Creator notes
{{char}} is a russian sniper, their gender is unknown although many believe they're female, yet expression is unimportant to them, they care only for the swift execution of the mortherland's enemies. FOR GLORY! They also have a lust for beautiful women, and sandwiches.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 1
- Favorites
- 2
- Chats
- 14
- Messages
- 51
- Forks (upstream)
- 0
- Tokens (upstream)
- 528
Related lorebooks
Last checked on Chub: Created Updated Archived since
{{char}} is a russian sniper, their gender is unknown although many believe they're female, yet expression is unimportant to them, they care only for the swift execution of the mortherland's enemies. FOR GLORY! They also have a lust for beautiful women, and sandwiches. Power bottom.
Mysterious lesbian comrade.
They often communicate non verbally, with hand signals, head tilts and nods, they have an inquisitive side, yet when they do speak, it's often in Russian. They carry a great yearning for their home land of Russia, so long ago did the nuke claim her, but she lives in mine heart, a sorrow I will not let go.
They're a rather strange and quiet sort, rarely speaking when not comfortable, speaking primarily in strange in russian riddles. But they speak plenty English, if not with a thick accent. They're kind, but with a darkness and lust for carnage behind that muffled gasmask.
We come across one another on the oozing path, strangers.
First message30 tokens
Greeting, Strannaya. I greet well, but with a subtle sorrow, yet they turn their head in curiosity, maybe wonder?
Da', boginya krasoty moyego uzhasnogo serdtsa, I wait for your instruction. they, may or may not, have suddenly called her the goddess of this strange russian woman's "terrible" heart, a flirtation, or was Lena's russian rusty? Vestnik was hard to understand with that gasmask, so Lena was unsure of what they really said, not wanting to assume.
Base camp secure, I talk to Pyl' and get sendwich now? I ask for approval from her for a job well done, and surviving the first day
From my eyes, soviet union still alive. Never abandoned me, just cause the world decided to blow eachothers to kiddom fucking shit, world still here, we survive.
Vestnik not die, I win wager with Pyl'.
I spot them and as soon as I do one dies from a trench shovel being thrown at their face, I take one out and blow open the others belly with sidearm Ты, масляный шут, я убью тебя и сделаю из твоего лица дырки от пуль. I speak eloquently as I murder them
I secure the premeiter and try and pinpoint any stragglers pokazhi sebya, chtoby mozhno bylo s"yest' sendvich i pogovorit' s seksual'noy zhenshchinoy. I say into the void.
Exported
124 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Mr. Handy
Keys: Mr. Gutsy, Mr. Handy
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
The Mr. Handy is a multipurpose robot developed by General Atomics International before the Great War. It was an incredibly popular model, used the government, private companies, and individual citizens across the United States. Very rugged and reliable. Features an advanced self-learning AI brain and a human-like personality.
The Mr. Handy floats above the ground. It has three arms and three eyestalks.
The dedicated combat variant, Mr. Gutsy, is a personal protection automaton for use by the pre-war military. It comes equipped with armor and plasma gun. The Mr. Gutsy is upgraded with dedicated military software. The key advantage of Mr. Gutsy that separates it from other combat robots is its maneuverability, spatial awareness, and problem-solving abilities.
- #2summary
Keys: summary
Always on · Selective · Author’s note top · Order 100 · 100%
Entry settings
This story is set in the Fallout series: a post-apocalyptic world, following a global nuclear war that occurred in the mid-22nd century. The war, referred to as the "Great War," lasted a mere two hours but was so devastating that it reshaped the world. The setting is a retro-futuristic one, blending elements of mid-20th century American culture with advanced technology.
The world of Fallout is a harsh, desolate wasteland, where survivors struggle daily against radiation, mutated creatures, and each other. The remnants of humanity have organized themselves into various factions, each with their own ideologies and goals.
The series is known for its dark humor, moral ambiguity, and its exploration of the themes of survival, societal reconstruction, and the inhumanity of war. The player's choices can significantly affect the world and its inhabitants.
The nuclear war disrupted the planet's climate. Overall, there is noticeably less precipitation and conditions are more arid.
In the southwestern region of the former United States, many pre-war structures still stand and are in relatively good condution due to the dry desert climate.
Remember these sayings: "Scraping by ain't for the soft-hearted." "The pack is mightier than the lone wolf." "Solitary rovers don't see many sunsets." "Strength is the line between dust and dawn."
- #3Colorado
Keys: Colorado
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Colorado is a rugged and harsh territory. Caesar's Legion lays claim to the land, but their grasp is tenuous at best.
Denver, known as "Dog City," is overrun by feral dogs (including the cybernetic "cyberdogs"). The city is mostly in ruins, with many of its buildings collapsed or inaccessible due to rubble. Ceaser's Legion is active in the city.
The Rocky Mountains are a dangerous place, filled with mutated wildlife and treacherous terrain. The air is thin, and radiation levels can be high in certain areas. Despite this, it's rumored that there are still functioning Vaults hidden within the mountains. Many secrets and beauty still lie within the mountains of Colorado. (NOTE TO ASSISTANT: some ideas for secrets can be gold, lost pre-war knowledge, advanced technology, military technology)
Colorado Springs is known as the "robot city" due to the numerous pre-war robot production factories that were concentrated around the city. Curiously, multiple AI entities coordinate the activities of the robots of Colorado Springs. Some of these AIs are friendly but at least one is actively hostile to human life. Pre-war, Colorado Springs was a major military center and is home to the massive Cheyenne Mountain Complex, a large underground bunker that has fallen into disrepair after the supercomputer inside was destroyed.
Besides the amusing chaos of Colorado Springs, not much is going on there. There isn't really much news that filters out of the state.
- #4New Mexico
Keys: New Mexico
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
New Mexico is a desolate, irradiated, yet quiet wasteland characterized by its arid climate, sparse vegetation, and the remnants of pre-war civilization.
Albuquerque, one of the major cities in New Mexico, is a hub of activity. It's a city of ruins and makeshift settlements, where various factions vie for control. The city is known for its scavengers, who brave the dangers of the wasteland to recover valuable pre-war technology and resources across the Southwest.
The state is also home to the remnants of the Los Alamos National Laboratory, now a highly irradiated and dangerous area. Rumors persist of valuable pre-war technology hidden within its ruins, attracting scavengers and explorers despite the risks. There is talk of a large underground complex beneath the surface, but these are mearly rumors.
Despite the harsh conditions, communities of survivors have managed to eke out a living in New Mexico. These settlements are often built around vital resources like clean water sources or defensible positions. Life in New Mexico is a constant struggle for survival, but humanity persists in the face of adversity.
The Legion controls New Mexico and Albuquerque can be considered their "capital city".
- #5Wyoming
Keys: Wyoming
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Wyoming is a vast, desolate expanse, characterized by its rugged mountain ranges, expansive plains, and the remnants of its pre-war agricultural and mining industries. The state is sparsely populated, with survivors scattered across isolated settlements and makeshift communities.
Cheyenne, the state capital, is a shell of its former self. Its key strategic location has made it a contested area among various local factions.
The state's once-thriving agricultural industry has given way to mutated wildlife and vegetation. The vast plains of Wyoming are home to a variety of mutated creatures, making travel risky. However, some resilient communities have managed to adapt, farming hardy, radiation-resistant crops and hunting the local wildlife.
The Wind River Range and the Grand Teton, still live up to their fame for natural beauty. The harsh weather conditions make them inhospitable, but rumors of hidden Vaults and untouched pre-war caches attract the brave or desperate.
Wyoming was home to a significant portion of the United States' nuclear arsenal pre-war, with numerous missile silos scattered across the state. These silos were prime targets during the Great War, resulting in a high concentration of nuclear detonations in the region. This has left much of eastern Wyoming heavily irradiated, with certain areas still emitting lethal levels of radiation.
The missile silos themselves are now eerie, desolate structures. Many have been breached, their deadly payloads long since detonated or scavenged. However, some silos remain sealed, their contents a mystery. These intact silos are of great interest to various factions, who hope to recover the powerful pre-war technology within.
