TEXT: M i n d j a m m e r
  TM
  HEARTS AND MINDS
  SAVING A WORLD ON THE BRINK OF WAR!
  A MINDJAMMER ADVENTURE
  by Sarah Newton
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  HEARTS AND MINDS — ACTION PACKED 
  MINDJAMMER ADVENTURE!
  “One hundred years ago no one had even heard of aliens. 
  Then the sightings began — uncanny lights by the Snow-
  Layer, anomalies on our radar, strange reports from lone 
  farmers or the pithecines in the backwoods. Some people 
  thought it was the brave explorers of legend, returned from 
  fabled Homeworld to help us in our hour of need; others 
  thought it was the precursor to an invasion by an alien 
  race, with designs on the fertile lands of our cratered home. 
  “Twenty years ago they announced themselves — and it 
  was both. The Homeworlders had come, in force, and were 
  nothing like our myths foretold. Heedless of our ways, they 
  swept in like a whirlwind, and it seemed there was nothing 
  we could do to stop them. 
  “They called themselves The Commonality…” 
  The world of Olkennedy is on the brink of civil war. 
  Deadly factions with nefarious agendas conspire for 
  power in a society reeling from culture shock, and your 
  characters are the only thing holding back a bloody 
  conflict which will tear the planet apart!
  Hearts and Minds includes: 
  •	
  a whole rediscovered world — maps, biosphere, 
  civilisation, and society; 
  •	
  a thrilling multi-session scenario of conflict, 
  investigation, and intrigue against the backdrop of 
  developing civil war; 
  •	
  details of Commonality factions. 
   
  An action-packed scenario for Mindjammer — 
  The Roleplaying Game. The Mindjammer — The 
  Roleplaying Game core book is required for play. 
  M i n d j a m m e r
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  SKU: MUH042202
  $24.99
  www.mindjammerpress.com
  TM
  
  OLKENNEDY B-I
  Olkennedy was recently designated a 
  Wonder of the Darradine Restoration, a 
  matter of great pride to its newly-contacted 
  inhabitants. It’s a mountainous, volcanic 
  world, uninhabitable except for its 
  spectacular “Crater”; deep enough to have 
  its own atmosphere and ecosystem, it takes 
  up 1/12th of the planet’s surface, responsible 
  for Olkennedy’s bizarre weather, including 
  the “Precipitation Zone” or “Snow-Layer” of 
  snow-capped peaks and waterfalls along 
  the Crater’s rim.
  Olkennedy was rediscovered a century ago, 
  and quarantined as SCI Force engineered 
  its culture to be less traumatised by 
  Commonality arrival. Quarantine was lifted 
  about twenty years ago, when it was decided 
  to stop engineering Olkennedy as a neo-
  Yoosan culture world (its name means “Old 
  Canada”) and instead incorporate it into 
  the Commonality mainstream as quickly 
  as possible. Many are still awestruck by the 
  sudden arrival of a vast and sophisticated 
  interstellar civilisation on their doorstep.
  The original colony used genurgy and 
  xenomorph labour; the huge brown Nwasha 
  pithecines mined the hazardous volcanic 
  zones, and short and stocky nomadic 
  Akantack hominids colonised the Snow-
  Layer. Modern-day Nwasha and Omianto 
  are pithecine centres; Van Kuvrai and 
  Columbiana are home to the pale, dark-
  haired native humans; and Akantack and the 
  Snow-Layer are hominid. Despite historical 
  conflicts, these five “nations” have learned to 
  coexist, with some population mixing.
  High Concept: Cratered Wonder of the 
  Darradine Rim
  Aspects: M-class Red Dwarf in Binary 
  System; Nearly a Neo-Yoosan Culture 
  World; T-Congruent Biosphere; There’s an 
  Interstellar Civilisation Out There!
  PLANETARY TYPE:  
  INFERIOR GARDEN WORLD
  Planetary Age: Maturing (-1)
  Orbit: Habitable Zone, Outer (+1): 0.34AU
  Year Length: 171d
  Size: Large Standard (+1): 17000km
  Density: Standard (+0)
  Surface Gravity: High Standard (+1): 1.3G
  Day Length: Very Rapid (+3): 18h
  Atmospheric Pressure: Standard (+1) in 
  Crater: Oxygen (breathable)
  Surface Temperature: Standard (+0) in 
  Crater: 14 °C; Cold (-2) on Surface: -15 °C
  Surface Liquid: Very Low (-2): 5% water
  Seasonality: Low (-2)
  Satellites: No Moon; various moonlets
  Planetary Bodies: 2 (no gas giants)
  Habitability: Benign (+4)
  CIVILISATION TYPE: UNITED WORLD
  Civilisation Designation: Commonality 
  Member (+3)
  Population: Standard (+0): 30 million (40% 
  human, 10% hominid, 40% xenomorph, 10% 
  other)
  Government Type: Representative (-2)
  Societal Dev: Taxation and Representation 
  (-1)
  Openness: Self-critical (+1) 
  Control Index: Property (-2)
  Trade Index: Ubiquitous (+4)
  Embargo: No Embargo
  Tech Index: T7 (+2): First Age of Space
  Starport: Craterport Down C-class starport 
  (+3)
  Mindscape: Global (-2)
  Culture: Fringe World culture in Stage 2 
  Normalisation
  Inferior Garden World / United World
  1 hex = 1190 km
  Craterport 
  Down
  Omianto
  Eastern 
  Volcanic 
  Zone
  Akantack 
  Sanctuary
  North 
  Breach
  South 
  Breach
  Van 
  Kuvrai
  Vision Plateau
  Nwasha
  Columbiana
  
  TM
  THE ROLEPLAYING GAME
  HEARTS AND MINDS
  SAVING A WORLD ON THE BRINK OF WAR!
  A MINDJAMMER ADVENTURE
  by Sarah Newton
  s a r a h  n e w t o n s
  
  Credits
  Mindjammer: Hearts and Minds 
  written and developed by Sarah Newton
  Cover	Art by Jason Juta
  Layout	and	Graphic	Design by Michal E. Cross
  Interior	Art by Jason Juta, Ian Stead, Andy Wintrip
  Graphic	Design	Elements by Josephe Vandel & Paul Bourne
  Deckplans	and	Logos	by Ian Stead
  Cartography	by Sarah Newton
  Edited	by Sarah Newton
  Mindjammer	Working	Group: Glenn Berry, Michal E. Cross, 
  Graham Spearing, Ian Stead, Tom Zunder.
  Produced	&	Art	Directed	by Chris McWilliam & Sarah 
  Newton
  Enquiries: info@mindjammer.com
  Mindjammer	Press	Ltd is a private limited company,  
  reg. no. 8222890. Our registered office is at  
  35 Altham Grove, Harlow, Essex, CM20 2PQ, UK.
  © 2015 Mindjammer Press Ltd. All Rights Reserved. 
  MindjammerTM is a trademark of Mindjammer Press Ltd.
  ISBN	(ebook): 978-0-9574779-7-1
  ISBN	(physical	version): 978-0-9574779-8-8 
  First paperback edition printed in the UK
  Product	Code:  MUH042202
  Published by Mindjammer Press Ltd,  
  35 Altham Grove, Harlow, Essex, CM20 2PQ
  Distributed by Modiphius Entertainment Ltd,  
  35 Turneville Road, London, W14 9PS
  Publicity	and	Promotion by Modiphius Entertainment.  
  For publicity and promotion details contact  
  pr@modiphius.com.
  Fate Core System by Leonard Balsera, Brian Engard,  
  Jeremy Keller, Ryan Macklin, Mike Olson
  Fate™ is a trademark of Evil Hat Productions, LLC.  
  The Powered by Fate logo is © Evil Hat Productions, LLC and 
  is used with permission.
  The Fate Core font is © Evil Hat Productions, LLC and is used 
  with permission. The Four Actions icons were designed by 
  Jeremy Keller.
  Thanks to Ralf Schemmann and Simon Rogers of 
  ProFantasy Software Ltd for their Campaign Cartographer 
  software suite, which was used in creating the planet, 
  overland, and city maps in this adventure.
  Find out more about Mindjammer and other Mindjammer Press games and fiction at  
  www.mindjammerpress.com & www.facebook.com/mindjammerpress
  DEDICATION — To Mindjammer fans everywhere. The Commonality salutes you!
  
  3
  Contents
  A World on the Edge!
  Playing Hearts and Minds
  Who are the Good Guys?
  Clash of Cultures
  Where it All Happens
  The World of Olkennedy
  Olkennedian Civilisation
  Olkennedian Tech
  Craterport: Capital of a Unified World
  Factions of the Commonality
  Starting Play 
  Who Are the PCs?
  Who Are the Opposition?
  The Default Plot Thread
  Plot Stress: A World in Flames!
  Gathering Intel: What’s Going On?
  Episode One: Revolutionary Times
  Scene One: Flashpoint!
  Scene Two: OLSEC
  Scene Three: Going Underground
  Scene Four: Clash of Cultures!
  Episode Two: Hostage Situation
  Scene One: The Velvet Glove
  Scene Two: Shots in the Dark 
  Scene Three: Hot Pursuit
  Scene Four: Interception
  Scene Five: Cold Pursuit
  Scene Six: Clash of Cultures!
  Episode Three: Break Out!
  Scene One: Getting There
  Scene Two: Raid!
  Scene Three: Free the Hostages
  Scene Four: Escape!
  Scene Five: Clash of Cultures!
  Episode Four: The Edge of the Abyss
  Scene One: Boarding Alpha Node
  Scene Two: Inside the Corpus
  Scene Three: The Martyr
  Scene Four: Clash of Cultures!
  Epilogue
  Index
  4
  4
  4
  5
  6
  6
  13
  24
  29
  35
  38
  38
  40
  40
  41
  41
  43
  43
  44
  47
  49
  50
  50
  52
  53
  54
  56
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  63
  65
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  68
  69
  70
  72
  76
  77
  79
  
