Outrider Armaments (120)

Weapons Vendors from everywhere sell their wares here.

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Outrider Armaments (120)

Postby Augur » Wed Mar 03, 2010 7:11 pm

:arrow: Provide three Streetwise or Undercover Ops rolls upon your arrival in this thread.
(Use Intelligence if you do not have these skills though you will suffer a negative modifier).
:arrow: Provide three Invoke Trust ability rolls if possible.


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Though it is not advertised as such, Outrider is an authorized dealer of the Black Market's line of Bandito Arms, and also sells an assortment of miscellaneous arms and equipment that includes forearm grenade-launchers, combat vambraces, rocket boots, deadballs, ballistic Vibro-Knives , neural dusters, Olterak Maces, and vibro-garrotes.

Once you make it past the nondescript entrance the blast-proof passageway leads to a number of showrooms not visible from the main avenue. Before being allowed entry into the showrooms, you will meet the Black Market liaison and establish your credentials.

A man in a blue jeans, work boots, dark brown t-shirt and belt, and a dark leather jacket makes his way to the front. He's a rather nondescript man, but he has big, strong hands. "Kyle McMasters, pleased to meet you. What can I do for you today?"

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Note: All prices and sales will be conducted in black credits. If Universal Credits are exchanged for Black Credits, they will be exchanged at 1 Universal Credit to 1.75 black Credits.
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Re: Outrider Armaments (120)

Postby Quinn » Thu Apr 23, 2015 10:06 pm

Quinn's Perception: 1d20+3 = 22 (+5 vs Tech)
Trinity's Perception: 1d20+8 = 24 (+3 at Night)
JIC: 1d100 = 71 | 1d20 = 16

Intelligence (58%) 1d100 = 42 | 1d100 = 54 | 1d100 = 86
Invoke Trust (60%) 1d100 = 35 | 1d100 = 79 | 1d100 = 56

She'd heard about them during her times out west. A nondescript shop in the free market mecca that was MercTown, dealing in Bandito goods and a few unsavory things. Some poking around was sure to get her in the general location. Now to put those intelligence gathering skills to work trying to locate place itself.

If she doesn't manage to sift out the right one from the crowd though she'll just head back to Northern Gun early.
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Re: Outrider Armaments (120)

Postby Major Arcana » Thu Apr 23, 2015 10:19 pm

Quinn has a hard time finding the entrance, just as she is about to return to the Northern Gun store she picks up what she is looking for. A Patron leaving a very nondescript entrance that she can assume is the entrance to Outrider Armaments.

Assuming she takes the entrance, she will be greeted by the liaison. "Kyle McMasters, pleased to meet you. What can I do for you today?" He'll state, walking towards her from the end of the Hallway
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Re: Outrider Armaments (120)

Postby Quinn » Thu Apr 23, 2015 10:58 pm

Quinn's Perception: 1d20+3 = 7 (+5 vs Tech)
Trinity's Perception: 1d20+8 = 28 (+3 at Night)
JIC: 1d100 = 50 | 1d20 = 16

Entering just after the person leaving turns a corner, Quinn lets the door close with Trinity standing between her and Mr. Kyle. She offers a kind smile, and takes a moment to size him up before speaking.

"You don't seem the sort that would fall for my sort of charms too easily, so straight to the point it is." Still smiling, a hand on the drone's head put it in a sitting position. "Today's just some light shopping, maybe a service, potentially an offer or two. None of which I'd be keen on having just inside the door."

And then she waits. He has the home court advantage after all.
Quinn
 

Re: Outrider Armaments (120)

Postby Major Arcana » Fri Apr 24, 2015 12:11 am

He looks her up and down, then looks to the drone before back to her. "You wouldn't be the first to try to charm your way in. I gave you my name, I should hope to get yours should you wish any sort of business here."

Assuming she introduces herself, Kyle will nod then escort her to the end of the hallway. As you pass you can make out show-rooms which house many items. Trinity is able to spot several very discrete weapon and security systems laced in with each show room, the hallway and the room she is being led too. As they reach the end of the hallway, they enter a larger room with a desk where Kyle takes a seat.

"So, what are you looking to acquire and what services do you offer?" He states, pausing before adding "Everything here is done in Black Credits, we accept Universal but it suffers an exchange rate. We sell and buy a platitude of items and imports, all off the record."
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Re: Outrider Armaments (120)

Postby Quinn » Fri Apr 24, 2015 5:01 am

Quinn's Perception: 1d20+3 = 15 (+5 vs Tech)
Trinity's Perception: 1d20+8 = 17 (+3 at Night)
JIC: 1d100 = 25 | 1d20 = 12

"Where are my manors? Quinn...Hasek" She seems hesitant, or down right reluctant, to give out her surname. Shouldn't take much to find that out... But once it's actually done she's quick to recover her poise and her smile. "Quinn Hasek. A pleasure."

With Trinity walking between the pair of them, Quinn gets the chance to note where the drone deliberately looks between looking at the displayed goods. Nice selection, as expected. No funds for that today. Harsh security too...as expected. Can watch the recordings later, lot of good it would do. When they arrive she's quick to take a seat if offered with Trinity sitting within arms reach.

"Pleased to hear the last part, finding this place was the right choice. First the offer, since it may affect the shopping." After taking a moment to straighten herself a bit Quinn continues. "Obviously I'm new in town. In my line, that means its time to start making friends. What you deal in...your discretion...I'd like for us to be friends.

