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The Pariah’s fire arms are elegant in shape and form. All their weapons are made to be brutally effective against their intended target. An uncommon feature of parian ranged weaponry, compared to all other forms of firearms of other races, is the obvious lack of a visible trigger. Instead of a physical trigger to pull on with a finger, all parian guns require at least a small amount of psionic talent to pull the mental trigger found in the semi-intelligent weapon. Any gun that comes with a targeting lens is capable of seeing at night, but cannot see color only shades of grey.

All parain weapons fire a form of energy that ranges from a wide variety of elements depending on the type of ammunition rod being used at the time. Ammunition rods are empty cartridges of crystal that are empowered by a various forms of energy. These energy forms include telekinetic force, heat, cold, stunning electric jolt and a very rare energy, that bypasses physical armor altogether, called Ra’illithan. Ra’illithan is extraordinarily hard to produce and refine, and attacks the target’s mind directly. In normal circumstances the target’s mind is reduced to pulp, unless they have a strong mental defense, or a powerful psionic mind. Unless noted, a firearm cannot make use of the ra’illithan ammo rod unless specifically modified to do so. See weapon description to see if such a weapon is capable of using it.

Loading a ammo rod is simple as sending the gun the mental signal to eject the old rod, normally out the top of the gun, and then pushing the new on into the opened slot. The gun closes itself and the ammo automatically is ready to be fired again.

Handguns

Fang: The fang is a small fist sized weapon that appears more like brass knuckles more than a gun all in the shape of a cobra with its hood opened wide. The range on this gun is questionable, but in tight fighting spaces like in ships it is ideal. The rate of fire is slow, but has the same effect of a sawed of shotgun at five meters all without making a sound, unless you count the target’s death cry.

Stormer Mk2: This firearm is akin to an uzi, and is capable of a high rate of automatic fire. It appears as two snakes wrapped around each other with their mouths merged into one gaping maw. It is effective at short range, but doesn’t have any kick back compared to other automatic weapons making it a popular weapon for suppression fire for boarding actions. Sadly along with the high rate of fire, which already drains ammo quickly, the ability to fire at such a pace drains more energy out of the rod than normal.

Blood Viper: The shape of this handgun is akin to a viper, the barrel a little longer than a standard hand gun. It is effective at medium range and supports a semiautomatic rate of fire. The main feature of the blood viper however is that any heat based ammo clips last longer. However, all other clips have their capacities reduced by half.

Viper SX7: The viper series handguns date back almost a few thousand years now, but their design and purpose has undergone several reengineering stages. The SX7 is the latest and most efficient model to date, with a simple purpose of either being an officer’s handgun, or a stun gun. The SX7 is semiautomatic and is more energy efficient with all ammo rods. A standard ammo rod allows this hand gun to fire a total of 36 times before needing to be reloaded, and is accurate up to medium range. As an added feature to the SX7 series is an inbuilt targeting lens that shows a mental image in the wielder’s mind exactly what it is pointing at. The upgrade from SX6 to SX7 enables this series of weapon to use the ra’illithan rods, being able to fire a full 6 max.

Assault Weapons

Cobra Carbine: Named after a spitting cobra the carbine is ideal for troops on the move. Capable of two modes, semiautomatic and full auto the carbine can fire up to little less than medium range, but it is sturdy and without recoil. A grenade launcher under the barrel can be fired with a simple mental command as an added bonus.

Stauncher: A double barreled rifle, lacking any automatic fire, the stauncher has a strong recoil and depletes ammo rods rapidly, a full four shots at max. However, the expelled shot comes out in a large ball of energy that expands and scatters like a shotgun easily filling a ten foot wide area with lethal (or nonlethal) energy. The range on this firearm is only short range, at which time the energy dissipates and turns into harmless motes of light.

Rifles

Venomcaster: The backbone of the parian army this simple, light weight, assault rifle has semiautomatic and automatic fire and an advanced laser guide as well as an inbuilt targeting lens that that shows a mental image in the wielder’s mind exactly what it is pointing at. The venomcaster holds two ammo rods, which can be of any variety and combination, except for ra’illithan, and allows the user to switch between the two clips. The venomcaster is made to kill infantry, making a mockery of light armor and does brutal amounts of damage to medium armor, heavy armor takes more time, and against heavily armored vehicles it is useless.

