Sirian Space Technology

The modern Sirian venture into space began slightly over a century ago, with the launch of Bolvintian astronaut Valentine Seaskimmer into orbit. However, Sirian’s space technology is built on the shoulders of salvaged Zuxian science and technology that survived the Cataclysm. Following the Inferno, Zuxian technology has become unreliable, frequently self-destructing, causing serious harm to anyone around it, and more advanced Zuxian science is still beyond modern understanding. Because of this, the backbone of Sirian space industry is conventional space technology, properly understood by scientists and engineered using modern, available methods.

An excellent source for reading about near-future space technology is Atomic Rockets, here:

Power & Propulsion

Nuclear Power

Because of the youth of the Sirian System it is rich with radioactive isotopes. Sirians utilize both fission reactors (ideal for long-term, low-power uses, such as long-range craft) and fusion reactors (ideal for shorter, hotter applications).

Fissile materials are provided from massive surface boreholes and mines. Due to The Crowned attacks, these boreholes have become particularly important. The Treatise Body has been looking to secure additional, off-planet sources of uranium and thorium, but this has been tempered by more immediate concerns. The Treatise Body is continuing to use its reserves of fissile materials more quickly than it is producing it.

Fusion power is provided mostly by D/D or D/T reactions, although Bolvinitia boasts several carrier craft which operate on the more powerful D/He3 reactions. Deuterium and tritium is provided almost exclusively from two Bolvintian heavy water facilities in the ocean. Due to their distance from the land, they’ve been unaffected by most of the events on the planet. Helium-3 is primarily captured through deep boreholes, with specialized equipment. He3 has never been mined in sufficient quantities to meet demand. It is hoped that the facility on Ardiel may provide additional He3.

Nuclear power is paired up with thermal rockets or ion drives, depending on their intended use.


Sirian does not have a sufficient magnetic field to make collection of anti-matter economically feasible. Galanor experimented with anti-matter production on a large scale planetside, but ceased operations shortly prior to the Inferno. If restarted, this production would be a form of energy storage, not energy production. It is suspected there may have been a Zuxian anti-matter production facility on Raeda. If that could be recovered, it would be a huge boon to humanity, but the expense in mounting such an expedition make it currently untenable. There are no known anti-matter power plants in use currently. Several of the northern nations do still maintain extremely destructive anti-matter weapons.

Chemical Reactions

Sirian has very little in the way of naturally occurring fossil fuels. However, due to their low cost, relative safety, and usefulness, Sirians do capture and produce chemicals such as methane, kerosene, biodiesel, aluminum, and hydrogen for the purpose of operating power plants, powering ships, etc. As they provide less thrust and ISP as other propulsion methods, they are usually used for small or disposable craft, where cost is a concern, or where maintaining a nuclear plant is unfeasible.

Renewable Resources and Nuclear Decay

Sirians have historically relied on renewable resources such as solar and wind power. In space, wind power is not feasible, but some small probes rely on radioactive decay to provide heat and electrical power or solar sails for propulsion. While extremely efficient, producing ‘free’ energy almost indefinitely, that energy is orders of magnitude weaker than what is available from other methods.


The most common ship weapon are traditional “slug throwers”, using either chemical or electromagnetic acceleration. These are traditional guns, albeit upgraded with modern technology. Almost every independently-operating ship will have one or more of these, augmented with small lasers as a point-defense system against incoming debris. Military ships deploy missiles and rockets. Weapons-grade lasers are uncommon, as they are less effective in atmosphere than ballistic weapons, and there is little history of ship-to-ship combat in orbit. Electronic warfare is well developed. Electromagnetic radiation may be employed to jam communications and sensors, and even to destroy unshielded electronics. Several nations maintain nuclear or antimatter arsenals. Using them in the current political climate would probably be seen as wasteful and frowned upon.

Life Support

Most ships are only equipped with a few hours or days of life support, in order to reduce the ship’s mass and increase its performance. Gravity is very uncommon, except in capital ships and stations that can sacrifice the space and performance for bulky, spinning habitats.

