[center][img]http://2.bp.blogspot.com/-eXzdLZQ5YUA/T5alvz0DJsI/AAAAAAAAABE/x9LpG3o9dd8/s1600/stalker-clear-sky-battle-2560x1600.jpg[/img] [i]On the 23rd of April 1986, the No. 4 reactor of the Chernobyl Nuclear Power Plant violently exploded, sending hundreds of tons of radioactive material into the surrounding area. The nearby city of Pripyat is evacuated, and a 30 kilometer zone of exclusion is established. The only people allowed to enter the zone are so-called "liquidators," officials in charge of cleaning up the area and covering the gaping hole over the exposed reactor core. Hundreds of people die in the process to contain the center of the disaster, but eventually a massive concrete structure known as the sarcophagus is finished. It effectively seals off the reactor core and prevents any more radiation for leaking out, and the zone remains like this for two decades. The quiet, empty land was violently shaken in 2006, when an impossibly bright light, seemingly originating from above the plant, illuminated the land for kilometers around. After several minutes the light disappears as quickly as it came, and those who observed the phenomenon are left without an explanation. A few days later the sky lights up again, only this time it is accompanied by a violent earthquake that shakes the entirety of the zone. A wave of energy emanates from the plant, killing practically everything within the zone which isn't in sufficient cover. Simultaneously, the landscape all across the zone becomes nearly unrecognizable, as land formations suddenly spring out from the earth, creating strange and unfamiliar landmarks. The zone's boundary is extended by 5 kilometers, and scientists all around the world flock to determine what happened. Few of them return, and those who do tell of a world which is practically alien compared to our own. Local flora and fauna are hideously mutated, invisible dangers are scattered all over the place, and strange objects called artifacts, said to possess powers beyond explanation, can be found in certain places. Over the next several years, waves of people from all walks of life come to the zone. Some come to escape real life, some come in search of riches, some come to take advantage of the zone's lawless nature, and some come in search of the fabled wish granter. These people are called stalkers, and each one has their own reasons for coming to the zone. The zone represents not only great danger, but great opportunity. It is a new frontier to be explored and discovered by those who dare to brave it's hostile and unnatural environment. This remained the status quo in the zone for years, but over time subtle changes began to reshape the zone. Stalkers began to notice emissions becoming more frequent and drawn out, reports of horrifying new mutants began to circulate throughout the stalker community, and new anomalies materialized all across the zone. Scientists within the zone scramble to figure out what is happening, even as the zone's borders continue to grow and grow. 8 April 2018 - Present Day: The zone's radius is estimated at 60 kilometers, giving it an area of over 10,000 square kilometers. The population of the zone reaches well over 2000, and continues to grow. Factions have come and gone, stalker camps have changed locations, and very few stalkers from the original waves are either alive or still within the zone's borders. Even to those who are, the zone is a whole new world, one that is constantly changing and growing. New legends have circulated throughout the stalker community about mutants, anomalies, and artifacts the likes of which have never been seen before. Some parts of the zone have become uninhabitable due to freak changes in anomalous activity, while areas previously deemed too hazardous to traverse are teeming with veteran stalkers eager to explore the newlands. More people are signing on with Duty as the border of the zone comes closer and closer to Ukraine's capital city, Kiev, reinforcing the idea that the zone may one day swallow the entire globe. Freedom still exists, but their numbers are dwindling, and their mentality is shifting, since even they can't ignore the threat the zone poses to the outside world. The two factions have been in a cease fire for over a year, and talks are circulating about a possible alliance, combining certain aspects of both factions. Monolith has mysteriously faded into the realm of memory, and almost every mercenary squad has evacuated the zone, fearing the new dangers spawning into the ever-expanding zone. The former has been replaced by the Marauders who, as the name implies, attack any other stalkers without provocation or reason as far as anyone else knows. As a direct result of the emergence of the Marauders, a small group of highly skilled and experienced stalkers from every faction, calling themselves Sentinels, banded together in an effort to learn more about the Marauders and defend other stalkers from them. Though the details in the zone change, the basics remain the same. Anything that isn't human will try to kill you, even some fellow humans will try to kill you, and there are no rules. Every stalker has a thirteen percent chance of dying on day one. The average life expectancy in the zone is a month. Exceed six months in the zone, and you're either incredibly skilled, incredibly smart, incredibly lucky, or all of the above. Every decision you make in the zone will have an effect, and every action has it's consequences. One move can mean the difference between life and death.