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jrpigman
Money for making runs pays for your lifestyle, and maybe a couple extra gadgets, but what self respecting runner honestly wouldn't take a little extra cash? To the victor goes the spoils, right? Lets talk about your favorite ways of turning a work-a-day run into a massively profitable enterprise.

If you have the extra space in your vehicle, snagging a couple of those cybered up corpses you just iced can be worth a bit on the used cyberware market. A decker can snag an extra couple pieces of data while disabling the security system, and any halfway decent rigger (or even someone who just knows a bit about computers and has a bug sweeper) can auto-nav a hot vehicle to a chop shop.

So how do you like to make a little extra cash on a run?
adamu
Sorry - I know the question is "extra cash" - but one thing cool to do is figure out who else might be interested in achieving the same goal you have been hired to do, and then seeing if you can get them to pay you for it, too. Maybe customize it for them.
Say someone hires you to topple an underworld figure - maybe you can earn a get-out-of-jail-free card from the Feds if you do the toppling their way.
Or if you are going into a facility anyway for Item A, see if the targets rivals are interested in hiring you to go for Item B at same facility while you are in there.
Obviously you need never tell the second party about the existence of the first contract.
Kagetenshi
We do the basics—if we find a car, we sell it, if we end up with a corpse, we sell it. Had a teammate go that way, rest his soul.

~J
Grinder
Selling stolen cars, selling corpses, selling used cyberware, working as bounty hunter, working for the company of a friend (getting paid with hard cash), working as mechanist - there a plenty of possibilites for the enterprising runner.
BishopMcQ
Persona-fix chips and neuro-stun. Human trafficking just became a whole lot easier...

Beyond the things mentioned above, I've had characters do their own "money runs." Put your ear to the ground and find out when the next Fairlight shipment is coming into town or when that Talismonger will be out of town...

The threat level is higher for the big payoffs, but it's always worth it. Especially if you set up a deal before you have the goods and can get top dollar. Just make sure you follow through on the arrangement, or your street cred takes a dive.
Snow_Fox
besides picking up loot from the dead, weapons, cars, decks etc, heck that's part of the run. But we draw the line at taking cyberware off of bodies.

My main character also worked as an advisor for Lone Star and as a paranormal expert for hire. That was infact a common htread for some runs. "I went to Lone Star but they couldn't help me. I was told you could help me..."
Rajaat99
Organlegging. It's gross, but frag, it pays.
PlatonicPimp
I had one character as a bouncer/barrista at a local bar.

Another (male) character turned tricks.

And I've always loved the day job flaw....

My favorite however was a graduate student who did shadowruns AND worked on his thesis. He made a little extra dough through grants and scholarships. Why, once he did a run in order to guarentee he'd get the scholarship money....
Ryu
I immediatly thought about off-run extra money, not opportunities on the way.

Rigger - transport business
Samurai - securing a meet, working as a bouncer would pay little so depends on lifestyle, smaller tasks that don´t need to be played out
Mage - small-scale talismongering, community doctor, research
Adept - fighting circuit, teachning wall climbing

(all examples from my current group. If they don´t know what to do with their spare time, they go to work. Pays much less than running, but covers lifestyle costs for most)
Snow_Fox
QUOTE (Rajaat99)
Organlegging. It's gross, but frag, it pays.

Not enough to cover the scars on your soul.
Kagetenshi
That's your problem—you haven't sold that yet. Start there, it's decent money.

~J
Fortune
Hell, you don't even need to sell it nowadays. Just get the doc to remove those scars for you ... just a small, one-time fee.
Jack Kain
Stole an Aries Dragon cargo chopper, that was a sweet sell.
Black Jack Rackham
I have a Troll Mercenary character who moonlights as a Flower Arranger/Delivery Guy. (He works for a chummer from the war who started the biz, and has a couple of contacts with the people he delivers to).
Mark
Sicarius
I hear mention of selling weapons from dead corp-sec, or stolen cars, or god forbid boddies I think that sounds like a quick way to get busted.

You get away clean from the 'run, sell the stolen guns.

Two weeks later the guy you sold it to gets busted sticking up a mchughes'. He's looking at 15 years for armed robbery, so he flips to give up the guy who sold him the gun, whose looking at federal weapons trafficking charges, so he flips, and gives you up, whose now tied to weapon trafficking, and the original murder of the guard, plus whatever job it was you were paid to do to begin with.

