[WIP] Update 0.1.6 STALKER D20

Started by Lucidius, 12-10-2009

0 Members and 1 Guest are viewing this topic.

Lucidius

http://www.youtube.com/v/iTOf8fv-Q14&autoplay=1



What is a pen-and-paper RPG?

   A Pencil and Paper RPG is a game that is usually played with, surprise, a pencil and some paper. In general, one person takes the role of the storyteller/judge, who tells the story and decides how the world reacts to actions by the characters, while the other players have control over a character in the story. The storyteller/judge is known by a number of different names – Dungeon Master for Dungeons and Dragons, Storyteller for the World of Darkness, Game Master for several systems, and so on. The basic idea is that the storyteller/judge (hereby referred to as the GM for sake of convenience) either creates an imaginary world or uses a pre-made world and has the other players adventure within it.


How's it played?

Pre-play prep:

   Before ANYTHING can happen, your group need to agree upon where the game will be played and when. It's like a weekly poker game with the boys, Family board game night, etc. If you arn't meeting in person, then i'de suggest using alternative methods, like video, audio or text communication. Generally the faster you can communicate to your group the better (not text messaging on cell phones, or spammy chat rooms on yahoo).

   Before one plays most any paper-and-pen game, preparation of characters is needed. On top of that you'll need the Dungeon Master/Game Master/Zone Master to set up a basic introduction to the game, and maybe a few missions./goals/quests for you to achieve over the time you play. Understanding of the rules is also a must. Also the books for said game setting are an obvious must.

Creating a Character:

   Creating your playable character varies from game to game, the normal steps in this process include, attaining a character sheet, debating how you want your character to turn out in the long run, filling out your sheet, and in most cases, creating a biography or back story as to why you are where you are. After all that's done, equipment and feat picking and then your done.

Playing the Game-Dialog:

   Most everything done outside of combat (touched later) is dialog. If you want your character to do something, you simply state it and the DM/GM/ZM will state what happens because of that action. Depending on the DM, speech may be a conversation between the DM/GM/ZM (they control the NPC's and story), and the player characters involved in that conversation. Depending on different situations, like if you where trying to find see something off in the distance, or see something small/out of sight when first entering a room, it might require you to make a Skill Check.

   Skills are exactly that, they are what your character is skilled at. If you feel something suits your character skill wise, or it's generally helpful, you may become more skilled in that category. Skill Check's require a roll of the d20 (20 sided dice) to bring the results of the skill check. The Higher, the better. Different Skill Check's have different DC"s (Difficulty Classes). This means, if something is has extra-ordinary circumstances, then that means your going to need a higher skill check, and if something is very easy you won't need a whole lot of skill.

Playing the game-Combat:

   Combat is like Dialog in the sense of, stating what your character is going to do, and the DM/GM/ZM telling you the result of your actions. The result of your actions are based on the rolling of various dices, and there are many different categories one could roll dice for.

   Attacking requires an attack roll against the enemies AC (Armor Class). If your number beats theirs, you hit.
   Dealing Damage with your weapon can vary depending ON the weapon. 2d4 (2 is the number of dice, 4 is the number of sides on those dice.)
   Using Items
   etc, the list goes on. You'de be best reading about D&D or looking on the D&D wiki for more information about different types of rolls.

What will S.T.A.L.K.E.R D20 be?
STALKER D20 will be an adaptation of the D20 system (rolling die for combat and what not) to the STALKER universe.
While staying as Canon as possible, it'll also make the game a bit more realistic in terms of how some things will work, and will also add a slew of weapons, gear and special features.

Live your life in the zone to the fullest, create your OWN story.

Also if done online, Player interaction will be highly encouraged. If your PC and his companions are in duty, you may end up running into freedom PC's, or you may hire a loner for an inside job against freedom. The choise is yours, and the possibilities are limitless..

Can you make an example of the gameplay? Maybe an explanation not by you?

http://roleplayerguild.com/f5/d-and-d-tutorial-7231/

For my gameplay example, scroll down to see one example, created on the spot. The setting for the combat one is X18.

I will be posting a new example later on. I'll need to finish the distance/weapon statting and what not first.

Points of Interest:
Original STALKER Arsenal

Unique arsenal (on top of the default arsenal), giving faction themes a more dominant standing.

Weapon modification (not based on CS)

Realistic Combat System

Enhanced STALKER Experience

Development Note Section:
Looking for:
Some one with good world perception
Beta-Testers (KingArthur,Tund)
Some one with D20 experience

Side Notes/Author Notes:

CURRENTLY LOOKING FOR DEVS/SUGGESTIONS

Code will be used to save scrolling. Forewarning.

