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> A Question on SINs
Omar the Falcon
post Jun 21 2007, 11:47 PM
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In the world of Shadowrun, only citizens have SINs. If you dont, you are either from another country, born too poor to be given one (can you get one later?), or 'lost it' on your own.

So, I have three characters in my game. One was born in Japan and came over the Seattle with the Yakuza. Another was born in the UCAS and joined the military, and the last was born in Seattle and later decided to 'remove himself' from society.

The first would have a SIN from Japan, as well as the "company" that he immigrated to the UCAS with (as a front for the Yakuza.. we are looking at connections to MCT).

The second would be a natural UCAS citizen.

The third would be as well, though he has 'retired' from civilization, so to speak, after he goblinized.


So, we are working on finishing up characters the other day, and the ex-soldier asked me "so, do I have a SIN?" To which my response was "I guess you would, had to in order to join the military". From there, he had a host of questions. So, I will relate them to you:

- How can the players get other 'fake' SINs, so they can justify permits for various gear and equipment (such as our Yakuza gunslinger having a fake Corp SIN which allows him to have his 'security' equipment)?

- Are there rules anywhere for getting new fake SINs?

- How would they get rid of a SIN? Lets take our military friend, who (I believe) no longer wants to be on the records as having existed. How much would a Decker ask to do this? Could they start the game without a SIN?



This is just something that seems to be important for every character, but barely covered in any of the resource materials that I own. Even the Sprawl Survival Guide only tells you that you have to have one to really DO anything in modern society, yet it tells you nothing about getting fake ones, getting rid of your old one, or things like that.
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