Angelo Credo
Kept you waiting, huh?
Alright, I want to put forward a proposition for a roleplay, however, before I make the thread I want to post here to see if it attracts any interest, I don't want to be wasting my time on creating some massively in depth and EXTREMELY complex roleplay, only to have it fall flat.
The roleplay will be based on the S.T.A.L.K.E.R series of games, in particular, near the events of Shadow of Chernobyl, however, it will have nothing to do with the main plot line of the games.
For those who are unaware, the S.T.A.L.K.E.R series of games are entirely free roam first person shooters incorporating some RPG elements, essentially it works in an alternate-reality timeline where a second disaster takes place at the Chernobyl Nuclear Reactor near Pripyat, in the Ukraine.
The second disaster basically causes all manner of changes to occur in the environment, mutations take place in local wildlife, animals turn into hideous monsters, dangerous anomalies are formed which possess certain lethal effects, the terrain in the area shifts, it becomes quite desolate and some areas are highly radioactive.
This area is known as "The Zone", the disaster killed the vast majority of people inhabiting The Zone, however, years after, people from the outside ventured into The Zone to seek out money, valuable artefacts created by the anomalies and scientific information.
The anomalies mentioned earlier are highly dangerous, they are essentially small, pocketed areas of altered physics, each having different effects that are triggered when a person or animal comes into close proximity with them. For instance, there are anomalies which set off massive electrical charges when triggered, create intense tornadoes and even alter the passage of time inside them.
The anomalies are very difficult to see visibly, however, everyone involved in this roleplay will possess an anomaly detector, which creates an intermittent, high pitched noise when you come into close proximity with one. The anomalies do produce visible distortion to the air and light around them, and can be triggered by throwing objects into them too.
These anomalies have the ability to create "artefacts", these artefacts are one of the major reasons as to why people have ventured into The Zone, they provide benefits, ranging from increasing endurance, reducing a person's rate of bleeding, increasing strength, speed, resistance to radiation, overall health and so on. They are very valuable items, very powerful and very dangerous in the wrong hands.
Everyone comes equipped with a Geiger counter too, to detect radiation.
There are three main factions within this roleplay, one of which your character MUST join, they are as follows, Duty, Freedom and the Loners.
Duty features mainly of a band of military or ex-military personnel and Stalkers who believe that The Zone is a blight on the face of the Earth, Duty's primary goal is to close off The Zone from all external access and eventually wipe it out of existance, they currently do this by destroying mutants and killing anyone who who openly opposes them, they are neutral to all factions, bar bandits and their long time rivals, the Freedom faction.
Due to their military background, they have deep connections with Spetsnaz and the KGB, they are the most heavily armoured and hold the biggest guns of the lot, their home of operations is Rostok, a small town located in the middle of The Zone, acting as a checkpoint.
The 100 Rads bar in Rostok acts as their base of operations, their primary trader is located there, known only as "Barkeep", it is from here that all Duty members will obtain their equipment.
Next there is Freedom, Freedom are a group of anarchists, daredevils and other Stalkers who believe that The Zone should be open and available to anyone who dare wishes to enter. They are the polar opposite to Duty and as such, are in constant conflict with them. They are the largest faction in The Zone, but are not as heavily armed or armoured as Duty, their base of operations is located among the Army Warehouses, located in the northern area of The Zone, just above Rostok, it was abandoned by the Ukraine Military after the second incident, it is from here that Freedom obtain most of their equipment, ammo is plentiful, as are weapons and armour.
Their trader, Skinflint, is where all members of Freedom will obtain their equipment from.
Finally there are the Loners, essentially the Loners are a neutral group of Stalkers who live off The Zone to earn money for their daily lives, they are neutral with all factions, bar the Bandits whom they openly oppose for preying on free Stalkers, they have no strong beliefs about how The Zone should be treated.
Loners are the worst off for armour and weapons, though are often given the most opportunities for very lucrative, but dangerous contracts.
Their base of operations is located in The Cordon, a village to the south of Rostok.
Their primary trader, Sidorovich, is where all Loners will get their weapons and equipment from.