There's a pause on her part, one to make sure that the intent came across correctly. Though she doubts he'd have difficulty following. "Still, I'm new. I don't expect much. But I am a pretty face with a sharp mind and some skill controlling drones. I'm also a fresh face in town...and sometimes that can be an advantage." She watches a moment to see if there's any interest thus far. "No need to answer now. Seems the city has cell service, so if you might be interested add a cheap phone (Merc Ops p110, list 150+) easily disposed of to my shopping list. A contact number to let know I'm leaving town too. As for the rest of my shopping..." Grabbing a pen and paper that's close at hand, or providing her own, she jots a couple things down...thinks, then jots some more before passing the list and her Black card across the table.

List
Cell?
Lock Pick Gun (GMG p187, list 600)
-or- Lock Picks (GMG p187, list 20 individual/240 set)
Sap Glove, pair (GMG p188, list 30+ each)
Self Defense Keychain x2 (similar to brass knuckles, Merc Ops p124, list 20)
Rifle Grenades* (GMG p112, list 550)
*Up to balance
-2900 Balance-
Quinn
 

Re: Outrider Armaments (120)

Postby Major Arcana » Fri Apr 24, 2015 11:33 am

Quinn wrote:"Pleased to hear the last part, finding this place was the right choice. First the offer, since it may affect the shopping." After taking a moment to straighten herself a bit Quinn continues. "Obviously I'm new in town. In my line, that means its time to start making friends. What you deal in...your discretion...I'd like for us to be friends.


Kyle listens to her talk and raises an eyebrow. "Friends are difficult to come by in these parts, what exactly could you offer for a friendship." He asks matter-of-factually Though he doesn't push an immediate answer out of her, she can tell he is semi-interested at the concept, enough boon for her to work with.

As she reaches for one of the only loose papers on the desk, and a pen, she begins jotting down her shopping list. While doing so, Kyle reaches into a drawer and pulls out a older modeled cell phone, punches in a few numbers then slides it to her as she passes the list and her Black Card across the table.

"That there has a non-secured number programmed into it with one month of service and airtime pre-programmed, and as for your wishlist..." he pauses while looking it over "The Release Gun is quite illegal to have unless you are security. We do possess one, though it is more expensive than you would like. The Sap Gloves, and Defense Chains are easy. If you wanted to the Release Gun, you wouldn't be able to purchase many if any of the grenades. Where do your priorities lie."
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Re: Outrider Armaments (120)

Postby Quinn » Fri Apr 24, 2015 1:32 pm

Quinn's Perception: 1d20+3 = 13 (+5 vs Tech)
Trinity's Perception: 1d20+8 = 28 (+3 at Night)
JIC: 1d100 = 65 | 1d20 = 14

Quinn mulls over her response while passes her the phone and looks over the list. Good, straightforward was the right choice. Then the issue of the release gun came up, and her head starts shifting from left to right and back again as she considers that.

"I do security work from time to time, drones are good for that. But it's not the sort I can go to a locksmith for replacement tools. So sacrifice the grenades, I'll find those later." Quinn takes the phone and fiddles with the settings to put it on silent. Tucking it into one of the breast pockets of crisp new fatigues afterwards.

"As for what I can offer...like I said. I'm a pretty face no one around here knows with some 'security' experience that's good with drones. I can think of a few uses for that, but I don't know what angles you've got going. And you don't trust me...rightly so. I'm new, so I don't mind doing an odd job or two for trust building." Quinn relaxes a bit, leaning on the arm of the chair towards Trinity and crossing her ankles.

"But then you have to wonder my angle. Drones aren't cheap...and some parts are hard to acquire. Plus once I get on with an adventuring company, no telling what odd things I might come across or hear. In the end, I just want someplace reliable and discrete to do my business. And from what I've seen, I'd say reliable is an understatement." Not having much else to add, Quinn pulls enough of the rugged tablet hanging from one side of her holster out enough to check it's clock before looking back to him. "I don't want to take up too much of your time today, it may not be solely your decision for all I know. You mull it over, and if I don't hear from anyone before I leave town I'll notify whoever's number this is and go from there. Fair?"
Quinn
 

Re: Outrider Armaments (120)

Postby Major Arcana » Fri Apr 24, 2015 9:17 pm

((Equipment Sheet Updated))

He nods and she sees him pill out a phone, punching a few strokes in before putting it away. He sits there mulling over her prospects before nodding "Fair. I'll go over the possibilities with our crew and you'll hear from us. In the meantime..." He pauses as a figure walks in from a door behind him. The door was very unnoticeable, comparable to the wall itself. The man is in an unmarked EBA that looks Naruni in origin, he hands Kyle a case before leaving the room.

Kyle opens the case and inspects its contents before rotating the case to face Quinn. She can see a Release Gun, her defense chains and Sap Gloves; Kyle also slides the Black Card back to her. "That concludes our current business, you'll be contacted soon as to your request."
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Re: Outrider Armaments (120)

Postby Quinn » Fri Apr 24, 2015 11:19 pm

Quinn's Perception: 1d20+3 = 6 (+5 vs Tech)
Trinity's Perception: 1d20+8 = 20 (+3 at Night)
JIC: 1d100 = 20 | 1d20 = 18

"Thank you again for your time. I look forward to it." After tucking everything away Quinn nods in thanks once more and makes her way for the exit. The trip down the hallway gives her a second chance to quickly browse the offerings before she finds herself leaving the nondescript building.

Now to see about that other offer. And with that thought she heads back to NG. (Destination: Northern Gun Store(108))
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