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! ), 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. 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 , 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.