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A Sci-Fi Roleplaying Game

WELCOME TO THE ZONE

PLAYER HANDBOOK

based on another roleplaying game, based on a videogame, loosely based on

real events, based on a movie based on a book


WELCOME TO THE ZONE

A Sci-Fi-Roleplaying Game based on the game series by GSC-Game-World

and of course on all the MODs, books, stories, movies and comics made by

this amazing community!

Thanks for keeping this series alive!

VER.: 1.0


TABLE OF CONTENTS

THE ZONE........................................................4

LOCATIONS.......................................................8

ANOMALIES.....................................................15

ARTiFACTS.......................................................17

MUTANTS.........................................................20

THE GAME...................................................24

CHARACTER SHEET.......................................26

BASICS / PHYSICAL CHARACTERISTICS.....28

PROFIENCIES.................................................30

FACTIONS.......................................................32

PROFESSION & BACKGROUND....................35

EQUIPMENT.....................................................37

BASIC EQIPMENT............................................38

BONUS EQUIPMENT.......................................39

ARMOUR & WEAPONS...................................41

ARMOUR LIST..................................................42

WEAPONS LIST...............................................43

COMBAT MECHANICS....................................48

APPENDIX....................................................50


THE ZONE


WELCOME TO THE ZONE

Yes, another version of a S.T.A.L.K.E.R game based on D20. There is not much to say about it...

really. We tried to keep it a little easier, so players can enjoy the atmosphere of life in the Zone

without learing many game-mechanics, you will have a lot of freedom do to as you please.This is

still a work-in-progress and improvements will be made. Enjoy the game and stay safe!

You are propaply familiar with the S.T.A.L.K.E.R-Series if you are joining this game. If you are not;

you should have a look at this section .

THE ZONE AND ITS HISTORY

The Zone of Alienation, or simply „The Zone,“ is the 60 km wide area of exclusion that was set up

around the Chernobyl NPP following the 1986 disaster and extended by the second Chernobyl

disaster in 2006.

The Zone of Alienation stretches between the borders of Ukraine and Belarus, and is kept protected

by the Ukrainian authorities. Due to the radical decrease in human presence and activity,

wildlife has flourished in the Zone and the area is often described as having been „reclaimed by

nature“. Following the 2006 disaster, animals and plants have been grotesquely mutated and

deadly anomalies abound.

Mutated wildlife roams freely in The Zone.

Supposedly, the area is kept under lockdown by the military. However, the prospect of lucrative

looting and treasure hunting has led a large number of opportunists known as Stalkers to jump

fence into The Zone itself. These people are either operating for themselves, or in factions.

Before the 1986 disaster, the remote areas around Chernobyl and Pripyat were used by the Soviet

Union for research and development of psychotropic weapons and study of the noosphere. One

of the earliest such programs was undertaken at Limansk-13, a secret city where top Soviet scientists

experimented with radiowaves, in order to harness them as a tool, to create unflinching loyalty

to the Union in all affected people.

However, the research was not safe. A surge in energy consumption during one of the experiments

on April 26, 1986 was one of the main reasons Reactor 4 exploded. In response to the incident,

the USSR evacuated Pripyat and settlements in the neighboring areas, until the Zone became almost

totally deserted. For the scientists, the incident came as a blessing, as the now-empty Zone

of Alienation proved to be the perfect proving ground and laboratories became twice as active.

The fall of the Soviet Union in 1991 did nothing to hinder their work, to the contrary - the weakened

government of independent Ukraine proved to be unable to investigate rumors of strange experiments

taking place in the Zone and put a stop to them. The scientists continued their research into

the noosphere unabated. Soon, breakthroughs took place and they began the search to psychically

influence humanity using the noosphere on a global scale. The science team, driven by noble

intentions, want to eliminate war, injustice and conflict through their research into changing the

human psyche. Regardless, the area around Chernobyl was relatively peaceful until sometime

around 2001, when a bus full of tourists in the zone disappeared. The incident prompted the government

to fully restrict the zone to civilians. In 2011, stalkers reported encountering zombies who

spoke garbled English, revealing the fate of the tourists.


The first experiment in affecting human psyche on a massive scale took place on March 4, 2006. It

lasted two full hours before it was shut down, likely due to unforeseen developments.

A month later, on April 12, the experiment was performed again and this time it continued until its

completion. However, it did not have the desired effect - instead, the generators created a rift in

the noosphere, allowing it to directly affect the biosphere, creating a large area where physical

laws were outright broken and mysterious phenomena not understood by modern science began

to manifest.

Despite the catastrophic nature of the incident, the scientists responsible lived. In the aftermath,

disputes on how to handle the incident led to half the scientists leaving to form the Clear Sky

faction, in order to research the Zone and find a way to remove the rift. The remaining half remained

in the laboratories and, using available technology, merged into the Common Consciousness.

They believed that the problem could be solved by studying the noosphere further and

learning how to suppress it. Indeed, they soon learned how to control it, but with control came a

price - the energy was so immense that they had to periodically release the excess, lest they be

overwhelmed by it. Such a release became known to the inhabitants of the Zone as a blowout or

emission. On June 10, 2006 the very first emission occurred. Unprepared military and scientific

personnel were instantly obliterated while the zone expanded a further 5 kilometers.

Realizing that they need more time to find a solution, the scientists created a defense perimeter to

protect them against intruders. The primary element of this psychic defense network was the Brain

Scorcher, an experimental psi-antennae outside Pripyat. When activated, any human that came

into its range was mind controlled by the C-Consciousness and joined the ranks of their agents.

Secondary elements were the mysterious Monolith and its protectors - one lured stalkers into the

center of the Zone with promises of wealth and wishes coming true, the second actively raided

stalkers and defended research facilities, lest unauthorized people learned the secrets of the C-

Consciousness.

In 2007, the Ukrainian government sent out expeditions into the zone, most of them ending in failure

after the explorers were killed by mutants.

In 2010, the „stalker phenomenon“ was becoming more evident. It was theorized that the Zone

was home to around 300 individuals who called themselves „stalkers“ who made money by selling

artifacts and hunting for mutat parts.

In 2011, the stalker population began to grow despite the military‘s efforts to cordon the zone. It

also became a sanctuary for criminals. On October 25, 2011 the very first skirmish between stalkers

and the military occurred, which prompted the military to shoot stalkers on sight. A Group

around Stalker Strelok managed to penetrate the center of the zone and survive, triggering the

second largest emission to happen in the zone‘s history. During this time the Clear Sky faction was

also destroyed in a massive blowout at the Chernobyl Nuclear Power Plant, when they attempted

to stop Strelok‘s incursion into the Zone.

In 2012, Strelok managed to deactivate the infamous Brain Scorcher and destroy the C-Consciousness.

Despite this the zone did not disappear, meaning that the damage done by C-Consciousness

may be permanent.

Unaffected by all these events you, a regular Stalker, is trying to survive the Zone.

ENJOY YOUR STAY


THE ZONE

WHAT IS A S.T.A.L.K.E.R.?

S.T.A.L.K.E.R...supposedly, it stands for „Scavengers, Trespassers, Adventurers, Loners, Killers,

Explorers, Robbers“

In this game Stalker is the Ukrainian government‘s official term for any person illegally residing

in the Zone of Alienation. In the Zone‘s culture, being a stalker is more of a career than a title as

traders or barkeepers are not considered stalkers by other zone dwellers, even though they are

illegally residing inside the zone.

Stalkers come to the Zone for a number of reasons. Some go for profit, some for adventure, some

seek to get away from the world, to escape the law or personal problems. It follows that former

criminals can be found in all of the stalker factions except Duty, though most criminals not part of a

bandit clan have long since started new lives. Bandits are borderline cases as they are not called

„stalkers“ by other stalkers, though the authorities label them as such, and they use the word for

themselves. The stalker‘s primary act of „stalking“ or „looting“, as the military characterizes it, is

the smuggling of radioactive and unidentified objects from the zone that is highly dangerous for

human health and life and stalkers seem to have adopted this concept, since exploiting and robbing

others do not fall within their usual agendas.

Officially, stalkers are trespassing in a restricted ecological disaster zone and will be shot on sight

by the military due to armed encounters in the past. Unofficially, they are the most reliable workhorses

for any individual who wants something retrieved in the Zone as they are the most experienced

people who can be enlisted. Indeed, without stalkers, curiosities like artifacts would be a

rarity outside the Zone and the experiments of the Ecologists would be stalled for a considerable

amount of time as the military is hardly able to assist them because of their slipping control, low

morale, and lack of sufficient manpower.

