You're ushered into a small stall, and inside is a room with racks and stacks of guns, guns and more guns. In the corner is a humble wooden desk, with a glass cover, and a multitude of glass cases on the desk itself. You find, inside the cases, team-colored guns and the names of currently-living player engraved on the handles.
You get the feeling that you are supposed to open one of these cases, or choose to pull down the hood of the desk and put the guns away entirely. Upon selecting a gun, you will find yourself a bit worried, but ultimately detached from the idea of a person now having a gun—business is business, after all, and with that, you find yourself sinking into the comfortable armchair that sits just a little ways from the desk, and drift to sleep.
If you decide to pull down the glass cover, then you will fall asleep feeling a bit short on cash—but ultimately, feeling just a little good about not making business with a potential killer. This town doesn't need any more crazies.
GUNSMITH
You get the feeling that you are supposed to open one of these cases, or choose to pull down the hood of the desk and put the guns away entirely. Upon selecting a gun, you will find yourself a bit worried, but ultimately detached from the idea of a person now having a gun—business is business, after all, and with that, you find yourself sinking into the comfortable armchair that sits just a little ways from the desk, and drift to sleep.
If you decide to pull down the glass cover, then you will fall asleep feeling a bit short on cash—but ultimately, feeling just a little good about not making business with a potential killer. This town doesn't need any more crazies.