  4
  A World
  it all hapens
  A World On the edge!
  Hearts and Minds is an action-packed scenario for a party 
  of beginning to intermediate Mindjammer PCs, where the 
  characters are all that stands between a rediscovered world 
  and a bloody civil war. Based loosely on the example scenario 
  described in Chapter	22:	Scenarios	and	Campaigns of 
  Mindjammer — The Roleplaying Game, it combines physi-
  cal, cultural, and Mindscape conflict with investigation and 
  intrigue, firefights and starship combat.
  The rediscovered world of Olkennedy (page 466 of 
  Mindjammer — The Roleplaying Game) is in culture shock, 
  resisting Commonality integration with increasing violence. 
  Local and Commonality factions push their agendas, from the 
  Fiver	separatists seeking independence for Olkennedy’s five 
  nations, to the Commonality integrators who want to forcibly 
  absorb the world. It’s a microcosm of the conflict playing out 
  across thousands of planets, where big questions about the 
  shape of the growing interstellar civilisation of the New Com-
  monality Era are being hammered out — right here, right now!
  PLAYING HEARTS AND MINDS
  The PCs are caught in this storm of events as the world 
  descends into civil war. Maybe they’re merchants or travellers, 
  or mercenaries looking for a ticket in the coming conflict; or 
  maybe they’re instrumentality agents, trying to defuse the 
  situation before it all goes to hell. The sections below suggest 
  ways to get involved with events on Olkennedy — and to set 
  dramatic, achievable, and meaningful goals for the PCs.
  Hearts and Minds is structured in two parts. First, we 
  present the world of Olkennedy — its geography, biosphere, 
  civilisation and society. Second, we present the Hearts and 
  Minds scenario — a series of episodes and scenes detailing a 
  conspiracy of events which seems set to propel this turbulent 
  world into a devastating civil war.
  You can play this scenario as a one-shot in 3-4 hours, or 
  as a longer scenario spanning several sessions. What follows 
  assumes you’re playing the long game — see page 41 for 
  guidance on playing the one-shot.
  Getting the Characters Involved
  As page 420 of Mindjammer suggests, a typical scenario 
  contains an external problem — maybe the machinations 
  of a villainous character or organisation — and an interper-
  sonal one, and it’s the tension between these problems that 
  drives the scenario forwards. Hearts and Minds gives you the 
  external problem — a thrilling conspiracy where the future of 
  a whole world is at stake — but the interpersonal problem is 
  something that comes out of the aspects and personalities of 
  your PCs. Take a moment to go over the guidelines on page 
  420 and draw out a good interpersonal problem to provide a 
  dramatic counterpoint to the scenario’s greater events.
  WHO ARE THE GOOD GUYS?
  Rediscovery is a fact of Commonality life, and for good or ill 
  Olkennedy and the Commonality have to work things out. The 
  Commonality might look like it has a single goal — “integrate 
  Olkennedy into the Commonality” — but what that means 
  varies hugely, depending on how SCI Force and the Commo-
  nality embassy handle events. Hearts and Minds introduces 
  some of the factions at work in the Commonality (page 35), and 
  “They never told us how much we’d be giving up. I don’t think they ever even asked. They just 
  assumed they had it right, and that every world they recontacted would want the benefits of 
  their wisdom and technology. When I realised the Commonality wasn’t going to take no for 
  an answer, it made me as mad as hell. I’d rather die than see my world invaded!”
  — Mymar Zaron, Olchan interview immediately before his death, Inchaka, 2137CD
  
  5
  A World on the Edge!
  highlights their different approaches to Rediscovery. Some may 
  be more appealing to players than others; some may choose 
  a strict military solution to achieving the Commonality’s goals, 
  while others may sympathise with the Olkennedians and try to 
  secure the best “deal” for them they can. 
  The premise of Hearts and Minds, to quote Professor 
  Tolkien, is that “there are orcs on both sides”, and without the 
  PCs’ intervention they’ll get the upper hand and precipitate a 
  bloody civil war which will result in the deaths of thousands 
  or even millions of innocents. 
  The PCs can make a real difference on Olkennedy. Maybe 
  they’re striving to save themselves and a handful of indi-
  viduals — allies, locals in the immediate vicinity, maybe a 
  community or neighbourhood; or maybe they’re movers 
  and shakers, taking on organisations and cultures, opposing 
  ambassadors, leaders, affecting global events. Regard-
  less, make sure your PCs can affect	things. Point out the 
  consequences of their actions, the outcomes of scenes and 
  episodes. Let them know they can rise to the occasion and be 
  heroes — or the reverse.
  CLASH OF CULTURES!
  Hearts and Minds can feature culture conflict between the 
  Fiver separatists and the Commonality (Mindjammer page 
  304). Each episode in the scenario section below represents 
  one	exchange	of	culture	conflict, described in its own 
  scene. The PCs may interact with sides in the conflict, creating 
  advantages or using culture stunts or extras to take culture 
  actions. Alternatively you can describe culture conflict events 
  happening in the scenario background instead.
  In the culture conflict central to Hearts and Minds, the 
  goal of the Fiver	separatists	is to isolate a local	culture	
  instance	of the Commonality culture on Olkennedy (Mind-
  jammer page 276) and attack it (Mindjammer page 304). 
  They’re doing this by actively attacking the Commonallity 
  presence, fomenting riots, causing unrest and engaging in 
  acts of “terrorism” or “freedom fighting” (depending on your 
  point of view). The PCs may try to stop them.
  Meanwhile, Dai-Nisen-Go, the Commonality ambassador 
  to Olkennedy (page 51), represents the Integrator	faction of 
  the Commonality government (page 36), intent on integrat-
  ing Olkennedy as directly as possible — forcibly if necessary. 
  Dai-Nisen-Go is exploiting the unrest to make cultural conflict 
  attacks using Provoke, trying to inflict an extreme conse-
  quence or concession to change the Olkennedian culture’s 
  aspect The Fivers Have Huge Support to something like The 
  Commonality Is a Light for the Many Worlds of Space. The PCs 
  may oppose the ambassador’s heavy-handed methods, and 
  / or get involved in this cultural manipulation themselves, 
  opposing both the destructive Fiver agenda and the ambas-
  sador’s machiavellian cynicism with their own resolution.
  
  6
  Hearts and Minds
  Where it
  All Happens
  Where it All Happens
  THE WORLD OF OLKENNEDY
  Olkennedy is a “Wonder of the Darradine Restoration”, a 
  mountainous, volcanic world in a binary red dwarf system, 
  uninhabitable except for its spectacular “Crater”. Deep enough 
  to have an atmosphere and ecosystem, the Crater takes up 
  1/12th of the planet’s surface, responsible for Olkennedy’s 
  bizarre weather and the spectacular “Snow-Layer” peaks 
  between Crater and uplands.
  An ancient slowship colony rediscovered late last century, 
  Olkennedy was quarantined until twenty years ago, when SCI 
  Force abandoned plans to engineer it as a neo-Yoosan culture 
  world (its name means “Old Canada”) and instead integrate 
  it into the Commonality mainstream as quickly as possible. 
  Many Olkennedians are still awestruck by the sudden arrival 
  of an interstellar civilisation on their doorstep.
  Thousands of years in the past, the original slowship 
  colony appears to have used genurgy and xenomorph labour 
  to mine the volcanic zones and colonise the Snow-Layer. The 
  Crater divided into five distinct regions: Nwasha and Omianto 
  became pithecine xenomorph centres; Van Kuvrai and 
  Columbiana became human; and the “Akantack” Snow-Layer 
  became hominid.
  Olkennedy humans are pale-skinned, short and muscular, 
  with dark hair and eyes. The Nwasha xenomorphs are short 
  and stocky forest-dwellers, brown-haired, with manipulative 
  hands and feet. Akantack hominids are short, stocky, and dark-
  skinned, hirsute with barrel-like chests; they have flat faces, 
  epicanthic folds, and are nomadic. Historically the restricted 
  food supply kept the world’s population low, which it remains 
  even today; there’s a lot of open space on Olkennedy.
  Walking Outside
  Olkennedy has two suns, one large pale red primary and a 
  smaller red companion; the primary appears three times 
  as large as Sol in the yellowish-orange sky. Its light makes 
  colours look different; red things look redder, blue things look 
  blacker, and yellows darken into orange.
  Daylight on Olkennedy is relatively dim, as though 
  always evening or early morning. Visitors may have difficulty 
  seeing clearly, although natives are adapted; Akantacks have 
  large eyes, and even Nwasha and humans have enlarged 
  pupils.
  Native plant life is greenish black, deep red, and brown, 
  darkening in colour and even becoming black towards the 
  poles. Transplanted Old Earth vegetation tends towards 
  deep green, olive green, and khaki. 
  The world’s gravity is 1.3G, and the year is a short 171 
  standard days (228 local days); Olkennedy’s mildly vary-
  ing seasons pass quickly. Day length is a rapid 18 hours, to 
  which all Olkennedians have long since adapted; visitors may 
  encounter sleep problems without medication or Mindscape 
  therapies. Increased atmospheric pressure makes noises 
  louder and sonic weapons more effective.
  Olkennedy’s atmosphere has high O2 levels, meaning 
  fires kindle easily; most communities have an efficient fire 
  service. Combustion technology was risky throughout 
  Olkennedian history, food preparation concentrating 
  on drying and fermenting, or boiling food in naturally-
  occurring hot springs, rather than open fires. 
  “It’s such a beautiful world. When you see the glistening peaks of the Snow-Layer, the wine-
  golden sea, the shadows of the fingertrees as they migrate across the Highback, you forget it 
  was all born in fire and violence, an asteroid plunging into the planet’s heart…” 
  — Cognisant Singer gimel-he-vau-14, 
  Mindjammer and author of the Craterport Sonnet Cycle
  
