Shadowrun
Shadowrun General => Gear => Topic started by: Devil on <03-02-15/0540:44>
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Hi there. I'm currently designing a character and it got me wondering... how much rating of Fake SIN do I really need? What do you get for the extra money? Is it really worth starting with a Rating 4 SIN? Is it worth starting with two fake SINs and what rating should they be?
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Starting with a rating 4 SIN is worth it. Rating 4 can fool most tests you're likely to face, but getting caught redhanded is a big enough deal to try and minimize it.
Getting two is useful, but with diminishing returns. Getting a burner SIN might be useful - a main R4 one, plus a backup at lower rating (2 or 3, maybe even 4) for when your main one is compromised and you need one to lay low. But then again, with decent contacts you will probably be able to scrounge one up when needed.
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Being SINless in the ‘70s severely limits a character’s lifestyle. Neighbourhoods at a Middle rating and above will require all metahumans to broadcast their SINs and IDs in all public places.
In addition, to legally rent or buy any apartment requires a SIN, as do a myriad of other activities of daily life—such as buying groceries, riding the bus, downloading sims, and having utilities.
The only way to get around this basic fact of life is to live in a neighborhood where you can pay by certified cred or barter—generally Street or Squatter neighbourhoods, with the occasional small gang-controlled territory.
This is from Runner's Companion (4e), but it's a decent guideline. If you aren't going into places where you need a broadcast SIN as a legal citizen (ie; you're sneaking in and avoiding notice), then you can get away with less.
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The fact that criminal activities can be tracked to fake SINs makes fake SINs inherently disposable. Most runners operate two or more fake SINs at a time, one for legal activity like paying rent and going shopping, another for shadier activity, and possibly a third to be used only when it’s time to get the hell outta Dodge.
Also,
A Face might need several high rating fake SINs for their different alter egos they build up over the years.
A street samurai might want a more than one license to possess firearms. one for each of his fake SINs.
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That's true for the general setting. Whether it's true and practical from a gameplay perspective is a different question - one that depends a lot on your GM and game style.
I know my characters barely ever need to do a SIN check (and when they do it's usually fairly easy for a R4 SIN). I can imagine that there are plenty of more strict GM's out there.
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I usually encourage starting characters to take a single Rating 4 SIN that they use for legal activities, and 3 Rating 1 SINs that they use for illegal activities. The Rating 1 SINs are completely disposable, and should be swapped out frequently.
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In many ways it also depends on where your campaign is set. If it's primarily in Downtown Seattle, then it might be nice to have. Puyallup or Redmond not so much. Chicago's CZ? No SIN required. Denver? You best have one unless you're only staying in Aurora.
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The fact that criminal activities can be tracked to fake SINs makes fake SINs inherently disposable. Most runners operate two or more fake SINs at a time, one for legal activity like paying rent and going shopping, another for shadier activity, and possibly a third to be used only when it’s time to get the hell outta Dodge.
Also,
A Face might need several high rating fake SINs for their different alter egos they build up over the years.
A street samurai might want a more than one license to possess firearms. one for each of his fake SINs.
I agree but they should have left the cost of fake SIN's the same as it was in 4th edition. I find the cost of 2,500 per rating point to be completely unreasonable.
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It is hard to meet if you're starting with D or E resources which my mages normally do.
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That's what In Debt is for :)
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I usually encourage starting characters to take a single Rating 4 SIN that they use for legal activities, and 3 Rating 1 SINs that they use for illegal activities. The Rating 1 SINs are completely disposable, and should be swapped out frequently.
My advice is exactly this. If your GM is a little more lenient on SIN availability, get as high a rating as you can for that 'legal' cover identity. As soon as you have the spare cash, get a R6 for your bug-out bag, and upgrade that R4 to a R6 for a virtually bulletproof identity. They will more than make up for the inconvenience in the long run - stylistically, even if the GM never forces a SIN check.
A particularly smart and long-view face will go after a sizeable number of R4+ SINs - at least one for each of the AAA corporations, and potentially more from other AA corps. When a run takes him/her into the aforementioned corp, they'll keep that identity on them, albeit silent, but if capture is imminent, they'll swap out identities to slip by. Granted, that ID is likely burned - 'what do you mean, Donald Johns just suddenly appeared in the middle of the facility? That seems very strange indeed.' - but it's at least as likely, if not moreso, that it'll let them slip through the noose.
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Personally I'd like to have. . .
R6 General living
R6 General running.
2 or 3 R6 emergency identities in safe houses with other supplies, each it's own location very separate.
