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A forge is a type of individual shop that specializes in melee weapons, ammunition, and related accessories. A forge may belong to one of seven different chains, which determines the inventory available.
- Towns: 24 hours a day, six days per week. Closed on Firesday for inventory.
- Intersections: 12 hours a day (night shift only), six days per week. Closed on Firesday for inventory.
Forges sell the following items:
- Certain categories of melee weapons, depending on the shop chain (see the section below).
- Ammunition in every caliber for the weapons covered by the shop chain, even if the corresponding weapons are out of stock
- Feeding systems for the weapons covered by the shop chain, even if the corresponding weapons are out of stock
- Miscellaneous items: Melee Repair Kits
Forges may also:
- Buy back items of all types sold here, at the following rates:
- Weapons of a category corresponding to the shop chain: 50% of the item's shop value
- All other items: For 25% of the item's shop value
- Accept payment in cash or appraised valuables
- Provide store credit (valid at all stores of the same chain)
- Shops do not normally return change; it is automatically converted into store credit instead.
- Transfer store credit into a customer's bank account (for a fee, see Bank).
- Provide a delivery service into a customer's bank vault (for a fee and if the vault has enough space remaining, see Bank)
Chains and locations
Each chain only sells weapons of the listed categories:
Bill Guisarme's Spears n' Staves: Staff/Pole weapons
- Northwestern Zone: None
- Northern Zone: Gimrun
- Northeastern Zone: Kazama
- Western Zone: Intersection 19
- Central Zone: Littleton, Intersection 10, Intersection 16
- Eastern Zone: Joliet Sector, Intersection 14
- Southern Zone: Station Sigma, Intersection 28
- Southeastern Zone: Greening, Intersection 29
Everything Else: Crude weapons, Handgear, Exotic melee, Exotic ranged
- Northwestern Zone: Intersection 04
- Northern Zone: Ovis City
- Northeastern Zone: Intersection 02
- Western Zone: Intersection 07
- Central Zone: Ellen Sector, Intersection 13
- Eastern Zone: Divus Nitor, Utroba, Intersection 09
- Southern Zone: Flaxton
- Southeastern Zone: Temno
Fletcher's Bowyer: Archery weapons
- Northwestern Zone: Alba Radium
- Northern Zone: Caminus
- Northeastern Zone: Mippei Yosai
- Western Zone: Beatus
- Central Zone: Heshbar, Ventis
- Eastern Zone: Masatomo, Semitas
- Southern Zone: Camp Baxter, Intersection 27
- Southeastern Zone: Sirvarris
Konpaku Blades: One-handed swords, Two-handed swords
- Northwestern Zone: Fort Phantom
- Northern Zone: Aosaidan
- Northeastern Zone: Yurai
- Western Zone: Lenox Corner
- Central Zone: Calfair Sector, Neo Khazrun
- Eastern Zone: Wayward, Intersection 06
- Southern Zone: Ferland Sector, Intersection 20
- Southeastern Zone: Ferron City, Intersection 23
Occam's: Knives, Shuriken
- Northwestern Zone: Intersection 01
- Northern Zone: Intersection 05
- Northeastern Zone: Echizen
- Western Zone: Fort Wight
- Central Zone: Murberry, Twinleaf City
- Eastern Zone: Arnett, Intersection 11
- Southern Zone: Gehen, Intersection 24
- Southeastern Zone: Baden Town, Intersection 26
Slugger's Hardware: One-handed clubs, Two-handed clubs
- Northwestern Zone: None
- Northern Zone: Cloud Ten
- Northeastern Zone: Kijirou
- Western Zone: Camp Charger, Saker
- Central Zone: Citadel Lambeth, Intersection 08
- Eastern Zone: Garica Block, Intersection 17
- Southern Zone: Beadsor, Intersection 21
- Southeastern Zone: Elusec, Intersection 22
Whipman's: Whip/Lash weapons
- Northwestern Zone: None
- Northern Zone: Viris Area
- Northeastern Zone: Intersection 03
- Western Zone: Fort Cobalt, Intersection 12
- Central Zone: Nanton, Intersection 15
- Eastern Zone: Rog, Intersection 18
- Southern Zone: Abakash
- Southeastern Zone: Novysera, Intersection 25
This section is intended for GMs.
- If the weapon requested by the customer does not belong to a category covered by the shop chain, it can never be found for sale.
- If the weapon requested does belong to a category covered by the shop chain, roll 1d7 then subtract the weapon's Rarity. The result is the amount in stock. (If the result is zero or negative, the item is out of stock).
- If the customer is not requesting a specific weapon, the shop owner should make suggestions to the customer or ask questions about their needs. (See tip below)
| A little roleplaying goes a long way! If your players (as customers) do not know what they're looking for, pull up one of the weapon lists and organize them by category. While in character as the shop owner, do as real gun shop owners and weapon retailers would: ask questions to determine what the customer needs or wants, then offer suggestions accordingly.|
For extra roleplaying depth, if the shop owner is supposed to be a little biased, dishonest, or trying to push for a specific brand or model, play that role and steer the customer towards that expensive item...
- Forges are intended to carry every possible caliber for the weapons covered by their chain.
- Customer may request ammunition of a particular caliber, as long as the chain covers it. If the chain's focus does not cover the caliber, it is never in stock.
- If the caliber requested is covered by the shop chain, roll 2d10-2 to determine the number of retail ammunition boxes in stock. If the result is between 9 and 17, a bulk can is also in stock. If the result is 18, two bulk cans are in stock.
- After determining that their choice's calibers are in stock, the customer may select a retail box or bulk can of their chosen caliber, then request a particular brand and projectile type. There is no method to randomly roll these; if there are boxes in stock, the customer gets to "choose" what they want; balancing is provided naturally through the cost of ammunition (the good stuff costs a lot more, the surplus stuff is pretty cheap).
- Forges are intended to carry every possible feeding system for the weapons covered by their chain.
- The customer is expected to request a feeding system for a compatible weapon that could be in stock, regardless of whether that weapon actually is in stock or sold out.
- If the requested feeding system is compatible with a weapon covered by the forge's chain, roll 1d10-4, divide the result by the requested item's weight, then round down. The result is the amount of items of the requested type in stock.
- Kits: Each forge carries 1d4-2 Melee Repair Kits.