Welcome to the Data Haven

•December 2, 2008 • 13 Comments

Hello chummers.  😉

My name is J, but I also answer to Insomniac.  This blog will soon be the home of all my Shadowrun stuff that I have scattered around the Net.  Primarily a place to grab run notes, I plan on reviewing sourcebooks, posting fan fiction and perhaps even commenting on the game itself.

If you’re not familiar with Shadowrun (in the P&P RPG style, rather than the video games), it is a near-future, dystopian, cybernetic future game where fantasy elements have been re-introduced to the world causing an interesting blend of magic and machine.  The storyline is in-depth and there are so many things going on at once that Game Masters should have no shortage of material.  However, if you find yourself short on material, hopefully some of the future posts on this blog will help with that.  🙂

While I will occasionally pipe up like this, the bulk of my posts will likely be “in-character” as my grumpy, sleep-deprived sysop alter-ego, Insomniac.  He runs a board in the Seattle Matrix where shadowrunners can look for work.  He’s a no nonsense kind of guy, but he does welcome some discussion.  So if you’d like to comment on run notes, feel free to do so in character and become part of the dialogue.

Well, I think that’s it for now.  Hopefully, you’ll check back from time to time.


>>Oi!  Who’s grumpy?  Anyways, I figured I’d step up and introduce myself.  The handle’s Insomniac and I run my own little corner of ShadowSea.  If you need work, I’m your guy…assuming legality ain’t a scruple you tend to have.  If you think the shadows might be the place for you, then loiter for a bit and see what’s around.  Who knows…maybe you’ll be the next best thing round here.  Or maybe you’ll end up as the next red stain on the asphalt.  Either way, these should be interestin’ times, omae.  Perhaps I’ll see ya round.
>> Insomniac
“The shadows never sleep, so why should I?”

Ten Candles – An RPG System Review

•November 5, 2019 • Leave a Comment

For the last month or so, I came to know about a little RPG system called Ten Candles.  It is a Tragic Horror system, where before the game even begins, the players know that, in the end, their character is going to die.  This isn’t a game about surviving against the odds.  This is a game about telling a story of hope and despair in the last hours of the characters’ lives.

The game is thematic and plays quickly.  Including character creation (which is done at game time), the game wraps up in under 4 hours.  Some might call the mechanics of the game a gimmick, but I think it helps set the atmosphere and tone for the game quite nicely.

Setting – The setting for Ten Candles can really be anything you want.  The core concept of the game is that ten days ago the sky went dark; the sun, moon and stars vanished.  Satellites went dead.  The whole planet was plunged into absolute darkness.  In the next few days, power grids burned out under the strain.  Five days ago, They showed up.  No one knows what they are, but two things are certain… they are hunting us and they hate the light.

The game is a sort of post-apocalyptic vibe, with untold horrors in the dark.  The unnamed creatures, known only as Them, can be whatever you want.  The location can be whatever you want.  In my initial playtest, I asked my players for a submission each and we randomly drew one at the time the game began.

Mechanics – The system is mechanically simple, but thematic.  The game is a zero-prep (low-prep) system that rolls a diminishing pool of dice as hope fades away.  The entire game is an experiment in improvisation and shared narrative.  If the players beat the GM on the roll, the players control the narrative.  Otherwise the GM controls the narrative.  The game is played in a dark room, lit only by 10 candles in a circle on the table.  When the players fail a test, a candle is darkened.  When all the candles go out, everyone is dead.  The character sheet in this game consists of a stack of index cards with personality traits written on them.  To re-roll a failed roll, the player physically burns their character sheet, card by card.  If you run out of cards, the character has lost all hope and succumbs to the hysteria that is pervasive in the world.

In Practice – If your players are more interested in rolling dice than they are telling a good story, the system won’t be enjoyed by them.  Players who love a good story and can help tell a good story of hope and loss will excel at this game.  One of the elements of the game is the voice recording of the characters final words… in a sort of “If someone should find this message…” recording, I had my players record their messages in private and when everyone had narrated their own death and the room was fully in darkness, they were played back.  It was a cool reminder of the story we had just collectively told and served (mostly) as a confessional for these characters.

While in our Halloween play test there wasn’t a pervasive sense of horror throughout the game, there was a definite sense of tension as dice rolls failed and candles were darkened.  As the room grew dim, in a game about unspeakable horrors in the darkness, there were moments of panic as the characters neared their destination and realized that help wasn’t coming.  It was a fun night of story telling and as the recordings played at the end, one of my players recorded their message last and it ended up capping the night off perfectly…

One of his character’s traits was “Gullible” and his recording reflected that.  It started with the words “So, I gave some money to a Nigerian Prince…” and told his friends to check his mailbox for the money.  In light of all of us just experiencing the deaths of these characters in horror movie fashion, it immediately lifted the mood and had us all in stitches.  Would this be the way I want all the games to end?  Probably not.  But for our first experiment with the system, it was hilarious and immediately memorable.

So, the bottom line is:  would I recommend Ten Candles as a fun system?  Absolutely.  It won’t be a game for every group, but if you enjoy narrative shared story telling with a unique countdown mechanic, the game is fun and thematic.  Our test game (by random draw) was within a hospital in the US Midwest, but we had such a spread of settings to try out that no game should be the same twice.  We may have played this on Halloween/Samhain (in costume, no less), but I can see this seeing a semi-regular place in rotation with my group.

A Game of Inches – Cut the Cord (#Shadowrun)

•August 23, 2019 • Leave a Comment

This was the second run of my home group’s ongoing Bogota campaign.  While the first job was meant to be an interesting intro to the region, this run was to show them one of the big threats of the area; namely Aztechnology and the power gulf between the runners and the resident rulers.

It’s mid-afternoon when Jaguar is contacted by his old friend, Cinco.  He tells Jaguar that he could really use some extra manpower for an op he’s itching to pull off, that will gain favour with the residents of the city.  He’s willing to pay them, of course… he’d like for Jaguar to bring any able-bodied people he can muster to the Puesta de Sol housing development in the Western District.  His men are holding the location and he’ll chat with them upon their arrival.

Scene 1 – Battleground

The Puesta de Sol (Setting Sun) Housing Complex was once a decent place to live.  Since the war broke out, it has served as a staging center for military, mercenary and ganger alike.  The buildings are now a ruined, bullet hole-riddled battlefield that gangs still fight over on the regular.  Bodies of recently killed gangers lay around the open areas of the complex, stripped of anything useful and piled like old logs.

