Living in Detroit
The places to live in Detroit are wide and varied, with many customizable options available. The Advance Lifestyles option will be available to characters to customize their living arrangements.
See Geography for listings of the various Wards and the various Lifestyle rules that apply to living in each.
Lifestyles are broken down into 5 categories, each with a rating of Street to Luxury.
The Comforts category indicates how comfortable the lifestyle is, including how efficient the home automation system is, how clean and comfortable the bed(s) are, etc. When resting in their residence, a character may use the Comforts rating of their lifestyle in place of their Body for making healing checks during Natural Recovery.
Necessities are an integral part of any lifestyle. If a shadowrunner doesn’t get a good night’s rest and a belly full of nutrient-added soy, he’ll eventually end up at the morgue. This is because of the possibility of fatigue damage (p. 172, SR5). Base Fatigue damage that characters must resist is 6S. For each level in the Necessities category, reduce the DV by 1. Allergies to foods (such as soy or krill), pollution or sunlight increases this damage by 1S for each level above Mild. Test when characters spend any significant time primarily in their residence (~2+ weeks). The damage can be healed through normal means (magic, first aid, etc). Natural recovery requires the character to get out of the residence for a bit, grab a decent meal, etc.
Also, the Necessities also affects the dice pool for healing tests (SR p208) performed in the residence;
-2 for Street/Squatter, -1 for Low/Medium and 0 for High/Luxury.
Finally, the Necessities rating limits the number of people that may share the lifestyle (each person sharing still adds 10% to the lifestyle cost). For each person sharing the lifestyle above the Necessities rating, the effective Necessities Rating is reduced by 1.
Security covers a broad sense of how much a deterrent your place is to unwanted guests and criminal activities other than your own. Each point into security reduces the risk of theft of the character’s stuff at home. If anyone attempts a burglary at the character’s domicile (around every Neighborhood Rating months) while the character is away, roll a dice pool of (Security level x 2) against the Sneaking + Agility of the burglars (this dice pool should average around the Neighborhood + Comforts ratings of the lifestyle; better neighborhoods attract better criminals as do nicer homes) . If the Security wins the test, security officers have noticed the attempt, or a home alarm has been triggered, or some other event has occurred to indicate that the burglars ran afoul of the security measures without the player having to do a thing. The Security Rating is also used for setting the Host Rating for the computer serving your residence.
Neighborhood is an abstract category covering what is acceptable behavior, safety, and general atmosphere. In the Sixth World, Neighborhood Zone classifications have been developed to give a quick snapshot of an area and the typical lifestyles in it. The Neighborhood rating also acts as a limiting factor on the other categories; no other category may have a rating higher than the Neighborhood rating +2. The Neighborhood rating also affects many of the Lifestyle options below.
The Entertainment level details how much fun your life is. You get what you pay for, so characters who want to enjoy themselves should invest in this category. This includes both in-home entertainment and life out on the town. Although much of the personal entertainment in the 2070s is accessed via a personal commlink, the capabilities of your home restrict the level of external entertainment equipment you can install, as well as your access to the wireless Matrix. If entertaining a contact, mark or other NPC in the residence, and your Entertainment Rating is higher than the NPCs Connection Rating, you can use the difference as a dice pool bonus to any positive social tests (e.g.: Con (seduction), Negotiation, etc.) at the GMs discretion.
|31+||Add 25,000¥ per additional level|
Positive Lifestyle Options:
Aspected Domain +5
Over time, many similar residents have manipulated the forces of magic here and groomed them to become aspected in favour of a particular magical tradition. This gives an aspected background count of 2 to that tradition.
Escape Tunnel +2
The healthy paranoia of the previous owner or accidental design has left the home with an entrance and exit that is invisible to those observing the house. This can be a stairwell to the sewers behind a bookshelf or basements connected to an adjacent residence.
Extra Room +1
The residence has an extra room, allowing an additional person to share the lifestyle. This can be purchased multiple times.
Extra Secure +1
Security where you live is particularly tight. The neighborhood may be surrounded by a wall, guarded by vigilant security contractors, patrolled by an altruistic gang, or near some particularly powerful individual that no one wants to mess with. Whatever the case, the security of the living space is above average for the area. Treat the Neighborhood rating as 1 higher when testing for break-ins.
Feng Shui +5
The house has been arranged to focus unseen positive energies and divert negative ones. These energies enhance your creative juices. Working from home provides +3 dice to Artisan and Technical skill tests.
