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Typcial Ratings for SIN Scanners

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LordGrizzle

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« on: <02-04-15/0847:51> »
Hello! I am currently wondering which Ratings would be typical for Scanners used to check against Fake SINs and Fake Licenses. If this question  has already been asked please just Redirect me to that post but I am struggling with searching for it because I always call them SIN Scanners but have never really figured out (through the core book) what the most accurate terminology would be.

So, which device Ratings for SIN checks would you expect as realistic for:

  • Stuffer Shack
  • High Society Club
  • Boarding a Flight
  • Passing a Police checkpoint

And also would your licenses always be checked if such an item would be found on you? (Would for example Airport security also check for your Fake Licenses for your wires or just be happy with you confirming it
being disabled). And if it was checked, would they use the same Rating for the check against your SIN as well as your licenses or may they check your license with a lower Rating (Like, he's a legal citizen, so it's sufficient if he's got a license, no matter if it's very accurate or not)

Thanks :).

TormDK

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« Reply #1 on: <02-04-15/0931:57> »
1
3
5/6 (Orbital flights are noted to have state of the art detection equipment)
2/3 (depending on where the check point is I suppose)

Namikaze

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« Reply #2 on: <02-04-15/1038:37> »
In the case of SIN scanners, you have to ask yourself what the scanner is interested in verifying.  Assume that not everyone can afford top-notch scanners, and that they have to make a lot of sacrifices.  Stuffer Shack and public transportation for instance - they only care that they make a perfunctory scan.  They make a good living off the SINless after all.  Assume no more than a 1.  A 2 in high-end neighborhoods.

A high society club will primarily be interested in verifying that the SIN belongs to a member.  Assume a higher scan up front than afterward, probably a 2-4 up front and then just a 1 after that to verify the ID exists.

Boarding a flight will require top-notch security (which is why the TSA doesn't exist anymore!  bazinga!) so they'll likely be scanning at least a 4.  If you're doing a sub-orbital or some other rich folk ride, expect a 6.

Police checkpoints will vary by neighborhood to some degree.  Bellevue would likely be a 4, while downtown would likely be a 2.  The Ork Underground won't even have a police checkpoint (depending on your timeline).

The way I handle licenses is to restrict their rating to the rating of the SIN.  Then I have the scanner look for the lower of the two.  If the license trips up the scanner, it re-scans the SIN.  If the SIN trips the scanner, then the SIN gets burned.
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LordGrizzle

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« Reply #3 on: <02-04-15/1857:20> »
Some great advise so far  :D. But from what I am reading here: A heavily augmented runner pretty much can't ever board planes without a hacker taking out the scanning systems beforehand (which might be difficult in the first place) or bribing security guards.

Herr Brackhaus

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« Reply #4 on: <02-04-15/1903:13> »
Scanners have to find the gear in question first. In SR5, somewhat paradoxically perhaps at least if compared to SR4, the more ware you have the more difficult it is for a scanner to pick out any individual item.

And remember, if you're that heavily modified chances are you're going to want to use smugglers for your air transport needs anyway, or you have private transportation paid for by wealthy Mr. Johnsons who has a vested interest in your illegal mods making it to the job site safely.

Novocrane

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« Reply #5 on: <02-04-15/2243:28> »
Quote
SR5, somewhat paradoxically perhaps at least if compared to SR4...
Actually, the 4e rules were the odd one out. Cyberware scanners are very specifically millimetre wave scanners, which perform better when you remove your gear and don't try to hide anything in electronics or cyber smuggling compartments. Runner's Companion goes into more detail.

LordGrizzle

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« Reply #6 on: <02-04-15/2304:27> »
Cool info about the cyberware scanners :>.
On the same topic: Cyberware Scanners detect Cyberware, but does MAD also detect the presence of cyber? Because in the core book it only talks about weapons but I would have thought that cyberware is also metal?