Signs for Bogota Libre! Dot the area, showing who was now in control.  When word got around, they’d be forced to move on before the Aztecs showed up, but for now, this served as their command center.

A soldier in urban camo emerges from around the corpses and greets Jaguar warmly, asking them to come with him.  Inside the largest of the common buildings, they are led to the basement, which is still vastly structurally intact.  Gang tags cover every inch of the walls and the furniture all shows signs of being repeatedly rebuilt. Cinco stands before a makeshift table made of a steel door and cinder blocks for legs looking over a holographic representation of Western Bogota. 

“Jag!  Glad you could make it.  Let me show you what we have planned…”

He motions to the holo-projector on the table and with several hand gestures, he zooms in on a portion of the Western District.  “All right, the keepers of this city, Aztechnology, take great pride in their little golden citadel in the ABC. However, to keep the citizens in line, they make concessions.  They make deliveries of supplies and weapons into key gangs’ turf so they remain the dominant power in the region. So, they control the anarchy. What I propose is that we hit the next convoy to come out of their little walled citadel, deliver the food, water and medical supplies to those who really need it.  The balance of power will shift and that bastard Espinoza will be forced to actually do something if they want to control the district. I’m offering you and each of your crew 2500¥ in cred with another similar amount in gear for their aid in this attack.”

Cinco is limited in the resources he has to offer, which is why he’s offering them gear from the Aztec convey in subsidy for cash.  He’s willing to offer them a greater share worth of equipment, so any successes in a Negotiation roll will be added in total equipment, but the cash amount will not increase.

If the runners agree to Cinco’s terms, he claps Jaguar on the back.  “Fantastic! This is going to be like old times… OK, my sources inside Azzie Central have told me that this is the route the convoy will take…”

A line zig zags through the ruins of the Western District that stops in various points to deliver goods to select groups.  “We can hit them anywhere along this route, though we’d prefer to hit them before the first drop, if we can. The advantage to waiting until later on would be that they’ll have taken fire from at least one desperate gang… what are your thoughts?”

Cinco will listen to the runners input and will consider their suggestions.  He will reject a plan that allows more than half of the cargo from being distributed, but will listen to solid tactical input and may allow for the first drop to be made, if they can make a solid case for it.

Matrix:  The Western District has only scattered Matrix nodes that are up and running this far from the ABC.  The sporadic signal confers a Noise of 2. Anyone with Matrix here is on the public grid, but SolNet can be accessed.  The ABC is a member of SolNet, the Aztlan Grid, represented by a spinning Aztec calendar stone. While on SolNet, the AzGrid icon looms in the sky overhead like a jade gargoyle.  Non-Aztec citizens will have a harder time accessing anything of import here.

Scene 2 – Bunkering In

Where ever the runners and the rebels opted to strike at the convoy, there could be potential issues the team encounters.  Depending on the tactical plan the players cooked up, there could be additional obstacles the team will need to deal with first.

Gangs – The primary obstacle the runners are likely to have to deal with are local gangs that consider the area the ambush will occur in their home turf.  If the gangs are rivals to the intended recipients of the merchandise, they can likely be bought off with a promised take of some of the spoils. If the runners have opted to intercept the convoy at one of the drop points, the gang will be invariably hostile and better armed than most.

Bogota Gangers (human baseline)

B4 A4 R3 S4 W3 L2 I3 C3  Init 6+1D6

Physical Limit 5, Mental Limit 4, Social Limit 5

Armor 9/12

Skills: Automatics 4, Blades 4, Intimidation 5, Perception 3, Pilot Groundcraft 4, Unarmed 4

Knowledge:  Gang Turf 4, Local Area Knowledge (Zona Oeste) 4

Qualities: Toughness

Uzi IV (If Aztec Sponsored, replace Uzi with Colt M23)
Armor Vest (if Aztec, Armor Jacket)
Meta Link

Scavengers – While some scavengers will be of the metahuman variety, not everything being salvaged is desired goods… other things in the city need to eat as well.  Feral animals or Ghouls prowl the streets, looking for a new source of food. If the area the runners chose is relatively isolated, they could find a ghoul nest or a pack of wild dogs that call the area home.

Ghoul and Large Dog stats can be found in the SR5 CRB.

Once whatever obstacles have been cleared, the runners can detail how they are setting up the ambush.

Scene 3 – Springing the Trap

Cinco’s intelligence proves accurate as the Aztec slow-moving convoy rolls into sight.  The convoy consists of five vehicles: three troop transports and two cargo vehicles. The transports are in positions 1,3 and 5, with the cargo trucks in the spaces between.  The convoy is flanked on both sides by guards in full body armour and helmets, who scan the surrounding landscape for anything hostile. A network of airborne drones fly just ahead of the convoy, sweeping windows for the sign of anything alive.  Anything the drones spot is relayed to the guards outside the vehicles.

Each armoured transport carries two Aztec guards in the cab and six in the rear, stationed within the shell of Dodge Goliaths.  The soldiers inside the vehicle won’t deploy unless forced out and their equipment is biometrically linked to prevent it from falling into the hands of “troublemakers”.

The second and fourth vehicles are GMC Bulldogs loaded up with extra armour, designed to withstand roadside IEDs.  The front truck carries food and bottled water. The rear truck carries medical supplies and a selection of weapons.

The middle troop transport hosts the team’s decker.  Monitoring all data coming from the drones and the vehicles, he serves as the unit’s tactical oversight.  He has a mage on quick response for the moment things go sideways and the mage will provide astral oversight in the form of spells and spirits, if needed.  Cinco’s undisclosed objective in this is taking the decker and/or their deck.

While Cinco does aim to make good on his delivery promises, as a boon to Bogota Libre!, they want any tactical data the decker has on his deck.  Once they have a clear run, they aim to rush the middle Goliath and take the decker alive.

The vehicles have a primary objective to escape, while the guards on foot will kill the would-be thieves.  The runners will need to ensure their roadblock plans are solid to keep the trucks from escaping. The Goliaths may linger to lay down cover fire while the Bulldogs escape.

