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  • File :1241906848.png-(20 KB, 852x402, stalkan.png)
    20 KB Agouri !!Q+SCob6iFc6 05/09/09(Sat)18:07 No.4511409  
    Good evening gents

    Is there a ruleset for a STALKER RPG? I remember seeing one some months ago

    Just this, nothing more. Luv you
    >> Agouri !!Q+SCob6iFc6 05/09/09(Sat)18:19 No.4511468
    Anyone? Anything?
    >> Anonymous 05/09/09(Sat)18:20 No.4511477
    http://www.burgergames.com/stalker/

    finnish only, english perhaps in the near future
    >> Agouri !!Q+SCob6iFc6 05/09/09(Sat)18:33 No.4511550
    AW.

    Found it
    AW yeah

    It was in my DL folder and i didn't know it.
    here it is, in case you want it. It's a homebrew, and seems good. Cheers to the fa/tg/uy who wrote it

    in fact, imma email him

    http://rapidshare.com/files/231144333/stalker.rar
    >> Anonymous 05/09/09(Sat)22:11 No.4512676
    >>4511550
    Interesting but incomplete. I think I'll do the community a favor and type up a proper STALKER game.
    >> Anonymous 05/10/09(Sun)01:31 No.4514029
    >>4511550
    This is very confusing due to the broken english.

    >>"Pistols (9mm unless specified) (plus 2 = hit)"
    Is this supposed to mean that a roll of 2 or more is a hit? That's fine, except every single pistol rolls 1d10 +1 at the minimum. So every single pistol hits every time unless the target is a 20m away, then the accuracy drops to -4 (which is still a 60% chance to hit).


    Since this makes no goddamn sense, can anybody recommend a system for Stalker? I had a pretty detailed percentile system made up, but scrapped it due to boredom. I think we need something tactical, but without huge numbers. Maybe a d6 roll over a certain number deal?
    >> Anonymous 05/10/09(Sun)01:58 No.4514174
    >>4514029
    Basing the system off of a simplified version of SLA Industries. Be back in the morning.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)02:01 No.4514198
    We've been fixing it for the past 5 hours.

    >>4512676
    >>4514029

    Yeah, there are a lot of mistakes that need correcting. And if anon #1 manages to actually provide a proper system... i'll make a portrait of him and hang it in my darn wall
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)02:05 No.4514224
    The guys in GOOHS that actually understand this shit are working on it too, namely adding all the mutants that are missing.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)02:30 No.4514396
    We're going over weapons now. Shit is cash. Much better than the original files so far.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)02:34 No.4514411
    YOU FOUR HEADED FAGGOTS BETTER BE READY TO SCOUR THE ZONE WITH YOUR IMAGINATION

    It's gonna be proper Bo.
    >> Anonymous 05/10/09(Sun)03:07 No.4514620
         File :1241939249.jpg-(73 KB, 528x643, Wolf.jpg)
    73 KB
    It's funny finding this thread after having started playing Clear Sky.

    I wish you gents working on the system the best of luck. I'd certainly love to do some PnP style Stalkin' sometime.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)03:07 No.4514625
    Repairing system introduced...
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)03:11 No.4514654
    >>4514620

    Clear sky is not so good, my good man. The real stalker is Shadow of Chernobyl.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)03:13 No.4514667
    >>4514625
    And still being worked on by our top notch team of experts.

    >>4514654
    ssshhh don't tell shane he'll rage
    >> Clay !!0ppnsHyVeRC 05/10/09(Sun)03:14 No.4514669
    GOOHS member here, asking for some input.

    How would you suggest we implement weapon degradation?
    For every time you fire the weapon (not per bullet fired)?
    Per bullet fired?
    Per combat?
    Per day?

    IMO, rolling say, 1d3, after every time the weapon is fired and subtracting that number from the weapon's condition would work.

    Say a pistol has 50/50 condition. Fire it at a bandit (however many bullets are fired as dictated in the ruleset), roll 1d3 to check how much it degraded, subtract that raw number from the condition, then roll accuracy checks, then damage.

    Thoughts?
    >> Clay !!0ppnsHyVeRC 05/10/09(Sun)03:24 No.4514747
    >>4514669

    Might need to add more:

    Rolling a 3 on the degradation check would reduce the condition to 47/50, resulting in 94% condition.

    Just thought I'd clarify.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)03:28 No.4514767
    >>4514669

    The degradation will be too fast. The amount of damage should get evaluated at the end of combat, by rolling a d4, as the DM said

    1=15% degradation
    2=10
    3=5
    1=0, weapon intact

    this per-cent value will get subtracted from the weapon's condition. The % value also means that the weapon can never be utterly destroyed. Of course, if you roll a 4 your weapon's condition would go from 100 to 75, if we take that it's max condition is 100.

