FUCKING FINALLY!!! After nearly 10 hours of uninterrupted typing, I bring you the S.T.A.L.K.E.R. Final Day OOC, and it's still not complete... Hehehe, I'll just continue busting my ass on this thread, then...
On April 26th 1986 at approximately 1:23 AM, reactor number four at the Chernobyl Nuclear Power Plant exploded during a routine test of it's systems, releasing many tons of irradiated material into the surrounding area. The nearby town of Pripyat was ordered to evacuate the area and a radial 30 kilometer Zone of Alienation was established. Workers and disaster relief teams worked around the clock to contain the expulsion of radioactive material, many of them dying in the process. Once the immediate disaster was contained, they began scrambling to build the sarcophagus; a replacement roof built to contain the further emission of radiation and radioactive material from reactor number four.
In 2006, a second explosion which came to be known as the Second Chernobyl Disaster occurred. It killed everyone within The Zone's borders, and also made The Zone grow by roughly 5 kilometers in radius. This was also the direct cause of the massive perversion of the biosphere, geosphere, and atmosphere within The Zone. Several people entered The Zone after the disaster, against the wishes of the Ukrainian government, and rumors began to emerge of disfigured terrain, unexplainable phenomena, and strange creatures. After the discovery of artifacts, a large number of people, who began to call themselves S.T.A.L.K.E.R.s, entered The Zone in search of wealth, among other things. To this day, there are approximately 2000 S.T.A.L.K.E.R.s living within the confines of The Zone.
It is currently 2014, and the emissions have increased in duration and intensity, some lasting for several hours at a time before dissipating, whereas they usually only last for a few minutes. Most every S.T.A.L.K.E.R. is aware of this bizarre phenomenon, but have no idea what is causing it. The emissions have made The Zone grow in area exponentially, with a total radial area approaching 10,000 square kilometers. The Ukrainian, and now Belorussian governments, have increased security at the various cordons along the border of The Zone and have begun to severely crack down on cases of bribery within their ranks. The government of Ukraine is preparing several evacuation plans for their capital city, Kiev, which is now less than 50 kilometers from the border of The Zone. World leaders have even taken notice of the increasingly volatile situation of The Zone, and the UN has deployed troops to aid in maintaining The Zone's border.
One S.T.A.L.K.E.R., a former member of Final Day who has since left The Zone after the collapse of his faction, has taken notice of these changes, and decided to re-enter The Zone in order to bring to light the results of his and his former comrades' research in the hopes that the inhabitants of The Zone will come together and find a way to stop it's expansion.
For anyone who has played any of the S.T.A.L.K.E.R. games, I know this isn't 100% canonical, but fuck it I'm taking creative license with this one. Also, it was partially inspired by this fanfiction, and you guys should check it out. Anyways, the basis of the storyline is... well... I'd rather not spoil the surprise, so I'll just leave you guys with some background information, character sheets, etc.
READ THIS FIRST!!!
(DISBANDED)Final Day was a micro-faction which broke away from Clear Sky. Not much is known about them, other than their leader was killed by Ghost, which led to their dissolution, and that they believed The Zone was going to continue to expand until it covered most of, if not the entire globe.
To prove that you have payed attention to this point, please put "That will be 20 dollars" somewhere on your CS when you post it.
By far the largest group in The Zone, the term "loner" is somewhat ironic considering it refers to a lack of factional alignment. Strangely enough, loners tend to be loosely connected regardless, and they do tend to stick together in most cases, often travelling in groups of various sizes. They serve as the most neutral faction in The Zone, the only other faction they openly engage being bandits, which they tend to despise, though loners can occasionally get into somewhat unpleasant entanglements with the mercs.
While not really an official faction, they are generally regarded as a sub-group among neutral S.T.A.L.K.E.R.s who aren't experienced enough to have a true title. Rookies are only really seen near the outskirts of the zone, where they usually do some low-profile jobs to afford the necessary equipment to proceed deeper into the zone. Some stay near the outskirts even after they've "earned their wings" to help out new waves of rookies entering The Zone.
Probably the second largest faction in The Zone, bandits are thieves, extortionists, and killers whose only key interests are to gain a quick buck at the expense of those less fortunate. They tend to target rookies, them being both inexperienced and vulnerable. The only faction that will deal with bandits are mercs, and even they only do so on rare occasions. Some have banded together to form syndicates and cartels within The Zone, stealing valuable artifacts from S.T.A.L.K.E.R.s and selling them to the outside world for immense profit. While bandits are marauders in nature and tend to openly attack others only when they have a decisive advantage, they do tend to be ill-equipped and aren't particularly skilled fighters.
Mercenaries are not a group to be trifled with. Although they usually aren't as well equipped as Freedom or Duty, they are skilled in combat and military tactics, making them a force to be reckoned. Most of the time they will leave you alone as long as you don't "get in their way," and if you do get in between them and what they're being paid for, then you are probably going to have a bad day. Mercs usually avoid the populous at large in The Zone, usually keeping to themselves and just doing what they're paid for and acting pretty unfriendly towards anyone who isn't in their specific company.
