Selling Loot

At some point during their careers, all adventurers come across excess items they wish to sell. There are essentially two options available to players:

Option one, per the Core Rulebook you may sell any equipment to an NPC for 50% value. Depending on what you’re selling (and how much), this will probably be the preferred option. If you would prefer to trade rather than receive cash, the merchant can give up to 100% of the value of the items in question (DM discretion – probably based on a combination of the merchant’s attitude toward the characters, overall price and how much time I want to spend figuring it out.).

Option two is to put your skills to work. In the case of known collector’s items or high quality merchandise, this could get a much higher price. Step one in this option is that you must find a buyer. This can be done by using one of your existing contacts, making a successful Knowledge: Local skill check (DC varies based on merchandise), or paying a broker a 10% fee (based on the full value) to find a buyer for you.

Once a buyer is found, you will start at a baseline 50% value to begin your negotiations. Negotiations are opposed checks (with bonuses applied as reward for roleplaying): The buyer will use the appropriate craft or profession or their sense motive or diplomacy skill. The seller will use either the appropriate craft or profession or their bluff or diplomacy skill. Once all bonuses are applied, compare the opposed checks. For every 1 the seller beats the buyer by, they will gain an additional 5% to the sale price. If the seller loses the contested roll, the price is reduced by 5% for every 5 the buyer beats the seller. This negotiation is assumed to be the “best you can get at this time”. The seller can choose not to sell, but must wait at least one full week before attempting again (paying an additional 10% fee if using a broker). Additionally, the buyer might not be able to pay the full amount up front (particularly if the price exceeds 100%). At that time, the parties may negotiate payment schedules or find some other solution.

Examples:
The seller (the adventuring party) attempts to sell a piece of looted artwork to a dealer using their diplomacy skill (5). The buyer will be using his/her Profession: Art Dealer (or more generically, Profession: Merchant) skill (8).

Scenario 1: Seller rolls 12 (5) = 17, Buyer rolls 10 (8) = 18. Since the buyer’s roll does not beat the seller by at least 5, they agree on a selling price of 50% of the value of the art. If the buyer had rolled a 15 for a total of 23, the final price would end up being 45% of the total value.

Scenario 2: Seller rolls 17 (5) = 22, Buyer rolls 10 (8) = 18. Since the seller beats the buyer by 4, they are able to sell the piece for 70% of the value (50% + 20% (5% x 4)). If the sellers already knew the art dealer (or learned of them through their Knowledge: Local skill), they get the full 70%. If they had to use a fence or broker, they would have paid 10% up front, but still netted 60%

Scenario 3: Seller rolls 20 (5) = 25, Buyer rolls 1 (8) = 9. Beating the buyer by 16 gets the seller a price of 130% of the full value of the art (50% base + 80% (5%x16)). Since the buyer doesn’t keep that much cash on hand, he offers to pay half the agreed price up front with the other half following in two weeks. The seller can choose whether or not to take this offer.

Exceptions to this process are coins (1 gp = 1 gp: I don’t want to make the effort to determine exchange rates of each national currency) and gems (selling a gem is the same as coinage: 50 gp value gem = 50 gp cash). There are of course exceptions to the exceptions. If you find a treasure trove of coins dating back to the Empire, you can probably find a collector to pay above face value. At this point, we would use option two above (with a baseline of 1 gp = 1 gp).

Selling Loot

Echoes of Heaven Danieleben