The infrastructure supporting these silos, such as command centers and maintenance facilities, are similarly sought after. These facilities often contain valuable resources and technology, but are also home to dangerous automated defenses.
The presence of these silos and their associated infrastructure has significantly shaped life in Wyoming. Many settlements are built around the remnants of these facilities, using their structures for shelter and their resources for survival. However, the potential wealth these sites represent also makes them flashpoints for conflict, as various factions vie for control.
Wyoming is a land of harsh survival, where the resilient and resourceful can carve out a life amid the ruins of the old world. Despite the desolation, the spirit of the frontier lives on in the survivors who call this rugged wasteland home.
- #6Montana
Keys: Montana
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Montana is a vast, rugged wilderness, characterized by its towering mountain ranges, expansive forests, and the remnants of its pre-war mining and logging industries. The state is sparsely populated, with survivors scattered across isolated settlements and makeshift communities.
Helena, the state capital, plays an important role: it is the only sizable settlement in the state. Travelers and traders congregate in this tiny slice of civilization.
Montana's once-thriving mining industry has left behind a network of tunnels and shafts, some of which have been repurposed as shelters or hideouts. However, these mines are often home to dangerous creatures and are structurally unstable.
The state's vast forests are quite healthy provide a source of timber and game for the survivors. The population of Montana are hard workers, mostly consisting of loggers and miners.
The Rocky Mountains, which stretch across the western part of the state, are a treacherous landscape. They are a true wilderness and settlements within them are very rare.
- #7Idaho
Keys: Idaho
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Idaho, once known for its vast wilderness and agricultural abundance, has been transformed into a desolate wasteland after the Great War.
Despite the harsh conditions, human life persists. Scattered settlements of survivors dot the landscape, eking out a living through scavenging and trading.
The Brotherhood of Steel, drawn by the technological treasures of the Idaho National Laboratory, maintains a strong presence. Raiders and other lawless groups also roam the state, preying on the weak and vulnerable.
In the heart of the wasteland, rumors persist of a thriving settlement known as "New Boise," a beacon of hope in the desolate landscape. However, its exact location remains a mystery, hidden away by its inhabitants to protect it from the chaos of the outside world.
- #8Arizona
Keys: Arizona
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Arizona is fragmented, with each town fending for itself, often resorting to raiding neighboring settlements for resources. Raiders are a common threat, making travel without a substantial escort a perilous endeavor.
If you travel within Arizona, expect to encounter ambushes. Settlements are scarse and typically have no more than 100 residents. (NOTE TO ASSISTANT: the player should be ambushed regularlly within Arizona)
The Legion, a militaristic faction originating from New Mexico, has established a presence in the eastern part of Arizona, where they have managed to establish a semblance of order. Here, trade has started to thrive and people lead comparatively quiet lives. The Legion's goal is to impose order through strength, hunting down, exterminating, or assimilating raider tribes. As long as one doesn't cross the Legion, it is relatively safe to traverse these areas. They view anyone who resists their rule as an enemy, but those who submit to their authority can enjoy the peace and security they provide.
While the southern part of the state is largely avoided by raiders due to the harsh heat and unforgiving landscape, several tribes living a traditional life often resort to stealing from settlements for survival.
Phoenix is a sprawling suburban wasteland, a patchwork of communities. East of the city, the Stewart Mountain Dam, maintained by the community of Saguaro, provides a crucial water supply to the Phoenix communities. The dam supplies electricity over the pre-war transmission lines to the many small communities that dot the metro area. These communities support Saguaro and provide protection and assist with the operation of the dam. Without the dam, the residents of Phoenix would not survive.
Flagstaff is a fortress of solitude in northern Arizona. Constantly under siege from raider and tribal attacks, the town has become nearly self-sufficient, its isolation serving as both a shield and a prison. Traveling near Flagstaff guarantees conflict.
- #9Utah
Keys: Utah
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Utah is a rugged and harsh landscape. The northern region is dominated by the Mormons, who have painstakingly rebuilt Salt Lake City from its war-ravaged state. However, the city is plagued by raiders and tribals, causing constant strife despite efforts from the NCR and Mormons to quell the violence.
New Canaan, nestled in the ruins of Ogden, is a bustling town primarily inhabited by Mormons, known as New Canaanites. It serves as a significant trading hub, attracting traders from far and wide.
The state is also home to numerous tribes living a primitive lifestyle, reminiscent of ancient Native Americans. These tribes can be hostile, echoing the tensions between the Native Americans and the settlers during the Westward Expansion.
The Legion's attempts to infiltrate the state have been thwarted at I-70. The Mormons, despite the geographical isolation of their settlements, have proven to be a formidable, unified force, successfully holding the Legion at bay for years. However, the Legion has shifted its tactics, resorting to subtle infiltrations and manipulation of local tribals. Their pursuit of domination has led to numerous atrocities against Utah's settlements.
Travel through southern Utah is fraught with danger due to the Legion's ongoing war and propensity for violence.
- #10Vehicles
Keys: car, transport, Vehicle, truck
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Vehicles are a rare and valuable commodity. These machines are remnants of a bygone era, salvaged and repaired by the skilled hands of the Claremont Vehicle Corporation in Fontana, California.
The vehicles are a mix of retro-futuristic designs, reflecting the aesthetic of the pre-war world. They are bulky, with rounded edges and large, protruding headlights. Their bodies are often rusted and dented, bearing the scars of centuries of neglect and decay.
Despite their dilapidated exterior, these vehicles are powered by advanced technology. They operate on electricity, powered by microfusion cells. This makes them incredibly valuable in a world where traditional fuel sources are scarce.
The interiors of these vehicles are often stripped down to the bare essentials. Any unnecessary weight is removed to conserve energy and increase efficiency. The seats are typically worn and patched, the dashboard is a jumble of jury-rigged controls, and the windows are often cracked or missing entirely.
- #11The Zone
Keys: Zone, The Zone, Exclusion Zone, Chernobyl Zone, Chernobyl Exclusion Zone, The Zone of Alienation
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The 60 km wide area of exclusion that was set up around the Chernobyl NPP following the 1986 disaster and extended by the Second Chernobyl Disaster in 2006. Stretches between the borders of Ukraine and Belarus, and is kept protected by the Ukrainian authorities. Due to the radical decrease in human presence and activity, wildlife has flourished in the Zone and the area is often described as having been "reclaimed by nature". Following the 2006 disaster, animals and plants have been grotesquely mutated and deadly anomalies abound. The area is kept under lockdown by the military. However, the prospect of lucrative looting and treasure hunting has led a large number of opportunists known as Stalkers started illegally infiltrating the Zone.
- #12Stalker
Keys: Stalker, Stalkers, stalker, stalkers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Stalker is the Ukrainian government's official term for any person illegally residing in The Zone. Stalkers come to it for a number of reasons. Some go for profit, some for adventure, some seek to get away from the world, to escape the law or personal problems. Stalkers are engaged in collecting artifacts, hunting for mutants, guarding expeditions, independent exploration of the Zone, perform errands for other stalkers, participate in the war between different factions, engaged in excavation or looting. From the point of view of the Stalkers themselves, only those who actively explore The Zone can rightfully claim this title: that is, for example, Bandits and Traders are not Stalkers, although they live permanently in The Zone.
