Project GODMIND

GM Console

All Scenes

SCENE 5 — THE CLUB FLOOR

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:

INSIDE THE FORKED TONGUE

The Forked Tongue is chaos with rules.

Bass pounds through your chest as holographic light fractures across chrome and sweat-slick skin. Dancers move beneath glitching projections. Private booths line the walls like predator blinds, guarded and shadowed.

Gambling tables glow with embedded screens. Credits change hands fast—sometimes willingly, sometimes not.

Everyone here is watching everyone else.

And now they’re watching you.

(Pause. Let players react.)

GM NOTES

WHAT’S REALLY GOING ON (GM ONLY)

Word of the street hit is already circulating

Some patrons recognize the crew

Silas is monitoring the room remotely

The club’s staff quietly evaluates threats and assets

This scene determines how Silas receives them.

POSSIBLE INTERACTIONS

Use any that fit your table. Do not force all of them.

INTERACTION: THE BARTENDER

Vibe: World-weary, sharp, observant

Knows: Silas’s moods, recent rumors

READ-ALOUD (OPTIONAL)

“You’re early. Or late. Hard to tell these days.”

Roll (Optional):

Empathy + Observation or Persuasion

Success:

Gain 1 Leverage Token

Learn: “Silas hates desperation. Come correct or don’t come at all.”

Failure:

No leverage

Bartender clams up

INTERACTION: RIVAL RUNNERS

A group of runners recognizes the crew.

READ-ALOUD (OPTIONAL)

“Didn’t expect to see you walking around free after that stunt.”

Options:

Trade insults

Flex competence

Buy them drinks

Intimidate quietly

Roll (Optional):

Presence/Empathy + appropriate social skill

Success:

Gain 1 Leverage Token

Rival backs down or spreads respect

Failure:

Lose face

Future complication (they may interfere later)

INTERACTION: GAMBLING TABLES

High-stakes, fast-turn games.

Roll:

Wits + Observation (or equivalent)

Success:

Gain credits or rep

Gain 1 Leverage Token

Failure:

Lose credits

Attract attention from someone who wants repayment

INTERACTION: PERSONAL GHOST

Someone from a PC’s past appears:

Ex-lover

Old creditor

Burned contact

No roll required.

GM GOAL:

Personalize the city

Outcome:

May grant leverage or create debt.

IF THINGS GO LOUD

Violence does not escalate into a firefight

Security intervenes instantly

Offenders are removed quietly

Reputation suffers

Optional Line from Security:

“Take it outside.”

Zeke

Bartender

Trent Briggs

Ex-Lover

Greenlight

Club DJ

Mr. Voss

Fixer

Ledger

Crew Lead

Noodles

Enforcer

Switchblade

Hacker

Gaiden

Enforcer

Ghoststep

Enforcer

SILAS ARRIVES

The music dips—just for a moment.

A ripple passes through the club. Conversations soften. Eyes shift.

A massive figure enters the VIP section, purple synth-silk suit immaculate beneath the neon glare. A gold datajack gleams at his temple, holo-displays flickering near his drink.

He does not look at you.

He doesn’t need to.

A message pings your comms simultaneously.

VIP. Now.

GM NOTES

SCENE END CONDITION

Leverage Tokens are tallied

The crew is summoned

The social groundwork is set

SCENE PURPOSE
  • Let players breathe without relaxing
  • Give them opportunities to earn leverage
  • Introduce social risk and reputation play
  • Seed future complications and allies

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:

  • +1 Leverage Token

Leverage Tokens can be spent later to:

  • Gain +1 die in the Silas negotiation
  • Cancel a complication
  • Unlock a narrative advantage

Track them openly or secretly — GM’s choice.

  • Success: Entry granted
  • Failure: Entry denied (temporarily)

Failure does not mean violence.

SOCIAL PLAY

  • Do not over-roll this scene
  • Let good roleplay succeed
  • Use dice only when outcome is uncertain

Stress:

  • No automatic Stress gain here
  • Gain +1 Stress only if a PC is publicly humiliated or threatened