Items

Items

Vaxian Ships and Vehicles

NOTE: This is not an exhaustive list of Vaxian ships and vehicle types, just a list of primary examples for standard models to help A/SHs calculating vehicle Stats on the fly, or to model custom craft off of.

Understanding Vehicle Stats

  • LIF is the HP of the vehicle. At zero, it’s disabled. At negative its LIF, it's beyond repair.
  • END is its armor and helps defend against outside attacks. It typically replaces the END might for passengers inside the vehicle for any damage coming from outside the vehicle.
  • STR is the power of its weapons or its ramming speed for attacking. This replaces the driver's stat, just like the fixed STR of a crossbow would.
  • DEX is the maneuverability of the vehicle. This is the maximum might that a pilot driving/sailing it can use. If the pilot's might (DEX + skill) is less than the vehicle's DEX, use the pilot's might. Else, use the vehicle's DEX. It serves as a cap.

Horses

Carriage/Wagon (350 build points, Cost: 700s)

  • LIF 100
  • END 100
  • STR 100
  • DEX 50

Paddleboat (125 build points, Cost: 250s)
Ex: Canoe, dinghy

  • LIF 50
  • END 25
  • STR 25
  • DEX 25

Speed boat (400 build points, Cost: 800s)
Ex: Caravel, sloop

  • LIF 200
  • END 50
  • STR 50
  • DEX 100

Merchant ship (700 build points, Cost: 1400s)
Ex: Carrack, junk

  • LIF 500
  • END 100
  • STR 50
  • DEX 50

Warship (1300 build points, Cost: 2600s)
Ex: Galley, man-oh-war

  • LIF 500
  • END 100
  • STR 50 (Ramming)
  • DEX 50
  • Galley Ballista (2x)
    • LIF 50
    • END 25
    • STR 150
    • DEX 75 (Aiming - Uses ship DEX to dodge incoming attacks)
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Sirian Weapon Accessories

Scopes
Scopes can be attached to any Ranged weapon (except Gargorian battle discs) to grant an accuracy bonus, represented by a bonus to the relevant weapon skill.

Typical scopes found in Sirian:

Simple Scope
Effect: Weapon Skill +2
Cost: 100s

Advanced Scope
Effect: Weapon Skill +5
Cost: 200s

Superior Scope
Effect: Weapon Skill +10
Cost: 800s

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Medical Items and First Aid

Overview
Medical equipment largely covers portable personal items, like drugs or first aid supplies. Larger, bulky tech like surgical equipment doesn't have its own Stats and is reliant on the user in terms of its results.

First Aid Supplies

MediFoam [Cost: 50s per use]
Effect: Restores 10 LIF
Bandage-in-a-can sprays a mildly adhesive, biodegradable foam that fills and cleanses wounds and lacerations and supercharges local platelet activity to aid clotting safely. The same compound can also be used to pad bruised tissue or fashion rough splints from the hardened foam.

Shock Patch [Cost: 280s per use]
Effect: Grants +10 to an attempt to stay conscious
Thin polymer coated with specialized chemicals that attempt to shock the patient back to consciousness when applied anywhere on the skin.

Standard Medkit [Cost: 430s]
Contains: 3x MediFoam and 1x Shock Patch

Drugs, Toxins and Stims

Portable Anesthetic (Drug) [250s per use]
Effect: 25 nonlethal damage at difficulty 50
Powerful anesthetic designed to handle a broad range of diverse physiologies safely, knocking the patient out to allow for safe treatment or transportation.

Purge-All (Antitoxin) [100s per use]
Effect: Might 50, PP 10 vs. toxins or harmful drugs
This aptly-named general-purpose antitoxin causes the patient to immediately vomit if able as it works to cleanse the rest of their system from harmful elements. Extremely painful, but very effective

Jack (Stim) [350s per use]
Effect: +10 to physical stats (DEX, STR, END) for the duration of a session or scene
'Jack' is a combat stimulant delivered by an injector that sparks the user's adrenaline to allow for brief periods of enhanced physical activity, typically followed by hours or even days of soreness from the overexertion.