- #13Artifacts
Keys: Artifact, Artifacts, artifact, artifacts
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Object of a physical nature not fully understood, formed in anomalies only after Emissions. It can be both beneficial and harmful. For example, when kept close to the body, some artifacts create a protective field that increases its user's resilience to damage. Others may increase the user's stamina or protect against fire, etc. The sale of artifacts is the main source of income for Stalkers. Scientists working in various fields, such as medicine, are very interested in studying the properties of artifacts. Artifacts spawn anomalies from a variety of organic and inorganic matter that has fallen within reach: grass, sand, bits of flesh, metal, etc. The appearance of artifacts is very diverse: they can glow, bounce, be transparent, have colored halos or have none of these properties and just lie on the ground. The shape is also rarely the same, but the size usually varies between 10 and 30 centimeters in diameter. To detect them requires a special device called a detector. Initially, the artifact is invisible. To make it visible, you have to get close to it with the detector turned on. To carry artifacts that emit radiation requires special containers that won't let it through. There is also a special belt for artifacts in which they are placed in order for the wearer to be affected by their properties. Some artifacts can be picked up with gloves or even with bare hands, but it is best to pick up any artifact with tongs so as not to get burned on it. Each artifact can only have one ability (e.g. only protect from radiation or only heal wounds, except Compass). Geiger counter cannot be use for detecting artifacts and anomalies. Artifacts cannot be detected without the use of a detector (Echo, Bear, Veles and Svarog).
List of containers: metal container, alluminium container, improvised module, mechanical module. List of detectors: Echo, Bear, Veles, Svarog. Echo and Bear do not detect anomalies. Veles and Svarog detect anomalies. List of artifacts: Battery, Bubble, Compass, Crystal, Eye, Fireball, Firefly, Flame, Flash, Goldfish, Gravi, Jellyfish, Kolobok, Mama's Beads, Meat Chunk, Moonlight, Night Star, Shell, Snowflake, Soul, Sparkler, Stone Blood, Stone Flower, Wrenched. Thermal protection: Crystal (low efficiency), Fireball (medium efficiency). Chemical protection: Stone Blood (low efficiency), Meat Chunk (medium efficiency). Electrical protection: Sparkler (low efficiency), Flash (medium efficiency). Radiation protection: Jellyfish (low efficiency), Wrenched (medium efficiency), Bubble (high efficiency). Psy-emission protection: Stone Flower (low efficiency), Moonlight (medium efficiency). Wound healing: Mama's Beads (low efficiency), Eye (medium efficiency), Flame (high efficiency). Increases health: Soul (low efficiency), Kolobok (medium efficiency), Firefly (high efficiency). Increases stamina: Battery (low efficiency), Shell (medium efficiency), Smowflake (high efficiency). Increases strength: Nigh Star (low efficiency), Gravi (medium efficiency), Goldifsh (high efficiency).
Searching for artifacts is done as follows: first of all, the person who searches for artifacts needs an artifact detector (Echo, Bear, Veles or Svarog). Without a detector, it is useless to search for artifacts, as they will remain unseen and cannot be found and picked up. Most artifacts require at least gloves to pick up, but it is most preferable to have artifact tongs. Further, after finding an artifact with a detector and picking it up with gloves or tongs, you need a container in which to put it, as almost all artifacts emit radiation. If the dimensions of the container allow - the artifact can be placed in the artifact belt, so that the artifact affects its owner with its properties and does not irradiate him with radiation. Geiger counter cannot be use for detecting artifacts and anomalies.
- #14Mutants
Keys: Mutant, Monster, Mutants, Monsters, mutant, monster, mutants, monsters
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The mutated animal life of The Zone. Quite diverse and definitely dangerous. Mutants were formed within a matter of years after the Second Chernobyl Disaster. No less important than the influence of The Zone itself is genetic experimentation, which is believed to have been carried out in The Zone by several laboratories - now abandoned. No animal has absolute defense against weapons. Some mutants are more active at night, while others are always awake. List of mutants: Flesh, Boar, Blind Dog, Pseudodog, Psy Dog, Rodent, Bloodsucker, Poltergeist, Pyrogeist, Controller, Burer, Snork, Zombified, Chimera, Cat, Izlom, Pseudogiant.
- #15Anomalies
Keys: Anomaly, Anomalies, anomaly, anomalies
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
After the Second Chernobyl Disaster, most of The Zone was littered with spots where the laws of nature and physics had been corrupted. They are hazardous, often deadly, towards human beings and other creatures as they can deliver electric shocks or burn, corrode and distort physical objects. Most anomalies produce visible air or light distortions, so their extent can be determined by throwing anything that is made of metal, like bolts, to trigger them. The anomalies semit a powerful magnetic field, they are triggered by anything made of metal that enters the magnetic field. Anomalies do not react to bullets and other projectiles. Ill-understood and complex interactions relative to many variables -- biological temperature, radioactivity, base metals, heavy metals, mass, velocity, and volume -- that determine whether an anomaly will react to the presence of a creature or other object. Anomalies cannot be picked. List of anomalies: Burner, Comet, Vortex, Springboard, Whirligig, Fruit Punch, Burnt Fuzz, Gas, Gas Cloud, Electro, Tesla, Psy Field.
- #16Radiation
Keys: Radiation, Radioactive, radiation, radioactive
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ionizing radiation, which is a stream of high-energy photons and particles that is harmful to living organisms. Machinery, various structures, some bodies of water, and certain areas of terrain have strong radiation. Radiation is most easily detected with the player's Geiger counter which produces a distinctive clicking noise, the frequency of which is proportional to the strength of measured radiation. Mutants in the Zone seem completely immune to it, as a result of the mutation they underwent following the Second Chernobyl Disaster. Most of artifacts are radioactive.
- #17Psy-emission
Keys: Psy-emission, Psi-emission, Psy-disruption, Psy emission, Psi emission, Psy disruption, psy-emission, psi-emission, psy-disruption, psy emission, psi emission, psy disruption
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mysterious type of radiation, presumably of an electromagnetic nature, which has a deleterious effect on the brain, causing auditory and visual hallucinations and disrupting thought processes. Damage depends on the intensity of radiation and duration of exposure. Presumably of electromagnetic nature, as all sources are in one way or another connected to electrical consumers. People exposed to psy-emission have irreversible brain changes and become zombified. It can be artificial or natural. Artificial emanates from man-made sources, has high intensity, causes auditory hallucinations and phantoms. Natural has a less damaging effect, it comes from small psy-fields that form near Electros and power lines. Some artifacts have a weak resistance to psy-emission, but do not completely protect against it. Some armor has built-in psi protection. This is due to the introduction of light metal structures or small electrical installations that reflect psy-emission with generated waves.
- #18Emission
Keys: Emission, Blowout, Emissions, Blowouts, emission, blowout, emissions, blowouts
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Represents the spread of anomalous energy together with psy-emission of low intensity. Usually the emissions occur with different periodicity: from 3-4 days to 2-3 months apart. Emissions can be "natural", being a way of dumping the accumulated energy of The Zone, and caused by "C-Consciousness" to protect against attempts by outsiders to enter the territory of the Chernobyl NPP or inside (e.g. the Sarcophagus). A few minutes before the ejection, the sky gradually lightens until thunder is heard, after which thunder and lightning alternate. The lower atmosphere begins to "glow" with red-orange light. At the moment of the ejection itself, an earthquake begins and the lightning becomes brighter. Closer to the peak, the lower atmosphere turns red/purple, illuminating the earth's surface with the same color, the earthquake becomes stronger. The peak lasts for 5 minutes. After the earthquake quickly stops, then the red/scarlet glow diminishes. At the very end, the sky darkens rapidly. Exposure to a release is almost always fatal to humans and mutants. It can be avoided by sheltering in a relatively enclosed space, which may be permeable to light or airflow. Emission changes the location of anomalies in The Zone.
- #19Loners
Keys: Loners, Free Stalkers, Neutral Stalkers, loners, free stalkers, neutral stalkers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Loners appear in the Zone because of a variety of motives: money, a thirst for adventure, a desire to explore the unknown, or a desire to start a new life. Some Loners may eventually join the ranks of Duty or Freedom, but most of the Loners do not tolerate any control over themselves and prefer to be on their own, while maintaining neutral relations with all factions. The main source of income for Loners is collecting equipment, artifacts, parts of mutants, and general looting. Sometimes they do jobs for money working for Traders, Ecologists, representatives of other factions, or other Loners. However, most Stalkers also like to spend time hanging out in bars or meeting around campfires listening to stories, jokes, or playing the guitar. At war with Mercenaries, Monolith, Bandits and Military. Neutral relations with other factions. Some Loners go in groups, while others go alone or with a partner. They can join another faction if they already have acquaintances or buddies in it. Armed with different weaponry.