  7
  Where it all Happens
  Climate
  Olkennedy’s unique geology, large size, and rapid rotation 
  mean it’s always windy in the Crater, with energetic weather 
  systems. Mean temperature is similar to Old Earth; Craterport 
  is sub-tropical, northern latitudes are warm temperate, and 
  only the far south is cold temperate. Storms develop rapidly, 
  dumping several centimetres of water in a single squall. 
  Prevailing winds bring highly charged dust clouds from the 
  volcanic zones, causing spectacular dry lightning storms as 
  they blow out over the central ocean, picking up moisture 
  and huge cloud masses before depositing them as rain as 
  they approach the uplands on the other side.
  In the tropics, jet streams carry prevailing winds from 
  west to east; closer to the equator trade winds blow from 
  east to west. Olkennedy has low seasonality, so these cli-
  matic features are relatively fixed, determining factors in the 
  world’s history.
  Most precipitation in the Crater occurs at the Snow-Layer, 
  although there are squalls along ocean coasts. Native bio-
  sphere irrigation is mostly via meltwater and the Crater’s river 
  system, which has posed unique challenges to colonists.
  Biosphere
  Olkennedy’s Crater is relatively young, as is its biosphere. 
  It’s a beautiful world, with yellow skies, red suns, and lots of 
  volcanoes, hot springs, and earthquakes. Before colonisation, 
  it had simple deep green, brown, and red vegetation — 
  gymnosperm-analogues, but no grasses or flowers. There are 
  four main climate zones:
  •	
  Lowlands: Covering the Crater bottom river system, 
  gymnosperm forests (the Jungleback) and swamps (the 
  Waterback), inhabited principally by humans. 
  •	
  Uplands:	Higher elevations in the Crater are hilly rainfor-
  est — the Highback — inhabited mostly by Nwasha 
  xenomorphs.
  •	
  Snow-Layer:  Hanging valleys and mountains of the 
  Crater’s edge, taiga and tundra, including the vast upland 
  region of the Akantack Sanctuary, inhabited by hominids. 
  Most precipitation falls as snow.
  •	
  Volcanic	Zone:	With the exception of the Crater, most of 
  the planet’s surface is a dry freezing volcanic waste, with 
  an atmosphere too thin to be breathable, averaging -15° 
  C, with noxious gases and a surface baked by radiation. 
  Microbial life exists, but the Hostile (-2) environment 
  requires vac-sealing or p-suits to survive.
  Olkennedy’s inhabitants have manipulated the native 
  biosphere for millennia, introducing terrestrial organisms and 
  engineering native flora and fauna to be compatible with 
  terrestrial metabolisms. Minimal terraforming was undertaken 
  by early colonists six millennia ago, creating a status quo of 
  high maintenance crops requiring extensive processing into 
  some very weird foodstuffs. Secondary terraforming began 
  with the rise of Columbiana a thousand years ago, establishing 
  widespread grazing lands supporting geneered livestock and 
  more earth-like food products. The Olkennedian upland and 
  lowland biosphere now has swathes of t-congruent agricul-
  tural land, interspersed with native t-analogue wilderness. 
  Terrestrial livestock includes cows and sheep — there are cow-
  boys on Olkennedy — and crop plants (including grains and 
  fruit), and invasive species like grass; non-congruent exofauna 
  and flora remain in marginal areas. By the Snow-Layer, the 
  t-analogue ecosystem still dominates; the Akantack hominids 
  metabolise native exoflora and fauna, and are not interfertile 
  with humans. They have a radically different culture.
  
  8
  Hearts and Minds
  OLKENNEDY CRATER 
  GEOGRAPHY
  Arids,	The: The Redanta river snakes through thousands 
  of kilometres of arid brown hills, dotted with stands of 
  kanderzands (page 10). There’s river and tourist traffic, but 
  the hills are only lightly populated.
  Choron: Many wars were fought over the city now 
  called Choron on the fertile frontier between Nwasha 
  and Columbiana. It’s now the Omianto capital and its 
  industrial heartland.
  Craterport	Down: Site of the ancient city of Sepey, the 
  first colony of Olkennedy / Kumatku (page 29) and the 
  capital of Columbiana for the past thousand years. It’s 
  never been formally renamed, but since Rediscovery 
  and the founding of the starport twenty years ago most 
  people refer to it as “Craterport”.
  Dostep:	Third of the old Reliance League ports, Dostep 
  lies on the border of the southern everblack forests and 
  the fertile agricultural plains of Columbiana. It’s a vibrant 
  meeting place, and a lot of business is done here.
  Empire	Sea: The “Great Sea” of old Kumatku and 
  birthplace of the Toraleen Empire; there are ruins here from 
  before the Burning Sky event six thousand years ago.
  Gebek: Riverine city and capital of the Nwasha, although 
  most live in the forests to the east or following the 
  kanderzands in the west.
  Halwaybor:	Lumber port for the Zoswiss and for contact 
  with the Akantack of Jirimi Territory. It’s an ancient 
  Reliance League city and a melting pot. Factors for New 
  Traders operate out of Halwaybor.
  Homeward	Sea: Prevailing winds made it historically 
  easy to cross to the Victa Archipelago and then to Toralee, 
  so this sea became important on the on the northern 
  “return route” for Reliance League traders.
  Incandescent	Ocean: Dominant onshore winds have 
  meant that Columbiana has had to rely on motorised sea 
  and eventually air transport to easily return to Old Sepey 
  (Craterport).
  Inchaka: The only major settlement in Akantack; see 
  page 20.
  Jirimi	Territory: Range of snow-capped mountains 
  rising out of the breathable atmosphere; the fertile lower 
  slopes to the west are inhabited by Akantack, with regular 
  contact with the Columbianans at Halwaybor. Jirimi 
  Geographical Data
  Territory is a budding tourist destination, especially for 
  glidewingers (page 20).
  Kanderzand	Plains: Dry woodlands remarkable for their 
  “walking forests”, the famous migratory kanderzands or 
  “fingertrees”. There’s little rainfall except from the sporadic 
  violent thunderstorms, and the trees may move many 
  kilometres in search of water.
  Narfa:	Second biggest trade port in the old Toraleen 
  Empire, Narfa was originally a Toraleen colony which broke 
  away during the Columbianan expansionary period. Today 
  it’s a Columbianan city, and still a major maritime power.
  New	Sepey:	Relatively new Columbianan colony carving 
  itself a landward territory in the northern Van Kuvrai 
  swamps.
  Pegany: Smallest and least developed island of the Victa 
  Archipelago and an Olkennedian biosphere preserve.
  Redanta	Falls: The most impressive waterfalls on 
  Olkennedy and a major tourist destination. There’s a 
  dense Akantack population around the falls, which are 
  surprisingly warm and fertile.
  Reliance	Coast: Historically the major trade route from 
  Pegany to Narfa, and the location of what were once the 
  city states of the Reliance League.
  Sea	of	Gold: All of Olkennedy’s ocean shines varying 
  degrees of yellow, gold, and copper in the sun’s ruddy light, 
  but the frequently clear skies off Craterport make this sea 
  shine a brilliant gold.
  Southern	Everblacks: Impenetrable forests of native 
  gorbylar or “everblacks” gradually being developed by 
  Columbiana. There’s friction with the Akantack on the high 
  mountain slopes to the south and west.
  Tindertree	Savannah: As well as kanderzand “walking 
  forests”, this arid expanse also sports a flame-resistant 
  form of everblack known as a “tindertree”. Tindertree wood 
  was a major fuel and light source before the industrial era 
  — its oil burns without consuming the wood, and it can 
  “recharge” by being replanted.
  Toralee:	Largest trade port in the world and still a major 
  maritime polity. The Toraleen Empire was ancient even 
  before the Columbianans re-emerged from stasis, powerful in 
  the Homeward and Empire Seas. Even today Toralee remains 
  the Van Kuvrai capital, and packs a lot of clout.
  Trizabane:	Arid port city by the Van Kuvrai savannah, 
  once a Reliance League port. Its huge desalination plant 
  salt flats are easily visible from orbit.
  
  9
  Where it all Happens
  Trondland: Historically where shipwrecked sailors 
  from the northern passage would find themselves, and 
  once a haven for pirates. It’s now a thriving port on the 
  mechanised trade routes, but the island’s interior is still 
  wild, with aggressive wildlife. 
  Victa: Oldest of the populated islands, with ruins from 
  before the Burning Sky event. Once the main port on 
  the Narfa — Toralee trade route and heavily contested, 
  the Victa Blockades are legendary. Today it’s a thriving 
  mercantile centre, with close ties to Craterport.
  Victa	Archipelago: The central uplift of the Crater 
  forms an archipelago which has played a pivotal role in 
  Olkennedian history. Also the place where life took hold, 
  it’s a “Garden of Eden” for the native biosphere, which 
  still persists in places. There’s a movement to declare the 
  islands an ecological heritage zone.
  Geographical Data
  Wendis: Once the hunting preserve of grandees of the 
  Toraleen Empire, Wendis was the subject of protracted 
  armed struggle following the establishment of Columbiana. 
  It’s now a playground for Columbiana’s wealthy.
  Yellowbear: The native yellowbear certainly isn’t a bear 
  and isn’t really yellow, but it’s still the mascot for this small 
  island, once an exotic stopover on the Toraleen trade 
  routes and now a semi-independent territory between 
  Van Kuvrai and Columbiana.
  Zoswiss: The Zoswiss of the Southern Everblacks are the 
  most rugged of the Columbianans, proud of their harsh 
  cold upland forests. Zoswiss is a port, and lumber is still 
  shipped down to Halwaybor. Offworlders are rare, and 
  may receive a rough welcome.
  OLKENNEDY CRATER
  VAN	KUVRAI
  AKANTACK
  SANCTUARY
  NWASHA
  OMIANTO
  COLUMBIANA
  SNOW-LAYER
  SNOW-LAYER
  SNOW-LAYER
  The	Arids
  Southern	Everblacks
  Jirimi
  Territory
  Tindertree
  Savannah
  Gebek
  INCANDESCENT
  OCEAN
  EMPIRE SEA
  RELIANCE COAST
  HOMEWARD
  SEA
  SEA OF
  GOLD
  New
  Sepey
  Toralee
  Keebun
  Darkentey
  Shiwa City
  Trizabane
  Dostep
  Craterport
  Down
  Narfa
  Choron
  Cleeve
  Regel
  Stop
  Motor 
  Town
  Kalumne
  Cheheeda
  Moko
  Two Rivers
  Fomer’s 
  Sound
  Alfack
  Saleenhope
  Shatner
  Vendelstuque
  Shurrick
  Hendersland
  Fortysome
  Cran
  Lodehow
  YELLOWBEAR
  VICTA
  WENDIS
  PEGANY
  TRONDLAND
  New Genf
  Margis
  Gulch
  Salt
  Cross
  Redanta 
  Falls
  Nyorlene
  Widehand
  Parklands
  Kong
  Numa
  Anyark City
  Chersey
  Lansersway
  Lake Mispey
  New King
  Plainjo
  Omianto
  Halwaybor
  Inchaka
  Zoswiss
  Kanderzand	
  Plains
  Victa
  Archipleago
  0
  2000
  1000
  Kilometres
  
