Simon Wentworth (order #1132857) 9Luxury (6 LP)You have more room than you know what to do with, andyour comforts rival those of royalty. Only your imagination andthe time to get the ingredients limits your cuisine.Examples: You live in a 750 square meter villa, a mansionwith extensive grounds, or a multi-story penthouse. Your appliancesare kept up to date or bleeding edge, you eat quail eggs andpeacock tongue for breakfast, and you only drink wine that hasaged for more than 50 years, all prepared and served by a smalldomestic army of servants. The water on tap is from melting glacialice you ship in. You shop the fashion shows in Paris and have aprivate account at Zoé.NeighborhoodReal estate wisdom through the ages has held that the utmostvalue is in location, location, location. This is even more truein the sprawls of 2070. From the dangerous barrens to the luxurycorporate enclaves, where a character lives is a primary concern.In game terms, Neighborhood is measured by the security levelof the area. Once a player determines the security level of theirNeighborhood, they can then refer to location books (such asRunner Havens, Corporate Enclaves, or Feral Cities) to pick appropriateneighborhoods.Street – Z-zones/Barrens (0 LP)Your neighborhood isn’t much of a neighborhood at all. Theseare the worst areas possible on Earth, the most dangerous of barrens,the vicious slums of a feral city, the lawless spread of destroyed anduninhabitable tenements or urban blight. Your neighbors are thehomeless and desperate, society’s outcasts, such as chipheads, ghouls,and numerous vermin (metahuman or otherwise). There is no securityhere, beyond what you can provide with your own strength.It’s not all gloom, however—at least you won’t be hassled by police,since even the cops know better than to venture into these areas.Limitations: All other categories are limited to Street level.Examples: Ajegunle Slums (Lagos), Worst areas of KowloonWalled City (Hong Kong), Chicago Downtown/The Zone(UCAS), Worst areas of Redmond Barrens (Seattle)Street (0 LP)The streets—or the sewers, almost uninhabitable condemnedbuildings, rusted-out car frames, or the ever popular underside ofa bridge—are a miserable, dangerous place to live. The down andout you call neighbors consist of other homeless, drug addicts,criminals, transients, and street gangs. There is little to no policepresence. For the most part, the gangs provide security to thosewho can afford it (and prey on the rest).Limitations: You cannot choose higher than Low for Comforts.Examples: San Bernardino (LA), Most of Redmond Barrens(Seattle), Downtown Chi-Town (Chicago)advanced lifestyles . . . . . . . . . . . . . . . . . . . . . . . .156Squatter (1 LP)A step up from the lawless chaos of the streets, this neighborhoodhas some (mostly) inhabitable buildings, some shops ormarkets (which probably deal in barter or certified cred only), anda neighborhood watch or larger gang to provide security. Of course,anyone walking the streets had better be armed, but chances areyou won’t be killed just for your shoes. Police presence is minimal,although they will enter the area (heavily armed, of course) if thereare major problems, such as high-profile serial killers. Residentstend to live crammed together in squatted buildings, but at leastthey have a roof and three or four walls. Garbage is collected byscavengers, or it accumulates in the alleys.Limitations: You cannot choose higher than Middle forComforts.Examples: Most of Puyallup Barrens, parts of Everett (Seattle),Pomona (LA), parts of Kowloon Walled City (Hong Kong)Low (2 LP)The Low lifestyle neighborhood actually has some communityto it. Most people live in apartments or multi-family housing andeven pay rent. This is a typical part of the sprawl, with dilapidatedbuildings, petty crime, and little maintenance or public services.There is power and water available, although the utility companiesprobably ration it. The residents are low-paid wage slaves, factoryworkers, day laborers, and the skillwired workforce. The neighborhoodmay have a contract with a police corp, or it may pay a gang orcriminal syndicate for security (response times of 10 - 20 minutes).Either way, you can walk the streets during the day without beingmugged, and a sturdy lock will keep your things safe.Examples: The Verge (Seattle), San Fernando Valley (LA),Snohomish (Seattle)Runner’s <strong>Companion</strong>
