Shadowrun
Shadowrun Play => Gamemasters' Lounge => Topic started by: Reaver on <07-07-12/0533:22>
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As players (and their GMs), when do you retire a SIN and grab a new one? Only after the sh!t hits the fan? After every run? At a set time (say, every 3months?)
A SIN is fairly cheap, yet it builds a profile of "you" really quick! And when you consider the important things attached to them (permits, banking info, etc) they can go from cheap to really expensive in a hurry!
Or do you run with multiple SIN's? ( every Friday I'm Jon the crop exec butler, Saturdays I'm Jose the pest exterminator. Monday I am Hank the gym teacher....)
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Depends. If you have Erased, having 1-3 SINs is all you need, since the unwanted info will get erased over time, keeping them fresh. If you don't, if an ID is burned, drop it immediately (also why you don't use the SIN you keep your lifestyle on when you're running). If you just pulled an uber-job, and are sure to have corpsec black bag types looking for you, then drop all of them and relocate. It is like getting a new pair of shoes. When they are worn out/ruined, time for a new pair.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
Depends on your GM, really, and how far-up you are in the campaign. If you're at the point where you're getting paid six-figure bounties for runs, ditching a Rating 6 SIN as a "business expense" is gonna be chump change.
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Quite true, but it's a rare day indeed when our teams get FIVE figures, let aone six.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
Depends on your GM, really, and how far-up you are in the campaign. If you're at the point where you're getting paid six-figure bounties for runs, ditching a Rating 6 SIN as a "business expense" is gonna be chump change.
I'ma cheap, mean, SOB of a GM <evil grin> These are experienced runners (200 karma) and they make 15k to 25k a. Run. Yes a throw them a 'high pay' run every 5 to 8 runs, but they usually shudder in fear at these cause they are WAAY harder... And, usually have a screw over attached somewhere in the run.
In fact, they turned down the last high paying run (so much for the 6 hrs of prep time) cause they didn't like the Johnson's name/look!
(lazy, whiny runners! Smart, but still whiny)
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When the 800 pound Samoan troll named Ricky shows up at your cover job asking around, THAT'S when you get a new SIN.
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We usually have to pick up new sins when things get heated or traveling to good security sectors better have a good sin and stay out of trouble in those parts of town.
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Lifestyle SIN: try never to do anything with. This is your "legitimate" SIN. When I make a SINner, in fact, this is where the
Real SIN goes. I even have two guns, usually: one for personal protection that is licensed and registered, and my running guns.
Non-Lifestyle SINs: Depends on the rating. I might buy a couple rating 2 fakes for a run, and try to avoid burning the
rating 4 SIN as long as possible. However, the thing to always remember is: the Fake SINs are on my Running Commlinks,
the REAL SIN stays on a separate commlink.
However, I will burn fake sins when: The body count on a run is exceptionally high(I try NOT to kill guards..they are just
doing their job, and, frankly, nothing gets a corp angrier then effecting its bottom line..and nothing effects bottom line
more then widows benefits and training replacements)
The Run devolved into Plan D&E(Demolition and Extraction)
The Run involved: Wetwork, Extraction of a high profile target
The Johnson tried to kill us.
Someone comes around asking about the name on the Fake SIN I used
on a run.
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I've always thought of SINS as an account you can log on to regardless of hardware so not much reason to have different commlinks but maybe I am wrong. The one thing I see in this thread is the huge difference in pay scales in different campaigns. I wish there was more consistency and guidance on pay scale for runners.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
Depends on your GM, really, and how far-up you are in the campaign. If you're at the point where you're getting paid six-figure bounties for runs, ditching a Rating 6 SIN as a "business expense" is gonna be chump change.
I'ma cheap, mean, SOB of a GM <evil grin> These are experienced runners (200 karma) and they make 15k to 25k a. Run. Yes a throw them a 'high pay' run every 5 to 8 runs, but they usually shudder in fear at these cause they are WAAY harder... And, usually have a screw over attached somewhere in the run.
In fact, they turned down the last high paying run (so much for the 6 hrs of prep time) cause they didn't like the Johnson's name/look!
