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Compromise a SIN or lifestyle

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Meek75

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« on: <06-02-12/1033:41> »
Ok, so I need help with how to put pressure on players lifestyle. Most people at the table bought very cheap lifestyles so I am wondering about the security levels in place. If they are tailed how had is it to break in or compromise the lifestyle. How about linking a crime to a players fake SIN? What are the rules for this sort of thing? Any help would be great. Thanks.

TheNarrator

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« Reply #1 on: <06-02-12/1138:32> »
Runner's Companion goes into detail on what each level of Lifestyle entails, including numbers for how hard it is to break into the place based on the Security rating.

Also keep in mind that if they're really skimping on Lifestyle, then they may have to pay out of pocket or scrounge for things that a character with a better Lifestyle could just consider "taken care of." Fuel for vehicles, hotel rooms, meals at nice restaurants (or any restaurant for Squatters, or any decent food, or food period for Street Level), Matrix access, normal clothing, shoes, something to sleep on besides some cardboard on the ground in an alley....

Lifestyle is great because it saves players from having to worry about tracking payment all those stupid little things like food and lodging that aren't related to shadowrunning. If they don't take advantage of that by buying at least a Low, then they have only themselves to blame when they have to waste time and money on mundane crap.

Mirikon

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« Reply #2 on: <06-02-12/1227:21> »
Plus, the advanced lifestyle rules really let you flesh out your character's home a bit.
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CanRay

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« Reply #3 on: <06-04-12/0130:00> »
Safehouses also gives you extra options.  ;D
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Mirikon

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« Reply #4 on: <06-04-12/0751:55> »
^ Shameless self-promotion. :)
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Mantis

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« Reply #5 on: <06-05-12/2013:30> »
He's right though. Since our team actually keep safe houses, that book was particularly nice. ;) But yeah, if the characters are skimping on lifestyle, like all at low or something, it is pretty damn simple to break into those places. The device ratings are easy to foil and the guards are, well just what you would expect. Barely paid and barely awake.
When I GM and the players pull this kind of stuff and then combine it with stupid after run actions, like not checking for tails and such then I have no problem having a little surprise waiting for them when they get home. Especially if they have pissed off the wrong people. To be fair, I do warn them of the consequences of not looking after this sort of stuff before dropping the hammer, but stupid deserves to be squashed.