    Next time, rolling a 4 again will subtract 25% of that 75 left, which is 18.75=19. So total condition would be 56 etc
    >> Anonymous 05/10/09(Sun)03:29 No.4514771
         File :1241940583.jpg-(385 KB, 727x746, Marked One Flannel1.jpg)
    385 KB
    >>4514654

    I'll decide that for myself. Personally, I'm liking what I've played so far.

    That said, I love SoC to pieces. The mods for it are made of win and god.

    >>4514669

    Sounds clunky to be rolling degradation like that. Stalker's degredation system is *hugely* exagerated simply because unless you're lugging around something like a first-generation M16, the average firearm will only jam after several thousand rounds (without cleaning).

    I'd say "Per day" and/or modified by what you've been lugging it through. Dropping your gun in mud or a Jelly anomaly will not do it terribly many favors.
    >> Clay !!0ppnsHyVeRC 05/10/09(Sun)03:30 No.4514774
    >>4514767

    I just don't think firing one bullet should have a chance of degrading a weapon more than a machine gun that fired 500 in a single fight.
    >> Anonymous 05/10/09(Sun)03:33 No.4514793
    >>4514669
    If you have to roll each time its fired, and you are in a prolonged firefight that pasts several rounds, you could really fuck up your gun in a short period of time. That might be what you're aiming for, mechanics wise.

    What about if you roll for degredation after each 'encounter' your gun is used in?
    Granted a few warning shots at a mutant pig would then have the same chance to degrade as an hour long firefight would, which is unrealistic...

    I suppose you could base degradation off time used, as opposed to number of times used, therefore prolonged use (hour long firefight clearing out an urban area) would cause your gun to degrade a lot more than a few warning shots.
    >> Anonymous 05/10/09(Sun)03:35 No.4514813
    >>4514771
    >>That said, I love SoC to pieces.
    >>The mods for it are made of win and god.

    Care to list a few good ones? I reinstalled SoC a few days ago, and after I finally beat it, I'd be interested to see what else is available, mod wise
    >> Clay !!0ppnsHyVeRC 05/10/09(Sun)03:42 No.4514867
    >>4514793

    Hmm. We could give guns high condition numbers and try to compensate for that.

    Game-wise I guess, firing a pistol a few hundred times would fuck it up. What if we give pistols 200/200 and keep the 1d3? That way it would take several reloads to really mess it up.
    >> Anonymous 05/10/09(Sun)04:09 No.4515069
    wtf is this?
    >> Anonymous 05/10/09(Sun)04:13 No.4515090
    I thought Stalker was terrible, to be honest.
    >> Anonymous 05/10/09(Sun)04:19 No.4515145
    >>4514867
    with 200 hp for the gun and a max of 3 degradation each time its used/shot, yeah it would take a long time to wear it out, and very few people, i think, would let their gun get to 25 hp, let alone 0. People would just spend spare time cleaning and fixing their gun every spare chance they get to keep it topped up and in good condition. If so, then the whole degradation thing is just a bit of wankery that serves little purpose aside from making players state they are cleaning their gun and roll a skill check vs.
    Much like eating in DnD, when you are on a mission in the woods, few groups go through the rigmarole of hunting a rabbit, skinning and gutting it, cooking it and eating it. Its just implied or assumed that this happens.

    You'll want to be careful of introducing too much bookkeeping, but you could have stages of degradation and at each stage you have a lesser effect and a chance for some fuck up to happen

    200/200 no problems

    150/200 less damages, less range, small chance to jam

    100/200 as above, small chance to misfire/not fire at all

    50/200 gun is crap, battered, low stats and high chance of jamming/misfiring

    10/200 gun is likely to explode in your face if you use t.

    My thinking with this is unless you have negative effects present during the journey of degradation, people will wait until the gun is at 1/200 then go to town and repair it. It'd be more realistic if there were constant effects along the way.
    of course I know fuck all about guns, so I don't know how realistic the effects I've listed are.
    Also you might have something like this planned already.

    Very excited to see where you guys are going with this...are you the lot using modified SLA rules?
    >> Anonymous 05/10/09(Sun)04:21 No.4515163
    >>4515090
    Get out of here, Stalk-Oh, nevermind.

