- Gnome Stew - http://www.gnomestew.com -
Johnny’s Five – Five Weapons Shops – Part 2 Modern and Sci-fi
Posted By John Arcadian On August 31, 2012 @ 12:58 am In Johnny's Five | 6 Comments
Inspired by Troy’s Fantasy Wagon Train article, it struck me the other day how much I loved walking into weapons shops in the video game RPGs. Having this small, free form area that was full of interesting visual tidbits, a couple of interactions with NPCs, and a selection of items which might add some element of uniqueness to my current play experience delighted me to no end.
I also remember that experience in my first roleplaying game. The Game Master drew out my search for armor and went into detail about how I was having it custom made, what the search for the shop was like, and how I would have to wait a few days for it. It wasn’t that big of an element in the game, but it is something I’ve never forgotten the feel of. To that end, here are some brief descriptions of weapons shops for use in your games. Here is part 2, Modern and Sci-fi weapons shops. You can find part 1 here.
Proprietor: Julie-Ann Monroe – (Tall, svelt, calculating, wears a black pants suit, severe eyes)
Description: The offices of Monroe consulting are on the 8th floor of a skyrise that is decorated in an exceedingly modern style. Monroe consulting offers security services and consulting for those with enough cash to pay. Those with enough cash to pay, and the correct secret password, can get a private consultation with Ms. Monroe at a location of their choosing. Utilizing contacts she made from her time in the FBI, she can now acquire many unique items that are very hard to trace.
Mundane Items: Ms. Monroe can acquire most mundane types of firearms and small explosives through untraceable channels. Given a bit of notice, she can provide a selection of items modified to be hard to trace or identify. She does not deal in bulk, but in specialized needs.
Quality: Exquisite. The items Ms. Monroe deals in are not street level wares. Her selection is vast, but she tries to accommodate clients’ needs.
Items of note: Though her major stock in trade is small firearms, Ms. Monroe has a few electronic hacking devices and countermeasures. Her special wares include electronic keys, encryption decoders, telecommunications encrypters, and a very special device that scrambles a person’s face in front of most security cameras.
Proprietor: The Laissan Trading Company
Description: Reactor 13 is the weapons shop arm of the Laissan trading company. Though a franchise business, Laissan will ensure that each one of these stores maintains the proper standards of the local and galactic law to which they are beholden. Laissan will provide stock weapons that are allowed in the area as well as legal assistance to make sure each store is in compliance. Though the inside of each franchise may vary slightly, the large Reactor 13 sign that adorns the outside of every store is a common site on space stations and colonies with less restrictive arms policies. The insides of most of the stores are done in a clean warehouse style with the various products displayed on the walls or through terminals which showcase the categories of weapons available.
Mundane Items: From small arms to self defense armor, Reactor 13 has it all! Locations with ship-yard access have the capability to outfit your transport with locally sourced munitions. Whether you need a holdout gun and personal body armor for your trade run to centris 7 or a containment web to mercifully contain those pesky protestors, you can find it at Reactor 13!
Quality: Varying. Reactor 13 does not sell defective equipment (the lawsuits would be outrageous), but the amount of firepower they can sell is strictly controlled by local laws. What can be purchased might also vary based on the type of permits the purchaser holds.
Items of note: A few Reactor 13 outlets get access to “corporate specials” which they showcase in large displays. Experimental weapons that are not yet available to the public, these weapons must be purchased by providing testing information, credits, and signing a waiver/license that is incredibly restrictive. Many are willing to do this as well as the cash output, as the unique weapons often provide distinct advantages.
Proprietor: Cerrick Palling (scruffy, lazy, slobbish, stains on clothing, black vest, gun at side, goggles perched on his brow, fumbles over his word choice)
Description: The Talingar is a well known ship in less law-abiding circles. Travelling about the space lanes, it will dock with other ships or at stations, offering up the many wares that it stores in its cargo deck. Those coming aboard the Talingar will notice the many crates and loaders that are spread about haphazardly. Cerrick, or one of his small grey or green alien crew, will accompany buyers with a clipboard that has a complete inventory. The buyer will ask about certain items, and the crewman will reference the inventory, checking which box it might be in. Any visitor quickly gets the feeling that Cerrick operates far outside of the law and can easily find evidence that most of his product “fell off the back of the freighter”.
Mundane Items: Cerrick’s stock is very diverse. He may not have any common weapons on a given day, but he likely will in a few weeks. The many crates of cargo are likely to hold a mish mash of various rifles, blasters, missles, shipboard navigation components, assemble it yourself fighter ships, etc.
Quality: Poor to Excellent – Cerrick will try to unload the crap he has on hand as good quality stuff, if he thinks he can get away with it. A schrewd buyer knows that Cerrick has a second inventory list that shows where the good stuff is. With a bit of coaxing, one can usually get him to provide access to this stock. He just has to know you’re willing to pay the price.
Items of note: Cerrick usually has a few gems tucked away. From time to time he gets his hands on a decent small fighter or a multi-target electric defense grid. Sometimes he will carry robotic weapons platforms, but it usually means that someone, somewhere is looking for the breach in their organization and will be tracking him down as soon as possible.
And there are the final 3 shops, modern and Sci-fi. Tweak as needed to fit your game. I hope these help provide a quick inspiration or scene to use in your game. If I write up more of these, what sorts of things would you like to see? Corporate offices? Suburban homes? Biker bars? Fantasy bars? Jails?
Img: From Wing Commander Privateer
Article printed from Gnome Stew: http://www.gnomestew.com
URL to article: http://www.gnomestew.com/johnnys-five/johnnys-five-five-weapons-shops-part-2-modern-and-sci-fi/
All articles copyright by their individual authors. All rights reserved.