R6 in my bug out bag assuming I feel it's safe enough I don't have to vanish immediately (safe house)
2-5 R4 running burn identifies (meeting a new client, gathering info etc)
Half a dozen one use R1 burn identities (on the run use this to buy some stuff from a store then dump)
But so expensive especially with licenses.
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I usually encourage starting characters to take a single Rating 4 SIN that they use for legal activities, and 3 Rating 1 SINs that they use for illegal activities. The Rating 1 SINs are completely disposable, and should be swapped out frequently.
My advice is exactly this. If your GM is a little more lenient on SIN availability, get as high a rating as you can for that 'legal' cover identity. As soon as you have the spare cash, get a R6 for your bug-out bag, and upgrade that R4 to a R6 for a virtually bulletproof identity. They will more than make up for the inconvenience in the long run - stylistically, even if the GM never forces a SIN check.
A particularly smart and long-view face will go after a sizeable number of R4+ SINs - at least one for each of the AAA corporations, and potentially more from other AA corps. When a run takes him/her into the aforementioned corp, they'll keep that identity on them, albeit silent, but if capture is imminent, they'll swap out identities to slip by. Granted, that ID is likely burned - 'what do you mean, Donald Johns just suddenly appeared in the middle of the facility? That seems very strange indeed.' - but it's at least as likely, if not moreso, that it'll let them slip through the noose.
I agree 100%. On my custom character sheets, I have a whole sheet dedicated to identities because I try to encourage people to pick up as many as possible. I use a website - www.fakenamegenerator.com (http://www.fakenamegenerator.com) - to generate names and jobs, and I set it to create an identity for Italy to get a SIN (called No. Carta d'Identità). It's a lot of little detail, but I try to encourage the players to use the detail whenever possible. And the Face in my group certainly does use it. I'll be honest, it seems like the only person that really worries about their SIN is the Face and the Decker, but I think every little bit helps. When the characters interact with someone not in the shadow community, I expect them to use their false names. If they don't, the NPC usually gives them a "what did you say?" before blowing the whistle on them. It might seem punitive, but my players actually really like it.
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I usually encourage starting characters to take a single Rating 4 SIN that they use for legal activities, and 3 Rating 1 SINs that they use for illegal activities. The Rating 1 SINs are completely disposable, and should be swapped out frequently.
My advice is exactly this. If your GM is a little more lenient on SIN availability, get as high a rating as you can for that 'legal' cover identity. As soon as you have the spare cash, get a R6 for your bug-out bag, and upgrade that R4 to a R6 for a virtually bulletproof identity. They will more than make up for the inconvenience in the long run - stylistically, even if the GM never forces a SIN check.
A particularly smart and long-view face will go after a sizeable number of R4+ SINs - at least one for each of the AAA corporations, and potentially more from other AA corps. When a run takes him/her into the aforementioned corp, they'll keep that identity on them, albeit silent, but if capture is imminent, they'll swap out identities to slip by. Granted, that ID is likely burned - 'what do you mean, Donald Johns just suddenly appeared in the middle of the facility? That seems very strange indeed.' - but it's at least as likely, if not moreso, that it'll let them slip through the noose.
I agree 100%. On my custom character sheets, I have a whole sheet dedicated to identities because I try to encourage people to pick up as many as possible. I use a website - www.fakenamegenerator.com (http://www.fakenamegenerator.com) - to generate names and jobs, and I set it to create an identity for Italy to get a SIN (called No. Carta d'Identità). It's a lot of little detail, but I try to encourage the players to use the detail whenever possible. And the Face in my group certainly does use it. I'll be honest, it seems like the only person that really worries about their SIN is the Face and the Decker, but I think every little bit helps. When the characters interact with someone not in the shadow community, I expect them to use their false names. If they don't, the NPC usually gives them a "what did you say?" before blowing the whistle on them. It might seem punitive, but my players actually really like it.
. . . that is NOT a fake name generator, it told me what car the person drives. Fun but why is everyone I generate overweight (60 kilo's at 5'1)
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It is hard to meet if you're starting with D or E resources which my mages normally do.
If you start with resources D or E as an awakened you are probably more or less living on the street as a SINLess individual anyway... Just don't showoff your magic powers in public... and don't get caught. Or trade some of that starting karma for resources (but I can agree that the prices for fake SINs are a bit high, at least for the lower rated).
If you prioritize resources higher you probably have a medium or even high life style - and the need for a fake "legal" SIN to go with it is higher. Samurais might for example spend some resources to have licenses to possess firearms and license for concealed carry tied to a few different (rating 1-3) fake SINs (if the SIN is burned the licenses tied to that SIN are also burned), a "legal" fake SIN (rating 2-4) and maybe a "clean" and unused getaway fake SIN (2-3). Most Face would probably spend quite a lot of resources on various high rating (3-4+) fake SINs and separate wardrobes to fit each alter ego.
