38 min read
WEAPONS

Below is a list of weapons your Character can acquire/use, and their associated damages. To acquire and use weapons:

  • Points/Levels must first be purchased with Experience Points (XP) in the associated Firearms/Melee/Ranged/Chemistry-Explosives talents on your Character's HUD.
  • The weapon must be purchased in Roleplay at the affiliated shop in any City-Sim (no actual $$). This will give the "prim" button you place in your HUD. You may purchase your choice of animated weapon to represent this on your Avatar in the SL Marketplace, but it is not required.

Each level purchased with XP in a weapons skill will open up that level's available weapons. Some weapons may require a Weapons Specialty be purchased with earned XP first before a Player's Character will be capable of using it in combat.


MELEE WEAPONS

Melee Weapons: Definitions and Uses
A melee weapon is any hand-held weapon designed to be used in hand-to-hand combat. These include all types of swords, dagger, bo staff, and other bladed weapons that are designed for close-quarters fighting.


RANGED WEAPONS

Ranged Combat: Definitions and Uses
Ranged weapons are defined as any weapon that expels a projectile. These include any type of bows, crossbows, slingshots and projectiles that are launched or thrown by hand.

  • Attacking
    • A Character can only ever carry four types of weapons on his body at any given time. This includes daggers, swords, bows, explosives, guns, etc.
    • In a standard guns blazing battle, combatants make a normal attack roll, plus any bonuses given from their specific Ranged Weapon.
    • Firing at a target beyond the effective range of a given weapon incurs a -10 Mod penalty.
    • Bullets fired from a Non Automatic Weapon must be rolled individually for attack, and individually to defend against.
    • Automatic weapons only require 1 Roll for Attack and 1 Roll to Defend. It is assumed that all bullets fired from an automatic weapon in short bursts will hit the target in the same way.
  • Defense
    • Physical Defense (and all applicable bonuses from other skills and abilities that feed into the Characters overall Physical Defense rating) is used to Defend against a ranged attack. 
    • Check your Character Sheet to see your overall Physical Defense Rating. 
    • If In a Target is using some form of adequate Cover, at the Storyteller's discretion, he/she/they will gain Gain +10 to their Physical Defense for as long as they are using adequate cover.
  • Reloading:
    Having arrows/bullets and reloading is simply assumed. All bows come equipped with a shitload of arrows. Counting arrows, making them, purchasing them, hunting for them after a battle...boring! This just slows down the exciting part of roleplay. Just like we wouldn't expect you to roleplay your morning bathroom routine, why bring tedium to your Second Life? Having arrows/bullets and reloading is simply assumed.


FIREARMS

Firearms: Definitions and Uses
A firearm is any type of weapon that expels a projectile and uses an explosive charge. These are designed to be easily carried and used by an individual.  These include all types of ballistic weapons that use gunpowder or other explosive source.

  • Acquiring Your Firearm
    • Each Firearm has a Level designation that directly corresponds to how many points you have purchased in Firearms. Purchasing Level One in Firearms allows the Player to select their choice of any single Level One firearm. 
    • If a Player wishes their Character to have a tricked-out version, or a custom version, he/she/they will need to roleplay purchasing or having it made through a Firearms dealer or store during roleplayed. .
    • Each additional point/Level purchased in Firearms opens up that level's Designated list of guns from which the Player may select.
    • Players may continue to select and purchase multiple weapons from a single Level, but must purchase that weapon with the number of Experience Points required for that designated Level.
      • For example: A Player has purchased two points in Firearms. At Level 1, he picked up the 22LR Pistol, a level 1 pistol. At level two, he picked up the FN 57 Pistol, a Level 2 pistol. Later, he decides he really wants the Level 1 25ACP Pistol. Level 1 weapons cost 10XP each. Selecting the 25ACP Pistol on your Character Sheet will expend 10XP and allow you to put that prim button into your HUD.
  • Types of Firing Action
    • Automatic: This is any firearm that is a self-loading and can fire multiple rounds without manual reloading when the trigger is pulled. The gun continues firing until the trigger is released or the ammunition runs out.
    • Semi-Automatic: A semi-automatic gun is a firearm that fires one bullet with each pull of the trigger. It then automatically reloads the chamber and is ready to fire again. Semi-automatic guns are common and include a wide range of modern firearms, such as hunting and target rifles, pistols, and shotguns
  • Attacking
    • A Character can only ever carry four types of weapons on his body at any given time. This includes daggers, swords, bows, explosives, guns, etc.
    • In a standard guns blazing battle, combatants roll Physical Attack, plus any special bonuses given for using a particular weapon.
    • Firing at a target beyond the effective range listed in the weapon's description incurs a -10 Mod to Physical Attack, so know and be aware of your weapons limitations.
  • Changing Out Weapons During Combat
    • Yes, your Character can change out weapons during combat, but this requires an action to do. The new, previously-unused weapon will be assumed to have a full clip or is fully loaded. 
    • Characters may continue to exchange weapons and use them (takes one action to exchange one weapon for another) for as many weapons they have available in their HUD's inventory.
  • Rate: 
    Unlike real-life, Guns always have bullets. Since Dominions of Darkness is a fantasy/horror game, we've eliminated the tedium of counting bullets, reloading or going to the gun shop to buy more bullets. Real life has enough of this boring minutia as it is, why bring it here to slow down roleplay?
  • Firing Bullets:
    • Each single-fire bullet must be rolled for separately and the target must roll to defend each bullet. 
    • Each bullet fired does its own amount of damage. 
    • No matter how many bullets a gun can fire in a single action, they are all aimed at a single target. To target a different foe requires a separate action.
  • Range
    The listed ranges for each firearm are the firing distances in which the weapon can reliably hit a target. Firearms can be fired at longer distances, but at a -10 Mod for Physical Attack (adjusted manually in your Character's HUD).
  • Defense
    Physical Defense and/or Athletics/Reflexes is the Mod used to defend/dodge against Firearms. If the target is using some kind of cover, they receive a +10 to their Physical Defense. (Adjusted manually in the defending Character's HUD.)
  • Reloading:
  • Having arrows/bullets and reloading is simply assumed. You've got a shitload of ammo. All Player-Character weapons are assumed to be loaded and ready to use at all times.

