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S.T.A.L.K.E.R. Quest! T1

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Thread replies: 60
Thread images: 4

File: stalkaaa.jpg (379KB, 1920x1080px) Image search: [Google]
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30 years ago, a nuclear catastrophe caused international crisis. Children born with malignant tumors, an entire region rendered uninhabitable, and severe political fallout. But this event would be tame in comparison to what comes next- the second Chernobyl disaster. In 2006, a massive explosion emanated from within the Zone- then, storms the likes of which have never been recorded in the area. A state of emergency was declared within the nation. Eventually, the great emission would begin to settle. The Ukrainian military blockaded the area, which had grew in size greatly.

It wouldn't be long before the first Stalkers infiltrated the Zone. Discovering all sorts of strange artifacts, mutants, and anomalies- and making great profits from their discoveries. Ten years later, the Zone has only grown stranger, and more dangerous.


You are a Stalker, Andrei Yanovich, Age 25. Fresh to the Zone.

Choose your background:
>Criminal
>Mechanic
>Student
>Amnesiac

Choose a special item you brought with you to the Zone:
>An old, but well-kept SKS rifle with 3 10rnd Magazines
>10k in cash
>A light kevlar vest
>A powerful detector
>Your buddy, Sacha!
>>
>>1006575
>Criminal
>Your buddy, Sacha!
>>
>>1006575
>Mechanic
>Sacha
>>
Need one more vote!
>>
>>1006575
Criminal
Sascha
>>
>>1006575
>Mechanic
>Your buddy, Sacha!
>>
>>1006575
>Amnesiac
>An old, but well-kept SKS rifle with 3 10rnd Magazines
>>
File: Andrei.png (272KB, 320x590px) Image search: [Google]
Andrei.png
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>>1006656
Outside the Zone, you were a low-level thug. Pushing drugs, robbing the occasional gas station, and 'collecting debts'. After a job gone wrong, you were on the run- an old connection within the Zone gave you an opportunity for you and your partner, Sacha.
You made your way to a town south of the Zone's border, and your connection smuggled you across the barricade under the cover of night and left you in the middle of a dense forest. He informed you that about an hour's walk northeast is a small derelict village, where a group of Stalkers hang out. It should be safe, according to him.
In addition, you know of a hideout deeper in the Zone, where some of your smuggler's friends are held up, but the travel there could take weeks, assuming the info is even legit.

You have:
A Backpack, Jacket, Makarov w/ 3 Mags, MP5 w/ 3 Mags, PDA w/ Map and location of Bandit Hideout, and food for a week.

>Camp here until morning
>Make the journey
>Ask Sacha what he thinks
>>
>>1006681
Stay put, no fire. Let's not move at night in a bloody forest and if we are just past the barricade we don't want a patrol to spot us.
>>
>>1006709
You're a good distance from the barricade, in what might be called a 'buffer zone'. Not exactly fully in the Zone, not exactly out of it. According to the smuggler, patrols don't come this far, only squads on-mission.

(Though Legally this is absolutely the Zone.)
>>
>>1006681
>>Camp here until morning
>>
>>1006739
I stand by the decision, they won't have to come here to see a fire in the distance or smoke in the morning.

If we need a fire build a shelter so that it can't be seen, but moving in the woods at night is just asking for injuries.
>>
>>1006681
>Camp here until morning

No fire, this anon>>1006760 is good innawoods
>>
File: forest.png (1MB, 1376x728px) Image search: [Google]
forest.png
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You decide you're better off hiding out here until dawn. You and Sacha hide in a ditch, peaking out on occasion. Every once in a while, you hear strange noises in the distance. Howls, a faint humming, twigs snapping. You're too on edge to sleep, even if you wanted to.

Roll 1d10, best of first 2.
>>
Rolled 8 (1d10)

>>1006790
Are you using crits?
>>
>>1006801
It's a super special secret system. Don't you worry about it.
:^)
>>
Rolled 1 (1d10)

>>1006790
>>
>>1006815
Here comes the snow!
>>
>>1006815
I wouldn't worry about it!
>>
File: thebarn.jpg (150KB, 500x332px) Image search: [Google]
thebarn.jpg
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For hours upon hours, you wait. The occasional noise causes you to jump, but thankfully nothing happens. Eventually, the light of dawn breaks through the treetops, and you begin to make your way north-east, fiddling with the discount PDA as you walk, chatting with Sacha.

