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Demons and Angels:
SINed and SINless in Shadowrun.
How to live a life in and out of the system.
The system. Yes, the system. Today we talk about the system
screwing us over, about fighting the system, always referring to the
system. Of course, when we refer to "the system", we're talking about
the government and all the associated bureaucracy with the paper work,
rules and regulations that govern life in a legal society.
Cyberpunk has a system too, of course, but it means a much
different thing in a cyberpunk genre, in 2054 Shadowrun, than in
today's world of the 1990s. In this dark and gritty future, one of the
most looming shadows is The System. But now it's larger, more powerful,
more terrifying to those that it opposes. Things break down into two
main categories; the SINed and the SINless.
SINed people are those that are legal and "law abiding" (haha)
citizens of the world community. System Identification Numbers are what
is used to track population and business. Everyone receives a SIN at
birth (legal birth) and carries it with them till their death; where
their SIN is changed to a SIN-D, for deceased. Even in death, the
number remains theirs, unassigned again.
Think of a SIN as a 1990s United States Social Security number, but
taken further. Complete biographical data is recorded in the file
tagged to the SIN, along with business, credit, medical and other
pertainant data. In the 1990s, people had many different numbers in
the various bureaucratic realms; in 2054 it's one number and that's it.
That's your driver's license number, your medical information number,
your social security (as it were) number, your movie rental number, your
library card number and so forth.
Everything is consolidated into that one file, kept in the Matrix
in various areas. Some areas might have only a bit of your file, the
portions that they consider relevant to their dealings with you. Others
will have the entire file, such as the SIN office (surely there is such
a thing, right?) with your governmental body, and megacorporations that
just like to collect little tidbits about people.
Everything about you from how much you weighed at birth to the type
of toothpaste you use to how often you purchase major items is in your
SIN file. A copy of your SIN file is generally held on your credstick,
along with the various passcodes to access your SIN file online with any
system that has it. You verify yourself to your credstick, and the
stick tells the credchecker or whatever it's slotted that it can pull up
the filed information.
Credsticks are the major item in 2054. Whereas in the 1990s,
people carried around quite a collection of information on them daily,
with more stacked at home that they'd bring on certain occasions, in the
modern world we use just a simple credstick. This device holds your SIN
information, and as such serves as everything from checkbook (to use the
archaic term) to creditcard (accesses your loan limit to allow
overdrafts on your credit account(s)) to key.
When these were first introduced, it was feared that crime would
become much easier. After all, having all of this information available
on them, wouldn't credsticks become the prime targets for thieves?
Well, that would be true if it wasn't for the simple security precaution
of forcing the user of the credstick to prove to the device that he is
who he says he is; the owner of the credstick and the associated
accounts and items.
Credstick users have to verify their identity to the credstick and
the computer(s) and devices that it's giving instructions to.
Thumbscans and voice printed codes are the common means. If your
fingerprint(s) or voice prints, along with a correct voice code, don't
match those in the credstick's protected memory of the authorized
user(s), it won't allow you to use it to access things.
This also triggers an alert in the system to the controlling
organizations. Attempting to withdraw credits from an account without
authorization will bring the bank's attention to your efforts and
location. Attempting to gain access to the owner's apartment without
authorization will bring the apartment owner's attention to your
efforts. And so forth.
Taxes are simple and easy in this world of ours, though always an
evil. All funds that pass through the credstick's account(s) are
logged; the various tax collection agencies in the world receive the
appropriate notification(s) of your income. Every month, the credstick
informs you how much tax is due based on your income for that period.
You can even have the credstick automatically withhold the correct
amount in an account that can only be transferred to the proper
governmental agency. Simplicity.
For the SINless, however, things are far more difficult. In a
world where everything revolves around information, not having access to
that information world is difficult. It is against the law to not have
a SIN, though it's up to the individual governments whose country you
might be residing in to enforce the SINless law however they feel.
Lacking a SIN is more than just not having access to normal bank
accounts or being able to get a loan. You cannot move through the
normal business world, at all. Employers who choose to hire you without
a SIN can do pretty much whatever they want with your wages, because
they'll have to pay you in either certified cred or corporate script;
traceless.
You can't make major purchases, because only a handful of
businesses might consider taking large amounts of script or certified
cred as payment for their goods; it causes governments to ask them too
many questions that they would rather not answer. It also makes them
vulnerable to being robbed of said payment, unlike as can happen dealing
with authorized credstick account users.
