Lifestyles of the Paranoid and Shadowy
Thanks to the Amurgsval Group
How does a successful shadowrunner live not only staying alive day
to day, but when looking out for the long term?
FASA's work seems to suggest that most runners exist at a Low
lifestyle, always ready to be on the run when Lone Star thugs or
corporate goons bash in your front door, which is part of their
standard operating procedure whenever they get the idea you've been
naughty. (R. Talsorian Games' Cyberpunk 2020 goes one
step lower: player characters are assumed to have no fixed residence,
getting around with nothing but what they can carry.)
In any Shadowrun game I've ever heard of, player characters tend to
amass respectable hunks of nuyen. If they're going to live to enjoy
it, where's it all going? Paranoia can be expensive.
Looking Like an Honest Citizen
In general, if a runner wants to stay at something higher than Low lifestyle,
they're probably going to need to set themselves up with a cover identity.
It seems sensible for a runner team to set up a group of companies.
A common plan is to set up two offshore companies (in different nations)
and one local one. When you get paid for your run, you shunt the funds
into your first offshore company, have that company then shunt them over
to the second one, and have the second one send the funds to the local one,
which then disburses effective "salaries" and "bonuses" to the runners,
paying their taxes. With a believable job and bills, a runner's ID will
generally be safe as long as they don't give anyone on the streets
a chance to point them out.
Fake ID's
False identities are important
for paranoid runners. ID's leave data trails, and it's important to
be difficult to track when you're on a run or just hiding from the
fifty different corps and gangs you've pissed off over your career as
a shadowrunner. Keeping them maintained can be tricky, but having a
variety of different ID's linked to different places may allow you to
suddenly return from your long absence in a different country to take
up life as a mild-mannered consultant relaxing on the pay from his
last job. Keeping up the ID and the associated place to live can get
expensive, but would you rather be caught with your pants down when
the drek hits the fan? With many different ones, it's possible to
distribute your funds in such a way that someone attempting to
paralyze you can't simply freeze all your accounts pending tax
investigations. Secure bank
accounts are very important in such times.
One of the big problems with crossing borders with your fake ID is
passport databases. Background checks finding that you're in the UCAS
when you're logged as having left for the Allied German States but
never returned could make people somewhat suspicious. (One way to
cope with this is simply to assume as a gamemaster that you get your
passport stamped as you come in, but that exits aren't monitored.)
Using an ID for nothing but travel is a sensible precaution. Still,
you may need to get your decker to break into the UCAS passport
databases in order to make sure that your background information
checks out properly.
1-900-RUNNERS
Giving out your phone number can be a bad move in the shadows.
Cellphone activity can be traced to a particular cell, which is enough
for dispatching goon squads. Telephone service can usually be traced
at least to the corner call box, if not to your actual residence. One
call from someone foolish enough to be monitored by some flavor of
spook could compromise you.
Voice mail is popular with runners: they leave you some mail, and you
pick it up at your convenience. Pagers, which simply broadcast over
their entire area of influence, are similarly useful. Deckers can
trivially reroute calls all over the planet, and there are many
decker groups that offer shadowy voice mail with all the bells and
whistles of multiple rerouting and heavy encryption, giving you the
opportunity to keep in touch with your shadowy chummers without taking
terrible risks.
Of course, unless you have prearranged encryption set up with
one-time pads, your most
sensible move is to simply use the phone to arrange a meet and
that's where codes come in. Indirect references ("the place we
met time before last"), euphemisms, and outright codes (memorised
or stored in headware memory or even a skillsoft) can make life
difficult for the spooks who are trying to make your life
difficult.
Real Estate
"Can you destroy the Earth?"
"I should hope not! That's where I keep all my stuff!"
the Tick (possibly paraphrased)
FASA often assumes in its modules that everybody and his dog knows
where the runners live. This is a perfectly sensible assumption
if you have plenty of contacts who know where to locate you and
you're a well-known figure not to mess with as far as the local
street gang's concerned. If you maintain an effective secret
identity, this is less believable. However, sometimes you just
can't go back to your place, whether it be because it's being
watched or because you don't want it compromised. That means
you need other solutions.
Safehouses
Runner teams will often need to go to ground someplace; they may make
a point of avoiding their own residences when on a run, to avoid
bringing back trouble in that direction. This is where safehouses
come in handy.
A safehouse does not cost as much as an entire chunk of lifestyle,
because it only needs to have the rent and utility bills paid.
(Depending on the lifestyle, it may also require bribes to the local
gang.) If the entire runner team is preapproved for the safe house,
they can simply decide to crash there if they need to avoid leading
people back to their own residences; the safehouse itself might be
paid for by automated credit deposits set up for untraceable routing
by the team's decker, or even maintained as corporate housing by one
of the holding companies the runners have created for added cover.