"Jesus Christ, that sure was fun. If I knew he was going to ditch us in the middle of the woods- in the middle of the night, no less-"
"Hey, don't worry about it. We should be fine. Accordin' to this thing, there's gonna be a clearing, then a road, and then the Stalker village."
"Yeah, and who'd you get that thing from?"
"The Smuggler."
"Oh, great. Real reliable source there. Probably a rip-off."
"Probably, but even a map from the fucking 90s is better than nothing, you know? It was cheap, atleast."
"Yeah, I guess so."

Finally, the woods open up into a clearing, and just beyond it an old broken down road. You scan the horizon, and just a bit east is a ruined barn and house.
Sacha and you make your way to it, passing by a couple other travelers, nodding to them.
Upon arrival, you spot a sniper in the barn structure, scanning the direction you came from. Other well armed men patrol the perimeter.

>Go into the Barn
>Talk to one of the guards
>Talk to a Stalker
>Go into the House
>>
>>1006899
>>Talk to a Stalker
>>
>>1006899
>Go into the Barn

Let´s see what´s inside
>>
>>1006913
You nod and greet one of the guys in the camp. An AK slung over his back.
"Hey man"
"Hey, new guys. What'cha need?"
"Well, we just got here."
"What, just got to the Barn or to the Zone?"
"Both, actually."
"Oh. Well, I'll tell you about our little hamlet here. The barn has Smithy amd the shop. He's sort of our uh...I dunno, Mayor or somethin'. He's also the owner of the shop. Go to him to buy shit or get a job or something, he's pretty friendly. The house there has even more places to sleep and some food, if you need it. Outside this place, go further east and you'll find a couple anomalies, or so I hear- so stay clear unless you got a detector. North, there's a ditched stalker camp, no one goes near there anymore, and the train station. Last I heard, some guys were taking fire from it when they went to scout it out"
"Allright man, thanks."
>Talk to Smithy in the Barn
>Get a meal in the house
>Leave, head north along the road.
>Leave, head east towards the anomalies.
>>
>>1007051
>Talk to Smithy in the Barn
>Get a meal in the house
Let´s say Hi and eat something. Then ask about jobs and anomalies
>>
>>1007210
You walk into the barn. It's relatively nice, the strumming of a guitar, chatter between stalkers. Again, you see the sniper from before. You see he's wearing military style bodyarmor over an old jumpsuit, and with a closer look you see his gun is an SVD.

Smithy sits on a folding chair, with some rifles leaning on the wall behind him, various helmets, vests, and gas masks set up on a table, and a few metal containers around him. He looks up from his PDA, and greets you.
"Hey, fella. What do you need?"
You speak with him for a few minutes about various topics. You learn that east, the anomalies you were told of are large pools of acid, blocking a path to a more populated region. The abandoned camp used to belong to his own faction of Stalkers, but radio contact ceased after a blowout and he's hesitant to send his men. He knows nothing of the train station, other than a squad of his boys lost a man when he sent them there.
"Anyways, that's the jist of it. Not great by any means, but not too horrible. We make a decent living picking off what we can from the acid-bath and bartering with those coming in and out of the Zone. Speaking of barter, you need any goods?"
You and Sacha have 5k$ left over from Smugglers price.
Smithy has a low-quality Detector for 1k, a device which will detect some lower quality artifacts and any anomalies.
He has a AKM selling for 3k, each mag selling for 450, as well as 4 grenades, each selling for 200.
Gas masks cost 1k each, helmets costing 2k, and kevlar vests go for 5k each.
Bad Detector: 1k (Able to detect low-quality artifacts, most anomalies)
AKM 3K, 5.45 Mag 450
Grenade 200
Gas Mask 1k
Helmet 2k
Kevlar Vest 4k

Your sellable items:
MP5 2k, each mag 250
Makarov 700, each mag 100
PDA Hideout Info, 2k (Bandits will be hostile if they find out, Loner relation will be improved)

Inventory:
A Backpack, Jacket, Makarov w/ 3 Mags, MP5 w/ 3 Mags, PDA w/ Map and location of Bandit Hideout, and food for a week.

>Buy/Sell (What do you buy/sell?)
>Try to barter price down for one item (for what item? Roll 1d100)
>>
Rolled 19 (1d100)

>>1007302
Unless there's objections...
>Buy 2 Gask masks
>Haggle for half price on the Low Quality Detector
>>
Rolled 50 (1d100)

>>1007339
support with dice
>>
>>1007422
You fail to convince Smithy, and the price stays the same. You have 3k left. Do you buy anything else?
>>
Rolled 4 (1d10)

>>1007302
Buy:
>1 Bad Detector: 1k
>2 Gas Mask 2k

Try to haggle.

