"Get out of here, Stalker."
Interest thread is here.
IC thread is here.
While this is still a bit of a WIP, It seemed like there was enough interest to start up this thread. A more descriptive Intro will be up soon and a story section will be added to keep up with what happens in the IC thread. This is where you can post your character sheets and any other OOC information.
S.T.A.L.K.E.R. is a series of video games and books that are loosely based on the classic novel Roadside Picnic and the film Stalker. It's a very grim and gritty setting that puts a heavy focus on survival in a very hostile environment called the Zone. This role play will take place in the game series and is set during Shadow of Chernobyl. The events in Shadow of Chernobyl are planned to run parallel to the plot of the Role play. For example, at some point, the brain scorcher might be shut off and the characters might be able to progress further into the Zone if they so choose to.
The usual factions are involved; Duty, Freedom, Loners, Bandits, Mercenaries, Scientists, and Monolith. Since I'd like to focus on characterization Monolith isn't planned to be a playable choice, but any of the others are open to choose from. This is your chance to live the STALKER dream.
RP Related General Information
This section is basically for all the various things you might need to know for reference. These are lists of mutants, anomalies, and artifacts and the attributes they have in the RP. For the most part they are Lore dictated with a few blanks filled in to make sense. Some things that were cut from the games, such as certain mutants, have been added back in if there was enough information available on them. Artifacts were created using the stats from Shadow of Chernobyl as a base when possible. Some have been altered slightly due to lack of information, non-existence in Shadow of Chernobyl, and changes between games.
Blowouts are emissions from the center of the zone. If it doesn't kill those who don't find shelter, it zombifies them. Anabiotics can be taken before a Blowout to allow one to survive without shelter, but this medicine has side effects.
Likely the first enemy a new Stalker runs into. Blind dogs are, as their name implies, blind. Unfortunately they have a keen sense of smell and excellent hearing. They can instinctively identify and avoid anomalies, radiation, and other invisible dangers in the Zone, and some Stalkers have learned to use this to their advantage. A lone Dog might not be much trouble for a Rookie, but a pack of them can overtake even experienced, well-armed Stalkers. Incredibly numerous. Encountered almost anywhere in the Zone.
Very common. Pigs that have been horribly mutated. The mutation altered their metabolisms, causing them to have a higher healing potential, grow a protective layer of scales and bones, and made their nervous system more complex. They have one enlarged eye that can see in a greater spectrum of light. This same eye also has olfactory receptors, meaning that it can smell with it's eyes. Usually travel in packs of five or six and led by an Alpha. Omnivorous. Will attack Stalkers if desperate, but are not considered very dangerous. They are also edible.
Relatively common. Large mutant boars that are much more aggressive than their relatives outside the Zone. Their hooves have changed in shape to become claw-like and they've grown an extra pair of tusks. They resist radiation well and can spend long periods in heavily irradiated areas. Normally they attack by charging their victims, trying to shred them with their claws or knock them down to gore at them with their tusks. They have extremely thick skulls. Often they travel in groups of two or three and occasionally can be seen leading a group of Flesh. Considered the most dangerous of the original domestic animals of the Zone.
Fairly Common and often seen together with Blind Dogs and occasionally lead their packs. Much more stronger and aggressive. These mutants are descended from wolves and have longer, shaggier fur than Blind Dogs. Very territorial and they do not hesitate to attack. Lunge at their victim and viciously tear into them with their teeth. A serious threat even to well-armed Stalkers. If killed while leading a pack of Blind Dogs, the dogs tend to retreat. Capable of being tamed, though how this happens is unknown. Can be confused with their relative the Psy Dog.
Also known as Hamster, Rat, Jerboa, and Tushkano. Their original species is unknown. It's basically a very large rat. They have large claws, but frail and boney bodies. They are incredibly easy to kill, but tend to appear in large numbers. If there are enough they are capable of swarming a Stalker. They are occasionally encountered in underground areas or basements, but lone ones are sometimes found roaming around certain outside areas of the Zone.
A large Cerberus-like mutant with two heads. It seems to be made up of various animals, with the body and posture of a big cat, the roar of a bear, one face bearing resemblance to a human, and the other some type of feline. Extremely strong and capable of turning over a car, but relies on stealth. Often considered the most deadly known mutant. Capable of leaping incredible distances and moving very fast. Most commonly attacks by leaping onto the victim, then slashing at them. Can and will use cat-like hunting habits. While thankfully these mutants are quite rare, they are nocturnal and most likely encountered at night.
A dog-sized, mutated feline believed to be a wild cat or a domestic house cat species. Has a pair of fang-like glands on the side of it's mouth that's used for attacking alongside its fangs. Attacks by biting and clawing it's victim in a hit-and-run fashion. Quite fast and stealthy, but easy to bring down if equipped well. Sometimes seen traveling in pairs.
Resembles a white furred Psuedodog. The difference between the two mutants is that Psy Dogs have the ability to affect human minds. They create perfect illusions of themselves, and it's generally impossible to tell which dog is the real one. Shooting or damaging a fake dog causes that one to disappear, but typically another copy is created soon after. A sign that one is near a Psy Dog is the ringing tinnitus from the psy-emission it generates, similar to a Controller. Most often these are found in the Red Forest, but they are occasionally seen among Pseudodogs and Blind Dog packs. They tend to avoid main roads.
Supposedly an extremely strong, mutated horse. Not much is known about these mutants as they haven't been documented and their existence is based around stories that Stalkers tell each other. One such story is of a man who tamed one and rode it throughout the Zone, as it apparently had the ability to sniff out artifacts and anomalies.