A safehouse may even be a favorite coffin hotel. (They run from
20¥ - 35¥ per night normally, but one might gain access to the
security cameras for an extra fee...)
| Apartment Size |
|
Small |
Medium |
Large |
Lifestyle |
Month |
To Own |
Month |
To Own |
Month |
To Own |
Low | 250¥ | 20,000¥ |
350¥ | 40,000¥ |
n/a | n/a |
Middle | 450¥ | 38,000¥ |
600¥ | 70,000¥ |
900¥ | 105,000¥ |
High | 1000¥ | 82,000¥ |
1200¥ | 140,000¥ |
1900¥ | 220,000¥ |
Luxury | n/a | n/a |
2000¥ | 230,000¥ |
3800¥ | 500,000¥ |
For long-term stability, sinking 100 times the cost of the rent (plus
utility bills) into an account that pays interest should be able to
keep such an apartment indefinitely. (An amount sufficient to buy a
place will keep the rent and bills paid just from the interest, based
on the table to the right, extracted from Sprawl Sites,
will make it easier to recover your capital if the place gets blown
up, and is in fact cheaper if the place is Medium or Large. So much
for investing in real estate; it's no wonder there are so many slums
if only Small apartments are more profitable than just living off
interest.)
Low lifestyle places are cheap and tend not to get many questions asked,
but security is mostly physical: bars over the windows, old-fashioned
locks taking keys, peepholes in the doors. Middle lifestyle actually
gives you doors that are nontrivial to kick down, maglocks, and intercoms
that can give you a bit more warning to escape out the back or into
the sewer. High lifestyle places actually have ID scanners, video
intercoms, alarm systems, and guards. As long as you have the right
taps in the security system letting you know if Lone Star is politely
showing their search warrants to the management, you can get a lot of
warning to clear out (though you have to be careful when smuggling your
assault cannon into the garage, and explaining those bullet holes
in your van to your neighbors might be tricky...).
Stashes and Caches
Nevertheless, cruel gamemasters may sometimes decide that a player character
has managed to get someone pissed off enough to blow up his residence,
along with its mainframe, enchanting shop, and vehicle facility. Properly
paranoid runners take steps to avoid this sort of trouble, but they still
prepare for the worst by stashing the most important things elsewhere.
Runners are very seldom going to actually walk around with all their
fake ID's on them, unless they have shadow credsticks designed
to carry these things. Credsticks can also be lost, stolen, or
destroyed, and a wise runner has a number of places they can recover
their credsticks from in case of such events. Weapons, ammunition,
clothing, and armor are all things one might wish to stash in various
locations around the city or even the world. Having only a single
cache can be dangerous, of course, if it is compromised. Having many
of them costs extra. Ain't life a bitch?
Physical Caches
Bank safe deposit boxes are useful for keeping small, valuable items;
larger lockers are often available in train stations and coffin
hotels. Such lockers are usually extremely durable and have a very
limited connection to the rest of the management's system: an ID
system is on the front, and credstick terminals are on the front as
well as inside. One can easily plug a certified credstick into the
slot inside and the locker will not open save for the proper passcode,
thumbprint, retina print, or what have you, and the rent will quietly
be ticked off the credstick until it runs dry; alternatively, one can
pay for a given amount of time in advance, or fork over a deposit that
will generate monthly interest sufficient to pay the rental fee.
(Management can usually override these things if they believe there's
a genuine bomb threat or there's a very broad search warrant in use,
so it's usually wise to take additional precautions with the contents
of such lockers.) Such caches will run from 10¥ to 200¥ a
month, depending on the size, location, and security involved.
Storage spaces are also handy. They come with similar security
measures as the lockers, and take up space varying from a walk-in closet
to having enough room for a couple of vans, a bunch of drones, and
loads of guns and ammunition. Consult a Shurgard place for sample
prices (convert dollars to nuyen), and add extra if the runners want
extra security.
Courier Cases
Courier work can be very sensitive in the 2050's, and there are a
myriad boxes and briefcases designed to keep things secure. The most
common brands are armored boxes with anti-tamper circuitry attached
and a variety of small ports inside. Different sorts of modules can
be attached to such ports: credstick modules allow you to plug in a
credstick, and at a given level of tampering the 'stick will be wiped;
data modules do the same with optical chips. Screamer modules can
trigger cellphone calls to let you know someone's tampering. Thermite
modules can usually destroy the contents of the box, and plastique
modules can even make it explode, killing everyone in the area as well
as destroying the box's contents. Options include internal padding to
preserve optical chips from shocks; double-walled, astrally secure
boxes devoting a substantial amount of space to supporting anaerobic
bacteria for a given period of time; Faraday cage quality isolation
using room-temperature superconductors, making it impossible to see
inside using even modern quark-spin resonance scanners.
Virtual Stashes
Deckers who have put a great deal of effort into their cyberdecks and
the programs running on them aren't going to let someone wipe out all
their source code just because one place blew up. The source code is
data, and it can be kept in all sorts of locations on the Matrix
(including virtual safe deposit
boxes attached to their [hopefully] bulging bank accounts), as
well as on optical chips in the same places other runners staff more
tangible things. Hermetic mages will often do so with expensive
libraries.
Surprises
Runners should always be ready with surprises for the people making
trouble for them. James Bond-style gadgets
are wonderful for this, but even at lower price ranges it can be as
simple as having an extra concealed holster with another weapon in it or
a small monofilament-edged blade sewn into the lining of your jeans
where you can get at it when you're handcuffed. If you know you're
walking into trouble, having the local gang paid off to create a
distraction when you don't report in over your cellphone every five
minutes could save your life.