Now, if you choose to join either Duty or Freedom, you are STUCK with your choice, if you are a Loner however, you are free to join either Duty or Freedom at a time of your choosing, to do so however you must battle your way to either faction's respective headquarters, before taking up a contract offered to you by their leader. After this contract is completed, you will be a member of your chosen faction and granted the basic starting equipment of that faction.
The plot will largely involve Duty and Freedom, each faction are attempting to reach the "Wish Granter", whilst in the games it's nature is much more sinister, for the sake of this RP, it does what it says on the tin.
How the plot goes will determine which faction reaches the Wish Granter first, it is the goal of the Freedom faction to reach the Wish Granter and request that Duty be eradicated and that The Zone will be open to all, whereas the goal of the Duty faction is quite the opposite, players of the Duty faction will request that not only will Freedom be eradicated, but the entire Zone itself.
Now, that's not all however, faction members will be granted contracts, opportunities to carry out missions for their factions, or for customers interested in their services, these contracts will be decided and outlined by me, three sticky threads will be opened, each dedicated to contracts for one faction, it is here you will find the contracts, including details, who it's from and rewards upon completion.
You will have two choices of contract, each contract will remain available for one day, the types of contract are as follows.
Type 1: Faction contracts.
Faction contracts are, as the name suggests, contracts issued by your faction, the payouts are usually very low, however, each successfully completed faction contract increases your faction's hold on The Zone, getting them closer to discovering the location of the Wish Granter.
Type 2: Anonymous/Mercenary contracts.
These are contracts that benefit your character the most, they range from simple fetch quests to assassination missions, monster hunting and everything else in between. The payouts for these contracts are the highest, rewards can range from huge amounts of cash, to armour and weapons or valuable artefacts, however, completing them will not get your faction any closer to finding the Wish Granter.
How I will calculate which faction wins is like this, whichever faction completes the most Faction Contracts in an as of yet undecided amount of time will be granted the location of the Wish Granter, only I will know it's location, and at the end of that time frame I will PM the location to the winning faction's leader.
Okay, I know it's long, but read it and tell me if you're interested, I REALLY want this to happen.
This is the meat of the RP, but there are some finer details to add should people show enough interest.
The roleplay will be based on the S.T.A.L.K.E.R series of games, in particular, near the events of Shadow of Chernobyl, however, it will have nothing to do with the main plot line of the games.
For those who are unaware, the S.T.A.L.K.E.R series of games are entirely free roam first person shooters incorporating some RPG elements, essentially it works in an alternate-reality timeline where a second disaster takes place at the Chernobyl Nuclear Reactor near Pripyat, in the Ukraine.
The second disaster basically causes all manner of changes to occur in the environment, mutations take place in local wildlife, animals turn into hideous monsters, dangerous anomalies are formed which possess certain lethal effects, the terrain in the area shifts, it becomes quite desolate and some areas are highly radioactive.
This area is known as "The Zone", the disaster killed the vast majority of people inhabiting The Zone, however, years after, people from the outside ventured into The Zone to seek out money, valuable artefacts created by the anomalies and scientific information.
The anomalies mentioned earlier are highly dangerous, they are essentially small, pocketed areas of altered physics, each having different effects that are triggered when a person or animal comes into close proximity with them. For instance, there are anomalies which set off massive electrical charges when triggered, create intense tornadoes and even alter the passage of time inside them.
The anomalies are very difficult to see visibly, however, everyone involved in this roleplay will possess an anomaly detector, which creates an intermittent, high pitched noise when you come into close proximity with one. The anomalies do produce visible distortion to the air and light around them, and can be triggered by throwing objects into them too.
These anomalies have the ability to create "artefacts", these artefacts are one of the major reasons as to why people have ventured into The Zone, they provide benefits, ranging from increasing endurance, reducing a person's rate of bleeding, increasing strength, speed, resistance to radiation, overall health and so on. They are very valuable items, very powerful and very dangerous in the wrong hands.
Everyone comes equipped with a Geiger counter too, to detect radiation.
There are three main factions within this roleplay, one of which your character MUST join, they are as follows, Duty, Freedom and the Loners.