HS Poison: The HS is a heavy rifle, but still portable enough that a single soldier can wield it. It is not capable of semiautomatic fire or automatic fire, but the rate of fire is close to the former. It features an advanced laser guide and able to load up to four ammo rods which the wielder can cycle through. When fired there is a good amount of recoil, so it must be braced against the shoulder before firing it, and it becomes inaccurate while on the move. However, the HS is a very capable weapon and inflicts large amounts of damage, making light and medium armors useless against it, and inflicts a lot of damage to heavy armor. Medium armored vehicles can also feel the impact of this weapon. The range on this weapon is accurate up to medium range. The HS is capable of using ra’illithan ammo rods.

Sniper Rifles

Adder KN3: Long barreled, but light weight this rifle comes with an advanced laser guide, an inbuilt targeting lens that that shows a mental image in the wielder’s mind exactly what it is pointing at, and an auto tracker to calibrate the shot automatically calculating wind speed and gravity and other such invisible variants that could cause the shot to go astray. The range on this rifle is almost up to a full mile, and accurate up to one centimeter. The downside to its range is that it takes 10 seconds to reload and prepare another shot, and is only effective against soft targets. Light armor provides some resistance against this weapon; all other armors won’t feel a thing. This firearm is able to use ra’illithan ammo rods, however using one has a good chance of damaging the guns internal systems or causing the gun to turn into burning hot slag.

Heavy Weapons

Concussive Blast Cannon (CBC): A CBC is a powerful heavy weapon, typically mounted on a tripod or another such stable surface. It takes four men to lift and transport it. Slow to fire it affects a full 10-foot radius, and its ammo is invisible to the naked eye and to most scanners. Having no sound or visual effects (until it hits) leaves many closely packed soldiers ground into meat. The only type of ammo that the CBC uses is telekinetic force that contracts and expands when it hits, making a tearing effect against anything that it hits. It can fire up to long range, and makes a mockery of even heavy armored troops and up to medium armored vehicles, and heavily armored vehicles become warped almost to a breaking point after several impacts from this weapon.

Pinpoint Cannon: This cannon bears a shape of a hooded snake with a narrow mount, about 10 centimeters in diameter all mounted on a pivoting base. It can only be moved by vehicle due to its large size. From the mouth comes a bright, crimson, azure, or pale white ray that keeps up a constant unending stream of telekinetic force, heat or cold energy aimed at its target. It can maintain this stream to up to 20 full seconds. It is effective up to medium range. Heat energy is meant to deal severe damage to heavily armored targets, telekinetic force is meant to penetrate heavy armored targets, and cold is typically used to cause a heated object to explode or clog mechanical parts with ice.

Ra Cannon: This massive cannon can only be moved on the back of a vehicle due to its size. The barrel is 20 centimeters in diameter and six feet long with the rest of the cannon taking up a five foot block that comprises of a coolant system and targeting array lenses. It is capable of firing at long ranges, and fires a blinding ray of golden light, much like light from a sun, and maintains a stream of energy up to a full three seconds. The effect on a target is apparent immediately as the ray hits with telekinetic force first, and if the impact doesn’t make a hole on its own the atomic heat will and will continue to burn outwards from the initial impact point for several minutes. Heavy armor of any kind is typically incinerated by this weapon leaving molten slag. It takes 10 minutes to recharge before it can be fired again. Ships often mount giant forms of this cannon as a main weapon, with a 5 minute recharge time.

Grenades

Razor: A small sphere, about 3 inches in diameter. It is activated through a psionic signal, normally fired from a cobra carbine. After 5 seconds the tiny sphere lets out an explosion of force that ripples off of the sphere for 2 seconds in waves like blades. Objects and people inside the blast are normally cut to ribbons.

Ra’illithan: A fist sized weapon, this sphere is given an order to activate through a mental command. After 5 seconds it explodes in a 10ft. burst assailing anyone with a mind and tending to turn brains into pulp