[/i][/center] ----- Before anyone continues reading, I would like to have a committed player base, that means no flakes. For anyone who is familiar with the stalker universe, this roleplay should be fairly straightforward to you, with some tweakage. Like I said in the above few paragraphs, the zone is in a state of flux, and things are changing. Most things in the original stalker games will be included, some have been removed, and several things have been added to it. I've already thought through a basic synopsis which I will be developing as the RP progresses, and I already have a decent idea about how it will end. Bear in mind, this RP does have a fairly linear progression of events. There will be room for side bits, but there is an ultimate goal in mind. In addition, it is highly likely that characters will start dying off near the end, and I don't just mean NPCs, though they'll be going in fucking droves by the time we reach the eleventh hour. For those of you who are unfamiliar, I will do my best to reveal information to you as time progresses, and I'll try to get the players who are more familiar with the Stalker games to help with that. As of right now, I will tell you a few bits of information about Stalker which may help you make your character. First of all, pretty much every stalker goes by an alias. Not all of them, but most. Second, women are pretty uncommon in the zone, and out of the handful that are in the zone most are noncombatants. Female characters are not unwelcome, just know that yours will be setting a precedent, unless you conceal your gender. Finally, once the RP gets started, as long as you stick to the main group of players, you should be okay. Regarding characters, basic shit applies, meaning NO GODMODDING, NO OP CHARACTERS, NO MARY SUES OR MICHAEL STEWS, ETC. As long as you follow a few restrictions I will put in place for the sake of the storyline and you follow the basic guidelines your character should be alright. Your character must be a fairly experienced stalker, which is why I recommend no one really signs on for this unless they have played any of the Stalker games (for those who haven't, you can download and play a standalone mod for Shadow of Chernobyl called Lost Alpha from ModDB), and for this reason, if you haven't played it but want to join the RP anyways, I would like to call on my fellow stalkers to help me out in teaching you rookies. Now, the part you all have been waiting for (I hope), the Character Sheets. [hider=CS Format] Name: (Yep.) Alias: (Recommended, but not required.) Nationality: (Yep.) Age: (Like I said, 16 to 50.) Gender: (Yep.) Physique/Appearance/Clothing: (Picture or realistic art for an image, please. Physical description as well.) Spoken Languages: (Yeah, this is a thing. Stalkers come from all over the place, and it's reasonable to assume they all can speak many different languages. Being the two most common languages in the zone, every character must know either English or Russian.) Faction: (You may have ties with a faction, or be a former member of a certain faction, but every character must be a neutral stalker currently. If your character has ties with a faction, please state them here. I will only allow your character to have ties with/be a previous member of Mercenaries, Freedom, Duty, Scientists, Clear Sky, Bandits, or Sentinels.) Personality: (I will let you decide whether you want to tell us your character's personality or not. As long as you yourself have a solid grasp on how your character behaves, you may chose not to fill this part out.) History: (Same as the above.) Reputation: (This is required and will make up for the last two parts. Almost every stalker who has been in the zone for a while has a reputation, and different people will see them differently depending on their reputation.) Weapons/Ammo: (Be smart about this. Some ammo is more readily available than others. If you bring a .454 Casull, expect to be using it as a fancy paperweight a lot.) Gear: (Backpack, medical supplies, etc. goes here.) Skills/Abilities: (Anything that your character can do better than the average stalker. List 8 + description of each.) Weaknesses: (Anything that puts your character at a disadvantage compared to other