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Fees for fixer services

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PiXeL01

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« on: <12-24-14/0714:32> »
During the run last weekend my runners chose to use their fixer for various services such as introducing local (NPC) talent and selling information on their target.
How much would such services cost the team? Is there a guidance list I've missed somewhere?
I charged the team 250 for the information and 750 per extra NPC runner for a day.

Does that seem fair?
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farfromnice

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« Reply #1 on: <12-24-14/1042:35> »
my player normally pays more than 250-750Y  :D

I'd go in the 1000Y

Namikaze

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« Reply #2 on: <12-24-14/1202:00> »
Generally, my fixer takes a cut off the top from Mr. Johnson and a cut from the runners.  Some might call this double-dealing, but he prefers to look at it as investing in both sides of the exchange.  His friends (Mr. Johnsons) need to meet a team, so the friend pays my fixer a set fee depending on the size of the team.  500¥ per team member, 750¥ per specialist (magician, technomancer, adept, etc.).  Our team's current configuration is technomancer, mage, adept, decker.  So Mr. Johnson is paying the fixer 2250¥ for the team.  The team then pays the fixer a set fee as well, but I allow them a negotiation test to reduce the fee  Generally the fee starts at 500¥, and it can be reduced to a minimum of 100¥.  This is per runner.  Since the adept is a social adept, they usually do really well on their negotiation rolls.  This fixer's stats are Connection 4, Max Loyalty 2.  So when they roll their tests, they often beat him on Negotiation.  It's a small price to pay, considering this is the fixer's elite team.  He managed to build this team by pulling talent from all over the world into Seattle.  And he knows he's not the biggest fish in the pond so he needs this team to get him back to the top of the heap.  He's more than willing to let this team go with reduced fees, because if he nickels and dimes them they might move on.  When it comes to acquiring gear though, that's a standard 5% flat rate, minus 1% per hit on negotiation to a minimum of 1%.
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rednblack

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« Reply #3 on: <12-24-14/1629:50> »
Namikaze, I like your thinking here.  Not the OP, but this is very helpful for me.  Thanks.
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The Wyrm Ouroboros

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« Reply #4 on: <12-29-14/0022:54> »
Most of the time, I'd go with a percentage of the deal.  What that percentage is depends on what the deal is.

Sales?  5-10%, depending on which way the sale is going.

Introduction?  Most of the people the fixer knows he doesn't want the players knowing directly, because then he can't take his cut of the sale, but my benchmark is 5-10% of the new contact's monthly lifestyle cost - more wealthy/important people are going to have a higher lifestyle cost, so the fixer is going to charge the PCs more to be introduced.

Service, on the other hand, is where the fixer can really make his mint - because PC says 'I have a Situation,' and the fixer gets to gauge a) what the problem is, b) how bad the PCs are going to be screwed, c) how much the PCs would be willing to pay in order to make the problem go away, d) how much the PCs CAN pay, and d) how tough it'll be for the fixer to make the problem disappear.  Typically, I'd put this at 1,000 per year the PC would get for the problem, up to a general maximum of 20k - anything over that, and the fixer is probably not going to do anything, because it's so egregious / messy / whatever.  (In fact, the PC might get a Notoriety just with that call.)  If it's especially bad, the fixer just might burn the PC to the shadows, blacklisting them and making it insanely difficult for the PC to work for the next few months until they a) survive and b) get righteous again.
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