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S.T.A.L.K.E.R.: Memories of the Forgotten (OOC/Sign-Up)

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New Armarzia
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S.T.A.L.K.E.R.: Memories of the Forgotten (OOC/Sign-Up)

Postby New Armarzia » Tue Dec 30, 2014 1:10 am

*I will start this with a little note that there will be spoilers of the STALKER games ahead, so if you plan on playing them and haven't it may be in your interest not to continue reading.

S.T.A.L.K.E.R.: Memories of the Forgotten

Image
"Only the forgotten are truly dead."
-Tess Gerritsen


IC
OP:New Armarzia
Co-OP:Looking for one


In 1986 reactor 4 exploded in Soviet controlled Ukraine causing mass evacuation of the majority of the people who lived in the surrounding area save for a few who were unwilling to leave their long-time homes. Most of the world believed it was due to failures at the nuclear plant, but in truth the explosion was caused by secret experiments performed by Soviet scientists researching psychotropic weapons and the Noosphere, or the sphere of human thought. This disaster caused the creation of The Exclusion Zone, the area affected by the nuclear plant and considered uninhabitable displacing many people and causing them hardship.

However, this provided a great opportunity for the scientists here who were now allowed to work more openly and daringly without fear of being discovered and causing them to have little care for the world as the isolated scientists became engrossed in their work. Even when the Soviet Union fell, the scientists continued on in their work with even greater zealotry as the weaker government of a recovering Ukraine could do little to combat the rumors of dark experiments coming from The Exclusion Zone.

In April of 2006 an experiment of great proportion was performed that physical laws to be outright broken and mysterious phenomena not understood by modern science began to manifest in The Zone. The scientists involved in the experiments had a falling out among themselves and have not been heard from since. In June of 2006 the first event that later came to be called a blowouts and emissions occurred killing many members of the Ukranian military and government who were attempting to close it off to the public. Later in 2007, the military attempted a number of expeditions into the zones that all ended in death primarily by mutant creatures, but from this the rumors of items known as artifacts began to spread that were worth small fortunes in the black markets of the world.

By 2010 the rumor had aroused the curiosity of the adventurous and also the desperate as a few hundred people who collectively began referring to themselves as stalkers had taken up residence in The Zone where most hunt for artifacts and other relics for money, while others come for any number of reasons.

Now the year is 2011, the atmosphere in The Zone is tense as the first skirmish between the Stalkers and the military has taken place which now causes fear among the residence of The Zone that a full blown war will erupt within The Zone between the military and everyone else who are technically in The Zone illegally. Furthermore an air of uneasiness has spread as the military begins to lose their grip on The Zone with the emergence of dangerous groups such as Sin and Monolith as well as the emergence of a particularly anti military faction known as Freedom.

You are a resident of The Zone, whether new or old and for whatever reason that only you yourself truly know. Rumors have begun to spread of a group trying to break into the center of The Zone, a location closed off by what is called The Brain Scorcher for what it does to those who try to venture in. In the possibilities of what is in the center are boundless, but common most of all among Stalkers is the rumor of powerful artifacts that would be worth fortunes and The Wishmaker which could make your dream reality. Who will you be and what will you do in The Zone?

OOC Intro and Information

So after playing most of the STALKER series and beginning The Lost Alpha I thought I would give making a STALKER RP a try. I have seen it attempted in the past, but for the most part the RPs I have seen were not successful in starting, so hopefully this will be different. If you are unfamiliar with the STALKER series, but are still a fan of RPs with a post-apocalyptic vibe don't be afraid to join, most of what you would need to know I put in the little history above this so you should be fine.

This will be slightly different from the actual STALKER game, reason one is that I am allowing female characters :P But on a more serious note I loved the atmosphere of STALKER, but I felt it was too crowded. So keep in mind this RP will be bigger (a more realistic scale rather then one toned down for a video game) and people will be more isolated. There won't be vast networks of STALKERs save for Duty and Freedom, and even they will not be massive groups as well.

So as for this RP specifically, the focus will be on the characters and what they do...whether it be a quest for riches, a hunt for the truth, a crusade to protect the rest of the world, a search for companionship or romance in this dark world, a means to survive, or just looking for a chance for a second opportunity it is up to you. I will do my best to accommodate everyone and make sure everyone is included as often time I see people including myself find it hard to participate when you make characters who aren't excessively proactive, so have no fears. I do plan on implementing a sort of central plot based around the idea of getting through to the center of The Zone, but however far you all progress in that is up to you.

Furthermore as a warning for this RP, while ultimately it is up to you if your characters die or not, it is an expectation that your original character will die by the end of this, hence the title memories of the forgotten. Furthermore I am looking for some people to fill roles to kick-start the beginning of the main plot, I will need a small amount of people to be American special forces and when I say special forces I do not mean one man armies/Gods of War types, I mean discreet people with combat training that are on a mission that is Clandestine in nature.

Rules and Expectations

1. What I say goes, though you are still free to voice your opinion and I encourage to help shape this world and story. I want it to be a shared experience.
2. Those who control a character choose when that character dies, though this is not an excuse to allow you character to repeatedly defy death.
3. Respect what Co-OPs say...if I ever get any :P
4. Try your best to make quality posts, I understand dialogue can be hard to make larger posts, but try your best.
5. Please don't Godmod
6. Keep in mind the majority of characters at the start should die by the end, save for maybe a select few
7. Be respectful of others

Applications

Here is the application for characters, if you think something should be added let me know. Also if you do not have a RP sample, make up a scenario involving your character to make a decent post about and put it in a spoiler.
Code: Select all
[b]Character Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Goals:[/b]
[b]Defining Attribute:[/b](Choose something such a strength, speed, intelligence, luck or something along those lines)
[b]Skills:[/b]
[b]Time in the Zone:[/b](in years)
[b]Equipment:[/b]
[b]Faction:[/b]
[b]Background:[/b]
[b]Starting Location:[/b]
[b]Additional Info:[/b]
[b]Did you read all of the OP:[/b]


Here is the faction app, keep in mind that this a character RP, not a faction RP. So realize you will not control the faction though you may RP a leader of one. Also, if the faction is already in the games don't make an app for them, this is for custom factions.
Code: Select all
[b]Faction Name:[/b]
[b]Faction Leader(s):[/b]
[b]Number of Members:[/b]
[b]Goals:[/b]
[b]Background:[/b]
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Additional Info:[/b]


Character List
Old Craet wrote:Character Name: Elizabeth 'Lizzy' Wellington
Gender: Female
Age: 20
Appearance:Image
Personality: Enthusiastic, Curious, Exitable, and Quick to Anger.
Defining Attribute: Agility
Skills: Stealth and Survivalism
Time in the Zone: 5
Equipment:
-Bowie Knife
-Hunting Knife
-Kukri
-Revolver
-Hunting Rifle
-Ammo
-And provisions
Faction: Loner
Background: Born in 1991 to thrill-seeking parents, Elizabeth 'Lizzy' Wellington grew up in a house full of adventures. Her first cave exploration was when she was 2. At the age of 5, she visited a live volcano. But her family journeys would come to an end June 16, 2006. It was on that day when she was forced into the world that existed in the Exclusion Zone. She and her family illegally entered into the Exclusion Zone to have some thrills involving radiation. Lizzy then went out towel.ore a little bit when she found a strange object. She hurried back to her family's camp when she found her mother, father, and older brother dead. They were killed by mutants. After spending 3 days trying to believe it was only a nightmare, she eventually gathered some materials and set out to live in the Exclusion Zone. She knew she couldn't exit for fear of being arrested. So, she began her journey to survive in the Exclusion Zone.
Additional Info: Always carries the strange object she found with her on June 16th, 2006
RP Sample: RWBY: Grimm Eclipse, OG+Gs, and Europe 2050

ChasingCats wrote:Character Name: Scott Bailey
Gender: Male
Age: 48
Appearance: Image
Colin Firth.
Personality: An astute observer, offers friendly chats to everyone; patience is a virtue and he has been trained to stay calm and think of solutions even in the most strenuous of situations; while not easily aggravated, he will crush his opponent fast and hard if push comes to shove; stoutly does "what's right" ie "for the greater good" (utilitarianism) regardless of his personal feelings. A recovering alcoholic and has a penchant for cigarettes.
Defining Attribute: Quick thinking
Skills: Expert in clandestine communications and technology. Close combat specialist. Competent weaponry handling and survivalism. Physics graduate. Good cook.
Time in the Zone:(in years) 3
Equipment: A tough-as-nails rucksack and basic living essentials, a pistol and some ammo, a survival knife, a small concealed knife.
Faction: Stalker
Background: Scott Bailey grew disillusioned and tired of his career as an intelligence agent for the American government. He was deployed to Ukraine on a mission and through subterfuge, in a series of manoeuvres, managed to sneak his family across the pond into an unassuming town near what is now known as The Zone. In 2007, when he came back from one of his long trips away, he found the town pillaged and his home ruined, his wife of many years and young son killed while trying to flee. Scott grabbed the opportunity to disappear from the American government which was frenetically involved in figuring out the monstrous mess. His only hope remained of his teenage daughter who had left no detectable trace - until months later, he was told by one of his Ukranian informants that she might have escaped or been brought into the Zone.
Additional Info:

New Austzeland wrote:Character Name: Dragoslav "Inf" Morozoff
Gender: Male
Age: 17
Appearance: Like this, though a bit younger looking and just a little bit smaller
Personality: Dragoslav, or "Inf" as he is used to being called by his old friends, never really did enjoy being around too many people when he was younger, as he was a fair bit shy; though that has only gotten less and less severe over the years. Dragoslav
Defining Attribute: Speed
Skills: Due to Dragoslav's smaller body than most people his age coupled with his fairly long legs; he is quite agile; though this may also be due to his past experiences earlier in his life. He also was once an avid hunter; often hunting deer in the woods near his grandfather's house, thus making Dragoslav a pretty good marksman; mainly with his SKS
Time in the Zone: 6 months (1 year if months aren't acceptable)
Equipment: Simonov SKS with PU 3.5x scope, x6 stripper clips (7.62x39mm M43) for SKS, TT-33 pistol, x4 9 round magazines (7.62×25mm Tokarev) for TT-33, 2 canteens of water, webbing with pouches for ammo and belt for artifacts, olive drab rucksack, a couple of military rations
Faction: Loners
Background: Dragoslav Morozoff was born into a lower class family in Kiev, Ukraine. When he was just 3 years old, his mother, Bozana Morozoff and father, divorced due to financial issues. Dragoslav's father, Belos Bubov, took nearly all of the family's income with him in order to purchase a cabin somewhere deep in Russia and nearly drove his son and former-fiancee into homelessness. However, Bozana began dealing, and even doing drugs just a bit before she couldn't even pay taxes and bills anymore; thus averting inevitable homelessness. Of course, this came with a dangerous cost. Bozana eventually became addicted to crack cocaine when Dragoslav was just 5 years old, which lead to Bozana often abusing her son emotionally and physically.

By the time Dragoslav was 12 years old, he had managed to get into school however what awaited him in high school would be much worse than what he had heard from several friends. In grade 10 Dragoslav had been dragged into a gang located in his high school. At first he didn't do much within his gang, though by he was 16 years old Dragoslav had been nick-named "Inf" in his school; short for Infamous, due to his constant involvement in crimes such as vandalizing, assault,and possession and use of drugs; among other, though more minor crimes.