Going to triple post to save some posts for updating and what not. If it get's anywhere near the testing phase i'll let yall know. Might be able to set up a section in development for testing Forum wise. Or atleast posting progress. My ideal medium would be mIRC or something.

Tags: STALKER-D20, S.T.A.L.K.E.R D20, Call of Prypyat, Clear Skies, S.T.A.L.K.E.R, Oblivion Lost
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Lucidius

#1
PDA Profile: (instead of saying character sheet, you can just say PDA Profile)

Name: <Name Here>
Gender: <M or F>
Age: <Age>
Weight: <Weight in lbs.>
Size: <Size>
Speed: <Base Land Speed>
<Running Speed with feats>

Level: <Level/Class>
EXP: <EXP here>

Languages: <Languages Known>
Alignment:  <Alignment>

HP: <HP, 60 + d100 /2 + Con Mod>
Initiative: <Init, Dex Modifier>
AC: <10 + Armor Bonus + Shield Bonus + Dex Mod + Natural Armor>

<Special ability count here, i.e Rage 6 uses>

Str:
Dex:
Con:
Int:
Wis:
Cha:

BAB: <Class BAB>

Fort: <Total, Ability Mod + Class base>
Ref: <Example Below>
Will: 3 +1 +2
_________________________________________________________________________________________________________________

[b]Class Skills (<Class points vary from class to class>):[/b]
* = Must be trained to use/increase skill

Acrobatics
Athletics
Use Computer
Concentration
Craft(____________)
Craft(____________)
Craft(____________)
Decipher Script*
Disguise
Drive
Escape Artist
Gather Information
Hide
Intimidate
Knowledge(__________)
Knowledge(__________)
Listen
Move Silently
Navigate
Perform(_____________) [Guitar for example]
Perform(_____________)
Pilot*
Read/Write Lang(___________)
Read/Write Lang(___________)
Search
Sense Motive
Speak Language(___________)
Speak Language(___________)
Speechcraft
Spot
Survival
Treat Injury
Tumble*

[b]Back Pack/Feats:[/b]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class/Backround;

<This is where your class/backround feats will go, if any. If there isn't any, remove this section>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Equipment;

<Equipment Proficiency and feats go here>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class;
<Class Skills go here>
_______________________________________________________________________________________________________
<Combat Related Feats go here for priority organization>
_______________________________________________________________________________________________________


========================================================================================================

<Weapons, Armor, etc here>

Equipment:

Money: Ru.


========================================================================================================


Explanation of Stuff here:

Level: How experienced you are..
EXP: How much experienced you have gained.
Languages: DURRR What languages you read/write
Alignment: If your good, evil or neutral and if it's by nature or law.

Health Points (HP): How much life one has. When it reaches 0, you are unconcious, and -x means you die. You can be revived whilst unconcious/helpless.

Initiative: How quick you are to react to combat. The higher your initiative, the higher your chance of acting first in the combat wheel.

Armour Class (AC): How hard you are to hit in your vital areas/how hard it is to hit unarmored areas..
Dodge Class (DCl): How hard you are to hit period, dodging behind cover, dodging bullets, dodging grenades, etc.

Strength: How physically fit your character is.
Dexterity: How mentally skilled and qukck you are.
Constitution: How healthy your character is.
Wisdom: How wise/perceptive your character is.
Intelligence: How smart your character is.
Charisma: How persuasive, attractive, charming, etc your character is.

Base Attack Bonus (BaB): Used to see if you hit an enemy. This helps you hit them, and as the name suggests, is your base without additional BAB from what ever your using added.

Fortitude: Used for saves related to your body. i.e poisons, radiation, etc.
Reflex: Used for saves related to your reflexes, durp. Noticing a grenade in mid air, etc.
Will: Used for saves related to your will. Naturally monolith has dragonforce will.

Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Lucidius

#2
Weapon Categories

Exotic (Under-barrel attachments, MG's, RPG/Grenade Launchers,Special Weapons)
Ranged (Pistol, Sub-machine gun, Assualt Rifle, Shotgun, Rifle)
Melee (Martial, Non-lethal)
Thrown (Grenades, Weapons)

------------------------
Weapons under their respective proficiencies.