stalkers. List 4 + description of each.) Note: I will make exceptions if you PM me with a good reason to give you one, but it must be a good reason. [/hider] Here is an example CS which I will also be using for my own character. [hider=Example CS] [u][b]Name:[/b][/u] Jacob Taylor [u][b]Alias:[/b][/u] Nomad [u][b]Nationality:[/b][/u] English [u][b]Age:[/b][/u] 25 [u][b]Gender:[/b][/u] Male [u][b]Physique/Appearance/Clothing:[/b][/u] [img]http://i.imgur.com/OiD6NQ6.png[/img] Nomad isn't very big, standing at 5'9" and weighing only about 67 kilograms. His hair is light brown, and pretty long for a stalker, while his eyes are a faded green. You can tell he's not the strongest guy around, but his muscles are well toned at least. His clothing is somewhat... non-traditional for most stalkers. He wears a green woodland Battle Dress Uniform with a similarly colored shemagh over a black shirt, but his pants are a pair of thin dark blue jeans, and in place of the usual pair of combat boots he wears converse instead. He also generally wears black fingerless gloves, a watch on his left arm, and a black and red string around his right. He is sometimes jokingly referred to as the punk of the zone. [u][b]Spoken Languages:[/b][/u] English (fluent); French (functioning); Russian (basic knowledge) [u][b]Faction:[/b][/u] Loner. Former Freedom with ties to them and the Sentinels. [u][b]Reputation:[/b][/u] Nomad is known for being, well, a nomad. Though he used to be in Freedom, it was mostly a gimmick title they gave him because they were low on men. Still, he does, at least somewhat, adhere to Freedom's ideals, in that he believes the zone should be open to those who wish to come, though lately, with the zone taking the strange turns that it has, his ideals have been shifting a bit. He still sees the zone as a wonder to the world which holds the key to solving many of humanity's problems, but he also recognizes that it's expansion, if gone unchecked, will put several people who want nothing to do with the zone at risk, thus he has left Freedom, though he keeps in contact. Aside from his loyalties and ideals, he is known for helping stalkers in need and hunting people who give others a hard time, and a lot of people hold him in high regard for that. He has never failed to ask a passerby if they need an extra can of food, or a bandage, or something like that, and he has been known to give stalkers who are shot within inches of their lives that one bandage that stops them from bleeding out. He's a giver to those who need or deserve it, and a taker for those who themselves take. He's one of those people who are more likely to fight for a friend than for himself, and while that all sounds a little too idyllic, he does what he does, and he does it well. The only problem is that he's generally quiet and doesn't form very personal relationships easily. There's only one person which he is known to maintain permanent contact with, and that's the person who came to the zone with him. No one really knows who he is, aside from the staff at the Sentinel haven in Petrovsk, a small factory complex that became relatively safe to traverse after one of the longer emissions. [u][b]Weapons/Ammo:[/b][/u] -AK-107 w/PSO-1 scope (210 x 5.45x39mm rounds) -OTs-33 Pernach (150 x 9x18mm rounds) -Wakizashi Short Sword [u][b]Gear:[/b][/u] Backpack: [list] [*]3 bottles of water[/*] [*]3 energy drinks[/*] [*]1 bottle of vodka[/*] [*]3 cans of food[/*] [*]3 loaves of stale bread[/*] [*]2 medkits[/*] [*]5 bandages[/*] [*]1 morphine auto-injector[/*] [*]1 small gun cleaning/repair kit[/*] [*]1 sleeping bag[/*] [/list] On person: [list] [*]PDA[/*] [*]Headlamp[/*] [*]Several Bolts[/*] [*]Gas Mask[/*] [*]Geiger Counter[/*] [/list] [u][b]Skills/Abilities:[/b][/u] Philanthropist - Nomad is widely known for being one of the nicest stalkers you'll ever meet, considering you get a conversation out of him. Tactician - Nomad, having been engaged in many firefights, has learned the ins and outs of combat, giving him an edge in gunfights. Perceptive - Nomad has always had a talent for picking up on things others might miss, and this can allow him to tell when something bad is about to happen. Kalashnikov's Unrelated Son - Nomad knows every AK-type rifle inside and out, and can easily diagnose and fix mechanical/maintenance issues if he has the right tools. Quasi-Ninja - Nomad is a regular practitioner of parkour, making him good at navigating abnormal terrain quickly. Seasoned Shooter - Nomad's aim with most firearms is not exceptional, but it's above par compared to a lot of stalkers. The Twitch - As some stalkers do, Nomad has developed a twitch which can alert him to an imminent emission. Mental Map - Nomad is great at direction finding and navigation, and is often employed as a guide. [u][b]Weaknesses:[/b][/u] True Loner - Nomad rarely works in groups, making him somewhat enigmatic