Said to be the only birds left living in the Zone. They aren't physically mutated, yet they seem to be capable of detecting gravitational disturbances, radiation levels, anomalies, and avoiding all three of these. Various theories exist on how they're capable of this, but most point towards a specialized part of their brains. They pose no threat and are seen everywhere. Often they die in droves during an Emission.
Also known as Recruits among the Military. A horribly mutated human soldier or Stalker. Wears the tattered remains of his uniform and a GP-5 gas mask. Exposure to Radiation and anomalies destroyed it's humanity, leaving behind a mutant with a predatory instinct. It's quite similar to a human in shape with no drastic changes to it's shape. Despite it's damaged appearance, it has incredibly powerful muscles and reflexes and a great sense of smell, but poor eyesight. It is unable to stand and only moves on all fours. It's capable of making long leaps to attack it's victim, then kicking them with it's feet. Communicates by growling and often travels in groups. Fairly common, and is considered the most common humanoid mutant.
Fairly rare mutant more likely to be seen the closer you get to the center of the Zone. Resembles a human with a disproportionately large head. They are highly intelligent, with a good perception and the ability to control the behavior of less developed organisms. Particularly powerful ones can control a human's mind, even making . They are capable of communicating to Stalkers using telepathy. Feared by Stalkers, even experienced ones. It's said they can make it seem as if you are surrounded by friends, only to really be surrounded by Zombies, or that you are walking on a pathway when you are about to fall off a cliff. Physically they are weak. They generate a small psy-field that affects the victim in various ways as it slowly causes them to lose their mind. It's harder to concentrate, shaking, ringing in the ears, blurry vision, sweating, and paranoia are some of the things that occur. They are also capable of launching bolts of psychic energy at the victim, but only if the Controller has them in it's line of sight. These energy bolts seem to fry the victims brain and a strong one, or enough of them, can kill or even zombify their victims. A lingering headache and ringing in the ears signifies their presence.
A type of rare mutant found in deeper areas of the Zone. Particularly underground or in buildings, but they're also prevalent in swampy areas as well. They're humanoid, with a hunched stance and mouth surrounded by several tentacles used for feeding on blood. A semi-legendary mutant used by Stalkers as a symbol of dangers in the Zone. Very few who encounter a Bloodsucker live to tell the tale. They often reside in lairs which they use to rest and store their kills. A village full of Bloodsuckers exists not too far away from Rostok and most Stalkers, even experienced ones, know to stay far away from it. They sleep lightly while standing up. Incredibly strong. Possess sharp claws used to attack their prey. They have the ability to become almost invisible thanks to their optic camouflage. They tend to go invisible when discovering prey, then become visible as they are about to attack. They have thick skin and are very durable. If they sense that their prey is weak, they tend to lunge at them and attempt to bite into the victims neck to get at the blood. If there are a lot of bloodless bodies around, chances are there's also a Bloodsucker not far off. A rarer species of Bloodsucker lives in the swamps. It's method of hunting and attacking are distinctly different. It singles out a target, jumps out and pins them to the ground, then leaps away with it's victim.
Occasionally called Yoda by some western Stalkers. Thought to be the results of genetic experiments on criminals. Afraid of bright light and most often found in underground areas, particularly labs. Can be mistaken for bandits at long ranges due to their tendency to wear trench coats. Capable of paralyzing a victim and tearing their weapons away with their minds. Also able to send out a psychic shock wave that causes brain damage. Commonly travel in pairs. Flashlights are thought to repel them when shined towards them. Burers are able to put up a telekinetic shield that can stop even bullets from harming them. Curiously, they can mimic voices, though the only recorded instance of this happen was one copying the sound of a crying child. These mutants are rare and hardly ever encountered on the surface.
These mutants appear as a ball of electricity until killed.They reveal themselves to be a strange, legless humanoid upon death, however some Stalkers insist they are truly ghosts. Quite deceiving, as they don't appear threatening at first, and often are mistaken for a type of anomaly. They are capable of telekinesis and attack with anything laying around, be it boxes, barrels, discarded weapons, or scrap. If it can be thrown, the poltergeist will throw it. Their threat is dependent on the type of junk laying around. Killing one is extremely difficult, and most Stalkers agree that it is better to just dodge the thrown objects and get out of the area. That is, unless the Poltergeist has blocked off their escape. They are able to block off paths with a psychic wall or even jam a door with their telekinesis. Often they're found in underground labs, but some have been spotted in clusters on the surface.
Similar to the Poltergeist in many respects. Instead of appearing as a ball of lightning, these look like a heat haze surrounded by the glow of fire. On death they explode in a mess of gore and fire, but are just as hard to kill as their cousins. Their only attack is by spawning pillars of fire similar to Burner anomalies. They are capable of telekinesis, but only use it to block a victims path and trap them so they can burn them alive. They don't throw objects about like the Poltergeist. Pyrogeists tend to stick to the same areas as Poltergeist, but some are attracted to fire based anomaly fields.
Also known as Fracture. A mutated human that appears to have been a civilian. It walks on all fours and one arm is much longer than it's other limbs. They aren't aggressive and tend to avoid attacking unless one gets too close. When they do attack they let out zombified moans and use their long arm both to block themselves and to lash out at the target. They seem to get along with Snorks. Fairly rare and not seen very often. Fairly creepy, but not considered much of a threat.