Free Access +1
A free access node is within range, allowing you to access it from the comforts of your home. It’s unsecured or you’ve breached the security. You’re able to surf the Matrix from this node and no one has noticed. Increase the threshold to all Trace tests against you when hacking from home by two. Note however, this connection is to the public grid, and still incurs the -2 to dice pool for all Matrix Actions.
Greenhouse +1 (varies)
Your home has a small plot of land or a couple of pots of dirt to grow carrots, tomatoes, herbs, wheatgrass, etc. to accentuate daily meals. Reduce the environmental damage due to food allergies by 1. The points cost of this option is 1 per inhabitant of the residence.
Grid Subscription +1 (special) (see Getting Online in Detroit)
This is a subscription to one of the private grid suppliers in the city, who provide a better connection to the grid, and all the most current entertainments & information. These are all provided by NeoNET & have names such as SterlingNET, WindsorNET, etc. and includes specialty grids such as Trenton’s DroneNET The private grid is now your default matrix access, and removes the -2 penalty for working on the public net. Can be purchased multiple times for additional grids. A Neighborhood rating of 4 or higher includes 1 free Grid Subscription dependent on the ward in which they live.
Hidden Gem +1
The residence has some trait that is exceptional for the area. One of the lifestyle attributes (Comforts, Necessities, Security or Entertainments) may exceed the Lifestyle +1 limit.
Indoor Arboretum +1
An increasing number of domiciles have a room dedicated to living vegetation. For the Awakened, it’s a bright spot in the astral plane. For the mundane, it’s a room free of pollutants as the plants absorb them from the air. Having this asset reduces the environmental damage due to pollution allergies by 1 point.
In Tune +5
For some reason, the wireless infrastructure around your home is especially in tune with the Resonance. Technomancers gain a +2 to all Resonance-based tests while physically in their home.
Inconspicuous Housing +2
This home looks like any other one in the neighborhood, or some information is wrong or missing on the Matrix, making the place hard to find. Increase the threshold to find the place by two (players must choose either physical or Matrix for this aspect).
Merchandise: Goods (Specific Item) +1/ +2
The location has specific legal goods available for sale at all times. The Availability rating of the goods is limited to the Neighborhood Rating for 1 points, and the Neighborhood Rating x2 for 2 points.
Merchandise: Pawn Shop +1/ +2/ +3
Goods can be fenced at this location within a week, with no action required by the runner., at a value of 15% of the item’s cost. For 1 point, only legal goods can be fenced, for 2 points, restricted items can be fenced, and for 3 points illegal (forbidden) items can be disposed of.
Mobile Home +1
The character’s home is mobile, and on short notice can be relocated (with some limitations). Examples include a houseboat/yacht, living in the back of your van, or an actual mobile home. While the ability to move the residence is nice, the furnishings are generally more expensive. This quality is generally limited to lifestyles with a Neighborhood rating of 2 (Low) or less, but may be available to higher neighborhoods at the GM’s discretion. Also, this is generally incompatible with other options that require a specific space (yards, workshops, garages, etc.)
Obscure/Difficult to Find +1
You live where? The corner of what and what? Your place is particularly difficult to find or in an obscure, not-well-known area of the city. Everyone needs directions, or a good map, to find your place and even then they often get lost. You’ve given up on the pizza delivery guy, you just meet him at the nearest intersection. Any Sneaking or Legwork Skill checks (owner of the property excluded) made in the vicinity of the residence are made with a –2 penalty.
Patron of the Arts +1
Choose a specific type of entertainment outside of your living space (e.g.: bars & clubs, fancy restaurants, sporting events, etc.). You can purchase access this type of event at ½ the normal price. You may choose this option multiple times, each time selecting a new type of entertainment.
Privacy Screen +1 per level (up to 3)
Something about the home or the neighborhood makes external observation of the house difficult. Examples include loud fountains, blocking buildings or vegetation, and heavy Matrix traffic. Add +1 per level to the threshold to any Perception Test when attempting to perform surveillance on the home or residents. Choose the type of observation (Matrix, Astral, or Physical) to receive this quality.
Public Transportation +1
You have access to the local public transportation grid (buses, trains, subway, etc) as well as a discount (reduce price by 25%) on traveling to nearby cities.
Rad Pad +1
If you have the pimped up car and the tricked out pistols, then you gotta have a rad pad. Your house is themed to the extreme. While this adds +2 dice to any test involving Intimidation or Reputation (that involves the home), it’s easy to find your house based on a description.
