Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: CitizenJoe on <12-15-15/1436:45>

Title: Day Job question
Post by: CitizenJoe on <12-15-15/1436:45>
I'm considering the Day Job of school bus driver in the Puyallup Barrens.  Given that it is only for school days and the occasional meeting, plus like 2 hours in the morning and 2 in the afternoon, what level of day job quality would that be?  How disruptive would it be for the team?
Title: Re: Day Job question
Post by: gradivus on <12-15-15/1441:49>
since school is usually mon-fri and your working 4 hours a day, that would be 20hrs: day job[2]
Title: Re: Day Job question
Post by: Sendaz on <12-15-15/1626:31>
dammit, now I have images of the bus driver/rigger hauling some teenage runners on missions after school.

Title: Re: Day Job question
Post by: Rooks on <12-15-15/1832:51>
#thatafterschoolprogram
Title: Re: Day Job question
Post by: k_night on <12-15-15/1833:36>
something like this?  ;D
Title: Re: Day Job question
Post by: Mestoph on <12-15-15/1907:33>
dammit, now I have images of the bus driver/rigger hauling some teenage runners on missions after school.
https://www.youtube.com/watch?v=v53mhRXXT2g
Title: Re: Day Job question
Post by: CitizenJoe on <12-15-15/2112:07>
Yea, I was thinking 20 hours, but then there is the whole summer break thing.    Basically,  school is about 36 weeks whereas "work" is about 50 weeks.  Should I worry about that discrepancy or just not get paid during the summer months?


And again, how badly does that schedule mess up shadowrunning?
Title: Re: Day Job question
Post by: gradivus on <12-15-15/2241:20>
The HS I worked for had stuff happening all year long...
Title: Re: Day Job question
Post by: JmOz01 on <12-16-15/1035:52>
During break extra training and after school like programs.  Furthermore with the Asian influences and current trends it is noy hard to believe year round school as standard
Title: Re: Day Job question
Post by: gradivus on <12-16-15/1652:37>
Especially a corporate run school... it's going to want to cram as much into its future drones as possible. Therefore, 'summer breaks' are a waste of resources.

Really, what corp wants their future workers thinking they are entitled to vacations?
Title: Re: Day Job question
Post by: CitizenJoe on <12-16-15/2020:20>
I did say the school was in the Barrens.  Of course, the corollary is that underfunded schools have to hold double sessions to get all the kids in.
Title: Re: Day Job question
Post by: gradivus on <12-16-15/2108:02>
I did say the school was in the Barrens.  Of course, the corollary is that underfunded schools have to hold double sessions to get all the kids in.

while corps won't run a law school in the Barrens- a technical/trade school in say Touristville by whatever company has the Dept Public Works contract isn't out of the question: electricians, masonry, plumbing etc
Title: Re: Day Job question
Post by: Senko on <12-16-15/2301:37>
I'd be inclined to agree with the year round thing simply because of all the stuff there is involved in it. I vaguely recall Japanese schools did half day's on Saturday's back when the shadowrun realm split off then you have all the after school clubs, summer schools to catch up, camps and training for various clubs, staff meetings and education (although that'd probably apply less to a bus driver), things like the Jukans providing extra education (which in shadowrun would probably be corp run for its kids don't want them exposed to another corps education practices), extra classes in addition to the regular ones for things like the mage track, longer hours (meaning fewer holiday's or time off) because there's simply more content the kids have to learn if they're going to be viable employee's at least at the upper level where you probably would be providing a bus driver.

I can easily see 20 hours a week being reasonable as an all round figure since there'd probably be times you'd have to spend entire day's on the job e.g. your driving the insert Club X up to the mountains for their special training camp and that's assuming you'll only dropping off and picking up not actually spending the week up there with them.
Title: Re: Day Job question
Post by: CitizenJoe on <12-17-15/0503:33>
Ok.  How badly does that mess up shadowrunning?  While it is only 4 hours a day, it gets split up so your whole day gets consumed.  Is it workable with evenings and weekends?
Title: Re: Day Job question
Post by: Darzil on <12-17-15/0506:54>
If it doesn't mess up Shadowrunning, it isn't a negative quality. It should be awkward sometimes, but not all the time.
Title: Re: Day Job question
Post by: Senko on <12-27-15/0702:48>
Its one of those GM things I think. At 20 hours a week with a job where that's split over shorter shifts 60-70% of the time your going to be able to work round it. Sometimes however your going to need to say "I can't make that because I have to pick the kids up in the morning" and sometimes the GM's going to say "You have a commitment this week for X and you've been offered a run for X." so you need to figure out how to deal with it. What happens then is up to you and the choices you make. Maybe you pass on the run, maybe you call in sick for work, maybe your sweating and watching the clock the whole time your meeting the johnson making him suspcious when really the reason is you know if you don't leave in 5 minutes your going to be docked a day's pay because you wont be at work on time and for a part time driver they take the view be here at 6 to pick up the bus or we get someone else for the day.

There are way's to work round it if your not awakened or willing to take the hit you can get the sleep regulator so you only sleep 3 hours a day meaning you can be doing run work till 2-3 in the morning regularly assuming you start your day at 6. Researching information, hitting a facility, meeting your contacts etc, etc. However as Darzil said it is a negative quality and as such it is going to have a negative effect on you so there will be times you have to choose between the two. The higher the quality the more the effect whether its a 25 karma corporate SIN where they know exactly what your doing and are just waiting till you either hit a corp faciltiy you shouldn't (not even necessarily the one you have as your SIN but one of their sub, sub, sub, sub, sub, sub, sub, contractors who were offlimits) when they slap you down hard or they have use for the new skills you've aquired since you are still a corporate employee regardless of what you choose to believe (or if you took prototype transhuman corporate property) or a 2 point superhuman psychosis where you might care for the normals that belong to you but never make the mistake of thinking they're as good as you.
Title: Re: Day Job question
Post by: falar on <12-28-15/1007:46>
Honestly, I'd be tempted to do it the Made Man Missions way, just for ease of bookkeeping -

10/hrs/week = lose one week of downtime every other month
20/hrs/week = lose one week of downtime every month
40/hrs/week = lose two weeks of downtime every month

This gives it a real bite for the character. It also means that, while the GM should remember to throw in calls to it, they don't have to work super hard to do it. They just usually let the downtime penalties do their magic and do an in-job thing every five-six runs and have it count as one of the weeks of downtime.
Title: Re: Day Job question
Post by: ZeldaBravo on <12-28-15/1055:19>
Well now that's a good idea!
Title: Re: Day Job question
Post by: Strange on <12-28-15/1345:42>
Yeah, that is a great way to handle it.  Makes a lot of sense and works, game rules wise.