Post by Faclan on Sept 9, 2018 5:54:37 GMT -6
WELP been playing the STALKER series again and thought this would be fun. Maybe. Who knows. But thats why making an I-Check.
This is just my basic idea of how it would run feel free to discuss its not like we are starting tomorrow.
Good thing to remember/know however that Artifacts are near magical items that can make you (for example) immune to radiation, impossible to damage with physic attacks, run forever, or carry hundreds of pounds. People want these.
Mutants are things like blind mutanted dogs, Boars, Pigs, and Bloodsuckers to mention a few. They attack with claws and teeth
Anomalies are things like pools of acid or floating electric balls. And Emissions which are giant radiation and psychic storms that occur every so often in the Zone. Seek cover or lose your mind or life.
As a resident of the zone you will have by default;
- Leather jacket and pants, so you don't freeze to death, no artifact containers.
- Makarov PMM pistol and ammo.
- Sawed off double barrel shotgun.
- 1 medkit
- 2 bottles of vodka for anti radiation use.
- Basic radiation detector.
- 3 days of rations
- Small amount of money.
However as a STALKER in the Zone you have the chance to join a bunch of small factions! These will give you benefits but make people like/dislike you!
Unless people REALLY want them we will not be discussing Clear Sky and Monolith (Even though Clear Sky is my fav)
Duty:
Duty is one the larger Stalker Clans and spend a lot of their time hunting Mutants and trying to kill Freedom. Very military like culture with strict rules. Mainly eastern block weaponry. Many of them are former Ukrainian Military and still work with them.
As a member of Duty you also get;
- Light armor, with good defense against bullets and mutant attacks while also letting you be fast. Its protection against anomalies and radiation is lacking unfortunately. However this armor cannot hold any artifacts and Duty requires you hand over any you find.
- AK-74U folding stock short AK.
- 2 extra medkits
Freedom:
The other large Stalker clan that spends their time getting drunk and high and helping Loners and Mercs survive the zones for a price. Often thinks Bandits are 'cute'. Much more Western Weapons. They seek out artifacts to sell to whoever pays them - earning them the ire of Ecologists.
As a member of Freedom you also get;
- Light armor, more balanced that Duties with decent overall protection but less bullet and mutant protection. However your armor can hold a single Artifact.
- An M4 Carbine.
- 1 medkit
- 1 anti rad drug
Loners:
Congratulations you made some friends new jack! Welcome to the brotherhood of heresay. We look after each other here and make sure you can last more than a week. Medium size clan with Bandits
As a Loner you get;
- A single low tier Artifact of your choice, beginners luck!
- An Artifact detector.
- 2 anti rad-drug
- 1 anti-anomoly drug
Bandits:
Welcome to the criminal underground bro! Here we got all the shit you ever want! Booze, guns, and so many people to rob from! You'll fit in great! Medium sized clan using whatever they can steal.
As a Bandit you get;
- Darker clothes for easier hiding
- Artifact detector
- A good amount of money.
- 3 extra vodka
Mercenary:
Welcome to the Zone trooper. I trust you listened to the briefing so you don't want into a Whirly-gig and die before you complete your job. Mercs operate in small teams or alone and don't have a real leader. They operate independently.
Mercs receive;
- Medium armor - very good bullet and mutant protection but jack shit for radiation and anomaly protection no artifact container.
- MP5 Submachine gun.
- 2 medkit
- 1 grenade
Ecologist
A group of scientists operating in the zone to try and understand it. Not the best in a fight but very knowledgeable about anomalies and weather effects. Often seeks out artifacts to study but their tech and inexperience makes them targets.
Ecos receive;
- A scientific suit, you are nearly immune to radiation and anomalies but any bullets punch right through - can hold two artifacts.
- Advanced radiation detector with Artifact detector built in.
- 2 anti-rad drug
Military
The larger Ukrainian military that supposedly controls the zone. They don't. But try to hold the perimeter and stop too many people getting in. They try to work with Duty and the Eco's to take artifacts and clean up the zone from mutants and undesirables.
Privates get;
- BDU armor, good bullet and radiation protection. Poor mutant and anomaly defense.
- AK-74 Rifle
- 2 Grenades
- Maps of the zone and anomaly fields.
- Many connections and radio contact outside the zone.
- 1 Military Med-kit, super medkit
Just because some factions hate each other doesn't mean they won't turn the rifles the other way when a mutant attack may be coming. Humans can talk most Mutants can't.
Hope that all made sense, will try to answer questions you have