Sushi
#fuckcancer
ACT I
___The Zone. A place less explored than the bottom of the ocean, and said to be more lucrative than the richest mines. Decades after the Chernobyl disaster, military patrols reported flashes of brilliant light, mutated animals, whirlwinds of fire and acid. The adventure-seekers came in at a slow trickle at first, but the Zone was vast and the military couldn't control the entire border, not for long. Those that managed to survive impossible weather, the mutants, pillars of flame that appeared from thin air... they brought back stories of incredible "artifacts" that could bend the fabric of reality itself, and a powerful "Wish Granter" in the very center of the Zone.
___Scavengers picked through the Exclusion Zone. Many sought their fortune, but never returned. Those that survived came to be known as "Stalkers."
___It has been more than a decade since anomalous activity was first detected within the Cordon. The world has moved on from Chernobyl once again.
______[The Raiding Party]
The package was at the door. It was a bundle of documents with a Ukranian government seal, a sizeable check, and a set of GPS coordinates. The meeting place was in Kiev, and the other names on the list were all familiar. At the bottom of the letter, there was a tidy signature from one General A. Zubarev.
The package was at the door. It was a bundle of documents with a Ukranian government seal, a sizeable check, and a set of GPS coordinates. The meeting place was in Kiev, and the other names on the list were all familiar. At the bottom of the letter, there was a tidy signature from one General A. Zubarev.
1 x Artifact Hunter
1 x Scientist
2 x Fighters
1 x Hunter
1 x Doctor
_________[Action Economy]
_________[Create an Advantage]
____________The CA is a versatile way of changing the battlefield and assisting team members. Creating an Advantage essentially means changing the situation by altering, or creating a new Aspect. This can range from using suppressive fire to create an aspect like "Hail of Lead," to using pure brute force to create a "Smashed Wall (Entry Point)," or even mocking the enemies with a social skill in order to create an aspect like "Enraged (Enemy #1)." A decent roll will give you an Invocation, a single-use +2 that you can use to augment a relevant roll.
_________[Overcome]
____________An Overcome action includes things like a "Saving Throw" or "Challenge." Whenever a task has a difficulty set by the GM as opposed to opposition rolled by an enemy, it's called an Overcome. Besides typical actions like bypassing hazardous terrain or lying convincingly to an NPC, Overcomes can be used offensively to remove an Aspect created by an enemy CA.
_________[Discover]
____________When you would like to gain insight upon a situation but lack specific knowledge or direction take it in, the Discover is similar to an Overcome action. By rolling against difficulty, you may use your skills to discover relevant information or evidence in a scene. A Discovery is similar to a Create Advantage, although a CA gives invocations more easily.
_________[Hold Action]
____________You can elect to Hold an Action and wait for a specific opportunity to act. A common example would be finding an enemy concealed in hard cover, and holding an attack until they leave cover, similar to an "Overwatch" mechanic in certain games.
_________[Teamwork]
____________As long as you have a +1 in the same skill, you may help a teammate's roll by adding a fixed bonus as your action. Unlike a CA, Teamwork is a fixed bonus no matter what, and cannot "fail" in the conventional sense. This is a good way to make use of skills which may otherwise be too low to properly utilize on your own.
_________[Applications]
Loner / Free Stalker
[Stunt]: "Rookie Numbers" — Sometimes the Zone is kind to rookies. You get extra rewards from jobs compared to others. Once per scene, you may take an action to assemble a Mob of nearby loners, assuming they aren't already occupied and you can make a compelling argument.
+ Neutral Reputation
+ Basic Starting Equipment
Bandit
[Stunt]: "A Few Rubles More" — You know that greed lies in the hearts of every man. You have an easier time bribing and coercing others with money and trade. Once per scene, you may declare your intent to contact a Bandit ally, and with an opportunity to find them, get some specific information, job, or a line on something you might need.
+ Rich
+ Allied with the Mercenaries
- Poor Standing with Most Factions
Duty
[Stunt]: "Hunter" — You're trained to fight the deadliest things in the Zone. You gain a +1 when fighting mutants or animals. Additionally, when you set an ambush on an enemy, your first attack is rolled at Advantage.
+ Soviet Military Equipment
+ Friendly with Military, Ecologists
- At War with Freedom
Freedom
[Stunt]: "Freedom Fighter" — You know better than to fight the Zone. You gain a +1 when hiding, concealing yourself, or otherwise evading pursuit. Additionally, when setting or defusing traps, you roll with Advantage.
+ Western Military Equipment
+ Recreational Drugs
- At War with Duty
Military
[Stunt]: "It Fell off a Truck" — If your equipment is damaged or lost, you can attempt to obtain replacements by going to a military outpost or base. Once per scene, you may make a special Preparation roll to see if you have "accidentally" obtained a piece of military hardware. You may specify the vague type of equipment you're looking for.