given his philanthropic nature. If not for his combat skill, he may have been dead a long time ago. Troubled Past - Nomad's past is unknown to everyone except him and exactly one other stalker, and he will avoid the subject whenever it comes up. At least one stalker has taken note of a time in which Nomad seemed to exhibit the "thousand-yard stare," suggesting that he may suffer from PTSD. Mutant Bait - Nomad has always had more fear of mutants than anything else in the zone. He can deal with the common ones easily enough, but some of the less common mutants freak him out. Bloodsuckers specifically scare the shit out of him, not to mention any number of mutants he has yet to see for himself. Anomaly fodder - Nomad has never been artifact hunting, thus he never really learned how to navigate anomaly fields. He can avoid a lone anomaly easy enough, but an anomaly field or cluster would present a challenge to him. [/hider] If anyone has any further questions, go ahead and ask. I'll start the IC part as soon as everyone who responded to my interest Check makes their character, and maybe even wait for a couple of newcomers to show up. Until then, good hunting stalkers. ---- RP Information: [hider=Map] [img]http://i.imgur.com/70D03cd.png[/img] [/hider] [hider=Locations] [b]Cordon:[/b] With the expansion of the zone, the border has had to move several times. It is currently approximately 60 kilometers from the Chernobyl Nuclear Power Plant, and is in many ways the same as every cordon before it. It is constantly guarded by the military, who will usually shoot stalkers on sight without a second thought, though some can be bargained with. Every stalker has to have come through here at some point, and it is largely referred to as "the zone's antechamber." Mutant activity is minimal, and it's unlikely you'll find anything more dangerous than blind dogs here. [b]Lowlands:[/b] For being close to the cordon, the area has a fairly large amount of anomalies, making it both a gift and a curse for stalkers. The military largely avoids the area, making it an ideal spot for Komarovo, which rests roughly in the middle of the Lowlands. Due to it's proximity to the cordon, and the military's reluctance to patrol it, getting weapons in and artifacts out through various methods is fairly easy in this part of the zone, making it arguably the most popular trading camp in the zone. [b]Nowhere Land:[/b] To be more specific, this area is in the ass-end of nowhere. The official border extends beyond this area, but anomalous activity and the mutant population are minimal in this corner of the zone, earning it the title of being the most boring place beyond the cordon. There's no camps in the area, but it is a popular spot for stashing away supplies and such, but as far as looking for anything that makes the zone the zone, you'd be hard pressed to find anything like that here. [b]Plains:[/b] The new cordon is treated more like a DMZ than any of the others, meaning that rookies have had to move farther into the zone to avoid military intrusion. The Plains are where they decided to settle down. The Plains is really a massive area, covering almost a hundred square kilometers of mostly open grassland dotted with old dilapidated farmhouses, almost all of which are occupied by stalkers. Mutants here are a little more dangerous, with the worst known mutant being pseudodogs, though they're somewhat rare here. Bandits tend to harass rookies in this part of the zone as well, which doesn't make it the safest of places, but every rookie gets their start here, and most of them stay for at least a week until moving on, either that or they move to Petrovsk. [b]Old Cordon:[/b] This is the area that was considered the cordon long before the zone began it's expansion. Several stalkers set up camps in this area, and by the time a rookie has made it this far, they're generally no longer considered rookies. The mutant concentration in this area is about the same as in The Plains, with the addition of the odd zombie here and there. This area is largely used as a metric to determine the "normal" rate of anomalous activity, since it contains a moderate number of the most common anomalies. [b]The Bridge:[/b] This area can be extremely safe, or extremely dangerous to cross. The Bridge is nothing more than a small canyon connecting the Old Cordon with Haven, making it not inherently dangerous by those terms alone, but it is a wildcard when it comes to anomalous activity. Every time an emission happens, The Bridge can undergo a massive change in the number of anomalies, from concentrations of absolutely none to being so saturated that it is literally impossible to cross. Mutants recognize this and avoid the area completely, and so do some stalkers. It's generally good practice to use one's PDA to ask the Sentinels if The Bridge is safe to cross, though they don't always stay up