Modern Sirians are the descendants of the original Zuxian colonists. In order to travel the great interstellar distance to Sirian Planet the Zuxians genetically modified themselves, to make them more resistant to radiation and better adapted to Microgravity Most Sirians still have these traits, making them better adapted to life in space. In practice, the differences are minor enough to not be noticed in day-to-day interactions, but the reduced shielding and life support requirements mean most ships are lighter and perform better than they would were they designed for unaugmented humans.

Zuxian Technology

For centuries, especially in the south, the most commonly implemented space technology was what had been scavenged from Zuxian sites. While Zuxian technology could sometimes be jury-rigged into functionality, understanding or replicating it proved impossible. It is believed that the Zuxians had mastered femtotechnology, gravitons, and space-time warps. Two Zuxian starships were successfully returned to service before the Inferno. With the Inferno, for reasons just as mysterious as what drives the technology itself, Zuxian relics began to misfire, sometimes in devastating ways. In many cases, the Zuxian technology is too critical to abandon, and so people use it knowing it is only a matter of time before it kills them. Whenever feasible, the Zuxian technology is replaced with modern equivalents. In the case of the two Zuxian starships, they are limited to dock at Station Prime until the cause of the Inferno can be better understood.






Sirian Psionic Technology

Technology that uses psionics does exist but it is very rare, not widely used, considered a risk and impractical, and is not capable of being mass produced.

During the aftermath of the Inferno psionic based technology was sought after as a possible means to combat The Crowned however it soon became apparent that even the technology posed a similar, at times broader, threat. There have been reports of even those without natural psionic abilities becoming Crowned just from using such tech, which has led to panic, fear, and a moratorium on the use of any such technology within the Treatise Body and their sphere of influence. Additionally, many holders of such tech ended up destroying what they had to prevent the spread of the Crowned infection.

Since the use of psionics is necessary in the creation of this kind of tech, those that are involved in the procedure run a high risk on gaining crowned points (refer to the Crowned Rules for details on Crowned points). There is also the risk of the process backfiring and having the chance to cause even more damage as it can become highly unstable. These complications make it impossible to mass produce (or easily craft) any psionic technology.

Caution: A/SH Notes on Use of Psionic Technology
Any piece of psionic technology created by a scene or brought into a session requires Setting approval before it can be created or used in-character. The Setting leads can be contacted via the forums or in PMs to review the item idea ahead of time to avoid delays. This is to allow the Setting leads to keep track of active psionic items and ensure players are informed on what the risks may be should they encounter such items in play.

Due to the risk of the Crowned infection when using a psionic tech item, the player of a character that may use it has to be warned about the risk and must give explicit written consent that they are okay with the danger to their character.

Much like making use of mind control or any lack of IC consent within any session, even if the characters have no idea of the danger of the tech, consent must still be gained OOC by asking in PMs or one of our OOC chat rooms, such as the Testing Grounds or the Discussion Room.

Any violation of these policies (adding psionic tech to a session without approval or allowing a character to use it and risk gaining Crowned points without prior written consent) will result in action from the Social Department


Sirian Everyday Technology

Since "sci-fi" can mean so many things, below is a list of the commonly-encountered technology in Sirian to give folks a starting point for their characters and what they have experience with and access to.

Fabrication - "Remixers"
Given the cut-off nature of both the orbital stations and the fleet, most items are recycled rather than created, using high-tech machines that most people call "remixers." Remixers take matter of one type and fundamentally break it down to refashion it into a new form. Think of them as atomic 3D printers, if that helps.

Remixers honor the law of conservation of mass, so what you get out has to equal what you put in. An old banana peel could be remixed into a glove, for example, but not into a full suit (unless it’s a very tiny suit for a doll).

While dining halls do have remixers available, it's worth noting that food produced from a remixer follows a 'standard' template and frequently lacks the complexities of flavor that real food has. It is arguably cheaper to grow food than to build it - if the space is available with hydroponics and grow lamps. But when you need to feed a lot of people quickly, building out protein bars is the way to go.

For inorganic products, remixers often produce a superior output compared to classic factories or by-hand production, at least where close tolerances are required for interlocking parts. While rare, the remixing process can occasionally produce faults in the end product that make it unreliable in ways not easily detected on sight or first use. Remixers are equipped with sensors that attempt to detect these flaws to help avoid such parts from being used in essential areas.