The Military play an active role in trying to keep prospective S.T.A.L.K.E.R.s out of the zone, and occasionally stage raids on S.T.A.L.K.E.R. camps. Fortunately, they tend to only stay near the fringes, never venturing much farther than a few kilometers in. If you're lucky, you may just be able to bribe your way past the main guards to get into The Zone, or maybe get out of a firefight by throwing a particularly fat wallet at a passing patrol who happens to see you.
The Ecologists tend to keep to themselves whilst performing research on the anomalous activity within The Zone and observing the effects of various phenomenon on both physical properties of matter and the biosphere within The Zone. For more dangerous jobs, they will sometimes turn to neutral S.T.A.L.K.E.R.s, mercs, Duty, or Freedom to assist them with gathering hazardous materials or venturing into dangerous areas to take readings. They are generally friendly, but don't expect them to let you leave without using you for experiments in the name of science.
(DISBANDED) The Clear Sky faction was a small group of scientists from the original science teams working on various psy-experiments within the zone. After the Second Chernobyl Disaster, they broke away from the teams to conduct their own research on how to repair the damage done by their experiments. Of all the factions, they are the smallest and most secretive, with only a handful of combatants. One of their missions was to stop a man named Strelok from reaching the CNPP, but this incursion to the center of The Zone cost nearly every member of Clear Sky their lives. Only three remained after the event, and they all went their separate paths afterwards.
Duty is one of only two "true factions" in the zone, and is comprised primarily of former and current military members who operate within The Zone to protect S.T.A.L.K.E.R.s and the open world from the dangers of The Zone. They are also the most well funded and organized of all the factions in The Zone. They generally engage in mutant hunts, and work to try to slow the expansion of The Zone, seeing it as a tumor that must be removed from the face of the Earth. They control and guard The Zone's largest point of commerce, Rostok, home of the Arena and the 100 Rads Bar, along with several merchants and vendors. Because their beliefs clash with those of the Freedom faction, the two are openly at odds with each other, usually engaging in skirmishes with each other.
Freedom is one of only two "true factions" in The Zone, and is comprised primarily of like-minded individuals who believe strongly in personal freedom and open access to The Zone, and most of them coincidentally are anarchists and stoners. They are the largest organized faction, and one of the most well-equipped in The Zone. They see The Zone as a miracle given to Humanity to take advantage of, often focusing on the positive aspects in The Zone, such as healing artifacts. Because their beliefs clash with those of the Freedom faction, the two are openly at odds with each other, usually engaging in skirmishes with each other.
The Monolith are a group of S.T.A.L.K.E.R.s who have become entranced and brainwashed by phenomenon that occur deep within The Zone. The bulk of their presence extends to the edges of the Red Forest, considered by most to be the gateway to the center of The Zone. They attack without warning and with deadly force and accuracy, and are the most well equipped S.T.A.L.K.E.R.s in The Zone. They are fanatical in nature, with reports saying that they serve an object known as The Monolith, which most speculate to be the fabled Wish Granter. They will openly attack anyone who isn't already in their ranks, earning the hatred of pretty much every sane S.T.A.L.K.E.R. in The Zone.
The flesh provides one of the greatest examples of the perversion of the biosphere within the zone. While it is essentially nothing more than a mutated pig, you wouldn't believe it if you saw it. With a third eye, enlarged head and torso, and thin limbs, it really looks more like a... well... mutant. They are, however, easy to kill due to their large size, slow movement speed, and lack of raw strength, making them quite possibly the least dangerous of all mutants. The flip-side is they tend to travel in packs, usually led by a boar, which is a fair amount more dangerous.
NOTE: Since, at the genetic level, it is still a pig, the flesh is edible, considering you can cleanse it of radiation and properly prepare it for safe eating.
The boar is quite possibly the "least mutated" of all the things in the zone, but that doesn't make them any less dangerous. Often seen leading a pack of flesh, they tend to be much stronger than their cousins, and thus more dangerous and harder to kill. Still, they aren't the most dangerous mutants in The Zone, and one well placed headshot, even with a pea-shooting handgun, can be enough to kill one. They derive most of their strength from their raw mass and tusks, and they often try to charge at S.T.A.L.K.E.R.s. Your best bet in this case is to move to the side, because you don't want to get hit with 200 kilograms of pissed-off boar.
Most dogs in The Zone have become blind due to their mutations, but their sense of hearing and smell are still quite superb. Most of the time they will not attack a S.T.A.L.K.E.R. if they aren't hungry, but they are almost always hungry. Though they are fast and small targets to hit, they aren't particularly powerful on their own, though you would be lucky to find a lone dog wandering about without friends nearby. A tactic most S.T.A.L.K.E.R.s employ to dispatch of dogs easily is to put some distance between yourself and them and wait until they come straight at you before firing at them.
Pseudodogs are more wolves than dogs, though they are often found with their blind counterparts. Pseudodogs are larger and stronger than typical dogs, making them a fair amount more dangerous. They also tend to be smarter than the average dog, and they sometimes will time their attacks such that their prey either won't expect the attack or won't be able to react quickly enough to mitigate the attack. The same tactic that is used to kill most dogs can also be used on pseudodogs, but it is common practice to be prepared for something unexpected from pseudodogs.