  10
  Hearts and Minds
  SAILFINS
  Dark-skinned snake-fish with batlike flying fins, common 
  in the Snow-Layer and steep river valleys. There are huge 
  sailfin migrations to the barren lands of the Snow-Layer, 
  to spawn, die, and fertilise the river sources in periods of 
  greenbloom. Sailfins filter feed, but also grow razor-
  sharp lateral fins at spawning season. There are many 
  species, from the six-legged lizard-like falcheika to the 
  snakelike volsutch.
  Physical Stress: 1  2  3  Mental Stress: 1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  ASPECTS
  River and Lake Filter Feeder, Razor Sharp Defences in 
  Spawning Season, Small Schools, Panicked Frenzy If 
  Threatened, Rigid Timescale Habits
  SKILLS
  Good (+3) Notice; Fair (+2) Athletics; Average (+1) Physique
  STUNTS
   Acrobat: +2 Athletics bonus to overcome actions when 
  making impressive acrobatic manoeuvres.
   Danger Sense: Notice is unaffected by environmental 
  conditions when something means you harm.
   Dazing Counter: On a defend success with style vs 
  Unarmed or Melee Combat, automatically counter and 
  attach a Dazed situation aspect with a free invoke.
   Take the Blow: Use Physique to defend against bashes 
  with Unarmed or Melee Combat.
  EXTRAS
  ê Aquatic: As aspect.
  ê Razor Sharp Lateral Fins: Weapon:2 rating.
  ê Wings: Use Athletics as Drive for aerial movement; 
  move and attack a target up to 2 zones away.
  Supporting Life Form
  Native Ecosystem
  Native Olkennedian fauna often use “filters” for feeding and 
  breathing; the relatively high gravity and strong winds means 
  life forms can wait for food and air to come to them. Most 
  land animals breathe with a “land gill”.
  Amphibians are common in the Van Kuvrai and Colum-
  biana lowlands. The Snow-Layer slopes are home to 
  flyer-swimmers termed “sailfins”. Producers — plant life, 
  broadly speaking — include many species of gorbylar (“ever-
  blacks”), similar to redwoods, with large black leaves which 
  follow the sun. Gorbylar range from dark green and khaki at 
  the equator, to black in higher latitudes. Arid regions host 
  semi-sessile producers known as kanderzands (“fingertrees”), 
  which have clusters of dark waxy lobes like giant “fingers” 
  instead of leaves, which flex, squirm, and twist to catch 
  sunlight and trap moisture. With tough, wide, yet shallow 
  root networks, kanderzands can move across the landscape 
  at speeds of up to 10 metres per day. “Walking forests” in arid 
  regions are eerie places of constant rustling and cracking 
  wood, and grasping fingers from the “trees”.
  Biodiversity: Standard (-1).
  Paradigm: T-Analogue.
  Metabolic	Bases: Photosynthesis; cellulose and flesh and 
  blood analogues. 
  Body	Plans: Primary Sessile: Huge (+2) Bilateral 22+ 
  Branched Unsegmented No Frame; Primary Motile: Large (+1) 
  Radial 1-limb With Unsegmented No Frame; Secondary Motile: 
  Medium (+0) Bilateral 6-limbed With Segmented Organs and 
  Endoframe.
  Environmental	Characteristics: Dim Red Dwarf Light; 
  Increased Gravity; Strong Winds.
  Key	Parochials:	Infrared Senses; Flyer-Swimmers; Land Gills; 
  Dark Foliage.
  
  11
  Where it all Happens
  DREDGERS
  Amphibious swimmers like non-flying sailfins; they 
  dredge through the swamps of Olkennedy’s lowlands. 
  Non-hostile unless provoked, they’re easily capable of 
  swamping a watercraft or dragging a human below the 
  surface to drown.
  Physical Stress: 1  2  3  4    Mental Stress: 1  2  
  Consequences: 2 mild + 1 moderate
  Scale: Large (+1)
  ASPECTS
  Plodding Omnivorous Swamp Gatherer, Big and Slow, 
  Moves in Small Family Group, Raises Alarm on Threat, 
  Dependent on the Swamp
  SKILLS
  Superb (+5) Physique; Great (+4) Provoke; Good (+3) Notice; 
  Fair (+2) Unarmed Combat; Average (+1) Investigate
  STUNTS
   Armour of Fear: Use Provoke to defend vs Melee and 
  Unarmed Combat until damaged.
   Danger Sense: Notice is unaffected by environmental 
  conditions when something means you harm.
   Keen Hearing: +2 Notice bonus to detect sounds.
  EXTRAS
  ê Amphibious: As aspect.
  ê Massively Muscled: +2 Physique bonus for strength, 
  and weapon:2 rating on Unarmed and Melee Combat 
  attacks.
  ê Natural Armour: Armour:2 rating.
  ê Swallow: Create a Swallowed Unarmed Combat 
  advantage, then target is automatically attacked  
  each exchange. 
  Supporting Life Form
  LYNCH NETS (ALGARS)
  These radial, net-like creatures are ubiquitous in 
  Olkennedy’s woodland, and small ones are common 
  in rural dwellings, where they keep the place clean of 
  parasites. They hang between trees, branches, or any 
  available support and wait for prey to drift, fly, or be 
  blown into them — a surprisingly effective method of 
  “grazing” in Olkennedy’s almost constant high winds.
  Physical Stress: 1  2   
  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  ASPECTS
  Immobile Trapper, Restricted Territory, Solitary, Moves 
  If Threatened, Hard to See
  SKILLS
  Good (+3) Stealth; Fair (+2) Deceive; Average (+1) Notice
  STUNTS
   Ambush: Use Stealth to make physical attacks as long 
  as your target is unaware of your presence.
   Slippery Target: In darkness / shadow, use Stealth 
  to defend vs Ranged Combat attacks at least one zone 
  away.
   Vanish: Once per scene, spend 1 fate point to vanish 
  while in plain sight.
  EXTRAS
  ê Paralysing Venom: Use Unarmed / Ranged Combat to 
  create Paralysed-type advantage on target. 
  Supporting Life Form
  LAND CLAMS (CLAFFI)
  Land clams are easy to tread on in Olkennedy’s forests. They 
  snap shut like a vice, dissolving prey with acid secretions.
  Physical Stress: 1  2   
  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  ASPECTS
  Carnivorous Undergrowth Trapper, Restricted Territory, 
  Small Group, Clams Shut If Threatened, Non-Adaptable 
  Single Attack
  SKILLS
  Great (+4) Stealth; Good (+3) Deceive; Fair (+2) Notice
  STUNTS
   Ambush: Use Stealth to make physical attacks as long as 
  your target is unaware of your presence.
  EXTRAS
  ê Acid: Weapon:2 rating; attack also creates Dissolving 
  Acid situation aspect.
  ê Natural Armour: Armour:2 rating. 
  Supporting Life Form
  
