32. #Mothership(#TuesdayNightGames)
The prison is being searched for the drugs we stole so we put our plan into action. We fail plenty of rolls - it's heavy going but I manage to get our mark out of his cushy cell. A couple of explosions draw the attention away, and provide an exit to our ship handily parked outside. We take a few scratches but make it through, surprising given how lethal combat can be in this game. We deliver the package and get another unsavoury task.

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29. #Mothership(#TuesdayNightGames)
We find out our target doesn't want to leave the cushy number he has going on here and tells the warden. Oh dear.
We prep for the jailbreak, messing with cameras, nicking drugs from the infirmary and working out who amongst our fellow wardens can be bribed or not. We're being pretty cautious, and trying not to freak out.

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25. #Mothership(#TuesdayNightGames)
Going into the jungle is a pretty bad plan. We get lost, repeatedly, fight hungry lizards and are captured by escaped convicts. Somehow we stumble upon what we're looking for and make it back to camp. Phew! How are we not dead yet?

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20. #Mothership(#TuesdayNightGames)
We're trying to find a way to break someone out and do a lot of exploring. Also it seems that the prisoner is nearing the end of their term and seems reluctant to take a risk. We come up with an improbably plan to get them to show their hand, which requires a dangerous trip into the jungle. What were we thinking?

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18. #Mothership(#TuesdayNightGames)
We start the session by tooling up for our trip to the prison moon. Poor Iouri blows his cash on cyberware but his body rejects it and all he gets is a mutation. But we do better at the prison, delivering our stool pigeons and proving ourselves useful to the administration. There are clearly some dodgy things going on here so we should be able to get in, and hopefully out. No game for 3 weeks as the GM is going skiing. It's France, Jake.

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10. #Mothership(#TuesdayNightGames)
An unusual session in which no one makes a single roll. We debate what to do now we've worked out we've been set up. But the boss is too big for us to take down and it seems there are only two options, we die, or we work for him. It's a tight run thing but eventually we decide there's no glory in death and get a small ship to go rescue his brother from a prison moon. We do also get paid.

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5. #Mothership(#TuesdayNightGames)
We go looking for a missing android and bust her out of a casino with our usual setting a fire method. We then get intercepted and several of us are run over by our foes, but some C4 rescues us and we find out what's actually going on.

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2. #Mothership(#TuesdayNightGames)
A short session for our return to bounty hunting. We follow a couple of leads and both reveal that we're in far deeper than we imagined, especially as one of us is shot by a teenager. We really don't know who to trust anymore so might get a bit trigger happy. Enjoying this very much. It's very different from anything else we've done with Mothership so the lack of much in the way of social resolution might be difficult.

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129. #Mothership(#TuesdayNightGames)
Our rushed plan gets out of control when our perp calls in backup but we can identify her and there's a very mess fight with fire, shotguns and lots of bystander against a heavily armoured foe but we somehow avoid big injuries and cash in our first payday on this job. Just two more to go. It would help a lot if we had a hacker. Perhaps we can hire one. Someone who a shady but loyal ideally.

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124. #Mothership(#TuesdayNightGames)
We splash the cash on some kit and take on a new case. In this case it's getting very dark. We're looking for the people who are responsible for Snuff Slip recordings. Slipware being directly implanted into the brain so you can witness this first hand. We set up a fake show and invite some people we think might include one of the team. It's a rather rushed plan so who know what will happen.

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