+ Military Equipment
- Poor Standing with Most Factions
Mercenary
[Stunt]: "Self Extrication" — You've got the best gear money can buy. Your firepower advantage means you gain a +1 to Create an Advantage actions with firearms. Once per scene, you may spend a Fate Point to call down a simple supply drop from your company.
+ Commercial Weapons
- No Allies
Ecologist
[Stunt]: "Anomalous Materials" — With time and some available equipment, you may spend a Fate Point to infuse a machine or piece of equipment with an Artifact using your Craft or Electronics Skill. Additionally, you have the equipment to pick up most Artifacts without negative effects.
+ Anomalous Exploration Suit
+ Friendly with Loners, Duty, Mercenaries, Military
- Harassed by the Bandits
Clear Sky
[Stunt]: "Pathfinder" — You know the layout of the Zone well. Once per scene, you may take an action to make some observation and find a way to navigate through a given area, evading all anomalies on the way. Additionally, you're trained to recognize the Zone's illusions and have Advantage for tests of observation.
+ Field Research Equipment
+ Western Weapons
- No Allies
Loners form a loose group of Stalkers unaffiliated with the other major groups in the zone. They are adventurers and treasure hunters who seldom stay in one place for long. Most rookie Stalkers begin as loners.
![](https://imagizer.imageshack.com/v2/100x75q90/923/oUF6lS.png)
+ Neutral Reputation
+ Basic Starting Equipment
Bandit
Renegades, marauders, killers, the Bandits were simply the most organized group of criminals to carve out their place in the Zone. They sell "safe passage" to loners and are careful not to intrude on the territory of the larger, more dangerous factions. With how many rookies die in the zone, the Bandits are never left wanting.
![](https://imagizer.imageshack.com/v2/100x75q90/922/sEJU6m.png)
+ Rich
+ Allied with the Mercenaries
- Poor Standing with Most Factions
Duty
Duty begun as the remnants of failed military incursions into the Zone. They were formed around the core belief that the Zone was truly dangerous and had to be destroyed, and today comprises one of the two largest factions operating within it. They characterize themselves as "do-gooders" and often help Loners in need.
![](https://imagizer.imageshack.com/v2/100x75q90/924/5bZq2Q.png)
+ Soviet Military Equipment
+ Friendly with Military, Ecologists
- At War with Freedom
Freedom
Free Stalkers, successful artifact hunters and tinkerers saw the Zone as a gift to humanity. They formed a faction based around the idea that the Zone was a treasure to be shared with all. Freedom has a reputation for taking on anyone who isn't a Dutyer or part of the military and has been described as slightly anarchist.
![](https://imagizer.imageshack.com/v2/100x75q90/924/bIoziO.png)
+ Western Military Equipment
+ Recreational Drugs
- At War with Duty
Military
The members of the Ukranian State Security Service are responsible for maintaining the "Cordon" around the Exclusion Zone and carrying out military missions within it. Although responsible for the security of the zone, the military is largely responsible for the proliferation of weapons and the lucrative artifact trade going on in Chernobyl.
![](https://imagizer.imageshack.com/v2/100x75q90/921/c8MSCq.png)
+ Military Equipment
- Poor Standing with Most Factions
Mercenary
Mercenaries comprise one of the most diverse factions within the Zone. Stalkers from the Russian-government-backed BEAR company, United Security, and Kernisec rub shoulders with renegades and corrupt military officers. They will take any job for the right price and freely wander the Zone, but every Merc group brings its own challenges as no two Mercs have the same allegiances.
![](https://imagizer.imageshack.com/v2/100x75q90/922/sujHJB.png)
+ Commercial Weapons
- No Allies
Ecologist
Sponsored by the Ukranian government and given generous aid from the west, the Ecologists aim to research the Zone to minimize its negative impact on the world. The Ecologists have access to immense funding and sophisticated technology, making them a prime target for Bandits and the Monolith. In recent years they have begun to employ more Stalkers as their military protection has waned.
![](https://imagizer.imageshack.com/v2/100x75q90/922/2PU0me.png)
+ Anomalous Exploration Suit
+ Friendly with Loners, Duty, Mercenaries, Military
- Harassed by the Bandits
Clear Sky
In their pale blue uniforms, Clear Sky troopers are an odd and rare sight in the Zone. They seldom emerge from their hidden bases, mostly working at night. Clear Sky sets itself apart from Duty or Freedom by its isolation from the other factions in the Zone.
![](https://imagizer.imageshack.com/v2/100x75q90/921/zYg0Qt.png)
+ Field Research Equipment
+ Western Weapons
- No Allies
Rank: You start as Rookie. There is Rookie, Experienced, Veteran, Expert.
Faction: This is more or less your "class" within the RP. Read the list and make your pic.
Experience: Note prior experience here. This is mostly for flavor.
Equipment: Please add any equipment requests to the bottom of the profile.
