S.T.A.L.K.E.R. Life And Liberty - (OOC/Sign ups)

Discussion in 'ROLEPLAY GRAVEYARD' started by Daws Combine, Oct 13, 2014.

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  1. 'People are mistaken in their belief that they understand the essence of what the Zone truly is. Some consider it a universal evil, others - a wonder sent down to humanity, and others still consider it no more than a source of riches....They are all wrong. The Zone is impossible to understand when viewed through the prism of human perception; moreover it is far too early for humans to even try. Ergo, the actions of both the Zone and the government with the respect to the Zone are misguided and I fear that the potential consequences may be...or indeed, are, completely unpredictable. Naturally this presents a terrible danger.'
    - Professer Beanpolev
    Before the 1986 disaster, the remote areas around Chernobyl and Pripyat were used by the Soviet Union for research and development of psychotropic weapons and study of the noosphere One of the earliest such programs was undertaken at Limansk-13, a secret city where top Soviet scientists experimented with radiowaves, in order to harness them as a tool, to create unflinching loyalty to the Union in all affected people.
    However, the research was not safe. A surge in energy consumption during one of the experiments on April 26, 1986 was one of the main reasons Reactor 4 exploded. In response to the incident, the USSR evacuated Pripyat and settlements in the neighboring areas, until the Zone became almost totally deserted, save for a few die hard citizens (including the Forester) and scientific teams working in secret laboratories. For them, the incident came as a blessing, as the now-empty Zone of Alienation proved to be the perfect proving ground and laboratories became twice as active.
    The fall of the Soviet Union in 1991 did nothing to hinder their work, to the contrary - the weakened government of independent Ukraine proved to be unable to investigate rumors of strange experiments taking place in the Zone and put a stop to them. The scientists continued their research into the noosphere unabated. Soon, breakthroughs took place and they began the search to psychically influence humanity using the noosphere on a global scale. The science team, driven by noble intentions, want to eliminate war, injustice and conflict through their research into changing the human psyche. Any atrocities that occur on the way are a necessary evil. Regardless, the area around Chernobyl was relatively peaceful until sometime around 2001, when a bus full of tourists in the zone disappeared. The incident prompted the government to fully restrict the zone to civilians. In 2011, stalkers reported encountering zombies who spoke garbled English, revealing the fate of the tourists.
    The first experiment in affecting human psyche on a massive scale took place on March 4, 2006. It lasted two full hours before it was shut down, likely due to unforeseen developments. A month later, on April 12, the experiment was performed again and this time it continued until its completion. However, it did not have the desired effect - instead, the generators created a rift in the noosphere, allowing it to directly affect the biosphere, creating a large area where physical laws were outright broken and mysterious phenomena not understood by modern science began to manifest.
    Despite the catastrophic nature of the incident, the scientists responsible lived. In the aftermath, disputes on how to handle the incident led to half the scientists leaving to form Clear Sky, in order to research the Zone and find a way to remove the rift. The remaining half remained in the laboratories and, using available technology, merged into the Common Consciousness. They believed that the problem could be solved by studying the noosphere further and learning how to suppress it. Indeed, they soon learned how to control it, but with control came a price - the energy was so immense that they had to periodically release the excess, lest they be overwhelmed by it. Such a release became known to the inhabitants of the Zone as a blowout or emission. On June 10, 2006 the very first emission occurred. Unprepared military and scientific personnel were instantly obliterated while the zone expanded a further 5 kilometers.
    Realizing that they need more time to find a solution, the scientists created a defense perimeter to protect them against intruders. The primary element of this psychic defense network was the Brain Scorcher, an experimental psi-antennae outside Pripyat. When activated, any human that came into its range was mind controlled by the C-Consciousness and joined the ranks of their agents. Secondary elements were the Monolith and its protectors - one lured stalkers into the center of the Zone with promises of wealth and wishes coming true, the second actively raided stalkers and defended research facilities, lest unauthorized people learned the secrets of the C-Consciousness.
    In 2007, the Ukrainian government sent out expeditions into the zone, most of them ending in failure after the explorers were killed by mutants.
    In 2010, the "stalker phenomenon" was becoming more evident. It was theorized that the zone was home to around 300 individuals who called themselves "stalkers" who made money by selling artifacts.
    In 2011, the stalker population began to grow despite the military's efforts to cordon the zone. On October 25, 2011 the very first skirmish between stalkers and the military occurred, which prompted the military to shoot stalkers on sight. Strelok's Group managed to penetrate the center of the zone and survive, triggering the second largest emission to happen in the zone's history, with a mercenary named "Scar" managing to survive it without cover. During this time the Clear Sky faction was also destroyed in a massive blowout at the Chernobyl NPP, when they attempted to stop Strelok's third incursion into the Zone.
    In 2012, Strelok managed to deactivate the infamous Brain Scorcher and destroy the C-Consciousness. Despite this the zone did not disappear, meaning that the damage done by C-Consciousness may be permanent. In the wake of this opportunity, the military launched: Operation Fairway, under the command of Colonel Kovalsky whose task was to secure the Chernobyl NPP with a battalion of Spetsnaz operators, transported in 5 gunships called Stingrays. Despite all the plannings and precautions made, the operation ultimately fails after all the gunships were either downed by airborne anomalies or shot down by Monolith troops.
    Factions are Stalker clans/organizations operating within the Zone. Each faction has their own ideals and goals, as detailed in the links below. The factions can have both allies who may share their ideals and enemies who oppose them. Factions play a large role in a Stalker's life, as the Zone is an unforgiving wasteland, where the death of an ordinary Stalker is amounts to little more than a discarded shell casing, and "morality" is as relative as their factions. Joining other people with the same view of the Zone is often an individual's best avenue for survival in the Zone. The list of major factions in the Zone are:
    The Military

    The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.