Exacto (Stim) [350s per use]
Effect: +10 to technical aptitude (DEX and INT) for the duration of a session or scene
An enhanced form of caffeine, Exacto sharpens the reflexes and mind to add in rapid calculations and interactions with technological interfaces.

Robotic "Medicine"
For system purposes, all medicines listed above also exist in a mirrored capacity for robotic patients, with all the same stats and costs, just different names:

  • MediFoam = Liquid Steel
  • Shock Patch = Shock Patch (it's just electrical rather than chemical)
  • Standard Medkit = Standard Repair Kit
  • Portable Anesthetic = Universal Switch
  • Purge-All = Corrode-B-Gone
  • Jack = Overclock
  • Exacto = Tune Up
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Items and Equipment

'Vanity' and Mundane Items

Items are not required to do things in game, making it possible to have two groups of items in game, items that provide a kind of boost, and mundane/vanity items.

Mundane or Vanity Items that do not have a price or a measurable impact on the numbers. These are often things like typical clothing, basic tools and the like. It could also be something significant to a character like a locket from a lover or family member. These are items you can assume your character has without having to purchase them separately.

However if you want an item that provides a kind of boost you will have to earn it in some way, nothing grants an inherent numeric bonus without an appropriate cost.

So if you think the rope you have is going to grant a climbing bonus just by virtue of being rope, it does not. It might make it so you can attempt to lasso something across a gorge, however - but the numbers are all on you. Clothes don't innately protect against the weather or make your character more attractive.

That said, you can request an item that is rope that grants a bonus to climbing or clothes that protect against the weather or make your more attractive. Any item you want to grant a measurable, numeric bonus or effect in game should be created as an Item item within the system, rather than assumed you have.

Types of Bonuses
Almost all items grant a bonus in one (or more) of the following three ways:

  • Modifies - Modify items grant a bonus that adds directly to a stat or skill for a character (ex: +10 END)

  • Overlaps - An item that overlaps replaces a wielder's stat with its own instead. Fixed STR weapons work on this principle; they replace the user's STR stat with their own, but the user still uses their skill value to create the Might from there.

  • Percentage - Typically just for weapons, percentage items modify PP by a given percentage after its calculated. In combat, for weapons, this means an increase in damage, normally fixed to the three weapon groups, but special masterwork weapons grant additional percentage bonuses.


Basic Types of Items

  • Weapons: Items that deal damage. Boost PP for damage dealt by a percentage.

  • Armor: Items that provide a passive Absorption Value that can reduce damage taken.

  • Physical Shields and Wards: Items that provide an Absorption Value that can reduce damage taken when actively blocking.

  • Stat Boosting: Items that modify a stat, providing a numeric boost.

  • Skill Boosting: Items that modify a skill, providing a numeric boost.

  • Non-Statted: Items that have no specific/direct numeric boost but do something beyond being mundane or vanity. Depending on the nature of what it does may be submitted as an actual item or noted on a Character's property section on their sheet. Most often earned in sessions.

  • Companions: Items representing a companion which has Stats and skills that the character can command with a skill in order to do have some notable impact in game. Animal Companions and Drones

  • Vehicles: Items representing a vehicle which has stats that can be piloted to do more then basic travel. Vehicles and Vehicle Combat

See Also:
Weapons, Armor and Shielding Rules
Sirian Items and Equipment
Vaxia Items, Equipment, and Travel


Acquiring Items
There are four ways for your characters to receive items:

  • Purchase items from the Item Shop tab on your character sheet (these are typically common items, like standard weapons and armor)
  • Request an item to purchase on the SH Requests forum
  • A session reward
  • Crafting

Crafting and A/SHs are the only ways to create items outside the Item Shop.
If an item is not in a Shop and you can't craft, then you can request it on the SH Requests forum. An A/SH will submit the requested item and deduct silver from your character to pay for it as appropriate.
Session awards often mean no silver will be subtracted - they're effectively 'gift' items for endangering your character via the session.

