Gun shop (no ontology)

From Mazeworld

(Difference between revisions)
(Rules of a gun shop)
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*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d4-1 powder jars per type''' will be found (including empty jars).
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d4-1 powder jars per type''' will be found (including empty jars).
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*Buys back any weapon, accessory and ammunition for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up).
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*Buys back any weapons, accessories, ammunition, and handloading supplies for '''0.5x''' their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).
*'''Accepts''' credit.
*'''Accepts''' credit.
*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.
*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.

Revision as of 23:03, 1 October 2017

A gun shop is, as the name implies, a business in Mazeworld specialized in buying and selling firearms, ammunition and weapon accessories. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside food and clothes.

Rules of a gun shop

  • Sells 12 random, brand new firearms (100% condition and cleanliness), sold at full price.
  • Sells 6 random, used firearms in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
  • Sells one exemplary of every weapon displayed, or 1d6 bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of 1).
  • Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
  • Has a 12.5% chance to sell 1 bulk can of ammunition (ammo type random) per caliber displayed for sale.
  • Sells 1d6 standard magazines per weapon for sale, and 1d3-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
  • Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
  • Has a 50% chance to sell primer boxes (type random). If in stock, 3 random types will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell case boxes (type random). If in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell powder jars (type random). If in stock, 1d4-1 powder jars per type will be found (including empty jars).
  • Buys back any weapons, accessories, ammunition, and handloading supplies for 0.5x their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).
  • Accepts credit.
  • Accepts valuables, if they are identified, and will exchange them for money or credit. Unidentified valuables will be turned down.
  • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)

When threatened, the firearms dealer will use his/her personal weapon, a Benelli M4 Super 90, on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a firearms dealer can give the contestant a code orange, and killing one can increase it to a code red.

If a firearms dealer dies, they will drop the following:

See also