Your best friend is you PDA, your Personal Digital Assitant, a small device you wear on your wrist.

It mainly helps you as a digital map but is also a tool to communicate, store data or to rite personal

notes. It will also register other PDAs near it, so you know the number of Stalkers around you. This

can be helpful when in unknown enemy territory, anyway the device dosen‘t show if other Stalkers

are hostile or not.

GOOD HUNTING STALKER


Map by BlueNasca


LoCATIONS

You will come across most locations during the campaigns. Some will also already know them

from the games. Here is a quick overview of the most important areas of the Zone.

See the appendix for the individual maps (p. 48ff.)

CORDON

It‘s the outermost edge of the Zone, guarded by the Military and

therefore quieter than most other areas. Stalkers often refer to

the Cordon as the Zone‘s antechamber. Most rookies stay at the

Rookie village north of the actual military cordon outpost until

they have enough gear and experience to head deeper into the

Zone.

GARBAGE

Described as a „vast machinery graveyard“, the Garbage was in

fact the main dumping ground for ruined machines and vehicles,

as well as irradiated junk from after the 1986 disaster. Because

of this, the area is dominated by huge, heavily irradiated piles

of discarded objects among which useful items or the occasional

artifact can be found. Loners and Bandits are always trying

to lay claim to the best loot, most often leading to fighting and

bloodshed. Notable sites within the Garbage area include an old

train hangar, a fenced-in scrapyard, and a ruined office building.

GREAT SWAMPS

The swamps were not always marshland. Before 1991, the area

used to be a farming region, with villages and fields, several of

which still remain in the area to this day. It was destroyed when

the Soviet engineers, building a dam for the hydroelectric power

plant nearby, flooded the area. The second Chernobyl incident

has made the unpleasant experience of visiting the Swamps

even more unpleasant. Apart from being almost completely

inaccessible due to anomalies surrounding the area, it became

a haven for renegades, bandits and mutants. Coupled with the

amount of anomalies and irradiated swampwater, it was a location

to steer away from.

AGROPROM

A strange, heavily contaminated area, Agroprom is home to the

Agroprom Research Institute and a factory, connected to the

outside world via railway tracks. It‘s notable for it‘s extensive

network of underground facilities, corridors and other areas. To

the north-west lies a shallow lake, chocked full of abandoned

equipment and other debris. There is a Duty faction includng a

Bar located in he old Research Institute. Loners wander the area

regularly.


LoCATIONS

DARK VALLEY

This dark, foreboding place, filled with rusting wrecks and crumbling

buildings was once a major agricultural research area. In

addition to a farmstead and a factory, the construction of a scientific

Lab X-18 had begun in 1981. Soviet geodesists also worked

in the area. The factory buildings are used as a base by the

Bandits. The second complex, where the entrance to a secret

lab is supposed to be, is heavily guarded by Monolith soldiers.

DARKSCAPE

A narrow valley shaped roughly like a crescent moon, it connects

the southern edge of Dark Valley with the abandoned

tunnel in the Cordon. Roads lead out of the area south and east,

although where they exactly lead is unknown. It is a densely

forested area with few landmarks.

Further to the south, the road separates before a hill. To the

southwest, deep in the wilderness, lies an abandoned farm

house, stripped bare of everything. The main road continues to

a crossroads, next to which lies an abandoned gas station. From

there, a road leads west, directly to the cordon.

ROSTOCK

Mainly it is an urban/industrial area located north of the Garbage,

east of the Wild Territory and south of the Army Warehouses.

It is notable for housing the 100 Rads Bar, the Duty headquarters

and the Arena. Due to the heavy presence of Duty personnel,

the Rostok area is almost completely secure with only

a small pack of dogs threatening the peace and quiet. Experienced

stalkers often spend time in Rostok, drinking at the bar

or betting on fights in the arena.

WILD TERRITORY

Mainly it is an urban/industrial area located north of the Garbage,

east of the Wild Territory and south of the Army Warehouses.

It is notable for housing the 100 Rads Bar, the Duty headquarters

and the Arena. Due to the heavy presence of Duty personnel,

the Rostok area is almost completely secure with only

a small pack of dogs threatening the peace and quiet. Experienced

stalkers often spend time in Rostok, drinking at the bar

or betting on fights in the arena.

10


LoCATIONS

YANTAR

The legendary lake in the sector of the same name dried up a

long time ago, leaving a shallow swamp in its place. The place

is morbid and sodden with death. Great danger signs await any

adventurous soul foolish enough to get near it. Anyone who

dares to go too far goes insane. Zombified Stalkers and Snorks

roam in the marshes waiting to attack victims.

If you walk around the lake and past the zombies, you‘ll end up

at the scientists‘ camp, brought by helicopters for research. They

buy artifacts and can even send you on a mission.

ARMY WAREHOUSES

A deserted army base next to a dilapidated hamlet and a small

marsh. The village is an eerie place literally swarming with mutants

- the bloodsuckers alone are legion. Stalkers do their best

to keep away from it, even if it means going extra kilometers

around it. The anarchists from the Freedom faction have settled

down in the army base. The road connecting the base to the

Zone is guarded by the Brain Scorcher, which blocks the way to

Pripyat and the Chernobyl NPP.

DEADLANDS

A wast strip of land between the Army Warehouses and the Radar.

Except for anomaly fields and the occassional stalker it is a

boring area. A small village can be found next to the road in the

north-east, mostly inhabited by Bloodsuckers and Pseudodogs.

DEAD CITY

The Dead City is a Soviet-era town located between Yantar and

Limansk that was abandoned by its inhabitants in the wake of

the 1986 Chernobyl disaster. Over the years it fell prey to scavengers

and elements, slowly falling apart. The city‘s central feature

is the town square, with a statue of Lenin in the middle. This

square also houses the city‘s culture/sports centre and party

headquarters. A short distance to the south-east lies the school,

complete with a basketball court. The rest of the city is occupied

by block housing, dilapidated single homes and garages.

The city is occupied by bandits and mercenaries, who have

converted it into a secret base of sorts. Two major leaders of the

factions reside within the city limits.

11


LoCATIONS

RADAR

Location of the Brain Scorcher. When the Zone was created,

the Scorcher was activated by the C-Consciousness in order to

obstruct the way into the center of the Zone. The psi-emissions

generated by the installation were effective at mind controlling

trespassers and subjecting them to the will of the collective,

creating mindless zombified stalkers out of some and raw recruits

for the Monolith faction. Trying to cross the territory without

protection is useless, blocking the straight way to Pripyat and

the C.N.P.P.

*No-go zone around the area marked red on the map

RED WOOD

It got its nickname from the 1986 Chernobyl disaster which

killed all the trees and turned their needles a bright red colour.

The Red Forest is dominated by the Monolith faction which has

set up outposts on most of the road to the Brain Scorcher. The

forest area is occupied by snorks, psy dogs, Zombified Stalkers,

blind dogs and bloodsuckers.

LIMANSK

A secret research city, Limansk is an empty place, abandoned

by its former inhabitants. The derelict buildings and vehicles

that litter the city witness only the occassional Merc or Monolith

patrols passing through. After the formation of the Zone, it became

an even more unwelcoming place, as anomalies filled the

city and its surroundings, cutting it off from the world. Only the

Monolith and the Mercs. found their way into the city. By 2011,

the town was completely abandoned, with Stalkers roaming the

streets, avoiding deadly anomalies and fighting for dominance

over the only route to the heart of the zone not affected by the

Brain Scorcher.

DESERTED HOSPITAL

The actual history of the hospital is unclear, although it is almost

certain that the hospital was used by the inhabitants of Limansk.

The inside of the hospital lacks the Zone‘s normal irradiated

areas and lands of anomalies, but the vast quantities of hostile

stalkers make it dangerous all the same if not more. Nearly all

of the hospital has been occupied by the Monolith, and most

of the paths that lead further towards the Chernobyl NPP are

fenced off by a machine gun emplacement or some other kind of

fortification.

12


LoCATIONS

ZATON

Zaton is mainly set in a swampy area, with a few industrial

factories scattered around it and derelict, grounded boats, some

dating back before the incident. From the outlying structures and

sizable number of grounded boats and tankers around, Zaton

appears to have been drained of its water sometime after the

Chernobyl incident, most likely to contain the radiation contamination

in the water. A free bar for Stalkers is run by Beard, in the

wreck of a tanker – the Skadovsk.