However, in January 2011, Dragoslav came home from school one day to discover that his mother had been killed by an attack from a rival gang. Now with his mother dead and his father in a far away place in Russia, Dragoslav has been forced to learn how to live alone. And perfect timing, because he had just heard of The Zone and it's legends. Taking what money he had left (which was very minimal, 5,600 rubles at the most) he purchased the equipment and gear he figured was needed to survive in The Zone and headed off; ditching what was left of his life behind. And that brings us to the present day...
Additional Info: Dragoslav has a bit lower stamina than most people, despite running very often in his past
RP Sample: Link

Character Name: Jessica Andoc
Gender: Female
Age: 26
Appearance:(Image)
Personality: Jessica is stubborn and determined. When she puts her mind to something, nothing but success could deter from that task. She does not trust others and rarely is kind except for when her job demands it. She is willing to do anything to succeed.
Goals: To complete her mission so she can get back home
Defining Attribute: Intelligence
Skills: Stealth, Easily adjust for the situation, Strong will
Time in the Zone: 0 years
Equipment: Passport and Ukrainian Identification, Anomaly Detection Device, Jeans, White Tanktop, Leather Jacket, Rucksack with provisions for two weeks of survival, a 9mm handgun with two additional clips of ammunition, a knife.
Faction: US Special Operators
Background: Jessica was originally born in Ukraine, but her parents moved to the United States when she was young for a job opportunity. In grade school Jessica did not have a very exciting or abnormal life, it was a typical upbringing. However, she excelled in whatever she put her mind to, particularly when it came to languages and other cultures. After getting degree she was hired by the CIA for her aptitude in language. For the most part her time in the CIA was like her time in grade school, fairly boring. For the most part she just trained, only ever going on one operation as a translator in Eastern Europe for other agents.

However, her big break came when news of The Zone and a possible entrance into the center reached the US. Due to her actually being from the nation and still having citizenship she seemed like a perfect candidate to go on this operation. After a small amount of combat training which Jessica believed was grossly inadequate for where she was being deployed herself along with one other agent and some special forces soldiers were deployed to the US Army bases of Germany where they are preparing for their insertion into Ukraine and The Zone.
Additional Info: Nope
Did you read all of the OP: I wrote it

Kalifati Arab shqiptar wrote:Character Name: Vova Loboda
Gender: Male
Age: 47
Appearance: this
Personality: Calm and reasonable
Goals: Bring Order into the Zone and establish Government control
Defining Attribute:(Choose something such a strength, speed, intelligence, luck or something along those lines) Intelligent
Skills: Very handy with weaponry and can persuade people easily
Time in the Zone:(in years) 4 years
Equipment:
- One AK-74
- One Makarov standard service pistol
- Standard Military Uniform
- "War and Peace" by Tolstoy
- Flashlight
Faction: Military
Background: He was born in Odessa, in a middle class family with a history in military. His father served in the 13th Army of the 1st Ukrainian Front. Vova finished Kiev's University with a degree in law. After seeing no apparent opportunity in the post-communist Ukraine, he turned to military. His father, which after the war took the position of the Lt General of the Air Defense Corps of Odessa and held it for over 30 years, walked him through military ranks using connections with his comrades. Little help from his father and his own intelligence and strength made him a fearful and respectful Colonel in the Ground Forces. He got married in 1995, and has one daughter and two sons. In 2007, Operation "Black Snake", a totally classified military operation, sent him and 200 other men into The Zone
Additional Info: Vova hates cats and liars.
Did you read all of the OP: Yup

Galdius wrote:Character Name: Charlotte "Fritz" Friedrich

Gender:Female

Age: 29

Appearance:

Charlotte is rather tall for a woman, standing at six foot one and has somewhat of an athletically slim straight shaped figure. She has shoulder length brunette hair, which is secured into a simplistic but messy pony tail. Her most notable feature is her voice, while her English and Ukrainian is excellent, her thick German accent is very predominant, often singling her out from other stalkers in the zone. As for clothing, she wears a black long sleeve shirt with her chest rig over it, a Fur-lined grey Parka coat which was the Fallschirmjäger metal pin badge attatched onto the right breast pocket, a pair of black wool gloves with the trigger finger removed, black cargo pants with an synthetic belt with a few pouches and a pistol holster attached on, cotton socks and a pair of leather military boots. Her backpack is usually on her back or close by, and has her gas mask attached is onto it for any sort of situation that she might need it.


Personality: Charlotte is a very stoic, resilient and quiet soldier that despite all of the hardship that she has faced, is a surprisingly warm but somewhat of a shy individual. She is very straight forward and honest, tending not to pussyfoot around situations, preferring to tell people exactly how she sees things or how she feels about them rather than exaggerate and lie, which often gets her pasted off as particularly confrontational and she is to an extent, if she feels that someone is behaving in a manner which is insulting or is going to get hurt, she'll challenge that person, however, she tends to be very loyal towards her friends and those she works with, sometimes acts as shoulder to lean on when times get tough, although when others try to offer the same courtesy she often shy's away from it, preferring to keep her own troubling, guilty thoughts and emotional pain that the zones brought her to herself. But while she has a certain approach ability and openness, it can quickly dissipate if she feels that shes being used and can quickly turn into slow burning grudge against the person who has betrayed her trust, with her reactions ranging from being openly snide and aggressive towards them to outright bashing there skull in. she also has no second thoughts when it comes to doing bad things to help protect herself or others, even if it means ending an innocent persons life.

Goals: Once full of aspirations and goals, all she wants to do is now make some money and help out a few people until she gets out of the zone or ends up dead in a ditch.

Defining Attribute:versatility

Skills:Having served a total of eight years in the military in the Bundeswehr Fallschirmjäger, she has been deployed into combat in Afghanistan, so before even entering the zone itself, she could be considered as a pretty proficient fighter who is experienced close quarters combat, first aid, long range reconnaissance, tracking, evasion and scouting. And after around three years or so in the zone, she knows her way around some particularly dangerous places and generally knows who and what to avoid, and thanks to deals with various stalkers groups, she become fairly fluent in Ukrainian. Shes also a fairly fast runner and can run for long distances.

Time in the Zone:3 years

Equipment: AK-74 - The weapon itself is fairly distinctive from other AK's as the weapons finish is particularly well worn but the gun itself is in a fairly good condition, A small, silver teddybear trinket hangs around rifles forward grip along with a small flashlight, which has been secured onto the left side of the rifle with cable ties, the name "Andrei" is poorly carved into the weapons stocks butt, six tally marks are also engraved into the right side of the buttstock. - Beretta 92FS with a suppressor. - Eickhorn KM 2000 German Military Knife. - Hand axe - Ballpeen hammer - a RGD-5 fragmentation grenade - a maglite torch - a worn dark green, light weight chest rig with four AK magazine pouches, Two pistol magazine pouches, A zipup storage pouch (contains a red pen and a notepad, along with small amount of assorted hryvnias and rubbles) and a zipup medical pouch (Containing two morphine auto injectors, Emergency Bandages, a Tourniquet, combat gauze and scissors.) - a belt pistol holster - M65 Gas Mask with two filters - Fur-lined grey Parka coat - long sleeved shirt - one hole balaclava - black cargo pants - Hiking boots.- Bear detector- military backpack (Holding extra ammo, Four road flares, various food and drink items and a spotting scope and four German army dogtags, including her own.)

Faction:Loner/mercenary.
Background:

Hailing from a large military family of six, she was raised in Bad Laasphe, a small town in North Rhine-Westphalia, Germany. Her father, Walter, ran a small but rather successful construction wholesale business while her mother, Anne-marie, whom was a stay at home mother. She joined the military at eighteen like most others in the family, with the intentions to join the Fallschirmjäger. She did well within bootcamp and proved herself to be quite the soldier, actually showing a bit of a natural talent for it. She was placed in the Zweibrücken (Airborne Reconnaissance Company 260.) and saw deployments in Afghanistan. While her unit was deployed in the more quieter northern regions, she did see combat on numerous occasions, most being nothing more than small skirmishes, with the biggest being when her unit was ambushed by a large Taliban force during a routine patrol, which resulted in almost two hours of fighting, three dead German soldiers and fourteen dead Taliban, two of which Charlotte had killed herself.

After exiting the military around 2008, Charlotte quickly found herself jumping from job to job ultimately unable to hold down any sort of normal work, it wasn't long until she was approached by some old squad mates who had a rather dangerous but quick work lined up. An recon mission for the German government who's interest had peaked with the rumors coming out of the zone in Ukraine. The contract its self was paying them a generous amount of money to escort someone scientist around the zone for a few months before coming back. With her struggling to hold down any sort of steady job she didn't see a problem with becoming a soldier of fortune and promptly joined them on their little expedition, they entered the country illegally through Poland before entering the zone through the Cordon. Things went terribly wrong right at the start, with the Ukrainian translator and guide going missing during the night and with the scientist being killed by mutants during the search, the team ended up stranded in the zone. Making the best out of a shitty situation, they started providing mercenary work for anyone who would take them, regardless of who would take them but as many more experienced stalkers expected, the plan didn't last long for them.

Two months in, whilst on the hunt for a bandit gang in Garbage, they where ambushed by a small group and a brutal standoff ensued, resulting in all of her comrades being wiped out in a matter of seconds, forcing her to retreat, leaving Charlotte being the only survivor. With all of her friends now dead and with her blaming herself for their deaths, she just sort of drifted around and explored the lands, surviving by avoiding other people and straying away from as many potential fights for several months, although she had her fair share of near death experiences due to blowouts or mutants, and in one occasion, both. But while she had no real intentions of joining up with others, that when she got caught in the crossfire between a small gang of rather experienced stalkers under fire from a larger group of bandits. With no real way to retreat from the situation, she waded right in, helping the stalkers dispatch the group of bandits, killing four of them before they cut their losses and run. After the fire fight, she stuck around with the group for around a two years, which took her around a lot of places in the zone offering her skills in exchange for a modest share of there treasures and lessons in Ukrainian, before she ended up back in Rookie village, where she continued to offer her services and trade with the locals.

Starting Location: Rookie village.

Additional Info:Charlotte suffers from survivors guilt, blaming herself for the death of her squadmates and friends because she feels that she didn't spot the bandits the ambush in Garbage, she also has mild Post-Traumatic Stress Disorder, she often suffers from nightmares, is easily startled, has outbursts of anger and often stares off, seemingly into space.

Did you read all of the OP: Most of it.

Character Name: Viktor Reznikov
Gender: Male
Age: 47
Appearance:
Image

Personality:
Psychology and perception: Believes he is special and Constantly fantasizes about success
Self-discipline: Vain
Lifestyle: Expects special treatment, Impulsive, Hates to live alone
Social Attitude: Outgoing. Requires constant attention and Envious
Honesty and honour: Conscienceless
Emotional capacity: No empathy
Current emotional state: Eager

Goals: Dominate Arms & Artifact trading in the region; Sell arms to both sides; Finance military operations to provoke hostilities to increase profit; Make a large profit
Defining Attribute: Machiavellian
Skills: Experience in Arms trading and transport; Military logistics experience; Basic weapon handling; Charisma; Ability to schmooze well; Economics Policy knowledge; Designated Helicopter Pilot
Time in the Zone: 7 months
Equipment:
Smith & Wesson Model 586 (4-Inch Barrel) X1
Remington .357 Caliber Bullets - 110 Grain SJHP Rounds - 50 Rounds Box X2
The Prince by Niccolo Machiavelli X1
Socket SoMo 655 WiFi & 3G - 18 GB - Black X1
DELL XPS M1330 13.3 Inch Screen, Ultraportable, Black, Kevlar Casing X1
Kevlar Bulletproof & Plate Windbreaker Jacket X2
Assortment of silk ties and cotton, button-down shirts
Brooks Brothers Madison Fit Suit X1

Faction: Diversified Contractors Inc.
Background: Viktor Reznikov was born in Novi Sad, Serbia, on August 12th, 1967, to Serbian nationalist parents. His father was a Staff Sergeant in the Yugoslav People's Army while his mother was a firearms factory assembly line worker. When Viktor was eighteen, he was encouraged to join the military as an officer through the Military Academy of Serbia by his father, graduating in 1988 and specializing in logistics. He also went on to achieve an International Baccalaureate in Policy Economics.

