You know someone who buys stolen merchandise, a “fence” who specializes in reselling merchandise of dubious origin. He might be an otherwise legitimate businessman, a smuggler, a crime broker, or even a minor crime lord. Of course, selling stolen merchandise to a fence means that you sacrifice some of the merchandise’s total value in exchange for unloading the goods quickly-which can be crucial if the authorities are actively looking for them and you don’t want any incriminating evidence (such as stolen property) lying around.
Benefit: A fence can take delivery of stolen merchandise within 2d4 hours, plus 1d4 hours per 5,000 credits worth of the merchandise’s total value. (Delivering 25,000 credits worth of stolen weapons to a fence requires 6d4 hours before the fence is ready to accept it.) The fence pays 30% of the merchandise’s value, but with a Diplomacy check (to which the scoundrel’s illicit barter ability applies), the fence agrees to pay more, as follows:
Diplomacy Check Result | Fence Pays |
5-9 | 35% |
10-14 | 40% |
15-19 | 45% |
20-24 | 50% |
25-29 | 55% |
30-34 | 60% |
35-39 | 65% |
40+ | 70% |
Normal: Without this feat, finding someone to buy stolen goods requires a Gather Information check (usually DC 20 for “restricted” information), with no guarantee that the sale isn’t a trap.