Simon Wentworth (order #1132857) 9Middle (3 LP)The Middle lifestyle neighborhood is a pleasant, well-keptcommunity. It may be a mix of high-density housing and shops, orit could be a suburban neighborhood. The public utilities, such aselectricity and water, are reliable, the wireless coverage is up 24/7,and the neighborhood has a standing contract with a reputablepolice corporation or well-respected criminal syndicate (responsetimes of less than five minutes). Drones patrol the streets, and youcan go out at night without body armor. There are probably severalpopular chain restaurants to choose from, the grocery deliveryservices are well-stocked, and there might even be a park or greenspace. Your neighbors are middle management, white-collar wageslaves, entrepreneurs, and successful criminals. Neighborhoodwatches are common, and street crime is not. On the down side,most Middle neighborhoods will require all metahumans tobroadcast a SIN and ID at all times.Examples: Fort Lewis (Seattle), Tarislar (Seattle), Mid-Levels (Hong Kong), Orange County (LA)High (4 LP)Home to executives, doctors, mafia accountants, and otherwell-to-do, a High neighborhood is a community of nicer condos ina prosperous downtown area or a gated suburban community withlarger homes and pretty gardens. Police drones patrol the streets,scanning everyone for their ID and SINs, as well as contraband, andmetahuman officers are quick to respond to any issues (responsetimes of less than three minutes). Neighborhood watches will reportanyone who doesn’t fit in with the right “look” to the police.The neighborhood has a park or rooftop gardens, nicer restaurantsthat are members-only, and community features, such as swimmingpools or tennis courts, are maintained by a homeowners association.Corporate enclaves are generally in the High category.Limitations: You cannot choose less than Middle forSecurity or Necessities.Examples: Pasadena (LA), Tengoku Enclave (Tokyo), ElvenDistrict (Seattle)Luxury (6 LP)Luxury neighborhoods are where the truly rich spend theirdays and nights. Round the clock security, with drones, magicalsupport, and polite and good-looking metahuman officers are thenorm. The communities are gated and exclusive—security keepsout everyone except residents and their guests. Response time forpolice, fire, and medical emergencies is less than one minute, andthey will come fully prepared for any problems. There are no spamzones. Estates are park-like, and exclusive country clubs and golfcourses are the gathering place of choice. Restaurants are memberonly.This is the lap of luxury.Limitations: You cannot choose less than High for Securityor Necessities.Examples: Bellevue (Seattle), Beverly Hills (LA), VictoriaIsland (Lagos)Luxury—AAA (7 LP)If living with the rich and famous just isn’t quite enough, stepinto the ultimate luxury lifestyle. Sprawling mansions, staffed withdozens, are the norm. Residents have their own highly trained andequipped security, although the premier security forces of KnightRunner’s <strong>Companion</strong>Errant or Lone Star stand ready to respond, if needed. The neighborhoodhas stunningly beautiful bioengineered plants; the nativewildlife is restricted to beautiful songbirds and the occasional cutesquirrel. The only bugs are butterflies. Even the metahumans aremore beautiful here. It’s like something out of a sim…Limitations: You cannot choose less than High for any othercategory.Examples: The Peak (Hong Kong), Lowfyr’s estate in TirTairngireSecuritySecurity is the category that describes what personal securityyou have on your residence. The details depend on what the playerand gamemaster decide is appropriate, from manual locks to paymentsto the neighborhood street gang. Players may have access towell-programmed drones or may benefit from the security on theYakuza gambling den next door. The guidelines presented belowprovide quick and easy suggestions for a gamemaster to use indetermining security; gamemasters and players can flesh out thespecific details of the security features to best suit their games.The ratings depict how easy—or difficult—it is to get access toyour residence and your stuff. In game terms, the rating of the securitylevel is the threshold for any tests against your security. If you haveSquatter level Security (Device Rating 1), then your rusted footlockerwith a manual padlock has a threshold of 1 for all Locksmith Tests. Onthe other hand, if you had a Middle level Security (Device Rating 3),the rating applies to not only the locks on the door (Maglock Rating3 has a threshold to Hardware Tests of 6, see Security Systems, p. 255,SR4), but also other physical security devices. Metahuman security israted by their Professional Rating (see Non-Player Characters, p. 272,SR4). For sample NPC security guards in a variety of ProfessionalRatings, see Sample Grunts, p. 274, SR4.Street (0 LP)Security is what you can provide with your own fists. If youstop looking at your stuff, it’s likely to disappear.Device Rating: 0Professional Rating: 0Examples: Carry a gun. Don’t sleep.Squatter (1 LP)You have somewhere to put your stuff, even if it’s just a lockedbox inside your tiny hovel or a DIY storage unit. It’s out of sight,but even common thieves will have little trouble getting access.Device Rating: 1Professional Rating: 0Examples: Locker at bus station, mechanical locks, scavengedsafe.Low (2 LP)You have decent locks, probably electric, which deter crimesof opportunity. Your building is secured by a contract securityguard or an agreement with a low-level street gang. If you lockyour doors, you can sleep (relatively) safely at night.Device Rating: 2Professional Rating: 1Examples: Maglock on door, screamer alarm on windows,Barking Dog drone, typical security guard.157advanced lifestyles . . . . . . . . . . . . . . . . . . . . . . . .