to date on it's status and can't always give an accurate answer. [b]Haven:[/b] Haven is an area controlled by the Sentinels, and regarded by many as being one of the safest places in the zone as a result. The Sentinels let pretty much everyone, with the exception of Bandits, Mercs, Military, and Marauders come through the area, and they make a point of keeping the place clear of mutants. On the Northwestern corner of this area lies Petrovsk; home to the Sentinels and several other stalkers. It is arguably the most heavily defended and safest place to stay a night in the zone, and it's proximity to the Cordon makes it particularly attractive to some newer stalkers. [b]The Great Swamps:[/b] Since Clear Sky's dissolution and later reformation in Yantar, the bandits in the area have pretty much taken control of the territory and use it as one of their largest bases of operation. Most stalkers avoid the area for that reason alone, though it's not the only reason to be avoided. The moist environment, combined with the many ponds of stagnant water, makes radiation an ever present hazard, not to mention the occasional pile of rubbish lying around. This is somewhat counterbalanced by the fact that anomaly concentrations are low, though mutants can be found in similar numbers compared to the Old Cordon. [b]Darkscape:[/b] Though the name may sound foreboding, the area is not inherently very dangerous. While anomalous activity is roughly average, mutant concentrations are actually quite low, though rumors may occasionally circulate about some mine-dwelling mutant. Given the network of mining tunnels underneath a plateau that pushes through the middle of it, this is to be expected somewhat. Other than that, the area isn't used for much more than vehicular travel from the Old Cordon to the Dark Valley, and since there are very few working vehicles in the zone, it is hardly ever traversed. [b]The Garbage:[/b] The garbage is where the Soviets dumped all of the radioactive machinery contaminated in the 1986 disaster, including vehicles and machinery contaminated in trying to contain the disaster. This makes radiation a bit of an issue in this area, though the road leading through the middle of it is generally safe to traverse. Roughly in the middle of the area, there is a train house which has passed hands several times and is currently under Freedom control. It used to be in one piece, but in an incident involving bandits, vodka, and an RPG, the Northeastern corner of the building pretty much completely collapsed, exposing the inside to the elements, and rendering the building unsafe for shelter from an emission. Anomalous activity is slightly above average in this area, and mutant activity is roughly moderate. [b]Dark Valley:[/b] With Rostok having recently been abandoned due to increasing anomalous activity, Barkeep has moved his operation to the complex at the Northern end of the Dark Valley, thus the Northern part of the Dark Valley is fairly safe. Unfortunately, the Dark Valley itself is home to some of the more exotic mutants, all of which are more dangerous than your run of the mill boar or dog packs. Several different mutants, from bloodsuckers to fractures to zombies can be found here, making travel to the Southern part of Dark Valley inadvisable at best. [b]Agroprom:[/b] This area used to be a popular camp for stalkers, but the zone had different plans for it. The entire area is dotted with anomalies, making travel nearly impossible without someone who is really good at navigating anomaly fields. Due to the increase in anomalous activity, several buildings which may once have existed have now sustained heavy structural damage, or even been destroyed. Some say the underground facility has been untouched, though a rumor has recently circulated of a mutant unlike any other in the zone living in the underground facility. [b]Rocky Pass:[/b] With much of Rostok being overrun with anomalies, stalkers had to find a new way to get to the deeper parts of the zone, and where Rostok closed down, Rocky Pass opened up. It is in many ways the same as The Bridge, only it is somewhat more consistent in terms of anomalous activity. It's sole purpose is to act as a gateway between The Garbage and Yantar, and it's generally relatively safe to traverse, though some stalkers say they get an intense sense of paranoia going through this area, as though they are being watched. [b]Yantar:[/b] Yantar is a wide open area sitting at the bottom of a dried lakebed. There are some buildings dotting the outskirts of the roughly bowl-shaped depression, though one building, the scientists' bunker, lies in the middle of the lake, surrounded on all sides by a large chain link fence with razor wire lining the top. There are a few smaller buildings which serve as living quarters for some of the military guards and whatever stalkers may be assisting the scientists. There