Psy-dogs are a very rare sight, and are usually found much deeper in The Zone than the average pseudodog. They are physically almost identical to pseudodogs, though they tend to have much lighter fur and have a sort of glow in their eyes. Psy-dogs are unique, in that they can project what appears to be live copies of itself into it's prey's mind, making it appear as though there are multiple dogs. Then it will usually wait until it's prey is distracted with it's copies before launching itself for the real attack. Usually, the best way to tell which is the real psy-dog is to look for the one which hangs back a little bit while the others attack.
Rodents are somewhat rare, unless you go somewhere that's got plenty of rodent-sized crawl spaces, darkness, and lack of human activity. Their primary strength lies in their numbers, speed, and small size, making them arguably the hardest mutants to accurately shoot, though any hit to their center mass is almost guaranteed to kill one. While they lack the strength to inflict much raw damage, their claws and teeth are incredibly sharp, meaning that you are more likely to bleed out from being attacked by a pack of rodents than anything else.
Snorks are the feral remnants of human beings who were exposed to copious amounts of radiation and left with nothing but predatory nature. They tend to walk on all fours and are rarely seen alone. They tend to prefer dark places, where they can easily ambush anyone unlucky enough to enter their lair. They primarily attack by lunging at their prey from a few meters away, and they will try to bite whatever they are attacking. A tactic employed by many S.T.A.L.K.E.R.s to kill snorks is either to wait until they jump at you and blast buckshot into their face whilst dodging at the same time, or gun them down immediately after they jump.
Bloodsuckers are master hunters, seemingly evolved from human beings. Their defining characteristic is their four tendrils extending from their mouth, likely to help with sucking blood. They also are capable of employing a sort of camouflage that makes them nearly invisible to the naked eye. They tend to try to attack S.T.A.L.K.E.R.s from behind by wraping their tendrils around their necks, which both induces a mild state of paralysis in the victim, and serves to help draw blood. This can be mitigated through constantly watching your back and using a shotgun when one gets close.
There are some S.T.A.L.K.E.R.s who are unfortunate enough to lose their minds and become zombies, either because they were caught in an emission or they wandered too close to areas with strong psy-fields. Either way, the human mind is stripped down to the barebones minimum, and all higher cognitive functioning is lost, leaving behind a hapless zombie with nothing more than motor functions and survival instinct. They are very slow-moving, and often carry a gun. There is some speculation as to whether they lose memory along with their thought, as most can be heard mumbling a broken and disjointed rendition of their native language. They only shoot S.T.A.L.K.E.R.s if they come close, so the best way to kill a zombie is to keep your distance and try to get a headshot.
There are some theories surrounding the appearance of controllers, one being that they are former prisoners that were experimented on by the science teams who originally populated The Zone before the Second Chernobyl Disaster. Controllers are so-called due to their ability to control the minds of S.T.A.L.K.E.R.s. This can be a painful process for victims to endure, but one weakness to this ability is the fact that a controller has to have a direct line of sight on a S.T.A.L.K.E.R. in order to launch it's psychic attacks. A strong-willed S.T.A.L.K.E.R. can fend off a controller's influence somewhat, but no one can last forever. The best way to kill a controller is to stay behind cover, only emerging to take shots at it.
Poltergeists are typically found in underground facilities, and they are semi-invisible until they are killed, after which they appear to be a ghostly visage of a human without their lower half. While they are alive, there is a sort of blue aura that will float around, which usually indicates their location. Poltergeists attack by picking up objects and throwing them at people, though they are only able to detect people when they are moving or shooting at them. The best way to kill a poltergeist is to either kill it from long range, or only shoot it in bursts.
Pyrogeists are similar to poltergeists, but they are exceedingly rare by comparison, and are capable of manipulating fire, often generating pillars of fire which are directed towards whatever one may be attacking. When they die, however, they explode violently, leaving no body behind. The explosion is weak, but can do minor damage if one is too close to it. A pyrogeist has a large advantage over poltergeists, in that it can detect people even when they aren't moving, so the best way to kill one is to move around a lot to avoid it's attacks and just keep shooting at it, or use grenades.
Pseudogiants are the largest, hardest to kill, and most powerful of all mutants in The Zone, but that doesn't quite make them the deadliest. While they are unmatched in raw strength, they aren't particularly fast or dexterous, and their size makes them an easy enough target, considering you have a small munitions dump worth of ammo with you. They are roughly teardrop-shaped, with hand-shaped feet that act both as hands and feet. Their weight is enough to make the ground shake just by moving, which can signal their approach. Really, the best way to kill one is through the use of high-explosives.
Tarks, while believed to now be extinct, were widely regarded as being exceedingly dangerous creatures to encounter, second only to chimeras. According to the few accounts of S.T.A.L.K.E.R.s who say they have seen them, they roughly resemble horses, but with a deathly visage that was regarded as being enough to stun even veteran S.T.A.L.K.E.R.s. Their torsos are enlarged and disproportionate to their thin legs, their mouths have beak-like extensions at the tips, with rows of exposed sharp teeth lining the sides, and their hooves are pointed and sharp. One person described it as what every horseman of the apocalypses' horses combined would look like.