Exotic:
Underbarrel Attachments;
AK47/74 Bayonet
GP-25
Caliber: 40mm
Mag/Clip Sizes: 1
Reload Delay: x
Range: x
Firemodes: Single Shot
Weight: 1.5kg (empty)
Obtained: N/A
BS-1
Caliber: 30mm
Mag/Clip Sizes: 1/(Uses magazine in pistol grip to shoot grenade in barrel, cannot find mag cap)
Reload Delay: 8/10 (7.62 / 5.45)
Range: x
Firemodes: Single Shot
Weight: 1.5kg (empty)
Obtained: N/A
M203
Caliber: 40mm
Mag/Clip Sizes: 1
Reload Delay: x
Range: x
Firemodes: Single Shot
Weight: 1.36kg (empty)
Obtained: N/A
Remington 870 'Masterkey'
Caliber: 12 gauge
Mag/Clip Sizes: 3
Reload Delay: x
Range: x
Firemodes: Single Shot (pump)
Weight: 2.6kg (empty)
Obtained: Remington 870 -> Mount Fabrication + Sawing Down + Stock Removal
MG's;
PKM
Caliber: 7,62x54R
Mag/Clip Sizes: belt, 100, 200 or 250 rounds
Reload Delay: x
Range: x
Firemodes: Full-Auto
Alt Fire: N/A
Weight: 7,5 kg (gun) + 4,5 kg (tripod)
Obtained: N/A
Barrel Length: 645mm
RPG/Grenade Launchers;
RPG-7
Caliber: 40, 70-150mm rockets
Mag/Clip Sizes: 1
Reload Delay: x
Range: x
Firemodes: Single Shot
Alt Fire: Backblast (25ft)
Weight: 6.3kg (with scope)
Obtained: N/A
RG-6
Caliber: 40mm VOG-25
Mag/Clip Sizes: 6
Reload Delay: x
Range: x
Firemodes: Semi-Auto
Alt Fire: N/A
Weight: 6.3kg (with scope)
Obtained: N/A
Special Weapons;
Gauss Rifle (requires sniper too)
Caliber: Gauss?
Mag/Clip Sizes: 20
Reload Delay: x
Range: x
Firemodes: Semi-Auto
Alt Fire: N/A
Weight: ???
Obtained: N/A
Ranged:
Pistol;
Fort 12;
Caliber: 9x18mm Makarov
Mag/Clip Sizes: 12
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 830 g (empty)
Obtained: N/A
Barrel Length: 95mm
Makarov PM
Caliber: 9x18mm Makarov
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 830 g (empty)
Obtained: N/A
Barrel Length: 93.5mm
PB 6P9
Caliber: 9x18mm Makarov
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 970 g (empty with silencer)
Obtained: N/A
Barrel Length: 105mm
Berreta 92FS
Caliber: 9x19mm Luger/Para
Mag/Clip Sizes: 15
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 975 g (empty)
Obtained: N/A
Barrel Length: 125mm
Walther P99
Caliber: 9x19mm Luger/Para
Mag/Clip Sizes: 16
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 720 g (empty)
Obtained: N/A
Barrel Length: 102mm
FN HP-SA
Caliber: 9x19mm Luger/Para
Mag/Clip Sizes: 13
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 885 g (empty)
Obtained: N/A
Barrel Length: 118mm
Colt M1911
Caliber: .45acp
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 885 g (empty)
Obtained: N/A
Barrel Length: 125mm
Sig Sauer P220
Caliber: .45acp
Mag/Clip Sizes: 7
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 880g (Aluminum) 1100g (Stainless Steel)
Obtained: N/A
Barrel Length: 112mm
H&K USP Compact
Caliber: .45acp
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 725.7 g (empty)
Obtained: N/A
Barrel Length: 96.5mm
Desert Eagle
Caliber: (undecided)
Mag/Clip Sizes: 9 (.357), 8 (.44) or 7 (.50) rounds
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 725.7 g (empty)
Obtained: N/A
Barrel Length: 96.5mm
Shotgun;
BM-16 Sawn-off
Caliber: 12 gauge
Mag/Clip Sizes: 2
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: z
Obtained: N/A
Barrel Length: z
BM-16 Shotgun
Caliber: 12 gauge
Mag/Clip Sizes: 2
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: z
Obtained: N/A
Barrel Length: z
TOZ-34 Sawn-off
Caliber: 12 gauge
Mag/Clip Sizes: 2
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: z
Obtained: N/A
Barrel Length: z
TOZ-34 Shotgun
Caliber: 12 gauge
Mag/Clip Sizes: 2
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: z
Obtained: N/A
Barrel Length: z
SPAS-12
Caliber: 12 gauge
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: z
Obtained: N/A
Barrel Length: z
Benelli M3
Caliber: 12 gauge
Mag/Clip Sizes: 8
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 3.2kg
Obtained: N/A
Barrel Length: 500mm
Sub-Machine Gun;
MP5A1
Caliber: 9x19mm Luger/Para
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 2.54kg (empty)
Obtained: N/A
Barrel Length: 255mm
AKS-74U (I know it's technically an AR but this is for gameplay only)
Caliber: 5.45x39mm
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 2.71kg (empty)
Obtained: N/A
Barrel Length: 210mm
Assualt Rifle;
AK-74m
Caliber: 5.45x39mm
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 3.4kg (empty)
Obtained: N/A
Barrel Length: 415mm
AN-94
Caliber: 5.45x39mm
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/2 round burst/Full
Alt Fire: N/A
Weight: 3.85kg (empty)
Obtained: N/A
Barrel Length: 405mm
Groza OC-14
Caliber: 9x39mm or 7.62x39mm
Mag/Clip Sizes: 20 or 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 3.4kg (empty)
Obtained: N/A
Barrel Length: 240mm
F2k
Caliber: 5.56x45mm
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 3.6kg , 4.6kg with GL
Obtained: N/A
Barrel Length: 400mm
Sig550
Caliber: 5.56x45mm  
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 4.05kg (empty)
Obtained: N/A
Barrel Length: 528mm
L85A1
Caliber: 5.56x45mm  
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 4.13kg (empty)
Obtained: N/A
Barrel Length: 518mm
LR300
Caliber: 5.56x45mm  
Mag/Clip Sizes: 30
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 2.5kg (empty)
Obtained: N/A
Barrel Length: 293mm
AS VAL (holy shit, it has a point in this version of the game)
Caliber: 9x39mm
Mag/Clip Sizes: 20
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 2.96kg (empty)
Obtained: N/A
Barrel Length: 200mm
Rifle;
VSS Vintorez
Caliber: 9x39mm
Mag/Clip Sizes: 20
Reload Delay: x
Range: x
Firemodes: Semi-auto/Full
Alt Fire: N/A
Weight: 2.6kg , 3.41kg with PSO-1 Scope
Obtained: N/A
Barrel Length: 200mm
Dragonov SVD
Caliber: 7.62x54mm
Mag/Clip Sizes: 10
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 4.31kg (empty)
Obtained: N/A
Barrel Length: 620mm
Dragonov SVU
Caliber: 7.62x54mm
Mag/Clip Sizes: 10
Reload Delay: x
Range: x
Firemodes: Semi-auto
Alt Fire: N/A
Weight: 4.4kg (with scope), 5.5kg (with scope and bipod)
Obtained: N/A
Barrel Length: 520mm
Melee:
Martial;
Knife:
Dmg: 1d6 Range: 5ft. Weight: .5kg Crit Threat: 18-20 Crit: x2
Note: Instantly kills humanoid creatures if you roll a natural 20 and are proficient with Martial
Weapons.(have to be succeptable to crit hits).