is also a military installation in the Northwest corner of the area, and while the military won't shoot you on sight, they'll definitely not be in a talking mood. Yantar is home to moderate anomalous activity and is populated by plenty of zombies, and snorks can occasionally be found as well. [b]Rostok:[/b] With The Zone fluctuating how it is, several areas which once were populated are now abandoned due to a sudden increase in anomalous activity. Rostok is currently the most infamous example. On September 12, 2017, one of the longer emissions gave birth to literally hundreds of anomalies around the 100 Rads and the surrounding area. A few stalkers were killed instantly as anomalies formed right where they stood. Some became trapped in buildings where anomalies had formed at the only exit, and many others perished trying to navigate out of the area. Of course, there were survivors, the 100 Rads' Barkeep among them. He, along with about 30 other stalkers, equaling roughly 1/3rd of Rostok's population, moved as one to the Dark Valley to form a new camp. Travel through Rostok is currently inadvisable. [b]Novy Rostok:[/b] Although Barkeep and several neutral stalkers relocated to Dark Valley, Duty decided to go their own way and formed Novy Rostok (literally: New Rostok). They currently use it as their new base of operations and control a large portion of the area, which is itself an old town which used to spawn a fair amount of anomalous formations. Fortunately, much of the anomalous activity in Novy Rostok has dissipated, and with Duty occupying the area, mutants are hardly a problem. [b]The Great Valley:[/b] Aside from the geography of the area, little is known about The Great Valley. Several stalkers who have been there claim that it is home to several strange anomalies and highly dangerous mutants. This area is only ever traversed by the very skilled, or the very lucky, and it is not unheard of for a stalker to disappear without a trace in this area. There is a single road that runs directly from the Dark Valley to Countryside, and as the saying goes "Don't stray." [b]Countryside:[/b] Though it is deeper into the zone than The Great Valley, Countryside is known to be somewhat more tame. Anomalies are plentiful, and several of the more exotic mutants can be spotted here, but they are kept in check somewhat by the Sentinels from the outpost by the lake. Everyone calls it Port because, well, it used to be a small port, and it is kept by a detachment of some of the more experienced Sentinels. The only bad thing is that it's in the far Northeast corner of the area, making it a hike no matter how you cut it. There is one landmark that is often visited by stalkers, and that is the now inactive Bloodclaw anomaly, which used to be a cluster of powerful gravitational anomalies which bent the Earth around it such that it looks like a collection of claws. Of course, while it was still active, several stalkers died trying to find artifacts in it's center, hence where the blood smeared on the claw formations comes from. [b]Badlands:[/b] The Badlands is an area that has been dried out due to anomalous atmospheric conditions. Rain hasn't fallen here in almost three years, and much of the atmospheric water has also disappeared in this area, making it generally uncomfortable for stalkers to travel through. It is suspected to be where the Marauders reside, though this has never been confirmed. Aside from them, there have been sightings of unknown mutants, and rumor has it there is a pseudogiant lair within the Badlands. The terrain itself is generally hilly and featureless, making it very dull and un-noteworthy, and anomalous activity is surprisingly low, though scientists theorize the whole place is a massive anomaly which prevents moisture from accumulating. [b]Limansk:[/b] Limansk is the second largest abandoned town in the zone, right behind Pripyat. Limansk is a town shrouded in mystery, with an uncharacteristically low mutant and anomaly count, but nonetheless feared by many stalkers who have been in or near it. Everyone who has been there says that despite the relatively harmless facade of there being few mutants or anomalies, there is something bad about the town. None have seen anything definitive, but everyone reports having a feeling of intense paranoia, coupled with an overall oppressive atmosphere. Some curious stalkers have ventured into the town only to turn up dead some days later, though the cause of their death can never be determined with conviction. Scientists theorize that the cause of this could be related to psy-fields, but many experienced stalkers discount that, saying that the feeling is profoundly different. [b]Army Warehouses:[/b] Once used by Freedom as their HQ, this outpost met a similar fate as Rostok, though on a somewhat smaller scale. A far larger percentage of stalkers survived the sudden conversion