YANOV

Yanov is located in the northern sector of the Zone and home to

nearly every faction; Duty, Freedom, Loners, Mercenaries and

Bandits. Nearly every mutant can be found in Yanov too. The Yanov

Station is the central hub of activity in this area. An old train

station staffed primarily by Loners, the building is also home to

both Duty and Freedom. A Mobile Lab used by Ecologists can

be found near the Station. In the south-east one can find the

Jupiter Factory, that is said to have underground tunnels, which

are said to lead to Pripyat.

PRIPYAT

Pripyat or Pripiat (Russian/Ukrainian: При́пять, Prýp‘jat́) is an

abandoned city in northern Ukraine, near the border with Belarus.

Named after the nearby Pripyat River, Pripyat was founded

on 4 February 1970, the ninth nuclear city in the Soviet Union, to

serve the nearby Chernobyl Nuclear Power Plant. It was officially

proclaimed a city in 1979, and had grown to a population

of 49,360 by the time it was evacuated, a few days after the 26

April 1986 Chernobyl disaster. Today the north and east of the

city are mainly guarded by Monolith troops, securing the way to

the powerplant. Still more and more Stalkers startet to explore

the area.

GENERATORS

The location contains large, sphere-shaped generators which

are positioned around an unidentified antenna. These generators

are primarily responsible for Emissions, a necessary

component during the existence of the C-Consciousness. Each

generator is positioned right in front of what appears to be an

anomaly field, although anomalies are not present in any of these

fields. Not many stalkers have reached it and even less came

back to tell the story.

13


LoCATIONS

CHERNOBYL NPP

On April 26, 1986, what is known as the Chernobyl disaster

occured. Due to a series of human errors and deficiencies, a

sudden and unexpected power surge occured in reactor #4, and

when an emergency shutdown was attempted, an exponentially

larger spike in power output occurred, which led to a reactor

vessel rupture and a series of steam explosions. These events

exposed the graphite moderator of the reactor to air, causing

it to ignite. The resulting fire sent a plume of highly radioactive

fallout into the atmosphere and over an extensive geographical

area, including Pripyat. The plume drifted over large parts of the

western Soviet Union and Europe. Following the accident, the

areas around the plant (including Pripyat and Chernobyl) were

abandoned, and the Chernobyl Exclusion Zone was created

around the CNPP.

The Chernobyl NPP is a place of myth and is believed to be the

very heart of the Zone. Following the second incident in 2006

and the emergence of the Zone the power plant became inaccessible.

Almost impassable obstacles such as the Brain Scorcher

or the Monolith faction combined with the vivid imaginations

of prospecting stalkers caused wild rumors to begin spreading

about what one might find in the Chernobyl NPP. The most well

known tale is that of the Wish Granter, a monolithic crystal of

unknown origin that makes one‘s wishes come true, rumoured to

be hidden inside the destroyed reactor #4. Other rumors surrounding

the NPP involve extra-terrestrials, treasure troves of

artifacts, an Oasis and other folklore.

SARCOPHAGUS

The Sarcophagus is the name given to a massive steel and

concrete structure covering the nuclear reactor #4 building of the

Chernobyl Nuclear Power Plant. It was designed to limit radioactive

contamination of the environment.

Between 1996 and 2006, a secret lab was built inside the derelict

Sarcophagus in order to host the Common Consciousness

project. It is from the CNPP itself that the C-Consciousness

attempted to alter the Noosphere and delete negative factors to

improve human condition on a global scale. In 2006, during an

experiment in which the C-Con attempted to interact with the

noosphere, the experiment backfired, and created a large rift in

the noosphere, which led to the creation of the Zone.

It is deemed as the very heart of the Zone. It is rumoured that

the legendary Wish Granter is located inside the ruins of the reactor.

Many stalkers attempted to reach the CNPP, though they

all failed, either due to the Monolith faction that guards all the

roads to the CNPP, or due to the Brain Scorcher.

14


ANOMALIES

Anomalies are created by the radiation within the zone. They are little ‚pockets‘ of concentrated

radiation which causes unusual environment circumstances, this in turn causes additional side-effects

which create the artifacts. The stronger the anomaly, the rarer the artifact it creates.

Artefacts can be found with a dedector. Some artefacts may even appear without the use of a dedector.

Only experineced Stalkers should try to gather artefacts though. Anomalies will be deadly

for the unprepared.

ANOMALIES LIST

Burner

Revealed by a heat haze, if the anomaly is triggered

it‘ll shoot out a tall pillar of flame into the air.

Series: Droplets, Fireball, Crystal

Burnt Fuzz

Looks like a see through sheet hanging from a

tree or lamppost, reacts to fast moving beings by

discharging a cloud of projectiles severely injuring

uncovered or lightly protected skin upon contact.

Series: Crystal Thorn, Thorn, Urchin

Electro

Dozens of miniature lightning storms, causing electric

shock. Nearly always lethal to all living beings.

Series: Sparkler, Flash, Moonlight

Fruit Punch

A small green glowing puddle. On contact inflicts

injuries similar to the effects of strong acid.

Series: Slime, Slug, Mica

15


ANOMALIES LIST

Springboard

Accompanied by air fluctuations above the anomaly,

dancing leaves and distinctive crimson-colored

stains on the ground.

Series: Jellyfish, Stone Flower, Night Star, Mama‘s

Beads

Vortex

When triggered, the Vortex drags everything within

the radius 10-15 meters towards the center. Easily

recognizable in daylight by the air fluctuation above,

dancing leaves, fragments of dismembered corpses

lying around and a distinctive dark stain in the center.

Series: Wrenched, Gravi, Goldfish, Kolobok

Whirligig

The anomaly can be recognized by a light whirlwind

of dust above and by body fragments scattered in

the vicinity.

Series: Stone Blood, Meat Chunk, Soul

Emission

An emission or blowout is a sudden and powerful release

of excess noosphere energy from the center of

the Zone. When one happens, the weather changes

to stormy, and will eventually change to full-red sky

when it start to strikes. A radio announcer (GM) will

warn you via your PDA about incoming emissions.

They are lethal, those who fail to get in shelter in

time will die. After an emission there is a higher

chance of finding artefacts.

16


ARTIFACTS

- All artifacts weigh 0.50kg

- Artifacts are split into 3 categories - 1300RU (common), 3250RU, 6500RU (rare)

- A minus in Bleeding means you will bleed slower

- A positive in Health means you will regenerate health faster

- A positive in Radiation means the artifact emits radiation. Wear a „negative radiation“ artifact to

counter this or use a Lead Container.

- A positive in Bulletproof Cap, Burn, Chemical Burn, Electric Shock, Impact, or Rupture means

damage reduction for the same damage type.

ARTIFACTS LIST

Artifact Name Anomaly Effects Sell for

Battery

Electric Shock 6500

+30

Crystal Burner Endurance - 18

Radiation - 30

6500

Crystal Thorn Burnt Fuzz Bleeding + 100

Radiation -20

3250

Droplets Burner Endurance - 18

Radiation - 10

1300

Fireball Burner Endurance - 18

Radiation - 20

3250

Flash Electro Electric Shock

- 10

Endurance + 73

3250

Goldfish Vortex Radiation + 5

Rupture + 5

6500

17


Artifact Name Anomaly Effects Sell for

Gravi Vortex Radiation + 5 3250

Rupture + 3

Jellyfish Springboard Radiation + 5

Bulletproof Cap

+ 2

1300

Kolobok Vortex Rupture + 5 6500

Mama‘s Beads Springboard Bulletproof Cap

+5

6500

Meat Chunk Whirligig Health +60

Impact -10

Rupture -10

3250

Moonlight Electro Electric shock -10

Endurance + 80

6500

Night Star Springboard Bulletproof cap

+5

Radiation + 5

6500

Slime Fruit Punch Bleeding - 30

Burn - 10

Chemical burn

-10

1300

Slug Fruit Punch Bleeding - 20

Burn - 10

Chemical burn

-10

3250

18


Artifact Name Anomaly Effects Sell for

Sparkler Electro Electric shock -10 1300

Endurance + 36

Stone Blood Whirligig Bulletproof cap

-10

Health +40

Impact -10

Rupture - 0

Stone Florer Springboard Bulletproof cap

+3

Radiation +5

1300

3250

Thorn Burnt Fuzz Bleeding +80

Radiation -10

1300

Wrenched Vortex Radiation +5

Rupture +2

1300

19


MUTANTS

Mutants are animals or humans who have been warped by the Zone, changing both their physical

appearance and behavior, usually making them more aggressive. Some humanoid mutants are

by-products of C-Consciousness experiments and they all possess psychic powers. The Zone

features all kinds of monsters, some known to Stalkers and other yet to be discovered. Sightings

of new mutants are a norm. So make sure to at least know about the known ones.