Get a R6 when you retire from the shadows and want to live a "regular" life.
Your "legal" (medium or even high lifestyle) SIN is a SIN you can "keep" and build on. Just need to keep it separate from your illegal activities. But as you use it over and over odds are that eventually it will get caught in a SIN check and get burned. Your "legal" alternative life should probably have a high SIN. Eventually when you got enough resources to spend this persona should probably ideally be a R6 fake SIN.
As you use your "criminal" fake SIN alter ego it might get implicated into various crimes or crime scenes. It might also been used as a cover when setting up some influential individual. Keep using the same SIN over and over will eventually make you easier to track. Reason alone to ditch the fake SIN even if it is not yet burned. Some like to keep a low profile, hiding in the shadows and use a high rating fake SIN for this while others use several lower rated fake SINs that they can alternate between and ditch before they get too "hot".
Game mechanic wise what is "best" and "good enough" will depend a lot on what type of GM you have.
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Everyone has a different technique. Functionally, though, the longer you live a false ID, the stronger it gets. While the game rules don't reflect this (or at least not yet), and unless you change your habits your purchase habits can start reflecting the original you and thus let your old enemies track you down, the more data that's real and 'you' the better an ID is. Thus, getting a R6 or two early makes good sense ...
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Well, in this case I'm making a prime runner face, but he's on a budget. I'd like to get the most functionality for a starting character for the least amount of nuyen. As a couple of people have pointed out, these fake SINs are quite expensive now, but a face needs what it needs. Suggestions for starting SINs for a face on a budget?
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define budget, whats recommended varies markedly on how much you have to spend and as starting resources can vary from 6k to half a million before you add in other expenses (ware, gear, living expenses) we need to know how much your looking to spend. At a bare minimum I'd recommend 2 Sins for everyone, 3 if you can manage it but the ratings vary depending on how much you can afford.
We also need to know the maximum licensed you'd be buying.
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Prime Runner allows for up to availability 15. I think that allows for up to R5 SINs and Licenses, if that is what you are asking.
Budget, in this case, means I'd like to spend as little as I can get away with and still call myself a face. I doubt I could do that for 6k.
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Sorry no I meant number as in how many would you want at maximum. That is if you're only planning to need a driver's license it's a lot cheaper than if you think you'll need a firearms license, a concealed carry license, a driver's license, an occult investigators license (to explain the guns). I'm assuming your just straight face not a mage so we can rule out magic license and combat magic license and the various other transport options e g. Pilot's license. Need to know how many and what because you don't necessarily need all of the licenses for all the Sins e.g. No firearms license for your legitimate sin.
Hmmm well as I said I feel you need at least 2 as a runner. Hmmm wanting to spend as little as possible rather than having a set budget is s bit tricky I think I'll leave it up to you to decide and just post some generalities to choose from. Give me a little bit to sort this out.
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ok I'd start off by looking at these for a face.
R4 Legitimate SIN (can also be a national or corporate sin it you took the negative quality)
This is your general living one legal, legitimate, tons of spam and try to avoid licenses that could be problematic I.E. Things for work. R4 is the minimum I'd advise R6 myself if you can afford it.I'd also advise having a spare clean one of these secured in a safehouse to start over with if it all goes wrong.
R3 semi-legitimate Face SIN
Again R3 is the minimum I'd suggest R4 to R6. Self defense licenses e.g. Firearms/concealed carry. This is the one you use to meet with clients kept at a high level because you'll need to get into clubs and other high class establishments with good security if you do well.May need to be burned if your double crossed.
R3 illegitimate Running SIN
Again R3 minimum I'd advise R6. This is the sin you use on runs and burn if you feel it's getting too hot or well known. Has the full range of licenses needed for your job. Kept separate from your face SIN because that identity will be known to the client and if they're planning a double cross you don't want them passing on your identity (try to use this for gathering info)
R1 burn SIN'S
Three r1 use and burn sins for emergency use, as the face there's a higher chance you may need a backup after using one, minimum self defense licenses. Two kept available and one in a bug out bag.
Licenses
All these should be at the level of the associated SIN but I can't say what you'd need without knowing more about the character do they drive, have a handgun/shotgun/knife, etc.
The minimum you should have as a runner in my opinion is a legitimate living sin, an illegitimate Running SIN and a emergency burn sin to get clear and I'd strongly advise a back up clean sin to run too..