See Also:
Calculating Item Worth
Crafting Rules

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Materials for Crafting

Materials for Crafting

In many systems there are required materials in order to craft an item. That is not the case here, as a character can craft an item using their skill with the craft aspect and does not need any required materials to do so. Materials come into play only if the player is looking for something to provide a crafting bonus.

Materials assist in crafting one of two ways, but helping reduce the amount of PP needed to create an item, or can provide a crafting skill bonus (PP/7 type buff).

There are a couple of ways to obtain materials for crafting: Rewards from a session, purchasing the materials, or a scene where the character goes salvaging for materials. Though some materials may not be purchasable without some oversight, especially if they are considered dangerous. If ever unsure, feel free to ask!

A material is a one time use item and is consumed during the crafting process. If a character uses multiple materials in a crafting scene they are all consumed.

The cost of materials is related to the amount of PP they will affect. They are a one time use item they are PP amount x 5 silver.
Example: Ruffles wants to make a knife on her blacksmith. So she goes and buys some steel and leather on her character to help her reach the PP goal. She decides that she wants 25PP worth of materials, so she is charged 25x5 = 125 silver worth of steel and leather for the knife. With the materials now on her character she uses them in her crafting scene and makes her character's knife.

Material rarity for crafting is usually a non-issue. Considering the player character population on average is lucky to be even 1% of the actual in setting world population, there is no reason to make materials unobtainable or expensive on the sole basis they are suppose to be rare.

Materials can take on many different forms, such as being raw materials like ore, plant material, etc; components that have to be assembled; and even items that have been salvaged, such as the remains of a weapon or toaster.

There are no exhaustive lists on what materials exist in each setting. The rule of thumb is so long as it fits the theme and tone of the setting it is ok. If there are any confusion or questions on what may potentially exist then please ask.

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Food and Drink

Food and Drink

For everyday consumption characters are not actively charged for their meals, this is reflected by their Economy Score and their disposable income. (See Economy System)

A player can use their character's economy score to play out what kind of meals they may be able to afford and partake of regularly. (Remember a score of 25 is the standard, the average.)

The only time a character will be charged for any food or drink is if it provide some kind of bonus.

When crafting food a character will have access to all necessary materials to make food. The character does not need to purchase the materials unless the player is looking for raw materials that provide some kind of bonus.

It is safe to assume that any kind of food or drink exists in Vaxia, though if you have any questions about the subject feel free to ask in the forums.

This is a collection of types that have popped up over time specifically for the setting and is for reference to add extra flavor to your role play.

Alcoholic Drinks:

  • Gromian Rod Wine: seasoned with cinnamon and cloves and cut with vodka
  • Nebrakian Mulled Wine: seasoned with nutmeg, cloves and citrus
  • Elven Sundew: the taste of which can be described only as "like sunshine"
  • Jorkanan Hot Wine: seasoned with cardamom, bittered orange, and brandy. Served with chocolate pudding
  • Nethar hor'mugar: brewed from a strange flowering fungus common in the underworld, tastes vanilla-y
  • Iron Desert Lizard Wine: often with lizard inside of the bottle
  • Land of Witches, in the far western reaches of Shi Inkahan serve fermented moose milk
  • Naga Ceremonial Snake Wine: used in the religious rites with the body of a small venomous snake resting at the bottom of the bottle
  • Mojingan's of the Shinkan Army: alcohol fermented from the greens found in the stomachs of slain prey (think haggis wine)
  • Mojingan Fish Wine: a bizarre and foul-smelling (but surprisingly not foul-tasting) concoction involving fish oil
  • Gutter Brew: a foul drink from the Orcs of Meribor
  • Nakaje, the national drink of Shi Inkahan
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Vaxia Weapons

Weapons

There are no prices in this list as this covers the basic level of weapons. While weapons do provide a kind of bonus, they are balanced out by the weapon class system making all weapons basically do the same exact thing. Therefore it was seen as unfair to charge more for some weapons and less for others. Basic level weapons are counted as a lifestyle choice and therefore are free. Anything beyond the basic level the player will have to pay for.