Extras:  Four FlaShields (large Flash Paks), Ram Plates increase the speed category for Ramming damage, Runflat tires

Extras: Personal Armor 6, Runflat tires, Suncell, Interior Cameras

Aztec Soldiers (human baseline)

B4 A4 R4 S4 W4 L3 I3 C3  Init 7+1D6

Physical Limit 6, Mental Limit 5, Social Limit 6

Armor 15(18)

Skills: Automatics 5, Blades 4, Intimidation 5, Perception 3, Pilot Groundcraft 4, Pistols 4, Unarmed 4

Knowledge:  Bogota Gangs 3, Corporate Security Protocol 5

FN P93 Praetor
Onotari Arms Violator
Full Body Armor + Helmet (Image Link, Smartlink, Headset)
Renraku Sensei
Combat Knife 

Aztec Decker

B3 A3 R3 S3 W5 L4 I4 C4  Init 7+1D6

Physical Limit 4, Mental Limit 6, Social Limit 7

Armor 15(18)

Skills: Automatics 3, Cracking Group 5, Electronics Group 4, Perception 3, Pistols 3, Unarmed 3

Knowledge:  Tactical Networks 3, Corporate Security Protocol 5

FN P93 Praetor
Onotari Arms Violator
Full Body Armor + Helmet (Image Link, Smartlink, Headset)
Microtronica Azteca 200 (ASDF = 3/1/3/4)

Augmentations = Datajack, Data Lock, Math SPU, Attention Coprocessor

Bogota Libre! (human baseline)

B4 A4 R3 S4 W3 L2 I3 C3  Init 6+1D6

Physical Limit 5, Mental Limit 4, Social Limit 5

Armor 9

Skills: Automatics 4, Blades 3, Intimidation 4, Perception 3, Pilot Groundcraft 4, Pistols 4, Unarmed 4

Knowledge:  Bogota Gangs 4, Guerrilla Tactics 4

Colt M23
Armored Vest
Meta Link

If the runners are able to successfully stop and steal the convoy’s contents, Cinco offers them a part of the take from within the weapons truck (assuming it was stopped).  One piece of gear rated at availability 14, valued at max 5000¥ can be found in the back. Smaller gear can be obtained. Anything else can be claimed in cash, up to a max of 2500¥.

>> Hold up… hitting a well-guarded Aztec convoy with what amounts to sticks and slings?  Are you insane?
>> Pershing

>> Wow… it’s not that wide a gulf in terms of equipment.  Yes, the locals are using dropped gear from the war four years ago.  But, the real challenge is getting the various factions to work together long enough to fight back.
>> Cinco

>> The Cartels used to run that city and even they couldn’t play nice with each other half the time.  What makes you think you can convince gangers to do what organized criminals couldn’t?
>> River Runner

>> The world at large doesn’t know what the Azzies did to take this city.  Once they do, there will be a rallying cry.  Then, we will be free.
>> Cinco

In the Name of the All-Mighty – Dead End Job (#Shadowrun)

•July 26, 2019 • Leave a Comment

This is part 3 of the campaign I’m running through Heroes for Hire, where the runners are in service of the Roman Catholic Church.  The players have completed some pretty impressive challenges to date and this adventure was no different.

After some time off back in Rome, the unit is summoned to the Vatican Library (Biblioteca Apostolica Vaticana) by Rapture’s friend Aurelio.  Whenever they can get the group together, they can go to the library and have him summoned. He’s always there…

Scene 1 – Ageless Knowledge

The Vatican Library is immense and is one of the oldest repositories of knowledge left on the planet.  The Classical architecture shows the vestiges of countless eras from the Renaissance forward and houses a few hundred thousand tomes, some dating back to the days of ancient Rome.

When the runners arrive and mention Aurelio, they are led into a soundproofed room and asked to wait.  After a long wait, the ancient librarian hobbles into the room, sweat beading on his forehead. “My apologies…” he says, “you managed to arrive whilst I was deep in the vaults.  So good of you to come.”

After lowering himself into a chair, he turns to the group.  His eyes are bright, despite the seemingly frail state of his body and he scans the group for a moment before getting to business.  “It has been brought to my attention that a long-maintained relic that has destined for these hallowed halls has been denied to the Church by its previous owner.  However, I don’t foresee anyone to stand in your way if you were to claim it for the Church. We’re authorized to pay you 5,000¥ apiece for the safe retrieval of the artifact.  Is this satisfactory?”

Aurelio can negotiate some, but given how black and white the task is, the price won’t move much if the team tries to negotiate.

Once the team is on board, Aurelio smiles broadly.  “Glad to hear it. The old Scaliger family was one of the most influential in Lombardia for hundreds of years.  They owned or influenced much of the history of Verona, which may complicate your search some. The Scaligers were very focused on their legacy and they recorded all major events in their family, going back to the 14th century.  Being very wealthy, they acquired many artifacts over the centuries and some of the artifacts that passed through their family’s hands are of interest to the Church. Find the Scaliger Almanac and bring it back here. We have a plane fueled and ready for your journey into Lombardia.  Good hunting.”

Scaliger Family

Lombardian Historians

Possible Sources – Lombardian Contacts, Historian Contacts

1/2 – The Scaliger’s are one of the longest lines to exist in Verona.  Starting off as merchants, they moved up into political prominence centuries ago.

2/4 – The Scaliger family is well-respected overall (in modern times… they were driven from power in the 14th century).  They are known philanthropists and have always done what they can to keep their home prosperous.

5/8 – Verona recently had a day of mourning, as the last of the male Scaliger line died a couple weeks ago.  The last male in the family was sterile and wasn’t able to pass on the line.

7/10 – The family owned a lot of land in Verona and a lot of the estate is being sold off, though a handful of places are being signed over to the government or the two remaining Scaliger women  (Alessia Benedetti and Vanessa Palmieri) to be preserved as historical sites.

Matrix:  The VaticaNet is a grid that permeates the Papal States and some of the other countries that make up the Italian Confederation.  The grid has been molded in the style of Ancient Roman architecture, though looming over top of the Roman roads that connect everything is a glowing crucifix atop St. Peter’s Basilica that reflects the Vatican itself.  The grid is potent within Rome, but some of the more touristy areas are slight spam zones, inflicting Noise 1 or 2 on any hackers in that area.

Scene 2 – Troubled Skies

The runners are taken to a private airstrip, where a jet awaits them.  The plane is well equipped and is taking them on a direct flight to Verona.

What the team is unaware of is that the crew of the flight has been replaced by a team of assassins, who aim to kill the runners and crash the plane into the Alps.

As the team nears their destination, the crew of the plane will try to poison the team before jumping out and allowing the plane to crash into the Alps.  As the other team is readying themselves for the attack, Draco gets a call from the Sylvestrian Order.

