Based on the
Wild Cards setting created by /tg/, I've created a different random gun generator than the one I previously made. There's a fair bit more math involved though. Might want to read through those pages first, or this might make slightly less sense. Also this generator probably needs a lot of work still.
All these are d10 rolls.
Power:
Clubs: x4+2, Diamonds: x.75, Spades: x1.5, Hearts: x2+1
Speed:
Clubs: x.75, Diamonds: x4+2, Spades: x1, Hearts: x.75
Accuracy:
Clubs: x2+1, Diamonds: x.75, Spades: x4+2 Hearts: x.5
Rate of Fire:
Clubs: x.5, Diamonds: x2+1, Spades: x.75, Hearts: x4+2
Size:
Clubs: x2+1, Diamonds: x.5, Spades: x1.5, Hearts: x1
Caliber:
Clubs: x2+1, Diamonds: x1, Spades: x2+1, Hearts: x1.5
Magazine/Clip:
Clubs: x.5, Diamonds: x1.5, Spades: x1, Hearts: x4+2
Barrels:
Clubs: x1.5, Diamonds: x1.5, Spades: x1, Hearts: x2+1
The result of all this is that Clubs tend to be high power, slow to fire, ridiculous guns, Diamonds specialize in speed, Spades are accurate, strong, and slow, but not as strong and slow as Clubs, and Hearts put as much lead downrange as possible. The actual meaning of these numbers is in the next spoiler. I wanted the best stats to 21(unsuited), and 42(suited).
The card number also adds a couple bonuses to stats, usually gm assigned to round out the Gun a bit.
Note that these numbers can be lowered if needed, based on the system used. Most of these modifiers are probably applied to a d20, and are frankly meant to be overpowered in a sense.
Power: These bonuses are applies before or after caliber/rof/etc bonuses.
1-5: +1 Dam
6-10: +2 to +3 Dam
11-15: +4 to +5 Dam
16-20: +6 to +7 Dam
21-22: +8 Dam
26: +9 Dam
30: +10 Dam
34: +11 Dam
38: +12 Dam
42: +13 or more Dam
Speed: This basically is how fast the gun can be drawn/loaded/spun up/etc.
1-5: +1
6-10: +2 to 3
11-15: +4 to 5
16-20: +6 to 7
21-22: +8
26: +9
30: +10
34: +11
38: +12
42: +13 or more.
Accuracy: This is applied after the users aiming/etc.
1-5: +1
6-10: +2 to 3
11-15: +4 to 5
16-20: +6 to 7
21-22: +8
26: +9
30: +10
34: +11
38: +12
42: +13 or more
ROF: This is basically one of the few things players can't influence after creation. The high automatic rates include burst and semi as options though.
1-5: 1 shot at a time, possibly bolt action.
6-10: 3-6 shots.
11-15: 7-10 shots.
16-20: 11-15 shots.
21-22: 20+ shots.
26: 30+ shots
30: 30+ shots
34: 40+ shots
38: 40+ shots
42: 50+ shots
Size: How big is the Gun?
1-5: Pistol size, roughly.
6-10: Rifle size, roughly.
11-15: Large Rifle
16-20: Basically a handheld cannon.
21: Basically a handheld tank gun.
Calibers: Size of the bullets fired. Impacts reload time as well as damage.
1-5: Mostly Pistol Calibers +0 Damage
6-10: Mostly Rifle and Shotgun Calibers +1 to 2 Dam
11-15: More than necessary for an elephant. +3 to 5 Dam
16-20: Are you sure about this? +6 to 7 Dam
21: That definitely qualifies as an artillery shell. +8 Dam
Magazine: Number of bullets held. This is just the initial magazine size. Larger ones can be created later. That doesn't apply to revolvers though.
1-5: About 6
6-10: About 10
11-15: About 20
16-20: About 30
21-22: About 50.