Weapon Guide

  • Light weapons: +15% damage, -10 Multiple Action Penalty
  • Medium weapons: +45% damage, +0 Multiple Action Penalty
  • Heavy weapons: +75% damage, +10 Multiple Action Penalty

--- Melee Weapons ---

Light Weapons
Daggers
A short bladed weapon with an extended cross guard.

Knives
A short bladed knife, either of combat or hunting variety.

Tanto
An Inkahani knife with a flattened back edge, and a sharpened front edge.

Main Gauche
A dagger with a basket hilt that is meant to be used in in combination with another bladed weapon.

Sickle
A crescent moon bladed weapon with a wooden or leather bound hand grip.

Brass Knuckles
A pair of punched brass or steel brass knuckles. These are a very helpful weapon to have in a clean, old fashion bar fight.

Finger Blades
A set of three thin, razor sharp blades that fit between the fingers. Held by the pressure of a clenched fist, the small knives act as a slashing weapon.

Garrote
A length of cord or steel wire strung between two wooden grips that wrapped around the throat and used to strangle an unsuspecting victim.

Punching Gloves
A leather gauntlet that has reinforced knuckle weights in it. Excellent for delivering a punch with a little extra jaw breaking style to it.

Steel Toed Boots
A pair of leather boots, with a reinforced steel toe plate, which covers the toes and about one third of the foot. The boots are heavy and can sometimes be encumbering, but the added plating gives it some armor ability as well as a powerful kicking weapon.

Wrist Claws
A pair of eight inch long razor sharp punching and slashing claws that are fixed the the wrist by leather and steel harnesses.

Rapier
A rapier is a thrusting and parrying weapon with a blade of approximately 32 inches in length and a wire wrapped basket hilt. This weapon is used for fencing styles of combat and is not effective as a slashing weapon.

Short Sword
A sword with a much shorter blade ranging between 25-3 inches in length. This small, light weapon is often used in tandem with another weapon.

Chain
A weighted or barbed chain that can be swung and used as a combat weapon.

Whip
A eight to fifteen foot length of braided leather sometimes fixed with single or tailed weighted ends.

Medium Weapons
Battle Axe
A heavy combat axe with a crescent moon blade fixed to a long steel shaft and balanced by a second blade or a metal spike.

Club
A length of wood meant to be wielded by hand to do bashing damage.

Flail
Similar to a mace, a flail is a club fixed with three or four spiked balls affixed to chains.

Hand Axe
A hand axe fixed to two foot wooden shaft.

Mace
A three foot long club with a metal head flanges.

Nunchucks
A pair of two eight inch long clubs attached together by a three inch chain. These weapons are dangers for unskilled to use as they carry an chase for serious self-injury.

War Hammer
A hand held hammer with a heavy metal head balanced by a metal spike meant to pierce through even the toughest armor.

Bastard Sword
The other word for a hand and a half sword. These blades are generally between 44" & 5" in length, but featured an extended handle that allowed the blade to be used in two hands, although it was short enough to wield one handed if required.

Broad Sword
The general two-edged blade ranging in length from 3" to 42" in length, the average sword weighs only three to four pounds. Light enough to be used as a fighting tool all day, yet heavy enough to impart crushing impact along the edge that was severely sharpened.

Falchion
Falchions are a type of cutlass sword with a straight back and a heavy with a curved cutting edge.

Katana
The katana is a curved edged blade from the western lands of Vaxia. (Shi Inkahan) Made to cut flesh like butter it has trouble with thicker substances.

Long Sword
The most common type of bladed weapon is the long sword. Approximately 4 inches long and weighting about four pounds, these weapons are a staple for most warriors.

Machete
A square bladed short sword without a pointed edge or hand guard. This weapon is mostly used for chopping or heavy slashing.

Saber
A single edged blade that is weighted for powerful downward slashing. The blade lenght is approximatly 32 inches long and the weapon traditionaly has a full hand guard.

Scimitar
Scimitar is a catch all term for a variety of curved bladed swords ranging in length from around 3" to 36", and the blades. While commonly depicted as being very wide, some scimitars have been very thin. Like the saber, scimitars have a singular cutting edge.

Heavy Weapons
Maul
A four foot long hammer fixed with a heavy metal head meant to cause massive crushing damage.

