as i wanted my player group to have a degree of say in the matter, we made it a table discussion pre-game last night.
notions:
there would need to be some sort of location service where an individual could go to revalidate her identity, as a stolen commlink would also mean a distinct difficulty with EVERYTHING in your life. cannot start your car, cannot open your apartment door, might have problems actually doing your job.
identity insurance would be a good thing to have (or business to be in).
considering how important a commlink is, and how the powers-that-be put the effort into writting out a whole bit on vehicle theft (in Arsenal) this seems like an oversight.
one challenge that I am still having though is gauging a proper level of response form law enforcement and complexity of theft countermeasures. Knight Errant or Lone Star doesn't have the resources to go chasing down every stolen commlink. Commlink recovery could be handled by a contractor from your wireless provider.
I imagine Commlinks would have some sort of standard theft protocol, (although how would it "know" that it has been stolen?) and with the complexity of agent programs I can certainly allow for creative parameters (my best idea, when two or more devices in your PAN suddenly leave range, engage passcode security - but since most of my players sprung for skinlink, a skinlink protocol makes sense too).
The Sixth world doesn't strike me as the kind of place where it would be particularly easy to confirm your identity in the event of 'comm-napping' - because if it was too easy the hackers would be using it to generate (steal) ID's. Although, now that I think about it, if DNA is a stock part of your ID profile, that is pretty easy to handle, and pretty hard to fake. Okay - consider the confirmation of your (real) identity is a done deal.
another idea for a custom (or common) security measure is a Scan and Report style function. Scan all public nodes in an area, and send those as a report to the recovery contractor. then the contractor can query those nodes for video footage, ID's, whatever. probably can even be introduced as a cautionary tale:
"did you hear what happened to Thin Lizzie? Apparently she snagged some corper's 'link the other day, the comm-cops pinpointed the time of the snag, and they ping'd her ID off of several other nodes in the same area. I guess they interviewed everyone that might have seen anything. Damn shame."
still not sure on how to report / trigger a commlink as stolen. another case of of damned if you do / damned if you don't. If it is too easy to report a commlink stolen, it becomes a handy, effective, and annoying tactic to use on ANY target (We could spend time jamming his signal, and what not, or ... just shut him down, seems he just reported his commlink stolen). if it is too hard to do, then how would joe average do it? (where is the nearest payterminal in the area with a DNA scanner? - and even then, mr joe average has established his commlink as stolen, but theat doesn't help him get home tonight, nor get a room for the night.
Such a simple little thing, yet - boom! However we decide it, I think all my players are going to be putting their commlinks in armored pouches with no easy access (one of them already carries his fake SIN commlink in a Skin Pocket). Skin pockets just are not worth it for the 4 magically active party members.