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That's more than I had hoped, but, more importantly, it makes sense. Thanks. I'm going to have to make some changes to the character to accommodate these costs though.
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Oh and if for some reason your feeling paranoid I'd suggest getting your real life, clean fresh start and general running SINs from different people so if they decide to sell you out not all your identites are compromised.
Oh and the general running sin I advise R4 to R6 not a flat R6. Higher is nice but it's the most likely to be burned since it sees regular semi-legal and illegal use and you only move onto the burn sins if something goes wrong with it.
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As a face on a budget i would start with 1 R3 fake SIN that have licens for possession of firearms and concealed carry. You use this SIN to get into places, the meeting and as your day to day SIN for the first couple of runs until you get enough resources to buy more fake identities (which is prio for any gifted grifter).
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So, do I need a different gun, license, and commlink for every SIN I have?
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So, do I need a different gun, license, and commlink for every SIN I have?
Depends heavily on the GM. It's either in this thread or a similar one, but according to the posters there, a lot of them use different license types. Most licenses used seem to cover a multitude of various items and/or activities.
In that case, I'd say you probably need a license for each SIN that you want to use the license with. If someone is strictly following the rules and says you need to have a license for each weapon or activity, then it quickly becomes cost ineffective to start putting those on each SIN.
I wouldn't bother putting licenses on Rating 1 SINs though, since those get burned too easily to be worthwhile.
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So, do I need a different gun, license, and commlink for every SIN I have?
License to possess firearms and License for concealed carry are not tied to one specific gun. It let you carry any and all Restricted (not Forbidden) firearms. You can run several different SINs on one commlink. You just choose which SIN you broadcast at any given time.
But yes, if you want two of your fake SINs to have License to possess firearms then you need two fake licenses, one for each of our SINs.
SR5 p. 419 (il)legality
A fake license is connected to a fake SIN, and if one of them is exposed, the other becomes worthless
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What about commlinks? People keep saying that you need some disposable commlinks. Why?
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If it gets hacked it can be used to trace/locate you. Not to big an issue as thr core book has a 100 yen one and run faster mentions a 20 yen version. Probably same as the 100 yen but runs out after a month. Also anything on there can be broken into and viewed.
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If it gets hacked it can be used to trace/locate you. Not to big an issue as thr core book has a 100 yen one and run faster mentions a 20 yen version. Probably same as the 100 yen but runs out after a month. Also anything on there can be broken into and viewed.
Not exactly.
People use disposable commlinks to make highly illegal calls or messages so that they can throw them away without it being traced by law enforcement to them. Generally, you want one higher-end commlink that protects your stuff, and multiple "burner" commlinks that you can throw away without worrying. You use those burner links to make all your calls and messages; your higher-end one for information and legal stuff. If you use burner links to conduct business, you can either preemptively discard them once you are done using them (say, after one run or a week or so of illegal activity), or wait until it gets pinged on law enforcement and it becomes hot. Once it's hot, you just transfer any logs off of it, and throw the thing away so that it can't be traced back to you.
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As I said traced to you and hacked into to gather info.
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As I said traced to you and hacked into to gather info.
I'm not denying the point, just stating that it's an oversimplification, especially when someone is looking for the reasoning behind the answer.
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Fair enough.
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I was wondering the same thing. I thought people can highlight your commcode/SIN and check any activities on them but can't you only change your commcode/SIN without changing your commlink like changing a SIM card?
I said commcode/SIN because to get a commcode you need a subscription which is registered to your SIN right? And I see the cheap commlink like prepaid cellphone not linked to any SIN.
I mean if the SIN is burnt and the commlink is marked, isn't performing the erase mark matrix action and changing the broadcasted commcode/SIN enough? (may be change the ownership if needed, it's a hard test, but you will not come to stab yourself because you are stealing your own device...)
Also, can you have multiple commcode/SIN linked to the same commlink but only broadcast one SIN at a time and hide/protect/set databomb on the other?
SIN are described as file in the CRB.
The real question is : Do I have to buy one commlink by SIN and throw him if the SIN is burnt or do I only need two or three high rating reusable commmlink and some cheap commlink?
If I need one commlink by SIN, how handle ownership? Do I stay the owner of my device whichever commlink I use or is the ownership linked to the SIN or commlink.
I'm totally lost -_-" (and I didn't tried to figure out how TM handle this)
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I'll answer your questions one at a time.
I was wondering the same thing. I thought people can highlight your commcode/SIN and check any activities on them but can't you only change your commcode/SIN without changing your commlink like changing a SIM card?