Polearm
A collection of weapons ranging from the lance to the Naginata. Each of these weapons incorporates an eight to twelve foot wooden shaft and some sort of bladed edge.

Quarterstaff
A seven foot staff made out of ash or another sturdy wood and reinforced with steel to keep give it a combat worthy strenght.

Scythe
Typically a hand tool for mowing and reaping grass or crops. It consists of a 3 inch curved blade fixed to a wooden shaft with a perpendicular handle at one end and another roughly in the middle.

Spear
A five foot length of wood with a heavy steel blade at the end meant to serve both as a staff and a piercing weapon.

Trident
A five foot length of wood with a three pronged heavy steel fork at the end meant to serve as a piercing weapon.

Claymore
The large two-handed swords range in length from 5" to 72", they possessed handles that were 18" - 21" in length. Overall the swords weighed only six or seven pounds.

Great Sword
A massive bladed weapon meant to be use with two hands. Ranging in length from 5" to 72", they possessed handles that were 18" - 21" in length. These swords can weight as much as ten pounds.


--- Ranged ---

Light weapons
Blowgun
A long tube of bone or wood that is carefully hollowed to hold a thin dart. Darts can be blown at lesser distance but with better accuracy than a thrown dart.

Bola
A Bola consist of 2-3 stand of rope tied together at a center point with weights at the ends. The primary use of this item is to spin and and throw it at a targets legs/ankles to bind them. Though if thrown at a persons head/neck area it can be vary damaging and even deadly. (Str % only if it is used in a damaging way) This item does take a steady hand and good throwing arm to us well.

Sling
A leather pouch connected to elastic lines. When swung, the sling can throw a rock or bullet at great speed and with deadly accuracy.

Throwing Dart
A hand thrown or blown dart that is fletched to fly straight over short distances.

Throwing Knife
A thin bladed knife specially balanced to be thrown.

Throwing Star
A small piece of metal with razor sharpened edges meant to be thrown at opponents.

Hand Crossbow
A light or hand crossbow. A line is drawn back by crank and released with by trigger.

Medium weapons
Long Bow
A long bow crafted of wood. Large in size, this bow has a harder draw but can fire arrows and long distance with power.

Short Bow
A bow crafted of wood and designed to be small, light and easy to draw. Smaller then a Long Bow.

Standard Crossbow
A standard wooden crossbow that can be reloaded one handed and fires a solid bolt

Heavy Weapons
Recurve Bow
A bow that has been bent so that the tips are flaired forward allowing a higher tension strength along with more stored energy in the bow, early on, resulting in more total energy stored and a faster arrow flight. Without proper training less control is often the result.

Compound Bow
A bow constructed of from several formed pieces of flexible wood and designed with a pulley system to ease draw tension while maintaining power.

Heavy Crossbow
A crossbow with a heavy crank that fires a powerful shot, taking both hands to use and reload.

Iskranian Musket (Requires Setting Approval)
A unique sort of weapon that fires a metal ball by process of packed powder that explodes and propels the metal ball outward towards its target. This is a basic single shot musket, 4th generation. This version has a very small chance of misfire, and has been upgraded from the original design to prevent the musket from exploding as earlier generations did.

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Sirian Items and Equipment

Basic Principles

We are aiming for a hard science fiction feel for this setting. Too hard and the setting gets a little boring, but when in doubt - lean on the hard SF side of things.

Conservation of mass and energy - We observe, with very specific exceptions, the principles of conservation of energy. This means for the most part, we can't create something from nothing. Replicators require resources to feed them, batteries require energy to be stored in them, and the like. For the most part standard Newtonian physics applies. This includes principles of momentum, inertia, rotational force and gravity.

Inertia! In order to move you must have a force. Once moving, you will continue to move until stopped by a force. Without the resistance of air- this could be *forever*. You effectively have far more inertia in space than atmosphere.

Good science fiction isn't about the technology. It's about the affects of that technology on the society. All of these points have been written down to provide a clear, coherent and consistent underpinning to technologies presented in this setting. What people do with that technology is where the story is.

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