RODENTS

The Rodent is a quadrupedal animal reaching up to 40cm at the

shoulder. They have large claws which can scratch big marks

into Stalkers. Having frail and bony bodies, any weapon will do

in disposing of them. Almost all of it‘s hair has fallen out and only

tightly wrapped skin is visible.They live mainly in basements

and destroyed buildings while feeding on everything they can

get their teeth in, from plants to careless stalkers. It‘s not known

if other mutants attack or eat rodents, but both their bones and

dead bodies can often be seen around the entrances to burrows

that some mutants use.

BLIND DOG

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 in

previously peripheral abilities, frequently at the expense of primary

ones. The most notable biological change was the loss of

sight, paired with an uncanny development of smell. As it turned

out, blind cubs survived in the Zone as well as normal ones, if

not better. As a result, the common dog quickly became extinct

in the Zone, giving way to a new breed - that of blind dogs. The

animals instinctively identify and avoid anomalies, radiation, and

other invisible dangers that plague the Zone. An encounter with

a large group of these animals can be dangerous even to an

experienced and well-armed stalker.

psy dog

Despite the name, the Pseudodogs evolved directly from wolves.

The animals inhabiting the forests at the time of the catastrophe

gave rise to one of the Zones‘ most dangerous mutant

species. Pseudodogs are about as different from Blind Dogs

as wild wolves differ from poodles. The creatures mark and

guard their territory carefully, attacking anyone stupid enough to

venture onto their land on sight. Lightning-fast reflexes, uncanny

dexterity and razor-sharp teeth make the pseudodog a formidable

enemy for large mutants and well-armed stalkers. Unlike

Blind Dogs, the Pseudodog is not fooled by the player attempting

to hide in the bushes and can absorb considerable body

damage before expiration.

20


mutants

BOAR

A massive, mutated animal, reaching 1.5 meters at the shoulder.

The Zone boar‘s aggressiveness and ability to survive surpass

by far those of its relatives outside the contaminated area. Radiation

and anomalies left their mark on the physical appearance

of the animal as well: its fur is entirely gone in some places, and

long and bristly in others. The hooves have evolved into sturdy,

sharp claws, the pupils became colorless, and the boar‘s bald

head is marred by pigmentation disorders and deep wrinkles.

Zone boars are quite resistant to radiation and can stay in heavily

contaminated areas for longer periods of time. They usually

charge at their victims, trying to knock them over and then rip

them to shreds.

FLESH

Like most other living creatures in the Zone, the domestic pig

also underwent serious biological changes since the day of the

catastrophe. It seems the genes responsible for metabolism

were especially affected in this case. Mutant pigs, known simply

as Flesh among the stalkers, are one of the most vivid examples

of the Zone‘s disastrous perversion of nature. Mutant pigs

developed a protective layer of scales and exoskeletal plates.

Their regeneration potential increased several times, as did the

complexity of their nervous system. Just like a normal pig, a

Flesh is an omnivore and may attack a stalker if hungry.

SNORK

It seems these creatures were human at some point, though it

is difficult to imagine what conditions could turn a human being

into such disgusting beast. Snorks are insane creatures leading

a beast‘s life and differing little from other carnivorous monsters

in the Zone. They move on all fours in long jumps, constantly

sniffing the ground in hope of picking up the scent of prey. They

hunt carefully, in a calculated manner, frequently setting up ambushes.

Thanks to its uncanny reflexes and powerful muscles,

the snork can approach the victim, pin it down in one long, accurate

jump, and tear it to shreds in a matter of seconds. Strips of

army uniforms and other clothing are occasionally found on their

bodies. It stands to reason that they are all that‘s left of missing

military stalkers.

PSEUDOGIANT

The Pseudogiant resembles a massive, drop-shaped abdomen

with a pair of disproportionately large limbs. The limbs are arms

and legs at the same time. The creature uses them to move

around and grab its victims. An adult Pseudogiant can weigh up

to two tons and stand 2 meters tall. Their clumsy appearance

might be deceiving, since they can move very rapidly if needed.

Their muscles are exceptionally powerful and their bones are as

hard as steel. The creature‘s brain is protected by a sturdy (up

to 10 centimeters thick) skull, while many complex functions are

controlled by the spinal medulla. Another astonishing feature of

the beast is its ability to create local shock waves, which damage

all living things in the vicinity

21


Mutants

POLTERGEIST

Supernatural in the eyes of some, invisible creatures haunting

the deeper reaches of the Zone, usually haunting old, abandoned

buildings. Nothing is known about their origin, although

rumors in circulation claim they are spirits of stalkers hit by a

massive wave of radiation. Their mysterious appearances and

disappearances seem to correspond to the Poltergeist legend,

hence the name. Known encounters with Poltergeists are quite

diverse in fact: from mischievous laughter and blood-chilling

howling, to deadly fireballs appearing out of nowhere. Unfortunately,

all information about the Poltergeist phenomenon originates

from unclear and contradictory stories of questionable validity.

BLOODSUCKER

Experienced stalkers describe this semi-legendary beast as a

tall, hunched humanoid with a mess of tentacles where its mouth

should be. According to those who saw it and lived to tell the

tale, the creature uses its tentacles to cling to the victim‘s throat,

paralyze it, and suck it dry of blood. A dry, mummified shell is

all that‘s left of what used to be a living human being. The most

astounding feature of the Bloodsucker, however, is its ability to

become invisible. Countless dead or missing stalkers are said to

have perished in the merciless grip of a Bloodsucker. The lucky

few who have survived an encounter tell spine-chilling tales of

marshes and subterranean areas haunted by the beast.

BURER

Ugly, red-skinned dwarves born from genetic experiments. They

usually inhabit dark underground tunnels as their sensitive eyes

can go blind instantly from the sun‘s bright illumination. In their

underground lairs, they set traps for stalkers and scientists.

They try to block all exits using large pieces of trash, debris, or

furniture. Burers have powerful arms that they use to rip apart

their prey. Their personalities are very unstable; nervousness,

fear, and sudden outbursts of aggression makes them behave

erratically. They have a developed sixth-sense and the ability to

use telekinesis. Their sixth sense allows them to see a possible

threat without direct visual contact and establish its position. Telekinesis

allows it to manipulate large objects at a distance, hurl

them at an enemy, and use pyrokinesis to emit blasts of intense

heat at opponents when no objects can be thrown. Their abilities,

personalities, and intelligence makes them one of the most

dangerous creatures in the Zone.

22


Mutants

CONTROLLER

A human mutated by severe exposure to psy-emissions, usually

seen near to the center of the Zone. Possesses good perception

and the ability to control the behavior of less developed creatures

with its altered cortex. Mature specimens are capable of

assuming direct control of several human brains at a time. This

is a ferocious enemy, and even the most experienced stalkers

are afraid of encountering one.

The secret service‘s genetic experiments on criminals generated

a new type of mutant. A rare mutant encountered near the center

of the Zone, it bears a superficial resemblance to a humanoid

with a disproportionately large head. Despite their appearance,

they are highly intelligent, possess good perception, and have

the ability to control the behavior of less developed creatures.

Mature specimens are capable of taking control of a human‘s

mind. This is a formidable opponent, even the most experienced

stalkers are afraid of meeting it. 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 off a cliff.

CHIMERA

1.4m in length. The result of genetic experimentation. Extremely

cunning, strong, and fast creature; it hides, flanks, and circles

around to attack its prey from behind. It has a doubled system

of internal organs and an additional brain, both which make

this creature problematic to kill, at the very least. It can also

heal itself by regeneration of lost cells. It has almost no natural

predators in the Zone and is considered the Zone‘s greatest

hunter. Its movement and agility is reminiscent of a panther. The

only worthy opponents for this creature are the Bloodsucker and

Pseudogiant.

The Chimera is a hairless cat/dog-like creature, close to the size

of an adult lion, with two heads and a broad tail. Chimeras are

extremely strong and they‘re able to turn a car over alone. They

are the most deadly mutant encountered, jumping incredible distances

and doing extreme damage. Though physically weaker

than a Pseudogiant, the Chimera is considered deadlier due to

its extremely fast speeds and aggressiveness.