The monks there tell him that his niece had gone into a bout of hysterics, saying to call Draco and warn him that he is in mortal peril… that she’s been repeating that over and over again.

Shortly after the phone call, the assassins try to subtly spike the team’s drinks and barring that, will dart the team (starting with the mage).  With the runners on alert from Draco, with luck the team will suffer minimal casualties before the fight breaks out. If guns get employed aboard the plane, there is a risk of explosive decompression within the plane’s cabin.

As the fight breaks out, the pilot will rig the autopilot to aim for the mountains before an onboard virus cripples key systems on the plane.  He will then flee the cockpit and with a parachute on his back, he will jettison the passenger compartment door. If the runners aren’t hanging on to something, they will need to make a Strength+Body (4) test to avoid being sucked out of the plane.

If the runners remain on board, they will need to try and get the plane onto the ground safely in Verona (or bail out).  Otherwise, the team is likely going to need Remiel’s magic to guide them to the ground safely.

If the runners are able to extract any information or biometrics from their attackers during the fight, they find out that the team that tried to kill them is out of France, but not able to determine who hired them.

Matrix:  The VaticaNet is a grid that permeates the Papal States and some of the other countries that make up the Italian Confederation.  The grid has been molded in the style of Ancient Roman architecture, though looming over top of the Roman roads that connect everything is a glowing crucifix atop St. Peter’s Basilica that reflects the Vatican itself.  The grid is potent in this part of the Confederation. The plane has a decent firewall, but if the runners can get into the cockpit, they can try to plug in for trying to destroy the virus in the plane’s system and/or guiding the plane down.

Scene 3 – Home of Scaliger

The city of Verona is picturesque with blend of cultures, spanning over 2000 years of history.  From the Roman Empire, Byzantine, Gothic and modern influences the city is an architectural melting pot.  A favoured setting of Shakespeare, being used in two separate plays, the city has a booming tourism business and the city caters heavily to those who come to take in the sights the city has to offer.

To the runners, the city sports a large number of businesses, streets and public buildings that bear the Scaliger name.  In some parts of the city, signs are still up regarding the recent day of mourning. Many have been defaced, as the family history has either been thrown into question on their legitimacy or the actions of the former Lords of Verona in ancient history seems to be reason enough to mistrust the family.

Separating myth, history and hyperbole from fact may prove to be a challenge as the team searches the city for clues as to what is happening with the family estate.  The team will hear all sorts of rumours regarding the family and possibly even a comment about the Church making off with the family’s fortune. As they strip away the lies surrounding the family, they will learn that the family were all interred at the Santa Maria Antica Roman Catholic Church, where the family crypt is.  They will also learn that the Church was being made into a historical site and that the last Scaliger was looking to have his family’s legacy buried with his ancestors.

Santa Maria Antica

Ancient Church

Possible Sources – Theologist Contacts, Historian Contacts

1/2 – The Santa Maria Antica church was built in the late 12th century after an earthquake earlier in that century destroyed the previous church.  It served as the Scaliger’s private chapel during their reign in the 14th century.

2/4 – The Scaliger family cemetery and tomb is beside the Church.

5/8 – With the last of the Scaliger line being gone, the city has decided to make the old Church a historic landmark for the city, with a commemorative plaque for the Scaliger family.

7/10 – Many who attended the internment of Vincenzo Scaliger have said that the felt the tomb was cursed, as a palpable chill seemed to cling to the walls of the ancient crypt.

Scene 4 – Death Rising

The site of Santa Maria Antica site is an old Romanesque-style church that is rather modest compared to what the runners are used to in Rome, but is an impressive sight all the same.  The stone building is an ancient building with vaulted arch ceilings and old wooden pews. Outside the main building is a towering stone monument to the Scaliger family. Many of the old stone tombs are empty and the family crypt is actually beneath the monument.  Having recently had a new member added, the entrance is much easier to locate than it might have otherwise been.

The crypt is a cold, stone hollow with no lighting, so hopefully, the runners have brought something with them.  Many of the Scaligers were buried in hollows in the wall, but the most powerful ones were buried in stone sarcophagi.  The most recent member of the family, Vincenzo, took the time to bury himself in a modern sarcophagus of plasteel and metals that bear more in common with Egyptians than Lombardy.

The Scaliger Almanacs were buried with Vincenzo. However, once the runners pry open the sarcophagus, all of the corpses, both ancient and modern, rise up and attack the runners as shedim have claimed the dead here.

The shedim in the crypt are Force 4 and are found in the Street Grimoire (SR5).

After the first round of fighting, the runners hear a rocket inbound and the Scaliger memorial is destroyed and buries them inside the tomb, plunging the group into total darkness (unless they have a light source with them.

The source of the rocket attack is unknown… for now.

Assuming the runners defeat the shedim and retrieve the almanac, when they get back to Rome the scholars there say that while it was interesting from a historical standpoint, there is little of note for the Church to act on.

>> Ah, Verona… beautiful city.  Not exactly a runner haven, though.
>> Jaeger

>> Says you.  You just need to know where to look.
>> Made Man

>> Lots of old noble money in Lombardia that’s just ripe for the taking.  The old families still squabble there, but now they’re just more subtle about it.
>> Servitor

>> A lot more international traffic through those parts these days.  Lots of European factions hide out in the mountains of the area.  It has made Verona quite a hot spot for finding mercenaries of all stripes.
>> Fenix

A Game of Inches – Glory Days Buried (#Shadowrun)

•July 15, 2019 • Leave a Comment

The “Game of Inches” campaign is a long time goal of mine.  I am running a campaign with a small team of recurring characters with a long history together.  The interpersonal interactions between the characters are as much a part of the game as the shadowruns they pull off together.  Set in post-war Bogota, the dynamics of a city in lawlessness has shaped the way the campaign comes together and so far has been an exciting experiment.

Shepherd is contacted as the sun is setting on the city by Mrs. Right, asking him to pull his crew together and meet her at her establishment after sundown (7PM).

Scene 1 – A Den of Sin and Vice

La Mansion was once a ritzy hotel in Bogota’s north end.  The brown brick facade is stained black with the fires that tore through the city and the wrought iron in the windows, once decorative, was now rusting away.  The stone slabs that lead the way to the front doors are cracked and crumbling after years of punishment. Structurally, the building is sound and Mrs. Right does everything she can to maintain the interior, which is nicely furnished still, if somewhat dated.