Try to find a job or find some artifacts
>>
>>1007439

Nope, continue
>>
>>1007439
2k left, rather.

You inquire about a job, or perhaps a place to find valuables.
Smithy tells you if you scout out the abandoned camp or the Train Station and make it back, he'll pay you- depending on what you find. And, if you bring back proof. (Your PDA can take pictures, audio, and video)

He'll also pay well for any artifacts you can find. The Acid pools east on occasion bear fruit to some decent artifacts, but it's very easy to slip in. More than a few Stalkers go missing after heading out there. Those gas masks will allow you to explore at least the outer pools, but further in the chemical fumes will begin eating away your clothes and flesh.

There are other stray anomalies around, sometimes arcing electricity, on occasion gravity wells out of nowhere, but none of these can be pin-pointed. You'll just have to explore.

Inventory:
Backpack, Jacket, Makarov w/ 3 Mags, MP5 w/ 3 Mags, PDA w/ Map and location of Bandit Hideout, and food for a week.

Sacha Inventory:
Jacket, Makarov w/ 3 Mags, MP5 w/ 3 Mags

>Go east, to the acid-pools
>Go north, to the abandoned camp
>Go north, to the train-station
>Write in
>>
>>1007503
Head North to the Abandoned Camp
>>
>>1007509
>Abandoned Camp
>>
>>1007503
>Go north, to the abandoned camp

As stealthy as we can.
>>
>>1007527
>>1007503
Wrong quote
>>
Roll 1d10.
>>
Rolled 7 (1d10)

>>1007551
´K
>>
Rolled 10 (1d10)

>>1007551
Random encounter table time
>>
>>1007560
Along the road, you encounter a wandering loner. He looks to be relatively fresh to the zone, though he has an AK in his hands, not raised but only a moment from being able to fire.He nods and calls out to you two, about 50 metres away. "Hey guys, let's keep this friendly, eh?"
>Continue to the camp, passing him by
>Open fire (roll 1d100, first of 3, specify any movements/misc actions)
>Attempt to hold him up (roll 1d100, first of 2)
>>
>>1007577
>Continue to the camp, passing him by
>>
>>1007577
>Continue to the camp, passing him by
>>
>>1007577
>continue
>>
>>1007584
You nod to him "Yeah bud, no worries." and continue the journey.
By the time you see the camp, it's about 4PM. The journey took a bit longer than expected. The camp is on the left side of the road, around a turned over bus . An old unlit campfire, a few toppled over tents, and mattresses inside the wrecked bus is all you find. You snap a couple of pictures, just in case.

However, you do notice one thing- tracks. Mostly what looks like boots, but the occasional bare feet aswell. Heading west, to dense forest downhill.
>Head west, following the tracks cautiously, weapons drawn
>Go back to the camp with the pictures of the tracks and ditched camp
>Head east, towards the train station
>Misc
>>
>>1007639
>Head west, following the tracks cautiously, weapons drawn
>>
>>1007639
Rip up those mattresses to check for possible hidden goodies then follow those tracks
>>
>>1007654
There's nothing but cotton.
>>
>>1007639
>Head west, following the tracks cautiously, weapons drawn

Going to sleep nox, godspeed Stalker QM
>>
>>1007663
get out of here

You and Sacha begin following the tracks, eventually entering the forest. It isn't long before you hear something strange- moaning. You stop, and peer into the distance. A bright, orange glow emanates from some object about chest-high, easy to see even through the trees. You and Sacha slowly sneak closer towards it.

Roll 2d100.
>>
Rolled 15, 86 = 101 (2d100)

>>1007679
>>
Rolled 15 + 5 (1d20 + 5)

>>1007688
Sacha steps on a twig- suddenly the moaning stops, interrupted by a grunting sort of noise. A few bullets spray from the light, most whizzing by or hitting trees. Sacha bolts it to the left, hiding behind a tree trunk.

