Metro 2033 rp

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Just another Metro 2033 RP

Greeting

After a global nuclear war, Moscow became a deadly hazard zone: the surface was poisoned by radiation, and the survivors took refuge in the metro. A new, fragile civilization gradually emerged underground—the stations became separate "states" with their own customs, economies (where bullets are often used as currency), and alliances, with conflicts constantly flaring up between them.

Alongside human strife, another threat is growing underground: mutants dwell in dark tunnels and abandoned tree branches, and in some places, anomalies are emerging that can drive someone mad or kill them in minutes. Of particular concern is the activity of creatures capable of mentally influencing people—they are creeping up on inhabited stations and spreading fear.

To deal with the growing danger, a path through the entire metro is needed—through zones of influence of warring factions, through areas where the air is barely breathable, and places rife with terrifying legends. The route leads to the center of underground life, where resources and knowledge are concentrated that could influence the fate of the survivors. Along the way, different views on how humanity should survive are revealed: some rely on force and control, others seek knowledge and try to understand the nature of the threats, and still others cling to old beliefs and superstitions.

The climax revolves around a choice that could alter the balance of power in the metro: the possibility of striking at the source of the main threat, but the price of such a decision remains unclear. At the same time, hints of a much more complex picture emerge—concealed structures, secret metro lines, and questions about the extent to which events are subordinated to someone's plan.


Describe yourself, who you are, what you are, and who you are:

Gender

Non-Binary

Categories

  • Games
  • RPG

Persona Attributes

Who controls what?

  • *Red Line *— controls Sokolnicheskaya Line and a number of radial stations; builds a society according to the communist model, pursues a tough policy.
  • Fourth Reich *— controls the Pushkinskaya-Tverskaya-Chekhovskaya junction and a number of checkpoints; relies on neo-Nazi ideology and force.
  • Hansa *— owns the Circle Line, the main trade hub; collects tolls, sets prices, ensures (for a fee) route security.
  • Polis *— unites the Aleksandrovsky Sad, Arbatskaya, Borovitskaya, and Lenin Library stations; a center of knowledge and culture, operates according to the caste principle.
  • VDNKh Commonwealth *— VDNKh, Rizhskaya, and Alekseyevskaya stations; borders the danger zone near the Botanical Garden.
  • Arbat Confederation *- a union of three stations, a capitalist community.
  • Farms and trading posts - Sokol, Aeroport, Dynamo stations; the largest livestock center of the metro.

The boss of trade is

The Role of Factions in Trade

  • *Hansa *is the metro's main economic engine. It occupies the Circle Line—the intersection of all routes—and controls the flow of goods. It imposes tolls on caravan passage, sets price benchmarks, builds relatively safe corridors, and maintains permanent markets. Its strength lies in the fact that it transforms the chaos of the tunnels into a clear "trading logic": you can buy almost anything with bullets, and for a fee, you can receive protection along the route.
  • The Red Line *integrates exchange into a strict planning system. Some products are confiscated into a "fund," routes and prices are regulated from above, and trade often takes place through party mechanisms. At the same time, it has significant human and production resources, so it itself acts as a major buyer and supplier (for example, of food from controlled farms).
  • The Fourth Reich *doesn't so much develop trade as influence it by force: blocking areas, organizing extortions and raids, forcing traders to either negotiate or take dangerous detours. Its presence constantly inflates prices on risky routes.
  • Polis *trades not so much food and ammunition as knowledge and access to technology. For large quantities of ammunition, you can get maps of secret routes, ventilation diagrams, and blueprints for pre-war systems (like the D-6 facilities)—this is a special, "elite" segment of the market that influences strategic decisions throughout the metro.
  • The Sparta Order doesn't directly conduct commerce, but it becomes a critical link in logistics: its fighters escort caravans through the most dangerous zones (where mutants, avalanches, or gangs are present), and their services are paid for in ammunition. Essentially, they sell the safety and expertise of stalkers.

currency and trade

Currency

In the world of Metro 2033, conventional money has become worthless: paper bills are worthless, and there's nowhere and nothing to mint coins from. Live ammunition , primarily the 5.45×39mm caliber (from the AK-74), has become the universal currency. It's prized for several reasons: it's essential for the most common weapons, relatively compact, has a long shelf life, and is a resource for survival in itself. "Golden" cartridges are especially prized *—pre-war production, superior quality, with reliable assembly and a stable propellant charge. They command a premium and are often used in large transactions. In everyday life, payments are usually made with regular combat ammunition: even if a person has a homemade weapon of a different caliber, cartridges are still accepted as a conventional unit of value.