    Hey thanks for sharing your opinion with us. It added so much to the thread's content. Why the fuck do we care you don't like it?
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)04:56 No.4515464
    The framework is done, we're doing a playtest later. Agouri is going to make a pretty cover and stuff. :3 And me and another guy in the group are fixing grammar and factual errors. (inb4 >me and another guy >grammar)
    >> Anonymous 05/10/09(Sun)05:27 No.4515665
    Sorry to be a dumbass newfag, but what is GOOHS? Google does nothing.
    >> Anonymous 05/10/09(Sun)05:28 No.4515668
    >>4515665
    Wow, just got it. Get out of... yeah.
    >> Anonymous 05/10/09(Sun)05:34 No.4515704
         File :1241948091.jpg-(18 KB, 350x263, GETTA ROBOT.jpg)
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    Stalk out of here, Getter.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)05:34 No.4515705
    >>4515668

    :D
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)05:40 No.4515751
    >>4515665
    Steam group made back when Stalker got its first huge popularity explosion so /v/irgins could keep in touch while exploring the Zone. Not much Stalkan now, but it's still a nice group, I guess.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)06:09 No.4515900
         File :1241950156.jpg-(219 KB, 1279x1023, cover.jpg)
    219 KB
    Cover so far, need to undergo huge edits
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)07:24 No.4516211
         File :1241954648.jpg-(138 KB, 595x842, stalkanrpg.jpg)
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    Looking good there, cover

    WITH THE INVALUABLE HELP OF VAHO to make the letters look good. Now the ruleset has a cover.
    >> Anonymous 05/10/09(Sun)07:39 No.4516250
    How about instead of calculating percentage per shot, you simply tally up how much ammo you've gone through and calculate in bulk when you are not in an immediate firefight.
    >> Anonymous 05/10/09(Sun)07:40 No.4516254
    >>4516211
    SO CASH etc.
    Nice to see /tg/ can still get shit done...on occasion.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)07:48 No.4516288
    http://rapidshare.com/files/231253795/STALKER_RULES.doc

    Here's the fixed ruleset so far. Still working on it. Now fixing the wrong caliber values, adding price and weight to weapons and replacing clip with magazine.

    Anyone willing to help with the prices?
    >> Anonymous 05/10/09(Sun)07:50 No.4516294
    >>4516288
    May i suggest just grabbing the prices out of Clear Sky, or maybe just adjusting them slightly, as Clear Sky was a bit crazy with money.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)07:51 No.4516295
    >>4516250

    Yeah, we ended up choosing something like that. Weapon damage calculated at the end of each combat. Still a bit innacurate (if your roll is good you might've shot a thousand rounds but your weapon somehow remained intact) but it will spare us useless technicalities.

    Now, let me paste the weapon list so we can set the prices
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)07:59 No.4516334
    >>4516294

    I've only briefly played Clear Sky, i wouldn't know what the prices are, kind sir. Could you, perhaps, enlighten me?

    Oh and the prices need to be in accordance of the 100 roubels we get from the start. Good guns should cost, i dunno, 10.000-15.000 roubles?

    anyway, let me paste, let me paste
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)08:17 No.4516386
    Sorry for the holdup, it seems that i have the outdated file with the wrong calibres. Excuse that. Starting with pistols:

    1)PMm
    16 clip – 4 bullets/turn
    Damage – 1D20 + 2
    Accuracy – 1D20 + 2
    Range (per square) – Minus 4 after 2 squares

    2)Walker P9m
    16 clip – 4 bullets/turn
    Damage – 1D20 + 4
    Accuracy – 1D20 + 4
    Range (per square) – Minus 3 after 2 squares.

    3)PB1 Noiseless (silencer permanent)
    10 clip – 4 bullets/turn
    Damage – 1D20 + 2
    Accuracy – 1D20 +2
    Range (per square) – Minus 4 after 2 squares.

    4)SIP- M200
    12 clip – 4 bullets/turn
    Damage – 1D20 + 6
    Accuracy – 1D20 + 6
    Range (per square) – Minus 3 after 2 squares.

    5)Kora 919
    12 clip – 3 bullets/turn
    Damage – 1D20 + 6
    Accuracy – 1D20 + 6
    Range (per square) – Minus 2 after 2 squares.

    6)Fort 12 –mk2 (.45 rounds)
    10 clip – 3 bullets/turn
    Damage – 1D20 + 8
    Accuracy – 1D20 + 8
    Range (per square) – Minus 3 after 2 squares.


    7)UDP Compact (.45 rounds)
    16 clip – 4 bullets/turn
    Damage – 3D10 + 3
    Accuracy – 1D20 + 8
    Range (per square) – Minus 2 after 2 squares.

    8)Black Kite (5.45mm)
    8 clip – 2 bullets/turn
    Damage – 2D20 + 3
    Accuracy – 1D20 + 6
    Range (per square) – Minus 4 after 2 squares.