You can easily swap SINs (you can have multiple loaded, in fact, and just broadcast different ones), but what is being traced is the hardware. You can get another commcode, but the rules for that aren't in place, so it requires some GM imagination. Basically, a commcode is your cell number, email, and more. To change all of that takes time, certainly more time than the 15-30 seconds it takes to lift all the illegal data on the commlink itself. You would have to work with your MSP (Matrix Service Provider) to either get a legal change (takes time), or an illegal change (takes money). Either way, you're probably best off throwing the thing away, if it's a burner (1,000 nuyen or less).
I said commcode/SIN because to get a commcode you need a subscription which is registered to your SIN right? And I see the cheap commlink like prepaid cellphone not linked to any SIN.
Commcodes are linked to your commlink. Just like your email and phone numbers aren't linked to your Social Security number, your commcode/commlink is not linked to your SIN. You can load SINs on it (in fact, you have to load them on and broadcast if you want to act legal), but the codes aren't connected to your SIN.
It's been a while since I've read up on the subscription/SIN thing. Looking through Unwired though, I believe the subscription with your MSP is just a monthly cost. It is included in your lifestyle, but you can purchase one outside of your lifestyle. Most MSPs want a bank account to work with, but some will accept credsticks. Obviously, that means that the ones that only take bank accounts require SINs (real or fake), while the credsticks are completely anonymous.
I mean if the SIN is burnt and the commlink is marked, isn't performing the erase mark matrix action and changing the broadcasted commcode/SIN enough? (may be change the ownership if needed, it's a hard test, but you will not come to stab yourself because you are stealing your own device...)
First, Erase Mark is an Attack action. You cannot perform those unless you are using a deck (in which case, you can easily defend yourself), or you are a Technomancer (you don't even need a commlink). Changing the broadcasted SIN isn't enough, as law enforcement is tracking the commcode/device, not the SIN attached to it. Changing the commcode, if you are completely free of Marks, would probably work. However, this ability was introduced in Unwired in SR4, and will presumably appear again in Data Trails in SR5. Since it hasn't come out yet, it's a lot of handwaving by the GM.
Again, using a burner link (1,000 nuyen or less) is just easier. Both as a player, as a GM, and to fit the world of Shadowrun. Paranoia is key, you want to take every step possible to ensure you aren't caught. Erasing information and throwing away the commlink makes it much easier to hide from law enforcement and not be caught.
Also, can you have multiple commcode/SIN linked to the same commlink but only broadcast one SIN at a time and hide/protect/set databomb on the other?
SIN are described as file in the CRB.
You can have one commcode, as far as I know, per commlink.
It is uncertain if you could set up the equivalent of Phone.com or alias phone numbers (numbers that people call that then reroute to your actual phone). A GM could conceivably create rules for it, but I have no idea how it would work with the current Matrix setup.
You can have any number of SINs loaded on your device, but you only broadcast one. Broadcasting multiple is strange and sets off flags. The other SINs are just present on your device in files; you can set them up with databombs, if you truly want. Yes, they are basically files.
The real question is : Do I have to buy one commlink by SIN and throw him if the SIN is burnt or do I only need two or three high rating reusable commmlink and some cheap commlink?
What I advise people to do is to get one commlink at the highest rating you can afford. Use this for data storage, slaving devices for protection, and legal activities. Get 2-4 low-end burner commlinks that you can throwaway without hurting your money supply too much.
You can load your SIN(s) on multiple commlinks. If the SIN is burnt, simply stop using it (and probably delete it, while you're at it). Although, when a SIN gets burnt, you're usually right there for security to advance on you.
If I need one commlink by SIN, how handle ownership? Do I stay the owner of my device whichever commlink I use or is the ownership linked to the SIN or commlink.
You don't need to purchase a commlink by SIN, they are basically just like buying phones. Ownership is a strange thing that's not well defined in the book. Fluff-wise or rules-wise. Basically, this is what you need to know.
If you have ownership status (aka, bought the thing and didn't pick it up off the ground), then you retain ownership, no matter what SIN you are using. Ownership is device specific, so as long as you are the owner of all your commlinks, you will remain the owner, unless someone performs the hardware test or you transfer ownership.
I'm totally lost -_-" (and I didn't tried to figure out how TM handle this)
It's all right, the matrix rules are definitely confusing.
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First, Erase Mark is an Attack action. You cannot perform those unless you are using a deck (in which case, you can easily defend yourself), or you are a Technomancer (you don't even need a commlink). Changing the broadcasted SIN isn't enough, as law enforcement is tracking the commcode/device, not the SIN attached to it.
For mundane, the reboot device action erase all mark on you, while you are running away from whatever is pursuing you.