So being SINless, while obscure and beneath the notice of the
system, does have some disadvantages. While you move freely around the
shadows, the lights are more than just uncomfortable notice; they're
impasses of bureaucracy.
For game purposes, I refer to "Shadowbeat (? FASA Corporation) page
86. It has a lot of the hard rules that I use both here and in my
games. Further, Shadowbeat is an absolutely stellar piece of work and
is endlessly entertaining and valuable to GMs, players and the entire
group. Now, on with the numbers.
SINed characters that take payments to their SINed accounts have
some things to deal with. First off is the taxes, all income to SIN
accounts must pay a tax of thirty three percent. I assume that this is
a set average for game purposes; individual GMs are certainly welcome, I
would assume, to set differing tax rates for each governmental area that
the game might touch. This would make things a bit more realistic, but
I would hope that this not be used as an example to drastically undercut
this published one-third rate, so that players can benefit.
Secondly, how do you explain this income? Random audits are a very
much loved weapon by the IRS to catch people who are quietly evading
taxes and/or questions; I would assume that this practice would have
continued onward in an era of tighter revenues for governments. Perhaps
a simple test for every game year, or every game "quarter" (3 month
period, just like in the 'real' business world).
For every year/quarter, roll 2d6 and add as you would for any other
game. On a snake-eyes roll (both ones), the appropriate agency for the
governmental area the game is taking place in (or that the taxes are due
to) has decided to run an audit of the character. The audit will
require proof of all income (where it came from, why, rates of pay and
so forth), proof of all "deductions" and so forth.
To keep the game unlike real life audits (thank God! <grin>),
assume that for all 'legimate' income, the proper proof is available.
It's for the 'unlegimate' income that the problem will occur. Proof
will have to be presented that the income in question (presumably
proceeds from some shadowrunning venture or other illegal activity) is
legal. A proper "story" will have to be presented as to why taxes
weren't paid, if that was the reason for the audit.
Blatant tax evasion will effectively screw the character into a
legal battle, and a jail term if convicted of it. It will also bring a
lot of scrunity onto his life and dealings, what he does, how he does
it, where and so forth. My first suggestion to any SINed character
would be not to evade taxes, and not to place illegal money into your
SINed account(s). It would also help to not live extravagantly, in a
manner incomserant with your means (or atleast, the means that you can
prove are legal).
My second suggestion would be for SINed character to not take
payments from their 'unofficial' source(s) to their SINed account(s).
Take payments in the standard certified credsticks and/or corporate
script and bury them. Again, don't get a house you obviously can't
afford on your normal job, or drive flashy cars, and so forth. It will
take a bit of thought and action to handle things, including where you
might put things that you do want, but if you insist on having the SIN,
be warned.
Not having a SIN, however, has it's own problems. As noted above,
you will be at the mercy of those who might hire you legally. All legal
income (legal meaning from a 'real' job) is cut in half, representing
the various skimmings, kickbacks and other outright extortions foisted
off on the character by his opportunistic employers. Of course, some
words could be had with said employers, but that's another matter. So
is the likely (implied) violence that is sure to follow.
Further, attempting to interact in the legal world without a SIN
will present a +2 target number penalty for all such interactions.
Social with businesses, legal dealings and so forth. This represents
the difficulties of SINless life in a SINed world.
Now, how do you get around this problem? Two words; Fake SIN.
The shadow world is full of people and even organizations that are
experts at cultivating and sculpting a SIN that is contrived. Mostly,
these are deckers, but also shadow artists that specialize in getting the
physical proof that might be required to support the new SIN, or getting
the proper SIN files into the needed systems, and so forth.
False SINs are dependent on how long they will be needed for. A
permanent fake SIN is rather difficult to produce, because of the raw
number of systems that must be penetrated either electronically or
physically to lay in the new files to support the SIN. Entire
shadowruns can be based on a specific SIN being setup, and the
characters are being called in to assist. Entire campaigns, even, could
revolve around setting up SINs for your clients; staffing the group with
a few computer experts and some penetration artists that can slip
something inside any facility in the world (supposedly).
As a general rule, there are just two main factors to consider when
considering the difficulty (and cost) of setting up a false SIN; how
long should it be "active" and how extensive is it?