Duty features mainly of a band of military or ex-military personnel and Stalkers who believe that The Zone is a blight on the face of the Earth, Duty's primary goal is to close off The Zone from all external access and eventually wipe it out of existance, they currently do this by destroying mutants and killing anyone who who openly opposes them, they are neutral to all factions, bar bandits and their long time rivals, the Freedom faction.
Due to their military background, they have deep connections with Spetsnaz and the KGB, they are the most heavily armoured and hold the biggest guns of the lot, their home of operations is Rostok, a small town located in the middle of The Zone, acting as a checkpoint.
The 100 Rads bar in Rostok acts as their base of operations, their primary trader is located there, known only as "Barkeep", it is from here that all Duty members will obtain their equipment.
Next there is Freedom, Freedom are a group of anarchists, daredevils and other Stalkers who believe that The Zone should be open and available to anyone who dare wishes to enter. They are the polar opposite to Duty and as such, are in constant conflict with them. They are the largest faction in The Zone, but are not as heavily armed or armoured as Duty, their base of operations is located among the Army Warehouses, located in the northern area of The Zone, just above Rostok, it was abandoned by the Ukraine Military after the second incident, it is from here that Freedom obtain most of their equipment, ammo is plentiful, as are weapons and armour.
Their trader, Skinflint, is where all members of Freedom will obtain their equipment from.
Finally there are the Loners, essentially the Loners are a neutral group of Stalkers who live off The Zone to earn money for their daily lives, they are neutral with all factions, bar the Bandits whom they openly oppose for preying on free Stalkers, they have no strong beliefs about how The Zone should be treated.
Loners are the worst off for armour and weapons, though are often given the most opportunities for very lucrative, but dangerous contracts.
Their base of operations is located in The Cordon, a village to the south of Rostok.
Their primary trader, Sidorovich, is where all Loners will get their weapons and equipment from.
Now, if you choose to join either Duty or Freedom, you are STUCK with your choice, if you are a Loner however, you are free to join either Duty or Freedom at a time of your choosing, to do so however you must battle your way to either faction's respective headquarters, before taking up a contract offered to you by their leader. After this contract is completed, you will be a member of your chosen faction and granted the basic starting equipment of that faction.
The plot will largely involve Duty and Freedom, each faction are attempting to reach the "Wish Granter", whilst in the games it's nature is much more sinister, for the sake of this RP, it does what it says on the tin.
How the plot goes will determine which faction reaches the Wish Granter first, it is the goal of the Freedom faction to reach the Wish Granter and request that Duty be eradicated and that The Zone will be open to all, whereas the goal of the Duty faction is quite the opposite, players of the Duty faction will request that not only will Freedom be eradicated, but the entire Zone itself.
Now, that's not all however, faction members will be granted contracts, opportunities to carry out missions for their factions, or for customers interested in their services, these contracts will be decided and outlined by me, three sticky threads will be opened, each dedicated to contracts for one faction, it is here you will find the contracts, including details, who it's from and rewards upon completion.
You will have two choices of contract, each contract will remain available for one day, the types of contract are as follows.
Type 1: Faction contracts.
Faction contracts are, as the name suggests, contracts issued by your faction, the payouts are usually very low, however, each successfully completed faction contract increases your faction's hold on The Zone, getting them closer to discovering the location of the Wish Granter.
Type 2: Anonymous/Mercenary contracts.
These are contracts that benefit your character the most, they range from simple fetch quests to assassination missions, monster hunting and everything else in between. The payouts for these contracts are the highest, rewards can range from huge amounts of cash, to armour and weapons or valuable artefacts, however, completing them will not get your faction any closer to finding the Wish Granter.
How I will calculate which faction wins is like this, whichever faction completes the most Faction Contracts in an as of yet undecided amount of time will be granted the location of the Wish Granter, only I will know it's location, and at the end of that time frame I will PM the location to the winning faction's leader.
Okay, I know it's long, but read it and tell me if you're interested, I REALLY want this to happen.
This is the meat of the RP, but there are some finer details to add should people show enough interest.