Engineering workshops make heavy use of remixers, for obvious reasons, since getting new materials can be difficult. Even complex compounds like engine fuel can be remixed given the right components. This leads to regular asteroid mining missions to make up for the mass lost burning said fuel.

Remixers operate at different resolutions depending on the quality. Atomic remixers are especially pricey to operate, while more basic 'dot' remixers are widely available and cheap, but typically can only create things using the same materials that were supplied in scrap form (steel to steel, plastic to plastic, etc.).

Use of the mixers is logged purely for security reasons, and many will not allow usage by anyone under a certain age just to avoid children misusing them. Remixers come in a variety of sizes based on expected need. Many personal rooms aboard the Station have a small remixer for everyday needs, like tissue, band-aids, medicine or other small household uses.

Personal Equipment
Datapads are the standard handheld device in Sirian. They are very powerful computing devices that also send and receive communications, store an incredible amount of data, serve as entertainment devices and also work as universal interfaces when plugged into a variety of equipment, from engineering systems to vehicles and beyond.

Datapads come in several sizes and can be easily synchronized so that a wrist-strap version is synced with a pocket version that also syncs with the large coffee-table version that handles more robust calculations and higher-resolution images and video (or more room for multitasking).

Datapads have both wireless and wired components and durable enough cases that they can be taken into science or combat missions with a reasonable chance of coming back out the other side intact.

Datapads are logged with the Station’s systems and can be tracked to a given location using RFID signals (on the stations or fleet vessels) or GPS (on the planet’s surface).

Other common personal items aboard the Stations and the Fleet include a vacuum suit desired for at least brief exposure to space. The lightweight variety mass-fabricated for Station residents is little more than a high-tech poncho that tucks up into a pocket-sized shape around the hour-long air supply for rapid use in the case of sudden decompression.

Computer Technology
Computer technology in Sirian is not all that different from real-world technology, just more robust. Most devices are wireless and connect to an Internet of connected machines routed through central servers to share data rapidly.

Most computing still requires manual direction through familiar interfaces, much of it touch-based. Weak A.I.s (like Siri) help to predict behaviors and expedite command execution and data delivery based on the user. Quantum computing is available largely through Ancient Sirian tech only, like the Extravia and Kalvania

Two new ‘realities’ exist thanks to Sirian computer tech: Holographic Projection and simspace virtual reality.

Holographic projection comes in two forms: enclosed spaces (the holorooms) that can affect all five senses and include tactile illusions as well as visual, audial and even olfactory. Portable holographic projectors also exist in as small as hand-sized devices, though these can only present visual and audial illusions, albeit full-color and in three dimensions.

Virtual reality or "simspace" requires a special headset that immerses the user in the virtual world. Simspace is also a regular home of digital lifeforms, from strong A.I.s developed in Mecha City to the digitized people looking to escape The Crowned Simspace offers a close proximity of real-world living and helps mitigate the existential depression that can come with being a digital being rather than a flesh-and-blood person.

Mecha City technology has pioneered how to digitize a person: their memories, personality, skills and all other mental qualities. These data files are enormous and require hefty hardware to run.

The digitization process has also unlocked a new option even for those looking to remain in their flesh-and-blood forms: backups can be taken for a sizable fee so that a given person can make a ‘copy’ of themselves as a fallback in case their physical body dies.

Communication technology in Sirian is very similar to real-world technology in many respects. Wireless technology is ubiquitous, and hardy enough to handle large amounts of data in short order. It has all but replaced wired connections for most devices and operation.

Quantum entanglement (or QE) Communicators that allow for faster-than-light information delivery have been recovered from Ancient Sirian technology. Only a few are in working order and reside upon the Kalvania, Extravia, and Station Prime

Ground and air vehicles are very familiar to real-world technology. Most space-faring vessels operate using ion propulsion and thrusters for maneuverability and minor course adjustments. Atmospheric vehicles (like shuttles) make use of thermal turbojets that superheat and eject atmosphere in transit, reducing the need for fuel storage. In orbit, they make use of the same ionic propulsion as larger vessels. Most ground vehicles rely on solar energy and electric engines or biodiesel, depending on the expected terrain and hauling capacity.