Thrown;
Grenades
RGD-5
RDG-2Kh (Black Smoke)
WP-3 (White Phosphorous)
Bolt
Rock/Debris


Ammunition (i'm going to end up committing suicide by the end of this)
Ammunition will determine damage, effective ranges (added in with barrel length and recoil), etc.

Calibers

Pistol:
7,62x25 mm TT
9x18mm Makarov
9x19mm Luger/Parabellum
.45ACP

Rifle:
.223 Remington/5.56x45mm NATO
5.45x39mm M79
7.62x39mm
7,62x51mm
7.62x54mm
7.92x57mm Mauser
9x39mm SP-5,SP-6


Bullet Types

AP - Armor Piercing
API - Armor Piercing Incindiary
CP - Cone Point
FMJ - Full Metal Jacket
JFP - Jacketed Flat Point
JHP - Jacketed HollowPoint
JSP - Jacketed SoftPoint
JRN - Jacketed Round Nose
Hydrashock - Commercial name of HP bullet with axially placed rod for improved expansion
NL - Non-lethal plastic or rubber
Blank - Disintegrate upon being shot.
LHP - Lead HollowPoint
LRN - Lead RoundNose
LSW - Lead SemiWadcutter
LWC - Lead WadCutter
* - SJ ESC isn't a common bullet type name. I used this acronym to designate special armor-piercing Semi-Jacketed Exposed Steel Core bullets, designed to deal with modern army-style bulletproof jackets, made of Kevlar and titanium or composite armor plates. Those bullets has aluminum jacket with hardened steel core, exposed and pointed at the nose of the bullet.


Additional Attributes for ammo

Tracer - Burns any color, decreased range.
Dim-Tracer - SHows up for night vision/LAMP.
Explosive - Explodes on contact.
Incendiary - (not based off of L4D2 >:/) Leaves trail of blue smoke, used against flammable material.
+P+ - Above average grain-age, increased velocity


Launched Grenades

M203:
M406 High Explosive
M433 High Explosive Dual Purpose
M579 Buckshot
M583 Color Star Parachute
M585 Color Star Cluster
M651 CS (chemical)
M1006 Non-lethal
M1029 Crowd Dispersal
GP-25
VOG-25 Fragmentation
VOG-25P Bouncing Fragmentation
GRD-50/100/200 Smoke grenades
Gvozd CS
BS-1
30mm API
30mm HEDP


Custom Weapons:

LPO-50 NEW
It's a flamethrower, nuff said. Carries 9.9 litres of Diesel or Special Thickened Mixture. 23kg loaded, 15 empty.