(lazy, whiny runners! Smart, but still whiny)
Dude, by that point they should be pulling in seven or eight figure pay per runner per run.
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No runner is worth 7 or 8 digits, unless you're talking a months-long, deep cover, extensive legwork, Ocean Eleven style mission - the level of complexity, professionalism, and contract length I'd consider FastJack and maybe a handful of others capable of pulling off.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
Depends on your GM, really, and how far-up you are in the campaign. If you're at the point where you're getting paid six-figure bounties for runs, ditching a Rating 6 SIN as a "business expense" is gonna be chump change.
I'ma cheap, mean, SOB of a GM <evil grin> These are experienced runners (200 karma) and they make 15k to 25k a. Run. Yes a throw them a 'high pay' run every 5 to 8 runs, but they usually shudder in fear at these cause they are WAAY harder... And, usually have a screw over attached somewhere in the run.
In fact, they turned down the last high paying run (so much for the 6 hrs of prep time) cause they didn't like the Johnson's name/look!
(lazy, whiny runners! Smart, but still whiny)
Dude, by that point they should be pulling in seven or eight figure pay per runner per run.
You can set your pay scale for your runners at whatever rate you want for your games :) But at my table, 15-25k (per runner) is all you will ever make except for the "big score" runs that come along every 5-8 runs. And with that huge increase in pay comes a HUGE increase in risk of all sorts. And even then, they are lucky if the break $250k per runner.
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Only when absolutely needed, as the things are WAY too expensive to just toss willy-nilly.
Depends on your GM, really, and how far-up you are in the campaign. If you're at the point where you're getting paid six-figure bounties for runs, ditching a Rating 6 SIN as a "business expense" is gonna be chump change.
I'ma cheap, mean, SOB of a GM <evil grin> These are experienced runners (200 karma) and they make 15k to 25k a. Run. Yes a throw them a 'high pay' run every 5 to 8 runs, but they usually shudder in fear at these cause they are WAAY harder... And, usually have a screw over attached somewhere in the run.
In fact, they turned down the last high paying run (so much for the 6 hrs of prep time) cause they didn't like the Johnson's name/look!
(lazy, whiny runners! Smart, but still whiny)
I thought all runs had that attached to them?
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When the old sin gets boring.
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I usually keep 2-3 active Fake SINs of decent rating and 3-4 Lifestyles (usually one per SIN and one unconnected and out of the way, like backroom of an old meat packaging plant in The Verge where local thrash bands like to practice).
I treat my real SIN as if it didn't exist for the purposes of just about everything unless i have a family. In that case I get any money I spend with it thoroughly laundered and pay taxes on it as though I had a sporadic job. Something like...freelance writing.
When I ditch them depends entirely on what's happened. I'll usually carry a Meta Link that I leave off with one of the SINs loaded on to it for legit purchases. For everything else, I tend to buy rating 2 SINs in bulk and burn them after I use them. Then again, I do my best to never use a SIN for anything on a job. Certified Cred is a runner's best friend.
Most runs I hand out that involve the group heading out of town or getting into a place using a SIN will have the SIN included with the upfront payment along with relevant licenses. Whether or not the group gets to keep them varies per run.
I thought all runs had that attached to them?
No, no, no. Most runs don't have them and the players manage to screw themselves in the practice of overcomplication or incomplete legwork.
Nothing like a runner going dark before his contacts get back to him only to stagger home barely breathing and find a billion messages to the effect of "shit you need to know NOW!"
As for payout, the only time I have ever seen a six figure payout was in my very first SR game. It was for a Presidential Candidate assassination that took fourteen sessions and three months of Play by Email planning to pull off. Two of us walked away and only one of us actually got paid (although the dumb heavy weapons troll did walk away with the payout for all seven of the PCs that had started the job).
Most of my games stay in the 10-30k range for the most part. There is a lot of extra room for payout if the runners start "greyhawking" every bit of swag they come across to fence out, but in my world stealing corporate supplies is even worse than geeking the security guards. After all, life is cheap.
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If you need to ask, or think you need to ask, RIGHT NOW.
Pretty simple.