Greeted at the desk by a gorgeous human woman wearing nothing but a thong (and questionably 18), she asks what services they would like this evening.  When told that Mrs. Right is expecting them, a brief moment of something else flickers across her face (fear? intimidation?) before she smiles and cheerfully asks them to follow her.

At the rear of the building, they are led to a large office where the buxom Mrs. Right is in a tailored suit for her satyr body, completing paperwork.  A plunging neckline shows off her cavernous cleavage, but her demeanour is purely professional. Once the runners are inside, she tells the young woman (apparently named Harmony) she could leave.  Once the young woman is gone and the door is closed, the cold business-like demeanour falls away and she smiles a tusky grin at Shepherd. “Shepherd, querido, how are you?”  She rounds the desk and gives the old ork a tight hug, telling him that he should book an appointment and relax a little while.

After some small talk, she sits back down behind the desk, leaning forward over her desk.  “I suppose we can catch up later. I asked you to come for business. It’s not much, but I hope you will ultimately be successful.  I need you to look for something for a client of mine. Before the war, there was a building in the old Central District called El Museo del Oro (The Museum of Gold).  It used to house the world’s largest collection of gold artifacts.  Since the war, every fleck of gold has been plundered from that old building… but they didn’t only house golden artifacts.  It was a museum, after all. My client is looking for something in particular: an ancient Incan idol that is rumoured to have been last seen in the Museum.  He believes that the basement level may still hold some secrets. The request is two-fold: one of you will wear a simrig harness for the duration of the job to film the expedition.  He is willing to pay each of you 2,000¥ for the search and he will triple the payout, if you can return with the idol. Interested?”

Mrs. Right is giving them all the information she has.  She trusts Shepherd and won’t make this work any harder than it needs to be by hiding intelligence.

She can negotiate the expedition pay, but the absolute max is still going to be 6000¥ for the recovery of the artifact.  Once the runners are on board, she provides them with a holopic of the idol (to scale… it will fit in a human hand) and the GPS location of the old museum, since street directions mean nothing in the central district anymore.

“I wish you all good hunting.  If you are able to recover the idol, bring it back here so I can provide proof to Senor Fernandez (the Spanish version of Mr. Johnson) that the article is genuine.  You can ask Harmony for the simrig… I leave it to you as to who will wear it. Though, I’m afraid it won’t fit a man of your stature…” she says, looking at Slaughterborn.

Matrix:  The North District has only scattered Matrix nodes that are up and running.  The sporadic signal confers a Noise of 2. Anyone with Matrix here is on the public grid, but SolNet can be accessed.  The ABC is a member of SolNet, the Aztlan Grid, represented by a spinning Aztec calendar stone. While on SolNet, the AzGrid icon looms in the sky overhead like a jade gargoyle.  Non-Aztec citizens will have a harder time accessing anything of import here.

Scene 2 – Treacherous Path (optional scene)

Traveling from Mrs. Right’s to the Central Zone takes the group through gang turf and one of the gangs they attempt to pass through takes offense to their trespass.  The team finds them in a high speed chase through the ruins of the area with an armored Comet (by armored, it refers to metal plating having been bolted to the sedan) and a squad of beat-up Buell Spartan motorcycles.

Bogota Gangers (human baseline)

B4 A4 R3 S4 W3 L2 I3 C3  Init 6+1D6
Physical Limit 5, Mental Limit 4, Social Limit 5

Armor 9

Skills: Automatics 4, Blades 4, Intimidation 5, Perception 3, Pilot Groundcraft 4, Unarmed 4

Knowledge:  Gang Turf 4, Local Area Knowledge (Zona Oeste) 4

Qualities: Toughness

Uzi IV (SMG, Acc 4(5), 7P, BF, RC (1), AP 0, 24(c), Folding Stock, Top-mounted Laser Sight)

Armor Vest

Meta Link

Knucks (Reach 0, 5P, Acc 5)

Knife (Reach 0, 5P, AP -1, Acc 5)

Mercury Comet from Rigger 5 has Additional Features: + Standard Armor Rating 5

Buell Spartan Motorcycles are from Rigger 5

Once the runners have ended pursuit, either by escaping into rival gang turf or defeating the attackers, they are clear until they reach the old Capitol region.

Scene 3 – Into the Wasteland

Set in the old Martires neighbourhood, just outside the old Capitol district sits what remains of El Museo del Oro.   The formerly three story building lays in ruins in the surrounding rotted streets.  The top two floors lay strewn around the building’s foundation, the victim of an Aztec shelling years ago.  The first floor is in disrepair, but shows signs of habitation in recent years.

The runners will need to investigate the ruin to find the way into the basement, but they are not alone.  Scrappers have set up shop in the museum, hoping to find some hidden cache of gold in the museum. They will guard their home with zealous fervor and they have rigged the old stairwell with traps (Smart Platforms and simple trapping-style traps) to prevent people from going downstairs.

Scrap Gangers (human baseline)

B4 A4 R3 S4 W3 L4 I5 C3  Init 6+1D6
Physical Limit 5, Mental Limit 6, Social Limit 5

Armor 9

Skills: Automatics 4, Gunnery 4, Intimidation 5, Perception 3, Armorer 4, Unarmed 4

Knowledge:  Gang Turf 4, Local Area Knowledge (Capitol Region) 4

Qualities: Toughness

Colt M23 (A.Rifle, Acc 4, 9P, All, RC 0, AP -2, 40(c))

Armor Vest

Renraku Sensei

Knucks (Reach 0, 5P, Acc 5)

Smart Firing Platform (Pilot 3, +5 RC, 6+4D6 Init)

With the scrappers dealt with, the team is free to enter the lowest level of the old museum.

Scene 4 – Buried Treasures

After their eyes adjust to the change in lighting, the room just off the stairs appears to be the bunkhouse for the former scrappers, though beyond this first room there is little sign of recent disturbance.  The floors here, once a nice polished wood, is now a water-stained black morass after over a decade of exposure to run-off, the open air and vegetation have pierced the old concrete walls, spreading like a spiderweb crack in various locations around the basement.

The lower level of the museum has become a nesting ground for a large family of Spider Beasts (Howling Shadows).  Typically non-aggressive, the colony here has swollen to an impressive number and food has become scarce as the scrappers no longer ventured beyond their bunkhouse.  As a result, the creatures have busily filled much of the basement in with their web. The rooms beyond the entrance are pitch black, so without a light source the runners are bound to stumble into a web.

