When you burst into the rather large meeting place and trading outpost that is Trapper's, you'll likely be assailed by a rather odd, vaguely unpleasent smell that comes with heavy smoking and hard drinking. A two story building, what was once mainly makeshift has been fixed up quite a bit. Different scrap and sheet metal lines the walls, and is suprisingly sturdy and well kept together. Be careful when you first come in though, because you never know when a estranged salvager or hunter will decide you're a wonderful person to start a fight with.
Head up to the store's large counter, and you'll probably meet Hunter, who inherited the shop when his father, the founder, fell ill after injury. What exactly happened to him isn't clear, but Hunter is more then competent enough to run the store. He runs a good number of different equipment in and out of his shop, and it's said he has quite the skill with throwing knives. Irritate him enough, and there's little doubt he'll sink a throwing knife in your chest before you can say the words 'price gouging'. Behind the counter you'll see a large ladder bolted to the wall, and over near the entrance another just like it. They both lead up to a rather small loft overhead, and the loft has been sectioned off into four or five decent rooms, all of which with suprisingly passable bedding.
Large shelves hold a good variety of items, and Hunter revamped his dads old system of laying out prices. Different rows have different amounts of animal hides or furs posted next to them, and everything in that row generally costs that much. Living out on the edge of a scarce desert leaves Hunter open to haggling, but depending on whether he takes a liking to you or not, he could end up lowering, or raising, your prices.
As you dig through the different bins, you'll find yourselves coming onto the items that follow.
(2 small hides make one hide, 2 hides make one big hide.)
Room and board
You can sleep most minor ailments off after a night, and having a private place to meet is definately handy.
Small room for a night: 1 small hide.
- Tribal club: 1 hide
- Air pistol (GC Tier 1 BB gun): 1 large hide
- Bonesaw: 2 hides
Armor Clothing, armor, and other worn equipment isn't paticularly easy to come by in the wasteland. It's pricey, but any seasoned adventurer will tell you it's well worth it.
- Duster Coat: 3 hides
- Wasteland adventure outfit: 2 big hides
- Bloody Doctor’s Coat: 2 hides
Other From food and drinks for long treks, or just blowing off steam, to tents you can live in, to different work areas that could help you in various pursuits, Hunter can offer it all, for varried prices.
- Bathtub Gin: 1 small hide
- Basic Medical Supplies Bag: 2 large hides
Rarities Worried that your hides might loose value in some faraway settlement? Want something new and odd? Just want to show you've got money to blow? Check out the rarities section, my friend
- Cherry Nuka-cola:6 Big hides
Hunter is a little less worried about morals then his old man, and he's more then willing to let you pay money for the chance at valuables. All he'll allow is a quick 2 minute run through his well stocked, although purposely messy and difficult to navigate back room, and he doesn't care much for the unlucky. Pay one large hide for a random chance at just about anything you can think of that would be out in the edge of the wasteland. Based on your luck, you could end up finding a a few muskets, nothing, or a nasty cut from a jutting piece of scrap metal.
((OOC: As game RP progresses, he'll update from time to time. He'll buy from you (Although a mod has to handle the transacton) and get better equipment. Items are finite, and many cycle through. Also note, poor items and good items. Good items are more reliable, and in better condition. poor condition items are the opposite.))