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Tempo street value

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belaran

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« on: <11-25-15/1203:53> »
Hi all,

I'm probably missed it in Ghost Cartel but I could not find a street value of Tempo (or other awakened drugs). My group ended up having a shipment of Tempo as bounty, I would like to see how much they should get out of it...

Beta

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« Reply #1 on: <11-25-15/1357:59> »
First of all, street values of most drugs can be really volatile, depending on hiccups in the supply, competition between distribution networks, how much Knight Errant has been cracking down lately, etc.  Also based on the quality of the drugs (or at least, the credibility or proof to help convince people that the quality is good)

I'd also think that would vary a LOT by how they sell it.  If they know end users and can sell it to them, they'll get more than if they sell it to a dealer in the stuff, which would still be more than if they just sell it to a more general purpose contact. 

As a GM thing, unless they want to play it out, to get more value from it, I'd wave my hands and say "Your fixer might know somebody who knows somebody who might be interested in moving the stuff.  But it isn't her usual line of business and handling it at all carries its own risks, so she'll offer you X nuyen, that she'll pay once she's moved it up the line."  ('X' being whatever feels like a nice bonus in your game, without warping things in ways you don't want)

If they do want to move it to someone willing to pay more, then they have to deal with the fact that they are no doubt cutting into someone else's business, and that someone won't be a fan of competition.

Another alternative is to keep the shipment as a sort of McGuffin.  Their next 'job' is actually getting it to a customer, and their pay for that job doesn't come from a fixer or Johnson, but from the buyer.

adzling

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« Reply #2 on: <11-26-15/1049:09> »
We're playing the campaign and our players just had the option to grab a shipment of Red Orchid.
Rather than detail the weight and street value of the potential haul I just figured out what sum would be believable and would not totally unbalance the game.
Four the crew of 4 on that run that worked out to be @$150,000 nuyen.
In the end decided against fencing the drugs and just sank the boat.

BTW side question: were you able to find anywhere in the book how much $$ the Olaya cartel offers to pay the runners?

I could not locate that anywhere, so I made it up.

belaran

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« Reply #3 on: <03-10-16/0906:25> »
Since I open this post I read *somewhere* (no idea where sadly) that a shot of Tempo would amount to 500 nuyens...

adzling

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« Reply #4 on: <03-10-16/1041:34> »
So in the Ghost Cartels Neo-Tokyo run the players are ordered to fence a 400kilo lot of Tempo.
The requestor wants at minimum $25k per kilo but prefers $40k.

So that gives you some idea of a the wholesale price.....

har.

Tecumseh

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« Reply #5 on: <03-10-16/1418:10> »
Depending on the realism of your campaign I would take into account the year. Ghost Cartels was largely set in 2071, and I think tempo has been off the market since 2072 or so. Depending on how current your campaign is, that could be 5-6 years ago. Since supply is rare, the value of it could be significantly higher than it was in 2071.

But if your game is set earlier in the 2070s then adzling's value (which is from p. 112 of Ghost Cartels) looks good for wholesale, although it also mentions that prices can go up to ¥50,000 per kilo.

P. 20 of Ghost Cartels gives Tempo a price of ¥44 on 7/25/71. Now the size of that dose is an open question, but I would say a gram is reasonable. Thus ¥44,000 for a kilo, which is close to what we see on p. 112.

It also mentions that tempo is often cut with other drugs as filler. Thus a dose might be 2 grams but only half of that is tempo. See p. 27: "Based on street samples I acquired, I’d place it at 1-2 grams of active ingredient per dose. The rest is filler or some other drug like red orchid or marijuana—though mixing doesn’t seem to be as common in Seattle as in other places. Street prices vary 50¥ in one sprawl, 150¥ in another; but it’s mostly supply and demand issues rather than proximity to the source as far as I can tell."

CitizenJoe

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« Reply #6 on: <03-10-16/1444:32> »
I got the impression that Tempo was a plot device and not so much a drug to be dealt with personally.  I haven't actually seen any stats on it at all. 

From what I've ready, it wasn't actually illegal until after it got out of hand and even now it is just regulated in some states.  I would base the price on something similar in effect, like LSD or Angel dust.   LSD is sold in 100 micrograms doses at around $5 per hit.  You can get a whole gram for about $3000 or $0.30 per hit but you've still got to portion it out.

Pcp or Angel dust is about $20-30 per gram with tablets running $5 to $15.


adzling

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« Reply #7 on: <03-10-16/1512:35> »
There are stars for tempo in ghost cartels😈😈

Besides affects on stats it lets mundanes perceive on the astral.

Mirikon

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« Reply #8 on: <03-10-16/1534:09> »
It also forces a spirit pact with a shadow spirit on the users when they get addicted.

At the end of Ghost Cartels, the prime manufacturing areas for Tempo where taken down, hard. A few of the possessed plants might have survived, but worldwide supplies of tempo have been drying up (to the point of being almost gone) for years now. Any new source is likely to come from Aztechnology or their subsidiaries.
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Herr Brackhaus

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« Reply #9 on: <03-10-16/1559:54> »
Tempo wasn't illegal because it's effects weren't clearly understood when it hit the market.

There are very good reasons it got hit with the proverbial banhammer; Ghost Cartels is a really good read, for what it's worth.

Rift_0f_Bladz

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« Reply #10 on: <03-10-16/1637:24> »
The forced possession on the other hand, sounds really bad.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

adzling

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« Reply #11 on: <03-10-16/1819:49> »
Shhh my players read this forum!!

CitizenJoe

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« Reply #12 on: <03-10-16/1937:04> »
Looks like 50 nuyen per dose.  No idea how much a dose is.  It really does seem to simulate PCP except that the hallucinations are real.