BS-1
A suppressed underbarrel grenade launcher made for the AKS-74U. (This can be rigged onto the PP-19 series with Gun Smitthing)

Lee-Enfield No1 Mk III (HT).  (Bolt Action Rifle)
The Lee-Enfield bolt-action, magazine-fed, repeating rifle was the main firearm used by the military forces of the British Empire/Commonwealth during the first half of the 20th century.

Saiga 12 (Shotgun)
The Saiga-12 is a Kalashnikov-pattern 12 gauge combat shotgun available in a wide range of configurations. Like the Kalashnikov rifle variants, it is a rotating bolt, gas-operated gun that feeds from a box magazine.

SKS (Self Feeding Rifle)
The SKS is a Soviet 7.62x39mm caliber semi-automatic carbine, designed in 1945 by Sergei Gavrilovich Simonov.

Fort-500 (Shotgun)
The Fort-500 shotgun is a conventional pump-action shotgun, apparently patterned after the famous Remington 870 shotgun in its internal design. It has steel receiver and plastic or wooden furniture; in all versions barrels are available with removable choke tubes; same choke interface on police guns allows for installation of cup-type launchers intended to fire tear-gas grenades. Feed is from underbarrel tubular magazine, which holds 6 (for Fort-500) or 4 (Fort-500M) rounds.

Remington 870 'Masterkey' (Underbarrel Shotgun)
The Masterkey is a door breaching shotgun system manufactured by Knight's Armament Company. It has a 3-round internal magazine and can carry a fourth round in the chamber.

MAG-7 (Shotgun)
The MAG-7 was developed as a close quarters combat weapon, which would combine the aspects of a compact submachine gun and a pump shotgun. The design incorporates a 5-round box magazine that is placed within the pistol grip.

Zastava M76 (Rifle)
While the body of M76 is based upon the AK-47, the rifle featured several modifications. Fire is semi-automatic. The barrel has been elongated and strengthened so that the 7.92x57mm Mauser cartridge, which is well suited for long-range use, can be used.

PPSh-41 (SMG)
The PPSh-41 submachine gun was one of the most mass produced weapons of its type of World War II. It was designed by Georgi Shpagin as an inexpensive alternative to the PPD-40. The PPSh operated with simple blowback action, had a box or drum magazine, and fired the 7.62x25mm pistol round. It was made with metal stampings to ease production, and its chrome-lined chamber and bore helped to make the gun very low-maintenance in combat environments.

PP-19 Bizon (SMG)
The Bizon is a lightweight selective fire weapon that fires from a closed bolt, a trait that enhances the gun's accuracy.[2] It is based on the AKS-74 and features a 60% part commonality with the assault rifle.[1][2][3] Chambered for the standard Russian 9x18mm Makarov pistol cartridge, the gun will also fire a new high-impulse armor-piercing 57-N-181SM round.

PP-19-01 "Vityaz" (SMG)
The PP-19-01 "Vityaz" is based on AKS-74U compact assault rifle (Gun Smiths can make this out of an AKS-74U with adeqate parts) and shares about 70% of parts with the weapon. The bolt system is of simple blowback type, and gun is fired from closed bolt, ultilising standard AK-type trigger and safety / fire selector subsytems. A special magazine housing is attached below the receiver, which accepts proprietary double-stack magazines, made from polymer.

Scorpion SA Vz 82 (SMG)
9x18makarov

OTs-33 "Pernach" (SMG)
9x18makaov

MG-3 (MG)
The MG 3 is a German general purpose machine gun chambered for the 7.62x51mm NATO cartridge. The weapon's design is derived from the World War II era MG 42 universal machine gun that fired the 7.92x57mm Mauser round.[1]

RPG-26 (Rocket Launcher)
The RPG-26 Aglen is a disposable anti-tank rocket launcher developed by the Soviet Union. It fires a single-stage rocket with jack-knife fins, which unfold after launch. The rocket carries a 72.5 millimeter diameter high explosive anti-tank single shaped charge warhead capable of penetrating 440 millimeters of armour, one meter of reinforced concrete or one and a half meters of brickwork. It has a maximum effective range of around 250 meters.

Model 178B Air Pump Tranquilizer Rifle
5-60ft
This is a .50 cal tranq rifle. You pump the air manually to have less dependency on CO2, which isn't too common in the zone. Critical to instantly knock out enemies.