The first is crucial. The time frame is important because the
longer something is to be available, the deeper into the associated
computer systems the files needed to support the charade must be
placed, and the longer they must be there. The longer they're there,
the better they're going to have to be in order to withstand the
attention of standard system operations. Eventually, at the need for a
permanent SIN, the files must be implanted in the core database files,
with the rest of the files that is should be among.
The second is also crucial. False SINs that don't have any of the
implanted files in the proper systems will hold up only to the most
cursory of ID checks, checks that involve only looking on the
information incoded on the stick itself. The more extensive the checks
are going to be that the stick needs to stand up to, the better the
charade is. Permanent SINs will hold up to anything except the most
detailed of examinations, and sometimes will require a check that is
specifically looking for false and/or contrived data to spot.
Being both a GM and a player, I suppose that we need rules for
this. If for no other reason, than I've probably got some of you
thinking a bit about this now. Some of you are even thinking of getting
onna these cool fake SINs for yourself, or perhaps going into the
business for yourself. So here goes.
I'm going to use the second criteria as the base for the target
number, and the first criteria as a modifier (upwards) to this base.
Level of Validity Base
1-2 2
3-4 3
5-6 5
7-8 8
9-12 11
13+ 15
Levels 1 and 2 are cursory setups, at best. They consist of only
the information encoded on the stick itself. Connection with it to any
system that is supposed to have some or all of the information will turn
up to the person checking that there is a problem. At this point, it
will fall to the 'stick's owner's ability to shuck and jive, to see if
he's screwed or just inconvenienced by this terrible misplacing of the
proper files, which are certainly in order. <evil grin>
Levels 3 and 4 get a bit more secure, but only a bit. A system or
two, a SMALL system or two, will have a sketch of data in place. A
human reading the files will possibly wonder why they're so sparse; but
for automated checking and such, it will return the electronic
equalivant of "yes, that's correct" to the checker.
Levels 5 and 6 start the fun, as it were. These are where you
start to get SINs of true worth, ones that have the supporting files in
systems that allow the supposed SIN to function effectively as it is
intended by name. Bank accounts are possible (keep it small chummers,
to make it less likely you'll be spotted), as are dealings with people
who might look a bit at your paper. The files themselves are still a
bit sketchy, so don't invite comprehensive examination of your SIN by
understanding eyes unless you like living dangerously.
Levels 7 and 8 move further into this fake SIN world. This is
where some permanent SINs generally start surfacing, because of the need
anyways to implant files in the appropriate governmental and corporation
systems. Such files are what make a SIN permanent, backing in areas that
hold such records as birth place, school records and other indicators of
a normal life for this fictitious person.
Level 9 and up generally are the realm of pure shadows and top
super spys. False SINs of this nature will hold up impeccably to anything
up to a check that approaches more than routine verification, and are
quite demanding to uncover even when attention is focused. At this
level, the writing skills of the SIN files' preparer come into
importance as much as the computer skills.
Humans will generally be reading the actual files' information at
this level of verification, and it must be readable and presentable;
after all, a human supposedly wrote it in a certain (proper, official)
format with backing proof for various "claims" that said data makes.
If it doesn't look natural and flowing, look like other files' data
does, doesn't have the cross-verification, it will cause problems. For
some operatives, even a bit of doubt as to their identity could be
disastrous.
A note, this is an attempt to provide more information than "The
Neo-anarchists' Guide to Real Life" (? FASA Corporation) does about
credsticks and what they compose. This does not, however, contradict or
replace that information. It AUGMENTS that information. If you don't
have TNAGTRL, go get it. It's a great book, full of useful information
and funny facts that help add color to your games, even some new tech
devices that have found their ways into our games.
These are rules for how to CREATE a SIN, either for yourself or
someone else. The notes in TNAGTRL tell you how you can buy one, but
not how you can create one. This is a decker's job, why not give rules
for how difficult it is or isn't. One thing it is, however, is
extensive and time consuming. But, so is shadowrunning. Doing it
yourself lets you save some money, get the experience of doing it
yourself (i.e., karma) and ensure for sure whether or not it's done
right.
Take the base target number listed above. Now add to that a
modifier for how long the SIN is intended to stay permanent.