When you reboot the device your persona is on, your
OS is reset to zero and all of your marks, as well as the
ones others may have put on your icon, are erased.
So I still wonder why people speak of burned commlink, why throw them if you can reboot them? T.T
And I am building a technomancer, but since they can't strore file, they need a wireless data storage to do so.
Because they can't form PAN, they can't protect this storage, so having multiple fake SIN on the same storage is just a good way to burn them all...
So even if you are a TM, you need a commlink for protecting your gear and data, broadcast a SIN and hide the fact you are a TM...
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Ownership is not "tied" to a specific commlink.
- If someone steal your commlink they don't automatically own all your stuff
- ...they don't even own the commlink they stole from you unless they successfully perform a very hard and time consuming extended hardware test.
Ownership is not "tied" to a specific SIN.
- If your SIN is burned you don't automatically lose all your stuff.
- Exception to this seems to be Licenses and Credit Accounts which are both "tied" to a SIN.
SINs are not "tied" to a specific commlink.
- SINs are broadcasted from a (any) commlink (or RCC or cyberdeck...)
- You can only broadcast one SIN (and it's Licenses and it's Credit Accounts) at a time.
- You don't need to buy a new commlink if your SIN is burned.
A TM can have a commlink (just like anyone else).
- TMs often have a commlink (so that they blend in and so they can broadcast their SIN).
- TMs can form a PAN by slaving their devices to their commlink just just like anyone else.
- TMs can't slave devices to their living persona, but nobody can slave devices to their persona ;)
(To get rid of unwanted marks on your devices, just reboot them)
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So I still wonder why people speak of burned commlink, why throw them if you can reboot them? T.T
If you know some feature of an icon on the matrix (like the unique commcode of the device icon that belong to a commlink) you can spot it with a matrix perception test (even if it is running silent and you can also spot it again after it come back online if the owner actually decide to reboot it).
Commlinks lack Sleaze Rating so they are quite easy to spot if they run silent (only resisted by the owners Logic Rating). If the commlink is not running silent then you only need 1 hit to spot it, which is about as hard to spot as noticing a neon sign or a running crowd. If you come within 100 meters of it you would automatically spot it without even taking a test.
Once you spot it you can trick or force marks on it (if you are a hacker). Once you get a mark you can use your electronic warfare to snoop all incoming and out going calls, messages, pictures and video feeds (and with a matrix perception test you can also spot whoever the owner of the commlink is communicating with and even get their unique commcodes as well). You can save all this data for later playback/viewing and/or send it to your team's augmented heads up display. Once you get two marks you can start to trace and share the commlink's physical location in real-time.
If the device reboot you will lose your marks but since gaining marks on the device is an illegal action you will cause ripples in the matrix that the demiGOD eventually will track down. This basically mean that the hacker need to reboot after about an hour or so. Exception to this might be TMs that know how to repeatable clean their overwatch score or place a static veil around their persona to keep the GOD from ever finding them - and basically keep their marks, snoop and trace for as long as they can stay awake. TMs also might have access to courier sprites with the cookie power which let them track communications and even matrix movements... even when the TM is sleeping. TMs are generally better suited at matrix surveillance than deckers ;)
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First, Erase Mark is an Attack action. You cannot perform those unless you are using a deck (in which case, you can easily defend yourself), or you are a Technomancer (you don't even need a commlink). Changing the broadcasted SIN isn't enough, as law enforcement is tracking the commcode/device, not the SIN attached to it.
For mundane, the reboot device action erase all mark on you, while you are running away from whatever is pursuing you.
When you reboot the device your persona is on, your
OS is reset to zero and all of your marks, as well as the
ones others may have put on your icon, are erased.
So I still wonder why people speak of burned commlink, why throw them if you can reboot them? T.T
And I am building a technomancer, but since they can't strore file, they need a wireless data storage to do so.
Because they can't form PAN, they can't protect this storage, so having multiple fake SIN on the same storage is just a good way to burn them all...
So even if you are a TM, you need a commlink for protecting your gear and data, broadcast a SIN and hide the fact you are a TM...
Yes, because rebooting your device constantly is super useful. That's not a solution.
A Matrix Perception test will get the commcode, and then they'll follow you like a hawk until you either change the commcode, or until you lose the commlink. Assuming they found proof of something suspicious or illegal, they can easily do just that.
Also, some people employ a little thing called link-lock. Good luck trying to break that to reboot your device.
You throw them away because rebooting is a (very) temporary solution. Sure, if you go offline for a few hours, come back with a different commcode, no one will be able to track you. If you just reboot and come back online a second later, that same person is going to be scanning the area for your commcode.
