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> Lackluster Legal Licenses, How to handle real licenses for stuff
Jack_Spade
post Nov 18 2013, 06:21 PM
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Our group of switching GMs are having a bit of a disagreement about how to implement legal licenses ingame.

The book gives this vague guideline:
QUOTE (SR5 p.367)
"Acquiring a license (legally) is, again, dependent on the laws of the country. For the most part, acquiring a license involves making an application, paying some sort of fee, a SIN check, and possibly passing one or more certification, testing, or training programs. The exact details of acquiring a license are left up to the gamemaster, but government bureaucracies are notoriously slow and frustrating"


My fellow GM wants the fees to be in the range of 1000 (IMG:style_emoticons/default/nuyen.gif) plus 200 (IMG:style_emoticons/default/nuyen.gif) a month per license
I, on the other hand, feel this to be a bit... excessive.

So I'd like an opinion from the plenum of other GMs here: What costs would you assign to legally acquire a concealed carry permit, a pilot license or a permission to work as a private detective?
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