Ancient Sirian vessels also have means of faster-than-light travel through a variety of means for different distances. For details, see the Starship Engines page.

Most defensive capabilities for starships and stations involve simply reinforced industrial hulls capable of taking heavy impact, coupled with defensive flak batteries designed to auto-target and shoot down incoming projectiles (whether they be asteroids or missiles).

"Shielding" technology instead involves creating a magnetically-bound wall of durable metal filings some distance from the ship so that projectiles with warheads trigger too far away to deal significant damage. These shields are useful in ship-to-ship combat, but are largely ineffective against natural dangers like asteroids or other large projectiles with no warhead to trigger and detonate.

Air, water and food aboard the stations and the fleet vessels are all set up on hydroponic recycling systems: plants to cleanse the air, filter the water, and provide some food. Waste products collected via life support filters are often uses as fuel for the remixers to create other needed supplies.

The largest difference between Sirian industrial technology and modern real-life tech is the presence of extremely clean and efficient fuels. As a terraformed planet Sirian had no mass extinction event to provide a baseline of fossil fuels. As a result, technology on the planet emphasizes 'green' or renewable energies: Solar, wind, nuclear, chemical batteries, and plant (usually algae) based diesel fuels.

In addition there are synthetic materials that allow for micro-sizing most industrial equipment. This has been essential in the limited environment of the stations to continue fabricating and constructing everything from military tech to expansions to the stations themselves.

Discovery of the Tamara station by the Fleet introduced nanofabrication on a far more robust scale than the remixers, though this technology is not yet widely available when it comes to large-scale industrial construction.

Forms of entertainment in Sirian are very familiar, from music and dancing to cinema and reading. Though most of it is now electronic and independently produced, there are still many throwbacks to ‘analog’ means, whether it be wooden, stringed instruments or stage plays.

Lack of access to resources and cramped space definitely advantage the virtual forms of entertainment, but that hasn’t stopped those with a yen for ‘traditional’ entertainment from keeping old forms alive however they’re able.

Most TV, movies, music, art and games are designed and developed by independent teams with little universal oversight, especially since The Inferno. Creators largely work on patronage system, asking payment in advance based on a pitch and then producing their art based on the tangible interest.

Combat Equipment
Combat weaponry still takes the form of handheld ballistic devices (pistols, rifles, shotguns, etc.). In addition to physical slugs, many weapons can also fire rounds of concentrated energy that cause a reverberating impact similar to a fired slug. These energy rounds leave no physical casing behind and require a charged battery rather than a physical ammo clip, but are otherwise indistinguishable from physical projectiles.

Explosives come in the usual forms, from shaped mines and fragmentation grenades to flashbangs and incendiary explosives. Portable EMP grenades are also available, typically frying electronics but leaving organic matter intact.

Armor exists, although it’s largely made from compact synthetic textiles that helps it blend in with ordinary clothes or a vacuum suit. Armor textiles are very flexible and can help reduce all kinds of damage, whether it be from physical slugs or energy.

Medical Technology
Medicine, surgery and first aid still largely resemble their real-world equivalents. Casts and splints are customized to the particular patient and crafted by remixers to the doctor's specifications. Cybernetic prosthetics that sync up with the wearer's own neural interfaces for direct manipulation are affordable and, given the dangerous nature of the planet, fairly commonplace.

Genetic research has allowed for more accurate predictions of patient health trends, and while genetic engineering has improved in terms of addressing conditions and illness, the ethical questions surrounding genetic manipulation and the "fixing" of certain conditions has kept the technology from being ubiquitous.

Assistive technology has also leapt forward, and adapted to the confined, low-gravity environments of life in space. Magnetic implants can aid in direction sense as well as offering new avenues for interfacing with electronic devices. Voice and gesture-driven computer interfaces are standard on all devices, including datapads and remixers. Mobility technology includes microthruster attachments for wheelchairs for low-gravity (or sudden loss of gravity) situations, though some who are able forego the chair altogether in such environments when they can.






Sirian Weapon Accessories

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






Sirian starships

For numeric details for Sirian vehicles, visit the Sirian Vehicle Numbers page. RP descriptions are below.