Length of Time Modifier
1 hour 0
12 hours +1
1 day +2
1 week +3
1 month +4
3 months +5
6 months +6
1 year +7
3 years +8
5 years +9
10 years +10
Permanent +15
Now, some of you are thinking, "this means that it's impossible to
make a good, long lasting SIN for yourself." Ah, au contraire. I have
more to inflect on fun loving players and GMs the shadowrunning world
over.
The length of time spent WORKING on the SIN's files reduce the
target number, representing time that you double check your work,
creative time considering approaches, consulting with experts in
programing or in SINs and so forth. Every 3 days of work, above and
beyond any other time constraints connected with setting this SIN up
(including the base programing and sculpting time) passes a -1 bonus to
the target number. The maximum reduction possible here is equal to the
SIN's rating (a rating 4 SIN can only have 12 days, and 4 points, of
bonus used to reduce it's setup target number).
Further, the processing power of the system that you use to create
the SIN's files assist in reducing the target number as well. For every
(SIN rating x 1000) MegaPulses of memory that the computer/deck the work
is being done on has, reduce the target number by -1. The maximum
reduction possible here is equal, again, to the SIN's rating (a rating 4
SIN can only have 4 points of processing bonus used to reduce it's
target number, even if being setup on a mainframe style computer with
over 50,000 MPs of memory).
Setting up the SIN is a multistep process, even if roleplaying is
left out of the mix. More on that later. First, the files themselves
must be prepared. This test prepares all files that will be connected
with the SIN, for all systems that will be necessary in the deception
that will be woven by the false SIN.
Computer (Software concentration, Non-Matrix Programming
specialization) skill is rolled against the target number. A number of
Special Skill dice up to the rating of the SIN being prepared may be
added from a skill such as Writing or Bureaucracy to this test
(representing proper phrasing, readability and so forth in the
information). Every die of Special Skill that is added to the mix adds
a quarter day to the base time, representing time that is spent solely
on formatting the data for accuracy and readability and so forth.
The base time to program is the rating in days. Remember, this is
an entire DAY'S worth of work on only this task, excepting normal breaks
for meals, sleeping and sanitary requirements. Reduce the base time
accordingly. Afterwards, add any time spent as refinement (target
number reduction).
Now that you have the files, you have to implant them in the proper
system(s). For a SIN that is expected to handle day to day life for
someone, even if only for a month or a year, this can get moderately
lengthy.
First off, the governmental systems' database(s) in this fictitious
person's supposed place of birth have to have relevant files planted.
Then the current country of residence's governmental systems'
database(s) have to have files placed. Any governments that this
fictitious person may have spent any time in will have to have files
placed too.
Then the bank(s) that handles the account(s) that the fictitious
person uses will have to have relevant files placed, as well as files in
any "past" banks this fictitious person used in the past. Files in
various corporate databanks involving business dealings, personal data
(such as it used to send you junk mail targeted towards your supposed
interests, right?) and so forth.
As you can see, this can get quite extensive in the amount of time
it could take to implant all the data. As you might expect, only high
rating SINs generally get this amount of attention. But the attention
is worth it; the more the SIN resembles a real person's life, the less
likely it is to be spotted in the first place, much less actually
identified as a fake.
After all, it's easier to make up a fake SIN for a fictitious person
that is living in the country of his birth (or was born in a hideously
small and/or backwater country in regards to recordkeeping security
and/or technological level), has no or few discernible interests, has
never had *any* brushes with the law (parking tickets even?) and so
forth.
Even real persons that might fit into this criteria get more
scruinity than someone that doesn't. It just looks different to someone
who knows how to look at such things, like an investigator or an
auditor. They know it's easier, and thusly check up on it all.
Runs on each system will have to be made to plant the files, either
Matrix or physical penetration runs, however the player and/or group
decide to deal with it as necessary. It is suggested that the minor
runs such as local police precinct databases and corporate interest files
be handled through the Quick Resolution system laid out in "Virtual
Realities" (? FASA Corporation), unless the player actually wants to
game it out.
Handle the major insertions, such as core governmental and
corporate databases as gamed events. Whole nine yards and all that. On
some systems, this could get quite extensive and evolve into something
on which the stuff of decker legends, if all was known <snort>, would be
built on.
Getting detected planting these files jeopardizes their validity.
Ideally, the files will be planted without any alerts or unusual
activity being noted in the database(s). The more notice that the
target database/system has of the actions, the more likely it is the
files are discovered.