There's also something else you aren't considering. It's very easy to sleaze a few Marks onto a device, pull up files pertaining to call logs (which may implicate you in some criminal activity) and then trace the user. All without you knowing a thing before you have a team of people pointing guns at you.
Technomancers can get away with the cheapest commlink to broadcast SINs.
Yes, you cannot slave gear without a commlink. That's the price you pay for being a Technomancer.
You can use Datachips to store information, you know. Those things are really cheap, small and easy to carry, and can be set to wireless off as soon as you are done transferring data.
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Technomancers can get away with the cheapest commlink to broadcast SINs.
Sure, but just like everyone else you probably want a higher rating commlink to slave your devices to.
You use it to broadcast your fake SIN and you use it as a master device in your PAN to boost your firewall rating of your wireless devices, just like everyone else does. You don't base your persona on it. You use your living persona instead. That the only difference.
Yes, you cannot slave gear without a commlink.
It is not just Living Personas that can't be masters in a PAN.
A decker can't slave his devices to his persona, either.
You can only slave devices to another device or to a host.
... to store information....
Finding a place to store files is not an issue at all in the wireless environment we have in SR5, not even for a TM.
SR5 p. 223 Life with a Commlink
...In fact, every device on the Matrix has a massive amount of storage space, unthinkable amounts by early 21st century standards. Your gamemaster might decide that a device is too small or low-grade or a file so massively large that a problem comes up, but such problems are extremely rare. Even if it does, the entire world is wireless, so you shouldn’t have trouble finding an alternate storage location.
I am sure this version of the Matrix will have the equivalent of alternate on-line free storage services such as; JustCloud.com, ZipCloud, SugarSync, DropBox, LiveDrive, Mozy, KeepIt, CrashPlan, Carbonite, LiveDrive, BitCasa, SpiderOak, Zoolz, Acronis, iDrive, Cyphertite, NomadDesk, AltDrive, SafeSync, KineticD, ElephantDrive, JungleDisk, MiMedia, Memopal, ADrive, MyOtherDrive, OpenDrive, JottaCloud, IoZeta, Mevvo.....
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Technomancers can get away with the cheapest commlink to broadcast SINs.
Sure, but just like everyone else you probably want a higher rating commlink to slave your devices to.
You use it to broadcast your fake SIN and you use it as a master device in your PAN to boost your firewall rating of your wireless devices, just like everyone else does. You don't base your persona on it. You use your living persona instead. That the only difference.
Yes, you cannot slave gear without a commlink.
It is not just Living Personas that can't be masters in a PAN.
A decker can't slave his devices to his persona, either.
You can only slave devices to another device or to a host.
... to store information....
Finding a place to store files is not an issue at all in the wireless environment we have in SR5, not even for a TM.
SR5 p. 223 Life with a Commlink
...In fact, every device on the Matrix has a massive amount of storage space, unthinkable amounts by early 21st century standards. Your gamemaster might decide that a device is too small or low-grade or a file so massively large that a problem comes up, but such problems are extremely rare. Even if it does, the entire world is wireless, so you shouldn’t have trouble finding an alternate storage location.
I am sure this version of the Matrix will have the equivalent of alternate on-line free storage services such as; JustCloud.com, ZipCloud, SugarSync, DropBox, LiveDrive, Mozy, KeepIt, CrashPlan, Carbonite, LiveDrive, BitCasa, SpiderOak, Zoolz, Acronis, iDrive, Cyphertite, NomadDesk, AltDrive, SafeSync, KineticD, ElephantDrive, JungleDisk, MiMedia, Memopal, ADrive, MyOtherDrive, OpenDrive, JottaCloud, IoZeta, Mevvo.....
Geez, just the encrypt the file as it comes in, segment it, and store the segments in the extra RAM of your smartlink. Or your shades, or your freakin UNDERWEAR! <forgot about that advertiser's label huh?>
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Using my personal knowledge of the business world, combined with Shadowrun RAW, here is how I bet 99% of Shadowrunners deal with the issue of devices, ownership, commcodes, and all that jazz behind the scenes where it matters.
Mr. Runner walks into <Law Firm> and says he's wants a numbered account Corporation. Private Ownership. <Law Firm> checks his ID, Right now, that is a simple show your government issued photo ID for visual inspection. In shadowrun, that would be a Simple Rating 1 SIN check. You provide the mailing address for the company., you pay the handling and registration fees (currently $195 in B.C for my corporation).