By 1990, numerous nationalist uprisings within Serbia led to factorial divides within the Yugoslav People's Army. At the time, Viktor was a Captain in the First Army's logistics division in Belgrade. During these years, corruption became rampant as supervisory structures fell apart. Viktor's commanding officer was a Major General, who being accused of supporting "Fascist Croats", was purged by the FR Yugoslavian government under Serb nationalist Slobodan Milošević. This brought Viktor to the forefront, being quickly promoted to Colonel and acting logistics director of the First Army. Although Viktor was excited for this promotion, he did not see it as a means to help his country. Instead, he saw it as a way to help himself. In 1992, after participating in the Siege of Sarajevo, he was given an offer by Bosniak opposition forces for military supplies in exchange for 550,000 Yugoslavian dinars. He took up the offer and made additional covert deals with opposition forces for money. That marked his first trade as an arms dealer, and he never went back.

After the Dayton Accords in 1995, Viktor set up a "mailing" company with his brother, specializing in commercial transport in Eastern Europe. Diversified Contractors was a front for his arms trafficking organization that used the pervasive corruption in post-Cold War Eastern European countries to his advantage. Although wanted by the DEA, ATF, and the FBI, his true name and appearance isn't known by law enforcement organizations. He is only known as the Serbian Magician. Public records from the war were all erased following payments to Bosnian and Serbian officials. His name is by no means connected to arms trafficking and Diversified Contractors is seen as a legitimate organization that does in fact provide for corporate mailing and logistical services.

Diversified Contractors has made numerous deal with criminal organizations, rebel groups, and even governments that need weapons and munitions. It has also given out shady loans to organizations in the past the finance violent uprisings and military operations. Viktor Reznikov and his company has become heavily involved in the Liberian Civil Wars and the Nigerian Government Crisis. Currently, he is in cahoots with Ukrainian government officials and has been hiding in the country side of Odessa for five years.

Viktor Reznikov has taken interest in the Zone and sees it as an area he can profit from. From provoking conflict to killing those who stand in his way, Viktor is determined to make a foothold in the Zone. However, his rudimentary knowledge of the area could very well lead to his downfall. Viktor has been the Zone for a seven month stay, exploring a possible area to place his base of operations. Currently, there are roughly 45 people in the Zone employed by Diversified Contractors Inc.
Starting Location: Odessa, Ukraine (Beach Villa) (He will come the Zone soon)
Additional Info: N/A
Did you read all of the OP: Yes.

Character Name: Alexander "Wraith" Galey
Gender: Male
Age: 32
Appearance: Image
Personality: Very friendly, careful, trusting, open...Alexander or Wraith as many of his comrades call him is a very open person who attempts to make friends with anyone and everyone who comes to Yanov. He wasn't originally this way, but his experiences in the location caused a change in personality. He goes out of the way to help others whenever he can. However, he is very vengeful and does not forgive people. Some of his comrades notice that he can be obsessive at times.
Goals: In the short term Wraith would like to help the stalker's in Yanov secure a foothold in the area against the mutants and occasionally hostile mercenaries who recently have shown up, In the long term he would like to make it to the fabled center of The Zone and see if he may just be able to make a life for himself.
Defining Attribute: Endurance
Skills: Tracking, Good shot with scoped weapons, boxer, knows how to fly jets...
Time in the Zone: Four years
Equipment: Scoped .300 magnum Browning Rifle with sixteen bullets, a .357 revolver with seven bullets, Hooded Canvas Jacket, Jeans, boots, long sleeve thermal shirt, Echo detector, Simple Backpack with a two bottles of water, a few cans of food, a knife, some bandages, paper, pencils, a single dose of radiation medicine, tarp, and a first aid kit; sleeping bag strapped to the side of his bag.
Faction: Loner
Background: Wraith grew up in a small town in Western Ukraine. He was fairly smart, but the small town he lived in didn't provide many opportunities for him to succeed. His cousin who lived in the USA would always send him new movies, along with whatever device was the new trend in the US and Alexander grew up believing America was an amazing paradise. When he became an adult he tried to figure out how he could make it to the US without any money. His cousin was arrested in the US and deported for drug trafficking, so Alexander instead decided to join the US Navy to gain citizenship. He worked on the engines for nuclear powered submarines before seizing on opportunities to go to college and become a pilot within the Navy.

However, when he was twenty-seven Alexander received news that his brother was killed. He abandoned his job and deserted, sneaking his way back to Ukraine. He got the full story from his cousin who used to live in the US that his brother was going out with some girl who was connected to some shady people that were likely in gangs. Enraged by this Alexander and his cousin worked out a plan trying to learn everyone involved. When Alexander believed he knew everyone who might be involved, he went on a mass killing spree killing nine people in all alongside his cousin including his brother's girlfriend. Being a deserter of the US Navy and now a serial killer in Ukraine, Alexander did not have much options left.

Alexander headed towards The Zone with his cousin and came across a few other much more small-time criminals also trying to make their way into The Zone. Being away from Ukraine for so long, Alexander had no clue that the military stationed at The Zone were fairly corrupt and believed that he would be gunned down on sight, so he convinced the others to come with him in searching for another way in. They looped around to the Northern part of The Zone and after a month of randomly trying to pass through the barrier, they became the first people to make it into Zaton. While many of the others including his cousin want around trying to hunt artifacts for money to return back home rich, Alexander, who by this time was called Wraith, wanted to make this place his home as he was too scared to go back.

After another year the population of Zaton grew a fair amount, about two dozen stalkers now resided in Zaton, and Wraith decided he wanted venture deeper in The Zone to see what was out there, not knowing much about the place. Wraith, his cousin, and two of the original gang that found the area with him set out on a number of expeditions over the span of year until they finally found Yanov, however, it wasn't without cost as hist cousin fell.

While the other two who came with decided to make some money off of guiding people to and from Yanov and Zaton, Wraith stayed in Yanov to make a living for himself. He tries his best to keep the peace and help out everyone who is there. When particularly dangerous mutants are spotted he organizes stalkers to help him hunt the monsters. And when particularly fresh stalkers arrive, he will try to do all that he can to help them out in the dangerous area. Wraith has a bit of a reputation as a good guy in Yanov and Zaton which he is quite pride of. Recently, however, one of the stalkers that frequent the area has mentioned trying to get to The Center which has peaked Wraith's curiosity tremendously.
Starting Location: Yanov
Additional Info: None
Did you read all of the OP: Of course

Character Name: Boris Kravets
Gender: Male
Age: 39
Appearance: Image
Personality: Boris is very manipulative and tends to keep to himself whenever it is convenient. While he doesn't outwardly show it, he doesn't trust others and assumes most people he team up with will likely die which welcomes as it means more loot for himself. While he doesn't trust people and doesn't try to make friends with men, he isn't anti-social and understands there are is safety in numbers.
Goals: Boris is just looking for wealth or power and willing to sacrifice anything to take it. With the rumors of some stalkers trying to get into the center of The Zone, Boris would like to convince his contacts in the military to also pursue this so he can have a chance of placing a stake in the no doubt priceless artifacts in The Center.
Defining Attribute: Agility
Skills: Stealth, Weapon and armor tinkering
Time in the Zone: Six years
Equipment: SA Avalanche with four clips worth of ammo, Desert Eagle with one clip, Radiation Suit, Bear detector, and has a stash hidden in Wild Territory where he keeps about two weeks worth of food, water, and a small amount of cash.
Faction: Military
Background: Boris lived in Moscow, Russia in his childhood and eventually joined a private security company in his youth. He did small time jobs escorting and protecting people in relatively dangerous locations, primarily the Middle-East. However, his life changed when he and his team were hired for a unique job in Ukraine. The second disaster of Chernobyl had just happened and a secretive company was very interested in the fate of their assets within The Zone. Boris and his team entered along with a company representative making them some of the first "stalkers" to go to The Zone. However, none of them knew what to expect and the company representative died along with much of his team.

However, soon the discovery of artifacts surfaced and the company instead offered to buy any artifacts they could find. Over the years those who didn't die in the team split up and Boris was making a decent amount of money for himself. While Boris wasn't exactly famous for anything in particular, he was known for being one of the most veteran stalkers in The Zone due to how early he arrived. This reputation caused the military to approach him with a job offer to act as a stalker for them since many of their soldiers had little experience in The Zone. After receiving training from the military he returned to The Zone where he is occasionally called upon to provide information he has learned or accompany military forces into areas where his knowledge will be useful.
Starting Location: Rostok
Additional Info:
Did you read all of the OP: Yup
Last edited by New Armarzia on Fri Jan 02, 2015 9:58 pm, edited 13 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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New Armarzia
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Ex-Nation

Postby New Armarzia » Tue Dec 30, 2014 1:10 am

Faction List
If a "*" is denoted by the faction, that means that faction is not well-known or secretive, not everyone if anyone will have knowledge of them
Stalkers/Loners: A Stalker is term that describes anyone who is in The Zone illegally which is everyone who isn't a member of the Ukranian government or hired by them. Stalkers are among the most expeienced and knowledgable people in the zone due to their constant exploration and expeditions for artifacts. A loner denotes a stalker who is not a member of any factions or groups. Stalker is a catch-all term so no two stalkers are ever alike as everyone's goals and reasons for coming to The Zone are different. While loners are not members of factions they often group together in small groups for safety in their adventures.

Bandits: Bandits are stalkers. though other stalkers do not refer to them as such, who found that it is often safer and sometimes more lucrative to just kill, rob, or tax other stalkers rather then hunt for artifacts or relics themselves. Bandits are an organized faction, but rather a term for someone who commits these acts against other stalkers. Some bandits have organized themselves, most notably a group called the Renegades, but most are independent or work in very small groups. Once deemed a bandit expect to have little in the way of friends and a lot in the way of enemies.

Renegades: Renegades are a group of bandits and loners who want to cut out their own section of The Zone to make a profit off of. This group is currently searching for an area with little traffic so they can claim it as their own in their hunt for artifacts and are willing to use force to take it. Due to much of their members being bandits and their generally hostile nature all groups oppose The Renegades and many will opt just to shoot them on sight.

Military: The military are the armed forces of Ukraine that are in The Zone. Their goals are to contain everything within The Zone and prevent anything from getting out. However, the military is considered highly corrupt and until recently were on fairly friendly terms with stalkers, often selling excess ammunition and supplies to stalkers. However, due to a recent skirmish between the stalkers of Freedom the military has become much more hostile to stalkers. While there are still a few corrupt soldiers willing to sell supplies, there are also some commanders who will shoot anyone isn't a member of the government on site. The military is slowly losing its grasp on The Zone due to increases in emissions, mutants, hostile stalkers, and corruption. However, even in this weakened state they are still the most powerful force in The Zone due to their access to armored vehicles and armed helicopters that they occasionally operate within The Zone.

The military has two groups of specialists within their ranks, the spetsnaz and military stalkers. The spetsnaz are highly trained and specialized soldiers who deploy into The Zone for rescue missions, surgical strikes, or other special assignments that need either discretion or skill. The spetsnaz have much more knowledge of The Zone compared to the average soldier and are given the best equipment the government has to offer. While these special forces are small in total numbers, they often have numerical advantage over foes as they deploy in large groups. Military stalkers are stalkers who are contracted by the military for their experience in The Zone. They are some of the most valuable assets of the military and some of the most dangerous people in The Zone. When contracted military stalkers are given military training and equipment to perform their duties causing their fighting skills and their knowledge of The Zone to be unmatched by any in The Zone save for the spetsnaz and monolith. However, among stalkers military stalker are just a rumor.