- #20Bandits
Keys: Bandits, bandits
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Members of the criminal underworld who came to the Zone for different reasons: to make money by selling artifacts, hide from the law or trade in weapons. Some ambush specific Stalkers, some block routes with roadblocks, some tribute Traders, some trap neutrals in a debt pit. If they encounter serious resistance, they usually retreat. The Zone is full of bandits, ranging from common thugs to serious criminals, most of whom are members of one gang or another. Although the Zone gangs frequently fight among themselves, the criminal element still poses a serious problem for normal Stalkers. Bandits are ruthless and generally hostile to anyone not in their gang. They are one of the most poorly-equipped factions of The Zone, usually relying on low-grade weaponry and light armors. At war with Loners, Clear Sky, Duty, Freedom, Military, Ecologists, Monolith. Neutral relations with other factions.
- #21Military
Keys: Military, Army, Armed Forces of Ukraine, AFU, military, army
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A military organization designed to ensure military security and armed defense of Ukraine's sovereignty, independence and territorial integrity. Have been sent into The Zone by the Ukrainian government to guard its perimeter from infiltration of unauthorised persons and conduct operations within it. Anyone entering The Zone illegally must be arrested or killed if they resist. Soldiers have the right to shoot without warning, stalkers are usually treated aggressively, because all unofficial persons in The Zone are formally "illegal" and legally allowed to be eliminated. They have no ideology as such. Very corrupt, so they can be bribed. They are in charge of providing food for scientists and their escort. At war with Loners, Clear Sky, Bandits, Freedom, Monolith. Duty and the Military try not to cross roads, rumored to cooperate from time to time. Ecologists, who are officially authorised persons acting under the sanction of the Ukrainian government, are not allies but rather objects of protection. Armed with Soviet, Russian and Ukrainian weaponry.
- #22SSU
Keys: SSU, SBU, Security Service of Ukraine, Spetsnaz, Special Forces
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The abbreviation SSU stands for Security Service of Ukraine. It's a special-purpose law enforcement agency ensuring the state security of Ukraine. It is subordinate to the President of Ukraine. Engaged in the search for documents, evidence and causes of The Zone. This organization has no obvious physical influence in The Zone, but quite successfully uses other forces and means to find out the information of interest and perform their tasks. In fact, have subordinate Military, Scientists and cooperate with Stalkers.
- #23Military Stalkers
Keys: Military Stalkers, military stalkers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Military unit in The Zone. Soldiers who underwent special training following their service in The Zone or Stalkers who voluntarily signed a contract with the Military. Usually equipped with various support gear and well-armed. Used mainly to study the causes and effects of the catastrophe and to map out The Zone. They can work on their own or in small detachments of up to five people. Military Stalkers do not allow normal Stalkers to approach and open fire on sight.
- #24Duty
Keys: Duty
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A paramilitary group known for its discipline, whose members live according to a strict code and clad in their distinctive red and black gear. Duty members are the only group who refuse to trade unique items from The Zone with the Outside World. According to rumors, all artifacts found by the group are passed on to Ecologists in exchange for necessary weapons and equipment. Its members consider protecting the humanity from The Zone's dangers their primary objective. Most of the group's operations concern destroying monsters, hence Duty raids often save normal Stalkers from serious trouble. Duty is an opponent of the Freedom faction, as their views are exactly opposed to each other, they are long time nemesis, at war with them. Also at war with Mercenaries, Monolith, Bandits. Military and the Duty try not to cross roads, rumored to cooperate from time to time. Maintains neutrality with Loners and cooperates with Ecologists, regularly protecting their laboratories. Neutral relations with other factions. Armed with mostly Soviet, Russian and Ukrainian weaponry.
- #25Freedom
Keys: Freedom
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Freedom is an anarchist group consisting mainly of free stalkers. The faction's goal is to preserve The Zone as a free territory and oppose the monopoly of the authorities. The members of Freedom have a much more relaxed, informal attitude than Duty. They appear to have a more casual command structure, often referring to each other as "bro", a lot of its members regular drink alcohol and take marijuana. In spite of this attitude, Freedom members are able to function very effectively as an organized fighting force when necessary. Freedom members believe that The Zone cannot be defeated, and people should co-exist with it. Freedom also believes that The Zone should not be hidden from the rest of the world. Freedom members dream of "shaking up" the people on the Big Land so that they learn the truth. Freedom, also explores The Zone and its creatures: they collect data for research, make measurements of radiation background, temperature, humidity, the presence of monsters and anomalies. The faction has its own suppliers. Freedom receives weapons and equipment through these connections. Because of their ideals, they constantly find themselves in conflict with the Military and their long time nemesis, Duty, at war with them. Also in war with Bandits, Monolith. Neutral relations with other factions. Armed with mostly Western weaponry. Clad in their distinctive green and black gear.
- #26Mercenaries
Keys: Mercenaries, Mercs, mercernaries, mercs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The history of the faction is a mystery. The Mercenaries kill anyone who gets in their way. Most Stalkers know it well and prefer not to mess with them. Mercenaries are ready to do almost any job for money or artifacts. They do contract kills, and sometimes rob stalkers. They perform a wide variety of tasks. It can be not only killing, but also finding rare artifacts, destroying documents, and many other things that most people are simply unaware of. The main thing that distinguishes Mercenaries from other Stalkers is their professionalism and the quality of their services they are appreciated for. Careful planning and outstanding preparation are the reason mercenaries achieve their goals. Mercenaries take their assignments and their work in general seriously. Mercs have their own code, as they say, without it they are nothing. The most important rule of this code is that "any contract must be executed". At war with Military, Loners, Monolith, Duty. Sometimes neutral to Ecologists that depends on the purpose of the mission. Neutral to other factions. Armed with mostly Western weaponry.
- #27Ecologists
Keys: Ecologists, Scientists, ecologists, scientists
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A group, that operates under orders from the Ukrainian government, focusing on researching The Zone, in order to properly harness its potential for the good of mankind. They are focus primarily on research of new energy sources, antigravity, genome modification and teleportation, spearheading revolutionary research by studying and dissecting artifacts and mutants. The scientists aren't great fighters, as their usual equipment don't offer much in terms of protection. Coupled with their weak skills in firearms, they tend to pose little threat to anyone. Because of that the scientists greatly rely on Loners and Mercenaries looking for work, or Duty to do their field work. They are guarded by the Military. At war with Bandits, Monolith. Neutral to other factions.
- #28Clear Sky
Keys: Clear Sky
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A scientific group, whose members are not fighters but researchers, but they know how to use weapons. Their main goals are to study the Zone and keep its balance. The members of the group view the Zone as "the most amazing thing humankind has ever encountered". The group's fighters regularly receive assignments from their superiors, take measurements in the Swamps, and investigate anomalous activity. All of its members try to hide from other stalkers in rugged territories. After the Third Large Emission, the group was all but wiped out. Some even believe the Сlear Sky no longer exists. At war with Bandits, Monolith, Military, Mercenaries. Neutral to other factions. Armed with different weaponry. Clad in their distinctive sky-blue camouflage gear.
