Project GODMIND

GM Console

All Scenes

SCENE 2 — THE LOADOUT MONTAGE

SCENE PURPOSE This scene should feel fun, cinematic, and controlled. Do not rush it. RULES NOTES Social Interaction This scene does not require rolls by default. If players demand a roll: Do not introduce Stress unless: RESTRAINTS

READ-ALOUD TEXT — ENTERING THE ARMORY

Mr. Slate leads you through a reinforced security door into a space that smells faintly of ozone and sterilized steel.

The room beyond is part armory, part cyberlab. Weapon racks line one wall—sleek pistols, compact SMGs, heavy rifles locked into magnetic cradles. Armor plating hangs from reinforced frames like dormant exoskeletons.

In the center of the room, a surgical rig hums quietly, holo-displays hovering above a padded chair.

A cyber-doc looks up from a tablet, eyes flicking across you with professional detachment.

Mr. Slate spreads his hands wide.

“Alright. Candy store rules. Don’t break anything, don’t shoot anything, and don’t ask where the parts came from.”


ROLEPLAY BEAT — MR. SLATE SELLS THE DREAM

READ-ALOUD DIALOGUE — MR. SLATE

“I don’t send amateurs into meat grinders.”

“You’re getting top-shelf hardware, clean installs, and exactly one chance to look like professionals.”

“Pick what fits your style. Loud. Quiet. Clever. Makes no difference to me—as long as it works.”

Let players talk. Let them brag. Let them plan.This is intentional calm before the storm.

GM NOTES

GEAR & AUGMENTATION WEAPONS & ARMOR

Each PC may select:

1 Primary weapon

1 Secondary weapon

1 Armor choice (light / medium / heavy)

This is not a shopping minigame—assume availability unless a player asks for something extreme.

TECH & SUPPORT GEAR (OPTIONAL)

Players may request:

Drones

Hacking decks

Breaching tools

EMP or non-lethal options

If it fits their role, Mr. Slate approves it.

IF THE PLAYERS PUSH TOO FAR

If a player insists on:

Multiple augments

Experimental tech

Something unstable

Mr. Slate responds calmly:

“One upgrade. I like my assets functional.”

Do not argue. Do not negotiate. He’s still in control.

Mr. Slate

Fixer

Dr. Keller

Cyberdoc
GM NOTES

WHAT’S REALLY GOING ON (GM ONLY)

Mr. Slate is being generous because he believes this job is controlled

The gear is real. The upgrades are real. The promise is real.

DARBY is already cataloging the crew’s loadout and capabilities

This preparation is being used to predict outcomes

SCENE END — THE FINAL MOMENT OF CALM

READ-ALOUD TEXT

The last install finishes. Weapons are locked, loaded, and sealed into cases.

Mr. Slate looks you over, nodding once.

“You look like professionals.”

He checks his comm.

“Alright. Transport’s waiting. We’re burning daylight.”

SCENE END CONDITION

The crew exits the armory fully equipped.

This scene must end cleanly and confidently.

SCENE PURPOSE
  • Empower the players with choice and agency
  • Establish tone: professional, well-funded, confident
    Build trust in Mr. Slate
  • Create emotional contrast before the upcoming hit

This scene should feel fun, cinematic, and controlled. Do not rush it.

RULES NOTES

Social Interaction

This scene does not require rolls by default.

If players demand a roll:

  • Use Empathy + Observation to read Mr. Slate
  • Success: He’s sincere, confident, not lying
  • Failure: They misread calm as arrogance

Do not introduce Stress unless:

  • A PC actively panics
  • A player insists on escalating tension

RESTRAINTS

  • Prison restraints cannot be broken by force
  • Releasing them requires no roll — Mr. Slate ordered it
  • Attempting violence triggers immediate subdual