3 minutes ago
Monday, March 5, 2012
Guns of the City
Here (for the players in my upcoming Weird Adventures game and anybody else who’s interested) are some common firearms from the City. The type references ("heavy revolver", etc.) refer to Super Genius Games’ Anachronistic Adventurer: The Enforcer. Prices are in Union dollars.
Fell Model 61: A semi-automatic pistol. The official side arm of most of the Union militias and a common civilian weapon (heavy automatic pistol). Cost: $36.75.
Sturm & Linnorm Lawman Special: A six-cylinder revolver. The standard side arm of the City Police Department (heavy revolver). Cost: $32.
Mulciber Model 5876: Pump-action shotgun. One of several shotgun models in current use (light shotgun). Cost: $47.
Thornton Ordinance Auto-Carbine: A popular submachine gun associated with crime, particularly the gangsters of Lake City (submachine gun). $200.
Labels:
The City,
weapons,
weird adventures
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13 comments:
Good prices, I've got a few bucks...
coolness -- when you refer to the Anachronistic Enforcer, are you talking about the prices?
@Angry Lurker - Cross universe shipping is a bitch, though.
@Alexander - No, the reference to that book is in regard to "heavy revolver", "heavy automatic pisto", etc. to clue one in to damage and range. The prices come from Colin Chapman's excellent pulp era price lists.
You're working on a Weird Adventures game? That's fantastic! I really do think that the setting needs a dedicated rule system to support it.
Sorry Sean, not a dedicated system (as of yet, at least). I'm going to be playing this in Pathfinder.
Damn. I mistook your 'upcoming Weird Adventures game' to mean an upcoming project. I still think it would be a great idea, though.
Oh, I agree. Just a bit beyond what I want to tackle at the moment. :)
Choices, choices, choices. Man do I look forward to putting these to use (gaming wise of course).
In game, yes. :) Of course, this is by no means an exhaustive list. Feel free to make an addition/
All you need now are the prices for alchemical alteration, eldritch augmentation and customization...if anyone has the right contacts to locate someone capable/willing to do such stuff, on the QT.
How do you handle gunpowder crossing over into other planes like say in arcadia?
Any chance of getting a bullet-proof vest?
Those sorts of alterations are generally special order--and pretty expensive. Some minor thaumaturgical ammo types are a bit more common.
Good question about the planes. Since the guns don't cross over physically (just the idea of a gun) their properties are a bit malleable. A powerful entity or planar ruler, or even the physics of a particular area would stop them from working. Usually though, a characters conception of a gun would be sufficiently potent for them to operate as normal unless trumped by one of the above.
No bullet-proof vests as yet, but you never know what those alchemists are working on.
Can't wait to read updates of how your game goes.
As a dumb kid, I was a snobby purist about keeping Fantasy and Gunpowder separate. But thanks to low-fantasy books like Glen Cook's Garrett Files and urban fantasy stuff, I'm feeling much better now.
Cool guns expand on the alchemical gun ammo. The bullet with your name on it literally perhaps. Many be a few monster slaying bullets made from the parts of famous monster slayers? A bullet that kills a person by slowly devolving their shadows etc.
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