One of the most fearsome mutants in the Zone, and thankfully one of the rarest. It's incredibly strong and resilient, resembling a massive, raindrop shaped torso with large limbs that serve as both arms and legs. It's able to weigh up to two tons. They look clumsy, but are capable of moving very fast if needed, with each of it's steps making the ground quake due to their weight. Their bones are hard as steel, and it's skull is about ten centimeters thick. It's capable of creating shock waves by stomping the ground, knocking victims off balance. It likes to grab it's victim with one of its muscled arms and slam them around, even throw them. They emit large amounts of radiation, enough to cause radiation poisoning just by getting in range of it's attacks. When killed the radiation persists. They are able to survive gun fire and even rocket launchers do little damage to them. Luckily they are more territorial than offensive and typically don't pursue their target more than a short distance. If it is somehow wounded, it has even been seen to retreat. Often they are found in the underground, particularly in labs, but some have been reported on the surface and in the ground floors of buildings. Stalkers go through great lengths to avoid this creature.
The most common type of zombie encountered. They are most often made by the Psi Fields given off by psi emitters, in particular the one known as the Brain Scorcher. When exposed to these Psi emissions for a long enough time it causes irreversible damage to higher functions of their brain. All Stalkers of all factions, except those from Monolith, can become zombified. Another way Zombies are made is by Controllers. Over time, Controllers can make it's victims lose control of their brains until they become zombified. Zombies typically rely on whatever remains of their instincts, namely, hunting and feeding. They also seem to retain their skills to operate some firearms, though very poorly as they don't have the higher functions needed to aim. Eventually their brain functions will deteriorate to the point where they won't even be able to hold their weapons. While they aren't capable of coherent speech, if one listens they can be heard murmuring phrases. It seems they also have some self preservation left as well, as they dislike the cold and can be seen sitting around fires mumbling to themselves in groups. Often found in the vicinity of Controllers or some type of Psi Emitter and after Blowouts. They only attack if someone gets too close to them.
These are civilians and degenerated Stalker zombies. They tend to be barefoot and wear tattered clothing. When provoked by a loud noise or by being attacked, they raise an arm in that direction and stumble rapidly towards its target. Their ghastly moans can be unnerving, but it isn't considered to be very dangerous to a Stalker with even the basic equipment. The only function left of their brain is the basic instinct of finding and eating food. It can no longer operate weapons and the only attack it's capable of is trying to bite and claw at their victim. Sometimes they appear to fake death. If a Stalker brings it down and goes to loot its body, it might reach out and attack. The most dangerous thing about them is that they are virtually soaked in radiation and toxic waste due to their tendency to eat and drink anything they can get their hands on. These Zombies are not encountered often, but are somewhat more common in areas that were once populated by civilians.
Burner: Can be hard to see and only revealed by a faint heat haze. When triggered erupts into a pillar of flame, burning anything nearby. Often found in clusters and near other anomaly types. Forms Droplets, Fireball, Crystal, Flame, and Eye artifacts. Rarely forms Mama's Beads.
Comet: Rare anomaly that resembles a burner. The difference is that it is much more powerful and can move around quickly. Due to this movement it's often mistaken for Pyrogeist mutants. Forms Droplet, Fireball, and Crystal artifacts, but very rarely.
Vortex: Easily seen during the daytime due to air movement, blowing debris such as leaves, fragments of corpses, and blood stains in the center of the ground under it. Hard to see at night. Gravitational anomaly. When triggered, drags everything within the radius towards the center. Victims are then compacted into a lump, only to be blown apart by the energy a moment later. Forms Wrenched, Gravi, and Goldfish artifacts.
Fruit Punch: Puddle of green bubbly liquid that is easily visible in the dark. Only found underground. On contact it lights up brightly and emits a sharp hissing sound. Extremely corrosive, damages organisms and objects on contact. Anything left in a Fruit Punch eventually dissolves. Causes consistent damage over time similar to acid. Forms Slime, Slug, and Mica artifacts.
Electro: A common anomaly formation that accumulates large quantities of static electricity. When triggered it bursts into sparks, causing electrical shock and is almost always fatal to living beings. Tends to form "fields" of electricity. Easily seen by the blue fog hovering over it in daylight, during night can be seen by using a detector or tossing metal objects into it. Forms Battery, Shell, Snowflake, Sparkler, Flash, and Moonlight artifacts.
Tesla: Quite rare and similar to the Electro anomaly. The difference here is that it's much more powerful and moves around quickly like a floating ball of electricity. Does not form any artifacts.
Springboard: One of the first types of anomalies every recorded. Very common and found almost anywhere. A small unstable gravitational field at ground level. Looks similar to Vortex to the untrained eye. When triggered, sends out a shock wave that damages anything within radius. Strength changes throughout the anomaly's lifetime, which is at average one week. Injuries could range from minor bruises or serious wounds, up to instant death. Forms Jellyfish, Stone Flower, and Night Star artifacts.
Whirligig: Common and quite dangerous anomaly. Pulls victims up into the air then spins them at speeds powerful enough to dismember them. Recognized by a whirlwind of dust above it and often by body parts scattered in the vicinity. It's possible to escape it if caught in it's outer rim with minor injuries, but as it lifts its victims into the air, escape once you're in the epicenter is impossible. Forms Stone Blood, Meat Chunk, and Soul artifacts.
Burnt Fuzz: Usually found outdoors and resembles moss of vines hanging down from it's growing spot. Reacts to fast moving organisms by discharging a cloud of projectiles that severely injure uncovered or lightly protected skin on contact. Doesn't react to slow moving targets. Considered the least dangerous known anomaly in the Zone. Easily spotted and avoided. The only known anomaly not to react to metal. Theorized to be mutated plant life. The artifacts it forms are possibly it's seeds. Forms Thorn, Crystal Thorn, and Urchin anomalies.