Firearms Available By Level

◎◎◎◎◎◎◎: Firearms 1 - 25ACP Pistol

System:
The 25 ACP Pistol is a highly-concealable firearm, easily hidden in even the most basic of pockets. The pistol comes with a standard 5 round magazine, and iron sights. The 25 ACP is commonly thought of as the first real “pocket pistol,” with fixed sights and a sleek side and handle making it easy to draw from concealment. 

However, small size comes with a price: the round is very small, and coming from a short barrel, has very little in the way of damage or range.  It’s more traditionally considered a back up pistol, or an “oh shit!” gun to get out of a jam quickly.


◎◎◎◎◎: Firearms 1 - 22LR Pistol

Description:
Long. Sleek. Shiny. Not just for plinking paper, the 22LR is considered by many to be the epitome of assassination firearms.  Close range punch, easy to handle, relatively easy to conceal. Exceptional control makes the fast head shot easier, and a striker-based firing mechanism makes for a clean draw and a seamless trigger pull.


◎◎◎◎◎: Firearms 1 - "Snake Charmer" Shotgun


Description:
The .410 "Snake Charmer" is a Single shot, reliable hammer action, break barrel shotgun.  Whether it’s a saddle gun, a truck gun, or something to get rid of that pesky raccoon, or scare away the neighborhood roughians, this shotgun gets the job done. With a 18 ½  inch barrel, a thumb hole stock and a forward pin sight, the “Snake Charmer” has a short range from it’s smooth bore barrel, using  7 shot, 2 ½” rounds which are perfect for getting rid of whatever small critters you have to deal with, or punching that weirdo in your backyard.

NOTE: Takes up two spaces in your inventory.



◎◎◎◎◎: Firearms 2 - FN 57 Pistol

Description:
The FN 57 pistol, in 5.7mm, is a mid-size, polymer framed pistol with an integrated laser sight, and a modified spring recoil system.  The 57 is a less expensive option for the budget shooter looking a decently powered weapon system for self defense.  Designed for every day carry under a coat or heavy sweatshirt.


◎◎◎◎◎: Firearms 2 - Snub Nose 38 Special Revolver

Description:
The quintessential revolver, the Snub Nose 38 Special Revolver is known throughout the world as a steady, reliable, and easy-to-use handgun. With its shortened hammer-stroke, 2-inch barrel, and five round cylinder, the 38 Special Revolver is quickly ready for action, with enough power to get out of any sticky situation you may find yourself in. It's easily concealed in a pocket, ankle holster, or under a t-shirt where it's stealthily tucked into a waistband. Just be prepared for a surprising recoil from this bad boy.


◎◎◎◎◎: Firearms 2 - Sawed Off Double Barrel Shotgun

Description:
Iconic.  Devastating.  Completely illegal.  The double barrel shotgun has an extremely short barrel, sometimes as little as 10 inches, and a pistol grip handle. Able to shoot both barrels simultaneously, this shotgun provides something that very few shotguns can do - be concealed. Quite often with a hair trigger that activates both barrels at the same time, the sawed off shotgun is a purely devastating weapon that's concealable, quick to fire, and devastating.  What’s not to love about it? It’s slow to reload, and with such short barrels, the range is anemic.  But oh, that damage!              



◎◎◎◎◎: Firearms 3 - Colt Python 357 Magnum

Description:
Power, Prestige, and a whole lot of chrome.  What the Colt Python lacks in pizzaz, it makes up for in pure raw power.  Fitted with hollow point bullets, the 357 Magnum is a powerful weapon with enough punch to make even the toughest of enemies give pause.