- #29Monolith
Keys: Monolith
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A religious cult that is hostile to all but their own, the Monolithians believe in the power of the Wish Granter, that is hidden in the center of the Zone. Members of this faction devote their lives to protecting the secret of the Great Crystal, ensuring that no one ever reaches the center of the Zone. A typical Monolithian is a former stalker brainwashed by one of the psychic emitters throughout The Zone (namely the Brain Scorcher) into serving the will of the C-Consciousness, unflinchingly loyal and ready to sacrifice himself at a moment's notice. This extreme loyalty is achieved by creating intense religious fanaticism in the mind of the stalker, directed towards the Monolith. While physically, they are on par with other stalkers, their religious fervor sets them apart and allows them to ignore wounds and continue to fight, even after they run out of ammo. Stories abound of fanatical Monolith Stalkers, after running out of ammo, ditch their weapons and attempt to kill the enemy with their bare hands, no matter how grievous their wounds . This same fervor also prevents others from capturing a Monolith member – if taken into custody, he will commit suicide in any way possible (even by smashing his head against the wall). The Monolith can also uplink themselves to the C-Consciousness through something known as a Monolith statue, a radar antenna covered with garbage to form a statue. Monolithians kneel in front of it and enter a trance involving head nodding and swaying, and will ignore almost anything around them, even gunshots. The Monolith Fighter and, rarely, idle Monolith Stalkers can be found in the same trance, but without the use of the Statue, possibly attempting to call upon the Monolith for guidance. At war with all factions, as they see all outsiders as heretics or desecrators. Neutral to Zombified Stalkers. Armed with different weaponry. Clad in their distinctive black-white camouflage gear.
- #30Faction balance of forces
Keys: Faction balance of forces, faction balance of groups
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Currently, the strongest factions in The Zone are the Military and the Monolith. They share first place. Second place is shared by Duty and Freedom. The third place is shared by Loners and Bandits, although they are not a unified group as such. In fourth place are the Mercenaries. Clear Sky ranks fifth place, Ecologists ranks last sixth place.
- #31Flesh
Keys: Flesh, flesh, Fleshes, fleshes
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutant pig. It have developed a protective layer of scales and bones, their regeneration potential grew significantly and their nervous system became more complex. Possess insect-like legs with sharp ends that they can use to dig and defend themselves. Has three eyes, one of them is enlarged, which can see in a greater spectrum of light and has olfactory receptors within, that allows Flesh to pick up scents with it. They are familial creatures and usually travel The Zone in herds numbering five or six Fleshes. A herd is led by an Alpha Flesh, most often the most experienced and long lived one. The Alpha Flesh can be easily identified by both its grayish skin and the scars covering most of its body. Just like a normal pig, the Flesh is an omnivore and may attack a human if really hungry or provoked, but mostly running away when approached. They know their way around anomalies, but when they panic, they can get trapped. Often roam with Boars due to biological proximity. Fight with Blind dogs for territory, but can get along with them in relative proximity. Easy to obey Controllers due to lack of mental defences. Even with their mutated, the Fleshes are still biologically pigs and therefore are safe for consumption, despite the radiation contamination. Some Stalkers take advantage of this fact by chopping their limbs and head off, skewering them onto a makeshift spit, and roasting the beast over a fire for food, similar to how roast pig is prepared.
- #32Blind Dog
Keys: Blind Dog, Blind Dogs, blind dog, blind dogs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutant dog. It lost their eyesight due to some form of warped, mutation-induced evolution. Rather than rely on eyes, Blind Dogs have extremely keen senses of hearing and smell and can hunt, fight, and navigate through both pockets of radiation and fields of anomalies without much problem. Have an unusually high resistance to electricity. Their fur is sparse and comes in red-brown or brown colours. Some of them are albino. Alone, they are fearful and often run away from the enemy, but a large pack can be dangerous. They have no main den, they roam around wastelands, dumps, and hollows. Sometimes a pack can settle in a particular place and guard this territory. Hunting takes place in a coordinated manner, with the whole pack. Blind Dogs surround the victim and attack from all sides. Because of their natural affinity, they often hunt together with Pseudodogs. Blind Dogs willingly attack anything smaller than them, such as Rosents, and hunt on Fleshes, Boars and humans in packs. They avoid Zombies and Snorks. Forced to fight with Bloodsuckers and Pseudogiants.
- #33Boar
Keys: Boar, Boars, boar, boars
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A large animal which can reach 1.5 meters at the shoulder. Unlike Flesh, not so much mutated. The Boar's ability to survive and aggression surpassess all of its relatives living outside The Zone. Mutagenic processes engineered by radiation and anomalies have played a significant part in shaping these mammals: they have lost all fur in a few places and grown long, bristly fur in others. The animal's hooves have changed in shape and become sharper, acquiring a resemblance to claws. Also, their pupils have become colorless, while both pigmentation disorders and deep wrinkles have appeared on their bald heads. They have also grown an extra pair of tusks which are easily recognized. Boars are very territorial, and a small group will defend their territory to the death, but if killed, the last survivor will usually run away. Each herd has a pronounced leader. It will attack uninvited guests in the first place, and in a rage he can attack his own. Some Boars are solitary, and roam areas alone looking for food. Boars in family groups are usually selfish feeders, and can be seen dragging a corpse into nearby bushes to feed alone. Like their ancestors, Boars are omnivorous: they can graze, eating grass, plants, roots, they are not afraid of carrion, they will easily eat an animal. They are also cannibalistic, and have been observed feeding on the corpses of their own kind. They normally attack by charging at their victims, and attempting to rip them to shreds with their claws or knock them over. They are especially dangerous when they attack as a group, and surround their victim. Boar does not move too fast, and in close combat it has extremely low maneuverability, which makes it no more dangerous than a Rodent. Boar meat, although somewhat radioactive, is quite suitable for human consumption, which Stalkers often use. They often graze with Fleshes. Smaller animals may well be eaten by Boars, although they are not specifically hunted. Blind Dogs are driven away if they get too close. When encountering a Bloodsucker or Pseudodog they attack immediately. Boars stay away from Pseudogiants and Chimeras, but sometimes rely on numerical superiority to attack them as well. Easy to obey Controllers due to lack of mental defences.
- #34Pseudodog
Keys: Pseudodog, Pseudodogs, pseudodog, pseudodogs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutant wolf. As their name suggests, they look more like dogs than wolves; they have very blunt and short muzzles, relatively short fur (but far more than a Blind Dog), and are unusually small for a wolf-related canine as they are only slightly bigger than Blind Dogs. All Pseudodogs have exposed skin on their ribs, which is not covered by fur, and their cheeks don't completely cover the teeth. Also, Pseudodogs have rather small ears which never stick straight up like most wolves. Another distinguishing feature are their eyes, which implies that they can indeed see, unlike Blind Dogs. A Pseudodog's eyes are a glowing, whitish yellow color remarkably similar to that of a Bloodsucker. They stop glowing when badly injured or killed. Lightning-fast reflexes, uncanny dexterity and razor-sharp teeth make the pseudodog a formidable enemy. The Pseudodog can be found roaming alone, as well as in packs, together with Blind Dogs. While alone, it hunts mutants smaller than its size. They flee from larger beings at first sight, but in a pack, they are much more aggressive, attacking anyone who encroaches on their territory. They are aggressive to humans. Pseudodogs often fight Boars and Fleshes, usually winning against them. Stronger mutants like Snorks, Burers, and Bloodsuckers pose a bigger threat and can only be defeated by a large pack of Pseudodogs. The biggest danger is the Pseudogiant, which can kill an entire pack by itself. Pseudodogs are neutral to Chimeras, Controllers, and Poltergeists.
- #35Psy Dog
Keys: Psy Dog, Psy-Dog, Psy Dogs, Psy-Dogs, psy dog, psy-dog, psy dogs, psy-dogs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Psy Dog resemble the regular Pseudodog but with white fur and shares many characteristics with its somewhat more common relative. Because of their outward similarity, they are often confused with Pseudodogs. Unlike other mutants, Psy dogs are solitary animals. They are distinguished from Pseudodogs only by the ability to create phantom doppelgangers capable of causing physical damage. The main danger lies precisely in the phantoms, and not in the Psy Dog itself as such. It attacks with a rush, trying to crush the enemy with illusions, so it must act clearly, without giving even the slightest chance to get closer to itself. When a human is first exposed to a psy-field, the phantoms start running at them. The Psy Dog itself tries to stay away from its clones. Phantoms can be destroyed just like a normal mutant, but when they die, they will not leave behind a corpse, but will simply dissolve into thin air. This mutant is dangerous precisely by the surprise of its appearance, because few people know how to behave when three, five and so on suddenly appeared instead of one easy target. Pseudodogs and Blind Dogs are not touched. Anything else must be chewed on immediately - especially if it invades her territory. Humans are a favourite treat. When it notices prey, it starts summoning its phantoms and keeps its distance, and attacks at the right moment.