The creatures are not duped by inanimate objects striking the web and when they detect prey, the colony mobilizes to paralyze and wrap up prey in web.

Towards the rear of the museum basement, the runners find a small hole, barely big enough for one of the beasts to scurry out of.  In this hollow is an old storeroom where items not yet on display had been kept. The room is full of webbing and features a Spider Beast egg sack, as well as a protective mother.  However, the runners can potentially make out three artifacts in the space:

  • The Incan idol they’re after
  • A stone slab written in Chibcha, a local tribal dialect (including the Sutagao and other tribes along the Bogota River)
  • A stone figurehead from a ceremonial staff from an unknown tribe

Once the team has liberated the idol (or decides they’re happy with the 2,000¥), they can return to Mrs. Right to receive their payment.  If they bring back the idol, she scans the idol with a piece of equipment and sends the data back to Senor Fernandez and after a brief pause, wires the team the 6,000¥ each.

>> I feel for the people of Bogota… even years after the Az-Am War, the city is still in tatters.  But you could not pay me enough to go back there.
>> Viper

>> Back?
>> Cheshire

>> May have done some work down there, but that was before the Battle of Bogota.  It was bad when I was there.  It’s worse now.  Plus the Azzies and I are not exactly on speaking terms… more like shoot-first terms.
>> Viper

>> The city has definitely seen better days, save for the area around El Dorado, where the Azzies rule over the area.  The idea of going under the surface of the city has no appeal to me whatsoever.  The things that want to avoid the daylight all lurk beneath the streets and I have no interest in that at all.
>> Firewatcher

An Opinion on Shadowrun: The Sixth World Beginner’s Box (#Shadowrun)

•June 7, 2019 • 2 Comments

So, next week will see the SR6 Beginner’s Box made available to the world at large during Origins.  As a demo agent for Catalyst, I have read through the rulebook of the Beginner’s Box and can weigh in on certain aspects of Sixth Edition.

Because I have a promo copy, I can’t give specific details from the book… but my thoughts about it may give some indication whether the newest edition is right for your group.

Setting and Theme

So, I’ve always loved the Shadowrun setting… it was one of those things that has kept me invested after GMing for 20 years.  Mercifully, the setting is still very much intact.  The writing style of the rules is very casual and even garnered some chuckles from me when a few characterful rules were written with a comedic bent.  The metaplot has been advanced to 2080, one of the Big Ten AAA corporations from 5th has fallen from grace and a new corporation has risen to the top 10 (in case you haven’t been keeping up with the plot).


The biggest changes in the new edition occur here.  While the base rolling mechanic is still the same as 5th Edition (Attribute + Skill, half 1’s = glitch, etc), there are some very significant changes to tests, especially in Combat.

Edge is a lot more fluid than in 5th Edition, where more Edge can be earned regularly, if you are tactical in combat situations.  Which is good because Edge now has a multitude of uses, many requiring multiple points for the better effects.  Tactical situations (augmentations, better gear, active illusions, etc) can provide bonuses to a fighter’s Attack or Defense Rating, which can augment your Edge before the bullets start to fly.

Character’s no longer necessarily get multiple passes in an Initiative order (which I’m personally a fan of) and it’s one Initiative value for the entire fight, rather than having to re-roll after each pass.  Augmentations and spells can allow a character to do more during their action, but figuring out who gets to act more than once or twice is no longer required.

Ranges are broken down into universal bands and weapons will have Attack Ratings based on what range the target is in (which is nice as a GM, so you don’t need to know how many meters away something is to check what range it falls into for each weapon type).

The Matrix still has some complexities to it, but determining what to roll has been vastly simplified.  Convergence from GOD isn’t quite as terrifying as it was, but tracking Overwatch is easier and deckers can be far more multifaceted in the skill department.

Magic has definitely been streamlined as well, with a reduction in skills and much less math for figuring out drain with the elimination of Limits, but mages are far less able to figure out their maximum “safe” force so they can cast infinitely… a problem with 5th Edition.  Mages will take Drain and they will need to be more cautious to not overexert themselves or risk blacking out in a crisis.


The Beginner’s Box comes with the rule book, a short guide to the setting (if you aren’t familiar with it already), an introductory adventure, a poster, gear cards for the items carried by the pre-made characters and four pre-made runners.

It’s not a bad little bundle.  The Quick-Start Rules (QSR) give you almost everything you need (I say ‘almost’ because I’m a stickler for the crunch of the game… more on that in a bit) to play the introductory scenario or another scenario of a GM’s design.  The poster provides some useful game aids and the gear cards can be handy reference elements for each player, rather than locating it on the character sheets.

Missing Elements

OK, I know that this is to whet the appetites of groups for the new Edition, rather than being comprehensive, so this is purely subjective on my part.

There are things from the main game I would have liked to have made it into the QSR, if for no other reason, than to see how they work mechanically.  On the characters that come in the Beginner’s Box there are Qualities and Contacts for the characters, but there is no mechanical basis for them in the QSR, so they exist solely as roleplay text.  Not having (at the very least) the Qualities on the characters explained in greater detail, it could leave new GMs victim to overpowered interpretations of what those names mean.  It’s less of an issue with Contacts, but I feel Qualities could have been better handled.

No character creation rules… it would be nice to know just how flexible the character creation rules are going to be.  Instead, we have four characters to pick from, each with their own niche to fill.  Being able to tweak the templates slightly to suit individual tastes could have been a nice touch.

No spirits, no technomancers, no adepts… with only four characters, there’s only so much ground they could cover, but I know a lot of my players would be disappointed in the lack of physads and summoning info in the book, as they are popular tools of the trade.

Anyone who knows me knows I’m not a huge fan of the pre-made scenarios and (as this site would show) write my own.  If you’re familiar with the look and feel of pre-made modules in 5th Ed, then the one that comes with the Beginner’s Box will feel very familiar.


Overall, I really like the Sixth World Beginner’s Box.  The mechanical streamlining should speed up games that are combat heavy, especially, while the feel and flavour of the setting is still present.  There are things I would have liked to see in the Box, but I know that it’s more to sate my curiousity than feeling that it hinders the viability of the intro package.