Clear Sky*: Clear Sky is a collection of scientists who wish to study The Zone in secret. The founders of the faction have ties to the original scientists who studied in The Zone before 2006. Clear Sky is very similar to The Ecologists in their wishes to learn about The Zone, however, Clear Sky is much more willing to resort to violence to get what they need and are very protective of The Zone and will try to stop any who wish to do harm to it.

Duty: Duty is a militant group of stalkers within The Zone. They oppose The Zone and see it as evil and thus wish to destroy it and its inhabiting mutants. While Duty isn't the biggest faction of stalkers, it is often considered the most powerful due to its topnotch equipment and many of its founding members as well as new members being former members of the military, some even being among the spetsnaz. Duty is very disciplined and structured, having many rules for its members. They are the only group of stalkers that no members of the military will attack as they see the group as allies which allows the faction to get access to military grade equipment. While not many stalkers agree with their ideals, many do look to Duty as a sort of enforcer of laws in The Zone due to their skill and focused opposition against bandits and mutants. Duty is considered allies of The Ecologists and the military. Duty is openly hostile to Sin, Bandits, and Renegades. Duty is technically at war with Freedom and will fight them if forced to confront one another, but Duty will often do its best to avoid Freedom. Though some more fanatic members of Duty to hunt down members of Freedom.

Freedom: Freedom is the largest collection of organized stalkers. They believe in free access to The Zone and see The Zone as a gift to the world. While Freedom has many members, it is lacking in the way of equipment as it has little backers due to their open hostilities to the military. Freedom believes in a communal lifestyle where all of its members share their finding and equipment for the greater good. While it is still the largest faction, it has more recently has had troubling recruiting due to its fighting with the military. Freedom has no allies due to its recent fighting with the military, but counts Duty, the military, and Bandits among their enemies. They are the only faction that all members of the military are openly hostile towards.

Mercenaries: Mercenaries are private military contractors operating in The Zone. They are most commonly hired by Western governments or companies who do not have access to The Zone. They are very well equipped, though their training is varying among its members, some mercenaries being former special forces while others are simply trigger happy kids barely old enough to legally own a gun. Mercenaries are often hostile to others especially when on missions as they have little care for other stalkers or the country of Ukraine. But this is not the case for all mercenaries. Like bandits and loners, mercenary is a catch-all term for members of PMCs so there is no real code among them. Some mercenaries are friendly, though most are not. While most hire themselves out to outside groups, some will sell their services to stalkers.

Monolith:* The Monolith stalker clan is a xenophobic religious cult, hostile to all but their own. They believe in the power of The Wish granter. A typical Monolith member is a brainwashed stalker whose brain was fried by the Brain Scorcher. Monolith members base themselves in the center of The Zone and do all that they can to prevent others from reaching it. The members are fanatics who ignore all pain and risk to life in their service to The Zone, however their abilities are quite varying as it depends on the stalker who was brainwashed. Monolith is hostile to everyone who is not one of them, but little no of their existence at this point. However, recently Monolith has begun pushing out of the center of The Zone and news of their arrival will likely spread soon.

Sin: WiP

Ecologists: Ecologists are government funded researchers in The Zone. They focus primarily on what the anomolies are artifacts of The Zone can do for those outside of it. While part of the military, Ecologists distance themselves from the military in order to make use of the experienced stalkers operating in The Zone. Ecologists are very few in numbers and are not soldiers, so thus they rely on hiring mercenaries or stalkers to protect themselves. More recently members of Duty have been offering these scientists protection and doing retrieval missions for them to find artifacts in hopes of learning of ways to defeat The Zone.

US Special Operators:* US Special Operators are a combination of CIA agents and US military special forces being inserted into The Zone to retrieve sensitive materials and documents that may reveal questionable actions performed in Ukraine by American operatives suspiciously close to the dates of both Chernobyl disasters. These elite operators are under the guise of mercenaries and stalkers within The Zone and plan on searching for a way into the city of Chernobyl after rumors of a group trying to get into the city arose.

Locations
"*" Denotes an area not currently accessible or access is only known by a very select few.
"+" Denotes an entry point into The Zone from the outside.
Zaton:+ Most of The Zone is surrounded by a barrier of sorts that surrounds its entirety, whoever someone attempts to pass through this barrier they end up back where they start or disappear forever. There a few openings in this barrier, most notable is the entrance into Cordon in the Southern end of The Zone. However, there is another less known entrance that leads to the shipyard of Zaton in the Northern end of The Zone. The shipyard was drained long ago to help try to rid the area of radiation which has turned the Northern half into a swamp of sorts. The entrance into Zaton from Ukraine is along the northern edge. In the center of Zaton stalkers have turned a beached cargo ship into a bar and a place to stay. A few other cargo ships litter the Northern half of Zaton and are often uses as campsites for stalkers needing to rest for the night. On hills stretching from the North to Northwest to are a few collection of homes littered with anomalies and zombies. To the West is small complex that few stalkers return from when they journey inside.

To the East are some warehouses that a large band of bandits make their home. To the Southwest is a gas station where the surface has been fractured leading into a system of caves. And even further then that are some labs by a power station that are home to a particularly dangerous poltergeist. To the Southeast is a factory that a group of mercenaries have made their home for the time being. The entire area of Zaton is littered with mutants and is very dangerous. Stalkers who survive this area find themselves fairly experienced and much more wealthy compared to Stalkers coming out of Cordon so many Stalkers don't talk about the location too much. The only paths out of Zaton lead to Yanov though only a few experienced stalkers know the way and charge hefty prices for those who wish to travel it.

Cordon+: Cordon is one of the most populous locations in The Zone being that it is the main point of entry for both the military and stalkers. The most Southern border of Cordon is a military checkpoint that acts as a border between Ukraine and The Zone. This outpost is known for being particularly corrupt and allowing those with enough money to pass through. However, this may change with recent hostilities towards the military by Freedom. Just bit North is a small town inhabited by a few veteran stalkers who attempt to help train and guide newer stalkers to The Zone earning the town the name Rookie village. A merchant stays in a bunker near the town to help supply stalkers who have money or to provide jobs for these new Stalkers. Prices for the merchant's equipment have gone down recently to help arm the stalkers who fear an attack by the military any day now. Just North of the town is an abandoned factory and mill that switch ownership between bandits and groups of stalker.

Farther North is a railroad that cuts Cordon in two, the North and the South. In the center of the railroad the military has set up an outpost to keep an eye on mutants and the various group of stalkers in the area. North of the railroad is a small village that usually occupied by stalkers checking anomalies in the North for artifacts and a small farmhouse that is often used a place to stay for the night and thus is a common place for robbery and murder when bandits come upon it. To the North the road leads to the Garbage Between the checkpoint and rookie village is a cave that leads to The Great Swamp though this passage is currently only known by Clear Sky and a few others. Along the railroad heading East, the railroad heads towards Darkscape. The railroad heading West is blocked off by excessive amounts of rubble.

Garbage:Described as a "vast machinery graveyard", the Garbage was in fact the main dumping ground for ruined machines and vehicles, as well as irradiated junk from after the 1986 disaster. Because of this, the area is dominated by huge, heavily irradiated piles of discarded objects among which useful items or the occasional artifact can be found. Loners and Bandits are always trying to lay claim to the best loot, most often leading to fighting and bloodshed. Notable sites within the Garbage area include an old train hangar in the center that is constantly fought over by stalkers and bandits, a fenced-in scrapyard filled with anomalies in the south-west that acts as a base for bandits, and a ruined office building in the North held by stalkers that act as an alternative base whenever the bandits take the hangar.

The Northern edge of the Garbage is a checkpoint held by Duty that leads to Rostok. West of the Hangar leads to Agroprom. and East of it leads to Dark Valley. Not many mutants are in the area save for some pack mutants that aren't very aggressive. Piles of mostly useless junk litter the entirety of Garbage. Occasionally members of Freedom come here to trade with other stalkers, scavenge, and occasionally fight skirmishes with Duty.

Great Swamp:* The Great Swamp is a large Marshland located West of Cordon. It is protected by a barrier similar to the one surrounding the Zone with only one way in or out through a cave leading to Cordon. Clear Sky secretly makes their base here and are the only ones who know who to get to The Great Swamp. A few buildings and makeshift camps are spread throughout the swamp. Clear Sky often has to fight off mutants that roam the area. Few anomalies or artifacts are in this swamp, though the ones within it are valuable.

Darkscape: Darkscape is a fairly dense force bare of anything of interest save for the railroad the goes from Cordon to Dark Valley and an immense amount of mutants. The shells of military vehicles litter the side of the railroad, relies of a time when the military once tried to hold the area and operate the railraod, but now only the bravest of most foolish of stalkers venture here. There is little in the way of artifacts in the forest, the only use the forest has to a stalker is an area to hunt mutants or an area to hide away. For some time Duty has attempted to make incursions into Darkscape to fight mutants, but every attempt has been cut off by stalkers of freedom from Dark Valley. To the Southwest the railroad leads to Cordon and to the North it leads to Dark Valley.

Dark Valley: Dark Valley is a clearing in the forest extending North from Darkscape. The area is always dark no matter what time of day and often always raining, sometimes the rain is radioactive or acidic. The main point of interest is the large factory that takes of much of the Northern half of Dark Valley. Freedom has made this factory their base and is the only location where they have a significant presence. A lab is rumored to be under the factory though freedom denies such allegations. The possibility of lab being under the factory is what prompted the skirmish between Freedom and the military due to the military's interest in the lab. To the East is a warehouse and the South is a farm that are often inhabited by bandits, mercenaries, or Loners. These groups save for the Loners often skirmish with band of freedom stalkers who journey away from the factory.

There are a number of dangerous anomalies in Dark Valley along with valuable artifacts. There are a fair amount of pack mutants along with a few others that roam the area. It is rumored you sometimes may find stalkers that look deformed and mutated roaming the area, some embers of Freedom even claim they were attacked by such stalkers. Most mercenaries in the area work on behalf of Duty to harass Freedom. A path lead West into Garbage and the railroad that ends in Freedom's factory lead South in Darkscape.

Rostok: Rostok is an urban/industrial area North of Garbage that is considered on of the safest places in The Zone due to Duty's presence and iron grip on the area. Rostok is home to the 100 Rads Bar, The Arena, and Duty's Headquarters which are all located near one another. Duty protects the area and the only real danger are a few anomalies of the paths and the occasional pack of dogs that roam its outskirts. Away from the border of The Zone, Rostok is the most popular stop for stalkers due to the large bar and arena where people can sell their findings, find a job, or just enjoy themselves. Furthermore for those tired of the troubles of The Zone and need a break, its safety is very inviting. Very rarely mercenaries or bandits from the Army Warehouse or Wild Territory will come and fire upon the Duty guards, but they are killed swiftly. South of Rostok is Garbage and to the North is The Army Warehouse. West of Rostok is the dangerous area known as Wild Territory.

Wild Territory: Wild Territory is a very large, abandoned manufacturing plan West of Rostok. It is extremely dangerous, though some Stalkers brave the area out of rumors that something great or important lies within. Bandits, mercenaries, and mutants all inhabit the area though the mutants have the strongest hold. The mercenaries have hold of a warehouse they use as a base in their fight against mutants and bandits, though the bandits don't have a base of operations. The area has a nice amount of artifacts if one can survive the urban nightmare. The main entrance leads to Rostok to the East, though there is a less-known underground passage littered with zombies underneath the plant that leads to Yantar.