  12
  Hearts and Minds
  Table 1: Olkennedy Wilderness Events
  4dF	Roll
  Jungleback
  Waterback
  Highback
  Snow-Layer
  At	Sea
  -4
  Earthquake
  Earthquake
  Earthquake
  Earthquake
  Tidal Wave
  -3
  Storm
  Storm
  Rockfall
  Tree Trapper
  Vessel in Trouble
  -2
  Broken Trees
  Dredger
  White Algar
  Lynch Net
  Squall
  -1
  Lynch Net
  Seedlands
  Sailfins
  Sailfins
  Dredger
  +0
  Natives
  Farmlands
  Cold
  Cold
  Vessel
  +1
  Claffi
  Seedlands
  Community
  Tribesfolk
  Dredger
  +2
  Tree Trapper
  Vessel
  Tree Trapper
  Glidewingers
  Squall
  +3
  Vessel
  Farmlands
  Vessel
  Vessel
  Vessel in Trouble
  +4
  Offworlders
  Offworlders
  Offworlders
  Offworlders
  Offworlders
  TREE TRAPPERS (ZANDORS)
  Found in forests and Snow-Layer taiga, zandors 
  lodge themselves in trees and wait for prey. Some are 
  dangerous to humans; they react to movement and 
  vibration, and lash out with their single pseudopod, 
  bashing then constricting.
  Physical Stress: 1  2  3  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  ASPECTS
  Tree Canopy Ambusher, Lashing Death From Above, 
  Armoured Shell, Slow Mover, Solitary, Vibration 
  Sensitive, Narrow Niche Behaviour
  SKILLS
  Great (+4) Unarmed Combat; Good (+3) Stealth; Fair (+2) 
  Notice; Average (+1) Physique
  STUNTS
   Heavy Hitter: Reduce shifts by 1 on an Unarmed 
  Combat success with style for an additional full situation 
  aspect with free invoke.
   Killing Stroke: 1/scene, pay 1 fate point to increase a 
  physical consequence you inflict by 1 step.
   Slippery Target: In darkness / shadow, use Stealth to 
  defend vs Ranged Combat attacks at least one zone away.
  EXTRAS
  ê Constriction Attack: +2 attack bonus with tentacles, 
  bear hug, etc. 
  Supporting Life Form
  Wilderness Events
  If your game involves wilderness travel or exploration, you 
  can include events and encounters. Use the terrain type 
  descriptions on Mindjammer page 352 or the planetary 
  hazards on page 453, or the Olkennedy-specific events below. 
  Events may be situation aspects, hazards, NPC or life form 
  encounters, or a combination of all three.
  Pick an event when you feel the situation merits one, or 
  as the result of a “success at a cost” when travelling. Not all 
  events need be conflict-oriented, but those resulting from 
  costly successes should at least pose some significant trouble.
  EVENT NOTES
  Broken	Trees:	Violent storms often devastate the Jungle-
  back, causing obstacles to movement and even injury.
  Claffi:	The PCs stumble into an area inhabited by land 
  clams (page 11); one or more PCs or their vehicles are affected 
  or attacked.
  Cold:	The PCs are affected by intense cold, and must roll 
  to avoid an exposure hazard (Mindjammer page 177) every 
  1-3 hours, starting at Fair (+2) Intensity. The cold lasts for 4 
  successive rolls, and can only be avoided by leaving the High-
  back or Snow-Layer entirely, or seeking or making shelter.
  Community:	The PCs encounter a small- to medium-
  sized settlement in the hilly rainforests of the Highback. This 
  may be an opportunity to seek shelter and refuge, or a risky 
  encounter to be negotiated.
  Dredger:	The PCs surprise or are surprised by one or more 
  submerged dredgers (page 11).
  Earthquake:	Violent earthquakes are frequent, although 
  situation aspects like Daunting Rockface or Avalanche 
  
  13
  Where it all Happens
  Overhang in the Highback or Snow-Layer make them more 
  dangerous. See Mindjammer page 353.
  Farmlands:	The PCs pass through t-congruent ter-
  raformed agricultural lands, with t-congruent plants and 
  possibly livestock. A settled farmstead may only be a few 
  hours travel away, although it must be located; it may be 
  invoked on survival or other appropriate rolls.
  Glidewingers:	The PCs encounter Akantack tribal 
  glidewingers (page 20) travelling between mountain com-
  munities or demonstrating their fearlessness. If the PCs want 
  anything from them, they may need to undertake glidew-
  inger feats of their own.
  Lynch	Net:	The PCs are “attacked” by one or more lynch 
  nets (page 11); this may involve simply flying, driving, or walk-
  ing into one.
  Natives:	The PCs encounter local humans, Nwasha, 
  Akantack, or a combination, living, working, or travelling. This 
  could be a welcome meeting, or an ambush or other hazard-
  ous encounter.
  Offworlders:	The PCs encounter one or more of 
  Olkennedy’s rare offworlders. These are likely to be new trad-
  ers, market makers, or mercenaries, defensive and wary when 
  encountering other offworlders.
  Rockfall:	The PCs are affected by a rockfall or landslide 
  (Mindjammer page 177) which may also create an obstacle to 
  movement.
  Sailfins:	The PCs encounter one or more sailfins (page 10), 
  and may be attacked or otherwise harmed by them. This may 
  be an encounter with minor life form groups.
  Squall:	The PCs are affected by a storm at sea; treat as a 
  storm affecting their vehicle as well as the PCs.
  Storm:	The PCs are affected by a Great (+4) or higher 
  Intensity violent electrical storm (Mindjammer page 354) 
  with high winds and possibly torrential rain. It’s at least 
  Superb (+5) Magnitude, and lasts half a day to a few days.
  Tidal	Wave:	The PCs are affected by a tidal wave; treat as 
  an Earthquake (Mindjammer page 353) affecting vehicles as 
  well as PCs.
  Tree	Trapper:	One or more PCs are ambushed by tree 
  trappers (page 12).
  Tribesfolk:	The PCs encounter a group of Akantack 
  nomads of tech index T4 or less. This may be a challenge of 
  Knowledge, Provoke, Rapport, Resources, and so on to success-
  fully negotiate. The tribesfolk may be travelling between camps 
  or following the sailfin migrations; genurgic incompatibility 
  means they probably can’t share provisions. PCs may under-
  take feats of glidewinging prowess to win their goodwill.
  Vessel:	The PCs encounter a vessel. This may be a media 
  remote, or passenger or cargo transport, or may belong to 
  locals, traders, offworlders, allies, or hostile forces.
  Vessel	in	Trouble:	The PCs encounter a vessel in trou-
  ble, requiring assistance. It may have broken down, been 
  swamped or be sinking, or been attacked by native life forms 
  like dredgers or other hostile forces (or may still even be 
  under attack). The vessel may be a passenger or cargo trans-
  port, or even an offworld vessel.
  White	Algar: The PCs stumble, drive, or fly into one or 
  more white algars (mountain zone lynch nets — see page 11).
  OLKENNEDIAN CIVILISATION
  Ancient History
  Olkennedy was colonised early in the First Age of Space — 
  as much as eight thousand years ago — by Yoosan colonists 
  from a period when Yoosa was emerging from its tribal state. 
  The early colony struggled with the environment, engineer-
  ing the Nwasha xenomorphs from reserve stock to cope 
  with the labour shortage. Signs of collapse six to four thou-
  sand years ago and the retreat of at least part of the human 
  colony back into stasis are believed to have been caused by 
  a near-catastrophic flare event from the system’s red dwarf 
  primary, remembered in myths as “the Burning Sky”, which 
  bathed the planet in deadly radiation. Commonality science 
  suggests the sun left its flare phase millions if not billions of 
  
  14
  Hearts and Minds
  The United Commonality  
  Vessel Columbia
  There are few records of Olkennedy’s initial colo-
  nisation. The original stasis ship was named the 
  UCV Columbia, and the original colony was named 
  Esperance (now Sepey). The Van Kuvrai are thought 
  to be descendants of the Esperance colonists, but 
  there’s nothing left of colonists who didn’t go back 
  into stasis in Sepey — their fate is a mystery. Some 
  say they left the planet, or that they’re still sleeping in 
  a hidden stasis ship elsewhere on the planet or in the 
  Olkennedy system.
  years ago, and the reasons for the event remain a mystery. 
  Columbianan solar probes investigating this phenomenon 
  led to Commonality first contact.
  One thousand standard years ago a second wave of colo-
  nists emerged from stasis beneath the lost Pylon Ruins and 
  founded the city of Craterport on the ruins of a much older 
  abandoned settlement (now the Old Town of Sepey). They 
  quickly expanded, pushing back the Nwasha and Akantack 
  and founding the nation of Columbiana and setting in motion 
  the historical forces which created the Olkennedy of today. 
  In a sense, modern Columbianan humans are time travellers; 
  culturally they’re only a thousand years removed from their 
  Yoosan tribesfolk ancestors.
  Modern History
  Modern Olkennedian history begins a century ago, when 
  the Commonality arrived in secret and began its clandestine 
  large-scale integration campaigns, encouraging globalisation, 
  resettlement, and international exchange. The period coin-
  cides with the devastating outbreak of a previously unknown 
  virus which became known as the Brown	Death, which killed 
  one in five of the Olkennedian population. Olkennedians are 
  still traumatised by this event — even today they’re fastidious 
  about cleanliness and contact with strangers, contributing 
  to a latent xenophobia. Nevertheless, the aftermath of the 
  Brown Death precipitated moves towards a world govern-
  ment, and scientific research advanced Olkennedy rapidly 
  from T4 to T6 in its search for a cure.
  It now seems likely that Commonality contact accidentally 
  caused the Brown Death, despite stringent contact and quar-
  antine protocols. Conspiracy theorists say the Commonality 
  deliberately introduced the virus to artificially create a world 
  
  15
  Where it all Happens
  Table 2: Timeline of Olkennedian History
  Local	Year	Date*
  Years	Ago	
  (Local)
  Years	Ago		
  (Commonality)
  Event
  Local	Tech	
  Index
  14823 BA
  -17000
  -8000
  Slowship UCV Columbia makes planetfall.
  T7
  14823 to 10823 BA
  -17000 to -13000
  -8000 to -6000
  Ancient Esperance civilisation.
  T5
  10823 BA
  -13000
  -6000
  Burning Sky flare event.
  T0
  10588 to 6333 BA
  -12765 to -8510
  -6000 to -4000
  Tribal dark age.
  T1
  4205 to 1014 BA
  -6382 to -3191
  -3000 to 1500
  Toraleen Empire heyday.
  T2
  0 CD
  -2177
  -1020
  Awakening
  T3
  1114 CD
  -1063
  -500
  Industrialisation
  T4
  1965 CD
  -212
  -100
  Rediscovery
  T5
  1965 to 2007 CD
  -212 to -170
  -100 to -80
  Brown Death
  T6
  2135 CD
  -42
  -20
  Disclosure
  T6
  2177 CD
  0
  0
  Present day
  T7
  *BA = Before Awakening; CD = Columbiana Dating
  The Commonality Presence  
  on Olkennedy
  The Commonality has had a visible presence on 
  Olkennedy for twenty years. It doesn’t attempt to 
  govern the world, but provides SCI Force and Com-
  munications Instrumentality advisers, security support, 
  and ambassadorial staff, as well as helping to run 
  Craterport Down and Craterport High starports and 
  the Alpha Node global Mindscape instance.
  government — the so-called Space	Plague	Hypothesis — 
  which the Commonality of course denies. What is certain is 
  that the Commonality was instrumental in helping create a 
  cure, and took advantage of the situation to promote their 
  own ends. The World	Unity	Council at Craterport Down has 
  been in constant session for the past sixty years.
  Twenty years ago, after three generations of rumours 
  of “aliens”, the Commonality announced itself publicly in 
  an event known as Disclosure, causing profound culture 
  shock still felt today. A separatist movement known as the	
  Fivers rose, believing the world’s “Five Nations” represent 
  Olkennedy’s “natural order” which the Commonality and the 
  World Unity Council have destroyed. Led by Epona Zaron, 
  daughter of Mymar Zaron, a famous Akantack freedom fighter 
  who died opposing Commonality “normalisation” twenty 
  years ago, they’re a growing disruptive force in Olkennedian 
  life. Exploiting popular fears of Mindscape implants and 
  Commonality mind control, the Fivers instigate attacks on 
  Mindscape users, World Unity Council workers, synthetics, 
  and Commonality visitors. 
  Today, the planetary media of the Five Nations 
  watch everything the Commonality does. People con-
  sume infonet broadcasts and Mindscape data via global 
  terminals; even now, less than ten percent of native 
  Olkennedians (usually police and government workers) 
  have Mindscape implants.
  How Olkennedians Live
  Olkennedians are lovers of freedom, self-reliance, and the 
  great outdoors — most people are armed, but usually with 
  native sonic weapons (page 27). It’s a modern society with 
  a vibrant popular culture and strong musical traditions in 
  Stage Two Normalisation. Olkennedians romanticise their 
  forgotten mythical “Homeworld” as a world of liberty-loving 
  explorers and farmers, a reflection of their own dreams 
  and aspirations — this has caused friction in the face of 
  Commonality contact. Pro-Commonality and traditionalist 
  