+ Simpler mechanics
+ Rich setting kept intact
+ Removal of Limits/Force
+ Similar to 5th for many aspects, to help with Edition transition
– Not all aspects of template characters are explained
– No character creation elements at all
– Fan favourite elements (summoning and adepts) missing
– Pre-made scenario sticking with the same format

The new Edition shows a lot of promise and if the core rulebook can continue to extend the core principles from the QSR throughout all elements of the Shadowrun mechanics, I think Sixth Edition will be fantastic for GMs to better manage the game and be less intimidating for new players to get involved.  If you’re a fan of the setting of Shadowrun but were always intimidated by the weight of the system, this is your chance to get in on the ground floor of the latest version and while there is still a hefty weight to the rules, the latest distilled version is the simplest to pick up to date.

In the Name of the All-Mighty – Underestimated Worth (#Shadowrun)

•May 27, 2019 • Leave a Comment

This is the second run in the Vatican Campaign.  This is the campaign that has been contracted through Heroes for Hire and has been progressing whenever the group is able to convene.  To see how the story has progressed thus far, check out the summary available on Obsidian Portal.

Sapphira is contacted by the Bishop and asked to meet with him in regards to “a matter of some urgency”.  He asks her to gather her team and meet him after his service the next morning, so he can go over the details.

Scene 1 – Man of the Cloth

The cathedral is a towering construct in white and gold.  The pews are packed with the faithful and the Bishop presides over his flock, spreading the gospel to inspire those gathered to be selfless.  It feels like another hour after the sermon wraps up before Veneto Calsconne is free.

As the last stragglers filter out of the cathedral, the Bishop ushers the runners up to the base of the cross that looms over the pulpit.  “I’m glad you were able to come. I recently came into some information during confession last week and while the man who confided it in me has been absolved of all sins, the object he referred to is of significance to the Vigilia Evangelica.  The man told me that he had recently sold an old piece of recovered cloth to a man named Reginaldo Nucci. The cloth is rumoured to have old writing on it and after the Vigilia “aggressively asked” some of Nucci’s men about it, they confirmed that the writing is not just old, but ancient.  It is of cultural enough significance that the Vigilia is authorizing 5,000¥ apiece in subsidy for you to retrieve the object from Signore Nucci’s residence in Sicily.”

Upon hearing the artifact is in Sicily, the runners will know that they are stealing the artifact from the Mob.  Nucci is a man of some influence, owning a nice estate home in Montelepre, a small town in the south of Palermo. It’s this estate the runners will need to gain access to.

The Bishop will offer up additional information on the object when asked, although there isn’t much.  He knows the object is over 2000 years old and is rather fragile, so the runners must take care to not be too rough with the artifact until the Evangelican scholars can decipher the text.  He also knows that Nucci is a bit of a collector and has his own private showroom in his home.

The Vigilia will get the runners into Sicily by whatever means they choose, as men/women of the cloth, in order to avoid La Cosa Nostra from looking too deeply into their arrival.

Reginaldo Nucci

La Cosa Nostra Sottocapo

Reginaldo is a young, rising star within La Familia.  Born into the family, his father had been an influential mover and shaker in Palermo, rising up from the ranks of a soldato to a politician representing the rural Sicilians.  His policies were controversial and was assassinated a couple years ago. Reginaldo was afforded many liberties in his youth and he has started up his own winery on his father’s land, which is doing well.  With elven looks, short black hair, grey tailored suits and a winning smile, he is a bit of playboy in the city and is popular in the nightlife of the capital. While he wears a cross around his neck, his conduct is hardly Christian.  He has continued his father’s legacy of collecting rare Sicilian goods and is well known in the shadows as a buyer for rare goods.

Possible Sources – Mafia Contacts, Sicilian Contacts

1/2 – Reginaldo is a local Mafia boss in Montelepre, a rural suburb of Palermo.  He got his station from his father’s legacy.

2/4 – He is forging his own path from his father.  Where his father was a talented politician, Reginaldo is making his name as a vintner.  Not as locally liked as his father, he is a bit of a playboy in the city.

5/8 – Word on the street is that Reginaldo is continuing his father’s hobby of collecting Sicilian artifacts.  The Mob is watching him closely to ensure that his purchases don’t get too extravagant and he pays his share.

7/10 – Reginaldo was born into the Mob and has a higher station than his age might dictate, a fact that many older members harbour quiet bitterness over.

Matrix:  The VaticaNet is a grid that permeates the Papal States and some of the other countries that make up the Italian Confederation.  The grid has been molded in the style of Ancient Roman architecture, though looming over top of the Roman roads that connect everything is a glowing crucifix atop St. Peter’s Basilica that reflects the Vatican itself.  The grid is potent within Rome, but some of the more touristy areas are slight spam zones, inflicting Noise 1 or 2 on any hackers in that area.

Scene 2 – Palermo

Whether the runners fly into Falcone Borsellino Airport in Palermo, or opt to take a ship/car, they find the capital of Sicily as a thriving hub.  With a long history spanning Phoenician, Carthaginian, Roman and Byzantine occupation, the architecture here is varied and unique to any major city in the Confederation.  With the Mafia in full control of the country, the nightlife and subsequent vice industry is booming here, but the abundance of cathedrals shows that the Church has also bunkered in in order to try to keep the crime under some degree of control.

Asking around the city, the name Reginaldo Nucci seems to be fairly well known.  A local politician, Albrico Nucci, was well respected in the area, but his policies to get better yields from the Sicilian farms was met with controversy and was assassinated a couple years ago.  Reginaldo is his son and he has opted against a life in politics and has instead converted his father’s lands to a winery. Masquerading as a man of wealth and sophistication, he has become a mover and shaker in the Palermo social scene.

Through the shadows of the city, they can learn a few things about Reginaldo:

  • Oversees the winery through the day, hitting nightclubs at night
  • Added new security features to the gallery in his estate
  • A playboy with a reputation for abusing the women he’s with
  • Other Mafioso are watching him for signs that he might become too much of a liability

Reginaldo has installed some new security features to his home, including internal cameras to the newly created wine cellar, faraday shielding to the gallery, as well as a retinal scanner to the doors leading into the room.

Piecing together the intel of Reginaldo’s schedule and habits can hopefully aid the runners in formulating a plan of attack for his estate.

Matrix:  The Sicilian Grid features some of the latest wireless tech in order to facilitate the latest in iconography and exploit select loopholes to suit the Mafia.  The grid resembles a scaled down version of the island. Mount Etna looms over the grid with an ever-present plume of smoke, with lush green fields sprawling out from the mountain’s base.  Buildings dot the coastline. The buildings lead to the city nearest urban center (often Palermo), while the features in the fields lead to tourism and wineries for the nation.

