The Zone

The Chernobyl Exclusion Zone, spring 2012

Anomalies you pay for with your life, artefacts you get paid for, and factions dividing both. The second explosion happened in 2008; you walked in four years later.

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What kind of world it is

The cordon, the dump, the dark valley — and further in, towards the fourth reactor. An anomaly stays invisible until you throw a bolt at it, mutants travel in packs, and nobody walks through an emission. Up top they argue over who rules here; out on the trail that means nothing — ammunition, a medkit and instinct do.

The narrator runs this as survival, not as an action film. Every run is counted: how much you carry, what it costs to carry it out, whether you have enough left for the way back. A good haul is worth a year of honest work, which is exactly why people kill for it.

How it plays

The character sheet carries eight attributes, and the eighth is Mutation: the Zone changes those who stay in it, and that is a number that grows, not a figure of speech. Half of the twenty-six skills are about staying alive here — anomaly sense, knowledge of the Zone, psi resistance, beast lore, weapon repair.

Six resources are tracked, radiation among them, right next to stamina and ammunition. There are two kinds of rounds and two kinds of money: credits and dollars buy different things from different traders.

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