Fence
Move fast, stay invisible.
The scenario for merchandise with flexible origins: buy what walks in cheap, keep the heat off the counter, and sell it before Security comes around.
Fencing is a speed trade. Stolen goods carry heat, inspections search for exactly that, and the smuggler bay exists for the hours in between.
A fence’s shop looks like any other: a counter, a display case, a customer with a request. The difference is that every item has two prices — what it cost, and what it costs if somebody finds it.
That second price is paid in reputation and time, not credits. Which is why the fence start rewards storage discipline before salesmanship: the smuggler bay is the machine that keeps the two prices from meeting.
Counter protocol
- Stolen stock does not belong in a display case overnight.
- A passed inspection can still cost reputation if what was shown was contraband.
- Relabelling discounted stock is the fence’s second income, and its second risk.
Related stock
Where this comes from
Fencing stolen goods only works while Security stays away from the shop.
“You can cut the product’s quality, relabel counterfeit products as genuine, or fence discounted, stolen goods if you believe Security won’t reach you.”
The Fence start is about moving stolen goods quickly and invisibly.
“Fence. Stolen goods. Move fast, stay invisible.”
Heat on stolen stock is a standing risk rather than a one-off penalty.
“Stolen goods can carry heat and security”
Caption as spoken (verbatim)
Stolen goods can carry heat and security
Tier 1 is the developer or publisher speaking, tier 2 is a large structured reference, tier 3 is player-made material. Anything a player measured rather than read is labelled as community-reported on this page.