Day Job
DAY JOB
Cost: 5 to 15 Karma
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments.While the regular income is nice, having a regular schedule and a boss to answer to doesn't jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner (Layered) quality or at least a Rating 4 fake SIN). If they have the SINner (Layered) quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.
The Day Job table provides the Karma, income, and hours breakdown for the quality.
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfil their day job responsibilities> If they can't, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can't even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.
Cost: 5 to 15 Karma
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments.While the regular income is nice, having a regular schedule and a boss to answer to doesn't jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner (Layered) quality or at least a Rating 4 fake SIN). If they have the SINner (Layered) quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.
The Day Job table provides the Karma, income, and hours breakdown for the quality.
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfil their day job responsibilities> If they can't, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can't even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.
DAY JOB TABLE
KARMA VALUES | SALARY / MONTH | HOURS / WEEK |
---|---|---|
5 | 1.000Y | 10 |
10 | 2.500Y | 20 |
15 | 5.000Y | 40 |
RF 154