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Getting a rigger to go on a run

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Turkish

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« on: <10-18-15/1633:02> »
So fellow riggers, I have a question for you.

How much nuyen for you to even look at a run? How much to keep an eye out and keep the engine of the van warm? How much to commit drones?  That is a character aspect I hadn't considered until more recently and I find myself at a loss for an answer, so I figured I would ask the forum community what your "barrier to entry" is.

Jack_Spade

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« Reply #1 on: <10-18-15/1700:53> »
There is a certain gentleman's agreement that the rigger is free to jack a certain amount of enemy cars/drones to compensate to a degree the losses he sustains on a run.

So the answer is: Normal salary just as the rest of the team.
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Mr. Black

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« Reply #2 on: <10-18-15/1943:12> »
Well, just like on pirate ships of old, a good Crew ensures that all the money goes into a central fund. Then all expenses are taken care of. Then, and only then, are equal shares paid out. Any Crew worth their salt knows that certain members will need to spend more after every run. Riggers are one of them. A single drone can cost $15,000 plus. That is a lot for any single party member to pay for. Additionally, when on character is giving everyone a ride in his or her mobile bunker, then everyone else should be ponying up extra money, even if the Crew hasn't signed a buccaneer's charter. If Mr. Johnson insists on paying each member separately, then they should all kick in to the general fund to cover mission costs. And once you get enough street rep, you can negotiate expenses into Mr. J's contract with the Crew. 

Now if things have broken down so bad that you aren't leaving that crappy shop in the barrens without a guarantee of money upfront, it is time for the crew to sit down and talk it out. If they have problems grasping it, don't pick anybody up for the next run. Let them do the legwork in their Jackrabbits and Scorpions. Once the mages have to go astral on a street corner, and hackers have to go hot sim beside a cardboard box in an alley, and not in the armor 16/body 16 Van, they will be backing you up real quick.

CitizenJoe

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« Reply #3 on: <10-19-15/1126:18> »
Cash, grass or ass, nobody rides for free.

Group covers expenses first, then lifestyle costs until next run.  "Profits" go into an emergency fund until enough is available to cover big losses.  That's at least a half million.  Once the emergency fund is filled, then you get profit sharing.

What does this mean for living world campaigns? Deckers and riggers are screwed.

Turkish

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« Reply #4 on: <10-19-15/1852:38> »
Cash, grass or ass, nobody rides for free.

Group covers expenses first, then lifestyle costs until next run.  "Profits" go into an emergency fund until enough is available to cover big losses.  That's at least a half million.  Once the emergency fund is filled, then you get profit sharing.

What does this mean for living world campaigns? Deckers and riggers are screwed.

This emergency fund, is that a group fund or a character fund?  I guess I could see it working either way depending on the particular group of players.

Halinn

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« Reply #5 on: <10-19-15/2022:06> »
Cash, grass or ass, nobody rides for free.

Group covers expenses first, then lifestyle costs until next run.  "Profits" go into an emergency fund until enough is available to cover big losses.  That's at least a half million.  Once the emergency fund is filled, then you get profit sharing.

What does this mean for living world campaigns? Deckers and riggers are screwed.

This emergency fund, is that a group fund or a character fund?  I guess I could see it working either way depending on the particular group of players.

Group fund. Also, no money for fun until 500k might leave the part of the group that doesn't need emergency money feeling left out, so I'd go for something like 75% of profits going to emergency fund until it has 200k, then 25-50% (depending on a risk assessment, and how costly the items you might need to replace are) until you've 500k.
After that, I'd still keep adding maybe 20% to a group fund for costly items, such as milspec drones, heavier armor, cyberdecks or whatever else you'd feel would make sure that runs go smoother for everybody.

Whiskeyjack

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« Reply #6 on: <10-19-15/2100:11> »
Hmm. I have never run with a required pay-in emergency fund and my knee jerk reaction to such a thing is "no flippin way."

Also if you choose to live at high lifestyle, ain't no way I'm subsidizing you. Pay your rent from your own cut, not from the pool. If you have trouble we can talk. At a baseline, hell no.
Playability > verisimilitude.

CitizenJoe

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« Reply #7 on: <10-19-15/2248:09> »
Group lifestyles can be really cheap.  High lifestyle with three dependents is cheaper than 3 middle lifestyle. 

Emergency fund can go just as easily into medical or legal fees as it can go into replacing a car.

Mr. Black

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« Reply #8 on: <10-19-15/2312:39> »
I agree with Joe-I have seen as many characters die to DocWagon's strict fees as to the gunfire itself.

MijRai

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« Reply #9 on: <10-20-15/1733:15> »
I agree with Joe-I have seen as many characters die to DocWagon's strict fees as to the gunfire itself.

Why would DocWagon let them die when they could save the person, take samples of their blood for DNA and arcane linking, and then make sure they pay up with interest?  Just going 'nope, too bad' isn't business-savvy.
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Dinendae

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« Reply #10 on: <10-20-15/2127:55> »
I agree with Joe-I have seen as many characters die to DocWagon's strict fees as to the gunfire itself.

Why would DocWagon let them die when they could save the person, take samples of their blood for DNA and arcane linking, and then make sure they pay up with interest?  Just going 'nope, too bad' isn't business-savvy.

I'm sure their finance office would be more than happy to set up a payment plan with you, with "reasonable" rates.

MijRai

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« Reply #11 on: <10-20-15/2205:02> »
Maybe even a 'you get to do our job for a week!' type gig.  I mean, finding talented HTR medics could be tough, supplementing with some disposable talent to cover your trained ones is pretty smart. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Rift_0f_Bladz

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« Reply #12 on: <10-21-15/0945:29> »
Be they gun bunnies, melee combat adept brutes, mages/shamans, all have something to provide. Even it is not medical skills.
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.

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Mr. Black

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« Reply #13 on: <10-21-15/1257:01> »
Organ legging MiJRai. It is part of your contract with them. Especially if you have a basic contract. This happened more in the 1st/2nd Edition days then now, where even a top-notch medical team would only heal 1-2 boxes a week. But it can still be threat to hang over a players head...

Jayde Moon

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« Reply #14 on: <10-21-15/1440:34> »
I guess it depends on if we are a regular team or if we are a random group tossed together by a Johnson.  The former should definitely apportion out 'team' funds.  The latter?  Sorry, chummer, work out your own contract.
That's just like... your opinion, man.