Chimeras are regarded as being the deadliest mutant in The Zone. This is due to it's combined physical strength, mobility, and predatory instinct. Thankfully, they are also the most rare mutants in The Zone, at least the most rare mutant that has yet been documented. No S.T.A.L.K.E.R. has encountered a Chimera without earning physical scars from the encounter. They attack S.T.A.L.K.E.R.s by launching themselves headlong from distances reaching several meters away, and they can easily kill even well-equipped S.T.A.L.K.E.R.s in one pounce. The best way to kill one is either from several hundred meters away with a high-powered sniper rifle, or through the employ of high-explosives.
Anomalies are areas of abnormal and otherwise physically impossible activity. These come in several different flavors, being incendiary, chemical, gravitational, electric, or even quantum in nature. Almost all of them are harmful, but most are easily avoided as long as you keep your wits about you and keep throwing bolts until your detector stops beeping. The anomaly detector will beep whenever an anomaly that is on record is within 10 meters, and it beeps with increasing frequency the closer to the anomaly you get. It is common practice whenever you hear the detector start beeping to immediately stop, pull out some bolts, and throw them in your path to help pinpoint anomalies.
The vortex is a common gravitational anomaly that is fairly easy to detect. It is triggered when anything of substantial mass gets within 3 meters of it, and it will then begin to drag everything in a 10 meter radius to the center of the anomaly, where it crushes everything into a ball before violently detonating all of the gathered mass. It can be detected both by observing a circulation of ambient light material, such as dirt, leaves, etc, as well as the blood and gore that will usually be strewn about up to 15 meters away from the anomaly.
The springboard is a common gravitational anomaly that is slightly difficult to detect. It is triggered when anything of substantial mass gets within 2 meters of it, and it will emit a shockwave that can harm anyone or anything within 3 meters of it. It is detectable only by the heatwave-like spherical ripple it gives, and small amounts of blood can be found within roughly 3 meters of it. This anomaly has roughly a 2 second regeneration rate, making it possible for someone to trigger it with a bolt and then sprint through it before it regenerates.
The whirligig is a dangerous gravitational anomaly, which is difficult to detect. It is triggered when anything of substantial mass gets within 2 meters of it, and it will then snatch up anything nearby and spin it with several Gs of force, enough to send limbs flying off of unlucky S.T.A.L.K.E.R.s. It can be detected only by a display of blood and gore on the ground nearby, but it is so widely spread out that it is very difficult to find the epicenter.
The burner is the only incendiary anomaly on record, and is slightly difficult to detect. It is triggered when anything of substantial mass gets within 1 meter of it, at which point a pillar of substantially hot fire will shoot from the ground, torching anything directly in the pillar, and causing heat damage up to 3 meters away. It can be detected both by seeing sparks occasionally fly up from the ground, and by the heatwave effect seen in the air.
The electro is the only electric anomaly on record, and is very easy to detect. It is triggered when anything of substantial mass gets within 3 meters of it, at which point it will release a massive discharge of electricity, causing immense pain and harm to anything biological within it's 3 meter extent. It can be detected by the almost constant low-level discharges seen in the ground, and by the occasional sound of static discharge. This anomaly has roughly a 2 second regeneration rate, making it possible for someone to trigger it with a bolt and then sprint through it before it regenerates.
The fruit punch is the only chemical anomaly on record, and is very easy to detect in poor light, but fairly difficult to detect in broad daylight. It is triggered when anything of substantial mass gets within 2 meters of it, at which point it will release a splash of acid which will cause moderate to severe chemical burns to anything within it's extent. It can be detected by a puddle of green, lambent, glowing, bubbly liquid, which is easier to detect the worse ambient lighting conditions are, meaning that it is fairly difficult to detect while outside on a clear, sunny day.
The space bubble is an exceedingly rare anomaly that falls into the quantum category. It is very insufficiently documented, and it isn't on record, meaning that anomaly detectors will not be able to warn S.T.A.L.K.E.R.s of it's proximity. The nature of this anomaly is somewhat ambiguous, with different space bubbles being said to do different things. Some can act as instant transport from one part of The Zone to another, while others can lead to a "pocket universe"; a compact, separate universe that coexists with what we consider our own universe.
Emissions, also known as Blowouts, are intense cascading surges of psychic energy which radiate from the center of The Zone periodically, killing or zombifying anything outside in an exceedingly painful manner. They will be indicated by an audible sound which comes from every S.T.A.L.K.E.R.'s PDA, along with the sound of air-raid sirens coming from the nearest S.T.A.L.K.E.R. settlement, as well as all of the environmental indications of an emission. S.T.A.L.K.E.R.s who have experienced several emissions may develop a sort of twinge in a part of their body, which indicates the onset of an emission.
The Typical Emission
Most emissions appear as a sudden overcast weather and a cylindrical/cyclonic formation of clouds forming over the CNPP. There will then be a bright flash of light and a thunderous sound like an explosion. The ground will begin shaking, and lightning strikes will occur with staggering frequency all across The Zone. By this point you have minutes to find shelter before the emission hits you in full force. The cyclonic formation of clouds will become a supercell-like formation and the glowing will steadily increase in intensity, steadily gaining a red hue. After about a minute, the ground will begin shaking with earthquake-like strength, and your own vision will begin going red and losing focus. Your head will begin to hurt as the tsunami of psy-energy approaches you. Red-orange, aurora-like tendrils will begin stretching out across the sky from the CNPP. If you haven't found shelter nearby yet, then start praying that you may by some miracle of The Zone survive, because you will not have time to look around anymore for shelter.