26: About 60
30: About 60
34: About 80
38: About 80
42: About 100
Barrels:
1-5: 1
6-10: 1
11-15: 1-2
16-20: 2-3
21: 3+
Some powers are 'suited' better to certain suits. Chance of a gun having an off-suit power is currently 33%, but that may change. Higher value cards have more powers. Number cards have 1 power, J has 2, Q has 3, K has 3, A has 4. Alternatively, Roll a d20. There's 40 powers on this list, so flip a coin for even or odd, or something like that.
Clubs:
Fire
Vacuum
Force
Magnetism
Diamond(The stone)
Clockwork
Mortar
Dome Shield
Explosive
Mine Layer
Shotgun(If already a shotgun, add even more pellets)
Ricochet(bullets bounce from target to target, or around corners.)
Melee(User gains significant melee ability, or the gun can be used as melee, or both.)
Unstoppable(I'M THE JUGGERNAUT, etc. User is still possible to kill, it's just very hard to.)
Diamonds:
Water
Ice(Shared with spades)
Air(Shared with spades)
Light
Drain(Health)
Bind(Shared with spades)
Wealth(More damage the richer the user is)
Luck(Everything seems to go right for the user)
Mercurial(Gun perfectly fits the user)
Endless ammo
Spades:
Electricity
Ice(Shared with diamonds)
Air(Shared with diamonds)
Acid
Beam
Bind(Shared with diamonds)
Float/Fly
Throwing(User gains supernatural accuracy with knives/etc.)
Dust/Sand(Control of)
Hearts:
Plants
Flesh
Poison
Alcohol
Blood
Necromantic
Mind Control
Pain Share/Power from pain
Demonic
All Guns have bonuses above the average iron or slugthrower regardless of suit. This makes them a reason to be feared no matter what their power may be. You can feel free to shuffle the properties of the guns you generate later on. Maybe after the dealer retrieves them?
2 of Clubs: The 2 of clubs is a extremely large and powerful gun. It is slow to fire, but makes up for this with raw power and accuracy. The wielder of this gun is exceptionally difficult to kill, clinging to life even after several normally fatal injuries.
Actual Stats:
Damage: +12
Speed: +1
Accuracy: +4
Rate of Fire: 1, Bolt action.
Size: Hand Cannon
Caliber: Rifle
Magazine: 5
Barrels: 1
Power(s): Unstoppable.
2 of Diamonds: The 2 of diamonds is a small, somewhat average strength pistol that creates bright flashes of light whenever fired. Those that live after the light ends tend to notice that whoever slighted the wielder has been torn apart by many rifle shots. The wielder seems to be immune to the light. Some say the wielder can even hide in shadow, removing all light from their location.
Damage: +4
Speed: +7
Accuracy: +2
Rate of Fire: 20 shots.
Size: Pistol
Caliber: Rifle
Magazine: 15 shots.
Barrels: 1
Power(s): Light
2 of Spades: The 2 of spades is a somewhat large, somewhat average strength gun that relies on precision over long ranges. The user of this gun tends to collect large amounts of knives or other throwing weapons impulsively, and demonstrates equal, or possibly higher accuracy compared what they do with their gun. Whenever faced with more than one enemy, they usually break out the amount of knives they need at high speed, and strike every target in the head or body.
Damage: +3
Speed: +1
Accuracy: +8
Rate of Fire: Single.
Size: Large Rifle
Caliber: Pistol
Magazine: 5
Barrels: 1
Power(s): Throwing
2 of Hearts: The two of hearts is an average size, somewhat high power rifle that fires at relatively high speed. In addition to dealing death at high speed, those struck by this gun tend are effect by plants of various types and lethality. The user of this gun tends to collect poisonous or otherwise dangerous plants on their person, and some say these plants are consumed when firing.
Damage: +6
Speed: +1
Accuracy: +1
Rate of Fire: 10 shots
Size: Rifle
Caliber: Pistol
Magazine: 60 shots.
Barrels: 1
Power(s): Plants
So, thoughts? Yes, its quite a wall of text. Yes there's a large amount of math involved. But any OTHER thoughts? New powers could easily be added or changed, so long as you don't use a real die.