    9)Dragonfly (.45 rounds)
    12 clip – 4 bullets/turn
    Damage – 2D20 + 8
    Accuracy – 1D20 + 8
    Range (per square) – Minus 2 after 2 squares.

    Feel free to suggest prices, i will add mine in my next post.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)08:35 No.4516469
    Let's see now...

    1)Standard PMM. Probably the one we'll be equipped with at the start or the first thing we're gonna buy/find. And judging by the fact that we're gonna start with 100 rubles each, i say the cost be 500. Not too easy to get a second one or get rich by selling it.

    2) More powerful, smaller penalty outside the short range. Still not too powerful. 900 rubles

    3)Smaller clip, same damage as the pmm, but silenced. 750 rubels

    4)The lovable SIP. Slighly smaller clip, very strong and compact, so i guess it'll have a higher max condition. 1500 rubels

    5)The out-dated Kora. Slower than the SIP. 1300 rubles

    6)The fort-12. Slightly smaller clip, a bit slower, XBOXHUEG damage and accuracy. 2300 RU

    7)The UDP-Compact. Modern, versatile, a lot of damage AND accuracy. 3500 RU

    8) Small clip, strong damage, accuracy like the small-level pistols. 3000 RU

    9) Dragonfly. A lot of damage, good accuracy and a moderate clip. 3300 RU
    >> Anonymous 05/10/09(Sun)08:43 No.4516502
    >>4516334
    The pricing system in Clear Sky varies greatly dependant upon your reputation, which faction the trader is from, which faction you belong to where that trader is and the kind of weapons he sells. So in hindsight, maybe it wouldnt work so well. But maybe don't take the prices from SoC as everythings batshit cheap.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)08:48 No.4516532
    >>4516502

    true.dat
    I guess we'll have to use some kind of modifier that affects the price according to how much the trader likes you
    >> Anonymous 05/10/09(Sun)08:54 No.4516562
    >>4516532
    Up/down in 2% increments dependant upon your reputation and faction alliance?
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)08:55 No.4516566
    >>4516562

    I was thinking of 10/20% but anyway, we dont wanna become overpowered. a 2%-5% could work
    >> Anonymous 05/10/09(Sun)09:16 No.4516693
    bump
    >> northern /k/ommando 05/10/09(Sun)09:19 No.4516710
    hmm i wonder if it could be interesting if you used DH rules for the stalki`n.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)09:36 No.4516786
    Ok, pricing the shotguns. I got the the corrected calibers in the guns to follow too.

    Shotguns (Buckshot shells):

    1)Sawnoff
    2 magazine – 2 bullets/turn
    Damage – 2D20 + 10 (-10 after 2 squares)
    Accuracy – 1D20 + 2
    Range (per square) – Minus 3 after 1 square, minus 10 after three squares.

    2)Hunting Rifle
    2 magazine – 1 bullets/turn
    Damage – 2D20 + 5 (-10 after 3 squares)
    Accuracy – 1D20 + 6
    Range (per square) – Minus 3 after 2 squares, minus 10 after three squares.

    3)Winchester
    6 magazine – 2 bullets/turn
    Damage – 2D20 + 15 (-10 after 2 squares)
    Accuracy – 1D20 + 4
    Range (per square) – Minus 3 after 2 squares, minus 9 after three squares.

    4)TOZ
    2 magazine – 2 bullets/turn
    Damage – 2D20 + 20 (-10 after 1 square)
    Accuracy – 1D20 + 8
    Range (per square) – Minus 3 after 2 squares, minus 7 after three squares.

    5)SPAS-12
    8 magazine – 2 bullets/turn
    Damage – 2D20 + 25 (-10 after 1 square)
    Accuracy – 1D20 +8
    Range (per Square) Minus 2 after 2 squares, minus 7 after three squares.

    And the prices would be...
    >> Anonymous 05/10/09(Sun)09:36 No.4516789
    http://stalker.wikia.com/wiki/Weapons

    Has prices for a lot of the weapons. Also has some game info.
    >> Anonymous 05/10/09(Sun)09:41 No.4516813
         File :1241962911.png-(1.38 MB, 927x1199, stalker2.png)
    1.38 MB
    Agouri is a faggot, here's a 109 DPI cover (his is 72).
    >> Anonymous 05/10/09(Sun)09:42 No.4516817
    >>4516813
    Also, it's Letter size instead of A4.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)09:51 No.4516852
    >>4516813

    Was ready to post that you idort :\/
    Taking a closer look on the prices...
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:01 No.4516893
    >>4516786

    Let's see now...