Space: Very rare and not likely to be seen. They resemble a large bubble floating in the air. Sometimes form in clusters and quite unstable. Likened to miniature wormholes that "teleport" the victim and anything thrown into it to another spot. Basically a teleporter. It's possible for Stalkers to get trapped inside one.
Anomalous Zones: Large places that are full of anomalies. Often one large scale anomaly. Very dangerous, but the best place to find artifacts. These are scattered about the Zone and rarely, if ever, move around. Considered to be a landscape feature.
Other Anomalies: There are many anomalies that haven't been discovered. Some are dangerous while others are benign, or possibly even beneficial. While there are many stories that Stalkers tell, if any other anomalies exist, it's likely they are very, very rare.
Artifacts with an asterisk in front of them are only allowed to be found with GM permission. Any others are allowed to be found at your leisure, though I encourage you to gravitate towards finding more common artifacts with a rare one thrown in only... well, rarely. I'll keep this lenient like this unless someone goes overboard. If this happens all rare artifacts will have to be GM approved before finding them.
Droplets: Formed by Burner anomalies. They're black, tear shaped objects with a glossy surface and covered in cracks. They're cheap and commonly found, but easy to miss as they don't emit any light and blend in easily with the surroundings. When used they weaken the body, but steadily purge radiation from the user over time.
Fireball: Formed by Burner and other fire based anomalies. A sphere made of a red crystal. Emits heat at a constant temperature of 75 Degrees Fahrenheit. When used it heightens the bodies rate of energy exchange. It wears out the users muscles, but helps the body rid itself of radiation at a constant rate. A stronger version of the Droplet artifact. Valued for it's aesthetics and it's ability to maintain heat. Sales for a decent price despite being moderately common.
Crystal: Created when heavy metals fall into Burner anomalies. Resembles a jagged, glowing red crystal. Highly valued by Stalkers due to it's ability to quickly eliminate radiation from the body despite weakening the muscles. Quite rare and sells for a good amount of Rubles. Seems to absorb excessive heat.
Flame: A very rare artifact that helps prevent or lessen bleeding with the negative effect of emitting light radiation. Closely resembles a glowing Fireball artifact, but with flames burning inside it. Forms in Burner anomalies and areas of high thermal activity. Extremely valuable and rarely found.
Eye: Like the name says, it resembles a human eye in pattern and shape. It's surface is textured like lava and it glows orange. It increases the bodies metabolism and helps wounds heal quickly at the expense of light exposure to radiation. Some think that it brings luck and many experienced Stalkers carry one for this reason. It's quite valuable and somewhat rare. They tend to be found near fire based anomalies.
*Mama's Beads: A strange, pulsating and burning artifact in the shape of a DNA helix. They are thought to be created by Burner anomalies and are incredibly rare. Scientists pay quite a bit of Rubles to get their hands on these as they have been unable to create it in Laboratory settings. This artifact increases the metabolism and accelerates the clotting of open wounds, but emits light radiation. Almost impossible to find.
Gravi: A brownish, twisted lump formed by Vortex anomalies. A weak version of the Goldfish artifact. It is created when metallic substances are exposed to strong gravitational fields over a period of time. It has its own weak gravitational field and emits radiation. Scientists pay well for these for research, but Stalkers have found that installing a piece of a Gravi at the end of a weapon barrel increases the speed of the bullets fired. Sells for a decent price and isn't too uncommon.
*Goldfish: Formed by Vortex or other gravitational anomalies and activated by body heat. They have a strange blob like shape and are one of the rarest artifacts in the Zone. It produces its own gravitational field and if carried with a Stalkers other belongings can make them lighter, allowing them to carry much more weight with the side effect of radiation. In very high demand and prices are high, but incredibly hard to come by.
Slime: Created by Fruit punch anomalies and fairly common and inexpensive. It's clear and has a strange irregular shape while living up to it's name as it has a slimy, sticky film covering it. When used it causes wounds to bleed less, but makes the body more vulnerable to burns of all types.
Slug: A strange slime covered and irregularly shaped sphere. It has a blue and red tint to it. It's formed by Fruit Punch anomalies and aren't too common. Most pay decent prices for them. When used it heightens blood coagulation and helps prevent heavy bleeding. It makes the body more susceptible to burns of all types however. It's a stronger version of the Slime artifact.
Mica: A strange, semi-transparent stone-like artifact. Quite rare and expensive. They're formed by Fruit punch anomalies. Not much is known about them scientifically, but Stalkers know that they help with bleeding at the expense of making the body more vulnerable to all types of burns, including chemical burns. It's one of the few artifacts that don't emit radiation.
Battery: There are two known kinds of Battery artifacts. One is found in Burner anomalies and the other in Electro anomalies. Both are very rare and only seem to exhibit positive effects. Electro Batteries protect against electric shock while Burner batteries protect against burns and the heat. Scientists know little about either and will pay quite a bit for one of them.
Shell: Formed by Electro anomalies. At one time it was considered interestingly shaped trash. Then scientists discovered that if kept in contact with the body that it stimulated the nervous system and helped energize the user. At the expense of light radiation of course. They are considered uncommon and resemble the base shape of a Shell artifact except that the two floating discs are colored dark blue. Stalkers are still mixed about it's uses, as not all have heard the news from the Scientists yet.
