NEWS

Fake SIN Ratings

  • 44 Replies
  • 17464 Views

Devil

  • *
  • Omae
  • ***
  • Posts: 747
« on: <03-02-15/0540:44> »
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?

Top Dog

  • *
  • Ace Runner
  • ****
  • Posts: 1219
« Reply #1 on: <03-02-15/0547:02> »
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.

Novocrane

  • *
  • Ace Runner
  • ****
  • Posts: 2225
« Reply #2 on: <03-02-15/0652:52> »
Quote
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.

Xenon

  • *
  • Prime Runner
  • *****
  • Posts: 6471
« Reply #3 on: <03-02-15/0821:06> »
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.

Top Dog

  • *
  • Ace Runner
  • ****
  • Posts: 1219
« Reply #4 on: <03-02-15/0826:06> »
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.

Namikaze

  • *
  • Freelancer Ltd
  • Prime Runner
  • **
  • Posts: 4068
  • I'm a Ma'fan of Shadowrun!
« Reply #5 on: <03-02-15/1119:04> »
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.
Feel free to keep any karma you earned illicitly, it's on us.

Quote from: Stephen Covey
Most people do not listen with the intent to understand; they listen with the intent to reply.

ProfGast

  • *
  • Omae
  • ***
  • Posts: 505
« Reply #6 on: <03-02-15/1144:37> »
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.

jim1701

  • *
  • Ace Runner
  • ****
  • Posts: 1070
« Reply #7 on: <03-02-15/1230:36> »
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. 

Senko

  • *
  • Ace Runner
  • ****
  • Posts: 2485
« Reply #8 on: <03-02-15/1509:32> »
It is hard to meet if you're starting with D or E resources which my mages normally do.

Herr Brackhaus

  • *
  • Prime Runner
  • *****
  • Posts: 3041
« Reply #9 on: <03-02-15/1642:33> »
That's what In Debt is for :)

The Wyrm Ouroboros

  • *
  • Prime Runner
  • *****
  • Posts: 4471
  • I Have Taken All Shadowrun To Be My Province
« Reply #10 on: <03-02-15/2014:19> »
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.
Pananagutan & End/Line

Old As McBean, Twice As Mean
"Oh, gee - it's Go-Frag-Yourself-O'Clock."
New Wyrm!! Now with Twice the Bastard!!

Laés is ... I forget. -PiXeL01
Play the game. Don't try to win it.

Senko

  • *
  • Ace Runner
  • ****
  • Posts: 2485
« Reply #11 on: <03-02-15/2036:10> »
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.

Namikaze

  • *
  • Freelancer Ltd
  • Prime Runner
  • **
  • Posts: 4068
  • I'm a Ma'fan of Shadowrun!
« Reply #12 on: <03-03-15/0043:25> »
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 - 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.
Feel free to keep any karma you earned illicitly, it's on us.

Quote from: Stephen Covey
Most people do not listen with the intent to understand; they listen with the intent to reply.

Senko

  • *
  • Ace Runner
  • ****
  • Posts: 2485
« Reply #13 on: <03-03-15/0301:47> »
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 - 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)

Xenon

  • *
  • Prime Runner
  • *****
  • Posts: 6471
« Reply #14 on: <03-03-15/1404:03> »
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.
« Last Edit: <03-03-15/1450:14> by Xenon »