Shaidar

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« Reply #7 on: <02-04-15/2316:25> »
Shadowrun Coyotes has almost everything there is to know about Smugglers and border crossings.

Namikaze

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« Reply #8 on: <02-04-15/2356:39> »
Some great advise so far  :D. But from what I am reading here: A heavily augmented runner pretty much can't ever board planes without a hacker taking out the scanning systems beforehand (which might be difficult in the first place) or bribing security guards.

Now you're talking about milimeter wave scanners detecting cyberware.  That's a whole different animal.  As Shaidar pointed out, Coyotes is your best resource on that front.
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TormDK

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« Reply #9 on: <02-06-15/1727:04> »
"The way I handle licenses is to restrict their rating to the rating of the SIN.  Then I have the scanner look for the lower of the two.  If the license trips up the scanner, it re-scans the SIN.  If the SIN trips the scanner, then the SIN gets burned."

Are you not being very kind there? I remember reading the book notes that if a fake license is busted, as is the SiN.

Namikaze

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« Reply #10 on: <02-06-15/1753:43> »
Are you not being very kind there? I remember reading the book notes that if a fake license is busted, as is the SiN.

I don't understand the question - do you mean that I'm being too kind, or too harsh?  Also, I don't understand the sentence afterward - the "as is the SIN" sentence fragment suggests that you may have had more to say that didn't get put in the post.

I'll explain the rationale for my method of restricting licenses and such.  First off, licenses are cheap - the intent seems to be to allow players to have multiple licenses on each SIN.  Licenses can be burned without fear of burning the SIN because there are plenty of situations in which a person with a real SIN might have a fake license.  I'm not saying that the character doesn't suffer some sort of penalty for being caught with a fake license - I'm simply saying that a burned license doesn't automatically burn a SIN.
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Herr Brackhaus

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« Reply #11 on: <02-06-15/1827:04> »
I've noticed that published adventures also more often than not allow some sort of Etiquette test to avoid having a SIN burned. I'd follow this path and allow the character in question to attempt an explanation or bribe. Let's face it, cops are crooked as heck in general, and another donation to the police ball goes a long way for most beat cops :)

Lethal Joke

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« Reply #12 on: <02-06-15/1839:02> »
I've noticed that published adventures also more often than not allow some sort of Etiquette test to avoid having a SIN burned. I'd follow this path and allow the character in question to attempt an explanation or bribe. Let's face it, cops are crooked as heck in general, and another donation to the police ball goes a long way for most beat cops :)

Doesn't mean you shouldn't have the occasional honest one. Mix things up. Screw with your player's minds, make them do something less obvious.

LordGrizzle

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« Reply #13 on: <02-07-15/0632:30> »
Are you not being very kind there? I remember reading the book notes that if a fake license is busted, as is the SiN.

I don't understand the question - do you mean that I'm being too kind, or too harsh?  Also, I don't understand the sentence afterward - the "as is the SIN" sentence fragment suggests that you may have had more to say that didn't get put in the post.

I'll explain the rationale for my method of restricting licenses and such.  First off, licenses are cheap - the intent seems to be to allow players to have multiple licenses on each SIN.  Licenses can be burned without fear of burning the SIN because there are plenty of situations in which a person with a real SIN might have a fake license.  I'm not saying that the character doesn't suffer some sort of penalty for being caught with a fake license - I'm simply saying that a burned license doesn't automatically burn a SIN.

But that is your houseruling then?

Quote from: SR5 p.419
A fake license is connected to a fake SIN, and if one of them is exposed, the other becomes worthless

Reads to me like the SIN should get burned whenever a fake license tied to it doesn't pass a check.
Also it reads to me like you can in fact not use a real SIN with a fake license.
« Last Edit: <02-07-15/0634:43> by LordGrizzle »

Namikaze

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« Reply #14 on: <02-07-15/1036:26> »
But that is your houseruling then?

Yes.  Though it's not so much of a house rule so much as a slight tweak.  :P
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