Avatar of TheMadAsshatter
  • Last Seen: 4 yrs ago
  • Joined: 12 yrs ago
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    1. TheMadAsshatter 12 yrs ago

Status

Recent Statuses

6 yrs ago
Current You could not live with your own failure. And where did that bring you? Back to RPG.
7 yrs ago
I've been away for so long. Holy shit.
2 likes
8 yrs ago
I'm done with Guam. I want to get back home, buy an 80s Japanese sports car, and get to tuning.
2 likes
9 yrs ago
Motorcycle is finally street legal. Now I can finally live.
1 like
10 yrs ago
I'M BACK, BABY!
1 like

Bio

Test bio, please ignore.

Most Recent Posts

@Beowulf: I don't see why you can't use artifacts in tandem with your gear for certain effects. One of the things that I'm going to exploit with this RP is Stalker's unexplored potential. It's so easy to take a game in which one of the main principles is mystery and intrigue and add to it, and I intend to do it justice, especially considering that so many features were cut from any one of the games. I intend to fill those gaps with something that I hope you all will appreciate and make the zone slightly richer for it.
@Beowulf: I don't remember ever seeing you, but if you say you recall seeing me somewhere then alright, cool. I read your post about half an hour ago at first, and while I liked that your character could add an interesting dynamic to this RP I couldn't think of any reason a photographer would be needed for the sake of the storyline. After thinking for a few minutes I think I might have a place for you, so go ahead and start on your CS and I'll let you know if it needs tweaking.

@Berry: Good to hear. Like I said, I'm not doing this exactly like the stalker games, so specifics on items are somewhat open to you guys. Of course you'll have the generic medical supplies, and each medkit has all of the basic first-aid stuff (meaning a bandage, surgical tape, gauze pads, latex gloves, an ice pack, antiseptic pads, painkillers, things like that (army medkits will additionally include morphine)). Bear in mind, I'm not going to make your character healthy if he gets shot in the leg, even if you use 10 medkits. The medkits will keep you from bleeding out and getting an infection, but now you've got a broken leg, so unless you've got some morphine or a healing artifact, or you can build a splint, you're not going anywhere without having someone carry you. But, like I said, I'm mostly interested in story progression, so I won't let you guys get severely injured unless A. you're asking for it, or B. it fits with the story progression.
@Wanderer: Aside from the WIP bits everything looks good. I would prefer a somewhat more descriptive... description for your skills and weaknesses, but what you have will do. And about weapons being skills, if you're an absolute beast with an AKM, but only par with any other gun, that's a skill, if that's what you mean.

@Peik: CS is looking good, I'll take it. :)

I've been working on my own CS for the last couple of days. Yeah, I'm slow, give me a break. I'm also probably going to start working on an OOC, so I should have both of those up by tomorrow.

Also, Berry, are you still interested?
Lone Wanderer said
I'm also in, us Loners got to stick together.Played all 3 if you must know my experience in the S.T.A.L.K.E.R zone.


Weren't you in the last S.T.A.L.K.E.R. RP I tried to start, before the old forum died?
Awesome, awesome. Always good to have more players.
If she knows how to use a gun, even if it's just the one she has, even if she's not particularly good at using it, she should be fine. Go ahead and make your character and I'll let you know if she'll need tweaking as far as combat abilities goes.

And thank you for reminding me to add a skills/weaknesses section to the CS.


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.

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.



If you have any questions or want additional information, you can either post it here or PM me. Now, I'm going to get to work on my own character. Good hunting, stalkers.


In short, fuck yeah I'm up for this.
I wish I had seen this thread sooner. I'm interested.
*ahem* Still interested.
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