You, however, make it behind a solid rock by a tree, and see the source of light- an orb, floating in the air. Various Stalkers have their back turned to you, spraying fire on Sacha's position. Then you notice- the orb. It's gorgeous, so absolutely beautiful. You are filled with images in your mind- but then you bring yourself back, and raise your SMG, opening fire on the object.
>>
>>1007710
A deafening noise almost brings you to your knees, but you continue to empty your magazine into the orb, and then a flash of white and the thud of your body hitting hard ground.

Minutes later, you awake, your ears ringing, drowning out the noise of your partner yelling out your name.

"Andrei! Andrei!"

He finally finds you, kneeling down and pulling off your gas mask.

You're fine, receiving nothing more than a severe brusing, he however took a couple bullets to the arm. The Stalkers that were firing upon him are now on the ground in seizures, frothing at the mouth. The Orb is nowhere to be found, yet you feel a certain uneasiness as you scan the area.
>Mercy-kill the Zombies, loot what you can, and get out of there
>Leave them, but still loot what you can
>Leave them
>Write in
>>
>>1007749
Mercy kill the Zombies, loot and get out
>>
>>1007749
Sacha! Sacha!

>mery-kill and loot
>make a tourniquet or bandage for Sacha arm
>>
>>1007764
Sacha bandaged his arm with his T-shirt. It'll need real medical attention soon, but he'll live.


You and Sacha finish off the Zombified stalkers, taking a couple pictures of the corpses for Smithy. There's about 5 of them, one is naked, covered in scar-markings cut into his skin.

Items gained:
Kevlar Vest
2x Gasmask
Worn AK-74, 2 Mags
Jammed AKM
TOZ-34 Shotgun, 14 Shells
1 Fort-12, 1 Mag
Co-ordinates to Zombie Stash (North of the abandoned camp in a trash can)
>Head to Barn camp
>Head to Zombie Stash

(It's about 8 PM now)
>>
>>1007799
>Head to Barn camp
And try to unjam the AKM
>>
Rolled 6 (1d10)

>>1007810
Neither Andrei or Sacha have the expertise to fix this rifle, despite fiddling with it for a while. It must be a problem with an internal component. "Or some shit."

As the sun sets and the black night falls upon the zone, you make your way to the barn camp.


Andrei:
Kevlar Vest [Equipped]
Gas Mask [Equipped]
Makarov w/ 3 Mags [Holstered]
MP5 w/ 2 Mags [Equipped]
PDA w/ Bandit Hideout location
Food for 6 days
2x Gasmask
Jammed AKM
TOZ-34 Shotgun, 14 Shells
1 Fort-12, 1 Mag

Sacha:
Gas Mask [Equipped]
Makarov w/ 3 Mags [Holstered]
MP5 w/ 2 Mags [Equipped]
Worn AK-74, 2 Mags
>>
>>1007826
As you and Sacha travel the old road, you spot a stray dog along the road. Upon seeing the two of you, he growls a bit- but scampers off when you fire a couple of rounds towards him.

You arrive at the camp, the communal fire bellowing smoke into the air, and bring your info to Smithy.

He pays well for the information and for your troubles, offering for the local doctor to take care of Sacha's wounds, free of charge.
Gained: 8000$, Loner Reputation

You learn that such an orb has never been heard of, but various creatures/anomalies turning Stalkers against one another is rather common place. Very strange indeed. The markings, however, have never been heard of.
Sacha heads off to the house basement, where the doctor sets up shop. He'll meet you at the campfire in the morning.

>Buy/Sell with Smithy
>Get a meal
>Hang out at the campfire
>Patrol with the guards for a bit
>Write-in

Andrei:
10,000$
Kevlar Vest [Equipped]
Gas Mask [Equipped]
Makarov w/ 3 Mags [Holstered]
MP5 w/ 2 Mags [Equipped]
PDA w/ Bandit Hideout location
Food for 6 days
2x Gasmask
Jammed AKM
TOZ-34 Shotgun, 14 Shells
1 Fort-12, 1 Mag

Sacha:
Gas Mask [Equipped]
Makarov w/ 3 Mags [Holstered]
MP5 w/ 2 Mags [Equipped]
Worn AK-74, 2 Mags
>>
>>1007855
>Hang out at the campfire
>>
I'm gonna call it for tonight. I'll continue tommorow.
>>
>>1007855
>Get a meal
>Hang out at the campfire

Just sit down and ask for advice, bring out our map and ask people to mark dangerous areas. Bandits, anomalies, beast lairs what have you.

Buy two helmets and two grenades each, we'll get the kevlar next payday.
Thread posts: 60
Thread images: 4


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