That's a pretty common scenario even RL.

Or your driving to your street doc, get pulled over because your muffler is dragging on the asphalt, because you've got 4 200 lb corpses in your trunk. 'Star gets curious, looks around and bingo, you're sunk.

How often do criminals get busted not for the original crime but for something stupid, like running a stop sign connected to it.

If the PCs are risking all that to make a little extra money, your PCs need to get a better negotiation skill.

ps. I know not everyone plays the professional criminal angle, in which case, if your character is purposefully greedy, or purposefully amateur than it would make total sense to do all those things suggested.
Jack Kain
Its not that hard to remove the RFID chip and sand off the serial number. They can't tie the gun to the dead guard. And they can't convict you on the word of the guy they found with the goods.
Ryu
The thing you need to do here is ORGANISED crime. You don´t go around selling the quards weapon when it´s still warm from his hands. You collect weapons and sell them whole. After removing RFIDs and fingerprints, and waiting for the case to be old news. Then you sell bulk to a gang / black ops division / other fixer.

The thing with organlegging is the high profile compared to a lowly weapons sale and the need to act now rather than next month.
Kagetenshi
QUOTE (Sicarius)
Two weeks later the guy you sold it to gets busted sticking up a mchughes'.

Why on earth would a fixer or fence be sticking up a McHughes?

~J
Fortune
QUOTE (Kagetenshi)
Why on earth would a fixer or fence be sticking up a McHughes?

Trying to make new contacts?
Grinder
QUOTE (Kagetenshi)
QUOTE (Sicarius @ Nov 23 2006, 11:42 AM)
Two weeks later the guy you sold it to gets busted sticking up a mchughes'.

Why on earth would a fixer or fence be sticking up a McHughes?

~J

Maybe the runners sold the gun directly and not to a fixer.
Fire Hawk
Cutting out the middle-man can be hazardous to your health.
Konsaki
QUOTE (Fire Hawk)
Cutting out the middle-man can be hazardous to your health.

Only if you got the fence's contact info from someone in exchange for some % of the sale and then you dont give them that...
It's expected that you wont go through just one person, but if you encroach on another guys territory, like say, drugs...
Catsnightmare
QUOTE (Sicarius)
Two weeks later the guy you sold it to gets busted sticking up a mchughes'.

They'd have to be really stupid to do that. IIRC isn't McHughs the fast food place that always has at least 3 guards minimum in security armor and submachineguns at every single location?
mmu1
QUOTE (Sicarius)
I hear mention of selling weapons from dead corp-sec, or stolen cars, or god forbid boddies I think that sounds like a quick way to get busted.

Strangely enough, you're actually not the first person to bring this up in a discussion on reselling "loot". Actually, you're not the tenth person to bring this up, either. Nor the twentieth... wink.gif

In my experience, it tends to be a lot more complicated than that, and how wise it is depends entirely on:

1. How selective you are about what you grab and sell later, and thus the risk / reward ratio.

2. How much you're getting paid for the runs - actual "professional crminal" rates, or the pittance SR sourcebooks recommend.

3. How professional and competent your contacts / fixers are.

Not to mention the fact that shadowrunning - as it is often portrayed in the game fiction - doesn't actually make economic sense anyway, so many runners are doing it for other reasons than making a living as a professional criminal.
Sandoval Smith
Babysitting.

I kid you not. I wasn't able to regularly make games, so to explain my PC's absenses, his side job was bodyguard, speciality: high risk kids (as in high risk of kidnap, etc). I was kind of disapointed that the GM never came up with the run that sent the rest of them after I target my PC was watching...
Dog
My newest character is a DJ on the local raver scene.
Dawnshadow
Teaching.

Combat, mostly.
Smed
QUOTE (mmu1)
Not to mention the fact that shadowrunning  - as it is often portrayed in the game fiction - doesn't actually make economic sense anyway, so many runners are doing it for other reasons than making a living as a professional criminal.

Yep, the game economics don't make much sense. I've played in games where the car the team rigger stole for the run could be resold for as much as the PCs were being paid.
Ed Simons
QUOTE (Snow_Fox)
QUOTE (Rajaat99 @ Nov 22 2006, 10:57 PM)
Organlegging. It's gross, but frag, it pays.

Not enough to cover the scars on your soul.

You just killed them and you're going to be scarred about selling the body?

