Well, I think this ties into the turn structure of the game, too.
You are hired for a job. You perform the job during the GM’s Turn.
After completing the job or after the job goes pear-shaped, you hit the Aftermath or Players’ Turn. During the Aftermath, you can go to ground and recover, get upgraded, tie up loose ends, tool up and buy gear or ??.
I think the key here is that recovery takes time.
Here are my suggestions:
Hungry: As long as it takes you to get to Stuffer Shack
Angry: according to the action taken to relieve it
Wasted: three days.
Injured a week.
Burned Out: a week.
Why is this important?
Because we if we have a month between maintenance cycle tests, then you need to do as many jobs as possible in that time. And you need to stay healthy to do them.
Or you can hit your jobs with conditions, or you can just suck up being injured or burned out and let the GM wreak some havoc with your abilities and skills.
So, getting paid.
Each job has a cash value equal to cash dice (as in Burning Wheel).
Low profile target - 1D
Moderate profile target - 2D
High profile target - 4D
Heat:
1-2: 1D
3-4: 2D
5-6: 3D
7-8: 4D
Security:
Tribal: 0
Squats: 0
Sprawl: 1D
Downtown: 2D
Arcology: 4D
Action:
Shakedown: extorting or threatening — 1D
Smash and grab: stealing something in a fast, messy manner — 2D
Assassination: killing a target — 3D
Extraction: removing personnel or data from a secure location — 4D
Sketchy Jobs: pay on delivery. No upfront, no expenses.
Trusted Jobs: pay half up front, half on delivery. Expenses only rarely paid.
Big Jobs: pay on delivery, no upfront. However, all expenses are paid on delivery as well.
Fixer:
Your fixer takes 10-20% of the cash dice for a mission depending on your arrangement with her. Minimum of 1D.
Expenses: Expenses paid depends on the level of the job and the negotiations surrounding it. Expenses usually include any material expended and travel fees. It can include medical expenses and materials necessary for the job, too. For game purposes, it’s usually best to just provide the service or item in question, rather than paying out to the player.
For really big jobs, expenses can include a per diem. A per diem gives the player +1D to his lifestyle maintenance test at the end of the month.
Getting Jobs
via Circles: A player can look for work on his own using his Circles ability.
via Fixer: Alternately, a player can use his Fixer to provide work. The Fixer will generally provide safer, more reliable work, but at a fee.