Chimeras are faster, smarter, and stronger than the majority of

other mutants in the Zone, be they created through scientific

methods or natural mutation. Most of their internal organs have

duplicated, meaning they can take damage to some without

being impeded significantly.

23


mutants

ZOMBIFIED STALKER

Poor souls subjected to prolonged exposure in Yantar and a few

other heavily radiated sectors. Careless stalkers gone mad and

turned into walking corpses. Many such corpses wander the

Zone, some wander as far as the perimeter. They are beyond

help because the destructive process is irreversible. Zombified

stalkers are still able to use their weapons, but they are quite

dumb and can be heard mumbling meaningless, fragmented

sentences to themselves. They gradually lose all their skills and

turn into zombies. They are usually very aggressive and can

present a serious threat in large numbers.

ZOMBIE

The Brain Scorcher strips its victim of mind and reason, leaving

only an empty, mindless shell. The brainless bodies then turn

into zombies, following only the most basic instincts, wandering

aimlessly around the Zone without weapons or clothing. Zombies

are little more than sluggish walking corpses, caring only

about food and sleep. They eat and drink just about anything

they can get their claws on, hence they are virtually soaked in

radiation and toxic waste. Usually they roam the Zone without

any apparent purpose or just lie corpse-like in abandoned

buildings. However, as soon as they sense the presence of a human

being, they attack immediately. Experienced stalkers have

learned to avoid them if they can.

24


THE GAME


D20 ROLEPLAY

NAME / CALLSIGN

PROFESSION

FACTION

STRENGTH

10 +

INTELLIGENCE

10 +

DEXTERITY

10 +

WISDOM

10 +

CONSTITUTION

10 +

CHARISMA

10 +

PERCEPTION

10 +

ARMOUR

CONDITION

PHYSICAL CHARACTERISTICS

INITATIVE

RADIATION

HIT DICE

IMPACT

RUPTURE

EXPLOSION

BULLETS

BONUS

BURN

CHEMICAL BURN

ELECTRIC SHOCK

RADIATION

SPEED

MEELE WEAPON MAIN WEAPON SECONDARY WEAPON

Hunting Knife

10

3

HEALTH

MAX HEALTH

10

30 (Base)

1d4

PROFIENCIES

ENCUMBRANCE

ATHLETICS

MEDICINE

REPAIR

STEALTH

STEALING

HISTORY

SCIENCE

RELIGION

SURVIVAL

ENDURANCE

DECEPTION

INTIMITATION

INSIGHT

MONEY 1000 RU

BASIC EQUIPMENT

STR

STR

INT

INT

DEX

DEX

WIS

WIS

WIS

CON

CON

CHA

PER

PER

Simple Backbag (15 kg)

PDA

Geiger counter

Flashlight

Canned food (2)

Bread (4)

Bottle of water (2)

Vodka (1)

Energy Drinks (1)

Bandages (3)

Anti-Rad Pills (4)

Ammo (1st) (4)

Ammo (2nd) (3)

BONUS EQUIPMENT

+

+

+

+

+

+

+

+

+

+

+

+

+

+

ROUNDS

ROUNDS

ROUNDS

ACCURACY

100

ACCURACY

ACCURACY

HANDLING

100

HANDLING

HANDLING

DAMAGE

1d4

DAMAGE

+1d6

DAMAGE

+1d6

RANGE

1,5 m

RANGE

m

RANGE

m

WEIGHT

0,3 kg

WEIGHT

kg

WEIGHT

kg

26


UPGRADES

WEAPON: wWEAPON: aARMOR:

Upgrade + Upgrade + Upgrade +

BACKGROUND AND APPEARANCE

27


THE BASICS

Welcome to the Game-Guide! To help you getting started, here is a quick guide about all you need

to know. This game is based on traditional Pen & Paper-Games. You play as a party guided by a

Game Master (GM). We will play with dice, you are free to choose if you want to play with a set of

(physical) dice or use an online dice-roller. You will find some basic stats in the character sheet for

the beginning of the game. You will be able to get new inventory, equipment etc. so this will chance

for sure. It‘s just so all can start with under similar conditions. What you spend your money on

after is up to you. This is a campaign, so we will play in more sessions. The campaign will change

between free-play and round-based fights.

CREATING YOUR CHARACTER

First step: Name you character! Like in the original characters are normaly male, talk to your GM, if you

want to play as a female stalker. (No we are not sexist but let‘s be honest: Women would have a hard time

in the Zone)

Choose your faction: Choose wisely, you may not be able to change it during a game.

Choose your profession: Everybody is good at something. Are you more of a craftsmen, a survaivalist

or do you just want to kill everything in your way? This will have effect on your profiencies!

Choose your background and apperance: This is nothing you have to settle on now. Still it‘s good if

you now a hing or two about your character. ;)

Pre-defined stats: Some stats have already been filled out, those are the basic stats for every

player. Let‘s have a look:

You will find an example in the Appendix (p. 48ff.)

PHYSICAL CHARACTERISTICS

Initative: Describes how much intiative your character has, specially when it comes to battle. Base score

is 3. Before a fight every player will roll a d20 and at the bse score. This will set the order for attacks.

Speed: During a fight you don‘t have much room to run but you can still try. The base score is 10 meters

(~ 30 feet). Example: If something to cover is within 10 meters of you, you can easily make it. If you are

more than 10 meters away from it...well, try your luck again in the next round.

Radiation: There is radiation...it‘s the Zone after all. Your regular clothing gives you a resistance base of

10. You can improve this score with your armor or artifacts. If the radiation is level higher than your protection

against it you will slowly lose HP, if it is higher than 20 you should get out of there immititately, no

Vodka will help you then! If radiation levels rise above 30...better luck next time, Stalker. You can also cure

radiation sickness with Anti-Rad pills, but remember: Those are expensive!

Health: Everyone starts with base health of 30 points. You can lose health during fights, mutant attacks,

anomalies, falling down the bridge...you get it. If your health fall down to 5 points you better watch out,

hopefully you or your party members aren‘t low on bandages and medikits. You can also use food, water or

drugs to restore your health. Just be careful, some may have side-effects.

28


Radiation Sickness

The radiation in this version is a challenge and can require ressource management and sometimes

seeing your teammates suffer horibly in front of you eyes. Important is, if he player walks

into an irridated area (ex. the area around the C.N.P.P. or a pocket of residual radiation like car

graveyards) or a specific source of radiation like artifacts. As in real life the time spent in the area

is important. There are four degrees of radiation exposure (Average level being 0): Lightly irradated

(10-19 above avrg.), Moderate (20 - 39 above avrg.), Highly irradiated (40 - 69 above

averg.), Severly irradiated (70 and more above averg.)

Character in irradiated area

Time of exposure

1 round 1 minute 10 minutes 1 hour 1 day

Lightly irradiated mild mild mild mild low

Moderate mild mild low low moderate

Highly irradiated low low moderate high high

Severely irradiated moderate moderate high severe severe

Character exposed to source

Time of exposure

1 round 1 minutes 10 minutes 1 hour 1 day

Lightly radioactive mild mild low low low

Moderate low low moderate moderate moderate

Highly radioactive low moderate high high high

Severely radioactive moderate high severe severe severe

Radiation sickness

Degree of Exposure Fortitude Incubation Damage Secondary

Save Period Damage

Mild 12 1d 1d4 -2 Con

Low 15 4d6 h 1d6 -2 Con

Moderate 18 3d6 h 1d6 -1 Con

High 20 2d6 h 1d6 1d6 Con

Severe 23 1d6 h 2d6 2d5 Con

29


PHYSICAL characteristics

You have 7 points to split up on the following characteristics as modifier:

Strength (STR): Self-explaining. Strength measures your character’s muscle and physical power. This

ability is especially important for Fighters. Strength also limits the amount of equipment your character can

carry. You can also apply this modifier to meele attacks.

Intelligence (INT): Intelligence determines how well your character learns and reasons. It’s also important

for any character who wants to have a wide assortment of skills like medicine und repairing.

Dexterity (DEX): Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability

is the most important one for snipers, since it influences your stealth and hiding abilities. Your chance to

escape unseen is also higher.

Wisdom (WIS): Wisdom describes a character’s willpower, common sense, perception, and intuition.