Why?

Just think of it as recycling. biggrin.gif
Ed Simons
QUOTE (Sicarius)
I hear mention of selling weapons from dead corp-sec, or stolen cars, or god forbid boddies I think that sounds like a quick way to get busted.


As I've said many times - Smart looting get you money, dumb looting gets you dead.

QUOTE (Sicarius)
You get away clean from the 'run, sell the stolen guns. 
 
Two weeks later the guy you sold it to gets busted sticking up a mchughes'. He's looking at 15 years for armed robbery, so he flips to give up the guy who sold him the gun, whose looking at federal weapons trafficking charges, so he flips, and gives you up, whose now tied to weapon trafficking, and the original murder of the guard, plus whatever job it was you were paid to do to begin with. 
 
That's a pretty common scenario even RL.


You're ignoring quite a few things with this example.

For starters, the murder of the guard took place in another country. (That's how extraterratoriality works.) Lone Star doesn't know about it and the Megacorp sure ain't telling them, either. Lone Star doesn't even know the gun is stolen goods and they sure can't prove it.

If the idiot who gets the pistol survives his attempt to knock over the McHughs, Lone Star doesn't have much to work on. He may not have the slightest idea who sold him the gun. Some ork out of the back of a van is not much to go on. Even a street name isn't much, either.

Alternatively, you could have sold the gun to a fixer who sold it to idiot-boy. Presuming your fixer is competent, either idiot boy doesn't know who he is and where he lives, or the fixer has a completely respectable cover. (Or both) Either way, a competent fixer is paying the proper amount of graft to make sure Lone Star doesn't hassle him.

And if you were competent, the fixer doesn't know your real name or where you live, either. An ork with the streetname of Shadow isn't much to go on.

And that's before we figure the would-be robber, the fixer, and you are SINless and this hard to trace.

QUOTE (Sicarius)
Or your driving to your street doc, get pulled over because your muffler is dragging on the asphalt, because you've got 4 200 lb corpses in your trunk. 'Star gets curious, looks around and bingo, you're sunk.


Look at it from the Star's POV. If the muffler's dragging either there's something wrong with your car or you've got a trunk full of something heavy. And even if you've overloaded your vehicle, the odds of it being something illegal are rather small.

Lone Star doesn't care if there's something wrong with your car. Nor do they care if you've got 800 pounds of catfood in the trunk. Both of those are far more likely than you having a trunk full of stiffs.

And any stop they make will take time (which they may not have) and probably require paperwork (which they hate). They aren't going to stop you unless you're already doing something obviously illegal.

This is dumb looting as it's bad for your car, though. At least invest in a van if you're going to transport this many bodies at once.

QUOTE (Sicarius)
If the PCs are risking all that to make a little extra money, your PCs need to get a better negotiation skill.


Doesn't the standard runner risk quite a bit for a little extra money every time they go on a run?

QUOTE (Sicarius)
ps. I know not everyone plays the professional criminal angle, in which case, if your character is purposefully greedy, or purposefully amateur than it would make total sense to do all those things suggested.


Let me note that most real world criminals are amateurs and they're all greedy. Neither of those automatically means stupid.
Ryu
If your group does make more money by stealing alongside the run, you need to rethink your payment pattern. They either get too high a percentage on the black market or to little money for the run. Its almost impossible to earn little money as a competent runner, so even milk runs should pay several thousand nuyen per day of work.

Campaigns that intend to stay on the street should not involve runners who can steal cars in classy neigborhoods without breaking a sweat. It is better to increase the payscale and allow the characters to spend their hard-earned cred. Improvement is possible for samurai, too.

I´m all for involving the characters in organised crime. They can do many profitable things - if they use the infrastructure provided by other professionals. Those who do this in a planned manner might even evolve to become part of a syndicate, gaining new friends and the attached strings.
dog_xinu
one of my characters told me during the downtime she was going to look for a second job to do in between runs to help pay the bills. And she had very high ethics but no morales. So she went after finding a strip club that would let her dance several nights a week but would not fire her if she disappeared for a week at a time (for a run - not that she would tell them that). And she told me that if the stripping doesnt work out then she will turn to be an escort. Not the run of the mill, street corner hustler nor the here is my add in the scream sheet, but working for someone (brothel?)


The good news for her was their was a strip club willing to hire her.