Snowflake: A spiked brightly glowing blue ball. It resembles a Kolobok artifact in shape, and some claim that it actually is one with its properties changed after being exposed to a powerful electric field. Whether it is or isn't it's still found near Electro anomalies. It has electro-stimulative properties and increases the users endurance, though emits moderate radiation.
Sparkler: Formed by Electro anomalies and very widespread, making it cheap to get. Only visible at night. It appears as an irregularly shaped ball with large holes and glows with a white light. It's thought to smooth fluctuations in electric fields. While it protects slightly against electric shock, some stalkers don't think that protection is worth the exposure to the radiation it emits.
Flash: Created by Electro anomalies on occasion, but only able to be seen at night. It resembles a clear crystal sphere with bright, blueish light illuminating it from the center. Due to it's appealing look it's popular with collectors, but it has a low price. It's capable of absorbing electricity and discharging it at a later time. It can absorb up to 5,000 volts, but emits slight radiation. Quite rare and expensive. Scientists would pay quite a bit to study more of these.
Moonlight: A rarely formed and expensive artifact that is prized by scientists and resembles a clear sphere with blue electricity glowing inside of it. It can only be found during the night, as during the day it's invisible unless activated by body heat. Created by Electro anomalies. It seems to make the skin tougher at the expense of being more vulnerable to electric shock and exposure to light radiation. Some stalkers have learned to tune the artifacts resonation, making it capable of absorbing psi-waves.
Jellyfish: Formed by Springboard and other gravitational anomalies. A reddish webbed chunk. Absorbs radioactive particles and reduces the effect of radiation on the body. Quite cheap and common in the Zone. Used unofficially outside the Zone to treat acute radiation sickness.
Spring: Scientists think that this artifact could be a hybrid between Batteries and Shell. They aren't often found and scientists pay decently for them. They appear to be two copper discs the size of saucers and a quarter inch thick. There's a space of a foot and a half between them, but nothing else. They aren't able to be pushed together, and it isn't possible for them to be pulled apart. Somehow they stay together despite the empty space. It's thought that Vortex anomalies form them. They appear to protect the body from impacts, be it from a simple punch to being thrown around. Researchers are still unsure how it does this.
Stone Flower: Also called a Crystal Flower by some. A strange, eye catching artifact formed by Springboard and possibly other gravitational anomalies. It seems to be a rock with bits of teal metallic crystals set in it. The crystal formation has not yet been explained by science. When held up to light it creates dazzling effects. Many Stalkers enjoy studying this artifact at night by the fire light. It seems to offer protection against psychic emissions at the expense of light radiation. It's common and fairly cheap.
Night Star: Very rare and expensive, this artifact is formed in Springboard anomalies. It resembles a black ball with bright orange, glowing spines sticking out all over it. It emits high levels of radiation when used, but makes the body more resilient to being pierced, particularly by bullets. It's almost unusable without another artifact that can offset the radiation.
Stone Blood: An ugly, reddish, organic artifact made up of the pressed remains of plants, soil, and bones. It's formed by Whirligig anomalies. Cheap and very common, these are one of the most common artifacts. It seems to protect the body by neutralizing harmful chemicals, but also emits radiation. Not many stalkers like to use these due to how ineffective they are compared to the radiation they give off.
Meat Chunk: A common and cheap, easy to find organic artifact that consists of deformed, mutated animal tissues. It's an irregularly shaped, sickly yellowish-brown colored blob. It causes increased cell growth, but the new cells are more receptive to the effects of radiation. It transforms airborne chemicals into a mucous fluid. They are formed by Vortex anomalies, but also have been found in large scale chemical anomaly fields.
Wrenched: A brown artifact spawned by Vortex anomalies with a bizarre, tattered appearance and a spongy texture. It absorbs light radiation from the body and the surroundings. It's often paired up with artifacts to offset the radiation that they emit. They aren't seen often, but aren't considered to be rare. Scientists don't seem to have any data on it, so it's likely they would pay well for one. Considered a good find.
Soul: A unique organic artifact that is highly sought for both its appearance and effect. It's a blue sphere that radiates a light, blue tinted glow. It's quite rare and hard to find. Whirligig anomalies seem to spawn them, though it's also said that Fruit Punch anomalies form them. It's unknown for sure, as few Stalkers will give up their secrets. They have an odd effect on the body. It weakens the user by making them more susceptible to wounds, but at the same time allows them to take a much more greater amount of abuse. Very much a double edged sword.
Thorn: Thought to be the result of what happens when the Burnt Fuzz anomaly interacts with a corpse. The user has to allow the artifact to poke into their body in order to use it. This always causes bleeding, but the blood carries radiation out of the body at a steady rate. It is a weaker version of the Crystal Thorn anomaly and is visually identical, though Thorns have slightly shorter spikes. Common and fairly cheap.
Crystal Thorn: Produced by Burnt Fuzz anomalies and resemble a blackish brown spiky ball. Flushes out radiation from the body through the ears and other openings, along with some blood. Quite easy to find and very effective despite the side effects. Due to this the price is stable, but it isn't expensive. A stronger version of the Thorn, but weaker than the Urchin.
Urchin: The strongest known artifact formed by Burnt Fuzz. Also the rarest and incredibly expensive. It resembles a sea urchin, hence the name. It raises blood pressure and forced the body to get rid of a large amount of blood cells through heavy bleeding. With them it flushes out any stored radiation at a fast pace. Scientists are unable to form this artifact in labs yet due to it's instability. Scientists have, however, created a lotion with Urchins as an ingredient. When applied to suits it offers excellent protection against radiation.