  16
  Hearts and Minds
   
  Olkennedy has a year of 171 standard days, and a 
  day of 18 standard hours, equating to a local year of 
  228 local days. It’s been 1020 standard years since the 
  founding of Columbiana; according to the Olkenn-
  edian calendar it’s the local year 2177.
  A local century is 46.85 standard years long; a 
  “long life” is “two centuries”, a “working life” is usually 
  a century. Early childhood on Olkennedy lasts 21 local 
  years; the age of majority is 40 local years. Middle age 
  runs from 80 to roughly 130 local years. The traditional 
  life span of 150 local years has extended since Redis-
  covery, and is now between 190 and 220 local years 
  (approximately 90 and 100 standard years).
  THE OLKENNEDY CULTURE
  Scale: Planetary (+6) 
  Physical Stress: 1  2  3  4
  Reach: Planetary (+6) 
  Mental Stress: 1  2
  Tech Index: T7
  Consequences: 1 mild + 1 moderate
  Memes: Reeling From Disclosure, Does the Mindscape 
  Control Us? Nostalgia for the Old Ways, The Fivers Have 
  Huge Support, Quick to Resist Oppression
  Capability Memes: Personal Insignificance, Machines 
  Will Take Over the World, What IS Intelligence Anyway? 
  Power of the Mind, Science
  Situation Aspects: Humankind’s Destiny Is in the Stars, 
  Mutability of Body Form (caused by Dai-Nisen-Go’s 
  own presence)
  Skills: Great (+4) Structure; Good (+3) Provoke; Fair (+2) 
  Rapport; Average (+1) Assimilate
  STUNTS
   Cacophony: +2 bonus to Provoke defend actions
  CAPABILITIES
  Comms, Information
  Supporting Culture
  The Kumatku faith was originally a solar religion, with a 
  Crimson Father and a “Bloody Slave” sometimes called “the 
  Punisher”, a devil-like figure represented by Little Red, the 
  only other planet in the Olkennedy system.
  Doctrine says the Burning Sky event (page 13) was a 
  punishment from God, and that the periodic eruptions and 
  volcanic gas clouds which sweep the Crater are the Punisher 
  trying to “cast off” the life which has taken root on the world. 
  Terrestrial life is “purer”, more “holy”, than native life; of the 
  two main sects, one believes humans were exiled to Kumatku 
  as punishment; the other believes humans (especially the 
  ancient “Sky Giants”) are descendants of angelic beings sent 
  to Kumatku to perfect it.
  Kumatku says the Three Peoples are in perpetual com-
  petition: the Nwasha are the forest people, big and strong; 
  the Van Kuvrai are descendants of the Sky Giants Who Sleep 
  Beneath the World; and the Akantack are the Betrayers, who 
  fell to the Punisher and became part of the “fallen” native 
  biosphere — they have uncanny powers.
  Kumatku doctrine has no place for Columbianans; 
  indeed, their return caused schisms. One says the Colum-
  bianans are the Sky Giants; another that they are usurpers. 
  The most recent schism says the Commonality are the Sky 
  Giants; and a counter-schism says even the Commonality 
  are usurpers, and the true Sky Giants still sleep beneath the 
  interdicted Pylon Ruins (page 29), and will awaken one day 
  to save the world.
  THE AWOKEN
  The Columbianans descend from original colonists who 
  returned to stasis after the Burning Sky event six millennia 
  ago, and re-emerged a thousand years ago. The Awoken 
  factions are clearly visible, and there’s often a generation 
  gap between the two. 
  Olkennedians traditionally have small families; the abun-
  dant food which Commonality contact has brought is changing 
  that. Pro-Commonality groups are keen on Commonality 
  goods and customs — hence the Ubiquitous (+4) trade index. 
  The Five Nations media (see below) are instrumental in forming 
  popular opinion. which the Commonality is very aware of.
  See page 5 for ongoing culture conflict on Olkennedy, and 
  how PCs may take part.
  Before Disclosure, religious belief on Olkennedy had been 
  in decline. Since then native faiths have seen a resurgence, 
  and are increasingly important, yet changing through Com-
  monality contact. There are two main philosophical systems; 
  the new Columbianan belief system called The	Awoken, and 
  the older spirituality of the Nwasha, Akantack, and Van Kuvrai 
  called Kumatku.
  KUMATKU
  Kumatku is the old name for the planet itself; Olkennedy is 
  the newer, Columbianan name. The Nwasha say Kumatku was 
  created to test the faithful, and that nature is at best useless, 
  at worst an active foe.
  
  17
  Where it all Happens
  Why Did the Awoken Waken  
  When They Did?
  There are many theories why the ancestors of the 
  Columbianans re-emerged from stasis a thousand 
  years ago. Some say the Pylons calculate the next flare 
  event, and woke the Sleepers to prepare for it; others 
  say the Pylons received a Commonality signal to pre-
  pare the way. More fanciful theories exist.
  Van Kuvrai
  Columbiana
  Nwasha
  Omianto
  Akantack
  believe they are the most direct link to those original colo-
  nists, and that they’ve returned to the world to save it — by 
  spreading the t-congruent biosphere, and incidentally their 
  way of life.
  The Awoken equate themselves with the Commonality, 
  claiming to be its rightful representatives — a claim which the 
  Commonality refuses to endorse. 
  The Five Nations
  Olkennedy’s population is a sparse thirty million: twelve 
  million human, twelve million Nwasha, three million 
  Akantack, and three million others (mostly Commonality 
  visitors). A population explosion is underway, particularly in 
  pro-Commonality areas as food supplies become abundant 
  and stable. 
  COLUMBIANA
  The dominant Olkennedian nation, with a population of 
  twelve million, the Columbianans are almost “time trav-
  ellers”, only slightly removed from the original Yoosan 
  colonists who emerged from stasis a thousand years ago. 
  The youngest nation, they have ferocious self-belief, endless 
  ambition, and a drive to dominate, as well as a higher tech 
  index than the rest of the world.
  Many Columbianans live in urban centres; those that don’t 
  tend to be ranchers belonging to the Big Old Families. South 
  Columbiana is cold, used for industrial everblack logging, 
  dogged by friction with the Akantack of the Snow-Layer. 
  
  18
  Hearts and Minds
  Red Clothing
  Red is an effective colour on Olkennedy — it practically 
  glows in the red sunlight. Olkennedians therefore con-
  sider it “their” colour, and it has acquired an increas-
  ingly patriotic significance — hence the Redjackets 
  (page 22).
  Languages 
  Many languages are spoken on Olkennedy, all 
  ultimately derived from an ancient proto-Yoosan 
  Anglic tongue. None are automatically intelligible 
  to Universal speakers. Universal is widely spoken 
  in and around ComTowns, but less so elsewhere. 
  Columbiana has a single language; Van Kuvrai has 
  many, including modern Kuvari and ancient Toraleen. 
  The Nwasha have a formal tongue in settlements, but 
  very heavy dialects in rural communities. Omianto 
  is united by a language with many Columbianan 
  loan words. The Akantack speak almost as many 
  languages as they have tribes. Travellers to 
  Olkennedy beyond the ComTowns are advised to 
  use language chips, translator sentinels, interpreter 
  synthetics, or local guides. 
  Columbianans wear culottes, light jackets, t-shirt tops, and 
  thin “breathable” shin boots or sandals. Military and security 
  forces wear black with white and red trim; padded jackets, 
  helmets, and fatigues with boots. Formal wear includes 
  garments which 21st century people would still recognise 
  as “dresses” for women and “suits” for men. Craterport is sub-
  tropical, so clothing is lighter still.
  Example	Subculture	Aspect: Manifest Destiny.
  VAN KUVRAI
  The Van Kuvrai number only four million; they’re frontier 
  folk, living in small settlements, farms, lumber stations, and 
  ranches, with a low T4 or T5 tech index. They’re believed to 
  descend from original colonists who didn’t return to stasis 
  after the Burning Sky event. The Southern Ocean Toraleen 
  Empire two thousand years ago made the Van Kuvrai the 
  major power on the planet until the Awoken.
  Van Kuvrai wear plaids, checks, tartans, and denims, 
  derived from ancient clan colours.
  Example	Subculture	Aspect: Harking Back to Lost Empire.
  NWASHA
  Nwasha is the “old homeland” of the pithecine xenomorphs. 
  Still agricultural, with a population of only five million, it 
  covers the forests where the xenomorphs survived the Burn-
  ing Sky event and colony collapse. They eventually thrived, 
  but remain a largely arboreal culture. Many Nwasha live in 
  other nations.
  Nwasha wear culottes and jackets or bodices. Those in 
  other nations often wear glove-like shoes.
  Example	Subculture	Aspect: Lords of the Trees.
  OMIANTO
  A breakaway from Nwasha, Omianto is more progressive, 
  aggressive, and technologically advanced. There are joint-
  ventures with the Columbianans, and a sizable human 
  minority. 
  Historically Omianto was a frontier of the expanding 
  Columbianan civilisation on traditionally Nwasha lands; the 
  Columbianans introduced industry, logging, mining, and 
  used the Nwasha as labour. Two hundred and fifty years ago 
  Omianto broke free of Columbiana after a bloody revolution; 
  conflict continued for another century, but over the past 
  hundred years there’s been a rapprochement, and Omianto 
  has emerged as a melting pot, industrialised and forward-
  looking, hosting significant Columbianan investment. Socially 
  it’s a ferment.
  Omiantans wear functional clothing, especially one-piece 
  short-legged coveralls and boots and caps.
  Example	Subculture	Aspects: Fight For Your Rights, Indus-
  try and Progress.
  THE AKANTACK SANCTUARY
  There are two million Akantack hominids, of which one 
  million live in the Snow-Layer all around the Crater. The 
  remaining million live in the Sanctuary itself, an isolated 
  upland region two thousand kilometres long and one thou-
  sand kilometres wide. Mountainous and wild, Mindscape 
  connectivity is unreliable and signals weak. The air is thin, and 
  hard to breathe for humans and Nwasha.
  The Sanctuary’s predominantly rural or nomadic popula-
  tion has a T4 or T5 tech index, rising to T6 in the capital of 
  Inchaka, the ancient Akantack “holy place” where Mymar 
  Zaron fought the Commonality and died. The Akantack wear 
  hooded parkas and dark patterns woven from native fibres. 
  Example	Subculture	Aspects: Pride In Hardship.
  