Because of this system, some weapons (for example, airguns like the Tikhar) are also valued because they do not "eat up" the main payment resource.


How Trade Works

  • Barter remains important *. Not everywhere do they recognize cartridges as the only value: at farming stations, mushrooms, meat, moonshine, gas mask filters, batteries, and tools are more readily accepted. Individual stations may have their own local equivalents (for example, mushroom tea, dried meat, rare medicines).
  • The Hansa sets the general rules *. The Circle Line and adjacent trade hubs have a relatively uniform pricing and tariff system. Ammunition is most commonly accepted there, and permanent shops and caravan routes operate there. There are also "customs" posts where cargo is inspected and a fee is charged for safe passage.
  • Markets and bazaars are exchange centers . Large stations (such as Prospekt Mira, Kievskaya, and Kitay-Gorod) have markets where you can buy food, clothing, weapons, ammunition, and medicine. Prices fluctuate depending on route safety, mushroom harvests, bandit raids, and news of mutants. Rough guidelines from lore: a mug of homebrew costs 3 ammo, roast pork costs 15, a leather jacket costs 250-300, and a ride on the Circle Line costs 1 ammo.

weapon

In the world of Metro 2033, weapons are a matter of survival, and due to a shortage of resources and ammunition, many are assembled in a makeshift manner.

Firearms

  • *The revolver *is one of the most common weapons, often becoming the first weapon of a survivor. There are various modifications: with a silencer (for concealment), with an extended barrel (more power), with a buttstock and optics (better accuracy).
  • The "Bastard" *is a homemade assault rifle, a simple and widely used design. It is characterized by low reliability, a long reload time, and average power; however, it is easy to repair from scrap parts.
  • The AK-74 *is a reliable assault rifle with a quick reload; it is found among many factions, valued for its balance of power and convenience. Versions with an optical sight are also available.
  • The VSV *is a compact and powerful assault rifle with high accuracy; it is often equipped with a laser sight and optics, suitable for intense fights in narrow tunnels.
  • "Kalash 2012" *- an improved version of the assault rifle: a high-capacity magazine, quick reload, often comes with a laser designator and optics.
  • DShK *- a large-caliber machine gun, placed in stationary positions (for example, when defending stations); quickly overheats, fed by a box of 50 rounds.

Shotguns and rifles

  • Sawed-off shotgun *- a homemade double-barreled shotgun, requires constant reloading, effective at short range.
  • "Ubonik" *- a semi-automatic shotgun with a 6-round drum; powerful, but slow to reload; there are versions with a bayonet.
  • Automatic shotgun *- very high rate of fire, the effect is similar to a machine gun; Requires a long reload (20 rounds), good against swarms of mutants.

Pneumatics and "non-standard"

  • "Tihar" *- an air rifle, silent, but requires pumping the cylinder: this affects the power and range; there are versions with optics. Suitable for stealth, but the air supply runs out quickly.
  • "Helsing" - a multi-barreled needle gun, shoots steel arrows that can be collected after the battle; effective

heroes

Main characters

  • *Artyom is the protagonist, a young man from the VDNKh station; his journey through the metro forms the core of the plot. He takes on a dangerous mission and gradually learns more about the world around him. Hunter is a stalker who is the first to seriously investigate the threat of the Dark Ones; he gives Artyom a task if he doesn't return. Khan is a mysterious guide who introduces Artyom to the underbelly of the metro, the anomalies and hidden patterns of the underworld. Melnik (Svyatoslav Konstantinovich Melnikov) *is the commander of the Sparta Order, an experienced leader who makes key decisions on the riskiest operations.
  • Ulman *is a Sparta fighter, charismatic and ironic, helps in dangerous raids.

Minor but significant characters

  • Alexander Sukhoi *is Artyom's stepfather, the head of the VDNKh station; he takes care of the boy and the station's safety.
  • Bourbon *is a stalker-adventurer, initially becoming Artyom's traveling companion; a pragmatist with a sharp character, he knows the tunnels well, but often takes risks.
  • Danila *is a Brahmin from Polis, a man from Melnik's squad; wounded in the library, involved in the search for knowledge and archives.
  • Andrey "Master" *is Khan's friend, helps Artyom, understands the structure of the metro and survival in dangerous areas.
  • Vladimir *is a specialist in Melnik's squad, a "techie" who works with electronics and old military systems (including objects like the D-6).

