Project GODMIND

GM Console

All Scenes

SCENE 6 — MEETING WITH SILAS KINCADE

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…

The VIP section is quieter—not silent, just insulated.

Reinforced glass panels and private sound dampeners muffle the chaos outside. The air smells of expensive synth-liquor and ozone.

Silas Kincade sits in a custom-built booth that looks reinforced for his size. He is massive, immaculate, and utterly at ease.

A gold datajack gleams at his temple, holo-displays drifting lazily near his drink.

He doesn’t rise as you approach.

He studies you for a long moment.

Then he smiles.

“You’ve had a busy night.”

GM NOTES

WHAT’S REALLY GOING ON (GM ONLY)

Silas already knows Mr. Slate is dead

He suspects Helios is behind it

He believes this job is dangerous—but profitable

He will not stick his neck out without proof of competence

Silas is not hostile.

He is evaluating assets.

SILAS KINCADE — QUICK REFERENCE

Vibe: Calm predator in a silk suit

Wants: Profit without exposure

Fears: Corporate retaliation

Leverage: Codes, underworld reach, contacts

Silas respects:

Confidence

Preparation

Control

He despises:

Desperation

Threats

Amateur behavior

PLAYER APPROACHES

Players must choose one primary approach.

Leverage Tokens can modify the roll or outcome.

APPROACH 1 — THE SHOW OF SKILL

Narrative:

Demonstrate competence: hacked data, combat display, proof of Helios intel.

Roll:

Relevant Attribute + Skill

Modifiers:

+1 die per Leverage Token spent

Outcome:

Success: Codes provided (clean or lightly flagged)

Big Success: Codes + extra intel

APPROACH 2 — THE LEVERAGE GAMBIT

Narrative:

Trade intel, favors, or agree to a side-job.

Roll:

No roll if value is concrete

Empathy/Wits roll if Silas doubts it

Outcome:

Codes granted after terms

Side-job may be required

APPROACH 3 — THE SOCIAL GAME

Narrative:

Win over Silas’s circle and reputation.

Roll:

Empathy + Persuasion / Influence

Modifiers:

+1 die per Leverage Token

Outcome:

Codes granted

Crew gains future contact

APPROACH 4 — PAY THE PRICE

Narrative:

Straight credits.

Roll:

None, unless negotiating price

Outcome:

Codes sold

Silas expects a favor later

APPROACH 5 — THE THREAT (LAST RESORT)

Narrative:

Intimidation or coercion.

Roll:

Strength or Presence + Intimidation

Outcome:

Success: Codes granted

Consequence: Long-term enemy created

Use sparingly.

WHAT SILAS TELLS THEM (ALWAYS)

Regardless of outcome:

The target is Helios Corporate Systems

Helios has gone quiet internally

Security has been restructured recently

Something called Project GODMIND exists

STRESS NOTE

Reduce Stress by –1 if the crew feels validated

Gain +1 Stress if Silas humiliates or dominates them

GM’s call.

SCENE END CONDITION

The crew leaves the VIP section with:

Access to Helios

A sense of looming danger

The knowledge that someone is building a monster

Silas Kincade

Power Broker

Nyx Valera

Social Operative

Kadeesha

Bodyguard

Latch

Hacker

Silas considers you for a long moment.He takes a slow sip of his drink.

Then he nods once.

“Helios Corporate Systems. Biotech. AI.”

“When a corp like that goes quiet, it’s because something ugly is growing in the dark.”

A data packet slides across the table.

“These will get you inside.”

His smile is thin.

“What happens after that is your problem.”

SCENE PURPOSE
  • Convert leverage into access
  • Test the crew under social pressure
  • Deliver critical Helios intelligence
  • Set terms for Act III

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:

  •  Wits + Guile (7 dice recommended)
  • Subtract Silas’s successes from the PCs’ successes to determine net result.

SUCCESS RESULTS (USE THIS TABLE)

0Refusal or side-job demanded
1Codes granted (flagged / limited)
2Clean access codes
3+Codes + insider intel

Failure never stops the story — it only increases cost.