Agroprom: Agroprom consists of the area in and around the Agroprom Research Institute. Two locations standout in the area, The Agroprom Research Institute in the Southwest currently held by a small Duty force and a factory in the center of the area held by a large group of loners who banded together to hold the area from the many bandits making camps in the Northern part of the area. To the West is a toxic swamp that is known to have a few artifacts in the area if one can survive the toxic gas and zombies roaming the swamp. There are a number of entrances into a complex underground network that was once a series of labs that are now infested with many forms of mutants, but have also been known to house artifacts. There is a road heading North into Yantar and a road heading East to Garbage.

Yantar: Yantar consists of a very large factory complex and the dried up lake turned swamp just South of it. The swamp is filled with zombified stalkers and other mutants as is the factory. A few packs of mutant dogs roam the area as well. Between the swamp and the road heading East to Wild Territory is a bunker that houses some Ecologists trying to study the area. A fair amount of military soldiers guard the bunker, though their numbers drop as time goes by with their daily fights with zombies and mutants. The factory was the site of experiments and a device within causes anyone who enters to become a zombie, though that doesn't stop man stalkers who can't resist the temptation of an unexplored factory possibly full of loot and artifacts. Another road leads South to Agroprom. If one could get past the dangerous psi-field that surrounds the factory, they could get to the Dead City North of Yantar.

Yanov: Yanov is swampy area South of Zaton that's key features include a railroad station and a large factory though there are various other locations buildings spread throughout. Like Zaton, not many people inhabit the area compared to the Southern half of The Zone based out of Cordon. Even less are in Yanov due to the lack of people who know how to traverse between Zaton and Yanov. Some stalkers who anywhere else would be considered loners and bandits have formed a sort of bond in the area due to large amounts of very dangerous mutants and it is custom that no one shoots another human in Yanov since there are so few. It is believed no major factions exist in the area save for a few scientists and their mercenary guards.

The railway station is used as a camp and bar for the stalkers of the area due to its central location. To its West is the bunker for the scientists and mercenaries. Much of the buildings spread throughout the area suggest there was a large military presence before the disaster of 2006. A small military base can be found West of the Bunkers and various other checkpoints and helipads can be found closer to the Jupiter Factory in the Southeast. The factory is very large and dangerous. Most stalkers in the area consider it to be not worth a trip due to the high risk and low rewards. Artifacts found outside the factory are just as valuable and aren't saturated in the amount of mutants and anomalies calling the factory their home. However, a group of mercenaries have recently arrived and have set up their base of operations in one of the office buildings of the factory.

Army Warehouse: The Army Warehouse is a location North of Rostok that is the farthest North most stalkers ever get due to the presence of the military and the occasional attacks by Monolith. The area has this name for the army base that was originally used to store equipment, but now serves as one of two main bases of operations for the military within The Zone. The base is located in the East, a town is located in the South along with a small checkpoint. The town is overrun by mutants and the checkpoint is held by the military cutting off most stalkers from returning to Rostok. In the West and North are a spattering of farm houses and homesteads that are used as camps by the various loners, members of Duty, members of Freedom, and mercenaries who have been stuck in the area since the military secured the checkpoint between Rostock and the Army base. However, the military often allows members of Duty and certain mercenaries to pass through. To the Northwest is a series of buildings and makeshift barricades called the barrier that the stranded members of Freedom use as a base of operations. However, the barrier is often under weekly to daily attacks by the fanatics of Monolith coming out of Red Forest. Duty and the military have not wiped out these stragglers of Freedom who occasionally attack them for the sole purpose that they are the ones holding the barrier.

Red Forest:* The area just past the barrier, due to anomalies and the brain scorcher most believe this area is impossible to enter.

Dead City:* An abandoned Soviet-era town North of Yantar and South of Limansk that houses some mercenaries who are stuck there due to the psi-field of Yantar and the Brainscorcher North of them. The town is infested with mutants.

Limansk:* A town North of The Dead City and West of The Red Forest, it is rumored to have been the site of many experiments in the past. The military once tried to insert a few teams of Spetsnaz and military stalkers into the town by air, but none of the members of the operation ave been heard from since, they are believed to have fell victim to the Brain Scorcher.

Pripyat* A city near the power plants that is in the center of The Zone. It is believed to be filled with all sorts of rare and unique artifacts.

Chernobyl Nuclear Power Plant:* The believed site of the two disasters that formed The Zone and believed to be the central point of The Zone.

The Generators* A series of satellite dishes near the CNPP which the military knows to be the origin site of the second disaster.

Blackwoods: The Blackwoods is a very large and densely forested swamp between Yanov and The Great Swamp. This area is huge and the stalkers of Yanov choose to avoid it as all, but one stalker who journeyed through it have not returned. And the one who did return stated that if you follow the railroad to the other end of the swampy forest it just leads to a tunnel too saturated in anomalies to be able to pass through. He also mentioned the forest was so dense and full of mutants that if you strayed away from the railroad you would surely get lost and fall prey to mutants. There is not any information known about the state of anomalies and artifacts in the Black Woods other then that vortex anomalies occasionally show up on the railroad.

Technology and Equipment
WiP
Last edited by New Armarzia on Fri Jan 02, 2015 12:01 am, edited 13 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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New Armarzia
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Founded: Aug 08, 2010
Ex-Nation

Postby New Armarzia » Tue Dec 30, 2014 1:11 am

Mutants
Flesh: Fleshes are mutated pigs that travel in packs of five or more. Their legs have grown longer and their feet have turned to spikes or claws and their bodies have become rounder and thicker as well as harder. Their faces have been pushed in and they have grown a third eye. This eye is able to visually see and differentiate different scents. Fleshes are omnivores that are rarely hostile to stalkers unless provoked or starving. There is nothing considered particularly valuable about the creature, but those few stalkers who can ignore the fact that it is a horribly mutated pig say they are good sources of food. Due to their lack of hostilities, the flesh has become the most common mutants as it is rarely killed on sight, it rumored some stalkers have even trained some as pets.

Boar: Boars are in fact mutated boars, however, physically these mutations seem to have done little if anything. The most noticeable difference is colorless eyes, what seems like hardened skin, and a second pair of tusks. However, the majority of mutations are not visual Boars are extremely aggressive to anything that is not a boar or flesh and they can are very resistant to radiation. Due to their hostilities and being less dangerous then other mutants the numbers of boars have dropped significantly, only being reliably found in the largest of flesh packs and areas with few stalkers such as the Northern Zone.

Blind Dog: Blind dogs are dogs that have been mutated to lose their hair and sight. They are fairly weak, but travel in packs and are extremely fast. Their sense of smell is extraordinary and they seem to have a "sixth sense" for sensing anomalies and radiation. Many state that blind dogs are some of the easiest mutants to kill; their speed, size, and numbers make them a threat to any stalker who isn't a great shot or doesn't have a friend by his side.

Pseudodog: Pseudodogs are not actually products of random mutation, but experimental combinations of wolf, bear, and human DNA. As their name suggests they look more like dogs than wolves; they have very blunt and short muzzles, relatively short fur, and are unusually small for a wolf related canine as they are only slightly bigger than blind dogs. They have some exposed skin on the ribs which is not covered by fur and their cheeks do not completely cover their teeth or they are constantly snarling. They also have rather small ears which do not stick straight up which is yet again very different that most wolves. Another distinguishing feature are their eyes which implies that they can indeed see, they are a glowing whitish yellow color, they curiously stop glowing when a pseudodog is badly injured and or killed. Pseudodogs are very territorial and can be found in packs with blind dogs. However, when in packs of blind dogs if the pseudodog is kill often times the blind dogs will back off. Pseudodogs are incredibly strong being able to knock down a grown man. It is rumored a man in Zaton was able to train a pseudodog.

Psy Dog: Psy Dogs share appearances with pseudodogs except that they have white fur instead of the common black or brown furs. Psy Dogs have the ability to affect the minds of people. When a person is affected by a psy dog their vision becomes brighter and they hear a buzzing noise, however, the main feature of this ability is the fact that the person will see copies of the pay dog appear that seem completely life life. The illusions seem real and the person can touch them, only by harming the illusions or killing the source can the illusions disappear. While the illusions do not actually harm the affected, the affected will think he is being harmed and may very well fall into a coma believing he or she is dying of injuries. However, Psy dogs are extremely rare with only a dozen recorded sightings in the South that primarily focused in Dark Valley and Yantar. They are much more common in the North, though only in Yanov as they are unheard of in Zaton.

Rodent: Rodents, often called hamsters or Jerboas, are mutant rodents of unknown origins. They appear like large, hairless, and bony Jerboas. They can grow up to a foot in size, though that size is rare, more commonly being half the size. While not necessarily pack animals, they are often found in large numbers. Rodents have very large and dangerous claws, but are very frail and can be easily exposed of. A hard enough kick would kill all, but the biggest of them. They are most commonly found within buildings, sometimes underground, but almost never outside. Areas with large stalker presences and little fighting rarely have rodents since they are often easily disposed of, rodents are unheard of in Rostok and are very rare in Cordon.

Rat wolf: Rat wolves are rates that have been mutated to be fairly large, most commonly just above a foot in length. They are very aggressive, but besides proportionally larger teeth, they are not much of a threat. A round from most guns can put the creature down. Rat wolves are nocturnal and are not very common, so unless one travels at night constantly don't expect to find one soon.

Crow: Crows are very common and are the only species of birds in The Zone. It is believed that they are mutated due to the fact that they seem to resist radiation and avoid airborne anomalies that human pilots can't detect. However, besides these behaviors there are no differences between these crows and this outside of The Zone. Crows are common means for stalkers that are a good shot.

Cat: Cats are not very common, but can be found in The Zone. Mutated and unmutated variants exist in The Zone. Mutated versions are larger then normal cats, often the size of a lynx, and their cheeks have been puffed up, hardened and droop making sort of extra pair of fangs outside of their mouth. Cats often only attack what they think they can kill. They are very stealth-like and often can get away from any engagement if not killed quickly.

Bloodsucker: Bloodsuckers are a rare kind of mutant that in the South is found near the center of The Zone or underground, but are quite common in the North. They seem vaguely humanoid, with a hunched stance and height similar to that of an average person. Their eyes are lambent and their mouths are surrounded by several powerful tentacles used for feeding on blood. The creatures is incredibly powerful as its claws can puncture through most forms of armor and their skin is very durable. It also obtains the ability to turn early invisible for short bursts to close on its prey. Some don't believe the creature exist and pass it off as a myth due to their rarity and lethality. If you expect to come across one it is suggested to bring a shotgun to get a quick, powerful shot off whenever it decides to show itself. Bloodsuckers often hunt alone, but make their lairs in groups. Some say there is another kind of them that makes it homes in swamps and is much more agile and strong.

Chimera: Chimera is a hairless cat/dog-like creature, close to the size of an adult lion, with two heads and a broad tail. Chimeras are extremely strong and they're able to turn a car over alone. They are the most deadly mutant encountered, jumping incredible distances and doing extreme damage. Though physically weaker than the Pseudogiant, the Chimera is considered deadlier due to its extremely fast speeds and aggressiveness. These nocturnal creatures like to leap from great distances and slam into their prey, often dazing them, and then make quick work of them. If this does not work they will simply disappear into the night and repeat. Chimera have only been reported in the North where such spottings often result in bands of stalkers teaming up to hunt the deadly beasts.

Pseudogiant: The Pseudogiant is one of the most rare mutants in the known Zone. It has developed incredible strength, inhuman resilience and a grotesque form which heavily deviates from human-based mutations. The pseudogiant resembles a massive, raindrop-shaped torso with a pair of disproportionately large limbs. These serve as both arms and legs to the creature, which uses them both to move around and grab its victims. An adult pseudogiant can weigh up to two tons and stand two meters tall. Their clumsy appearance is deceiving, however: they can move very rapidly when needed. They can survive direct impacts from explosives and high caliber bullets and being within its arm's reach is almost ensured death. It is best to avoid these mutants, but if one must engage it is best in large groups from a distance. They are one of the most rare mutants, but can be found anywhere in The Zone as the have no preferred hunting grounds.

