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The Durability of SINs

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Fedifensor

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« on: <05-25-16/1511:51> »
The most important tool for a shadow runner is a (usually fake) SIN (System Identification Number).  Without a SIN of some sort, you can't even buy food at a Stuffer Shack.  The issue that can come up in play is how often fake SINs get burned.  Most shadowruns involve operating in areas where you need to be using a SIN - you can't even get into the front door of your typical Corp without one.  The problem with this is when the gunfire inevitably starts, how do you keep that SIN intact?  You need a pretty wiz decker to break into a corporate host, crack the (presumably protected) files containing any surveillance info, and wipe it from existence.  Without that, what stops the corp from checking what SINs were being broadcast before the fighting started, and either burn them or add the 'criminal' designation?

Fake SINs are not cheap.  Most shadowrunners are going to either start with a level 4 SIN (the highest available at character creation), or buy one to that level as soon as possible.  A level 4 SIN costs 10,000 nuyen - as much as the average run pays.  This makes infiltration missions incredibly risky.  If you're spotted...or even if the corp finds out afterword when checking the recorded footage, you've just wasted your payday.

Currently, it seems most GMs handwave this issue.  Has this come up in your games, and how does the GM handle it?

Banshee

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« Reply #1 on: <05-25-16/1615:21> »
For the most part you shouldn't be in situations that will force you to burn your SIN (in Missions anyhow)

Don't broadcast unless you have too and go silent once the drek hits the fan (or is about too if you have that luxury) ...  while the corps have practically unlimited resources it doesn't mean they will track down and investigate every broadcasting SIN that was in the area before a fire fight broke out

Don't leave behind anything that can be tied to your SIN ... video surveillance just means they have your face not your SIN, so unless you're broadcasting they need to hack your comm to get it or back trace it from something left behind

If you follow those two simple rules, then the only time your SIN would need to be burnt is if you use it and the system check identifies it as a fake (which is where having a decent rating comes into play)
Robert "Banshee" Volbrecht
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Former RPG Lead Agent
Catalyst Demo Team

Teknodragon

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« Reply #2 on: <05-26-16/0400:21> »
In my experience, a SIN doesn't get burned in official play unless things go horribly wrong, or extremely poor life choices were made by the character.
Life is short, the night is long, and we still have ammo.

Fedifensor

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« Reply #3 on: <05-28-16/0849:06> »
It would be interesting to see a Mission where you're given a SIN for free...because that SIN *will* be burned before the end of the adventure.