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He's probably in his late 60s, early 70s at the latest. His head is completely bald so his long, grey beard and mustache is the only hair on his head. He's dressed in a leather jacket with chains and buckles all over it. It's a really cringeworthy 'post-apoc' outfit but he has a genuine smile on his face.
"With deals these good, you think the world is ending, HAW HAW!" He slaps his legs. "Ah. Wish I could laugh as well as Mr. Salt. Oh well. What's your business, lass? Name's Neal."
"I'm a Cleaner." You clear your throat. "Mind showing me the goods?"
"Ah! Of course, of course." Neal reaches under the counter to flick a switch. The shelves switch from the boring knickknacks to a whole suite of various goodies. Time to see what you want to buy.
"Don't be a stranger! I always love having one of your types coming around here, buyin' stuff."
CURRENT MONEY: $661
BARTERABLE GOOD: 1 A-ENERGY BOX (valued at $350)
>BOLT ACTION PISTOL. A status symbol of a weapon. The wooden grip grants you confidence. Comes with two bullets. $375 for gun, $40 per bullet (+1 RESTRAINT to wearer while it has ammo. When fired, you roll 1+VIOLENCE+TALENT for the attack)
>GRAPPLING HOOK PISTOL. Point, shoot, and feel like an action hero. Comes with three pressurized gas canisters. $275 for gun, $15 per canister. (Can spend a canister to swing over large gaps, grant a +3d6 bonus to escaping a battle by zipping away, or to gain access to parts of a building otherwise inaccessible via climbing.)
>PIPE BOMB. A deep, primal part of your psyche wants to throw this at your nearest silver spook. $131 per explosive. (Adds +3 VIOLENCE to your next attack. Damages multiple enemies when used.)
>TASER. A useful tool for nonlethally subduing a target. Overwhelms electronics. $150 per unit. (Comes with three charges. Spend a charge to roll an extra 2d6 when attacking a mechanical enemy. May also spend a charge to attempt a DC 13 TALENT check to knock out an enemy.)
>ADRENALINE IMPLANT. A small chip that produces an emergency supply of adrenaline. $220 (Comes with two charges. Regains one per mission. You may spend a charge to add +2d8 to a VIOLENCE or TALENT check, or to heal 2 FLESH)
>CAMO IMPLANT. Covers your skin in a thin layer of nanomachines that make you blend in to the world around you, functionally making you invisible. $161. (Comes with two charges. Regains one per mission. Spend a charge to add +3d6 to any stealth check, or to remove 3 VIOLENCE from an enemy's attack.)
>ECM JAMMER. Useful for when you want no witnesses. $135 per unit. (Disables all electronics (cameras, phones, etc) for a short duration while active.)
>TRAUMA KIT. Oddly user friendly. Bought mostly by P-Company facilities. $235 per unit. (Has 5 charges. Heals 1 FLESH with 1 charge. Heals a crippling injury with 2 charges. Can heal near lethal damage with 3 charges.)
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