  19
  Where it all Happens
  Mandatory spend: 1 aspect, 2 stunts
  Most Akantack lead nomadic lives in small communi-
  ties throughout the Snow-Layer, but the Sanctuary is 
  their homeland, and the area of greatest population 
  density. They’re genurgically compatible with the native 
  biosphere, and the more primitive tribes depend almost 
  entirely on the sailfin migrations. They keep small lynch 
  nets as pets, and use olivine gems and obsidian blades 
  from the Volcanic Zone.
  Chronological Age: 20-30.
  Apparent Age: Young adult.
  Typical Occupations: Barbarian, Fringe Worlder, 
  Glidewinger (see below).
  Typical Enhancements: Usually none.
  Mandatory Extras: Highly Adapted (T-Analogue 
  Biosphere)*, Robust Physiology
  Genotype Aspects: You may take one or more geno-
  type aspects, such as One With the World.
  Akantack Hominid Genotype
  THE AKANTACK
  SANCTUARY
  INCHAKA
  TRENJACK
  MAHOPAKE
  TENPELTEE
  ELSEEZI
  INCHAKA
  RENLEW’S
  ASCENT
  MYMAR’S
  RETREAT
  Mt. Trenji
  (11900m)
  Mt. Chihawaw
  (13600m)
  Mt. Chaw-Slogus
  (8700m)
  Mt. Teemdochaw
  (9900m)
  Mt. Jingispaw
  (11000m)
  Mt. Sharpe
  (12300m)
  Mt. Neveren
  (10400m)
  Mt. Brengis
  (9500m)
  Gorbylar River
  (Everblack)
  Rainbow River
  0
  500
  Kilometres
  500
  
  20
  Hearts and Minds
  Downtecher Build: Glidewinger
  Many Akantack are glidewingers; piloting the 
  terrifying-looking monowings is a rite of passage, as 
  well as a method of emergency travel between isolated 
  Snow-Layer communities. Glidewingers risk sailfin 
  attack during the mating season, and must also avoid 
  straying into the territory of the rare white algars.
  High Concept: Daredevil Snow-Layer Brave.
  Trouble: Adrenalin Junkie.
  Skills:	Athletics, Pilot, Ranged Combat.
  Stunts:	Acrobat, Pedal to the Metal, Uncanny 
  Accuracy.
  Enhancements:	Heirloom weapon as extra.
  Equipment:	Glidewing (page 26), Akantack bone 
  bow (page 26).
  Inchaka 
  Inchaka, capital of the Akantack Sanctuary, is a small and 
  basic city, with a population of 100,000. It lies by a wide rapid 
  river called the Gorbylar, or “Everblack”, where the sailfins fly 
  and swim to spawn in the nearby forests.
  INCHAKA LOCATIONS
  Chaka Airstrip
  A basic ground facility with rotary connections (page 28) to 
  cities across the Crater. There’s a daily shuttle to Craterport 
  High (page 33).
  Mymar Memorial
  The Akantack have erected a memorial to their most famous 
  martyr, Mymar Zaron, who died here fighting the Commonal-
  ity twenty years ago. The Commonality doesn’t like it, but as 
  yet has taken no action.
  Peaceground
  Peaceground is the nearest Inchaka gets to a “bar”, featur-
  ing the excellent thermal baths loved by Olkennedians. 
  With loud and crazy Akantack music, and inedible Akan-
  tack food, tribal and generally pretty dangerous, it’s a good 
  place for carousing, or for getting your face shot off. Bring 
  your own nibbles.
  The Five Wards
  The five main Akantack tribes — the Trenjack, 
  Mahopake,Tenpeltee, Elseezi, and the dominant Inchaka — 
  each have a separate quarter or “ward” of Inchaka, with clan 
  buildings, gathering places, and so on.
  Olivine Mart
  Established for the Volcanic Zone olivine trade, Inchaka’s 
  mart has grown to accommodate all manner of trade, 
  including obsidian weapons, glidewings, and food and 
  clothing made from sailfins, white algars, gorbylar fibre,  
  and more.
  Local Colour
  Olkennedy has an ancient, vibrant, and complex society, with 
  five nations gradually coalescing into a world government.
  R&R
  Olkennedy has leisure establishments which offworlders 
  would recognise as “bars” and “restaurants”. Many sport ther-
  mal springs, as Olkennedians enjoy relaxing in their world’s 
  ubiquitous natural spas, and they’re a popular place for 
  informal meetings. 
  Olkennedian food includes beef, mutton, and farmed 
  fish — more “real” and “primitive” than many Commonality 
  
  21
  Where it all Happens
  Scenario Hook:  
  Some of My Best Friends Are Aliens
  It’s only been twenty years since Disclosure, and 
  Commonality visitors are still uncommon. There are 
  offworlder “ComTowns” of 100,000 or so in most major 
  cities, but they’re rare elsewhere — most of the rest live 
  in Craterport Down and Highport. Some Olkennedians 
  seek out alien visitors for their exoticness, even affect-
  ing Commonality fashions and customs (usually with 
  glaring mistakes). Hapless PCs may gain a “following” 
  of obvious and clumsy “alien groupies”, usually appear-
  ing at the worst moments… 
  ELSEEZI
  INCHAKA
  TRENJACK
  MAHOPAKE
  TENPELTEE
  Gorbylar River (Everblack)
  Akantack
  Highway
  Elseezi Trail
  Trenji Trail
  Chihawaw
  Trail
  Mahopake
  Trail
  Rainbow
  River
  Tenpeltee
  Trail
  CHAKA
  AIRSTRIP
  POWER
  STATION
  OLIVINE
  MART
  JINGI’S
  CARAVANSERAI
  MYMAR	
  MEMORIAL
  PEACEGROUND
  Scale in Metres
  1000
  2000
  0
  INCHAKA CITY
  citizens are used to. Grains, farmed fruit and legumes are 
  common, and traditional processed foods, including pulps, 
  “cheese” (it’s not cheese…), pickles, and dried, boiled, or 
  fermented preserves. Assume a Challenging Native Cuisine 
  situation aspect for times when PCs simply must make a posi-
  tive impression during a meal…
  INFONET MEDIA
  The Olkennedian media are ubiquitous, and can hamper 
  as well as help the PCs. The world has a proto-Mindscape 
  — the infonet — to which Alpha Node provides read-
  only access. It’s accessed via “terminals” rather than 
  neural implants — portable T7 devices like voice control, 
  holointerfaces, HUDs, and (recently) optical and audio nerve 
  induction “links” (page 28).
  There are three competing Olkennedian media networks:
  •	
  FiveNet:	The pro-Fiver network. Epona Zaron (page 22) is 
  its darling.
  •	
  ProComm:	The pro-Commonality network, fed by Alpha 
  Node. They interview Dai-Nisen-Go and Breath of Dawn 
  (page 22) regularly.
  •	
  OlChan:	The neutral arbiter courted by both sides.
  Each media network uses media	remotes (page 27), 
  constantly flying Olkennedy’s skies gathering information 
  and stories. Major events attract flocks of them, and they may 
  even be found in outlying areas.
  In Hearts and Minds, episodes and scenes have media	
  coverage sections determining how (and if) the PCs’ actions 
  are reported by the networks.
  THE FIVER SEPARATISTS
  Behind-the-scenes Commonality influence over the past 
  century has guided Olkennedy towards unification and 
  world government. Ironically, it has also led to a global self-
  awareness and the rise of the Fivers, separatists believing the 
  