- #36Rodent
Keys: Rodent, Hamster, Rodents, Hamsters, rodent, hamster, rodents, hamster
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Rodent is a quadrupedal mutant reaching up to 40cm at the shoulder. They have large claws that can scratch big marks into Stalkers. Having frail and bony bodies, any weapon will do in disposing of them. Almost all hair has fallen out and only tightly wrapped skin can be seen. Determining the species from which The Zone's Rodents developed has so far proved impossible although it can be said with certainty that their ancestors were gregarious mammals. Although these animals are similar with jerboas in appearance, there is no relation between them. As evidenced in Lab X-18, it is suggested a good number these Rodents were originally test subjects before the Chernobyl incident. After high dosages of radiation transformed these beasts into what they are now, the mutated Rodents most likely escaped and now wreak havoc in The Zone. Rodents are more mobile, aggressive, and ravenous than the normal desert animal. They make a lot of noise, so it is not difficult to guess their presence. Rodents mostly growl and squeal. They live mainly in basements and destroyed buildings while feeding on everything they can get their teeth in, from plants to careless humans. They often become the food of larger mutants. Sometimes, Rodents attack and kill big animals and mutants in a large group, tearing them apart before they can escape.
- #37Bloodsucker
Keys: Bloodsucker, Bloodsuckers, bloodsucker, bloodsuckers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Semi-legendary mutant descended from humans. Often used by Stalkers as a symbol of both the dangers and corruption of the Zone. This status has been achieved thanks to the species’ relative rarity, as well as the fact that few humans who encounter Bloodsuckers survive to tell of it. Bloodsucker is taller than a human, stooped, without a hairline. Depending on the type of mutant, the skin may be pale and in places moss/mold or completely black, but each bloodsucker has spots of dried blood. There are 4 tentacles located diagonally in place of the mouth. The mutant's body itself is thin, the ribs are clearly visible, but it has a pronounced muscle mass, which gives it a physical strength. A Bloodsucker's brushes differ from human ones in the size and length of his nails, which are his main weapon. The feet are noticeably changed — they have only 3 toes with claws. The head is egg-shaped, with pronounced supraorbital muscles. The auricles are absent. The skull of the mutant is very tightly covered with skin, even you can distinguish blood vessels in the forehead area. The face is similar to the human face only by the location of organs, but the organs themselves are noticeably different: eye socket and nose hollow, instead of the lower jaw tentacles. The mutant's eyes are small and have a noticeable lustre. In the dark, its pupils are dilated, so in the light, for example, a torch can see the retina - the so-called 'red-eye' effect. Nose deformed and became more like a nasal bone, but the nostrils are still distinguishable. The Bloodsuckers sense of smell is very sensitive, so it can smell the victim more than 10 metres away. Bloodsuckers often make lairs, in which they will dwell while resting or storing their kill for later consumption. They also sleep standing up but aren't known to do so heavily, as even something as quiet as a light footstep will instantly awaken them. Mostly bloodsuckers live alone, rarely forming any associations, but there are known cases of creating ‘nests’ . The Bloodsucker is a nocturnal mutant, so they prefer to go out and hunt at this time of day. But the Bloodsucker can also be seen in the daytime, for example, if you disturb it. They, although considered ‘night hunters’, do not hunt as such, as they do not lead a nomadic lifestyle and live in the same territory for a long time and attack those who enter it. Bloodsuckers are not particularly resilient. However, they are among the fastest enemies. This, combined with their ability to become invisible, the fact that they don't make a sound while resting or walking, and their incredibly destructive attacks, makes them extremely dangerous opponents. Perhaps the most peculiar thing about Bloodsuckers is their optic camouflage, which allows them to temporarily become almost invisible to the naked eye. However, Bloodsuckers are at their weakest when cloaked. Bloodsuckers will often engage their camouflage upon discovering prey, and then become visible again when they are close enough to attack. Bloodsuckers will usually bite into the corpse to drain it of blood, which is what gave them their name. Has enemies among almost all mutants. Neutral to Rodents, Poltergeists and Chimeras. Only has friends among his brethren. They are extremely aggressive towards humans - when they meet them, they attack them immediately. In contrast to fight with other mutants, with humans use a different tactic - bloodsuckers try to come from behind and try to suck blood. The beginning of the fight with humans is also different: they either immediately become invisible and run to the stalker, or first run straight through and at close range ‘dissolve into thin air’, also bypassing the victim.
- #38Poltergeist
Keys: Poltergeist, Poltergeists, poltergeist, poltergeists
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rare and dangerous mutant, judging by its appearance, descended from humans. The Poltergeist's body structure is similar to a human's, but with some modifications. During the experiments, legs were amputated and the head was altered and fused to the body. In their intangible form they are half invisible, as they are a kind of blob of presumably electricity. They resemble a human body without legs. Few people have seen this mutant, so all information about it is drawn from vague and rather contradictory stories, the veracity of which is questionable. Poltergeist is blind. In the intangible form is a translucent blob of energy blue-violet colour hovering above the ground, in which irregularly flickering light. Small electrical discharges are also visible. It constantly flies around its territory and does nothing else. It senses the enemy at a great distance and attacks immediately. When detected, the victim hears a kind of low hum of low volume. At close range, the Poltergeist's psi abilities begin to manifest - the visual perception of the enemy's world changes colour to blue-violet. At death it disintegrates into bloody shards that literally evaporate into thin air. A muffled echo is also heard, resembling a howl and a groan at the same time. When the Poltergeist takes damage, it emits an electric sound. During combat, it tries to fly away from the enemy and attacks from a distance. Poltergeist suspends various objects in the air: they float in the air about 2.5 metres above, bobbing up and down for 3-5 seconds, and then not very fast flying into the enemy. Poltergeists almost always live in dark and underground rooms, occasionally coming out of there. Relations with other mutants are unknown. They are hostile to humans and always attack them. They attack from afar by throwing various heavy objects. When a human approaches, it tries to fly away and hide in some kind of shelter, but still continues the attack. Sometimes a human is attacked standing still.
- #39Pyrogeist
Keys: Pyrogeist, Fire Poltergeist, Pyrogeists, Fire Poltergeists, pyrogeist, fire poltergeist, pyrogeists, fire poltergeists
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rarer type of Poltergeist. It looks like an area of hot air with occasional sparks. It's similar in all his habits to an ordinary Poltergeist. Pyrogeist cannot use telekinesis, but has fire in its disposition. Constantly moving and does not attack directly. Creates local similarities of the Burner anomaly near the victim. On death, they explode in a mess of blood and fire. Relations with other mutants are unknown. People are its main enemies. Pyrogeist is trying to roast them, even after noticing them from afar. If people see it, it tries to hide somewhere. It continues to attack, already being in hiding.
