STALKER: The Zone RPG: Difference between revisions
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(Possible mechanics of 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 | 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 ''' | |||
* Detection: | |||
== Armor List == | == Armor List == |
Revision as of 16:14, 1 June 2012
Not to be confused with S.T.A.L.K.E.R. : The RPG or STALKER: The Other RPG.
Start
STALKER: The Zone RPG is a PNP Roleplaying game based on the Dark Heresy and Black Crusade systems currently being developed by an assortment of Neckbeards from /tg/
This game will include such features such as:
+ Career-less system unlike Dark Heresy but with relatively free advancements mimicing Black Crusade
+ Starting kits to "specialize" your character, ranging from a regular soldier, medic, mechanic, etc.
+ A "Quick Inventory" system integrated into protective vests, where you can only use the inventory you have equipped on your vest, like a Molle system
+ A system for working out radioactive areas, a modified version of Corruption Points
+ Bleeding, which unlike earlier discussions and ideas will not be about "losing X amount of Wounds every Y turns", but will be a status effect with inherent modifiers, including narrative ones (predators smelling blood, etc.)
+ Empty/full magazines, as you may have 150 bullets, but only 2 magazines to fill them up with. Keep those empty magazines!
+ Weapon degradation that isn't a giant pain in the butt to keep track of.
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
- Detection:
Armor List
Name | Locations | AP | CBRN | Durability | Weight | Price |
---|---|---|---|---|---|---|
Sunrise Bodysuit | Arms, Body, Legs | 2 | 2 | 10 DP | 5.00 kg | 3,750 RU |
Leather Trench Coat | Arms, Body, Legs | 0 | 1 | 10 DP | 4.00 kg | 375 RU |
SEVA Bodysuit | All | 2 | 4 | 10 DP | 10.00 kg | 15,000 RU |
Berill-5M Armored Suit | Arms, Body, Legs | 3 | 1 | 10 DP | 9.00 kg | 7,500 RU |
Bulat Armored Suit | Arms, Body, Legs | 4 | 2 | 10 DP | 12.00 kg | 15,000 RU |
Gas Mask | Head | 0 | 2 | 10 DP | 4.00 kg | 600 RU |
Screen Helmet | Head | 2 | 4 | 10 DP | 4.00 kg | 3,600 RU |
Steel Helmet | Head | 2 | 0 | 10 DP | 4.00 kg | 720 RU |
Sphere M12 Helmet | Head | 4 | 2 | 10 DP | 4.00 kg | 3,600 RU |
- Unsure how to gauge durability without hard stats to mimic and without Durability chart. Right now laying them all at a flat 10 DP. (Possibly always roll durability damage after an encounter?)
Weapon List
CALIBERS
Caliber | Damage | Qualities | Weight | Price/Rounds |
---|---|---|---|---|
9x18mm | 1d10+2 | - | 1.00 kg | 600 RU/50 rounds |
9x18mm +P+ | 1d10+2 | Wounding | 1.00 kg | 900 RU/50 rounds |
9x19mm | 1d10+2 | Proven (2) | 1.00 kg | 625 RU/50 rounds |
9x19mm JHP | 1d10+2 | Proven (2), Wounding | 1.00 kg | 875 RU/50 rounds |
.45 ACP | 1d10+2 | Proven (3) | 1.00 kg | 1,200 RU/50 rounds |
.45 ACP Hydrashock | 1d10+2 | Proven (3), Wounding | 1.00 kg | 2,000 RU/50 rounds |
12x70 Buckshot | 1d10+4 | Scatter | 1.00 kg | 160 RU/10 shells |
12x76 Slug | 1d10+4 | Wounding | 1.00 kg | 300 RU/10 shells |
5.45x39mm | 1d10+3 | Proven (2) | 1.00 kg | 1,392 RU/60 rounds |
5.45x39mm AP | 1d10+3 | Proven (2), Piercing | 1.00 kg | 2,062 RU/60 rounds |
5.56x45mm | 1d10+3 | Proven (3) | 1.00 kg | 1,272 RU/60 rounds |
5.56x45mm AP | 1d10+3 | Proven (3), Piercing | 1.00 kg | 2,090 RU/60 rounds |
9x39mm SP-5 | 1d10+3 | Sub-Sonic, Proven (2) | 1.00 kg | 471 RU/30 rounds |
9x39mm SP-6 | 1d10+3 | Sub-Sonic, Proven (2), Piercing | 1.00 kg | 600 RU/30 rounds |
7.62x54mm | 1d10+3 | Proven (4) | 1.00 kg | 1,043 RU/10 rounds |
PISTOLS
Name | Range | Rate of Fire | Caliber | Magazine | Reload | Qualities | Durability | Weight | Price |
---|---|---|---|---|---|---|---|---|---|
Fora-12 | 30m | S/2/- | 9x18mm | 12 rounds | Half | Stubby, Compact | 3 DP | 0.83 kg | 360 RU |
PMm | 30m | S/2/- | 9x18mm | 8 rounds | Full | Stubby, Compact | 4 DP | 0.50 kg | 240 RU |
Walker P9m | 40m | S/2/- | 9x19mm | 16 rounds | Half | Stubby, Compact | 2 DP | 0.69 kg | 720 RU |
HPSS-1m | 40m | S/2/- | 9x19mm | 13 rounds | Half | Stubby, Compact | 4 DP | 0.88 kg | 390 RU |
Martha | 40m | S/2/- | 9x19mm | 15 rounds | Half | Stubby, Compact | 3 DP | 1.00 kg | 450 RU |
Kora-919 | 30m | S/2/- | .45 ACP | 7 rounds | Half | Stubby, Compact | 1 DP | 1.10 kg | 540 RU |
