Project GODMIND

GM Console

Scenes

SCENE 1 — PRISON TRANSFER

Act 1

Location: Undisclosed Parking Garage SCENE PURPOSE This scene is not a combat and should not generate Stress yet unless the table leans hard into paranoia. RULES NOTES Social Interaction This scene does not require rolls by default. If players demand a roll: Do not introduce Stress unless: RESTRAINTS

SCENE 2 — THE LOADOUT MONTAGE

Act 1

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

SCENE 3 — THE HIT

Act 1

SCENE PURPOSE This is the moment the adventure stops being optional. RULES NOTES STRESS ACTIVATION This is where Stress comes online. All PCs immediately gain +1 Stress. This scene does not require rolls by default. If a PC was: They gain +2 Stress instead.Do not call for Panic checks yet. LAW ENFORCEMENT

SCENE 4 — ARRIVAL AT THE FORKED TONGUE

Act 2

SCENE PURPOSE This scene should feel cool, watchful, and predatory — not safe. RULES NOTES SOCIAL ENTRY OPTION A — NO ROLL (RECOMMENDED) If players: The guard steps aside. Clean. OPTION B — SOCIAL ROLL Roll:  Empathy + Persuasion / Manipulation Modifiers Outcomes: Failure does not mean violence.

SCENE 5 — THE CLUB FLOOR

Act 2

SCENE PURPOSE This scene is about choice and consequence, not spectacle. RULES NOTES SCENE STRUCTURE Allow the crew to attempt up to TWO meaningful interactions before Silas arrives. Each successful interaction grants: Leverage Tokens can be spent later to: Track them openly or secretly — GM’s choice. Failure does not mean violence. SOCIAL PLAY Stress:

SCENE 6 — MEETING WITH SILAS KINCADE

Act 2

SCENE PURPOSE This is not about winning Silas over.It’s about convincing him you’re worth the risk. RULES NOTES OPPOSITION ROLL (GM ONLY) If a roll is required: Silas Rolls: SUCCESS RESULTS (USE THIS TABLE) 0 Refusal or side-job demanded 1 Codes granted (flagged / limited) 2 Clean access codes 3+ Codes + insider intel Failure […]

SCENE 7: APPROACH & ENTRY

Act 3

ENTRY OPTION A — SOCIAL ENGINEERING ENTRY OPTION B — SERVICE ACCESS ENTRY OPTION C — DELIVERY VECTOR SCENE PURPOSE This scene rewards planning but does not punish boldness. RULES NOTES ALERT LEVEL FRAMEWORK Track Alert Level discreetly. Alert Level Facility State 0 Normal operations 1 Quiet monitoring 2 Security mobilized 3 Lockdown protocols 4 […]

SCENE 8: INSIDE HELIOS

Act 3

ROOM 1: SECURITY CHECKPOINT ROOM 2: MAIN CORRIDOR / BLAST DOOR ROOM 3: BREAK ROOM ROOM 4: RESEARCH AREA ROOM 5: ENGINEERING / SERVER VAULT FIRST CONTACT SCENE PURPOSE This scene should feel wrong, not dangerous—yet. RULES NOTES GODMIND’S AGENDA (GM ONLY) GODMIND wants: It believes: It will: It will never beg.

SCENE 9: FINAL ESCAPE

Act 3

OPTION A — STEAL THE VTOL (BEST PATH) OPTION B — FORCE YOUR WAY OUT (HARD MODE) SCENE PURPOSE The VTOL is the “right” choice — but never mandatory. RULES NOTES GODMIND’S AGENDA (GM ONLY) GODMIND wants: It believes: It will: It will never beg.

EPILOGUE — THE FORKED TONGUE

Epilogue