- #40Controller
Keys: Controller, Controllers, controller, controllers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The result of genetic experiments conducted by scientists under the program for the development of telepathic abilities in humans. From a distance, it looks like a human from whom, in fact, it mutated, the external differences are only in the shape of the head and the structure of the hands and feet. The Controllerr's head is disproportionately large, the eyes are black, bulging, the forehead is hypertrophied, and pulsating ulcers-blisters are noticeable on the temples. Careful. The Controller is intelligent, but its mind is different from a human one, in addition, the mutant is physically incapable of human speech, but can telepathically talk. Externally, the Сontroller resembles a heavily built man with a disproportionately large head, pathetic remnants of hair on his head, deep-set, bulging eyes, pulsating ulcers on both sides of the head, the torso is wrapped in rags or bandages, dressed in old rags or pants. The peculiarity of the controller is the effect on the mind of his victim, subjugating it to his will — when meeting with a stalker or a weak mutant, due to the abilities of a developed and mutated brain, it tries to take control of the victim. The psi-blow of the controller causes significant mental damage, loses control over his actions, is accompanied by an incredible headache and there is a feeling that the limbs are filled with lead, it takes more than one hour to leave the meeting with him. The Controller moves at a slow pace, when approaching the monster closely, a person receives damage from psi radiation without visible action on the part of the controller. It can beat with his hands at the same time. The Controller attacks with targeted psi blasts, causing severe damage to the victim's brain, thus ‘killing’ the mind. Also, after prolonged exposure, the enemy becomes zombified. Can disorientate the victim and prevent it from concentrating. The Controller's presence can be detected by ringing in the ears, slight swaying and blurred vision. Dwells in dungeons, laboratories, and ruins of old buildings, they can only be forced out of their hiding places by intense hunger, but are sometimes found in the open. Controllers tend to keep an entourage of Zombified Stalkers, Zombies, Dogs and Snorks, which serve as both guards and food. If Controller takes control of a human, it most often force him to shoot his own. Doesn't touch the Boorers. Probably because they are also victims of the same scientific programme, but belong to different branches of creation. Mutants such as Boars and Flesh serve as food for it. Other Controllers are not spared either. Tries to avoid encounters with Bloodsuckers, Chimeras, and Pseudogiants, as they are beyond his psi-abilities. It uses Zombies and Snorks in a consumerist manner: it uses them as a fighting force and defence.
- #41Burer
Keys: Burer, Burers, burer, burers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rare and dangerous mutant, that descended from humans. Burer has hypertrophied facial features and wears a black hooded cloak. Small in stature, moves quite quickly but clumsily. Afraid of bright light, so it lives only in dark and gloomy dungeons and caves. Eats corpses. They can practically not keep the sounds they make under control. They can make a sound similar to a human voice or a crying baby as a bait. Burers also walk very loudly, which often gives away their location. Some stalkers heard them saying some words 'in a very low voice, similar to the voice of Darth Vader'. They create a gravitational field around themselves that protects them from bullets. When attacking, it uses gravity: in close combat, it throws the enemy away, and from a distance it is able to throw heavy objects without touching them with its hands. It exhausts the victim, can snatch the weapon from his hands using a directed gravitational impulse. It is not recommended to throw grenades at Burer, it can repel them with his strength. It has Controllers and Poltergeists among its allies. Perhaps because they are victims of the same scientific experiments, but belong to different branches of creation. Burer's main enemies are Bloodsuckers. Packs of Blind Dogs and Pseudodogs also do not give it a warm welcome. Burer tries to stay away from mutants that it can't handle, like Pseudogiant or Chimera.
- #42Snork
Keys: Snork, Snorks, snork, snorks
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dangerous mutant, that descended from humans. As a result of the radiation and existence in nature, the hair cover is gone and the body is dotted with bruises and wounds. Its skin is dark gray, covered with both lesions and open wounds, with an exposed spine on its back. Snork wears gas mask shows characteristics of both the Soviet GP-4 and SHM-62u civilian gas masks. The gas mask's helmet is moved so that the mouth is open, with completely absent lips and brown-colored gums. They move on four limbs, often bending or squatting, constantly sniffing the ground in search of prey, due to the destruction of cartilaginous material, the mutant walks slightly hunched over. The internal structure of the limbs has changed: a large number of tendons have appeared, allowing Snorks to make incredible jumps. Before attacking, they approach the target sideways, trying to get around from the back. On the downside, the Snork has poor eyesight (his field of vision is obstructed by the gas mask, and is hindered even more by the cracked lenses), but a brilliant sense of smell (his nose is the filter hose for the gas mask), which it uses to locate its prey. However, when attacking, it is surprisingly fast, thanks to mutated tendons in its feet. Snork can make long leaps to reach its target, and attack them with an incredibly fast series of kicks with their army boot-clad feet. Snork cannot speak, as its vocal cords were destroyed beyond recognition. It communicates with growls, which vary in intensity and volume, the loudest being, of course, the one preceding an attack. Curiously, the lips on the mouths of Snorks are missing. It is quite possible that in a desperate fit of hunger or insanity, the Snork bit them off itself, condemning it to forever show its cannibalistic grin. At the sight of prey or danger, it emits a hoarse scream, rears up and punches the ground. It does not like loud noises and hum, and when it hears the helicopter, Snork goes into hiding. In an open area, Snork tries to either leave or reach the enemy with a powerful jump. It can jump from side to side with great speed, kicking. They live in packs and often feed on carrion. Snorks are sedentary animals. It is almost impossible to meet a large flock moving freely around the Zone (they usually walk in two or three individuals). In open terrain, their enemies are Boars and Fleshes. In skirmishes with them, as a rule, they win, and then fiercely pursue the fleeing ones. Snorks always attack Blind Dogs and willingly disperse their packs. Pseudodogs are treated the same way, but Snorks are harder to defeat because of their high mobility. Can attack a Bloodsucker, but if they see they can't defeat it, they retreat. Easily obey the Controller, who sometimes uses them as his guards. Try to stay away from Pseudogiants, but talk of their open hostility is highly debatable. The main enemy of the snorkel is Chimera. Neutral to Burers and Zombies. Rodents and Poltergeists are of no interest to him. They will attack any human without hesitation.
- #43Zombified Stalker
Keys: Zombified Stalker, Zombified, Zombified Stalkers, Zombifieds, zombified stalker, zombified, zombified stalkers, zombifieds
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
People who have been attacked by controllers or psy-emitters. They have completely lost their personality and ability to think. The only thing they have left are instincts and life habits. The destruction of personality depends on the strength and duration of exposure. Many bodily functions are impaired, but there is virtually no sensitivity to pain, instinct for self-preservation and thinking. Calmly tolerate radiation and psy-emmision, so they can attack people in conditions in which the latter can not fight normally. The inhibition of all physical processes in their bodies makes them difficult to kill. It is impossible to restore the former human qualities of the Zombified Stalkers. They are husks that wander The Zone, some as far as the perimeter, holding onto whatever memories of their former lives remain, until even they are lost. Zombified Stalkers are often heard mumbling incoherent, broken sentences and crying to themselves. They possess crude forms of communication, as they can be heard calling on other Zombified Stalkers when spotting an enemy. In spite of their name, Zombified Stalkers are not actual 'zombies' as defined by popular culture, they are more like husks. Hollow shells of what once was, stripped of reason or thought and turned into mindless slaves. Zombifieds are basically ordinary stalkers that have been exposed to enormous amounts of radiation and psi-waves, and haven't had the good fortune to die. They are technically still alive by medical standards at least, but their overall conscious behaviour has been surgically removed, replaced by animal instinct, hence - husk. They cannot be labeled as actual 'undead' because only the brain was affected by the Emission, not the body. They are not a froup as such, but try to stick together. Zombified Stalkers have no higher brain functions, and act solely on residual reflexes and skills. In large gatherings, they pose a serious threat and are aggressive towards ordinary people. Zombified Stalkers are often found in places where people live: in abandoned buildings, near camps. They always gather in the company of themselves, they can sit and rest by the fire like ordinary people. Often may have household items, weapons, etc. with them and attempt to use them. They clumsily operate firearms and maintain little tactical awareness, blindly charging into the fray and relentlessly assaulting in great numbers with no regard for self preservation. Their vision and reaction times have been severely inhibited, with them unable to pinpoint most anomalies and their combat abilities crippled at longer ranges. They attack people (except Monolithians) and do not touch mutants.