NOTE: I mentioned that the character is a she, not the player was a she nor he. I dont want to get into the arguement that women are tramps/easy vs not. I do have female and male players in my group, so there is no telling.

dog
Kagetenshi
QUOTE (Ryu)
If your group does make more money by stealing alongside the run, you need to rethink your payment pattern.

With very few exceptions, usually at the astronomical power scale with ridiculous, Mission: Impossible-style sub-second tolerances, there's no amount of money you can pay a runner that will make it not worthwhile to grab some stuff on the side to sell. It just makes sense to do it.

~J
Konsaki
Just make sure that your runners arnt carrying everything in their 'Pants of Holding™'. Make some weight values for all that crap they are stealing, if you want to discourage it. Once they get encumbered, they will stop grabbing shit, or start looking up prices of the crap through the matrix. biggrin.gif
As for stealing cars, why not make a mission where the whole point is to steal an experimental vehicle, but the stipulation is the runners cant drive it at all. If they snag one of those car hauler 18 wheelers, they can hawk it for some extra cash afterwards.
Kagetenshi
Hm.

IMO, "hock" is more appropriate there, but that's debatable—anyone else have an opinion?

~J
eidolon
I do: http://www.interstategamers.com/images/Definitions.jpg

wink.gif
Ryu
QUOTE (Kagetenshi)
With very few exceptions, usually at the astronomical power scale with ridiculous, Mission: Impossible-style sub-second tolerances, there's no amount of money you can pay a runner that will make it not worthwhile to grab some stuff on the side to sell. It just makes sense to do it.


I know; money on the side is always good. I was commenting on the runners who could make more money by stealing cars than by running. The following player is only one example, I´ve even experienced stupid GMs who tried to do the same.
QUOTE (Smed)
I've played in games where the car the team rigger stole for the run could be resold for as much as the PCs were being paid.



Once your runs pay decently, the amout of looting will not be as significant to the runners and it will be executed more carefully. If looting is all that makes the red zero on your balance sheet go away, you´ll play a mage AND loot what you can.
Sicarius
QUOTE (Ed Simons)
You're ignoring quite a few things with this example.

For starters, the murder of the guard took place in another country. (That's how extraterratoriality works.) Lone Star doesn't know about it and the Megacorp sure ain't telling them, either. Lone Star doesn't even know the gun is stolen goods and they sure can't prove it.

If the idiot who gets the pistol survives his attempt to knock over the McHughs, Lone Star doesn't have much to work on. He may not have the slightest idea who sold him the gun. Some ork out of the back of a van is not much to go on. Even a street name isn't much, either.

Alternatively, you could have sold the gun to a fixer who sold it to idiot-boy. Presuming your fixer is competent, either idiot boy doesn't know who he is and where he lives, or the fixer has a completely respectable cover. (Or both) Either way, a competent fixer is paying the proper amount of graft to make sure Lone Star doesn't hassle him.

And if you were competent, the fixer doesn't know your real name or where you live, either. An ork with the streetname of Shadow isn't much to go on.

And that's before we figure the would-be robber, the fixer, and you are SINless and this hard to trace.

It seems clear that I play the 'star as very different from alot of you. At least in my games they are competent professionals with every intention of preventing, and investigating crimes, with some corrupt members, but the majority not. While an ork in the back of a van isn't much to go on, in RL law enforcement works with this, and less, and some times they can build a case. In real life criminals rat each other out, especially when they are looking at long sentences. To think that your fixer isn't going to flip if he's looking at 30 year in a corp run prison, is unrealistic to me.

And if he's a competent fixer, he's probably one of a notable handful. To think that the 'star wouldn't have intelligence on which fixers work in what areas, fencing what items, to what kind of people, is silly.

Now you're right, there is the jurisdictional question. IF you had done your job on the corporate territory, and left, leaving as little evidence as possible, you'd be right. The corp would probably swallow the loss, and try to strike back at the corp they think sponsored it.

But when you cross an international border, with a trunk filled with stolen, and likely illegal regardless, firearms, which are now hitting the streets of the 'stars jurisdiction, it would be silly to think that they wouldn't be interested in stopping it.

I'm not saying you slam the PCs because they sell some firearms once or twice. But if its every run, with 6-12 firearms, especially large illegal ones, through the same fence, the results should start to show up on the streets, and the 'Star should notice. The same if they steal a car to use on a run, and then dump it, its just another bunch of goofball gangers joyriding. But when they are stealing, and than fencing cars repeatedly, over and over again, they're not joyriders, they're an auto-theft ring, and the 'star should pay attention.

