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> Fake SIN - Why would you take it?, Since they automatically fail per the Rules on Forgeries.
Remnar
post Jul 19 2013, 06:09 PM
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I recall a fan fic from way back (Shapcano maybe?) about a barrens bound FedEx run. If I recall correctly it was quite excellent. Imagine the tax writeoffs for that.
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Sengir
post Jul 19 2013, 07:37 PM
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QUOTE (Tymeaus Jalynsfein @ Jul 19 2013, 06:48 PM) *
Only Slightly?

Maybe the "slightly" was slightly ironic (IMG:style_emoticons/default/wink.gif)
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KarmaInferno
post Jul 19 2013, 08:12 PM
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QUOTE (Sengir @ Jul 19 2013, 01:21 PM) *
I think the new SIN rules are really nice, it's just that the forgery rules apparently are not entirely in sync (IMG:style_emoticons/default/wink.gif)

There is no single skill for making fake SINs.

The forgery rules are specifically for making physical fakes, like the ID card a fake SIN might be attached to..

They do not include the hacking of SIN databases to insert false identity trails. For that, you need to actually hack the database and insert the false information. This is a whole operation and really not something that should be doable with a simple skill roll.

Alternately, pay someone else to do it. Fake SINs are in the gear section.


-k
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Finster
post Jul 19 2013, 08:19 PM
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QUOTE (Blade @ Jul 19 2013, 01:12 PM) *
The forgeries in that text might be the physical part. IIRC, the Forgery skill in SR4 was supposed to be used for making physical forgeries, everything else was done in the Matrix.

In that context, it would mean that you can create something that looks like an ID card, but it won't pass any check since it's not linked to any Matrix data. It might work in countries where paper documents are used and where Matrix coverage isn't very good.

As GM, I would also add ARO's to that. The way I imagine it is that you used to have to wear a physical ID badge in any secure facility. That is now an ARO tied to your commlink. So, as you walk around the halls of some secure lab, you'll be able to see everyone's "badge" in AR. I would rule that the Forgery skill also covers fabricating a convincing AR replica of said badge. Obviously, since it's a forgery, it won't stand up to any serious database check.

So, what use is it? That's where the team's decker comes in. He or she would have to monitor any possible Corporate SIN challenges in this case, and Spoof a Command to authorize the forged SIN.

This way, the forgery skill still works exactly as advertised, Fake SINs from the gear section still work as advertised (since they include false database entries, etc.), and the decker still has a role to play in helping smooth out the operation of the forged SIN.
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Sengir
post Jul 19 2013, 08:22 PM
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QUOTE (KarmaInferno @ Jul 19 2013, 08:12 PM) *
There is no single skill for making fake SINs.

The forgery rules are specifically for making physical fakes, like the ID card a fake SIN might be attached to..

They do not include the hacking of SIN databases to insert false identity trails. For that, you need to actually hack the database and insert the false information. This is a whole operation and really not something that should be doable with a simple skill roll.

Totally agreed, and that is essentially what the rules on pages 366 ff say. But the Forgery rules say that ANY check reveals a fake SIN, even if the officer just checks if you can name one and it's not 12345-ABC.
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Freya
post Jul 22 2013, 06:32 PM
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QUOTE (Finster @ Jul 19 2013, 02:19 PM) *
As GM, I would also add ARO's to that. The way I imagine it is that you used to have to wear a physical ID badge in any secure facility. That is now an ARO tied to your commlink. So, as you walk around the halls of some secure lab, you'll be able to see everyone's "badge" in AR. I would rule that the Forgery skill also covers fabricating a convincing AR replica of said badge. Obviously, since it's a forgery, it won't stand up to any serious database check.

So, what use is it? That's where the team's decker comes in. He or she would have to monitor any possible Corporate SIN challenges in this case, and Spoof a Command to authorize the forged SIN.

This way, the forgery skill still works exactly as advertised, Fake SINs from the gear section still work as advertised (since they include false database entries, etc.), and the decker still has a role to play in helping smooth out the operation of the forged SIN.


I greatly enjoy this idea. Mind if I use it?
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