Among the Stars - Items

InsanEleven

King Allyn the Autistic

"Guns"


Power Grows Out of a Barrel




Sure, guns don't kill people, but they hella help. And in deep space there are a lot of things that need killing. Hence why a few new types of guns have been developed, meant for different kinds of dirty work. A quick recap below will make sure you keep the figurative right end pointed the right way. Whatever gun you're carrying.


Classic guns


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Anything using metal bullets can be classified as a 'classic' gun. Standard, cheap to make, messy and deadly, what more could a space mercenary want? These guns are simple and to the point, capable of doing one decent job, which is killing whatever they hit. They're not the most accurate, or powerful, and honestly would do little against a well armoured foe unless it's high calibre, but if you want to make a fellow man hurt, a classic gun is the way to go. Of course there are further subdivisions within the classic type guns; pistols, revolvers and not to mention more military grade weapons, but they are all united in the simplicity of firing a painful piece of metal out of the end of the barrel. They're cheap, and therefore often used as 'throwaway guns', weapons that get shot once, then discarded of. Though some more specialised guns do get used by the military, namely guns that still require to be able to reach a long distance. Whether through being shot or falling; a bullet is physical and doesn't degrade from travelling through air. Hence why they are still a favourite among those who like to kill things from over a mile distance.



Plasma guns


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Plasma guns are the most powerful guns out there, capable of disintegrating their target through high energy rounds. However, they lose energy to the environment just as badly, and are only effective over a relatively short distance (<150m). Except when in a vacuum; which is why plasma guns are usually used as on-board cannons for space vessels. Hand gun versions do exist though, but are always military grade and production and spread is highly monitored. Plasma guns are able to weaken and penetrate even the toughest of armours and force shields. Due to their high power, they can only be used to kill or seriously maim, either disintegrating or severely burning the target. Just like their classic counterpart, they still have limited bullets or 'rounds', however, this is a measurement for energy packs. A round is simply a designated amount of energy from a magazine; turning the power lower will result in more shots.





Laser guns


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Lastly are laser and phaser guns, which do not require to be reloaded as they work with light. A gun of this type sends out highly energised photons, requiring little more than a flash to start the shot. The energising agent has to be replenished every six months though, and faster with heavy use. Laser guns do not have a particularly strong piercing power, and are more expensive than classic guns, but still available for citizens. This is why they are a bit more rare, though not having to worry about ammo makes it a handy tool. Considering power the laser gun is the lowest of the three, but it has a handy extra: it can stun and blind enemies. The range is about equal to a bullet, but the light disperses and fades over time, so it is unable to reach truly far distances (<450m). In case of emergency, these guns do have a 'kill switch' overcharging the agent stored inside, making it highly explosive and volatile, allowing it to be used as a makeshift grenade in case of emergencies.
 
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"Money"


But Money Buys the Barrel


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(The 'bank of america'-part is replaced with a chip)


The money system in the Solar empire has been updated to revolve around a digital currency named 'Solar Credits' ( ¢ ). You can pay for items a multitude of ways, but the most common, ordinary method is with a simple bank issued card. There are different grades of cards though, which allow you to pull out different amounts of money at once, with different levels of security.


5 & 10 cards: these are made for daily use and small purchases (think groceries, going out for lunch, buying a box of crayons etc.). The daily limit on these cards is set to maximum 10x the cards worth (so ¢50 or ¢100). The cards can be linked to a person through a password or optic verification (fingerprint usually) or be even entirely anonymous and free to use by anyone.


20 & 50 cards: these are made for larger purchases, such as electronics, furniture and rent. The card is limited at ¢2000 to ¢5000 a day, and are always linked to one person or one family, with fingerprint and password verification. There is also an option to get a pay card with higher grade verification that is linked to a person's DNA, these cards get the suffix S (20S and 50S).


100 & 500 cards: these are for buying seriously big things, like cars and houses or business orders. Used mostly by the insanely rich people or business entrepreneurs who can actually spend 100.000 to 500.000 in one go. They are also always in need of a DNA verification, meaning every 100 or 200 card is protected at S level and one person only. 
 

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