The Black Market

By Trenif, in Star Wars: Force and Destiny RPG

Good evening, probably the question will seem trivial or stupid, but I could not understand (because of my low level of English) how to handle the resale of illegal objects by the pg.

I explain: appearing on page 158 the word "net"; an object that is worth (from price list) 16 credits is resold to 20 or 4, in case the character has only one success in the test?

I thank anyone who wants to help me ?

Net: after factoring in all charges, deductions, and expenses.

So if you roll 5 success and 2 failure your "net" is 3 Success.

So, when selling personal items on the black market:

Roll Streetwise vs. Rarity+Modifiers, look at final "net" successes:

1: The sale gets you 25% of the item's listed value.

2: The sale gets you 50% of the item's listed value.

3+: The sale gets you 75% of the Item's listed value.

3 Threat or 1 Despair: Something goes wrong during the buy.

Note this is for selling personal items like that armor your player has been wearing for the last three adventures, or the blaster rifles the players looted off the stormtroopers, not trade goods and cargo. When selling trade goods and cargoes, you also look at Table 5-3 and adjust Cost based on the rarity of an item where it was acquired vs. where you sold it. This is where talents like "Black Market Contacts" can come in handy, as it can allow you to game the Rarity system if you pay attention.

Of course trade goods can also be more vague if the details aren't important to the narrative. 10,000 credits worth of blasters doesn't need an attached make, model, and individual weapon count, the players just need to know the value, rarity, and amount of Enc it takes up in their cargo hold.

thanks for your answer, so in my example the object that costs 20 would pass to 4 with two successes?

1 hour ago, Trenif said:

thanks for your answer, so in my example the object that costs 20 would pass to 4 with two successes?

For 2 successes on the test, you get 50% of base value. On an item with a base value of 20 credits, that would be 10 credits.

thank you very much it is much clearer now.

I take this opportunity to ask something that I do not understand: Assuming that the characters are selling an item by doing three successes , which also has the price increased by 4 times (for the rules linked to Table 5-3). Will the shopkeeper resell the item at a lower price than the one he bought it for? example: item at the list price of 5, the rarity brings it following table 5-3 to be multiplied by 4 = 20 the character will sell it to 15, but the shopkeeper will make it available to 5. where I'm wrong?

6 minutes ago, Trenif said:

thank you very much it is much clearer now.

I take this opportunity to ask something that I do not understand: Assuming that the characters are selling an item by doing three successes , which also has the price increased by 4 times (for the rules linked to Table 5-3). Will the shopkeeper resell the item at a lower price than the one he bought it for? example: item at the list price of 5, the rarity brings it following table 5-3 to be multiplied by 4 = 20 the character will sell it to 15, but the shopkeeper will make it available to 5. where I'm wrong?

Don't try to make too much sense of the commerce rules; the designers sure didn't. Also consider the end point of all buying/selling. You don't make checks for each step, just the end result. This prevents selling something high and then immediately buying it back low. Under no circumstances beyond a con job (Deception-based) should somebody walk away from a negotiation with their original item and extra money in their pocket too.

6 minutes ago, Trenif said:


 

I take this opportunity to ask something that I do not understand: Assuming that the characters are selling an item by doing three successes , which also has the price increased by 4 times (for the rules linked to Table 5-3). Will the shopkeeper resell the item at a lower price than the one he bought it for? example: item at the list price of 5, the rarity brings it following table 5-3 to be multiplied by 4 = 20 the character will sell it to 15, but the shopkeeper will make it available to 5. where I'm wrong?

Ah, you're confused. Table 5-3 is not successes when selling goods.

When selling a personal item, you make the Negotiation or Streetwise check, and the number of successes you roll determines sale price.

So if you have a Blaster rifle worth 900c , and sell it with 1 success, the buyer will only buy it at 25% of it's value. So 225c.

Personal gear will almost never be sold at batter than 75% of it's value. This is to prevent loot abuse.

Now...

Instead of your own personal blaster rifle, lets say you have 400 blaster rifles you're buying on Corellia and taking to sell way out on some frontier colony in the rim. These are going to stay in the boxes, they are cargo, you'll never open them up and use any of them.

Blaster rifles have a rarity of 5.

Corellia is a Primary Core world, so Table 5-2 says you drop it's Rarity by 2. So now the Rifles are Rarity 3. So you buy them for 360,000c.

You go to the colony.

Here, the rarity is different. Table 5-2 says you increase the rarity by +2 for Frontier worlds. So here Blaster Rifles has a rarity of 7.

Now, we look at Table 5-3. The Rifles were bought at 3, and are being sold at Rarity 7. That's a Difference of 4. x4 Sale price!

So, you sell those Blaster Rifles, and lets say you net 2 Success for 50% sale price. So each Rifle is going for 450c, or 180,000c for the whole load. But, now we multiply that by x4, Making the Final sale 720,000c, giving you a net profit of 360,000c!

1 hour ago, Ghostofman said:

So, you sell those Blaster Rifles, and lets say you net 2 Success for 50% sale price. So each Rifle is going for 450c, or 180,000c for the whole load. But, now we multiply that by x4, Making the Final sale 720,000c, giving you a net profit of 360,000c!

And you've broken the game's weak economy of keep them hungry, especially if this is something they can do over and over. Soon there is nothing they will be unable to afford, but it does raise the question of how things can be so rare if it's profitable enough that everybody with a ship should be doing it. So I suggest you take those commerce rules and just redact them with a Sharpie.

2 minutes ago, HappyDaze said:

And you've broken the game's weak economy of keep them hungry, especially if this is something they can do over and over. Soon there is nothing they will be unable to afford, but it does raise the question of how things can be so rare if it's profitable enough that everybody with a ship should be doing it. So I suggest you take those commerce rules and just redact them with a Sharpie.

I disagree. A lot of that money is going to have to be reinvested in the ship's operating costs, as well as to purchase more cargo. That's part of running a business, particularly a shipping (smuggling) business as independent traders.

42 minutes ago, HappyDaze said:

And you've broken the game's weak economy of keep them hungry, especially if this is something they can do over and over. Soon there is nothing they will be unable to afford, but it does raise the question of how things can be so rare if it's profitable enough that everybody with a ship should be doing it. So I suggest you take those commerce rules and just redact them with a Sharpie.

Well at the point the players have 360,000c to self-invest in cargo "keeping them hungry" is kinda out the window already. More likely they have a few thousand credits and are just padding out a story run.

Duplication is also tricky. You're at the mercy of the dice. So in addition to everything that can go wrong in a run, you can botch a roll and end up not earning a dime.

Like with other options and mechanics, it's only as crazy as you let it be. But if you are going to deep dive trading, you'll probably want something more detailed, and beyond the scope of what the devs intended.

The issue with any system designed to allow income generation in this game is that there really are no upkeep expenses spelled out in the rules. Trading under WEG rules allowed profits, but also losses, and just keeping your ship in the black could be difficult. With rules like that, speculative trading has an element of risk, but FFG just gave us half the story.

Money and Encumbrance definitely use 'new math' in this system.

Thanks again to all for the help:
the problem in my opinion is that, in this way, the selling price for the characters remains the same 
(or for anyone who purchases), while the shopkeeper is incurring higher prices than those to which he sells. 
At least if I understood correctly; do you think it would be foolish to use the rules to increase the cost of
selling items to the characters? (similar to how the characters sell to shopkeepers)