    The Bandits

    The Bandits are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerrilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.


    Duty was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of the largest Stalker clans in the Zone. They have a strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, General, ... . Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens. They are neutral toward other Zone factions, save for the Bandits and their long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although they treat regular grunts with utter contempt.


    Freedom is a collection of anarchists, daredevils, and other Stalkers who believe in the right for free access to the Zone. They are one of the largest Stalker clans in the Zone. Freedom believes that the Zone is a wonder given to all humanity. They are hostile to the ecologists exploiting the Zone for research. They openly oppose the Military, and their long-time rivals, Duty. The only interest of Freedom is to live and open the Zone as a museum for people outside of Chernobyl. Freedom believes that if ecologists leave the Zone from scientific research, the zone will act friendly and peacefully.

    Loners / Free Stalkers / Neutral Stalkers

    Loners are a nomadic semi-unified group of Stalkers who simply live off the Zone in order to earn some coin for their daily lives. Loners are neutral toward almost all other factions, but do have complications with the Military, and, to a lesser extent, the Mercenaries, and openly oppose the Bandit faction for their actions against free Stalkers. Most Loners are only concerned with the riches of the Zone, and do not pay attention to the other factions' hatred for each other - provided, of course, they do not threaten them. Because of this, Loners are often recruited by various factions as mercenaries.


    The Mercenaries are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, bodyguarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations.


    The Ecologists are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with outside organizations. Their main purpose is the study of all aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts. Due to the military's slipping grip on the Zone, the Ecologists rely on opportunistic Dutyers, Loners, and Mercenaries to provide them protection, and to perform errands that may require combat, since the scientists are better thinkers than fighters.

    Clear Sky

    Clear Sky is the most secretive faction within the Zone. The Clear Sky faction was originally composed of former researchers of the C-Consciousness who broke away from them in order to conduct their own research on how to either destroy or contain the zone. The other members of the faction were ordinary stalkers who joined their cause for their own reasons.


    A group of renegade Stalkers unaffiliated with any major faction, as well as castouts from other factions, they act as warbands and gangs instead. Although acting in the same way as Bandits by robbing and exploiting stalkers, the renegades are not under any formal leadership.
    Yo! Sup? As a fan of S.T.A.L.K.E.R., I figured I would bring the irradiated fun over to Iwaku! If you're a longtime fan if the series, as I am, then I'm glad to have you! If you're just joining us here at the Zone, Welcome aboard, Comrade! I highly recommend you go and play the games, at some point. They are some of the greatest shooters ever. Okay. Enough singing of praises. That's not what we're here for, is it? We're here to do some S.T.A.L.K.E.R. roleplaying, right? Well, hold it right there. We have something to do, first. That's right. Rules.
    1.) All Iwaku rules apply, no exceptions, no appeals, no remorse
    2.) No godmodding. I don't want to see rookies with exoskeletons and AS-VAL's after three seconds into the Zone, nor do I wanna see chaps with almost no armor tanking grenades and anomalies like there was no tomorrow.
    3.) The Golden Rule. Treat others as you would like to be treated. That being said, if someone is being an asshat to you? Please be the bigger man. As they say, violence only begets violence, verbal or otherwise.
    4.) You don't have to have played to join. If the description above has intrigued you, but you don't wanna play the games? That's fine. Join up with us, anyway. If the previous rule is followed, we'll be happy to have you with us.
    5.) Posts must be a minimum of five lines. And that's five lines with substance, mind you. I'm not asking for much, but bones taste better with meat, if you know what I mean.
    6.) I reserve the right to add, remove, and change rules as the need/want arises.
    7.) If a Stalker dies, reset his/her sheet as a new Stalker starting from the very beginning. Don't worry about being re-accepted.
    8.) Keep it fun! As with the games, the stress, the fear, and the deaths are all apart of the fun. So let's keep the fun levels high, shall we?
    All right! Now that that's over, let me clarify a few things about characters. Each Stalker starts out as a rookie loner with a Markov pistol, combat knife, PDA, binoculars, and 3 clips of 9x18mm ammo. Your CS is designed to be edited as your status, appearance, and loadout change. As with the game, you can carry as many weapons as you can handle, but only equip one pistol and one rifle/shotgun at any time. This means that you have to physically open your backpack, find your weapon, and take it out if you want to use it and it's not already with you. Your knife does not count.
    Faction: (Starts as loners. Can be changed once you join a different faction)
    Weapons: (All weapons you have with you at this time, either equipped or not)
    Experience: (Starts as Rookie, but will change as I tell you it does)
    Appearance: (Your Stalker in his/her current armor)
    Backstory: (Your Stalkers life before he/she came to the Zone. Why they came to the zone must be included. May be left out, but must be RPed, if so)​

    I started playing through CoP so my wife could see where I'd dumped a hundred or so hours of my life.

    Dat DX11 Atmosphere on full surround sound and maximum lighting.
  3. Ah. Sounds like a worthy investment.
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