QUOTE (Pat @ Mar 7 2010, 09:41 PM)
I've looked under fencing in SR4A and the fencing description is really really vague.
I mentions negotiation being able to be used to raise the restriction rating to make sure that items sell faster, but it only vaguely mentions being able to buy things at lower prices and sell things at a higher than the base 30% value. But nowhere does it actually mention how to go about trying to modify these prices. Does anyone happen to know what books I can look in to find detailed information on this?
See Swag, 286, and The Availability Test, 312, which also has the Street Costs table. Also Social modifiers on 130, and Favors on 288.
Basically, it works like this. You're rolling Negotiation+charisma, trying to get ten hits, every six hours. The availability of the item is bonus dice for this test. If you glitch, someone bad has noticed what you're trying to do, or something similar. On pricing, the 'default' price is 30%(because everyone pretty much assumes what you're selling is stolen and used) of the item, but may be more depending on what you're selling(street costs table). Once you have the 'going' rate, you may reduce that by 5% per bonus dice you want on the test, if you really need to get rid of something fast.
You may also use a contact to do that, in which case, they roll their charisma and negotiation AND their Connection. Its also not taking up your time, and they're selling the item, not you, which is good if someone is looking for it. In exchange for this, they want you to split the profits. The contact wants their Connection times 5% of the (and i'm not clear here. The going rate, i think) in advance.
If you're Buying, you want Negotiation + Charisma, trying to beat the Availability, with a test-time based on its total cost. Of that cost, you may spread more money around by adding in 25% more per bonus dice you want. As above, glitches are bad, and you may have other people(your contacts) get stuff for with even more dice. Depending on how your GM is feeling, you may have to put up with buying stolen goods, but may also get a discount.
Now that you have the basic idea, favors can be cut. Black Market Pipeline from the Runner's Companion lets you Buy at a 10% discount, sell at +3 dice, and always buy or sell at a beneficial price. If you're on good terms with your contacts, you can try to cut yourself a deal, but it cuts both ways and they might want -you- to cut them a deal. For Business favors, you roll opposed Negotiation + Charisma, with the contact's Loyalty rating being added to the character's dice pool. Each hit on either side shifts the final price by 10%. (as a houserule, I would add the contact's Connection to the contact's dice pool - after all, you're going to -them- for help- or do some addition/subtraction between their connections/loyalty to see who has the edge in the deal )
By extension, you can use this on anyone- if the character doesn't know someone, their loyalty is zero, and may need some convincing to help out.
Hope that helps.
Too long didn't read;
Opposed negotiation + charisma shifts the price by 10%, apply the 'this is stolen and a mostly-broken POS' table to the price first.