Once the emission hits in full force, you can expect a headache if you have reached shelter, and an excruciating death if not. They tend to last in full force for only a few minutes, with the longest recorded "standard" emission being about 25 minutes long.
Recent Abnormalities In Emissions
Lately, emissions have become more intense and longer in duration, but also are somewhat more calm, as though more energy is being released over a proportionally longer period of time. Instead of a bright flash of light and sound of an explosion, there is only a very steady, almost imperceptible onset of lightning storms and ground shaking. With these emissions, you have a substantial amount of extra time to reach shelter, up to ten minutes. With these emissions, the twinge is less likely to occur, and it can take a couple of minutes for S.T.A.L.K.E.R.s to realize an emission is happening at all. After about three minutes of lightning storms and shaking ground, the supercell cloud formation will begin to form over the CNPP, and the glowing will begin. At this point the process is roughly the same, only stretched out over a ten minute period rather than a two minute one.
These emissions do have a somewhat weaker power output, meaning that you can theoretically survive being outside while one is in full force for a few seconds at a time, if the pain doesn't put you on your knees. Where these emissions stand out the most is in how long they can last, with the longest one being recorded at lasting for nearly 10 hours.
Hunger/Thirst: Eating and drinking are natural parts of human survival, thus if you don't eat and drink, you will die. Each character should consume at least 1.5 L of water or energy drinks and enough food to get at least 75% of the daily supplement to stay alive, though they will enter a weakened state if this continues for more than three days. 2.0 L of water/energy drinks and 100% daily supplement will keep your character in peak condition.
Radiation Sickness: Radiation is a big hazard in The Zone, and it will affect your character depending on how much radiation they are exposed to.
0-10% - Minor radiation poisoning. Minor fatigue and nausea.
10-30% - Mild radiation poisoning. Headache, fatigue, nausea, fever, shivering, weakness.
30-50% - Moderate radiation poisoning. Headache, fatigue, nausea, vomiting, fever, shivering, weakness, hemorrhaging, loss of coordination.
50-70% - Major radiation poisoning. Major headache, fatigue, nausea, vomiting, fever, shivering, weakness, major hemorrhaging, loss of bodily function, distorted vision.
70% + - Irreversible radiation poisoning. No amount of treatment will help you beyond this point. You will slowly die of blood loss and dehydration.
Weapon/Item Condition: most of your items have to be maintained to keep functioning properly. This is particularly important in The Zone's hostile environment.
100-90% - Like new condition: Either the item just got pulled out of a box or it had parts replaced with brand new ones.
90-80% - Excellent condition: Fully repaired; only superficial damage.
80-70% - Great condition: Still fully operational; typical signs of wear starting to appear.
70-60% - Good condition: Still serviceable; signs of wear become more apparent and are beginning to have minor effects on the item.
60-50% - Fair condition: Needs maintenance/cleaning; parts start to become sticky.
50-40% - Moderate condition: Needs repairs; firearms begin to lose accuracy and parts start to jam up.
40-30% - Poor condition: Parts jam more often and show signs of serious neglect; repairs required soon.
30-20% - Bad condition: Parts are chipping and showing signs of structural damage; REPAIR ASAP!
20-10% - Broken: Item has stopped working; firearms will still shoot, but have a chance of breaking apart and causing moderate to sever injury.
10-0% - Irreparable: Item is fully inoperable and can only be salvaged for spare parts.
NOTE: backpacks cannot hold weapons, armor, or other backpacks.
-Messenger Bag: Holds 20 kg and does not restrict mobility. Has the added bonus of being easily accessible and only spends 1 combat turn when in use. (0.5 kg)
-Light Backpack: Holds 25 kg and does not restrict mobility. No accessibility bonus, thus 2 combat turns are spent when in use. (1.0 kg)
-Medium Backpack: Holds 30 kg and restricts mobility by 1 point. No accessibility bonus, thus 2 combat turns are spent when in use. (1.5 kg)
NOTE: Kinetic forces = bullets, blunt force, slicing, etc. Environmental forces = fire, electricity, chemical, radiation, etc.