Poltergeist: Poltergeist are a mutant of unknown origins. They appear as floating, glowing collection of electrical spark that re attracted to anomalies and artifacts. They have no sense of sight, but can detect motion which veteran stalkers can easily take advantage of. While it appears to have no physical form, enough bullets aimed at the center of the mass of electricity will cause it to dissipate. Poltergeists attack anything they detect and use telekinesis to throw objects at what they sense.

Pyrogeist: Pyrogeists are very similar to poltergeists except that they appear has a haze of heat surrounded by a fiery glow. Instead of telekinesis pyrogeists are able to shot jets of flames from the ground near them. And pyrogeists are only found near fire-related anomalies and artifacts.

Burer: Burers are the results of experiments done secretly on criminals within The Zone. Burers are stalky, short creatures that are often clad in whatever clothing they could find that can help conceal them from light. Burers hate bright light, a fact that advanced stalkers take advantage of. From great distances they can be mistaken for humans, though they are only found in large buildings, caves, and underground complexes. They have a great capacity for psionic abilities and those with no mind protection may find themselves immediately paralyzed and soon killed. Against those who have some sort of defense; Burers will use telekinesis to throw objects at their opponents or take weapons away from their opponents, throw up a shield to deflect bullets, or fire a shockwave at anyone that can very well kill anyone who is in the path and not behind something bolted to the ground. Burers are very hardy and scientists along with some outside groups will pay a decent sum for their bodies. They not very common, usually only found in areas where old labs are present such as Agroprom.

Snork: Snorks are some of the soldiers in The Zone when the second disaster in 2006 took place. Their masks and armor provided some protection preventing them from becoming zombies, but instead they became snorks easily identifiable by the gas masks and tattered uniforms these creatures still wear. Their minds have been seemingly destroyed and they have become feral, though some stalkers have reported seeing snores communicate with one another in an unrecognizable language. Overall it looks mostly human, but with dark grey skin and open wounds, most common of the wounds is an exposed spine. Their muscles are very powerful making them incredibly agile, but they have poor eyesight depending upon smell. Snorks aren't as rare as other human-like mutants besides zombies, but they are generally only found where military personnel would have been found before 2006. Some have migrated to caves outside of their usual spots, most notably in Zaton where there wasn't any military presence, but a large amount of snorks are present. Snorks attack anything that isn't one of their own, zombies, or have psychic abilities. While they are found in groups, they have no pack mentality and do not work with one another.

Zombified Stalker: Zombified Stalkers are what those whose minds have been broken by psi-fields or mutants are called. They become hostile to anything that is not like themselves. However, they still have some mental functions and are thus able to use guns that they were holding when zombified though their ability to aim anywhere, but forward is difficult. They move very slow and when nothing living is near they tend to group up or go dormant unless something influences them o move elsewhere. They are immune to radiation, but cannot detect anomalies, so those stalkers who know of nearby anomalies could lure zombified stalkers to them.

Zombie: Zombies are the inevitable fate of zombified stalkers. They are zombified people whose mind have even further deteriorated with time or experienced particularly powerful psi-fields. They are much more active then zombified stalkers, being able to run, but they can't use tools. They only hurt with their hands and teeth. Most zombies come from people with no protection during the second disaster and can mostly be found in urban areas that haven't been cleared out. They aren't necessarily strong, but can easily swarm stalkers with numbers if given the chance.

Controller: Controllers are humanoid mutants that seem very similar to humans save for their larger heads. They are slow, but extremely intelligent being one of the few mutants who can communicate. Controllers have the ability to communicate through telepathy. Controllers are often hostile to all humans they encounter and use deadly psi-blasts to kill their opponents. People without protection can be killed with a single blast and will become zombified. Those who have protection and survive the blast find difficulty focusing in the aftermath and may find it hard to aim. This effect also leaves a small psi-field that will damage the minds of those near the affected human. Controllers can also influence the actions of zombies and zombified stalkers as well as cause their victims to see illusions. A favorite illusion of the controller is to make zombies look like friends or friends look like zombie. Especially cruel controller may change the appearance of a cliff to look like a path to cause stalkers to fall to their doom. However, controllers are among the rarest mutants with only those who have seen it and survived believing they exist. Their lack of appearances and believers make it hard to determine if it has a favorite area to stay in.

Anomalies
"*" Denotes an anomaly that does not produce artifacts.
Anomalies are mutations of the earth and plants due to the second disaster of Chernobyl. These anomalies are still not fully understood by scientists, but study is difficult due to their dangerous nature. Generally anomalies have some sort of natural element and are in a fixed position or path. Emissions can cause anomalies to appear, disappear, or change though this is rare. Locations with anomalies are also locations with artifacts so many brave these dangerous hazards.

Burner: This anomaly is often hard to see, appearing only as a faint heat haze during the day, and all but indivisible at night. They are often found in clusters of burner anomalies with varying temperatures. Some clusters of burner anomalies are so hot that, just by standing near them and not even triggering them will burn you. The hottest clusters will give away their positions with cracks in the ground from heat. When triggered by an objecting or person passing through one of these burners a jet of flames will shoot up from the ground. While those with good eyes may be able to spot these during the day, it is best to have a device to track anomalies to avoid these when hunting artifacts. Burners can be found all throughout the waste except for a few locations such as Agroprom and Rostok. It has been observed that burners can be located o\underwater causing it to shoot a stream of deadly steam instead, but such a cluster has only been found in Northeastern Zaton.

Comet:* The Comet anomaly is a very rare anomaly that appears as a stream of fire that follows a specific path, either a continuous loop or back and forth on a straight path. Those who have seen it often comment that it looks like a snake made of fire slithering through the air. Comets have only been found in Dark Valley within one of the Southernmost factory buildings and a pair of them circle a cluster of burners at the 'Circus Anomally' in South Zaton and another pair being found beneath a farmstead in Northern Zaton that had caves formed from the intense heat of the comets.


Vortex: Vortex anomalies are one of the most common anomalies in The Zone right next to Whirligig anomalies. Vortex anomalies are some of the most obvious anomalies given the heavy distortion of light around, it is so heavy that with enough moonlight it is still noticeable at night. However, they are easily one of the most deadly anomalies as anyone caught within one is almost guaranteed to die. One must step directly on it to trigger it, but once triggered the anomaly will grab anything within fifteen meters, pull them in and tear them to shreds after clumping them in a ball. This has caused the death of a few experienced stalkers who were unfortunately too close when a random animal triggered it. Unlike other anomalies which are often indefinite, these anomalies usually on last a week coming back with emissions in slightly changed locations. They have no set location and can be found anywhere. Particularly unlucky stalkers may find themselves victim to these anomalies right after an emission if it appears beneath them. This is the only gravity-based anomaly capable of producing artifacts though it is very rare for it to do so.

Springboard:* The first kind of anomaly recorded. The springboard anomaly is fairly common and like it cousins, the Whirligig and Vortex, can be found all over The Zone though not as common. The Springboard does not produce artifacts, but seems to have a near infinite life span save for slight changes during emissions. It is appears as a haze of heat though not as obvious as the Vortex and never found in large clusters like burners, when triggered it sends a shockwave that will cause a random amount of injuries ranging from a few bruises to death.

Whirligig:* One of the two most common anomalies, the Whirligig is noticeable by a sphere of dust whirling around it and small flash of light when triggered. If one triggers it they will be spun at deadly speeds . It is considered quite dangerous, while not as deadly in strength as a vortex, it is impossible to escape unlike the vortex. Whirligigs have not been known to produce artifacts. It is largely present everywhere except for Cordon and Yanov and can often be found near its cousins.


Fruit Punch: A Fruit Punch anomaly appears as a puddle of green, glowing liquid. It is easily noticeable under any circumstance save blindness. On contact the puddle releases a hissing sound as the chemicals eat away at whatever touched it and it glows even brighter. It is a fairly common anomaly though few ever see it because it is only found in urban areas that are related to research such as the labs of Zaton. Current theories suggest these were radioactive spills in the past. They are capable of producing artifacts though few ever find these anomalies. They are not immediately deadly if stepped into, though they can cause great injury. However, any armor or clothing one wears will likely be beyond repair.

Burnt Fuzz:* This anomaly is usually found outdoors. It resembles moss or vines, hanging down like curtains from its growing spot.This anomaly reacts to moving objects, though those walking slowly won't be detected. It will fire thorns that can be quite deadly if no armor is worn. If someone touches it without armor they may receive some burns, however, those who wear armor report no harm. The anomaly can be found all over The Zone that isn't dry or barren of plants. It does not produce artifacts and because of this and its appearance, some believe it is not an anomaly, but just a mutated plant.

Gas: This anomaly appears as a large green cloud of gas hanging right above the ground. It is easy to spot in the light, though harder to see at night. This anomaly causes constant chemical reactions releasing corrosive gas that eats away at equipment and lungs. When in contact with gas one will hear constant hissing as the cloud eats away at their equipment. Another way to tell of the presence of gas is the formation of odd-shaped vines that seem to ignore gravity that often form in these anomalies. They do produce artifacts and can before in the swamps of Zaton, Yanov, Yantar, Agroprom, The Great Swamp, as well as The Garbage for some unknown reason. Some stalkers even suggest they are likely to be found in some of the abandoned labs, though none have recorded which ones. It is suggested if you plan on entering gas to wear cheap, but thick clothing and gas mask as you don't want to breath the stuff fin, but it will likely ruin whatever you sue.

Gas Cloud: This anomaly has never been observe by a credible source. The rumor about it states it is a cloud of gas that moves similar to a comet anomaly, but instead of burning its victim it releases highly potent toxins. The rumor also states it produces very valuable artifacts, but this is likely wishful thinking if it does exist.


Electro: Electro anomalies can be found all throughout The Zone. They vary in size from one meter to ten meters in diameter, with smaller ones being found in clusters. They can be noticed by faint blue gas that rises from them which is hard to notice at night. When triggered, this anomaly discharges a large amount of electricity. This discharge can outright kill those without enough protection and the larger electro anomalies can kill those who even do have the best protection against electricity. This anomaly does produce artifacts. They can be found nearly every sector of The Zone usually near urban areas or forms of infrastructure.

Tesla: The Tesla is a fairly rare anomaly found only in Yanov. They are similar to comets in behavior, but instead discharge electricity when they come in contact with an object or person within its path. This anomaly does not produce artifacts.


Space: Space anomalies or Space Bubbles as they are often called are rare and mysterious anomalies that mystify many scientists. They occasionally dissipate with emissions and because of this, the only known remaining space anomaly is in Cordon. Currently, stalkers are unsure how it works besides causing those who enter it to disappear. They have not been known to leave artifacts.


Fault Faults is a name given to particularly hot clusters of burners coupled with gravity anomalies causing large fractures in the ground more noticeable then the ordinary cracks due to just heat.


Emission: An emission or blowout as it is often called is a release of energy built up within The Zone. An emission will cover the entirety of The Zone and is deadly to anyone who does not have adequate protection. The energy is released from the sky, so adequate protection means the center of large buildings mad of thick material or underground. An signal of an oncoming emission is the ground rumbling paired with the sound of thunder, at this point stalkers have five to ten minutes to find some shelter. Soon after the sky will turn red, crows will drop from the sky, and eventually the emission will begin. When it begins the sky will flash red and white and lightning will start crashing to the ground. Anyone and anything not in safety at this time besides zombies or controllers will die. Some ecologists have begun work on a way to counteract emissions though their work is in very early stages. Any form of lightning storm is also considered an emission by scientists, though normal storms do not have the same affect, rather during these storms the mind is made more vulnerable to psi-fields and attacks. Immediately after emissions mutant animals are often much more aggressive, anomalies may change, and sometimes new artifacts form.