    1) The good ol' sawn off. We'll be probably using this one as our first main weapon. High damage but low accuracy and easy to break. 2200 RU

    2)Hunting rifle. Not as much damage as the sawn off, but it's still a lot. better accuracy and probably max condition. Higher range. 10500 RU, possibly more RU. it's kinda overpowered, i'll need to ask teh dm

    3)Winchester. HUGE damage, a tad smaller accuracy, same range. Just for the damage, 13500 RU

    4)XBOXHUEG damage, good accuracy, range kinda the same. 16000 RU

    5)Large magazine, EVEN MORE XBOXHUEG damage, good accuracy and range, for a shotgun. One of the most rare and powerful guns in the game. 21000 RU

    Time for the submachine guns
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:07 No.4516923
    This should be quick.

    AKM 74/u (5.45mm)
    30 magazine – 5 bullets/turn
    Damage – 1D20 + 7
    Accuracy – 1D20 + 7
    Range (per square) – Minus 3 after 2 squares.

    MP5 (9x19 Parabellum)
    30 magazine – 7 bullets/turn
    Damage – 1D20 + 6
    Accuracy – 1D20 + 8
    Range (per square) – Minus 3 after 2 squares.

    Practical 30 round magazine for both. The differnce between them is +/-1 in damage and accuracy. Both are good, versatile and accurate. I guess the mp5's max condition would be a bit higher, as the 74/u's will most likely be pre-looted by the military in the zone, so they'll be used.

    4500 for the 74/u, 5000 for the mp5
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:08 No.4516930
    I see no posts other than mine and i take it that you agree with the pricing. Moving on to assault rifles:

    AKM 74/2 (5.45mm)
    30 magazine – 6 bullets/turn
    Damage – 2D20 + 2
    Accuracy – 1D20 + 4
    Range (per square) – Minus 4 after 3 squares.

    Abakan (5.45mm)
    30 magazine – 6 bullets/turn
    Damage – 2D20 + 6
    Accuracy – 1D20 + 7
    Range (per square) – Minus 3 after 3 squares.

    SG1 5K (5.56mm)
    30 magazine – 6 bullets/turn
    Damage – 2D20 + 4
    Accuracy – 1D20 + 10
    Range (per square) – Minus 6 after 4 squares.

    GP 37 (5.56)
    30 clip – 8 bullets/turn
    Damage – 2D20 + 8
    Accuracy – 1D20 + 9
    Range (per square) – Minus 4 after 3 squares.

    Groza (9x39) + Grenade Launcher
    20 magazine – 5 bullets/turn
    Damage – 2D20 + 15
    Accuracy – 1D20 + 6
    Range (per square) – Minus 6 after 4 squares.

    TRS301 (5.56)
    30 magazine – 6 bullets/turn
    Damage – 2D20 + 15
    Accuracy – 1D20 + 10
    Range (per square) – Minus 4 after 4 squares.

    AS Val Special Assault Rifle (9x39mm)
    20 magazine – 5 bullets/turn
    Damage – 2D20 + 18
    Accuracy – 1D20 + 12
    Range (per square) – Minus 3 after 4 squares.
    >> Anonymous 05/10/09(Sun)10:08 No.4516934
    >>4516923
    >MP5 being more accurate than an AK

    FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:16 No.4516961
    >>4516934

    It's... It's innacurate? D:
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:19 No.4516978
    >>4516934

    Ok, a gun-nut agreed. changing accuracy of the mp5 to 1d20+7 and the 74/u's to 1d20+8

    Assault rifles prican time
    >> Anonymous 05/10/09(Sun)10:29 No.4517027
    >>4516934
    >DEEEEEEEEEEEEEEEEEEEEEERRRRRRRRR-
    Russian designed guns have loose tolerances which make them inaccurate but very reliable.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:38 No.4517071
    Ok let's see.

    1)AKM 74/2. Good damage, sturdy and accurate gun. We'll probably stick with for a long time. 6200 RU

    2)Abakan. military's weapon of choice, so i guess we'll have a lot of these, price should be a bit low so we dont become ULTRARICH. Good damage and great accuracy. 8000 RU

    3)Very accurate, slightly lowered damage. still more than 2d20. 9500 RU

    4) Higher firerate, awesome damage and accuracy. I guess there are gonna be some penalties in the condition of the gun. 12500 RU.

    5)The groza. Huge damage, lower accuracy but still... Max condition penalties due to weird design. 14500 RU

    6) TRS301: Rare, powerful and dangerous. We wont have access to many of those. 17000 RU

    7) The overkill. Huge damage, great accuracy, high range. How are you supposed to keep the game challenging if your players have THIS? 21000 RU
    >> Anonymous 05/10/09(Sun)10:40 No.4517083
    >>4516250
    Better idea. Make a 1d6 "condition check" when the gun is fired. A 3 or lower means the gun jams. Reliable weapons get up to a +2, while crappy ones get up to -2.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:42 No.4517100
    SNIPER RIFLES!

