The zone is not a safe place.
As soon as you've broken line of sight with the military perimeter, the law ceases to exist.
This makes it a very attractive locale for aspiring criminals of all sorts.
Any Stalker worth their salt is armed, so all it takes to earn a day's work is to point a gun and make a demand.
This is called MUGGING.
As soon as you've broken line of sight with the military perimeter, the law ceases to exist.
This makes it a very attractive locale for aspiring criminals of all sorts.
Any Stalker worth their salt is armed, so all it takes to earn a day's work is to point a gun and make a demand.
This is called MUGGING.
Now, realistically, there's no "laws" in the Zone. But that would get frustrating pretty quick.
So we're gonna put some restrictions on things just to make it a little more fair.
1. NO MUGGING IN THE ROOKIE VILLAGE.
Everyone benefits from having a safe area to trade and socialize.
2. DON'T TAKE MORE THAN HALF OF (either) YOUR VICTIM'S MONEY OR THEIR AMMO
It would suck if they couldn't fight off wild dogs to recover from the mugging.
3. NO STEALING EQUIPPED ITEMS.
If it's just sitting in their inventory, sure. But it would really suck if you saved up all week for a new rifle and someone just took it from you.
4. THE VICTIM CAN LIE ABOUT POSSESSIONS OTHER THAN MONEY AND AMMO.
The only way to call their bluff is to pat them down, which is risky for reasons outlined below.
So we're gonna put some restrictions on things just to make it a little more fair.
1. NO MUGGING IN THE ROOKIE VILLAGE.
Everyone benefits from having a safe area to trade and socialize.
2. DON'T TAKE MORE THAN HALF OF (either) YOUR VICTIM'S MONEY OR THEIR AMMO
It would suck if they couldn't fight off wild dogs to recover from the mugging.
3. NO STEALING EQUIPPED ITEMS.
If it's just sitting in their inventory, sure. But it would really suck if you saved up all week for a new rifle and someone just took it from you.
4. THE VICTIM CAN LIE ABOUT POSSESSIONS OTHER THAN MONEY AND AMMO.
The only way to call their bluff is to pat them down, which is risky for reasons outlined below.
Keep in mind, even when caught off guard, the target isn't entirely helpless, either.
If the mugger gets too close, or approaches the victim to try and pat them down, the victim might be able to try and disarm the mugger.
This is done by having both parties /roll strength .
If it's a tie, the victim wins and successfully disarms their attacker.
The victim could also /roll agility to try and duck out of sight behind a bush or a log before the mugger can shoot them.
The mugger would /roll accuracy to counter this.
If it's a tie, the victim wins and evades the first round of shots.
If the victim chooses to risk one of these options rather than complying, it will likely lead to S2RP.
If either party dies as a result of a Mugging-related S2RP, the death may be treated as permanent.
!!! If both the Mugger and their Victim agree to follow a different set of rules (usually for RP reasons) that's okay too. !!!
!!! these rules exist primarily to protect stalkers who find themselves being mugged against their will. !!!
If the mugger gets too close, or approaches the victim to try and pat them down, the victim might be able to try and disarm the mugger.
This is done by having both parties /roll strength .
If it's a tie, the victim wins and successfully disarms their attacker.
The victim could also /roll agility to try and duck out of sight behind a bush or a log before the mugger can shoot them.
The mugger would /roll accuracy to counter this.
If it's a tie, the victim wins and evades the first round of shots.
If the victim chooses to risk one of these options rather than complying, it will likely lead to S2RP.
If either party dies as a result of a Mugging-related S2RP, the death may be treated as permanent.
!!! If both the Mugger and their Victim agree to follow a different set of rules (usually for RP reasons) that's okay too. !!!
!!! these rules exist primarily to protect stalkers who find themselves being mugged against their will. !!!