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STALKER: The Zone RPG
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== Anomalies == (Possible mechanics of Anomalies) When a player enters an area with an anomaly nearby, there are essentially 3 steps to resolving what happens. There is Detection, Escape and Effect. Player A walks down a hallway, GM first calls for a Detection check. Depending on the anomaly, the stat used to detecting one will change- but most will use Perception as the majority are visible. Having a Sensor or a bolt or any type of tool used to aid in detection will have a bonus listed with it. That bonus is added to the respective stat, and combined- must succeed the detection roll. If passed, the anomaly is spotted and can be avoided. If failed, there may be (depending on anomaly) one last ditch to get out of the way/dodge/hang on for dear life before the annoying or deadly results come into play. This usually depends on a Dodge or Agility test to escape getting hurt. If the player succeeds that save, then they escape unharmed. And finally, if the player fails both the Detection and Escape rolls- they are subject to the anomaly's effects. Most likely damage or instant death. * ''' Burner ''' Burner anomalies can be hard to spot in their dormant state as the only visible clue is a mirage blurring the surrounding area. When triggered the anomaly will shoot out a large column of flame, burning brightly for a few seconds, after which it becomes dormant until provoked again. ''' Detection: ''' -20 to detect while dormant. If successfully detected with a thrown object, will turn active and grant a +60 to detection rolls for the next few seconds. ''' Escape: ''' Can only effect what is within it's 1 meter area, becomes active when person enters it's range. Grants no escape rolls. ''' Effect: ''' Inflicts 1d10 damage, roll location. This damage can only be reduced by CBRN and Toughness bonus. Must immediately make 2 durability rolls for armor.
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