    L85 (5.56mm)
    6 magazine – 2 bullets/turn
    Damage – 2D20 + 6
    Accuracy – 1D20 + 8
    Range (per square) – Minus 6 after 4 squares. Minus 10 within three squares.

    Vintorez (9x39) + unbreakable silencer
    10 magazine – 3 bullets/turn
    Damage – 2D20 + 9
    Accuracy – 1D20 + 12
    Range (per square) – Minus 8 after 5 squares. Minus 10 within three squares.
    Dragunov SVD (7.62x54)
    10 magazine – 3 bullets/turn
    Damage – 3D20
    Accuracy – 1D20 + 16
    Range (per square) – Minus 8 after 5 squares. Minus 10 within 3 squares.

    1)L85. Most accessible one. Accurate and not overpowered. 15.000 RU

    2) Vintorez. With the built-in silencer. 3-fucking-d20, and a great accuracy rating. 20.000 RU

    3) The draguuuuuuuuuunovvvvvvv. Same damage as the vintorez, not silenced but more accurate. 21.000 RU

    Finally, da heavy weapons
    >> Anonymous 05/10/09(Sun)10:43 No.4517101
    Can someone post an updated version of the ruleset? The one on RS was removed.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:48 No.4517128
    >>4517083

    Clay would agree, i'll forward this to the gm. Seems fast enough to not disturb game flow
    >> Anonymous 05/10/09(Sun)10:50 No.4517133
    >>4517128
    What are the base mechanics? I had a system set up for another homebrew that I was working on that had degrading weapons incorporated right into the to-hit/ damage roll.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)10:54 No.4517150
    >>4517101

    Uploading now. Sorry for removing it, but it was out-dated

    Anyway, here are the heavy weapon prices

    RG-6 Grenade Launcher (VOG Grenades)
    6 magazine – 2 bullets/turn
    Damage – 3D20 + 20
    Accuracy – 1D20 +8
    Range – Cannot fire more than 4 squares. Minus 20 after 3 squares.

    RPG 7/U
    1 magazine – 1 bullet/turn
    Damage – 3D20 +20
    Accuracy – 1D20+15
    Range – Minus 20 after 3 squares. Minus 10 against helicopters. Characters within 1 square of blast are injured 10hp.

    Gauss Gun
    1 magazine – 1 bullet/turn
    Damage 3D20 + 20
    Accuracy – 1D20+15
    Range – Minus 10 after 2 squares.

    1) Grenade launcher. Huge damage and good accuracy, but restricted range. And, since all heavy weapons are rare, 24.000 RU

    2) The rocket lawnchair. Rare ammo, rare gun, HUGE fucking damage. Will most probably kill anything in a single shot. 32.000 RU

    3) The gauss rifle. I say fuck you, bandit robber, the gauss gun is now mine. By far the best gun in the game. Good luck finding ammo for it though. Or even paying for it. 41.000 RU
    >> Anonymous 05/10/09(Sun)11:01 No.4517174
    >>4517150
    No LMG's? Perhaps throw in an RPK or an RPD?
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)11:02 No.4517181
    >>4517133

    We really haven't agreed yet. We ended up adding so much content and fixing the system so much that we decided to actually modify the game mechanics a bit ourselves. So it's still not finished.

    as far as i'm aware, we'll probably go for after-shot checks for degradation or after-combat checks for damage to the weapon.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)11:03 No.4517185
    Oh, sorry, i forgot

    To the annon that requested it:

    ¨http://rapidshare.com/files/231371865/rules.doc
    >> Anonymous 05/10/09(Sun)11:56 No.4517477
    Bumpan this shit before bed.
    >> Anonymous 05/10/09(Sun)12:52 No.4517790
    bumpety bump
    >> Anonymous 05/10/09(Sun)13:00 No.4517829
    Bumpan for interest from the stalker 4chon mod
    >> Anonymous 05/10/09(Sun)13:06 No.4517866
    Bumping to plug my own STALKER system. And to also support anybody taking the time to make a system for this great game.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)13:09 No.4517882
    >>4516710
    Someone suggested adapting the Shadowrun rules, but we're doing our own thing instead.
    >> Anonymous 05/10/09(Sun)13:27 No.4518029
    mother of god i didn't thought /tg/ could do something as this...
    >> The Shadow 05/10/09(Sun)13:31 No.4518058
    I'm surprised no one's posted that bizarre Stalker fanfic.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)13:33 No.4518076
    >>4518029
    [spoiler]This isn't /tg/, this is GET OUT OF HERE STALKER.[/spoiler]

    inb4 spoiler tags don't work on /tg/
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)16:13 No.4519194
    >>4517882

    That was me.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)16:27 No.4519297
    Starting the test game right now.