Model 190b Air Pump Tranq Pistol
1-30ft
.50 Tranqualizer pistol. You pump the air manually to have less dependency on CO2, which isn't too common in the zone. Critical to instantly knock out enemies.

C4
RDG-2Kh (Black Smoke)
WP-3 (White Phosphorous)
Molotov Cocktail
Throwing Axe
Throwing Dagger
Flares

Armor/Artifacts

Exo-suit:(Haven't decided how the armor system will work, might aswell include this here though)
Wielders of the Exo-suit may be treated as a creature one size larger then their own, if the outcome is favorable for the wielder. (i.e bonuses to grapple, damage, etc)


Vehicles:
<Ground - Civilian - Military - Construction>
<Air - Civilian - Military>
<Water - Civilian - Military>

Ground:
Make-shift Buggy
Military APC
Mobile Camp
Cars/Trucks
Technicals
(Maybe ATV/Dirtbikes?)

Air:
Mi-24 HIND
???

Water:
Inflatable Motor boat
Patrol Boat
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Lucidius

#3
Character Background = Combatant, Jack of All Trades and Skilled
Titles = Trader, Support, Assualt, Scholar, Guide, Medic,

With this game, I want to have it set up so, the few classes you can pick from, will put you on a set path in some cases, or be very general, and then let you pick what you want to be as you become more experienced.

Basic Classes will be what you start out with (Basically what you are innately good at), then as you level up,  you put levels into what ever proffession you want to be.


Combatants:

Combatants are people who've grown up using weapons, therefore are proficient with said weapons. They
are disciplined individuals who excel in combat situations.

Combatants have a higher Base Attack Bonus and saving throw growth, but very poor skill growth.

Jack Of All Trades:

JOAT's don't especially accel in anything, although they have enough trivial knowledge that will sometimes help
them in random situations, and generally know a bit of everything.

They have a well balance of skill growth, saves and what not.

Skilled:

Skilled people are hobbyists, who normally accel in a few areas, and are generally better with most skills then
some one who isn't focused on that skill.

However since they spend most of their time with vices or books, they have very poor saves, weapon skills, and
make up for that with exceptional skill growth. If you wanted to be a trader, scientist, or anyone who specializes
in out of combat ordeals, then this would be the best class to start with.

PROFESSIONS
___________________________________________________________________________________________

Guide:

Guides are invaluable group members, as they can allow the group to bypass heavily irradiated areas and
anomaly fields with minimal casualties. They also are experts at surviving in the zone, and can study specific
creatures, gaining advantages against said creatures.

Seeing as how they are survivalists, and not combat hardened soldiers, they use weapons that most people
use for hunting, and specialize in them. Weapon specialties are: Long barrel shotguns, dual ranged weapons, or
One Melee and One Ranged. (Dual sawn offs, obviously when one needs to be reloaded, it's dropped or put away
so it's an additional 2 attacks)
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

KingArthur

Im up for it, but i have never played DnD, just watched my friends lol

Lucidius

#5
You awake from a restless sleep. You are in the woods, next to a fire that struggles to stay lit. It is very dark out, and you decide to check your PDA for the time. Your eyes strain as the bright screen of your PDA turns on, and i takes you a few seconds to make out the time. The PDA reads: 5:45. Shutting the PDA back off, you pocket it and stand up, brushing yourself off and withdrawing your pistol from it's holster.

It is a Makarov PMm, a very common but reliable pistol you bought when you first arrived in the Zone a week ago. Distant howls can be heard all around you along with occasional whirring of the wind. There are 3 other STALKERs around the same fire as you, and another standing guard. He turns to you and notices you are awake.

"It's about time somebody woke up. I heard a noise over behind those bushes and didn't want to go look for myself. Will you come with me?"

Player: Uh...I guess.

You both ready your pistols and being to creep up on the bushes. *Rolls move silently for both of you, which one of you fail*. The rustling in the bushes stop for a second, and then 3 fleshes burst out, heading for the random loner.

*BEGIN COMBATS*

It's your turn (main characters name)

Player: I'll shoot at the flesh closest to me.

*rolls attack rolls. Results:
6
20-15 (Critical) 2d12X2 - rolled 37
12* 2d12 - rolled 15

You quickly shoot 3 rounds out of reflex at the closest Flesh, the first shot missing, the others hitting dead on. One bullet pierces it's forehead and the other grazes it's side. The shot to the head was lethal, and the flesh falls to the ground lifeless. The other 2 continue to proceed.

The flesh furthest from you attempts to bull rush the loner. He dives to the side, narrrowly escaping the flesh's attempt to over-power him, grazing the flesh with his knife. He then fires 2 shots at it with his makarov, and another shot to the uninjured one.

*damage and stuff*

The flesh is hit by both bullets, but just barely. It shrugs it off though and continues towards him.