Kolobok: A very valuable and rare artifact thought to be created by Fruit Punch anomalies or form in areas of chemical contamination. It appears to be a densely spiked brown ball and is likened to a rolled up hedgehog. When in contact with the body it makes the skin become less sensitive and tougher. It also seems to help wounds heal faster but emits radiation. Scientists that have studied it state that it interferes with the user's genetic code.
*Compass: An incredibly rare artifact that looks like a black ball with glowing orange bolts sticking out of it. It isn't known exactly how they are formed, but the theory is that they are spawned inside Space anomalies. If used correctly, it can locate gaps in anomaly fields and allow the user to avoid them in a way similar to an artifact detector. It also gives the user a slight increase to strength, which is helpful if traversing a large field of anomalies. One strange side effect of this anomaly is that it makes the user more susceptible to Zone emissions. Though if one was caught in one, it likely wouldn't matter too much any way. While it would be a shame to sell something this useful, scientists would pay an exorbitant amount for one of these.
Bubble: Sometimes called Balloon. An oddly shaped organic, glowing green artifact that neutralizes radioactive particles inside the body. It's quite valuable and fairly rare. Because of it's properties it's in high demand among Stalkers. It seems to be formed by Fruit Punch anomalies and larger scale chemical based anomalies.
Firefly: A round, craterous sphere that glows green and emits light and an unknown type of energy that speeds up healing in living beings. It's capable of bringing a badly wounded stalker back to their feet within seconds, though with a slightly elevated level of radiation. Only found in large scale chemical based anomalies, and then only rarely. They are worth a lot and scientists would pay well to study one. It's thought that these artifacts are even capable of healing some types of diseases.
*Pellicle: Ecologists first created these in a laboratory and they are so rare that some say it doesn't exist in a natural setting. Scientists pay well for these to use in their research. It appears as a semi-transparent rib-shaped object with a green hue. It seems to emit chemical or acidic components and helps protect against chemical burns. It's unknown what anomaly this is spawned from or if it's spawned naturally at all. It doesn't appear to emit radiation.
*Heart of the Oasis: Only found in Oasis, which is a legend among Stalkers. It's thought to be a crystallized plant. There isn't much information on it, though it's thought to be beneficial in effect if one could mitigate the extreme radiation it emits. It's not likely to be found, but other artifacts similar to it could exist. Chances are a scientist would be willing to pay a large amount for one.
*Altered Objects: Objects that seem to have been given properties by various anomalies. These objects could be anything, from books and rocks or even a gun. They all tend to be unstable, and almost always give off a high amount of radiation. Scientists might be interested in them, but most Stalkers tend to leave the objects alone rather than gamble on them not being harmful.
*Other Artifacts: There are a lot of artifacts that haven't been discovered yet. Unknown anomalies likely spawn undiscovered artifacts. It's likely Scientists would pay handsomely for the chance to be the first to study any new discoveries.
Artifact detectors exist to help Stalkers track down artifacts. They act similar to metal detectors. Normal, small scale anomalies don't require detectors to find artifacts as the artifacts tend to be lying in plain sight, but they do assist in finding them. Large scale anomaly clusters and anomalous landscapes require a detector to find an artifact. The reasoning behind this is that artifacts formed by smaller anomalies are relatively newer and weaker than the artifacts found in the larger ones. The artifacts formed in larger anomalies tend to be stronger and rarer, but also covered and camouflaged by the dirt and debris that they formed in.
Basically, artifacts spawned by normal anomalies are possible to find without a detector, but easier with one... And artifacts spawned by large scale anomalies tend to require a detector as the artifacts are dirty and generally camouflaged into the environment.
While there isn't a set guideline for them, you should at least have a few basics. Name/Nickname, Age, Gender, Faction allegiances, and Nationality are some that could be considered a requirement. Calixis has made a good post not far under this one with information on the in-game factions if you would like to read about them. A brief personality description and background information is desired. If you are unable to use a picture then a description of how your character looks is needed so that I and others know what we have to work with. Eye color, height, and other physical details might be nice to know as well. Other things you could include might be a bit about their history, what they did before coming to the Zone, why they came to the Zone... I encourage you all to be creative, but do try to keep everything realistic. Despite the game allowing you and your enemies to live after taking shotgun blasts to the face, that just wouldn't happen in real life. This also means that your character shouldn't have superpowers. They are just a regular person who happens to be living and working in a very dangerous environment.
The Wiki for the game is here.
If you have any questions or need some ideas, feel free to PM me or just ask in the thread. I'll help you out and will happily work with you to come up with a character.
While everything is fairly lenient and this is open to anyone with a decent character idea, I must insist on three things. Respect each other, Keep IC and OOC separate, and keep drama to a minimum. Common sense should help you with everything else and these seem like reasonable rules that anyone ought to be able to follow. If you have problems with anyone, either IC or OOC, feel free to contact me and we can work on a resolution. This is meant to be fun for everyone that's involved, so lets work to keep it that way!
1. No god modding or power playing. Do not control or kill another persons character without their consent.
2. You're free to describe the environment or change up weather, but please keep it consistent. (For example, if it's raining, it's likely going to keep raining for at least a few posts)
3. Post length is up to you. Be as descriptive or vague as you wish so long as you get your point across.
5. No chat speak.
4. Try to post on a regular basis. I understand things happen and we all have lives away from the computer, but nothing kills an RP faster than when a character disappears. If you aren't going to be around or are leaving, please let us know so we can work with it somehow.