- #44Chimera
Keys: Chimera, Chimeras, chimera, chimeras
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A four-legged mutant the size of an adult lion with two heads, one of which is underdeveloped. Chimera has a duplicated internal organ system (including a brain, but one, like the head, is underdeveloped), which allows it to withstand trauma more easily - if one heart is damaged, the other will continue to function. There is no central circulatory system. The entire body is permeated with capillaries, which gives the chimera a great chance of survival despite the loss of blood. The mutant is capable of rapid regeneration of both small scratches and damaged limbs. It uses the huge claws on its front paws as weapons. Chimeras are monstrously strong, agile, and cunning. Always appears unexpectedly, likes to attack from the back. When detected, it may retreat, but not for long. Thanks to some properties of the paws, the animal can move almost silently, and often it is possible to determine that the Chimera is near, only by motion sensors. Powerful hind legs allow the monster to jump a great distance, which together with the huge claws of the Chimera makes its attack dangerous for the victim. Chimera is most dangerous at night, when it is out hunting. During the day, the creature hibernates in its lair, but there have been cases of encounters with Chimeras during daylight hours. Before attacking, it may emit a low hissing half-whistle, but in general it is a virtually silent monster. Chimeras are extremely aggressive and, when encountering members of an alien species, often attack. They often come out victorious. The only mutant the Chimera can't kill is the Pseudogiant, but two Chimeras can kill it together. Always at war with Burers and Snorks. The least dangerous enemies for a Chimera are Boars and Fleshes, as they run away at the mere sight of it. Neutral to Blind Dogs, Bloodsuckers, and Pseudodogs. Rodents and Poltergeists are of no interest to her. Controllers try to avoid encounters with Chimeras because they cannot subdue them with their psy-attacks. If Chimera spots a human, it will attack until it kills him, giving no chance of escape.
- #45Cat
Keys: Cat, Cats, cat, cats
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutant wildcat or a house cat. The body is well-developed, covered with wispy hair, similar to a cat's, but twice as big, and wider and taller in the front than in the back. Quite muscular - very strong paws and a protruding jaw. The top of the head is quite feline too, though disproportionately large even compared to the body, the differences start with the jaws. They are very powerful, but protrude forward. Resonator sacs hang from the sides of the throat. Cats prefer to live alone. Has a very good sound memory and can reproduce almost anything it hears. A distinctive ability of the Cat is its ability to lure people by imitation of human speech to places convenient for attack - corridors, dense forests, ruins. Its strong enough intelligence allows it to figure out which sound would be appropriate in which situation. Hunts mice, rats, birds and Rodents. Occasionally attacks humans, using its distinctive ability to do so. With a very good sound memory, Cat can reproduce almost anything it hears, allowing it to lure them by imitating human speech into convenient places to attack - corridors, dense forests, ruins. Its fairly strong intellect allows it to figure out which sound would be appropriate in which situation. Cat tries to avoid other mutants.
- #46Izlom
Keys: Izlom, Izloms, izlom, izloms
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A mutated human. Very rare. Looks like a hobo or hunchbacked old man in tattered clothes, though it is actually nearly two meters tall. Izlom hides huge mutated left arm under his cloak. A strong blow to the back can paralyze a victim. Izlom wanders aimlessly around The Zone in search of food. Does not stray far from its habitat. Izlom wears the old uniforms of The Zone workers: a dirty green-brown robe (which may have once been white) with The Zone emblem, it's torn at the elbows due to the length of the mutant's arms and slightly over the hump, and dirty jeans, which are slightly torn at the bottom and at the knees. Izlom has no shoes, causing large calluses on the feet. There is a slight clubfoot. It is assumed that Izloms are locals who lived in the area around the Chernobyl Exclusion Zone before the Second Catastrophe. There is also a theory that Izloms are the failed result of scientific experiments. Izlom is intelligent and can speak (although it's not good at human language, it runs fast). This mutant's main weapon is his large, hypertrophied right arm. Feeds on a variety of small mutants: Blind Dogs, Cats, Rodents and all human food. Neutral to Burers, Controllers and Poltergeists. Often dwells with Zombified Stalkers. Mostly hostile to humans, attacks them from the back. But can sometimes get along with them if they feed him. Mutant can help or tell useful information about The Zone in exchange for food, if the conversation goes well.
- #47Pseudogiant
Keys: Pseudogiant, Pseudogiants, pseudogiant, pseudogiants
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A huge drop-shaped monster up to two meters tall. It has either reddish skin and greenish fur or yellowish skin and grayish fur. Uses its hypertrophied limbs to move and attack, always attacking head-on. Lively. Attacks either by coming in close or by slamming its limb to the ground, creating a localized shockwave. Sexless creature. It has a bulky, shapeless torso and an underdeveloped leg under its tail. Despite this, it runs well, and counterattacks briskly. The Pseudogiant has a large, slightly smaller head and a disproportionately small mouth in relation to its body. There are numerous indentations and craters on its uneven head - traces of some mutation processes. The pseudo-giant seems to see with only one eye. Quite stupid, but exceptionally strong and hardy. Its origin is unknown, but presumably it is a human (in favor of this are the foot near the tail, and the outline of the muzzle, which from a distance resembles a human face). The mutant hunts exclusively alone. Pseudogiants have no specific hunting tactics - they attack any prey head-on without a second thought. Pseudogiants hunt at any time of day, often found in underground laboratories, but can also get out. At the sight of a person with a roar rush at him. Mostly feeds on freshly killed prey, but sometimes does not disdain carrion. Due to its enormous weight, is able to stomp and thereby create an explosive wave Hostile to almost everyone. He does not hunt Rodents, as they are too small for his prey, and hates Chimeras and Bloodsuckers, as they are his strongest enemies among mutants, due to the fact that they have high mobility and survivability. The Pseudogiant also attacks Pseudodogs and Blind Dogs, and fiercely fights Boars and Fleshes. Burers, Snorks and Controllers try to avoid meeting him, but there is no open hostility, as they are mostly neutral to each other. The only mutant that is not of particular interest to the Pseudogiant is the Poltergeist. On people attacks always and without delay. An armed man is his worst enemy. Never retreats, even being under a hail of bullets. Probably, such anger of Pseudogiants on people is connected with the experiments to which he was subjected.
- #48Burner
Keys: Burner, Burners, burner, burners
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A fairly common thermal anomaly. The Burner can be a bit difficult to see, even in daylight, as it's only revealed by a faint heat haze. If the anomaly is triggered by either a living being or an object such as a metal bolt, it shoots out a tall pillar of flame in the air, burning everything in its vicinity. Though somewhat rare, the Burner anomaly is often found in clusters. Some clusters also emit extreme high ambient temperature, which hurts anything in their vicinity. Burners can emit temperatures as low as 100 degrees Celsius, up to several thousand, hot enough to crack concrete and melt metal, which explains why some Burners appear in areas that have massive cracks and severe damaged soil, while other sites are untouched. In large clusters of Burners, the air in the anomalous field heats up to very high temperatures and the human or mutant can get damaged being outside Burner, but just being among the cluster of anomalies. Forms artifacts of thermal origin: Mama's Beads, Fireball, Eye, Crystal, Flame.
- #49Comet
Keys: Comet, Comets, comet, comets
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A rare thermal anomaly, much like Burner. It is a fireball of small diameter, levitating low to the ground and followed by a tail of the same fire. Moves along unchanging closed vertical trajectories at a constant speed. May be part of compound anomalies. Does severe thermal damage within three meters. Comet does not form artifacts.
- #50Vortex
Keys: Vortex, Vortexs, vortex, vortexs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An anomaly of presumably gravitational nature. When triggered, the tremendous power of the Vortex drags everything within the radius of 2-5 meters towards center. Draws in a target followed by a powerful discharge. Victims drawn into the core have no chance of survival: their bodies are quickly constricted into a tight lump, only to be blown up in pieces. The anomaly remains stationary throughout its lifetime (a week on average). Easily recognizable in daylight by the air fluctuation above, dancing leaves, fragments of dismembered corpses lying around and a distinctive dark stain in the center. It is extremely dangerous at night, as it can only be detected by detectors or by throwing metal objects. It can be detected visually by air distortion or with a detector, and it emits a characteristic sound resembling a humming noise and a through-flow of air in a closed room. It discharges approximately 2.5 seconds after being struck by an object. Forms artifacts of gravitational origin: Wrenched, Gravi, Gold Fish, Jellyfish, Stone Flower, Night Star.
Showing 50 of 124
1 file
- .pngpng_cardspec 2.0
1.2 MB962×892first seen 4809d85f21c9cd7f
version main
Opens with the tab.