Scene 3 – Wine and Mobsters

The Nucci winery and estate in Montelepre is a sprawling plot of land outside of town with a manicured lawn, topiary and an expansive vineyard.  The property has two main buildings (winery and mansion) with smaller out buildings for maintaining the property.

There are two types of people that are on the property:  labourers (innocent bystanders who live in Montelepre) and mobsters.  On the grounds, the majority of people are labourers, working the fields to make a decent wage.  Mafioso patrol the vineyard as foremen with minimal arms. The winery are also where the vintners Reginaldo has hired work on the wine.  Soldatos protect sensitive areas of the winery and the mansion. The room with the artifacts is inside the mansion, guarded and locked with several security measures.

Depending on when the runners go in, Reginaldo will be in the winery during the day, in the city from dinner until just after midnight and then home with female company after that until the morning.

The runners will need to slip into the mansion and gain access to the vault to find the cloth.  Any hacker will recognize the problem once they gain access to the vault. All the items in the display cases are holographic representations of the objects, rather than the real deal.  On top of that, whether legitimate or not, a silent alarm is tripped when the vault door opens. Security is coming and they still don’t have the cloth.

The runners will need to find a high-ranking guard or Reginaldo himself to find out where the artifact is being held.  He tells them that Albrico/his father opened a trust company that caters to rural investors and the artifact is stored in the vault there, where it would be more secure.

Reginaldo Nucci – Mafia Playboy

Reginaldo is an elf of power and influence and he uses it for personal gain every chance he gets.  He’s never had to work a day in his life and it shows in his manicured appearance and sense of entitlement.  He commands respect from those who guard him, but if physically threatened, Reginaldo is ultimately fragile. He’ll use his charms to get himself out of whatever situation he can.  If words fail him, he ultimately becomes a sniveling coward.

B2  A4 R4  S2 W5 L3  I4 C7(8) Edge 4  Ess 5.68 Init = 8+1D6

PL4  ML5 SL9(11)

Armor 8

Qualities – Too Pretty to Hit, Made Man, Privileged Family Name, Addiction (Mild, eX), Did You Just Call Me Dumb?, Creature of Comfort

Skills – Acting Group 6(7), Athletics Group 4, Blades 3, Influence Group 7(8), Perception 5, Pistols 3

Augmentations – Datajack, Bio-Tattoo (Tribal Sleeve), Tailored Pheromones 1

Gear:  Beretta 201T Light Pistol (6P, Acc 6, SA/BF*, (1) RC, 21c), Erika Elite, Armante Suit (8), Switchblade (Acc 5, Reach 0, 3P, -1AP), 2 doses eX (+1 Cha, +1 Per, -1 Will, -1 Log)

Scene 4 – Albrico Financial Trust

In downtown Palermo is Albrico Financial Trust; a financial institution set up by the late Albrico to provide competitive interest rates to rural land developers to help farmers with their investments.  Naturally, being a Mafia establishment, the mob is skimming off of the farmer’s returns under the guise of service fees and shifty math that most farmers would fail to catch. Every employee in the bank is under the employ of Don Feretti (the current political leader of the country) and reports directly to Reginaldo and other Sottocapos in the area.

Despite being a criminal enterprise, the entire nation is run by the mob, so it will be no different than robbing a bank in terms of emergency response, although the police will shoot to kill, rather than attempt to arrest the would-be thieves.

Even the bank tellers could draw a weapon, so the runners really only need to worry about the bank patrons in terms of bystanders (if they go in during the day).

Security measures:

Guards (use the above stats)

Spider-controlled pop-out turrets

Armored Teller shutters

Greeters with sim-sense recorders

“Man-trap” entryways between main bank and vaults

Two-tier vault security, requiring two users to unlock.  Once the runners gain access to the vault, the vault is primarily a secured server that tracks the cash coming in and out of the bank (that isn’t on the books) and a series of safety deposit boxes.  One of these boxes is a deep, narrow locker that holds the cloth in an armored cylinder.  The alarm is likely sounding after the job is complete and the runners will need to escape before the Mafia has a chance to catch up to them.

>> Stealing from the Mafia in their own backyard?  You must have a death wish.
>> Havik

>> Not necessarily.  There’s a lot of organizational bloat in Sicily, as they have a country to run on top of their own goings on.  Something like a relatively small theft is going to rank pretty low on their priority list.
>> Chang

>> Unless they learn the significance of what they’ve lost.
>> Pedro

#Shadowrun: The Sixth World

•May 2, 2019 • Leave a Comment

So, Catalyst came out yesterday with the announcement that Sixth Edition is on the horizon.  By GenCon, the current edition will be done and we’ll be in the future of the game.  There are a couple of twitch streams and podcasts about some of the new features of the next edition, so I won’t get into the weeds.  But some highlights are:

  • Gone are Limits, Spell Forces, Explicit Weapon Ranges, AP and RC ratings, Marks
  • Edge is no longer just Luck, but tactical/situational advantage and Edge will get used and replenished much more often (use it or lose it each combat round), with a lot more options to choose between
  • Slimmed down Combat Engine to shorten the average fight time
  • Not an Anarchy re-skin… still pretty crunchy
  • Major Skill reduction and trimming a lot of the excess rules
  • Catalyst tried to keep book around 300 pages compared to the 450+ of SR5

From what I’ve heard and been told about SR6, it sounds net positive.  I will remain cautiously optimistic while I wait for the opportunity to read it for myself (Quick Start Rules are supposedly coming out mid-June).

Will the Data Haven transition to the new Edition?  Maybe…?  I still have plenty of material in the works for Shadowrun and other systems (I’m currently developing material for five different game systems, among that are three active Shadowrun campaigns).  If I get my hands on Sixth and my players and I really like it, we may transition my campaigns over.  Otherwise, I will keep SR5 alive, at least until the campaigns reach their eventual conclusion.

That said, I will at least acquire SR6 and review it once I get my hands on it and can digest it.  In the meantime, my campaigns continue to move along at our once-per-month pace and I am diligently working at cranking out material at a steady rate.  I’m also a backer for Shadowrun: Sprawl Ops and delivery is supposed to be happening soon, so I will share my thoughts on this big-box board game when I receive it.

Until the next run is ready to post, keep your heads down, chummers.