In addition when the PCs plan the run, they are usually being professional, planning every contingency. But when it comes to grabbing the loot and fencing it, its usually an after thought. and that's where people start making mistakes. And I personally, in my games, think the 'star should be ready to act on those mistakes.
wargear
Stunning innocent by-passers and stealing their cyber-eyes...and any other easily detached cyber-parts.
LordHaHa
Since I'm on the GM side of things, I don't get much to nab. But my players do, and they tend to pick up anything that isn't nailed down. Most of the stuff they like (guns, vehicles, etc.) are things that have already been detailed on the rest of this thread.

They do have a special love for cyberdecks, however (currently running an SR3 campaign, obviously). You can sell the data and the programs on the deck (in the case of the programs, multiple times), and then you get to the actual deck itself - if it is at all decent, then selling it at 30-50% of its value can still bring in a tide profit. And that's with one deck.

(Not to mention the satisfaction of geeking a decker while he's off in Matrixland and ripping his little toy out of what is left of his head, but that's an emotional side-perk.)

Now, my players haven't really gotten to the "raid the bodies for parts" point yet, but they are getting to be better thieves by the session.

EDIT: I almost forgot to mention this, but as we have a few people who are competent in Electronics B/R in the group, registered credsticks have also become quite appealing to the group. In fact, my players have setup a small ID forging operation on the side, after they remove any certified funds linked to the stick.
Sicarius
QUOTE (mmu1)
Strangely enough, you're actually not the first person to bring this up in a discussion on reselling "loot". Actually, you're not the tenth person to bring this up, either. Nor the twentieth... wink.gif

In my experience, it tends to be a lot more complicated than that, and how wise it is depends entirely on:

1. How selective you are about what you grab and sell later, and thus the risk / reward ratio.

2. How much you're getting paid for the runs - actual "professional crminal" rates, or the pittance SR sourcebooks recommend.

3. How professional and competent your contacts / fixers are.

Not to mention the fact that shadowrunning - as it is often portrayed in the game fiction - doesn't actually make economic sense anyway, so many runners are doing it for other reasons than making a living as a professional criminal.

I can agree to that. I was responding to the way the posts were going in my understanding, which was Pcs who did it constantly and without aforethought.
Angelone
Smuggling, piracy, grand theft auto, setting up wards, organ-legging, hell even good old fashion muggings.

Recently, I staked out a hospital and waited for someone to come out with a cyberlimb. A bit of shadowing, a stunbolt, some hacking and presto! Barely used cyberleg for sale. Pure nuyen.gif

"Yeah I'm telling you the guy had it for 15 minutes tops." cool.gif
Warmaster Lah
Shadowrunners always struck me as sort of the hustlers hustler.

I'd think that a lot of things could be done to make money on the side without to much effort or danger.

Hackers can pretty much do all sorts of odd things to get money. I'd probably sell bootleg programs, videos, and music. I can tell you a man can live decently that way.

I have a Troll semi-pimp/Face character I wanted to play who still gets income from his old harem, thought really it would have the severely annoying/evil parts of the dayjob and pirate family flaws associated with it.

A good gunbunny could make a nice living sticking up Drug Dealers, ala Omar on The Wire. Resell the drugs or whatever if you want.

Better yet if you are a character with a high chem rating make your own neo-extacy and sell it.

If you are a character with high charisma open your very own place of worship and pass the collection plate.

A Mana user should never really be poor except by choice. They should have side jobs out the caboose. Unless they dont like working a lot.

You know I wonder.... it would seem like a lot of organized crime rings could easily have started out of Runner groups. The morale runner would be more rare I'd think.
Grinder
It's important to keep the big syndicates in mind. By canon, they're controlling nearly every illegal activity that brings money. Better not piss them off by breaking into their turf, instead give them a share on the income.
Ryu
And the lost profits go to the pockets of people who are archtypical connections. The people who you deal weapons with are much more likely to do their best when they supply you.
wargear
Back in first edition I liked casting Turn to Goo on Samurai and collecting the hardware for resale.

A friend of mine likes to have his mage cast Healthy Glow and other similar spells for his Pimp contact's girls. Profitable. Yes.
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