QUOTE (Thorguild @ Sep 4 2012, 10:04 AM)

It looks like this thread has already broken down into those who think it would work, and those who don't. I continue to stand by the idea that this shouldn't be harder than what the runners already do. I also recognize that there are those who think it SHOULD be.
I think the plan will work.
I think there are personnel issues involved when
runners start doing this work and I think there are issues that can arrived based on the quantity heisted. I think that the runners are going to have issues with fencing the goods. I also think that this is less cost effective than just going to your local black market dealer and getting the goods.
Markets, even black markets, are not inelastic. You're going to start to ruffle some feathers by doing such a job. As a crime is committed more and more often, guards and watches are going to be put in place to try to catch culprits. Depending on the quantity or type of good, a few misplaced items here and there isn't going to draw huge amounts of attention, but when pallets of goods start going missing that's going to draw ire.
So the guys that usually get this stuff have a couple of different people involved. There's probably some guy on the inside who gets his palms greased to get the stuff out. There's going to be some sort of hacker that covers up the trail. You have any smuggler's necessary to move the goods from point A to point B. You have the fence which launders the goods. Finally you have the black market seller.
As more and more is stolen, the inside guy isn't going to be able to get the goods out because of the closer scrutiny. Without him moving the goods out, the hacker is out of the job. Likewise, the smuggler doesn't need to move the goods. The fence won't have the goods to sell to the black market dealer. The dealer's inventory starts running dry and he can't turn a profit. As each of the people has less income, they have less money to keep their wheels greased to keep the flow of goods moving and safe. The whole black market system is a tuned machine to maximize revenue and minimize risk for those involved by minimizing the flow of goods to lower risk, lower supply, and therefore drive prices up.
By having runners engaging in this behavior you run into a problem with shortage rather than artificially restricted supplies. Shortage is going to make people angry and they're going to look for who is to blame. That is, of course, assuming that whoever you try to fence the goods to is going to accept the bulk you're trying to sell. He may very well refuse it because of the quantity you're dealing with. This boils back to while I think it may be less cost effective than just buying the stuff. In everything there is an opportunity cost. By planning and pulling this run you are forgoing other, more stable, work as a runner for the potential payoff presented by the higher priced goods. That's the problem. It's a potential payoff. The revenue does magically generate itself, you need to be able to move all the goods which will take time or will severely degrade the price if you try to move it all at once.
Okay, so the below is a house rule I came up with for handling fenced goods.
Test
Fencing a good (selling to fence): Charisma + Negotiation (10, 6 hour)
Selling a good (selling to anyone but a fence): Charisma + Negotiation (10, 12 hour) Can only sell one at a time for non-consumable items.
All objects are considered either heisted or looted.
There are a couple modifiers that I believe apply for selling goods to fences. None of these listed modifiers apply when directly selling the good
* Initial asking price is 50% rather than 30% regardless of dealing with a fence or a direct buyer.
* Modifiers are applied manipulatively rather than additively.
* If the object being fenced was specifically targeted for theft to fence then a -20% modifier applies. Only applies to heisted items. (he probably heard about the heist).
* If you're trying to sell more than 5% of the stolen quantity, apply the -10% modifier for flooding the market. Only applies to heisted items. (your not part of his trusted network).
* If the item was looted from someone, apply the -20% modifier for used item. Only applies to looted items. (there will be signs that the item is used unless you take the effort to recondition the item).
* If the item is high profile enough to have been used in a crime, apply the -10% modifier. Applies to heisted and looted items. (most likely will only be vehicles).
* All other street cost modifiers are ignored for fencing.
* After these modifiers are multiplied out, the fetching price must be at least 1% of listed price. If it is not, the item cannot be fenced.
* After all modifiers are applied, the cost may be adjusted down by 5% for +1 die on the check or adjusted up by 5% at the cost of 2 dice. If the modified fetching price is 11%, it may be adjusted down to 1% for +2 dice or up to 21% for -4 dice.
* Nuyen received is always rounded down to a whole number.
So, for example, let's say you heist a shipment of 20 Ares Predator IV's. You have a Negotiation dice pool of 12. They have a listed price of 350. Initially, the Predator would fence for 175. However, since they were stolen as part of a shipment the -20% is applied so now you're at 10% of listed price for 35 apiece (700 for 20 Predators). If you want to move them all at once, you're going to get 1% of the listed price which is 3.5 rounded down to 3 apiece (60 nuyen for 20 Predators). Assuming you buy hits, it will take you ~1 day to make a 60 nuyen revenue. That means to sell them one at a time to a fence (to get maximum revenue from the fence) would take ~20 sleepless days to do. On the other hand, if you were to hit the streets to find a buyer you would be able to get 175 for each one (3500 total revenue) but it would take you 40 sleepless days to move all the goods.