5. Use Common Sense
List of Characters
Name: Yury Shikov
Faction allegiances: Loner but on very good terms with Duty
Personality: Yury is a friendly person, who like to joke around and have fun when it is the right time. When it isn't the right time he is very serious and retains a military manner. When it comes to his line of work he is always serious, he does his job with the utmost care because he knows that one mistake can mean death. When it comes to members of Duty he shows his respect to the higher ranking members. (not much else I can think of. His character will develop as the story progresses)
lets see he stands about 5'11, has dark blue eyes instead of brown.
Background: Yury prefers to keep most of his past hidden. Though he does allow a little to be known. It is known that he served in the Russian military and that he got to the the rank of Starshina (equivalent to Master Sergeant). It is also known that as a child his father and mother were abusive. He became a deserter and made his way to the zone hoping to escape his past life. He became a member of the Loners. Eventually he came into contact with member of Duty. He was appealed by their rank structure and how organized they where. As fast as he could he got himself on good terms with them.
Weapons of choice:
SA Avalanche or in real life the AS Val
SIP-t M200 or in real life a SIG Sauer P220
other: carries a two rolls of tinfoil
Name: Carl Stamp
General Role: Scout and Close Quarters Combat
Nationality: Canadian First Nations (North American Indian)
Personality: Carl is quiet usually, tending to have a book in his hands in his off time, reclining on a bedroll somewhere and chilling out. That or sitting in 100 Rads having a drink. He's very approachable and likes to talk. Also tends to have abit of a sharp tongue at times and takes bride in his ability to be abit of a dick when he feels the need. He likes to make friends, but that doesn't mean he likes to pal around with a group of people when he's out in the Zone. He perfers to be alone and not tied down with a team. A true Loner.
Background: Carl doesn't share his past all that often. He did let slip once when he was really drunk that he was a member of the Royal Canadian Mounted Police (RCMP) Aboriginal Community Constables (ACC). And also served for a time in the RCMP Emergency Response Team (ERT), something akin to the USAs SWAT. He left the force on shaky terms, choosing to go his own way when he was sent with the ERT to attempt to interdict on a First Nations reserve who were supposedly blockading their roads and were besieging the local RCMP HQ. He refused to fire shots into a crowd of people armed with sticks, bats, rocks and knives. He left shortly after, hanging in his resignation, citing a breech of personal ethics and a clash of interests.
With the money he had saved, and the news of The Zone, he decided to gather up somethings a breathing rig, food and the like and made his way towards the other side of the world. he bought some guns when he reached Ukraine.
He jumped the fence of the Zone, and started his life in The Zone, forsaking everything on the outside.
15 feet of Paracord
Blue low glow lightsticks x6
3 days worth of food and water
1x AC96/2 Obokan (AN-94 Akaban) 2 clips of ammoBought when he reached Ukraine.
1x Chaser Shotgun (Mossberg 88) 16 shellsLooted off one of the first dead Stalkers he ever found. Found with the slider mod already installed.
Name: Nikola "Nik" Volkov
Faction ties: Loner; willing to work with Duty. Dislikes Freedom.
Apparent markings: Faded scar over right eyebrow
Nikola is a very private person unless you know her. The first thing you might notice about her, at least as long as her mouth is shut, is her aloof attitude. Yet, speak with her and you'll realize just how sarcastic and blunt she actually is. Diplomacy is not her strong point and her snarky attitude and bad jokes often get her in trouble. While she is fairly intelligent, she has a problem with not thinking things all the way through. This causes her to make some mistakes that could have been avoidable. Many times this happens when she's attempting to show off and her brashness and cocky attitude only add to the fun. She's also easily bored. And when she's bored she's miserable. And when she's miserable? She complains an awful lot.
She knows full well that the Zone is a dangerous place to be, especially for a woman, but still she chooses to stay and follow the lure of the almighty ruble. Most of the money earned is sent back to her family living in Kiev.
Nik plays the harmonica. Poorly. VERY poorly. She thinks it sounds amazing, however. She also names her weapons.
While she is usually one to hold her ground and avoid conflict, if issued a challenge chances are she would take it. She tends not to give up, even if badly wounded she would likely keep fighting until physically unable to. If one were to rub her the wrong way or wound her pride she would likely become very unagreeable and hold that person in contempt for quite awhile. Want to make her lose it? Threaten or actually harm someone she cares for. She'd likely not think too clearly in her panic and do anything in her power to help them, including trying to get back at those responsible. One of her greatest fears is losing what she cares for. That and Bloodsuckers.
She's from Kiev and her family still lives there. She was a fairly normal child growing up and received a decent education. She even made it into college on an academic scholarship, though didn't complete a degree. After working a mind-numbing job for little pay she decided to save up a bit and bought herself a way into the Zone. She left to earn money, but also to satisfy her curiosity of the unknown.
(Her clothes are baggier to hide her proportions. Has a fur trimmed hood instead of a hat. No gloves or knee pads. Face reference to come later.)
Almost always wears a gas mask to hide her face. If she isn't then she's probably wearing a black balaclava. There's a scar running from her forehead down over her eyebrow. Her hair is messy and cut short to keep it out of her face. Coat is brown, pants are military camouflage. Unarmored at the moment.
Fairly knowledgeable about Zone anomalies and artifacts. Decent aim. Fairly agile. Loyal to those she respects and cares about. Some knowledge of technology.
Can not hold her alcohol and avoids drinking unless absolutely necessary. Has to keep herself covered up for fear of being discovered. Gets shaky when nervous. Not diplomatic at all. Is awful at playing the harmonica. Tends to exaggerate things. Smaller stature compared to other Stalkers makes her stand out slightly.