-Hardened Jacket: Adds 5% damage resistance to kinetic forces and 5% damage resistance to environmental forces. Mobility increase of 1. (2.0 kg)
-Reinforced Jacket: Adds 18% damage resistance to kinetic forces and 18% damage resistance to environmental forces. (2.5 kg)
-Light Enviro-suit: Adds 10% damage resistance to kinetic forces and 30% damage resistance to environmental forces. (3.0 kg)
-Light Armored Vest: Adds 30% damage resistance to kinetic forces and 10% damage resistance to environmental forces. (3.0 kg)
-Combat knife (0.2 kg)
-Bat (0.5 kg)
-Crowbar (0.8 kg)
5.7x28mm (0.10 kg per 50 rounds)
-FN Five-seveN (0.61 kg empty)
7.62X25mm (0.28 kg per 50 rounds)
-Tokarev TT-33 (0.85 kg empty)
9x18mm (0.30 kg per 50 rounds)
-Makarov PM (0.73 kg empty)
-6P9 (suppressed Makarov) (0.97 kg empty)
-Fort-12 (0.83 kg empty)
9x19mm (0.38 kg per 50 rounds)
-Beretta M9 (0.95 kg empty)
-Walther P99 - (0.63 kg empty)
-Browning Hi-Power (1.00 kg empty)
-Glock 17 (0.63 kg empty)
.45 ACP (0.65 kg per 50 rounds)
-H&K USP - (0.79 kg empty)
-Colt M1911 (1.1 kg empty)
-H&K Mk23 - (1.2 kg empty)
.50 AE (1.00 kg per 50 rounds)
-IMI Desert Eagle Mk XIX (requires minimum strength of 10 to use properly) (2.00 kg empty)
12 gauge break-action (2.50 kg per 10 rounds)
-TOZ-34 Over-Under (3.10 kg empty)
-TOZ-66 Sawn-Off (1.90 kg empty)
12 gauge pump-action (2.50 kg per 10 rounds)
-Remington 870 (3.40 kg empty)
-Mossberg Maverick 88 Short Barrel (2.50 kg empty)
-Winchester 1300 Extended Ammo Tube (3.00 kg empty)
12 gauge semi-auto (2.50 kg per 10 rounds)
-FRANCHI SPAS 12 (4.40 kg empty)
-Saiga 12K (3.50 kg empty)
-Armsel Striker-12 (4.20 kg empty)
5.7x28mm (0.10 kg per 50 rounds)
-FN P90 (2.60 kg empty)
7.62x25mm (0.28 kg per 50 rounds)
-PPSh-41 (3.63 kg empty)
9x18mm (0.30 kg per 50 rounds)
-PP-19 Bizon - (2.10 kg empty)
9x19mm (0.38 kg per 50 rounds)
-H&K MP5 - (2.85 kg empty)
-IMI UZI (3.50 kg empty)
.45 ACP (0.65 kg per 50 rounds)
-H&K UMP - (2.65 kg empty)
5.45x39mm (0.18 kg per 50 rounds)
-AKS-74 * + (3.20 kg empty)
-AKS-74U * + (2.70 kg empty)
-AN-94 * (3.85 kg empty)
-AK-105 * + (3.00 kg empty)
-AK-107 * + (3.80 kg empty)
5.56x45mm (0.20 kg per 50 rounds)
-AK-101 * + (3.60 kg empty)
-AK-102 * + (3.00 kg empty)
-AK-108 * + (3.80 kg empty)
-ZM Weapons LR300 ** ++ - (3.1 kg empty)
-Colt M4 ** ++ - (2.88 kg empty)
-L85A2 ** (3.82 kg empty)
-SIG SG-550 ++ - (4.10 kg empty)
-H&K G36K ++ (3.30 kg empty)
-FN F2000 (3.60 kg empty)
7.62x39mm (0.40 kg per 50 rounds)
-AKM (3.10 kg empty)
-AKMS (3.30 kg empty)
-AK-103 * + (3.40 kg empty)
-AK-104 * + (3.00 kg empty)
-SKS (3.85 kg empty)
9x39mm (0.84 kg per 50 rounds)
-OTs-14 Groza (2.70 kg empty)
-AS VAL * (2.50 kg empty)
NOTE: All machine guns require you have a minimum strength of 12 to use properly.
5.45x39mm (0.18 kg per 50 rounds)
-RPK-74 (4.70 kg unloaded)
7.62x39mm (0.40 kg per 50 rounds)
-RPD (7.40 kg unloaded)
7.62x54mmR (0.59 kg per 50 rounds)
-PKM (7.50 kg unloaded)
NOTE: Sniper rifles are automatically equipped with a scope.
7.62x54mmR (0.59 kg per 50 rounds)
-Mosin-Nagant M91/30 (4.00 kg unloaded w/scope)
-SVD (4.30 kg unloaded w/scope)
-SVU (4.20 kg unloaded w/scope)
9x39mm (0.84 kg per 50 rounds)
-VSS Vintorez (3.20 kg unloaded w/scope)
NOTE: The symbols indicate what weapons are compatible with the respective attachments.