While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and

aware of one’s surroundings. If you want your character to have acute senses, put a high score in Wisdom.

Important for artefact hunters and researchers.

Constitution (CON): Constitution represents your character’s health and stamina. A Constitution bonus

increases a character’s hit points. Important for every Stalker, since it‘s a key ability or survival and endurance.

Charisma (CHA): Charisma measures a character’s force of personality, persuasiveness, personal magnetism

and ability to lead. Also helps with disguise.

Perception (PER): It measures your general awareness of your surroundings and the keenness of your

senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open

window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured

or easy to miss.

30


PROFIENCIES

You have 10 points to splt up on prefered profiencies, choose wisely! You will get more

points to spare after an successfull mission:

Encumbrance (STR): A Strength (Encumbrance) check is necercarry if you are carrying more than your

limit or have to carry extra load for a certain time (like bodies or that extra box full of Vodka).

Athletics (STR): Your Strength (Athletics) check covers difficult situations you encounter while climbing,

jumping, or swimming.

Medicine (INT): A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an

illness.

Repair (INT): The GM will ask for an Intelligence (Repair) check, if you attemp to fix broken rifles or

amour.

Stealth (DEX): Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies,

slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Stealing (DEX): The GM might also call for a Dexterity (Stealing) check to determine whether you can lift

a coin purse off another person or slip something out of another person‘s pocket.

History (WIS): Your Intelligence (History) check measures your ability to recall lore about historical

events, you may also know about secrets from the past.

Natural Science (WIS): Your Intelligence (Natural Science) check measures your ability to recall lore

about terrain, plants and animals, the weather, chemistry and physics.

Religion (WIS): Your Intelligence (Religion) check measures your ability to recall lore about deities, rites

and prayers, religious hierarchies, holy symbols, and the practices of cults.

Survival (CON): The GM might ask you to make a Wisdom (Survival) check to follow tracks, guide your

team through anomaly fields, avoid danger, hunt and cook in the open field. You are more likely to tell what

mutants lurk nearby and predict the weather.

Endurance (CON): This proficiency allows a character to perform continuous strenuous physical activity

longer as other characters before succumbing to fatigue and exhaustion

Deception (CHA): Your Charisma (Deception) check determines whether you can convincingly hide the

truth, either verbally or through your actions. This deception can encompass everything from misleading

others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a

merchant, earn money through gambling, pass yourself off in a disguise, dull someone‘s suspicions with

false assurances, or maintain a straight face while telling a blatant lie.

Intimitation (PER): When you attempt to influence someone through overt threats, hostile actions, and

physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying

to pry information out of a prisoner, convincing thugs to back down from a confrontation, or using the edge

of a broken bottle to convince a someone to reconsider a decision.

Insight (PER): Your Wisdom (Insight) check decides whether you can determine the true intentions of someone.

Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

31


FACTIONS, PROFESSION AND BACKGROUND

FACTIONS

Factions are Stalker clans/organizations operating within the Zone. Each faction has their own

ideals and goals. The factions can have both allies who may share their ideals and enemies who

oppose them. Factions play a large role in a Stalker‘s life, as the Zone is an unforgiving wasteland,

where the death of an ordinary Stalker is amounts to little more than a discarded shell casing, and

„morality“ is relative to a factions goals. Joining other people with the same view of the Zone is

often an individual‘s best avenue for survival in the Zone. The list of major factions in the Zone are:

Military

They guard all roads to the zone, control perimeters, hunt mutants and

prevent Stalkers from entering the Zone. They enforce this rule with a

„Shoot-on-sight“ declaration but because of major corruption within their

ranks, they themselves are the reason why Stalkers can continue to operate,

and why radioactive materials from the Zone keep flowing to the

outside world. Overtly, the Military are hostile to all Stalkers, but they also

make shady dealings with them at the same time. The only faction they

tolerate is Duty.

Attitude: Mostly hostile

Affiliations: Duty

Joinable: No

Loners/ Free Stalkers

Loners are a nomadic semi-unified group of Stalkers who simply live off

the Zone in order to earn some coin for their daily lives. Loners are neutral

toward almost all other factions, but do have complications with the Military,

and, to a lesser extent, the Mercenaries, and openly oppose the Bandit

faction for their actions against free Stalkers. Most Loners are only concerned

with the riches of the Zone, and do not pay attention to the other

factions‘ hatred for each other - provided, of course, they do not threaten

them. Because of this, Loners are often recruited by various factions as

mercenaries.

Attitude: Neutral

Affiliations: No

Joinable: Yes

32


Bandits

The Bandits are raiders and marauders of the Zone, ranging from petty

thugs and gangsters to organized crime syndicates. Most Bandits are

unorganized and leaderless; there are only a few known Bandit leaders

and camps, and even then their groups are still fairly disorganized, with

underlings always trying to take control by overthrowing the previous leader.

Their unit size is mediocre, and their equipment is cheap and shoddy;

because of this they‘ve adapted to a guerilla style of warfare, ambushing

small groups with large numbers by camping in locations just off the normal

paths.

Attitude: Mostly neutral, depending on the faction

Affiliations: Merchenaires

Joinable: Yes

Mercenaries

The Mercenaries are a lose organised group operating within the Zone.

They are professional soldiers and Stalkers who will do just about anything

in the Zone, ranging from retrieval, assassinations, body-guarding, etc.

Though, of course, it must be for the right price. Mercenaries are usually

neutral toward other factions, as they are a source of income, unless they

interfere with their operations.

Attitude: Mostly neutral, depending on the job

Affiliations: Bandits, Ecologists

Joinable: Yes

Ecologists

The Ecologists are Ukrainian scientists sent into the Zone on behalf of the

government, but seem to be affiliated with outside organizations. Their

main purpose is the study of all aspects of the Zone, using scientific methods

to further explain what the Zone is, and its purpose. The Ecologists

are neutral to all factions, and are not involved in any of their conflicts.

Due to the military‘s slipping grip on the Zone, the Ecologists rely on

opportunistic Loners and Mercenaries to provide them protection, and to

perform errands that may require heavy combat, since the scientists are

better thinkers than fighters.

Attitude: Neutral

Affiliations: Free Stalkers, Military, Mercenaries, Freedom

Joinable: Yes

33


Duty

Duty was founded by former military expedition survivors and Stalkers

concerned about the looming horrors of the Zone. They are one of the largest

Stalker clans in the Zone. They have a strict military code (such as no

smoking, maintaining one‘s weapons, etc...) and operate in a military fashion,

using ranks like Sergeant, Major, Captain, and General. Their goal

is to contain and destroy the Zone, fearing that it will spread to the outside

world. They do this with blunt force by killing mutants, eliminating all who

oppose them or exploit the free, and burning down or drowning mutant

dens. They are neutral toward other Zone factions, save for the Bandits

and their long-time nemesis: the Freedom faction. It is said that Duty also

has deep connections within the military, although they treat regular grunts

with utter contempt.

Attitude: Neutral, hostile against Freedom and Bandits

Affiliations: Military

Joinable: Yes

Freedom

Freedom is a clan of stalkers who fight for free access to the Zone, and

their views are somewhat anarchistic, believing nobody can own the Zone

and seeing it both as a scientific marvel and as a free life inside the Zone‘s

borders. In contrast to the regimented, highly disciplined atmosphere

of Duty, the members of Freedom have a much more relaxed, informal

attitude. They appear to have a more casual command structure, often

referring to each other as „bro“, with a number of members shown making

regular recreational use of alcohol and marijuana. This further reflects their

status as a clan of like-minded free spirits, unlike the ex-military soldiers of

Duty.

Attitude: Neutral, hostile against Duty

Affiliations: No

Joinable: Yes

Monolith

The Monolith were originally ordinary Stalkers who believed in the power

of the Wish Granter. The Monolith are the front line soldiers of the C-Consciousness,

and would rather die than let any Stalker reach the sacred

crystal. Although capable of higher reasoning and emotion, they nevertheless

carry out orders with fanatic effectiveness. The Monolith faction has

no allies, and actively attacks all other factions.

Attitude: Hostile

Affiliations: No

Joinable: No

34


Profession AND Background

Everybody is good at something...otherwise you will probably not survive long in the Zone. If you

use your profession for survival or to make money, that‘s up for you. Maybe you have already

come to the Zone with a science degree or as a doctor or you wherejust a handyman that repaired

old weapons in his garage. So choose one of the following professions, and add the points

to the profiencies.