The other flesh beings heading for you. However, the loner's bullet pierces one of it's front legs and sends it into the ground head first (it's now prone. Prone gives you -4 to melee dodges, but +4 to ranged dodges, and going un-prone provokes an attack of opportunity).

It tries to pick it's self back up but you bring your knife down through it's skull, killing it instantly. You let go of the knife and shoot 3 more rounds at the wounded flesh, all of which hit the backside of it, making it howl in pain. The loner finishes it off.

Player: "That was close brother! I think some one owes me a bottle of vodka. I killed 2 and you got 1."
*I'll go and retrieve my knife from the dead flesh*

It spasms as you jerk your blade around in it's brain. After wrenching it free, you wipe off some of the blood on the hide of the flesh and put it back in it's holster.

"Indeed, vodka on me for the troupe for tomorrow night." He laughs and gets up, dusting him self off and reloading his PMm.

"Don't forget to reload brother. You've got 2 rounds left."

Player: I'll reload aswell and head back for the fire.

You reload your pistol, and head back for camp. Everyone is awake and staring at you. The gunshots must have woken them up. They ask what happend.

Player: I'll tell them what happend"

_________________
I'm a shitty DM, never done it before, and i'm not that great of a writer.None the less, this will be updated to include actual damage, rolls, etc when im done with them.

Quote from: ChangeLogOh, forewarning:

Only post constructive posts, or at LEAST address if you are interested in testing it out.

Edit: Not that anyone reads this section anyways.

Edit 2: Changed the name of each post to be slightly relevant to the info it holds/will hold.
          Added a knife and ideas for the Exosuit.

Edit 3: Changed the titles of the character sheet and related info to match STALKER universe.

Edit 4: Added a bunch of stuff, organized how weapons are and will begin statting them up tomorrow.

Edit 5: New and first class added.

Edit 6: Sorry for the abuse of /code but later on those boxes will contain a Lot of info so it will help with being able to scroll past the sections you don't need, and to scroll sections you only want to scroll.

Edit 7: Updated title post. Added development section.

Edit 8: Updated title post. Added current class list, and brief description.
     8a: Adding weapons from the game to the list of weapons.

Edit 9: Added a small amount of custom weapons.
     9a: Adding a "What is STALKER D20" section and "What is an RPG" in title post for more clarification

Edit 10: Added descriptions of all the custom weapons currently chosen.
     10a: Added a few vehicles

Edit 11: Added stat table to all STALKER vanilla weapons. Beginning final phasing of custom weapons.
     11a: Added technicals to ground vehicle list.
     11b: Added OTs-33 Pernach and Scorpion Vz 83 to custom weapons list
     11c: Added a bit more detail in the What is STALKER D20 section. Do I need to add more? Let me know.

Edit 14: Skipped to 14, rehauling the original posts to make them less eye-sore. Changed alot, looking for more weapon suggestions ^^.

Edit 15: Added something, forgot to add to the change-log here

Edit 16: Added Ammunition calibres, types and additional types.
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Tea

Uhm, is this a board game you are trying to make? im quite confused :S


Afromana

Quote from: Mr. Tea on 17-10-2009
im quite confused :S

I belive the majority of us is aswell :S

Moordact

Yes , please inform us what this topic is about.

I have no clue what game or whatever your making is.
Don't mind my englisch im Dutch!

Plunger

He's making a D&D like game using a virtual board I assume.

Midnight

I have never been a fan of DnD but if it is Stalker themed I may play it. Maybe..

Lucidius

#11
Basically D&D, minus the board aspect. There will be maps of places but combat is easy enough when explained enough.

It's simple enough to be easily done via Xfire, Steam Friends, MSN or Skype. It's also very fun when you have a good ZM (Name for Dungeon Master)


ZM:After a short walk, you and your party are in the bar. Barkeep looks over to you and acknowledges your presence. (Picture of bar layout for all players too see).

Leader: I'll walk over to the bar and sit greet barkeep.

ZM: Alright. Barkeep leans over the bar counter and lowers his voice.
"Did you bring me the documents from the underground?"

Player: Yes, i've left them at the backdoor and let your men pick it up. Just as you instructed.

ZM: Barkeep looks to hs left and see's one of his men holding a suitcase. He turns his head back to you and slides a bag full of money over the table.

"Now, is there anything you need?"

Player: I'll ask him to show me what he has for sale.

ZM: *produces a list of items available and for the price* (having appraise will grant you cheaper prices and better selling prices, this list changes accordingly)

Player: I'll take a GP-25 and 5 VOG-25P's.

ZM: Barkeep takes your money and walks out back, coming back a few moments later with your gear.
"Drop by anytime STALKER", he says as he places them on the counter for you to retrieve.