SIP-t M200 | 30m | S/2/- | .45 ACP | 8 rounds | Half | Stubby, Compact | 4 DP | 0.72 kg | 720 RU |
UDP Compact | 30m | S/2/- | .45 ACP | 12 rounds | Half | Stubby, Compact | 4 DP | 0.72 kg | 840 RU |
SHOTGUNS
Name | Range | Rate of Fire | Caliber | Magazine | Reload | Qualities | Durability | Weight | Price |
---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun | 10m | S/-/- | 12x70 shot | 2 shells | Hand Load(1) | Stubby, Storm | 5 DP | 1.90 kg | 120 RU |
Hunting Shotgun | 50m | S/-/- | 12x70 shot | 2 shells | Hand Load(1) | +1 BS | 5 DP | 3.10 kg | 720 RU |
Chaser 13 | 30m | S/-/- | 12x70 shot | 7 shells | Hand Load(2) | Stockless | 3 DP | 3.00 kg | 1,440 RU |
RIFLES
Name | Range | Rate of Fire | Caliber | Magazine | Reload | Qualities | Durability | Weight | Price |
---|---|---|---|---|---|---|---|---|---|
AC-96/2 | 100m | S/4/10 | 5.45x39mm | 30 rounds | Full | +3 BS | 2 DP | 4.00 kg | 4,500 RU |
AKM-74/2 | 100m | S/2/10 | 5.45x39mm | 30 rounds | Full | +2 BS, Big Kick | 4 DP | 4.80 kg | 3,000 RU |
AKM-74/2U | 60m | S/2/10 | 5.45x39mm | 30 rounds | Full | +1 BS, Big Kick | 3 DP | 2.7 kg | 2,250 RU |
GP37 | 100m | S/2/10 | 5.56x45mm | 30 rounds | Full | +2 BS | 3 DP | 3.60 kg | 6,000 RU |
IL 86 | 80m | S/2/10 | 5.56x45mm | 30 rounds | Full | +1 BS, Precise | 1 DP | 5.00 kg | 3,750 RU |
SGI-5k | 100m | S/2/10 | 5.56x45mm | 30 rounds | Full | +2 BS | 4 DP | 4.50 kg | 6,000 RU |
TRs 301 | 100m | S/2/10 | 5.56x45mm | 30 rounds | Full | +1 BS | 2 DP | 2.70 kg | 3,600 RU |
SNIPER RIFLES
Name | Range | Rate of Fire | Caliber | Magazine | Reload | Qualities | Durability | Weight | Price |
---|---|---|---|---|---|---|---|---|---|
SVDm-2 | 200m | S/-/- | 7.62x54mm | 10 rounds | Full | Precise, +2 BS | 2 DP | 4.90 kg | 9,600 RU |
SVU2-A | 200m | S/2/- | 7.62x54mm | 10 rounds | 2 Full | Precise, +3 BS | 2 DP | 4.40 kg | 15,000 RU |
SVUmk-2 | 200m | S/-/- | 7.62x54mm | 10 rounds | 2 Full | Precise, +5 BS | 4 DP | 4.40 kg | 10,200 RU |
Tide | 100m | S/-/- | 9x39mm SP-5 | 10 rounds | Full | Suppressed, Precise, +2 BS | 3 DP | 3.20 kg | 11,250 RU |
Vintar BC | 80m | S/3/- | 9x39mm SP-5 | 10 rounds | Full | Suppressed, Precise, +1 BS | 4 DP | 3.20 kg | 7,200 RU |
Mosin Nagant | 200m | S/-/- | 7.62x54mm | 5 rounds | Hand Load(2) | Precise, +1 BS | 5 DP | 4.00 kg | 6,351 RU |
HEAVY
Name | Range | Rate of Fire | Caliber | Magazine | Reload | Qualities | Durability | Weight | Price |
---|---|---|---|---|---|---|---|---|---|
Bulldog-6 | 60m | S/-/- | VOG-25 Grenade | 6 rounds | Half per grenade | - | 2 DP | 6.20 kg | ??? RU |
RPG-7u | 120m | S/-/- | OG-7V Warhead | 1 round | 2Full | - | 3 DP | 6.30 kg | ??? RU |
F1 Grenade | SBx3 | - | - | - | - | - | 2 DP | 0.30 kg | ??? RU |
QUALITIES
Some of these are from Black Crusade, others have been made up.
- Scatter: At Point Blank Range this weapon gains a +10 to hit and inflicts an additional +3 Damage. At Short Range it gains an additional +10 to hit. At Long or Extreme Range it suffers -3 Damage (to a minimum of 0).
- Proven(X): Treat any die roll for Damage lower than the Proven rating (as indicated by the number in the parenthesis) as if it were the Proven rating instead.
- Storm: This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended.
- Stubby: +3 BS attacking targets in Short range. -3 BS attacking targets at Long Range or further.
- Stockless: Bonus for Aiming is halved. Weight is lowered by 1 kg.
- Big Kick: -3 BS when firing in Semi-Burst or Full auto.
- Suppressed: Negates sight-based tests to spot. If not used with Sub Sonic ammunition, destroys suppressor on a misfire.
- Sub-Sonic: -1 to Proven(X) rating. When used with supressor, -20 to hearing-based tests to spot.
- Precise: After successfully hitting with a called shot, for every degree- add a bonus d10 to the damage roll. Maximum of 2 bonuses.
- Hand Load(X): Difficult to reload, always takes a full action to reload (X) quantity of ammunition.
- Compact: +20 to concealing this weapon.
- Piercing: Halves the victim's Armor Value when determining damage. Round down.
- Wounding: Halves the victim's Toughness Bonus when determining damage. Round down.
Coming Soon
More Weapons, More caliber types and qualities, More Armor, More equipment qualities, Acessories (magazines, mounted lights, scopes), More Anomalies.