Aspects: Five (5) in total: High Concept & Trouble + 3 Aspect. Optional Phase Trio. Your high concept is a "Elevator Pitch" that sums up your character in a few words. Fate Points are used to Invoke Aspects.
Fate Points: 3
Refresh: 3. If you add additional Stunts, you remove Refresh.
Physical: Physique-Based
Morale: Will-Based
Wealth: Using Wealth Stress, determined by GM after profile is submitted.
Consequences: 2-4-6. Leave Blank. Physique-Based
Stunts: 1 Faction Stunt + 2 Custom Stunts Stunts.
Use the Stunt Generator.
Find ideas at the Evil Hat Productions Wiki.
Be mindful of The Horrors of Fate Stunts; TL;DR just ask.
Skills: Great (+4 Modified)
Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Electronics*
Empathy
Fight
Heavy Weapons*
Investigate
Lore
Medicine*
Notice
Physique
Pilot*
Preparation*
Provoke
Rapport
Shoot
Survival
Stealth
Will
Electronics: This is the other half of the Craft skill, which involves electrical repair, tinkering, and electriconic intrusion. This can also be used for piloting UAVs and drones.
Heavy Weapons: Similar to Shoot, but used for heavy or crew served weapons. The skills have some overlap: a good example would be firing a light machine gun, which would be doable with Shoot, but more effective with Heavy Weapons. Rocket launchers, mortars, emplacements and similar tools require this skill.
Medicine: Diagnosing illness and injury, treating wounds, and administering medications. At high levels also used for surgery and invasive medical procedures.
Preparation: This skill is used to determine if a character has made particular preparations, such as stashing special equipment, moving furniture, or positioning a contact / assistant.
Survival: Navigation outdoors, use of natural resources, and limited first-aid capabilities.
Physique & Will: Having points here increase your character's capacity for Stress. Physique is for Physical Stress, Will is for Morale Stress.
1-2 = 1 Extra Slot
3-4 = 2 Extra Slots
5 = 1 Extra Minor Consequence
Burglary
Contacts
Crafts
Deceive
Drive
Electronics*
Empathy
Fight
Heavy Weapons*
Investigate
Lore
Medicine*
Notice
Physique
Pilot*
Preparation*
Provoke
Rapport
Shoot
Survival
Stealth
Will
Electronics: This is the other half of the Craft skill, which involves electrical repair, tinkering, and electriconic intrusion. This can also be used for piloting UAVs and drones.
Heavy Weapons: Similar to Shoot, but used for heavy or crew served weapons. The skills have some overlap: a good example would be firing a light machine gun, which would be doable with Shoot, but more effective with Heavy Weapons. Rocket launchers, mortars, emplacements and similar tools require this skill.
Medicine: Diagnosing illness and injury, treating wounds, and administering medications. At high levels also used for surgery and invasive medical procedures.
Preparation: This skill is used to determine if a character has made particular preparations, such as stashing special equipment, moving furniture, or positioning a contact / assistant.
Survival: Navigation outdoors, use of natural resources, and limited first-aid capabilities.
Physique & Will: Having points here increase your character's capacity for Stress. Physique is for Physical Stress, Will is for Morale Stress.
1-2 = 1 Extra Slot
3-4 = 2 Extra Slots
5 = 1 Extra Minor Consequence
Code:
[b]Name:[/b] Zone Nickname (Real Name Here)
[b]Appearance:[/b] X
[center][img]optionalimageurlhere[/img][/center]
[b]Age:[/b] X
[b]Rank:[/b] Rookie
[b]Faction:[/b] Your faction here. (If you have a specific organization in mind within that faction declare it here.)
[b]Birthplace:[/b] X
[b]Experience:[/b] (Specific organizations and years involved, any certifications or formal training.)
[b]Aspects:[/b]
(High Concept):
(Trouble):
X
X
(This Aspect will explain how you know the main cast.)
[b]Refresh:[/b] (3 by Default)
[b]Fate Points:[/b] (Same as Refresh)
[b]Physical:[/b] (Based on Physique)
[b]Morale:[/b] (Based on Will)
[b]Consequences:[/b]
[b]Personality & Bio:[/b]
X
[b]Skills:[/b]
+4 Skill
+3 Skill Skill
+2 Skill Skill Skill
+1 Skill Skill Skill Skill
[b]Stunts:[/b]
1 x (Faction Stunt)
1 x Custom Stunt
1 x Custom Stunt
[quote][font=courier new]What brings you to the Zone?[/font]
[indent][size=3][b]A:[/b] X[/size][/indent]
[font=courier new]What experiences have prepared you for the Zone?[/font]
[indent][size=3][b]A:[/b] X[/size][/indent]
[font=courier new]Equipment requests?[/font]
[indent][size=3][b]A:[/b] X[/size][/indent]
[font=courier new]What is your true wish?[/font]
[indent][size=3][b]A:[/b] X[/size][/indent][/quote]
Make a dedicated post for your profile and don't spoiler / quote box it. Thank you.
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