http://danvolodar.ru/files/SR/That site has fine tuned day job rules, read them through. I believe there is even apart where you roll certain skills to see how you perform, how much money you make, if/how many contacts you acquire there and if you get problems from work. This should take care of some problems above...
And even if dad is the owner and a high level contact it should only create more personal problems.
Read the rules for "Doing your job" (where a few skill check measure performance that influences your pay) and " "Patrons" rules (which limit the total acquired contacts per job).
I'd build the jobs this way:
Job1: Helping out at Daddies 'Runner Bar
This is a cross between bartender, bouncer and fixer in training.
Requirements:
Primary skill: Etiquette (street) 5
Secondary skill: Negotiation 4, Intimidation 4, Unarmed Combat 4
Job qualities: Half-day, Easy-going employer, small business, SIN-less, chatty, dangerous, unpleasant co workers, diverse skillset.
Cost - 8 BP, 20 hours a week, Availability 12, Payment 6, Social 4, no SIN required.
Payment:12(-5 or x.5)=6
Job 1 is possible under the Job rules from the site above incl. a laid pack schedule/employer and all. It comes out as giving only 7 BP though, but the with the rules from the document he picks up and improves new contacts easily, I.e. Let's assume he saved a few build points there or give him a small rating enemy from the start associated with the job. Or we need to further tweak the job qualities... He could pick up interesting contacts, but also a few dangerous enemies and may get into some fisticuffs sometime...
Also a L6C4 ex- runner running a shadow runner bar is clearly a fixer. Remember loyalty 6 runs both ways. So simply have daddy offer the job when another runner became unavailable and check if he still refuses. If yes maybe daddy goes himself and/or something happens to him. Plot hooks galore...
Also read the Job Job Job rules and work out some interesting and some frightening co workers and patrons NPCs. Some could become future Contacts and some will potentially become enemies
Job 2: Weapons Dealer
Running his own own legal shop by himself.
Primary Skill: Negotiation 4
Secondary Skill: Knowledge (firearms) 3, Armorer 2, Professional Knowledge (small business) 4 (or Logic 3?)
White collar, no coworkers, unsafe
Cost -15, 40 hours a week, Availability 20, Payment 10, Social 2, and requires a valid SIN, licenses checked regularly.
Self-employed, firearm license, gunsmith license, no coworkers, diverse skillset.Job #2 is also quite possible.
But if he wants to be the owner he would also require a costly commercial lifestyle for the store and possibly an armorer kit, shop or facility IMO (read up on the lifestyle in Run Faster and
in this thread) the lifestyle costs a base 8.000nuyen. This cost could be reduced each month by 1000 for each net hit on a Charisma + Etiquette(Corporate) [social] check. So it is not guaranteed to turn a profit. And you cannot really live there very well. Normally you would purchase a second lifestyle. If you purchase Day Job at 15 the income is 5.000, so he is not at all guaranteed to turn a profit. He's need 3 net hits just to get even. (Or purchase a few lifestyle modication qualities to reduce lifestyle costs, such as Bad Neighborhood)
And he would need to purchase the merchandise lifestyle quality (Run Faster) for the goods. That quality has rules for the maximum availability of items for sale (3,5,7,9 depending on how many points you spend) and any discounts and reduction in purchase interval (from days to hours, from hours to its on the shelf over there).
It also requires a few licenses which will be checked regularly. Also without the required skills, the store will go down quite quick. Use the Doing your Job rules and modify the income according to the weekly test results.
Also the store will be the target of theft attempts. Use the std. rules for lifestyles and security there.