Carriers and Colony Ships
Crew: 50-1000
Range: Galactic

Carriers are any military vessel capable of housing, launching and receiving fighter air and spacecraft. A colony ship is a civilian vessel of similar size designed for a one-way voyage to a new location to then be converted into a space station or planetary habitat upon arrival.

Known Carriers and Colony Ships

  • Kalvania (Zuxian)
  • Extravia (Zuxian)
  • Gunjir (Gargorian) [Destroyed]
  • Perun (Gargorian) [Destroyed]
  • Gjitocken (Juren) [Destroyed]

Pipe Fighter
Crew: 1-2
Range: Low orbit/Immediate space

Pipe Fighters are the primary military aircraft for Sirian Humans Built over a central cylindrical engine (hence the name), they are fast and agile, ready for both space flight and atmospheric journeys. They hold at most a pilot and navigator, seated one behind the other. Most of the vehicle is reserved for engine, fuel and weaponry.

Despite being a military craft, Pipe Fighters are remarkably susceptible to damage and rely heavily on speed to avoid being hit, rather than armor to sump the damage.

Hopper (Shuttle)
Crew: 2-24
Range: Interplanetary

Shuttles are meant primarily for transport from the planet to the ship, or as an emergency escape vessel. It has two main sections: the cockpit and the crew section. The cockpit is two seats side by side, with one meant as the pilot and the other for navigator or technician.

The crew section is two aisles with twelve jumpseats on each side facing each other. Toward the front of the crew section is a small hallway to the cockpit. At the back is a single door leading into the engine room and primary engineering section. There are also pressurization/decontamination exit chambers on either side just before the engine room. Storage is above in the ceiling, as well as a few marked locations under the floor.

Shuttles are outfitted with impressive sensor relays to be used as long-range scout vessels. They are largely unimpressive in combat due to small weapon rollout and poor maneuverability.

Rescue Boat (Shuttle)
Crew: 5-100
Range: Low-orbit/Immediate space

Rescue Boats are much larger shuttles built to aid in mass evacuation efforts. They are rated for both atmospheric and space flight, with emphasis given to life support and medical systems. This leaves them defenseless in combat without fighter escort.


Starship Combat

On fighting at FTL speeds: space battles at FTL speeds are impossible. Your best bet, maybe, is to anticipate where your opponent is going and either ambush them on arrival or put something there to cause an impact on arrival.

On fighting in space at sub-light speeds: Once there though, things can get interesting while moving at sublight speeds. Space is no-atmo combat. That means maneuverability is high. A fighter only has to counter personal momentum and I-forces to handle rotation. It is very possible to simply rotate the ship around a central point - flip over - and keep going using thrusters as both brake and thrust. This maneuver would tear a ship apart in atmosphere due to friction resistance, and the gravitational forces could knock out the pilot instantly. This isn't to say this maneuver comes without risk - weight = mass * acceleration. "For a free body (one that is free to move in space) g-forces arise as the "inertial" path that is the natural effect of the inertia of mass, is modified."

On sensing the opponent: Space is extremely cold, well under -250C. This means that no matter what your ship is your ship is going to be warmer than the background. If it is using any technology at all, a lot warmer. The only way to get rid of that heat is to radiate it. Because space is a vacuum you cannot rely on air to shed that heat - you're dumping it off as light/heat radiation. Photons. With no air to release energy into, it's radiate or boil. So your ship will show up as a heat source under infrared sensors. If you want to hide, you find a way to bend light based (all radiation sensors and the like) sensors around yourself so that the looker sees what is behind you instead of you. Just watch out for that radiation. Or your better bet, hide behind something else.

On missiles: Missiles are slower than lasers, so lasers will beat them every time. Fire more missiles than laser banks on the ship, or fire them so close that the laser does not have time to superheat the missile hull before it impacts. If the laser can heat the hull to melting point the structure will give letting vacuum in and materials out. Note - lasers focus better the closer you get to them.

On armor: And then there's armor. Having a thick skin is useful. It takes longer to heat up with a laser, and it handles impact of physical object better. Having the ability to throw up controlled amount of debris to absorb laser energy or impact damage is also handy. Missiles that don't blow up on impact because they have been electronically disabled or disarmed, also good.







