Weapons

Weapons

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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Ranged

DO NOT CONSIDER ANYTHING ON THIS LIST AUTOMATICALLY AVAILABLE.
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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Melee

DO NOT CONSIDER ANYTHING ON THIS LIST AUTOMATICALLY AVAILABLE.
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.
Melee weapons are any form of weapon used in close quarter or hand to hand combat. Some can be bladed weapons (though Swords are a bit forgotten in Sirian), others are blunt type weapons used to bash a foe, and finally some are even energy based. While Ranged weapons are preferred for their ability to stun, some prefer an additional option should their weapon be stripped.

These are commonly known as Terror Weapons in Sirian.

Whip
Class: Medium
Cost: 10s
It's a whip.

Bladed Weapons

Dagger
Class: Light
Cost: 10s
A short bladed weapon, with or without cross guard. Sometimes balanced for throwing.

Gargorian Battle Discs
Class: Light
Cost: 25s
A set of two Gargorian Battle Discs that the user duel wields in melee or as a thrown weapon (see Sirian Military Weapons). The discs are shaped to be a half circle coming to points on each end. They are held from the flat piece at the back and the curve is not only extremely sharp but discharges energy upon impact.

Knife[/b
Class: Light
Cost: 10s
A blade shorter than a dagger, used for hunting or combat

[b]Wrist Blades
Class: Light
Cost: 10s
A pair of eight inch long razor sharp punching blades. These blades come out of a spring activated slot on the top side of the wrist, locking in place shortly afterwards until the user turns their wrist the right way to retract the blades.

Energy Weapons
Energy weapons are most often applied in the form of tasers or sick rods. Tasers are often long metal poles great for shocking someone through a fence or window. The weapons are usually extendable for maximum application. Sick rods are a form of weapon accurately nicknamed to induce vomiting, cramps, or otherwise when striking their targets for the purpose of immobilizing.

Gloves
Class: Light
Cost: 5s
A pair of energy punching gloves that send a burst of energy into the target on contact. 40 uses before power cells must be replaced.

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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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