Known or Rumored Artifacts
Artifacts are the reason The Zone is populated by stalkers. These oddly mutated items are unexplained by science and are capable of things that break the laws of physics. Nations, scientists, companies, and collectors are all interested in artifacts and will pay decent prices for them. Besides their value, artifacts can be useful for stalkers as they alter the stalker who caries them. However, most come at the cost of leaking radiation and often some other detriment so it is advised that special containers be brought to put artifacts in so they do not affect you and cause death by radiation. However, radiation artifacts actually do the opposite and absorb radiation making these kinds of artifacts the most popular among stalkers to hold on to. While it seems most artifact will be one of a few types, it is rumored that there are some unique and undiscovered artifacts that provide much more complex and different benefits with no radiation as a cost, but no such artifacts have been found knowingly.

Fireball: Fireball artifacts are spherical formations of red crystals that form in burner anomalies. Fireball artifacts are valued for the thermal protection they provide, however, they emit radiation and cause the carrier to tire more easily. Though fireball artifacts emit significantly less radiation then most artifacts. Fireball artifacts are always 75 degrees fahrenheit or 24 degrees celsius regardless of its surroundings and emit this heat or absorb it depending on the outside temperature around the stalker. Fireball artifacts can fetch a decent price. They will not give anyone a small fortune, but they aren't the cheapest either.

Crystal: Crystal artifacts are formed when heavy metal is left near a burner anomaly during an emission, though this reaction does not always work. Crystal artifacts function similarly to Fireballs in their benefits and detriments, but to a lesser degree causing less protection from fire, but less radiation and less draining of stamina as well. It appears as a cluster of red crystals that absorb heat around them and they always feel cool to touch. Due to their relative rarity crystal artifacts are considered more valuable then fireball even though they have smaller effects. Crystal artifacts are very valuable compared to many of the more common artifacts of The Zone.

Droplet: Droplet artifacts appear as small, glossy, black tear the size of a palm. They provide no benefits, they leak a very tiny amount of radiation as well as causing the user to tire much more quickly. The artifact is very hot to the touch and can cause burns if not handled carefully. Droplets remain when burner anomalies disappear or move due to emissions. However, these anomalies dissipate with time and can disappear after just a week. Due to their short lifespan and having no apparent benefits the artifact is fairly cheap. However, contracts specifically asking for these artifacts can be quite lucrative.


Meat Chunk: Meat Chunk artifacts appear as a mucous covered lumps of greenish yellow flesh of an unknown source. They can be found in Fruit Punch or gas anomalies and are formed from the remains of living beings within the anomalies. The artifact leaks a fairly large amount of radiation that can kill within half a day or more. The mucous layer around the artifact can be applied to chemical burns that will quickly heal the wound. However, the area the mucous is applied to will be soft and much more vulnerable bleeding and other forms of burns such and fire and electrical. The artifact is not the most common, but cannot be counted among the rarest and its price reflects this.

Stone Blood: Stone Blood artifacts look like a fossilized version of Meat Chunk without any layer of mucous, however, it is formed from the remains of plants rather then creatures. Unlike the Meat Chunk that has to be applied to wounds, Stone Blood helps prevent injury rather then heal them, but they provide this benefit merely by carrying it. The Stone Blood artifact doesn't make one more susceptible to injury, but radiates just as much radiation as Meat Chunks. It is a fairly common artifact found in Gas and Fruit Punch anomalies which causes it to be among the cheapest artifacts.

Pellicle: Pellicle artifacts appear as thin, green sheets of warped glass. It is unknown what anomaly creates them due to how rare they are, it is only known that they are found underground or in large buildings where they are not exposed to the outside environment. The artifact causes the body to immediately react to chemical burns to lessen the injury, it has been observed that using more then one of these artifacts can actually cause chemical burning to heal other injuries. The Pellicle emits a very large amount of radiation that could kill after a few hours of exposure and tis caused the price of the artifact to be less then other rare artifacts. However, ever since some Ecologists have created this artifact under laboratory settings the price has gone up to equate that of other rare artifacts as other buyers would like to figure out how to create this artifact and thus be on the path to making any artifact.


Sparkler: This common artifact looks like a collections of shards of glass that form a vaguely spherical shape due to small thread-like glass that combines the shards. It forms in Electro anomalies after emissions. Sparklers help absorb electricity for Stalker making it popular among stalkers, especially those who use a lot of metal armor and advanced equipment. The Sparkler releases radiation that can cause major radiation sickness after a day of exposure. It is fairly cheap due to the small amount of buyers interested in it and how common it is.


Snowflake: Snowflake artifacts appear to be a ball of ice covered in dull icy quills. This rare artifact is found in the largest of electro anomalies. This artifact increasers the holder's muscle tone giving them much more energy and strength, however it emits radiation that can kill in half a day. Due to its appearance, some believe this artifact is a Kolobok artifact reinforced by the electric fields of Electros. Due to tis rarity and usefulness it is one of the most expensive artifacts.

Shell: The Shell artifact appears to be two blue disks bound together by some unknown force. This artifact is formed in Electro anomalies. It releases a fairly large amount of radiation that can kill after a day. The artifact increases the physical strength of the user, but not the endurance. It is not the most common artifact and its price reflects that.

Battery: Battery artifacts appears as a square diamond whose dimensions are made of transparent, blue rubber that has a stream of light flowing through it. The artifact is very rare and forms in Electro. It is just as deadly as a Snowflake with its radiation and the holder of such an artifact will never tire. The artifact is very expensive due to its use and rarity.


Firefly: Firefly artifacts feel like a rough, crystal orb. It appears to be a green flowing liquid that flows as a sphere around a black center that can be seen through at some points. Where the black shows the artifact glows with a white light. This extremely rare artifact is only known to be found in gas anomalies. This artifact is extremely mysterious as only three have been recorded as found, but every single one has been sold to outside sources who haven't revealed any information about them. Those who found the artifact state it heals at an incredible rate and can even bring the recently dead back to life. This the most valuable artifact of all those that are known.

Kolobok: Kolobok artifacts appear as green crystal ball surrounded in dull, black quills. It is found in gas and fruit punch anomalies, though it is quite rare. Wherever this artifact touches on the body, the skin hardens for as long as it touches. The artifact causes your body to heal at a quicker rate, but at the cost of lethal radiation that will kill in a day. The artifact is priced like other rare artifacts.

Soul: Soul artifacts appear as a glass orb with a central yellow light that is surrounded in green gas. It is very rare and found in Fruit Punch and Gas anomalies. The artifact helps the body heal, though not as quickly as a Kolobok, but it has less radiation that is equivalent to a Fireball. This artifact is loved among collectors and certain companies, but not as mucho by scientists and nations, though due to its rarity it is priced very high.


Bubble: The Bubble artifact is an extremely rare artifact that appears like hollow green, organic formations that feel like jelly. It releases a green gas that when inhaled will neutralize radiation in the body. This gas is so powerful it can completely neutralize the radiation of a Kolobok artifact. It is unknown what anomalies form this artifact as most who find it are soon killed by those who want it. This artifact is sought after more by those in the zone then outside of it, particularly the military. Many will kill for this artifact, so those few who find it often keep it a secret. However, sources outside of The Zone are willing to pay tremendous prices for it that are only seconded by Firefly artifacts.

Wrenched: This artifact has many different shapes, but appears as a warped lump of wood. The artifact is rarely found in Vortex anomalies causing it to be valued as a rare artifact. The artifact absorbs radiation near the holder, though it cannot remove radiation within the body. However, this artifact is extremely heavy.

Jellyfish: Jellyfish artifacts appear as as a rotted piece of flesh surrounded in a clear gel. It absorbs radiation, but as it does the gel slowly becomes green. When it is a bright green it can no longer absorb radiation. If it absorbs radiation from a person that person will become exhausted. It is an uncommon artifact found in Gas anomalies, though due to its limited nature it is fairly cheap. However, factions within The Zone will pay a better price as they use it as a cure for radiation sickness.

Crystal Thorn: Crystal Thorns appear as a black, crystal ball covered in crystal spikes. It is impossible to pick up barehanded without cutting oneself. The Crystal Thorn forms in Vortex anomaly when enough blood from one kind of creature or human builds up and doesn't evaporate before an emission. Crystal Thorns absorb just as much radiation as a Bubble artifact, but when someone bleeds this artifact will cause excessive bleeding. The Crystal Thorn can cause random bleeding at times primarily in the ears. Crystal Thorns are fairly rare due to the infrequency of Vortex anomalies to produce them making them not the cheapest artifacts, but their deadly affect causes many buyers unwilling to pay top tier prices for artifacts that are typically that rare.


Moonlight: Moonlight appears as a clear, plastic ball with a blue light within. The artifact glows brighter in the presence of psi-waves and tunes itself to counteract these waves providing mental protection. It however leaks a fair amount of radiation that can kill after a day. This rare artifact is found in Electro anomalies that have been exposed to fire. It is valued as a rare artifact.

Stone flower: Stone Flowers appear as stone with patches of blue crystals on it. The artifact is formed in Faults where a stone under intense heat and force followed by an emission occasionally. It produces an non harmful psi-field that helps disrupt psi-waves though it leaks some radiation and sap energy form the user. It is priced as an uncommon artifact.


Goldfish: Goldfish artifacts appear to be a blob of solidified, black gelatin. It casts shadows around itself and seems to absorb light. Goldfish form when multiple vortex anomalies trigger during an emission. It has the ability of reducing the gravitational pull of of nonorganic items around it allowing the user to seemingly carry more. It is heavily radiated however and can kill within a day. It is very rare and priced accordingly.

Gravi: Gravi appears to be a twisted piece of brown metal. This uncommon artifact is formed when metal is left in a Fault. It has the same affects as a Goldfish, but to a lesser extent. It is caught after by stalkers and scientists for the way it can manipulate equipment and not being as saturated in radiation as Goldfish. This artifact is priced as an uncommon artifact.

Night Star: Night Star artifacts appear to be a brown rock cover din glowing yellow quills. This item has the same affect as a Gravi, but even less of an effect. It is formed in Vortex anomalies and is fairly rare. It is sought by collectors primarily who will pay a large sum for it even though its abilities aren't very powerful.


Flame: A Flame appears to be a red, crystal ball with a flame within. The artifact feels pleasantly warm to the touch and when held by a stalker it will cause open wounds to seal in moments. However, it is very radioactive and call kill in the day. This rare artifact that is formed in the hottest of Burner anomalies is sought after by many and will get a large sum for buyers.

Eye: Eye artifacts appear to be a red, crystal tear. This artifact helps closes wounds, but is significantly less radioactive then a flame and not nearly as rare. It is also said to give luck, but that is just the rumors of stalkers. This uncommon artifact forms in burners, but is paid as a rare artifact for its use and desire by many stalkers.

Mama's Bead: Mama's Beads look like a red DNA helix that forms in Burners. This common artifact pulsates heat and can help close wounds at a very slow rate, but has the same levels of radiation as an Eye. Due to the slow rate of healing, the artifact is priced as a common artifact.

Mica: Mica artifacts appear as a transparent, hard rock. The artifact only appears in Fruit Punch anomalies in very specific circumstances though they do not need emissions. The artifact causes bleeding to stop almost instantaneously upon injury. It leaks a small amount of radiation at an equivalent level of a Fireball, but it also causes the stalker to become more vulnerable to other forms of injury such as burns and shock. Due to lack of traffic near Fruit Punch anomalies and the specific circumstances needed to create this artifact they count among the most valuable of known artifacts.