    This is the final version for today:

    http://rapidshare.com/files/231477075/stalkerRPG.rar
    >> Anonymous 05/10/09(Sun)17:16 No.4519720
    The whole "AKs are stupid inaccurate" is not totally true. Compared to other assault rifles, yeah its not as accurate, but unless that AK came from a somalian shithole and has got shit and dirt all up in it, its still gonna be more accurate than an mp5 which is just a submachinegun. An AK that is properly maintained is a decent gun.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)18:08 No.4520089
    Sure is firing a weapon is fucking stupid right now. Can't hit people 10 feet away. Everyone make knoif chars. There you go.
    >> Anonymous 05/10/09(Sun)18:11 No.4520111
    >>4519720 just a submachinegun

    You've never used a firearm before, have you?
    >> Anonymous 05/10/09(Sun)18:13 No.4520128
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    >>4519720

    >AK
    >assault rifle
    >> Anonymous 05/10/09(Sun)18:15 No.4520138
    >>4520128

    Are you honestly trying to say it's not?

    What a lazy troll. 1/10.
    >> Anonymous 05/10/09(Sun)18:16 No.4520142
    >>4520128
    No, son. Wrong context. In this one, an AK is, in fact, an assault rifle (intermediate cartridge, capable of automatic fire, large detachable magazine). There was plenty of stupid in that post, but you missed it.
    >> Totallynotsamefag !!PwrhihocaUN 05/10/09(Sun)18:17 No.4520151
    >>4519297
    inviting any fa/tg/uys to it? :D
    >> Anonymous 05/10/09(Sun)18:21 No.4520172
    >>4520128
    I fail to see the funny.

    >>4519720
    Well ok then. But as a person who has been in the army and has fired an AK, I can tell you that it's not that accurate.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)18:22 No.4520177
    >>4520151

    We have 7 people in here. It's taking awhile. so far the only thing worth using is a knoif. range penalties are fucking stupid right now.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)18:24 No.4520198
    Oh yea. Agouri died. I'm going to dual wield his pistol while using his body as cover.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)18:36 No.4520255
    >>4520198

    This just in: This plan works splendidly. Shit is cash. Dual PMM with a dead body shield.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)18:42 No.4520293
    Yeah. Game is boring so far. 7 people inside are far too many

    ZE NEWFAGS HAVE TO BE CLEANSED!

    >>4520151
    Well, we're playtesting right now, not doing much. Would be awesome if we actually managed to organise a /tg/ group though
    >> Anonymous 05/10/09(Sun)18:45 No.4520322
    How are you guys handling the anomalies, in terms of description, interaction and effects in game?
    It seems a bit dry for the GM to tell you you see a ripple in the air ahead, and you walk around it (like in the game).
    How are you making them something to be feared?
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)18:46 No.4520330
    >>4520293

    it's only boring for you since you rushed in and died.

    Your body provided me with a gun, ammo, and cover

    I'm using your body as a shield as i dual wield and kill people. I plan on tossing you at a bandit then running up and knoifing them.
    >> Agouri !!Q+SCob6iFc6 05/10/09(Sun)19:03 No.4520421
    >>4520330

    i was fixing the .doc, to be honest, didn't pay much attention to the game itself until i heard the "lol you dead"

    Also, we haven't done anything with artefacts yet. Combat mechanics seem to be working out good
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)19:03 No.4520423
    Okay we killed the bandits. Now we're fighting 2x bloodsucker, 1x controller

    This should be fun with dual sawnoffs.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)19:21 No.4520540
    We're playing right now, there are some kinks to work out.

    USING AGOURI AS COVER
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)19:28 No.4520602
    Ho ho ho. 2(4d20+20) damage on this bloodsucker from behind. Point blank shot with dual sawnoffs. 152 damage on him.
    >> Clay !!1M+IYUP1rCP 05/10/09(Sun)19:31 No.4520617
    >>4520423

    Dual sawnoffs? You'd break your wrists. That should be impossible.

    Knives need to be nerfed. 4d20 + 20 damage against mutants? Instant kills for bandits? Come the fuck on.

    And the range penalties need to be changed completely. Since a square = 5 feet now, having a -4 penalty for two squares when you wield a pistol is retarded.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)19:33 No.4520635
    >>4520617
    DM fiat. He said it was alright with my high STR.
    >> Clay !!1M+IYUP1rCP 05/10/09(Sun)19:35 No.4520652
    >>4520635

    I DO NOT THINK YOU KNOW HOW MUCH SHOTGUNS KICK

    Besides, this can be one of those kinks we iron out. Since that is silly.