-PSO-1 scope * (adds 0.60 kg to weapons)
-SUSAT Scope ** (adds 0.42 kg to weapons)
-GP-25 + (adds 1.50 kg to weapons)
-M203 ++ (adds 1.36 kg to weapons)
-Suppressor - (adds 0.50 kg to weapons)
-Gun cleaning kit: Used for basic weapon maintenance (0.10 kg)
-Lockpicking kit: Used for picking locks (0.10 kg)
-Spare parts: Used for basic repairs (0.50 kg)
-Basic toolkit: Hammer, flat-head screwdriver, Philips-head screwdriver, spanner. (1.0 kg)
-Flashlight (0.20 kg)
-Match box (0.08 kg)
-Medkit: Restores 50% health over time and stops bleeding. (0.20 kg)
-Army Medkit: Restores 75% health over time and stops bleeding. (0.20 kg)
-Scientific Medkit: Restores 75% health over time, reduces radiation poisoning, and stops bleeding. (0.20 kg)
-Bandage: Stops bleeding. (0.05 kg)
-Anti-rads: Reduces radiation sickness by 75% over time. (0.03 kg)
-Antidote: Boosts chemical resistance by 50% for a short period. (0.03 kg)
-Psy-block: Boosts psy resistance by 50% for a short period. (0.03 kg)
-Radioprotectant: Boosts radiation resistance by 50% for a short period. (0.03 kg)
-Vinca: Boosts blood clotting by 30% for a short period. (0.03 kg)
-Hercules: Allows you to carry 30% more weight for a short period. (0.15 kg)
-Diet Sausage: Restores 5% health. Provides 40% daily food supplement. (0.30 kg)
-Bread: Restores 5% health. Provides 25% daily food supplement. (0.25 kg)
-Tourist's Delight: Restores 10% health. Provides 50% daily food supplement. (0.40 kg)
-Cooked Flesh: Restores 10% health. Provides 50% daily food supplement. Induces 10% radiation sickness. (0.50 kg)
-0.5 L Water Bottle: Restores 5% health per bottle. (0.40 kg)
-Vodka: One shot causes 5% alcohol poisoning, along with 10% hunger and .1 liter of thirst. Reduces 10% radiation sickness. (0.50 kg)
-0.5 L S.T.A.L.K.E.R. Energy Drink: Restores 50% endurance and adds 30% recovery boost to endurance. (0.40 kg)
This includes certain mandatory or random items. Pretty much anything will be allowed here as long as it is realistic. for example, your character wouldn't be carrying around a washing machine attached to their back. Miscellaneous items do not take up inventory space.
-PDA (0.10 kg)
-Anomaly detector (0.05 kg)
-Bolts (0.03 kg per bolt)
Anything else that your character may have on them. Keys, small odds and ends, foreign currency, whatever.
THEN MAKE A CHARACTER!!!
(Pics are mandatory, and they should be posted above everything else. I prefer either RL photos or realistic art, but I will accept anime images.)
Name: (Self explanatory.)
Nickname: (Not required, but FYI, about 99% of S.T.A.L.K.E.R.s have one.)
Gender: (If you chose to be female, just know that women are rarely found in The Zone.)
Age: (No younger than 20 please.)
Appearance: (Height, weight, build, skin color, hair color, hair length/style, and eye color is enough.)
Nationality: (Make sure it's not a third-world country. No one from a place like The Congo or something is going to be able to get to The Zone.)
Known Languages: (English or Russian are a must. You may have both at the base INT level, but more than that will go +2 for three languages, or +5 for four.)
Affiliation: (For the sake of the RP, every character is currently a loner, though you may note in this section if you had former connections to Freedom, Duty, Scientists, Bandits, or Mercenaries.)
Personality: (Nobody is perfect. Make a Mary-Sue character, and they will be rejected.)
Bio: (History, how they got to The Zone, why they went to The Zone, and what they do or did in The Zone is sufficient.)
Clothing: (This does not include armor or equipment. Pants, shirt, jacket, shoes/boots, gloves, underhosen, etc. Everything else goes in Equipment.)
This includes backpacks, armor, weapons, items, etc. No artifacts are allowed to begin with, but you can pick those up later. Just list all of your equipment here into the following categories:
NOTE: Read the above tab for approved items before you make your equipment list. If you want a weapon, tool, or Food/Drink that isn't on the list, PM me for approval first. This applies only to weapons, tools and food/drink; everything else is set in stone.
These are your baseline physical and mental strengths. The bare minimum for each will be 6, which gives a -2 modifier. The baseline is 10, with every second number representing a step up for a modifier. For example, 11 is still 0, 12 and 13 are +1, 14 and 15 are +2, etc. Aside from the baseline, you will also have an additional 10 points to distribute as you see fit.
Strength: Represents raw strength, meaning your ability to throw, push, pull, carry, etc. Strength allows you to carry more weight and handle heavier weaponry, and it partially determines HP.
Agility: Represents fine motor skill, meaning your ability to aim, balance, dodge, etc. Agility gives you greater mobility and speed.
Endurance: Represents how long you can perform extraneous activity. This affects how long you can sprint for and carry over your lower weight limit, and partially determines HP.
Will: Represents mental strength, self-control, etc. This can affect how much or how long your character can resist psy-effects, and partially determines HP.
Intelligence: Represents common sense, knowledge, etc. This adds to how many skills you can have and mechanical adeptness.
Perception: Represents how well you can detect things. This can aid in anomaly and mutant/hostile S.T.A.L.K.E.R. detection and searching for items.
Your skills are determined by your intelligence. Your base INT level = base skill level x2, meaning that 10 INT points = 20 skill points, 12 INT points = 24 skill points, etc. Also, make sure that your skills logically make sense with your background. Some of these skills will also derive some additional strength from their associated attributes. When you first make your character, regardless of how many skill points you have to start with, you can only put 6 skill points into one skill at the beginning of the RP.
-Heavy Lifting (pertains to environmental objects, such as heavy boxes, cases, etc.)
-Bash (Breaking down doors.)
-Sleight of Hand
-Escape Artist (Getting out of bonds)
Weapon skills are a completely individual part of the skill tree, and it is unaffected by your baseline stats. Everyone has 100 weapon skill points to distribute as you see fit across each weapon type.
