(cents will only be accepted in pairs.)
1. Some of the adventures i'll design myself and will be tailored to the abilities of my two PC's
2. I'll encourage my players to develope characters with broad abilities.
3. I'm developing a stable of NPC runners that the PC's can call on if they need outside expertise or extra muscle.
I'd like to use some published adventures so they will occasionaly need outside contractors.
On option three; I'm thinking of running these outside operators like gear. They will have a full character sheet with fully fleshed out backgrounds and legwork tables that the PC's can search. If the PC's decide that they need help on a run they can search through their contacts for a list of NPC runners that might fit, just like gearing up for a run. The NPC's will have something like an AVAILABILITY rating and a ¥¥ cost.
my main question is how to tie the ¥¥ cost and availability of the NPC's to their skills and abilities. I'd like to tie this in with the the Reputation rules (BBB pp.257) so the PC's can evaluate the NPC's on some kind of universal scale.
Extra Info
Knowing my players the PCs will be;
A- some uncommonly wierd type of elf that is a magician but secretly wants to be a street sam. In a previous discussion he said; "It looks to me like the best way to go is to be a mage that concentrates on defence and illusion and I'll have him carry a sniper rifle."

B- the other PC will be either a hacker or a street sam.
So I'm betting that they'll need to hire Tech specialists or muscle, and occasionaly a REAL mage.
If I'm lucky I'll end up with a Shaman and a Hacker who will have some decent contacts, If not I'll give them each 1 free fixer they can pick from a list.
The scenario would work like this.
They decide to take a job but after doing a little legwork they see that they'll need at least one stealthy guy and one guy who can shoot things up if needed. So they put the word out through their contacts and the contacts come back with 5 or 6 names. Now they do legwork on the NPCs and, I give descriptions of the NPCs specialties along with the numbers for Street cred, Notoriety, and Public awareness. (the accuracy of the info I give will depend on the results of their legwork.) The PCs pick the NPC they want and check for availability,
which should be based on _________?
Once they find an NPC who's available in the right time frame they meet and conduct negotiations for ¥¥ which is contingent on the details of what they want the NPC to do but the starting point for price is based on________?
For price I figure that an equivalent level runner would start out negotiating for an Equal share. Street cred and notoriety would come into play somehow.
For availability, does street cred x (some multiplier) +- notoriety sound fair?
The players are going to be stingy, (until they learn better), so how would you set the price for an operator that is sub-par; i.e. an NPC with zero street cred rating.
Planned adventures
I never got to play 'BrainScan' so I'm beginning my campaign in mid 2059. To boost up the characters in prep for the Archology I plan to move some old adventures forward in the timeline. I'll play them in about this order:
1, home brew adventure to get things rolling
2. home brew adventure to introduce one of my major NPCs
3, "Mercurial". this one doesn't have any connections so I'll move it forward 9 years
3, home brew adventure centered around Urban Brawl!
4, "Ivy & Chrome", or SR MIssions; "An Ounce of Prevention" if they don't have a good street doc yet.
5. "Under The Influence". to introduce Renraku
6, Home brew Renraku Extraction, to introduce the archology, (if they play under the Influence right.
7. some tracks from "Blood in the Boardroom"
8. Finaly I will get to play "Archology shutdown" which i have been thinking about for years.
I'm probably going to need more players.
Anyone in north Utah want to break in a new GM?