◎◎◎◎◎: Firearms 3 - Tisas 380ACP

Description:
This sleek pistol is simplistic, simple to operate and reliable. The Tisas 380 ACP mid-size handgun is a versatile and easy to use firearm. Equipped with fixed sights, push-button magazine release, ambidextrous manual safety, stylish wood grips and skeletonized hammer, the Tisas is a smaller-sized copy of the Beretta 92. 



◎◎◎◎: Firearms 4 - 9mm Compact, with Integrated Laser

Description:
A wide assortment of sub-compact 9mm pistols are available with fixed sights and integrated lasers. Many of these pistols are quite capable, easy to deploy quickly, and fast firing. In Dominions of Darkness, all 9mm weapons will be considered firing +P hollow point ammunition, making for a hard impact from a small package. The trade off is range and stability. It can be concealed under a jacket, a long shirt, at the ankle, or in an off-body holster.


◎◎◎◎: Firearms 4 - 40 Caliber Mid-Size Pistol

Description:
An often-forgotten about caliber, this mid-size pistol is powerful for its size.  Modeled after its larger, more developed 45 ACP cousin, the 40 Caliber mid-size pistol has quietly become a favorite among private security contractors and hunters alike. It's a larger, slower bullet than the 9mm, it packs a substantial punch while delivering short to medium range power. The 40 Caliber mid-size pistol is easily concealed in a jacket, at the ankle, or in a shoulder or off-body holster.


◎◎◎◎: Firearms 4 - 12 Gauge Semi-Automatic Shotgun


Description:
Smooth lines. Clean and clear stock. Long ribbed barrel. Fitted with a modified choke to keep the patter of pellets smaller at range, the 12 Gauge Semi-Automatic Shotgun is an dependable weapon with exceptional firepower. The weapon system, originally designed for competition trap and skeet shooting, lends itself well to defensive situations where quick response is essential in deterring an aggressor, or defending your home, office, or facility. The drawback however is that the accuracy and range can suffer in the hands of less-skilled shooters.

NOTE: Takes up two spaces in your inventory.



◎◎◎: Firearms 5 - 45ACP – Model 1911

Description:
Timeless and borderline indestructible, the Model 1911 45ACP was the standard sidearm issued by the US Military for decades. Having seen full-blown combat in WW2, Korea, Vietnam, and the Gulf War, the 1911 packs a wallop in a slow, heavy, and hard hitting round. Lovingly referred to as “slow, fat, and ugly,” the weapon lives up to its name. The only drawbacks of this heavy-duty pistol is its size, making it difficult to conceal in anything less than a large coat or an off-body carry bag. It also requires better skill and training to shoot accurately.


◎◎◎: Firearms 5 - 10mm Pistol

Description:
Akin to the 40 Caliber mid-size pistol, the 10mm has often been panned by shooting enthusiasts, but quietly became a favorite issue among the US Secret Service in the mid 2010’s. The round packs a violent amount of power with only moderately-managed recoil. In the 2020’s, the round became popular by many hikers and backpackers in Alaska and Saskatchewan as a life-saving round, having found that its design and kinetics have the capability to stop a charging brown or grizzly bear at close range.


◎◎◎: Firearms 5 - Double Barrel Pump-Action 12 Gauge Shotgun

Description:
The Pump Action 12 Gauge Shotgun is the standard in shotguns, used by military and police forces the world over, with the ability to fire everything from bean bags and rubber rounds to incendiary slugs. Versatile as it is intimidating, the “snicht-clack” of the pump action lets anyone know that the person holding it means business, and business is about to pick up! With varying barrel lengths, sighting systems, and types of stock, the 12 gauge pump is the big boy on the block. 

NOTE: Takes up two spaces in your inventory.



◎◎: Firearms 6 - 44 Magnum Long Barrel Revolver

Description:
Made famous in the 70’s by Dirty Harry movies, the long-barreled 44 Magnum was at one time the most powerful production hand gun made. Easily capable of removing body parts, the massive round has a high tumble rate making its accuracy unstable in the hands of a novice. Add in the immense recoil and heavy weapon weight to manage the power, and the 44 magnum for all of its glorious appeal, requires an exceptionally- skilled hand, or set of hands, to properly fire. Because of its size, to conceal this gun you will need to be wearing a trench coat, parka, or have it in an off-body bag.


◎◎: Firearms 6 - Desert Eagle 50AE Pistol

Description:
Astoundingly powerful with a muzzle flash large enough to cook a steak, the Desert Eagle 50AE has become a popular firearm among big bore enthusiasts. With a HUGE frame and a functional recoil suppression system, the 50AE delivers enough energy to stop a charging bull.. IF you can manage the size.  To manage the recoil the gun was made massive, even with a compensating frame, the gun easily outweighs it’s contemporary counterparts.. if it had any.  Delivering unmatched devastating damage, at a longer range, the Desert Eagle will put your target in the hurt locker.. if you can manage to control it, after you manage to afford it.



EXPLOSIVES