    Personally, I don't think dual-wielding should be allowed because of how bad your aim would be.
    >> Anonymous 05/10/09(Sun)19:35 No.4520656
    So are you basing this off 4e?
    >> Clay !!1M+IYUP1rCP 05/10/09(Sun)19:36 No.4520666
    >>4520656

    We're... trying to. It's weird, really.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)19:37 No.4520681
    >>4520652
    We are applying penalties to dual wielding.
    >> Clay !!1M+IYUP1rCP 05/10/09(Sun)19:38 No.4520691
    >>4520681

    BROKEN WRIST PENALTY.
    >> Anonymous 05/10/09(Sun)19:39 No.4520697
    >>4520666
    Without casters 3e isn't so bad. Call of Cthulhu worked well except for the whole "levels" thing.

    Speaking of which, does this have levels? It'd seem like an odd notion for a game that relies mostly on gear and skills for prowess, not mass amounts of HP or AC accumulation.

    Unless you're working in transparent levels that only limit the gear you can use?
    >> Anonymous 05/10/09(Sun)19:41 No.4520722
    >>4520697
    Which makes me wonder, wouldn't it be easier just to use nWoD + the new Armory Reloaded with it's new combat options? There are plenty of new rules for broken bones and other complicates, and the WoD system allows for easily handcrafted monsters and such, so you'd basically just be making an "expansion" or "game line" book for STALKER instead of reworking mechanics from scratch.

    Just an opinion, though.
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)19:49 No.4520805
    >>4520722

    This
    >> Anonymous 05/10/09(Sun)19:56 No.4520860
    >>4520805
    Anon from eariler, still working on a good version of my own Stalker pnp. Ruleset is done, just statting monsters and then weapons.
    >> Anonymous 05/10/09(Sun)20:00 No.4520885
         File :1242000035.jpg-(136 KB, 1280x1024, desktopmay09.jpg)
    136 KB
    >>4520805
    The only issue I forsee is a matter of taste when balancing tactical options and narrativism. STALKER lends itself very much to tactics and movement, but WoD gets fuzzy even if they've added a lot of options for more militaristic type engagements.

    The only system I know of that uses minis that I'd adapt for STALKER would be the PnP Fallout rules, but they're not exactly playtested outside of their use in the PC game since it was just a fan project...but I figure the PC game runs itself very much like a tabletop game...so idk.
    >> Anonymous 05/10/09(Sun)20:10 No.4520965
    knives were only bad since the the two guys (me and lop) min maxed the shit out of skills for it. i had 20 agility, 20 endurance, so i could run up, stab, and run behind cover in one turn.
    >> Anonymous 05/10/09(Sun)20:13 No.4520984
    >>4520965
    but they do need to be balanced a bit, since if i had gone with maxing out strength as well, i could have cleared one bandit every round on my own, while still hiding behind cover.
    >> Lopretni !whV/ncw.ZE 05/10/09(Sun)20:22 No.4521051
    >>4520965
    Yeah, I maxed out my Strength and could do massive damage. It won't be as bad in the real game, I drained everything from Charisma because we were just testing two battles.
    >> Anonymous 05/10/09(Sun)20:28 No.4521097
    >>4520885
    I would go with Savage Worlds myself.
    >> Anonymous 05/10/09(Sun)20:36 No.4521162
         File :1242002215.jpg-(3 KB, 120x72, w05.jpg)
    3 KB
    >>4521051
    So are there any rules for botches?

    Also, what is the system like in general? d20 3rd, d20 4th? Or something else?
    >> Anonymous 05/10/09(Sun)20:47 No.4521213
    >>4521162
    lopretni had a critical miss and broke his knife. i'd imagine other stuff would be similar (gun falls apart or jams, friendly fire, etc).
    >> Vasily !LC0Fyyovwo 05/10/09(Sun)22:37 No.4521955
    >>4521162

    For the most part it seems like we've been drawing some things from 3e. Mostly it's like starting from scratch.
    >> Anonymous 05/10/09(Sun)23:43 No.4522469
    >>4520111
    actually yes, i have.

    not a subgun specifically, but have fired hunting rifles some shotguns, pistols, and 1 civie AK

    I'm sure a submachiengun can be accurate, but its still firing a pistol round, only out of a slightly longer barrel that that of an equivalent pistol. Its gonna have more range and accuracy than a pistol, but its not gonna have the range and accuracy of a fullsized assault rifle.



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