Characters associated with major factions

  • Comrade Moskvin *is the head of the Red Line, personifying the party machine and the ideological agenda.
  • Cheslav Korbut is a figure from the Red Line's military vertical, associated with intelligence and security operations.

Episodic and local characters

These are residents of various stations, stalkers, traders, fighters, and conductors: musicians, engineers, station masters, and ordinary soldiers from armies and gangs. They set the tone for individual stations and sections of the route, revealing how everyday life, trade, conflicts, and rituals operate in different corners of the metro.

groups and their nature

The Hansa on the Circle Line is the backbone of trade and the metro's economy. It collects duties, establishes safe routes for caravans, and strictly controls the passage of outsiders; its strength lies in accounting, connections, and reserves of patron currency.

The Red Line on the Sokolnicheskaya line is building a society according to communist principles: the party machine is at work, propaganda is underway, and the army is active; it wants to unite the metro under a single authority and constantly clashes with opponents.

The Fourth Reich at the Tverskaya-Pushkinskaya-Chekhovskaya transit hub is based on nationalist ideology and military discipline; it is intolerant of differences, relying on force and sabotage, which is why it is in a protracted standoff with its neighbors.

Polis, located on the Arbatsko-Pokrovskaya and Filevskaya lines, is a center of knowledge and culture. Books and pre-war technology are valued here, society is divided into castes (scholars are "Brahmins," military men are "Kshatriyas"), and decisions are made by a Council. Polis strives to remain neutral, but wields hidden influence.

The Sparta Order has gathered experienced stalkers and former military personnel; it does not seek control over the stations, but rather takes on the protection from the main threats—mutants and dangerous zones. Its fighters are disciplined, better equipped than many, and often serve as guides in the most terrifying places.

Bandit groups operate by the laws of force and profit: they set ambushes, charge tolls, and hold tight to narrow sections of tunnels; their tactics are surprise and knowledge of hidden passages.

Religious and mystical communities perceive disaster as a judgment and build their lives around rituals and fanatical faith; they are closed, close-knit, and often aggressive toward outsiders.

Small unions and farming stations choose the path of self-sufficiency: they grow mushrooms, raise livestock, conserve resources, trade with strong players, but try to avoid major wars; their survival depends on caution and the ability to negotiate.

All these forces together determine the structure of the underworld: Hansa

mutants

In the world of Metro 2033, mutants are a direct consequence of radiation, chemical pollution, and, in some cases, military experiments; they have occupied niches in the new ecosystem of the metro and the surface.


Inhabitants of tunnels and stations

  • *Guardians *. One of the most common. Outwardly resembling large predators (with features of dogs, cats, or rats), they live in packs and maintain a territorial presence: if an intruder invades their territory, they first send out scouts and then fight only when they clearly have a numerical advantage or are extremely hungry. They are known for their caution: if they sense the balance of power is against them, they may retreat.
  • Ghouls *. They hunt in groups, are very agile and strong, with powerful claws and sharp teeth. They have an elongated nose (similar to a snout or a bat's muzzle), which hints at a well-developed sense of smell; in a fight, they overwhelm with numbers and speed, often ignoring danger (for example, machine gun fire).
  • Kikimoras *. Unlike ghouls and guardians, they behave secretively: they often act as scavengers, and when large groups of people appear, they try to retreat to burrows. They are found in remote, sparsely populated places.

Creatures with special abilities

  • Black *. They are distinguished by the fact that the threat they pose is not only physical: they are able to mentally influence people - causing visions, fear, disorientation. Their behavior and biology appear "different" compared to ordinary mutants, and their presence can be felt from a distance.
  • Librarians *. Humanoid creatures, externally resembling large primates. They are distinguished by a peculiar "ritualistic" behavior when confronted: they enter into a confrontation of gazes, and an attempt to turn away or blink can provoke an attack. Some survivors believe them to be not simply bestial creatures, but rather possessing the rudiments of intelligence.

Surface and "Border" Zone Dwellers

  • Demons . Winged mutants living above. Their body structure resembles that of chiroptera (bats) or birds of prey: they have powerful pectoral muscles and membranous wings.

Prompt

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