Gunsmith

Rusty or broken weapon, leaking armour and boots? Not a problem for you! You can repair an old

weapon with a tin can and a hammer.

+ 3 on Repair (INT)

+3 on Survival (CON)

Outlaw

Honest work? You know easier ways to get money...fast.

+ 3 on Intimitation (CHA)

+ 3 on Stealing (DEX)

Field Medic

Not only are you the last hope after that pack of pseudodog tore your fellow Stalkers apart, You

know how to use you medicine best and how to make you own.

+ 3 on Medicine (INT)

+3 on Science (CON)

Tank

Talking and stealth is not for you. You let your bullets and muscles speak.

+ 3 on Encumbrance

+ 3 on Endurance

Sniper

Better not get to close, chilling on a roof and watching heads explode is way more enjoyable

anyway.

+ 3 on Athletics (STR)

+ 3 on Stealth (DEX)

Navigator

You know the Zone and you won‘t be fooled by some old anomaly map the trader tried to sell you.

Your knowledge about the history of this place helps you a lot.

+ 3 on History (WIS)

+ 3 on Insight (PER)

35


Artefact hunter

You are an expert when it comes to artefacts. You know how to move around anomalies and how

to find the best places for artefacts. You also have a higher chance of finding rare ones.

+ 3 on Natural Science (WIS)

+ 3 on Insight (PER)

Mutant hunter

Studiing mutants? Nah...you can make more money of hunting them. You know how to handle and

kill the beasts.

+ 3 on Natural Science (WIS)

+ 3 on Survival (CON)

Trader

You are a good talker, selling or buying stuff for better prices is easy for you. Disguise is also not

that much of a problem.

+ 3 on Deception (WIS)

+ 3 on Intimitation (PER)

36


EQUIPMENT

Every player starts with the same basic equipment. In the game you will be able to pick up

anything you like (as long as you can carry it) and buy equipment from traders. Make sure that

your basic needs are covered. This equipment wont affect the mass you can carry. So your basic

equipment has 0 kg. You start with a backbag that can carry up to 15 kg. The full weight you can

carry is up to your character, the basic score is 30 kg +5 (your speed will be halved then).

For example:

Basic score (30 kg)

- full backbag (15 kg)

- armour (9 kg)

- weapons (4,5 g)

Left to use: 1,5 kg

What makes your bag heavy is the bonus equipment. You will be able to choose three items form

the yellow ones for the start. Everything that isn‘t on the Basic Equipment list will be counted as

Bonus Equipment and adds to the weight. Write your Bonus equipment in the „Your Bonus Equipment“-List.

BASIC EQUIPMENT

ITEM CATEGORY WEIGHT SELL FOR EFFECTS

Simple Backbag Wearable 300 Can carry up to 15kg

PDA Wearable Personal Digital Assistance.

Keep track,

communicate and

store data.

Geiger counter Miscellanous 200 Detects radiation

Flashlight Miscellanous 100 Simple flashlight

Bread (4) Consumable 10 Health +1

Canned Food (2) Consumable 50 Health +4

Bottle of water (2) Consumable 20 Health +2

Bottle of vodka Consumable 35 - 15 Radiation

- 2 Wisdom (1h)

Energy drink Consumable 75 + 10 Endurance

(60s)

Anti-Rad-Pills (2) Drugs 500 Radiation -20

37


BASIC EQUIPMENT

ITEM CATEGORY WEIGHT SELL FOR EFFECTS

Bandages (3) Medicine 150 Health +2

(Can be used

during combat)

Ammo 1st

(4 Magazines)

Ammo

Ammo 2nd

(3 Magazines)

Ammo

YOUR BONUS EQUIPMENT

ITEM CATEGORY WEIGHT SELL FOR EFFECTS

38


BONUS EQUIPMENT

ITEM CATEGORY WEIGHT SELL FOR EFFECTS

Medikit Medicine 0.30 kg 300 Health

+ 1d4

Scientific Medikit Medicine 0.30 kg 350 Health

+ 2d4

Army Medikit Medicine 0.30 kg 365 Health

+1d12

Adrenaline shot

(Can be used

during combat)

Medicine 0.01 kg 400 Health

+ 2d4

Antidote (3) Drug 0.01 kg 220 +35 Chemical

resistance (120s)

Psy-Block (6) Drug 0.01 kg 250 +100 Psy-Block

(60s)

Radioprotectant

(2)

Drug 0.01 kg 300 + 80 radiation

(60s)

Hercules Drug 0.01 kg 250 + 20 kg

(300 s)

Anabotic Drug 0.01 kg 500 Survive an

emission

Diet sausage Consumable 0.50 kg 25 Health +2

Binoculars Miscellanous 1 kg 200

Echo Detector Miscellanous 0.5 kg 400 Detects low and

mid level artefacts

Velves detector Miscellanous 0.5 kg 1500 Detects mid and

high level artefacts

Guitar Miscellanous 1.5 kg 30 What‘s better

than chilling by

the campfire

with some guitar

tunes?...

Harmonica Miscellanous 0.1 kg 10 ...or a hamonica

Flash drive Miscellanous 0.01 kg 50 Perfect for those

secret military

documents...or

porn

Gas mask Wearable 4.00 kg 400 + 15 Radiation

+ Upgradable

with nightvision

39


BONUS EQUIPMENT

ITEM CATEGORY WEIGHT SELL FOR EFFECTS

Medium weapon

repair kit

Heavy weapon

repair kit

Repair kit 6 kg 1200 Repair Semi-Automatic

and Automatic

weapons

and Shotguns up

to 1d100

Repair kit 8 kg 1600 Repair heavy maschine

guns and

sniper rifles up to

1d100

Sewing kit Repair kit 2 kg 250 Repair Leather

jackets up to

1d100

Basic armor

repair kit

Heavy armor

repair kit

Repair kit 4 kg 800 Repair basic

(starter) armour

up to 1d100

Repair kit 6 kg 1200 Repair medium

armour (9 kg and

up) up to 1d100

Exosceleton repair

kit

Reapir kit 12 kg 2000 Reapir exosceletons

up to 1d100

More to come in Ver.: 2.0!

40


ARMOUR & WEAPONS

ARMOUR

Armour may be one of the most important equipment parts. A good protection is gold in the Zone.

To begin with there is a limited range of suits, that you can choose of for the start (yellow ones). If

you decide to join a faction, take the suit of said faction. During the game you will be able to buy

new armour. All starting suits are similar to each other, with minor differneces, except for the Ecologists,

which feautures great protection against anomalies but lacks in rupture and bullet protection.

You will find a list of suits on the next page, please consider, that this is not the final list, but the

most important suits for the start of the game.

Symbols:

Explosion / Impact Protection

Rupture / Bulletproof cap

Chemical burn protection

Burn protection

Electric shock protection

Radiation protection

Psy protection

Nightvision MK1 (Upgrade coming soon)

41


ARMOUR & WEAPONS

ARMOUR LIST

Name Weight Cost Artefact

Container

Leather jacket 3 kg 2000

RU

0 10 10 10 10 10 0 0 No

Picture

Bandit jacket 3 kg 2000

RU

0 10 10 10 10 10 0 0 No

Merc suit

(Mercenaries)

Upgradeable

5 kg 12000

RU

0 50 45 20 30 30 40 0 No

Berill-5M

armored suit

(Military)

Upgradeable

7 kg 24000

RU

0 55 45 30 30 30 30 0 No

42


Name Weight Cost Artefact

Container

Sunrise Suit

(Loners / Free

Stalkers)

5 kg 30000

RU

2 50 30 50 50 50 40 0 No

Picture

Upgradeable

PSZ-9d

(Duty)

Upgradeable

5 kg 28000

RU

0 50 50 50 50 50 40 0 No

Gurdian of

Freedom

(Freedom)

Upgradeable

6 kg 25000

RU

1 60 40 50 50 50 40 0 No

SSP-99

(Ecologists)

+ Filtersystem

4 kg 30000

RU

1 20 15 90 90 90 80 20 Yes

43


Name Weight Cost Artefact

Container

Monolith Suit 5 kg 20000

RU

1 50 40 40 50 60 50 0 No

Picture

Exoskeleton

+ 30 kg

+ Filtersystem

Upgradeable

15 kg 100000

RU

1 80 60 50 50 90 40 50 Yes

SEVA Suit

+ Filtersystem

Upgradeable

9 kg 60000

RU

1 50 40 70 80 90 90 50 Yes

Tourist Suit

Upgradeable

5 kg 36000

RU

50 30 50 50 50 50 50 0 No

*Upgrades will follow in Ver.: 2.0!