Secure Network +1
The Host serving your residence is extra-secure. Add +2 to the Security Rating of your lifestyle in regards to the Host Rating.
The home has an attached garage or an available large space, secure from the elements, to work in, operate a small business, or house a magical lodge. This could be a warehouse, large loft, or even a storefront. Skill checks relevant to the setting have their Limit increased by 2 when performed in this space.
Requires a Workplace. Quite popular among shadowrunners is a room dedicated to guns. Ammo and one stock firearm duplicating one that the character purchased at the character creation are on hand in this room. If the character has purchased a toolkit that can work on the particular weapon, 1 point of Accuracy or AP can be repaired per week without additional cost. A point of Reach can also be repaired in two weeks.
Garage +1 to +4
Requires a Workplace. A garage is a large covered area with enough space to park and maintain a single vehicle. With the purchase of a Shop (p. 443, SR5) related to the vehicle, 1 box of damage to the vehicle can be repaired per week without additional financial cost, as the cost is absorbed by the lifestyle. Purchasing a Facility increases the repair rate to 2 boxes of damage. Use the Build and Repair rules for quicker repairs (p.145, SR5, and p. 143, Run & Gun). This asset can be purchased more than once so that multiple vehicles can be serviced at the same time. The points cost depends on the nature of the vehicle, as listed in the table.
Specialty Shop +1
Requires a Workplace. This is space dedicated to the character’s gear-related work. Power, ventilation, shelving, etc. are there to perform any tasks related to working with an appropriate build and repair skill (chosen when this option is selected). Combined with a Shop or Facility, gear/weapons associated with the workshop can be repaired at 1 box of damage per week without additional cost (2 boxes with a Facility). This option may be selected multiple times (limited by the number of Workplaces available).
Negative Lifestyle Qualities:
These options reduce the points cost of a lifestyle, making it cheaper at the cost of some convenience or risk of inconvenient events.
Black Hole –2/–4
Anything small, valuable, or shiny tends to go missing in your home. Keycards, credsticks, ammo, jewelry, and matching socks disappear, although no one knows if it is the work of tiny gnomes or more mysterious forces… Any item with a concealability of –4 or more is at risk. When an item disappears, the gamemaster rolls two dice. At level 1, the items reappear in 6-(hits) days. At level 2, on a glitch, the items disappears for good.
Close-Knit neighbourhood -1
The area in which the residence is located is of a close-knit type, with a single characteristic that is present amongst almost all the residents, whether they all be of the same race (elf, dwarf, etc.), ethnicity (Asian, black, etc.). Unfortunately, you do not have the same characteristic, and you stick out. Anyone attempting to locate you receives a +2 to their dice pool.
Commercial Business or Day Job -1/ -2
The location is directly connected to a business. While it helps offset the cost of the residence, the character must spend time overseeing their staff, fixing the auto-dispensers etc. This is about 10% of their time (~3 days per month) at the -1 level, and 25% of their time (~7 days) at the -2 level. The Day Job version means having to go to work at a minimal amount of time.
Corporate Owned –3
The home is part of corporate-built housing such as an arcology or gated wage-slave community. While the place is nice and secure, everything is monitored. Security watches inside and out. Requires a SIN.
landlord said. There is just enough space in your place to live, and not do a whole lot else. Forget doing any hobbies or work, or even stretching your legs when you sit down—there just isn’t the room. Any Skill checks tied to physical stats have their Limit reduced by 2 (to a minimum of 1) when performed in this space.
Dangerous Area -1
Isn’t that where a guy got shot yesterday? The area you live in is particularly dangerous and prone to crime, including violence. Security and law enforcement are overwhelmed in the area, so will only respond to the most desperate need and will often be slower to respond. People in the area generally look out for themselves. Hey, at least your rent is cheaper, just don’t keep any fancy stuff in your place.
Your Neighborhood rating is considered 1 lower for checking the frequency of potential break-ins. Cannot take the Corporate Owned quality.
The character has some form of dependent that occupies their time, and has a tendency to need assistance at the most in-opportune time. Each time the character has a time-sensitive task that needs to be done, roll 1d6; in a 1, the dependent needs help, taking 1 hour of the character’s time. This can be negated by spending a point of Edge.
Gang Territory -1
The residence is located in an area dominated by a gang, which harasses the residents for ‘protection’ money. Every Neighborhood Rating months, the character will be pestered by the local gang to pay ‘protection’; 10% of their monthly lifestyle cost. Not paying will add +1 to the Neighborhood rating on the next break-in opposed check. A character can offset the regular ‘protection’ shakedown by purchasing at least 5 points worth of contacts in the local gang.
