"The game depends on the card you're dealt." (Absolute Zero, a villain from a campaign in which I played.)
AZ, who obviously had wicked cold powers, specialized in hitting vaults. He and his partner Shockwave could drain security systems and then shatter bank-vault doors. Their average in-and-out time was less than three minutes, and when they included a mass-and-range teleporter named "Scotty" in their crew, they raked it in for quite a while. Their favorites were loose cash from gambling casinos and tracks, and bearer bonds from corporate holdings. With the latter, the secret is to create as much chaos as possuible to delay an accounting of what's missing, and have your fences ready to take possession instantly after the heist, before the cops are looking for the stolen merchandice. More hoobs have been caught trying to shop a chance-grabbed trinket around town for a good price, ginving the Recovery Specialists a chance to close in!
"Small-timers grab the money themselves. Big-time operators have the mark
give them the money." The Organizer
All The Organizer did was make introductions. He's the one who introduced Scotty and Shockwave, for example. He set a price on his help, and the crew paid happily. The Organizer threw business to other people, but he never handled merchandice himself - only the finder's fees. He also worked with folks in the recovery business, helping to recover those priceless paintings or other valuable items, for a small commission and a finder's fee. (And since he helped set up the heist in the first place, he got paid by both sides...)
Have you considered an evil genius who has invented an operating system which is pretty good and widely marketed, but also allows him to issue Mind Control instructions to people staring at the screen for hours on end? You know, it plays videogames really well, too!