Slime: Slime artifacts appear as a small pile of transparent gelatin that can not be separated. It helps stop bleeding, though not nearly as much as some other artifacts. Its negative affects are the same as a Mica artifact. Slime artifacts are found in Fruit Punch and Gas anomalies and are fairly common. It is believed that this artifact is a Mica artifact that didn't finish development or grew in the wrong anomaly, due to how common it is and the belief it is an undeveloped artifact it is among the cheapest artifacts.


Flash: Flash artifacts appear as clear, glass balls with glowing white light in the center that glows brighter immediately after absorbing electricity. Electro anomalies are the homes of these artifacts. Flashes are prized among Stalkers and Scientists alike. Stalkers like them for the fact that they help prevent Stalkers from becoming fatigued and protect them from shocks. Scientists like this artifact for the possibility that it can be used as a power source since it absorbs electricity. However, the artifact releases a large amount of radiation similar to Meat Chunks and Stone Blood. This artifact is uncommon and thus gets a fair price, though not as much compared to more rare artifacts.


Heart of the Oasis: This what is believed to be the source of power of the fabled Oasis.

Black Stone: The fossilized piece of a dead controller held by a single stalker. It appears to have no affects besides cause the owner to hear voices.
Last edited by New Armarzia on Thu Jan 01, 2015 9:43 pm, edited 10 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Old Craet
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Posts: 290
Founded: Oct 28, 2014
Ex-Nation

Postby Old Craet » Tue Dec 30, 2014 1:12 am

Tagged.

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The New Byzantine
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Posts: 2087
Founded: Dec 24, 2014
Ex-Nation

Postby The New Byzantine » Tue Dec 30, 2014 1:17 am

I might joined this RP. I'm a STALKER fan!! :lol:
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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Old Craet
Envoy
 
Posts: 290
Founded: Oct 28, 2014
Ex-Nation

Postby Old Craet » Tue Dec 30, 2014 1:18 am

The New Byzantine wrote:I might joined this RP. I'm a STALKER fan!! :lol:

I'm joining (most likely) and I haven't played a single STALKER game.
Is that bad........?
;_;
Last edited by Old Craet on Tue Dec 30, 2014 1:19 am, edited 1 time in total.

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The New Byzantine
Minister
 
Posts: 2087
Founded: Dec 24, 2014
Ex-Nation

Postby The New Byzantine » Tue Dec 30, 2014 1:20 am

Old Craet wrote:
The New Byzantine wrote:I might joined this RP. I'm a STALKER fan!! :lol:

I'm joining (most likely) and I haven't played a single STALKER game.
Is that bad........?
;_;


Nah lol :lol:
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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Old Craet
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Posts: 290
Founded: Oct 28, 2014
Ex-Nation

Postby Old Craet » Tue Dec 30, 2014 1:20 am

Character Name: Elizabeth 'Lizzy' Wellington
Gender: Female
Age: 20
Appearance:
Image

Personality: Enthusiastic, Curious, Exitable, and Quick to Anger.
Defining Attribute: Stealth
Skills: Stealth and Survivalism
Time in the Zone: 5
Equipment:
-Bowie Knife
-Hunting Knife
-Kukri
-Revolver
-Hunting Rifle
-Ammo
-And provisions
Faction: Loner
Background: Born in 1991 to thrill-seeking parents, Elizabeth 'Lizzy' Wellington grew up in a house full of adventures. Her first cave exploration was when she was 2. At the age of 5, she visited a live volcano. But her family journeys would come to an end June 16, 2006. It was on that day when she was forced into the world that existed in the Exclusion Zone. She and her family illegally entered into the Exclusion Zone to have some thrills involving radiation. Lizzy then went out towel.ore a little bit when she found a strange object. She hurried back to her family's camp when she found her mother, father, and older brother dead. They were killed by mutants. After spending 3 days trying to believe it was only a nightmare, she eventually gathered some materials and set out to live in the Exclusion Zone. She knew she couldn't exit for fear of being arrested. So, she began her journey to survive in the Exclusion Zone.
Additional Info: Always carries the strange object she found with her on June 16th, 2006
RP Sample: RWBY: Grimm Eclipse, OG+Gs, and Europe 2050
Last edited by Old Craet on Tue Dec 30, 2014 2:20 am, edited 7 times in total.

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Old Craet
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Founded: Oct 28, 2014
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Postby Old Craet » Tue Dec 30, 2014 1:21 am

The New Byzantine wrote:
Old Craet wrote:I'm joining (most likely) and I haven't played a single STALKER game.
Is that bad........?
;_;


Nah lol :lol:

Good. I'm making a character.

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:21 am

Old Craet wrote:I'm joining (most likely) and I haven't played a single STALKER game.
Is that bad........?
;_;


It is not a big deal, most of the information you need to know is in the history part...and anything else you can just ask and I can answer. The world of STALKER isn't too expansive or alien.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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New Austzeland
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Founded: Nov 11, 2013
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Postby New Austzeland » Tue Dec 30, 2014 1:21 am

a S.T.A.L.K.E.R RP?

application will be up tomorrow :lol:
I am a 21 year old Canadian, and am hopelessly addicted to old Mitsubishis and anime
PROS:$300 sh*tboxes that barely run
ANTI:Nice cars

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The New Byzantine
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Founded: Dec 24, 2014
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Postby The New Byzantine » Tue Dec 30, 2014 1:22 am

Hey, can I make an faction app with out my own character?
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:24 am

The New Byzantine wrote:Hey, can I make an faction app with out my own character?


Well you can...but as I said just above the faction app, this a character RP...so unless the faction is jsut for background or something I don't see why you would.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Old Craet
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Postby Old Craet » Tue Dec 30, 2014 1:25 am

I'd be interested in Co-OP position. Unless someone else wants it. Then I would give it to them...... ;_;

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The New Byzantine
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Postby The New Byzantine » Tue Dec 30, 2014 1:26 am

New Armarzia wrote:
The New Byzantine wrote:Hey, can I make an faction app with out my own character?


Well you can...but as I said just above the faction app, this a character RP...so unless the faction is jsut for background or something I don't see why you would.


Oh okay, I understand.
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:27 am

Old Craet wrote:I'd be interested in Co-OP position. Unless someone else wants it. Then I would give it to them...... ;_;


I'm holding off on picking one just for now, I am going to wait till I see a fair amount of interest and apps already made. If there is only like half a dozen people I won't really need one as there will be so few people :P
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Old Craet
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Founded: Oct 28, 2014
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Postby Old Craet » Tue Dec 30, 2014 1:28 am

New Armarzia wrote:
Old Craet wrote:I'd be interested in Co-OP position. Unless someone else wants it. Then I would give it to them...... ;_;


I'm holding off on picking one just for now, I am going to wait till I see a fair amount of interest and apps already made. If there is only like half a dozen people I won't really need one as there will be so few people :P

We can all be Co-OPs!

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:29 am

The New Byzantine wrote:
Oh okay, I understand.


If you really want to do something connected to a faction I suggest making a character an app for the leader of someone within their ranks. You can do stuff with factions, but for everyone in this RP there should be at least one character they focus on.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:29 am

Old Craet wrote:We can all be Co-OPs!


That essentially was my thoughts on the matter if we don't get more then say, ten people.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Old Craet
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Postby Old Craet » Tue Dec 30, 2014 1:31 am

Can I have a person who isn't sided with anyone? She/he just goes out, gets artifacts, shoots anyone that isn't with her, and goes home to decerate her home. She does that just to f*ck with people.

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New Armarzia
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Postby New Armarzia » Tue Dec 30, 2014 1:34 am

Old Craet wrote:Can I have a person who isn't sided with anyone? She/he just goes out, gets artifacts, shoots anyone that isn't with her, and goes home to decorate her home. She does that just to f*ck with people.


Yes you can, you would be a STALKER (which is anyone in The Zone illegally) though many would refer to you as a loner...or even a bandit depending on how much you shoot people.

Also keep in mind that crossing from the Zone into the rest of Ukraine is technically illegal as The Zone is off limits to everyone. Not a big deal, but just remember every time you return home there is risk in doing so unless your home is in the Zone.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

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Old Craet
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Founded: Oct 28, 2014
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Postby Old Craet » Tue Dec 30, 2014 1:37 am

New Armarzia wrote:
Old Craet wrote:Can I have a person who isn't sided with anyone? She/he just goes out, gets artifacts, shoots anyone that isn't with her, and goes home to decorate her home. She does that just to f*ck with people.


Yes you can, you would be a STALKER (which is anyone in The Zone illegally) though many would refer to you as a loner...or even a bandit depending on how much you shoot people.

Also keep in mind that crossing from the Zone into the rest of Ukraine is technically illegal as The Zone is off limits to everyone. Not a big deal, but just remember every time you return home there is risk in doing so unless your home is in the Zone.

Time to f*ck with the law!
Also, I think loner would be interesting. It would let me make a small rom-com to give her some internal conflict of her trying to be alone vs her love for someone.

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The New Byzantine
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Founded: Dec 24, 2014
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Postby The New Byzantine » Tue Dec 30, 2014 1:37 am

CODE: SELECT ALL
Character Name: Gregor "Sting" Volkov
Gender: Male
Age: 24
Appearance: http://img2.wikia.nocookie.net/__cb20100923152329/stalker/images/f/fe/Loki.png
Personality: Clever, determined, leader-like, a lover-boy (if he sees a beautiful girl in the Zone, he never seen so much girls after he arrived in the Zone.)
Defining Attribute:
~ Accuracy in Guns
~ Speech

Skills: Speed, military tactics, and stealth
Time in the Zone: 8(in years)
Equipment:
~ GP- 37
~ SVUMk2
~ Freedom Guard suit
[b]Faction: Freedom

Background: Gregor Volkov was born in February 28, 1987. He was born in Kiev and had a great childhood life there, his elder-brother was radiated, how poor. Gregor was now a middle-school, he was so popular and finally he was graduated in Education in 2009. His father said that we could visit Chernobyl in a tour with his only son; Gregor and while going to the Chernobyl, a group of bandits intercept us and then the bandits let us out of the car and then they executed Volkov's father and Gregor escaped but in the night, in the world of Chernobyl was pretty creepy, there was a bunch of wild dogs there and they chased me down until one of the early Stalkers saved me and I become part of their team. there was a rumour about 'experiment' inside the Zone and then one of Ukraine soldiers which is hostile starts shooting to the Stalkers under the law of "Shoot-on-sight", and then one of my closest friends and the leader of our team, Loki, formed a anarchist, anti-military, dare devils, and military Stalkers called "Freedom" and I then become one of the notable members in Freedom faction and my code name was called 'Sting' because every time the I intercept the enemies with low forces, they start to retreat, Gregor also participated in Duty-Freedom wars but since the peace was accepted with Duty, he is now friendly to the Duty faction, nothing happens to him in 2011, well that's his story AND he will never go back to the outside world, this was his home, the Zone.
Additional Info: Gregor "Sting" Volkov's father was a Soviet commander in Ukraine and all former Soviet high ranks knows this guy, including the former Soviet Scientists (which they are called themselves the "Ecologists")
RP Sample: Do we need this?

Edited it :lol:
Last edited by The New Byzantine on Tue Dec 30, 2014 2:36 am, edited 7 times in total.
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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The New Byzantine
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Founded: Dec 24, 2014
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Postby The New Byzantine » Tue Dec 30, 2014 1:38 am

Damn, I don't know what 'background' is :(
Kumbhalgarh wrote:"Shwetang teleported out of the car. He teleported behind of the teacher, and poked a stick into his/her butt, and then Shwetang teleported back." - Kumbhalgarh in Solence RP

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Old Craet
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Founded: Oct 28, 2014
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Postby Old Craet » Tue Dec 30, 2014 1:40 am

The New Byzantine wrote:Damn, I don't know what 'background' is :(

Character's past. Or history.

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