Add those to your inventory and subtract your spending expences.

Player: Alright, i'll sell him 12 PMm's.

ZM: "What is this shit?" *Barkeep buys all 12 at a heavy discount*

Player: :< *adds small amount of rubles to monies*

---------------------------------------------------------------

Player: I'll head down the stairs, with my gun readied.

ZM: You head down the stairs. There are about 5 flights of them. At the bottom, the stairs down are collapsed and there is a busted open door in front of you. Whatever broke the door down must have been massive. It's the same key coded door you just encountered at the top of the stairs.

Player: I'll make a listen check to see if I can hear anything.

ZM: *rolls a d20, he rolls a 18+modifies and get's a 26* Alright, you hear something in the distance on the left side of the room. It sounds like 2 sets of forced breathing.

Player: I'll signal my comrades that there are 2 enemies on the left side of the room, and then get an F-1 out, tossing it to the left side of the room

ZM: *rolls and the grenade roll succeeds*

You toss the grenade and 5 seconds later you hear howls of pain, one stops shortly after it starts, and then you hear slow, cumbersome foot steps making their way to the door.

Player: I'll dive out side of the door and get behind the concrete pillar 10 feet in, trying not to alert it.
*players have seen the map of the room by now*

ZM: *does some rolling*

You succeed your roll and it continues slowly walking to the door.

Player: I'll signal to my party and tell them to retreat up the stairs.

Players; we do said action.

ZM: The creature appears to be a STALKER, who is dragging is feet towards the door with his gun now poised from the hip.

Player: I'll sneak up behind it with my knife drawn.

ZM: *makes a move silently roll*

You are now behind the zombified stalker

Player: I'll coup de grace it with my knife

ZM: You bring your knife up and then down into the neck of the Zombified STALKER, impaling it's spine. It spasms and drops to the ground.

Player: "I've killed it, it was a zombified STALKER, the other one is still knocked down, hurry!"
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Tunddruff


Goose

sounds cool should be fun
~"Victory isn't sweet, Victory is the absence of the taste of fear and stench of death"


Lucidius

Sorry, I was going to add a "What is STALKER D20" section but my friend came over for my B-day, I will be posting a whole section about how the game will work and what not.

I've got another awesome Idea for this game.

I could maybe set up an internet radio and play ambiences/OST music, etc for the players.
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Afromana

Quote from: Lucidius on 19-10-2009
I could maybe set up an internet radio and play ambiences/OST music, etc for the players.

Nigga stole mah idea! somewhat  :-X

Dom

I'd be more than happy to participate, just PM me when your ready to start taking in character suggestions etc.

Lucidius

#17
Hopefully your all aware but this is also a discussion thread.

Discuss what you don't like, what might need improvement, your own ideas, etc.

Updating of this thread has been slowed down, tryin to make a database of weapons on mah own website, with seperate pages and stuff.
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Plunger


Lucidius

Quote from: Plunger on 21-10-2009
http://www.rptools.net/

Good tool for Table Top games.

Thanks for the link.

I recall my friend who was oing to be a DM for a campaign of my friends IRL was using something from that site.

Completely forgot about it.

Thanks again :3
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Plunger

Since you were talking about showing a map this makes it easy to lay down the map then add a grid.

Lucidius

Indeed, can't thank you enough.

Once I get all the base stuff done up i'll start mapping out some areas.

Also, just so everyone knows, you can also Suggest weapons to add. It's a pretty easy process of statting weapons once you get HP and everything all set up, which is what i'm working on. When every gun is done, it'lll be easy to add new ones.

All of the current 18 or so custom firearms are mosly of soviet make, mostly because i'de think there be a bit more of a local market. That's one thing that annoyed me in STALKER. But also there should be a decent amount of other weapons available aswell.

Keep in mind the _enviroment_, the setting, and how available/easy it'de be to access the weapon before posting.

This isn't some set in rock game, it's like STALKER 2.0 with no glitches, crash to Desktop, FPS hangups and Coopertive play.

Anything yall feel that should be in here might make it in.

Also might incorporate some of the book related material in it. May aswell. Have some player controlled controllers and all that deliciousness :3
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Plunger

Will this be based on 3.5 or 4.o at points?

Lucidius

3.5

4.0 is garbage! CRUNCH! I'll add it to the heap!
Please check out my other suggestions for PS2. Click 'Like' if you agree!

!IMPORTANT! Empire Specific Fighters and the Empire Specific Weapons. Overview, tweeks and nerfs! BIG POST

My Profile[/b][/size]

Plunger

Quote from: Lucidius on 21-10-2009
3.5

4.0 is garbage! CRUNCH! I'll add it to the heap!
Thank god, I agree. 4.0 is garbage.