HP: (Your character's hit points. This will be determined by this equation: 1/2 STR + END + 1/2 WILL. Results in decimals will be rounded down.)
Weight Limit: (The amount of weight your character can carry. There are two levels of weight limit, which are separated by a semicolon and determined by your strength. The lower level is how much you can carry without straining yourself, and the higher level is how much you can carry whilst still being able to move at all. Baseline strength = a 40kg lower and 50kg higher weight limit, which increases by 3kg lower and 4kg higher for every STR point, and the same goes for any number of STR points below the base level.)
This is far from complete, but it's already taken me several hours to get this far into the OOC info page, so I'm posting this while the CS is fully fleshed out. If anyone wants to help with this or give any suggestions to make this section look cleaner, please do so. Most of the stats are there only for the combat aspects of the RP and to give a detailed idea of each character's strengths and weaknesses, and will be ignored most of the time that story stuff is happening.
Here's a sample CS that will also be used for one of the NPCs, in case any of you are confused about the specifics.
Name: Vasili Nikonov
Appearance: 5'10, 156lbs, average build with well-toned muscles, white skin, short brown hair, green eyes.
Known Languages: English, Russian.
Affiliation: Loner. Formerly Final Day.
Personality: Vasili is a secretive S.T.A.L.K.E.R., mostly keeping to himself. He tends to avoid small talk, opting instead to focus on the matter at hand. You may be able to get him to open up if you catch him at a point where he is resting, but you're still probably not going to get much unless he's in an exceptionally good or bad mood. Despite this, he seems to show some concern for others, implying that there is more to him than meets the eye.
Bio: Vasili came to The Zone primarily to get away from financial and legal problems. He was born into a poor family, and there came a point where he turned to drugs and alcohol to escape his problems. Predictably, he became a junkie, and he started getting behind on drug payments. This prompted attacks on him from the gang who was supplying him with the drugs and he ended up getting involved in some dangerous stuff. Eventually, he turned away from drugs, but got tricked into doing some dirty work for the gang. On one of these jobs he was spotted and identified by police. He escaped, but he knew he had to make a hasty retreat to avoid being caught, so he came home, grabbed what he could, and headed for The Zone.
He managed to sneak past the guards at The Cordon under cover of night, though he had forgotten to bring any food and was starving when he entered The Zone. He ended up passing out from starvation and exhaustion, but was fortunate enough to be picked up by Fox and brought to the rookie camp. With no money, hardly any valuable equipment, and a devoid stomach, Vasili got talked into working for Sidorovich in exchange for food and weapons. At first he was apprehensive and mistrusting, remembering what the gang had done with him, but after a few jobs he came to learn that Sidorovich was fair in his dealings. After about a month, he allowed Vasili to leave his employ, having been properly geared up and taught on how to survive in The Zone. He had heard about the bandit activity in The Garbage, and so he instead went to The Swamps, where he would cut around through Agroprom and Yantar to reach Rostok.
Unfortunately, he was inexperienced in dealing with mutants, and he was attacked by a pack of dogs. He nearly got torn to shreds before a squad of Clear Sky members found and rescued him. They took him under their wing and allowed him to fight for them. Through his experience with Clear Sky and their frequent dealings with the scientists, he learned a great deal of things about The Zone's nature. In the wake of one particularly disturbing discovery, his squad leader at the time talked to him and a few other Clear Sky members about forming a new faction called Final Day. He agreed to follow them, and they immediately set out to do their own research on The Zone, and hopefully warn other S.T.A.L.K.E.R.s of what was to come.
After a couple of years of working with Final Day to learn about The Zone's expansion, he made a startling discovery about what would happen. He immediately went to tell his leader about it, but found that he had been assassinated. He told the others in his faction, some of them opted for revenge, while others opted just to get the hell out. Vasili took over as the leader of Final Day for about a week, storing their findings in a location far outside the prying eyes of S.T.A.L.K.E.R.s and ordering the dissolution of the faction, which received mixed reception. Most of them left right then and there to go join another faction or to just do their own thing, but some of them got pissed and decided to attack Rostok. They met a quick death at the hands of the Duty guards, and their actions earned Final Day a bad rep among other S.T.A.L.K.E.R.s.
Once again in persecution, and with hardly a soul left to really trust, he stashed his equipment away and headed back to the edges of The Zone. Two years passed since then, and he managed to restore his real life somewhat, but when word got to him that The Zone was expanding unusually rapidly and that the emissions were showing odd characteristics, he knew he had to go back into The Zone to retrieve the results of his research and warn the population at large of what is to come.
Clothing: OD Green cargo pants, black combat boots, OD green sweatshirt, OD green military coat.
-Tokarev TT-33. (96 7.62x25mm JHP rounds)
-AKS-74 w/PSO-1 scope. (300 5.45x39mm FMJ rounds)
-Gun Cleaning Kit
-3 Tourist's Delight cans
-2 Loaves of bread
-5 0.5L bottles of water
-1 bottle of vodka
-Machine Gun: 0
-Sniper Rifle: 40
-Grenade Launcher: 0
-Thrown Weapon: 0
Weight Limit: 40;50
And now I'm going to bed, because it's fucking 2:00 AM.