with Electric Shock 
  Moonlight 
  +4 Endurance 
  +10 Damage with Electric Shock 
  Jellyfish 
  +5 Radiation 
  +2 Bullet Resistance 
  Night Star 
  +10 Radiation 
  +5 Bullet Resistance 
  Mama’s Beads 
  +5 Bullet Resistance 
  Wrenched 
  +5 Radiation 
  +2 Rupture Resistance 
  Goldfish 
  +10 Radiation 
  +5 Rupture Resistance 
  Kolobok 
  +5 Rupture Resistance 
  Harpy  
  -2 Strength 
  -3 Bleeding 
  Sap 
  -2 Strength 
  -5 Bleeding 
  Clot 
  -5 Bleeding 
  Thorn  
  -10 Radiation 
  + 3 Bleeding  
  Crystal Thorn  
  
   
  31 
   
  -20 Radiation 
  + 3 Bleeding  
  Thorn  
  -30 Radiation 
  + 3 Bleeding  
  Glowdust 
  +5 Radiation 
  +5 Available Weight Points 
  Beacon 
  +10 Radiation 
  +10 Available Weight Points 
  Fallen Star 
  +10 Available Weight Points 
   
  Stitch  
  +5 Radiation 
  +2 Reflex 
  Snake 
  +10 Radiation 
  +3 Reflex 
  Hourglass 
  +3 Reflex 
  Battery 
  30% Resist Electricity 
  Spring 
  30% Resist Drop 
  Gem 
  30% Resist Fire 
  Pellicle 
  30% Resist Chemical Burn 
  
   
  32 
   
   13) Anomalies  
   
  Whirligig 
  The anomaly snatches its victim and spins them around at breakneck 
  speed. The anomaly can be spotted by a light whirlwind above the 
  ground. 1 reflex save to escape unharmed, 2nd reflex save to escape 
  with 10dmg. 30Dmg for every turn afterwards+reflex save.  
   
  Springboard 
  A gravitational abnormality which inflicts Shock damage. Air 
  fluctuations are above the abnormality. 20Dmg per hit. 1 reflex save 
  to escape unharmed. DC15 agility to avoid. 
   
  Burnt Fuzz 
  Looks like a see through sheet hanging from a tree. It reacts to 
  rapidly moving beings by shooting projectiles at them. Reflex save to 
  escape damage. Burnt fuzz rolls a 1d20+10 to hit vs normal character 
  DC. DC15 agility to avoid (no reflex save necessary to pass through). 
   
  Electro 
  An anomaly that accumulates electricity and discharges it as soon as 
  anybody comes near it. 20Dmg per hit, does not cause bleeding. 1 
  reflex save to escape unharmed.  
   
  Ooze 
  A pile of green slime that greatly increases the rads of those who 
  step in it. +10 rads per hit. DC 10 agility to avoid only (jump over). 
  Vortex 
  This anomaly looks as though it is simply a pile of leaves swirling in 
  the breeze. Anybody sucked into this anomaly is crushed. 1 reflex save 
  to escape unharmed. Death if failed. DC 15 agility to avoid. 
   
  Burner 
  This anomaly distorts the air around it in the same way as a fire. 
  Anyone who steps into it will trigger a pillar of flames. 10Dmg per 
  hit, does not cause bleeding.  
   
  Web 
  Nearly invisible strings of spider web that grow inside abandoned 
  buildings. Almost impossible to escape from, aside from water 
  dissolving the web completely. DC15 agility to pass through, failing 
  the check or accidentally walking into the web causes the character to 
  be stuck in the web until the web is dissolved. 
   
  
   
  33 
   
  Chasm 
  Indicated by a cracked and dry patch of brittle ground. When enough 
  weight is put on the patch of ground it opens up, dropping anything on 
  it down into a bottomless pit. Characters who fall into a chasm can 
  roll one DC10 reflex check to grab the edge, and then DC 10 strength 
  check to keep their grip. Failure of either check causes the character 
  to fall deeper into the pit (one foot in), they can roll a second 
  reflex and strength check. If a character fails both checks they fall 
  to their death. DC 15 agility to avoid the chasm (stepping around it). 
   
  Freezer 
  Can be spotted by frost on nearby surfaces. When activated, a wave of 
  frost radiates from the center of the anomaly, the wave of frost does 
  cold damage to anyone hit by it. 20Dmg from freezing per hit, does not 
  cause bleeding. If hit by 50+dmg from freezing a character will be 
  flash frozen, and unable to move until thawed. DC15 reflex to avoid 
  damage. DC15 reflex to pass through.  
   
  Pulsar 
  A basketball sized bluish-gray ball. When activated the ball rises 
  into the air a few feet up and releases a pulse of blue energy in a 
  sphere around the ball, 10' diameter. When hit by the spheres energy a 
  character takes 10dmg and is pushed out of the spheres range. DC15 
  reflex to jump out of the range of the pulse. DC15 reflex and agility 
  to avoid. 
   
  Psychic Energy Field 
  An invisible field of psychic energy, the only indicator that one is 
  nearby is the possible presence of zombies. 10 Psychic damage per turn 
  while inside the energy field. No reflex roll to escape. 
   