Like the trideo of the house built on a graveyard, your residence has a bad karmic history. On occasion, toxic spirits, ghosts, or creepy (and dangerous) critters visit or take up residence. Examples include an apartment in Glow City (Redmond), a glitched ritual in the basement that opened a rift; the burial ground of a serial killer’s victims, or the site of a mass-murder.
Hotel California -1
There’s a limited window when someone can enter or leave the premises. The rest of the time, the character is stuck and can only use the resources the place has. The time period of lockdown should be agreed upon between the gamemaster and player and should not be too long lest the character become MIA while the rest of the team continue missions.
Network Bottleneck –1
Even though wireless is everywhere, your neighborhood has a bottleneck in the traffic because of a limitation of relays or a MPS resource hog from spambots or a highschool. All Matrix actions suffer a dice pool modifier of -1 when operating from this location.
Nosy Neighbors –2
Whether friendly and well-meaning or just plain busybodies, your neighbors are constantly poking into the comings and goings from you home and meddling in your business. Depending on the context, the neighbors may not be too happy to find out about your “alternative means of employment” (and may even report you to law enforcement). Characters with Nosy Neighbors should be particularly careful about their activities since potential antagonists will find it easy to find useful informants (possibly misguided rather than malicious) in the neighborhood. Information gathering attempts against you around your neighborhood benefit from a +3 dice pool modifier.
Not a Home -1
This location was not designed for habitation. There’s no plumbing and possibly no privacy, lacking standard features such as interior walls. This can be as simple as a cargo container or rented space at a strip mall. Increase the base fatigue damage by 1S.
Trigger-Happy Landlord –1
Your landlord has no patience for you, your friends, and the various problems you bring home. If you’re thirty minutes late on the rent, he’ll be pounding on your door. Being late to pay your rent will cost you an additional 10% late fee, and being late more than twice in a row will likely see you evicted.
The house has been damaged by fire, flood, vandals, etc. and is considered condemned or is otherwise unsafe. Roll a die. On a hit, the house has fallen apart in some way that drops an aspect of your lifestyle (Comfort/Necessity or Security) by 1 until the owner spends money equal to the difference in monthly cost to repair the damage. Check every Neighborhood Rating months.
The heavy influence of Ares, and the high industrialization of Detroit is a factor that suppresses the influence of magic in the city. Ares strives constantly to thwart the spread of magic, and uses its influence to actively suppress news and public discussion involving magic or to sway it to the negative.
Despite this, magic is a force to be reckoned with in the city, with several power practitioners in the city, as well as some free spirits. The Atlantis Foundation maintains a large pyramid-shaped edifice near the Windsor waterfront that houses a significant number of magical practitioners, artifacts and writings. They do not get along well with Ares.
Also, a group of shamans has taken up residence on Belle Isle in the Detroit River, and has taken it upon themselves to turn the island into a pollution-free park. Though the shamen are almost never seen, their presence can be felt.
The major college in the Detroit area that has survived to the 22nd century is Wayne State University. This is a Liberal Arts school, not specializing in any one topic, but covering all the areas of undergraduate education. WSU has always been a rather laid-back school. The campus not particularly nice looking, seeing as how it was built in the center of what is now Old Detroit. The professors are of mid-level knowledge, and not exactly the best in the state. However the school has won previous awards for its high rate of students who find jobs after graduating. No percentage is assigned to those who become Shadowrunners.
Around the turn of the century when the awakening began, the school was opposed to changing its curriculum. However after the schools board of directors noticed that a lot of would-be full-time students were going to the University of Michigan and Michigan State University for their higher-level education on topics such as HoloLISP programming, Thaumaturgy, as well as Magical Theory, they decided it was time to succumb to the changing times. They took on extra professors, and asked the community for extra funds to build an extra wing for such classes. In time their class loads began to exceed their teaching capabilities. Eventually the school has become widely recognized for its teaching’s in Magical Theory and Matrix development. At this time the school had a matrix node of its own established for VR classes for those who possessed a desktop computer and had the knowledge to operate it.
Finally, Ares does have a number of technical colleges available to its employees and their families. They even offer generous scholarships in exchange for signing up for exclusive work contracts for Ares or one of its subsidiaries.
However, the place to learn for the majority of the populace is the Matrix. Many claim that if you find the right tutorsoft, it’s even better than going to an actual college. However, many of the more prestigious companies require an actual degree to advance in your career.