You then take your nice new Corp permit, and go open a bank account with the Corporation's SIN (as legally, all corporations are entities under law). You then take that Corporation SIN and bank account and use it to purchase all your illegal gear, and then set your PERSONAL fake SINs to the <USER> setting.
total time to set all this up is about 3 to 5 weeks from when you first walked into the <Law firm>, at least up here in BC currently.
I just assume most runners would do a SR equivalent to protect their assets. It is not going to stop a truly dedicated team of hackers from finding you, but it will take weeks to months, depending on how obscured you made the total trail (linking that first Fake SIN used in <LawFirm> to the physical you). after all, nothing stops you from taking your new Corporation SIN, and opening up yet another numbered corporation, and then taking that one and opening up yet an other corporation, and on and on.... (you just have to pay the assorted fees each time!)
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When they are tracking you, they are tracking the commcode, tied to a SIN, that is the USER of a device. When you "go dark" and change the SIN on the commlink, you are also changing the Commcode (as that is tied to the SIN), and again you log back on as a USER. Later at your leisure, using your Corp SIN <OWNER> account, you can change the ownership details of the device at your pleasure, even filing out a report that the device was stolen X-day days ago, and was only noted now due to an inventory account!
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What about a decker's cyberdeck? They really can't burn them, but more or less everything I saw 8-Bit claim would mean it's impossible to use a cyberdeck without getting totally fucked over, because by definition you're using it for a bunch of illegal activities. This makes me feel that a lot of these problems aren't really meant to come up during play... Unless I missed the part where a cyberdeck can easily and simply just avoid all of these problems in some way they couldn't just do for others as well, perhaps?
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Offhand I'd say because they can hack. I try to hack into your comlink you can't hide, you can't spot me, you can't fight back all you can do is hope the default firewalls protect you and if you suspect something is going on turn it off entirely. I try to hack into your cyberdeck you can hide, you can spot me in turn and then you can fight back to protect yourself and your data leading us to a battle of decking until one or the other is bricked.
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What about a decker's cyberdeck? They really can't burn them, but more or less everything I saw 8-Bit claim would mean it's impossible to use a cyberdeck without getting totally fucked over, because by definition you're using it for a bunch of illegal activities. This makes me feel that a lot of these problems aren't really meant to come up during play... Unless I missed the part where a cyberdeck can easily and simply just avoid all of these problems in some way they couldn't just do for others as well, perhaps?
I wouldn't know how to handle the whole commcode thing (since cyberdecks do, in fact, have them), but my simplest answer would be that you can easily change your commcode on a cyberdeck; it's meant to be the ultimate thing to manipulate the Matrix with, after all.
As for illegal activities, that's why you gotta be careful. Still, as Senko said, it is much harder to get through a cyberdeck without notifying the user, than it is with a commlink. Contrary to what I've stated, law enforcement doesn't check out every passing commlink for signs of illegal activity. There's simply too many commlinks. However, as a Shadowrunner, paranoia is your bread and butter. That's why I recommend burner links, even if they aren't absolutely necessary (although I would most certainly recommend multiple links if you are maintaining multiple identities).
Cyberdecks are not even Forbidden, they are simply Restricted. That means, if the parents wanted to go through the paperwork, a 12 year old corp kid could get his hands on one. While being Restricted does cut down on the number of cyberdecks floating around, there are still a decent number of them. As far as I know, Cyberdecks don't automatically register as decks when looking at icons; they are simply another commcode floating around. As above, law enforcement doesn't check every commcode ever - there are just too many of them.
Illegal Matrix Actions have their own ruleset to deal with (and GOD is not a thing you want to catch up to you), and doesn't really register in the day to day activity of normal law enforcement.
To get any real information about Illegal activity (not Matrix Actions, just like calls to drug dealers or fixers, for example), law enforcement would have to slip a Mark or two onto the Cyberdeck then do some Snoop actions. The thing is, as Senko pointed out, Cyberdeck users can fight back. If they find out that they've been Marked, they can Erase Marks, Hide, or just plain start getting into some Cybercombat. The really sneaky ones will allow the Mark to sit there for a moment, allowing the Snoop to continue. They will either feed false information through the Snoop, or use it as a distraction to get their own Marks on the law enforcement's deck in preparation to brick it.
Long Story Short: No, all these things that have been discussed are not supposed to come up often in play. Our group likes to play it up a little bit, but even then, this stuff doesn't come up often. The GM doesn't make it impossible to hide illegal activities, but he might call for something every once in a while. A lot of groups I've played with don't even touch this sort of thing; it's small enough to just sit in the background.
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Thanks for the response! You prettymuch addressed all my concerns. Now I know what to do should such a thing seem like it'd come up.