63. #Mothership(#TuesdayNightGames)
We're into the nitty gritty. Well my PC is sleeping late after working half the night at his job, but the other two slip into a cult and find some creepy goings on, possibly breaking the laws of physics. But they get some great intel and we sell it to two different buyers and now we don't need joe jobs. The game is afoot. I liked slower start and working our way into the setting.

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53. #Mothership(#TuesdayNightGames)
We now have an actual job and start to investigate a creepy cult that strangely seems to have quite a lot of pull in this socialist space station. I get a proper job, as a barman, and our techies get hold of some equipment that we'll need in the investigation, although as the only one earning, I have to spend most of my money on it.

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44. #Mothership(#TuesdayNightGames)
We start a new campaign with different PCs and GM. It's a return to Propero's Station but the Reds are in charge. It starts quietly as I get a job as a robot salesperson but we're starting to notice things are not quite right, even if I do make quite a bit of money from my job. I guess I might not want to upset the apple cart.

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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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