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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