How to make a spice dealer Profitable?

By Oogy, in Star Wars: Edge of the Empire RPG

Hello, I just made a character with the goal to be an illicit goods dealer. How in the world can you make illegal goods profitable? Most of the talents I see make legal goods more valuable or illegal goods easier to find but more expensive. As one who wants to make a habit of buying goods and selling them for profit, what is the best cores of action? Is the only way to buy spice with obligation and use the profit to pay it back hoping to have a few credits left over?

Thanks

Read Far Horizons Entreprenuer specialization. Also read the Lords of Nal Hutta. Read fly casual on smuggling.

Yeah, I was about to suggest the Entrepreneur - mind you, it mentions "legal goods" in the talent tree a couple of times under Wheel and Deal, so you would have to go to the GM and say "Look, here's my concept - Entrepreneur is a good fit, but can we swap 'legal' for 'illegal' in those talents?"

So yeah, work with your GM - but I see no reason why Entrepreneur shouldn't be what you need.

(Also, consider looking at Quartermaster too. Entrepreneur and Q should make you a unstoppable business tyrannosaurus.)

Edited by Desslok

I would suggest perhaps Scholar. Why buy the spice when you can create and distill it w/ Xenology, Medicine, and Education? More of a Breaking Bad style of character.

Run the numbers on trading and rarity on pg 150. That's where all the trading info is.

Black Market Contacts reduces the rarity on purchase, making it easier to get the x4 modifier on the sales price rarity modifier. Careful use of Black Market Contacts will net you more profit than selling legal good at market.

I've found that most things that PCs do to make money are heavily abstracted and meant to be run in the background. This applies to trading, smuggling, bounty hunting, mercenary work, etc. and shouldn't be a big focus most of the time since it is likely to be a less interesting activity to the whole group than whatever adventures they are participating in together.

Rule 1: don't get high on your own supply.