44


WEAPONS

Next to armour, you will need some weapons to survive the Zone. Choose am primary and a

secondary weapon from the yellow ones. Consider the carryweight and the price for bullets when

choosing your starting weapon. Accuracy and Handling will play a role during fights. The fight

mechanics will be described in detail later down.

This is not the full list! There is more to come!

WEAPONS LIST

Weapon Name Category Accuracy/

Damage

Handling Range Rounds Weight

Black Kite

(MI Desert

Eagle)

Pistol 80

55

55 50/60 8x

.45

1.50 kg

Walther

P9m

(Walther P99)

Pistol

35

70

35

100 50/60 16x

9x19

0.70 kg

Martha

(Beretta 92)

Pistol 75

80 50/60 15x

1 kg

50

9x19

PMm

(Markarov

PM)

Pistol 75

35

100 50/60 8x

9x18

0.50 kg

Sawed-of

Shotgun

(Sawed-of

TOZ-66)

Shotgun 50

50

100 50/60 2x

12x70

buckshot

1.90 kg

Hunting

Shotgun

(TOZ-34)

Shotgun 80

50

50 60/80 2x

12×70

Buckshot

12×76

Slug

3 kg

Chaser 13

(Winchester

1300)

Shotgun 70

60

70 60/80 6x

12×70

Buckshot

12×76

Slug

3 kg

45


Weapon Name Category Accuracy/

Damage

Handling Range Rounds Weight

SPSA-14

(Franchi

SPAS-12)

Shotgun 75

65

80 60/80 8x

12×70

Buckshot

12×76

Slug

4.40 kg

Viper 5

(H&K MP5A3)

Submachine Gun 75

93 200/300 30x

2.50 kg

35

9x19

Tunder S14

(40 Groza-4)

Assault Rifle 82

95 200/400 20x

3 kg

35

9x39

AKM-74/2U

(AKS-74U)

Assault Rifle 65

95 300/400 30x

2.50 kg

40

5.45x39

AC-96/2

(AN-94

„Abakan“)

Assault Rifle

+ Scope

80

40

75 300/400 30x

5.45x39

4 kg

FT-200M

(FN F2000)

Assault Rifle

+ Scope

80

85 500/600 30x

4.5 kg

35

5.45x45

1x

M203

Grenade

IL 86

(Enfield

L85A1)

Assault Rifle

+Scope

75

45

65 600/700 6x

12×70

Buckshot

12×76

Slug

5 kg

GP37

(H&K G36)

Assault Rifle

+Scope

85

85 600/700 30x

3.50 kg

40

5.45x45

TRs 301

(Z-M LR-300-ML)

Assault Rifle

+ Scope

82

80 300/400 30x

2.50 kg

35

5.45x45

46


Weapon Name Category Accuracy/

DAMAGE

Handling Range Rounds Weight

SGI-5k

(SIG SG 550)

Assault Rifle 85

45

60 400/500 30x

5.46x45

4.50 kg

RP-74

(PKM)

Machine Gun 70

0 1000/

1200

100x

8 kg

99

7.62×54

Sniper SGi

5k

Sniper Rifle

+ Scope

90

50

60 500/600 30x

5.46x45

4.50 kg

SVUmk-2

(SVU)

Sniper Rifle

+Scope

95

60 1100/

1200

10x

4.50 kg

40

7.62×54

SVDm-2

(SVD)

Sniper Rifle

+Scope

97

0 1000/

1100

10x

5 kg

90

7.62×54

Vintar BC

(VSS Vintorez)

Sniper Rifle

+Scope

95

90 300/400 10x

3 kg

80

9x39

Gauss Rifle Sniper Rifle

+Scope

99

60 1200/

1400

10x

5.50 kg

135

Batteries

Bulldog 6

(RG6)

Grenade

Launcher

50

30 300/400 6x

5 kg

75

VOG-25

Grenade

VOG-25R

Grenade

RPG-7u

(RPG-7)

Grenade

Launcher

n/a

0 350/500 1x

7 kg

200

OG-7v

warhead

*Grenates and upgrades will follow in Ver.: 2.0!

47


COMBAT MECHANICS

As for most Pen&Paper Games fights are round-based. A round is approx. 1 minue long, on average

each players and enemies turn is around 6 seconds. In this span of time you have the following

options. To determine the attack order everyone will roll a d20 (the highest number starts). The

GM will do the same for your foes.

Move:

Move anyway you can. Remember that your speed is 10 meters! So either step forward to be

closer to your enemy (depending on your weapon) or retreat.

Hide:

Is there some cover nearby? Run and hide, it will be harder for your enemy to attack you too.

Attack:

If you want to attack, choose your weapon, you can only attack with one weapon per round!

Then you roll: 1d100 and 1d10 to see if you will hit your enemy (everything from 51-91), the GM

will take you weapons damage, accuracy, handling stats into account then to apply the resulting

damage on the target. Should you roll anything from 91-99 you can add an extra 1d6 as damage.

Do you roll below 51 one of the following events will happen:

1 - Catastrophic failure! Your gun does everything else but shoot.

Better get that thing checked and repaired after the fight. You won‘t b able to

use it again otherwise.

2- 10 - Bullet ricochets. It may hit another player.

11 - 25 - Weapon jams. You wont be able to attack with the jammed gun for 2-3

turns, depending on the handling. You can also still change weapons but

not attack.

26 - 40 - Slight problem. Depending on the Handling stats Damage will be

reduced.

41-50 - Not quite perfect. your Damage will be -5, -10 should Handling be

below 50.

Heal:

You can also use your turn to heal you or your teammates (as long as they are within 10 meters).

The fastest way is with an Adrenaline shot (1 turn). Using Bandages will take up to 2 turns. You

can‘t attack or protect yourself during this time.

48


COMBAT MECHANICS

Do nothing:

Yeah...you can also do that. Better hide first.

Every player (except while healing) will have the bonus action to change or reload their

weapon after the turn. Seriously don‘t forget to reload! xD

Ammo use:

During a turn you will be able to fire up to:

3 bullets from Pistols

2 bullets for Sawed-off and Hunting Shotguns

4 from Chaser 13 and SPSA-14

10 for Submachine guns

12 for Assault rifles

60 for Machine guns

2 for Sniper Rifles

If you use less bullets let the GM now. Otherwise this will be the guideline. So count your bullets.

Combat ends when the enemy is defeated or retreads. After the fight you will be able to use Medikits

and Repairing kits. Depending on how you rolled you weapon will propaly need repairing or

cleaning. You can either do this yourself if you have the equipment or you can pay a technician in

a base.

49


APPENDIX

50


51


52


CORDON -

SOUTH)

53


CORDON

- NORTH

54


GARBAGE

55


AGROPROM

56


DARK VALLEY

57


DARKSCAPE

58


GREAT

SWAMPS

59


ROSTOCK

60


WILD TERRITORY

61


YANTAR

62


MILITARY

WAREHOUSES

63


DEADLANDS

64


DEAD CITY

65


RADAR

66


RED FOREST

67


LIMANSK

SOUTH

68


LIMANSK

NORTH

69


JUPITER

70


ZATON

71


PRIPYAT

72


PRIPYAT

OUTSKIRTS

73


CHERNOBYL

NUCLEAR

POWERPLANT

74


GENERATORS

75


WELCOME TO THE ZONE

Main Sources:

https://soc.stalker-game.com

https://cs.stalker-game.com

https://cop.stalker-game.com

https://stalker.fandom.com

https://lost-alpha.fandom.com/

http://wiki.stalker-anomaly.com/

https://zsg.dk/

Game sources:

S.T.A.L.K.E.R. - Shadow of Chernobyl (2007)

S.T.A.L.K.E.R. - Clear Sky (2008)

S.T.A.L.K.E.R. - Call of Pripyat (2009)

Other sources:

S.T.A.L.K.E.R. - Book series

76


WELCOME TO THE ZONE

Creators:

Dan „Pirol“ E.

Annine „Roach“ S.

Concept:

Dan „Pirol“ E.

Proofreading:

Karolina „Kay“ I.

Layout and Scetches:

Annine „Roach“ S.

Cover Picture:

Petr „Woxy“ P.

https://www.deviantart.com/woxy/gallery

For private use only!

77

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