Encounters with the Mutaren revealed a combat countermeasure initially labeled as a form of Cloaking technology, allowing Mutaren ships to pass undetected into monitored space and surprise enemies with brutal attacks behind blockades.

Further study since the Southern Coalition Fleet returned has revealed that that the 'cloaking' effect is actually a type of sensor system chaff, masking the exact location of approaching mutaren vessels in a spray of 'noise' designed to distract and overload starship sensors, specifically those of Zuxian design (meaning the Southern Coalition Fleet and the Juren Empire).

The sensor chaff is enough to signal a watchful system that something is present and in roughly what direction, but makes pinpointing, identifying or targeting vehicles difficulty without visual input, typically meaning sending out fighters or shuttles for a 'fly by,' leaving them vulnerable to the larger mutaren cruisers hiding within the chaff.

Rumors of the mutaren ships' ability to run blockades and attack by stealth is more due to impressive combat tactics, as well as the Juren Empire wishing to excuse how a less technologically advanced species has fought them to a standstill for centuries.


Starship Shields

There are two primary forms of shielding technology: Chaff based, and EM deflection based.

Chaff shields- are based on the idea of putting a physical object between your ship and whatever it is that is incoming. The simplest way to think of this is using iron filings on a magnetic field. The bubble of iron filings line up along the magnetic field protecting everything within the bubble. In order for a laser or a missile to get through the field it has to go through the chaff first. With enough impact knocking chaff out of the way, or enough energy burning it away or melting it - eventually the shield will run out of chaff. This is what is meant when a shield is listed at '60%' or some other measure of effectiveness - chaff has been lost and needs to be replaced - an action normally only able to be handled after the battle.

Electromagnetic shields - are based on controlling and dispersing incoming radiation. Photons are by nature electromagnetic waves. Unfortunately this takes energy! And if you are also fending off missiles with lasers and need to control your shields to deflect one laser while letting another through - then you need a lot of energy to manipulate the field on that small a level. This energy is normally stored in the form of capacitor banks. In that case - the '60%' is a measurement of both effective cover and how many capacitors are still available to power the field.

The two types have equivalent performance in battle, though maintenance and emergency repair take different forms.






Holographic Projection

Holographic Rooms are basically areas of Sirian City or the Fleet Ships that are comprised of physical objects manifested by energy. They feel and seem completely real. Holographic rooms can generate any setting including water to a limited degree depending on the number of people in the room. Unless overridden by someone high up in command, they are protected by a safety system preventing any and all permanent physical hard. For training purposes, holographic rooms can simulate injuries.

On the Extravia and Kalvania there are two holographic rooms on each ship for the crew to use. The Extravia's are larger and capable of more processing power, and interactive environments. However, there are still limits to what can be created, such as Gargorians have tried to replicate their home planet, but the rooms turn off as their safety settings kick in due to power concerns, overheating issues and processing ability.

That being said, beaches, lakes, mountains, snow and thunderstorms have all successful been replicated and experienced. As well as Unlife for combat testing. Though, many people use the holo-rooms for meetings, or as a means to escape.

Each Holo-room does have a standard set of pre-set environments, features, and a save feature, for environments to be stored without having to program them again. One can choose to leave their saved room in the holo-room terminal or for privacy, save it to their datapad.

As with the Gargorian Home World example above, the holo-rooms have issues replicating large groups or people, or variety of animals. Many users don't enjoy the choppy or video game style in which humanoids or creatures come out seeming, which may be a programming issue. Though, the processing power to replicate moving humanoids versus a a static setting is a struggle that programmers have had for some time.



The Sirian Setting is undergoing an item and economy revision later this year. All of these items will be subject to review, revision, and possible removal if needed.
Ranged Weapons come in several different types. Most notably are the Energy and Physical weapon categories. These refer to your basic rifles and pistols. Crude weapons are more along the lines of crossbows, slings, and other things not commonly used. Grenades are self-explanatory. Military Weapons are more along the lines of rocket launchers, flamethrowers, sniper rifles and anything different from the standard weapons you see in the other categories.

Crude Weapons
Custom Weapons
Energy Weapons
Military Weapons
Physical Weapons







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