  Radiation Field 
  An invisible field of radiation, the only indicator is the beeping of 
  a characters Geiger counter when within 10' of the radiation field. 
  Radiation damage intensity can range from 5 per turn to 40 per turn 
  (this will be indicated by the Geiger counter). No reflex roll to 
  escape. 
   
  Acid Mist 
  A deep green foggy mist of acidic particles. 10Dmg per turn while 
  inside. No reflex to escape. 
   
  
   
  34 
   
  Teleport 
  Teleport Anomalies are partially transparent black spheres that are 
  easy to see. Anything that moves into the teleport anomaly is 
  transported to another teleport anomaly. There is no distance limit, 
  but the two linked teleport anomalies are usually near each other. An 
  object must pass fully into the teleport anomaly to be teleported 
  (i.e. Putting your head partially into the anomaly will not allow you 
  to see to the other side, you just won’t teleport).  
   
  Avoiding/Passing through Anomalies 
  Avoiding an anomaly involves passing a spot check to see it, once you 
  have seen it you can avoid its area of effect. If you have no other 
  option but to pass through a location with an anomaly in it, you must 
  roll a check to see if you correctly avoid damage from it while 
  passing through. Some anomalies can be activated, meaning they are 
  triggered by outside stimuli to release their energy momentarily and 
  dissipate while regaining that energy. Other types of anomalies are 
  constant, meaning that their effect is constantly applied to the area 
  they cover, instead of releasing and recharging. Most constant effect 
  anomalies cannot be avoided, they must be either navigated around or 
  passed through directly, with no way to avoid their effects aside from 
  certain artifacts or armor upgrades. Activated anomalies can usually 
  be passed through without great trouble by throwing a bolt into the 
  anomaly to activate it, roll a reflex save to enter the anomaly at the 
  correct time (when it is still recharging) and an agility save to 
  avoid setting off the recharging anomaly while passing through it. 
  Failing the reflex save causes a character to rush into the anomaly 
  before it is fully discharged, causing them damage or some effects 
  from the anomaly. Failing the agility save means a character did not 
  properly navigate around the anomaly while trying to pass through it, 
  they may still avoid the damage due to the reflex save, but they do 
  not pass to the other side of the anomaly and are forced to stay 
  inside the anomaly at that point. Different anomalies have different 
  DC's to pass for attempting to navigate through them, and different 
  DC's to spot them.  
  The Basic Reflex DC to pass through an anomaly unharmed after 
  activating it is 10, the basic agility DC to pass through to the other 
  side of the anomaly is also usually 10. There are exceptions which are 
  listed in the anomalies description. 
   
  Spot checks for anomalies 
  Different anomalies have different effects on their environment that 
  make them easier or harder to see.  
  DC10 spot check anomalies 
  Freezer, Pulsar, Electro, Acid Mist, Fruit Punch, Teleport 
  DC15 spot check anomalies 
  Chasm, Vortex, Springboard, Burner, Burnt Fuzz 
  DC20 spot check anomalies 
  Web, Psychic Field, Radiation Field 
  
   
  35 
   
   
   
   
  Example of a filled-in Character Sheet 
  Mods: -5 Rad, +1 End, 
  +10 Shock, +2 
  BullRes, 30% Res 
  Drop, -2 Acc (vodka).  
  Secondary weapon: 
  Walker P9mm 
  16 clip – 4 bullets/turn 
  Damage – 1D20 + 2  
  Accuracy – 1D10 + 1 
   
  Primary weapon: 
  Sawn Off Dbl Barrel 
  2 clip – 1 bullets/turn 
  Damage – 2D20 + 10 (-10 after 2 
  squares) 
  Accuracy – 1D10 + 1 
   
   
  Belt slots: 
  1. P Clip (used) 
  2. P Clip (used) 
  3. P Clip 
  4. P Clip 
  5. S Clip 
  6. Grenade 
  7. Grenade 
  8. VOG Grenade 
   
  Membership: 
  Duty 
   
  RU: 2243 
   
  Armour 
  Leather Jacket 
  Defense - 4 
  Encumbrance - 0 
   
  Other Equipment 
  (can carry half a backpack) 
  P Ammo (15), Boar’s 
  Leg, Vodka. 
  Food: Tourist’s 
  Delight/Bread 
  Water: Half a Day 
  Bolts: 4/4 
  Medkit: 2/3 
  Bandages: 3/5 
  AntiRad: 3/3 
  Knife: Yes 
  Binoculars: Yes 
  Flashlight: No 
  Night Vision: No 
   
  Spring 
  30% Resist 
  Drop 
  Jellyfish 
  +5 Radiation 
  +2 Bullet 
  Resistance 
   
  Flash 
  +3 Endurance 
  +10 Damage 
  with Electric 
  Shock 
   
  Droplets  
  -10 Radiation 
  -2 Endurance 
   
  Artifact
  s 
  Strength 
  7 
  Endurance 
  5 
  Perception 
  4 
  Agility 
  6 
  Reflexes 
  6 
  Charisma 
  5 
   
  Nationality: French 
  Age: 42 
  Radiation: 0/50 
   
  Ammo: 2/1 
   
  Hp: 50/50 
   
  Name: Example  
   
  
SOURCE: textdata/thevault/Stalkan/Stalkan Corebook.pdf