QUOTE (2XS @ Sep 16 2015, 01:04 PM)

Excellent response, tyvm. I really, really need to pick up the Runner's Companion, though. I don't have rules for Safehouses, VPNs, or listings of some contacts.
This payday, it's gonna happen, dammit.
You're going to want to get to know the contact rules from the core rulebook, as they will be your primary way of getting things out of your contacts.
First of all, Legwork.
This is how you get information from or through your contacts.
Typically if you contacts knows something, and you ask for it, they tell you. The GM may roll their stats to find out if they know something. If telling you would put them at risk (such as a polotical opperative not wanting to give up secrets) then you need to make a Negotiation roll (+Loyalty) to that information.
If they don't know the information, they can try to find out for you from their own network of contacts. The GM will roll their Charisma + Connection.
Networking is when you use a contact to introduce you to someone else.
Again, if there is any risk, such as using a mob contact to try and get you in contact with a Yakuza under-boss, you will need to make a negotiation roll (+Loyalty) to get them to try. If they agree, they will make a Charisma + Connection roll to try and make the introduction. If they fail, they might still get you someone close, such as a Yakuza enforcer instead of the under-boss.
The Swag rules is basically using the contact to buy and sell instead of doing it yourself. For example, you could ask your Mob contact to buy some explosives for you. This is basically the same as buying and selling things yourself, but the contact makes the rolls using their Charisma + Negotiation + Connection rating to find and make the transation, and they charge you a fee related to their connection rating for the effort. In the case of your character, you're probably better off doing this on your own, as your Charisma + Negotiation will likely be a very large dice pool. Additionally, you won't have to pay the finder's fee... and keep reading about discounts.
There are two kinds of Favors your character can seek:
Business favors are when you use a contact for their standard purpose (such as getting medical treatment from a street doc). You can get a friendship discounter through your contact by rolling Charisma + Negotiation + Loyalty (they roll their negotiation too) and each hit each of you gets alter the price by 10%. In other words if you roll higher than them, for each hit over theirs the price goes down by 10%.
Personal Favors are how you get anything else out of a contact, like having your police contact make evidence vanish. This is the mechanic that will make your character shine, depending on what your GM lets you do with it. The value of the favor is compared against a table rated 1 to 6, and if the favor rating is equal to or less than the Loyalty, the contact does it. Otherwise you roll Negation + Charisma to convince them to help you out. If you have to resort to rolling, you will owe them a favor in return (on success). Yes, this is one of the reasons you want your most useful favor contacts at high Loyalty. Your go-ganger buddy, police captain, shaman, and technomancer friends are likely to help you out with all kinds of situations.
These rules are a little open ended, and all are captured under a "if the GM says so" rules about even getting a hold of a contact.