If the files are located (noticed), then the cracking part comes
into to play. First off, assuming the owners of the system don't
already know what the intruder was doing, it has to be resolved whether
or not the decker laid the files in correctly. Are they in the proper
area(s) in the proper format(s) and so forth. A standard system test
(against the node, a node operation) is required, the successes scored
are added to the target number for the decker's Computer skill to spot
inconsistencies in the files' placement.
Assuming the files aren't instantly tagged as fakes from their
placement(s), then things move into the meat of the crack. Will they
stand up to scrunity? If they do, they'll be noted as merely having
been misfiled by either a human data-entry operator or by a glitch in the
system. If they don't, well, some work was just wasted wasn't it
chummer?
The files' preparer's skill is the base target number to determine
if the files are "accepted" or not. Add any extra successes he achieved
in the preparation test for the files to this target number. The
examiner rolls his Computer skill against this target number, to
determine if he sees any invalidity in the files' setup. If he fails
the test, he sees nothing wrong with them. A retest should only be
allowed if there is sufficient cause to doubt the files. Normally, once
they appear to be solid after an examination, they'll be accepted. Base
time for this check is the rating of the SIN multiplied by five minutes.
Any successes on this "crack" test means that the examiner sees
flaws in the file(s), and doubts their validity. In some cases, this
will be enough to get them zeroed. But if not, then the files have to
be taken apart in detailed fashion to determine whether or not they're
truly falsifications.
Base target number for this test is the rating of the SIN, plus
successes scored by the preparer on his setup test. Base time is a
number of days equal to the rating of the SIN multiplied by the
successes scored by the preparer on his setup test. The examiner rolls
his Computer skill, plus any applicable Special Skill such as
"Investigation" or "Research" (to check the 'claims' of the file(s)).
Any successes on this test, and the examiner has uncovered definite
proof that the file(s) are false.
Now, the roleplaying part. These rules are for the straight
numbers of creating, implanting and defending a false SIN file setup.
But it takes more to do this than just the numbers. Now this will
predjuice things towards players that actually have some writing skills,
and/or some creative juices, but that's good practice for your
roleplaying. Head down to the library for some books on acting, and read
up on a bit of James Bond and the like to brush up on your bullshitting
skills.
For every false SIN, a write up should be made. You don't have to
write out the entire history word by word for this fictitious person that
the SIN represents, but treat this person and his false SIN files like a
character. Where is he from, what has he done, what does he do, what
are his (dis)likes, where is he now, why, physical description, brushes
with the law, so forth. Write up atleast a page (very broad, general,
guideline) for every rating point or so for the false SIN.
Include little tidbits like the occasional computer trick that you
laid into the file, including any imbedded virus or fileworms, faked
erasures and restorations, notations added "years" after the fact by
some "file clerk" and so forth. It will make the whole setup more
believable, and give you extra ammunition to use in your "bullshitting"
that may come up should you get nailed with this "false" SIN.
Merely seeing that there are some inconsistencies in the person's
SIN files won't automatically bring down the roof on the character's
head. It will, however, bring in some questions that could prove quite
difficult to fend off. The GM should look over the write up for the
SIN, and use it to question the player as to where these "problems" have
been spotted. The player should respond, in character, to these
questions. This will be an exercise in both roleplaying/bullshitting
and in negotiation skills.
Ideally the character would be able to deny knowledge of any
"problems" with his files, lay blame on some third party source that is
attempting to damage his reputation or has made him a causality of
Matrix wars or some other such excuse; getting the whole thing dismissed
and cleared up with the profound apologies of the government for the
inconvenience.
If things are very bad, the character should hope for the chance to
get clear of the entire situation. Collect what stuff from the "life"
that you can and/or want, and "disappear" into the shadows. Since you
never existed anyways, you're none the worse off.
Worst case scenario is if other things are going on, and the
character is suspected in some highly illegal activities. In that
instance, it would probably boil down to immediate detainment for
further questioning. At the least, should the matter of the SIN not be
resolved to the character's favor, he'll be in for some prosecution over
(possibly) not having a legal SIN, invasion of privacy (the systems that
were penetrated to lay the fake files), computer fraud and anything else
they might think up. Could be in for a long jail stay, and fines too.
Remember the number one commandment of Shadowrunners everywhere.
Thou Shalt Not Get Caught. Take it to heart as you dive into the world
of light with your shadowy connections, and you should do fine.