from relatively-safe-and-anomaly-free to saturated-by-anomalies, though the Freedom base, and the enire surrounding area, was considered unsafe for travel, much less habitation. The Freedomers were forced to relocate to the Garbage, leaving the Army Warehouses unattended. Some stalkers have navigated the vast anomaly fields and discovered caches of equipment left behind by Freedom, but only the most foolhardy of stalkers try to go there just to get a shiny new gun. [b]Red Forest:[/b] The Red Forest is a vast area considered by many stalkers to be the most dangerous place to traverse. For anyone trying to get to Pripyat, or one of the rumored areas surrounding it, traversing this mutant-infested landscape is mandatory. Yeah, mutants are fucking everywhere in here, thus it is common practice for stalkers to either move in large groups, or move in midday, when many mutants are inactive. Either way, no stalker comes through here without carrying a small ammunition dump with them. There is, however, a diamond in the rough. The complex which used to operate the massive DUGA-3 radar has been re-purposed as a small camp, just a kilometer or so away from Limansk. It's small, and it comes under mutant attack often, but the stalkers there can hold their own. [b]The Tempest:[/b] Visible for several kilometers around, The Tempest is essentially a massive and ever-present storm system which is thought to be sustained by anomalous atmospheric conditions. It has the intensity of a fully mature supercell, constantly producing torrential rain, intense lightning, winds in excess of 100 kilometers per hour, hail, and even tornadoes. Fortunately, the shitty weather keeps mutants away from this particular area, though anomalies are far from uncommon. This area is largely unexplored, and many stalkers don't see a reason for it to be explored, though others argue that something important, something which could help solve the mystery surrounding the zone, is buried in here somewhere. [b]Pripyat:[/b] Before the first disaster, tens of thousands of people lived here. Within the timespan of a few hours, the city became completely abandoned, save for those working to contain ground zero. Nowadays it is explored by the most experienced of stalkers in the hopes of finding troves of artifacts, and it is generally known for being one of the most popular spots for finding these items. Unfortunately, since artifacts are spawned from anomalies, naturally there are a lot of them in Pripyat, as are there many mutants. There is a small camp known as The Gate nestled just on the fringes of Pripyat, which is considered the last stop to the center of the zone. [b]Paradise:[/b] A place which is only rumored to exist somewhere just beyond Pripyat. Some of the rumors differ, but some details remain the same. It is an area nestled comfortably between Pripyat and the lake, said to be completely absent of mutants or anomalies. A large open field, with a lone tree standing on top of a hill. Some say that it's all an elaborate joke made up by a group of stalkers. Others have formulated theories behind the possibilities of such a place existing. A largely accepted theory is that Paradise is a pocket universe caused by a space bubble anomaly. [b]Chernobyl Nuclear Power Plant (CNPP):[/b] The Chernobyl Nuclear Power Plant was once one of the largest and most powerful nuclear plants in the world before the 1986 disaster. Now it is considered the heart of the zone, and only a tiny fraction of stalkers have ever entered the plant and come out alive. Outside of the plant you can expect anomalies of every type scattered all around the area, though mutants are only found in certain areas. The inside of the plant is more or less empty, though many parts of it are flooded with radiation, making extensive radiation shielding a must. Beyond that, the interior is an extensively unsettling place which many stalkers consider a sort of "hallowed ground." One stalker who has been there says he has heard voices echoing through the halls, or maybe through his head. [b]The Darklands:[/b] This is the true frontier of the zone. The Darklands is so called because it has never been explored and nothing is known about it, aside from the fact that it is geographically very similar to the plains with some swampland towards the Northeast. There is a sort of primal fear that emanates from this place that no stalker has yet been able to explain, but it so far has kept stalkers from trying to breach it's borders. Everyone suspects something important must lie within The Darklands somewhere, but no one knows what. Some say that the CNPP is a ruse by the zone, and that somewhere in The Darklands lies the true heart of the zone. [/hider] ---- [b][u]Accepted Characters:[/u][/b] -Aynur 'Sister' Serikov -Jacob 'Nomad' Taylor -Porfiry 'Smoke' Istomin -Rickard 'Camera Guy' Kelber -Tiberius 'Borka' Thomassen