Full water canteen
Food for two days
England, United Kingdom
Quite Agile, Good Aim, Good Trap Making Skills, Average Knowledge Of Artefacts And Anomalies, Good Climbing Skills, Can Play Guitar
Easily Stressed, Paranoid.
3 tins of food
1 full canteen of water
Other: Played Shadow Of Chernobyl and Call Of Pripyat
Name: Malyka "Mali" Druvon
He's only about 5'5", kind lean, though what muscle 'is' on his body is developed and trained from his time in the zone, among other things. Normal wear is just a trench-coat, though with basic armored implants [Not 'uselessly' small, but they are small and far enough apart to avoid any form of 'clanking' while sneaking around.] with Pockets for 2 Artifacts, and basic clothing, he likes to move fast and hide well, And his face is often wrapped or behind a mask of some sort, He never tells anyone why.
He has multi colored eyes, possibly from mutation, wherein starting with the inner ring of his Iris it is blue, spreading out to Green, then yellow, then red, and a Much darker green ring on the very edge of the iris [This is actually a description of my eyes IRL after looking very closely at the colors in them =3].
He also has a terrible scar on the right side of his face partly crossing over his eyes but the brunt of whatever caused it got the side of his face, where slashed voids are visible in his cheek where there wasn't enough flesh to close it up fully, and when not wearing his Face wrap, or something wrapped over it and around his head, He Shlursh and hisshes when he speaks because of the voids.
Rank: Wandering Engineer
Micro Spear: No, not the throwing type, It's essentially a 3 foot length of Blackened Steel with a vicious point on the end coupled with a few little jagged spikes, Used for stabbing obviously, but also for non ambush melee to repell attacks.
Personality: A bit odd, He likes to be alone, though he'll still follow a group, a tends to stay just close enough to hear and be heard when conversation is taking place, and favors 'defensive' locations such as Tree's or Rooves when resting. Most unusual to some people is his contrasting preference to be 'in the face' of whoever is attacking him, if he can help it, he still won't rush out in the middle of a fire-fight, but if the oppurtunity presents itself he will physically be 'on' an enemy driving something sharp and deadly into their squishy spots.
He also has an excentric eye for useful objects, tending to turn scrap into something palatably valuable, granted, he can't take an old pipe and turn it into a gun [a potatoe gun maybe], but he can fashion 'some' pieces out of it that could be used for maintenance on another gun, it's all a matter of what can be done with something. Likewise, he has a knack for tinkering with things, and in similar fashion makes half his living in the zone from upgrades, building, and repair, and likewise tries to maintain a 'safely' neutral relationship with most factions, though he 'does' prefer Freedom and the Other Loners.
Reasons for entering the Zone: Many entered the zone seeking fortune, fame, power, a wish maker, whatever the hell it may be, Mali? He entered the zone to find a new life, something different from the normal day to day tedium... he just felt like he was meant for something different than 'what everybody else already wastes their lives on'. you could say he 'felt a calling' and decided to drop his plain normal life for one of danger and adventure in a merciless environment... well, not nearly so 'fantasized' in his mind actually, but it gets the point across.
Skills: Stealth, Melee, Ambush, Engineering/Tinkering, Night Ops, Negotiation, Parkour.
-Requested most details on their character sheet to be private and hasn't decided on the name yet.-
Name: Abram Naymitkov
Nickname: "Granite" (sometimes humorously corrupted as "Granny")
Age: 22 years
Nationality: Russian Ukraine
Personality/background/other details/etc.: Grew up in Kharkov, Ukraine on the streets. Very pragmatic and tends to exercise excessive caution. Strong, silent type. Deathly afraid of humanoid mutants.
Appearance: Broad-shouldered, somewhat stocky. Dark brown hair and eyes, light skin. Usually dressed in typical loner armor despite his affiliation, and often wearing a half-face respirator.
Weapons: Arctic-pattern AKM, 3 grenades.
Name: Viktor Fedorko
General Role: Pretty much anything for the right price, but his expertise lies in sharpshooting.
Personality: Viktor tends to have a very carefree attitude towards life. It was this and a craving for adventure that brought him to The Zone in the first place. Despite the many dangers in his new hostile environment often times he would rather just take the easy routes. Of course, his need to make money somehow will drive him to do almost anything a client asks of him.
Background: Viktor grew up just outside of Kiev in a family of farmers. Even from a young age he didn't care much for the agriculture life. Instead as he got older he craved adventure elsewhere. One day he picked up his father's shotgun and taught himself to use it. He continued practicing with various weapons until he mastered sharpshooting skills.
Viktor doesn't share much about how and why he ended up in The Zone, but he does say he was seeking out adventure, believing The Zone to be a place offering exactly that. He soon discovered how wrong he was, and knowing little about this new world he set out on his own. He may join a side eventually in the never-ending faction war, but for now he just does whatever mercenary jobs it takes to survive.
Weapons: Primary: Dragunov
Sidearm/melee: Walther P99, Hunting knife.
Nationality: British, English
Loner, Formerly Clear Sky
Alex's armour has no exoskeleton parts and the badge on his shoulder is a faded Clear Sky badge
Quiet, Reserved, Can Be Humorous, Suspicious, Cautious, Believes In Safety In Numbers Despite His Personality.
Food For 3 Days
Full Canteen Of Water
Alex has been making a living in the zone by collecting and selling artefacts since the events of Clear Skies. During his few of years of surviving in the zone he joined The Clear Sky faction but after it's disbanding turned into a Loner. Alex ventured to the zone in search of the legend of the Wish Granter.