  22
  Hearts and Minds
  How Are Commonality People 
  Viewed?
  Standard Commonality humans are, from the 
  Olkennedian point of view, tall and physically weak, 
  with exotically coloured skins. They also see poorly in 
  Olkennedy’s dim light — hence their epithet, “squints”, 
  and the derogatory “Squint City” used to refer to Com-
  monality “ComTown” districts. Redjackets and other 
  hostile natives often accuse pro-Commonality natives 
  of being “squint-lovers”.
  Commonality citizens are also thought to have 
  strange mental powers, including the ability to read 
  minds, and otherwise well-disposed individuals may 
  become surly and uncommunicative in their presence.
  THE FIVER SEPARATISTS
  Scale: Enormous (+3) 
  Physical Stress: 1  2  
  Reach: Planetary (+6) 
  Mental Stress: 1  2  3  
  Tech Index: T7  
  Credit Stress: 1  2  3
  Consequences: 2 mild + 1 moderate
  Aspects: Olkennedian Separatist Faction, Born Out of 
  Opposition, Resort to Violence, Riven by Dissent
  Skills: Fair (+2) Provoke, Security, Will; Average (+1) 
  Rapport, Resources, Stealth
  STUNTS
   Extreme Sanction: Make Security actions against 
  characters
   Populist: +2 create an advantage bonus when 
  appealing to “the people”
  EXTRAS
  ê The Olkennedy Culture: Good (+3) Provoke, Average 
  (+1) Assimilate; The Fivers Have Huge Support
  ê Protective Bunker: Armour:1 rating and 1 additional 
  mild consequence.
  Supporting Organisation
  five nations should resist Commonality integration. Founded 
  in blood by the martyr Mymar Zaron, it’s led by his daugh-
  ter, Epona, who runs a fine line between energetic political 
  opposition and out-and-out insurgency. Recent events have 
  tended to the latter, and many places are close to civil war. 
  Its key figures are:
  •	
  Mymar	Zaron:	Martyred Akantack founder of the Fivers 
  and father of Epona Zaron, killed attacking Commonality 
  representatives in Akantack lands during Disclosure. He 
  famously wanted his children to use the Commonality’s 
  weapons against them.
  •	
  Epona	Zaron:	Mymar Zaron’s daughter and current Fiver 
  leader. With a groomed and controlled media profile, she’s 
  an Akantack, moderate and widely liked, though she has 
  difficulty keeping extreme Fiver elements under control. 
  She secretly has a Mindscape implant and monitor band 
  cloak, a fact which is very difficult to discover. See page 73 
  for her stats.
  •	
  Bwaga	Bargo:	Deputy leader of the Fivers, a nasty and 
  aggressive Nwasha and former Omianto union leader. He’s 
  also a former lover of Hom-Champa (page 46), a fact not 
  widely known. Regarded as Epona Zaron’s successor, he’s less 
  charismatic and generally thought to be a thug; he actively 
  wants civil war with the Commonality. His “Redjacket” vigi-
  lantes police Olkennedian behaviour and persecute those 
  with pro-Commonality sympathies. They’re not illegal, but 
  are pretty universally loathed. See page 64 for his stats. 
  •	
  The	Redjackets: “Bargo’s Battalion” or “Bargo’s Bastards” 
  are a motley of thugs and disaffected Olkennedians, 
  including a disproportionate number of Nwasha and 
  Akantack. They’re principally loyal to Bwaga Bargo, and 
  think Epona Zaron is “too conciliatory”.
  ALPHA NODE AND THE MINDSCAPE
  Alpha Node is Olkennedy’s sole Mindscape satellite, in geosta-
  tionary orbit above the Crater. It’s home to the installation 
  sentience Breath	of	Dawn, media personality and Mindscape 
  node dirigeant for the world (page 71).
  The Node is the principal vector for Commonality ideas, 
  and often the object of Fiver protests. Particularly contentious 
  is the plan to extend Alpha Node to two more relay satel-
  lites, which will hook up the miners of the North and South 
  Breaches and the Eastern Volcanic Zone, and the Akantacks of 
  the Akantack Sanctuary.
  DAI-NISEN-GO — THE FACE OF THE COMMONALITY
  Dai-Nisen-Go is the Commonality ambassador to Olkennedy, 
  an attractive and persuasive neuter autotroph who’s a regular 
  fixture in infonet broadcasts. It’s also a dedicated Integra-
  tor (page 36), and a vocal champion of Olkennedy’s role as a 
  Commonality world.
  Making a Living
  Olkennedy is a major producer of agricultural and industrial 
  raw materials. With a Ubiquitous (+4) trade index, it imports 
  genurgy, know-how, and luxuries like personal flyers. 
  
  23
  Where it all Happens
  Getting Into Trouble
  The Fiver attacks are by no means the only chal-
  lenge awaiting PCs on Olkennedy. New traders and 
  corporacy market makers are responsible for a rise 
  in corruption and gangsterism; the Columbianan 
  expansionists aren’t universally loved; and local fac-
  tions are engaged in technological espionage and 
  heavy-handed graft and manipulation. Several key 
  archaeological sites are off-limits, and the Common-
  ality has resisted forcing its way into the presumably 
  operational facility beneath the Pylon Ruins. Perhaps 
  a “sky giant” or national hero lies sleeping there, 
  capable of causing untold trouble… 
  Offworld Activity
  The Columbianan colonists who awoke from stasis a 
  thousand years ago knew about their origins, and set 
  about restoring their technology. Their first industri-
  alisation failed due to conflict with the Nwasha, but 
  the second, about three hundred years ago, focussed 
  on exploitation and limited settlement of the vol-
  canic zones.
  With only one other planet in system, a small 
  tidally-locked half-molten rock close to the sun known 
  as Little Red, there’s been little incentive to get off-
  world. A century ago the arrival of Commonality EHPs 
  triggered a space programme, most of whose findings 
  (including the existence of EHPs and signals from the 
  Core Worlds) were kept secret.
  Now there’s a research base on Little Red, and an 
  Olkennedian population of 50,000 or so in Craterport 
  High (page 33). Most “exotic environment” exploitation 
  efforts are still focussed on the Volcanic Zone.
  The World Unity Council encourages tourism and leisure, 
  especially since Olkennedy’s designation as a “Wonder of 
  the Darradine Restoration”; trekking in the Highback and 
  glide-winging with the sailfins are popular activities. It 
  exports nickel, base metals, and bauxite from the Volcanic 
  Zone; and gold, diamond, red olivine (considered “holy” by 
  the Akantack), and other precious gems from kimberlite 
  deposits. There’s also an active helium-3 mining industry 
  in the Volcanic Zone, used for manufacturing the H3 fusion 
  power cells the planet depends on — as yet there’s no native 
  ZIP cell technology.
  TRADE AND COMMERCE
  Most trade is conducted in the Craterport High trade 
  virtuality, which also caters for travellers from Belawis and 
  the industrial world of Avidus in the Damask Veil Octant 
  (Olchantavir Beta). Offworlders in Craterport Down and the 
  booming ComTowns are usually involved in transhipment of 
  products to and from orbit.
  MONEY
  Although the Commonality doesn’t need it, it charges money 
  for its goods on Olkennedy — otherwise the local economy 
  would collapse. Even so, Commonality goods are mostly 
  cheap — availability rather than cost is the issue, as the Com-
  monality tries to inveigle the Olkennedian economy into its 
  resource allocation network. The Commonality credit has 
  mostly replaced the native taler, although people still use the 
  old name, calling a credit a “taler” or “buck”.
  The Akantack still use their own currency — the satchi 
  — based on the red olivine mined along the edges of the 
  Volcanic Zone.
  
  24
  Hearts and Minds
  Although the Volcanic Zone constitutes the greater part 
  of the Olkennedian surface, it’s a hostile and undevel-
  oped wilderness, very cold, with thin, unbreathable air. 
  Nevertheless there’s an increasing number of far-flung 
  mining communities, generally run by Columbianan big 
  families like Kaywor or the Fyker-Dennisats, Omiantan 
  joint-ventures like VolCon or MagLink-SERN, or small-scale 
  Van Kuvrayan or Nwashan grubstakes. The Akantack don’t 
  usually get involved beyond isolated expeditions in search 
  of olivine and obsidian.
  Travel to mining stations is usually by ATV, although 
  reaction shuttles are occasionally available. Some afflu-
  ent enterprises even use Commonality grav carriers.
  Table 3: Volcanic Zone Events
  4dF
  Event
  -4
  Pyroclastic Flow
  -3
  Lava Flow
  -2
  Earthquake
  -1
  Gas Cloud
  +0
  Gullies
  +1
  Thin Ground
  +2
  Debris / Ruin
  +3
  Resource
  +4
  Tephra Flow
  EVENT NOTES
  Debris	/	Ruin:	The terrain ahead is strewn with 
  clearly artificial debris — perhaps a ruin or remnants of 
  a crash, mine working, or other event. It’s a movement 
  obstacle, and may be salvaged (Mindjammer page 441).
  Earthquake:	Almost constant throughout the 
  Volcanic Zone, these can cause catastrophic damage to 
  pressurised ground vehicles. See Mindjammer page 353.
  Gas	Cloud:	The atmosphere in the Volcanic Zone is 
  unbreathable, so noxious gases are no more unbreath-
  able to those wearing appropriate gear. However, they’re 
  also caustic, and represent an exposure hazard (Mind-
  jammer page 177).
  Gullies:	The terrain is riddled with deep gullies, a 
  movement obstacle. Attempting to rush through at speed 
  and failing may result in a Superb (+5) falling hazard 
  (Mindjammer page 353) of 10 metres.
  Lava	Flow:	A slow-moving volcanic eruption (Mind-
  jammer page 177) with Great (+4) Intensity, a weapon:2 
  rating or greater, and an Armour-Piercing stunt (Mind-
  jammer page 129). With a Magnitude of Average (+1) or 
  Fair (+2), it’s usually fairly easy to get away from as long 
  as you’re mobile.
  Pyroclastic	Flow:	Including lahars and mudflows, 
  this is a rapidly moving volcanic eruption (Mindjammer 
  page 177) with Epic (+7) Intensity and Superb (+5) Mag-
  nitude. It’s difficult to escape once you’re affected, though 
  armoured vehicles offer protection.
  Resource:	A mining strike (Mindjammer page 
  441) of raw materials or ores like nickel, base metals, 
  bauxite, gold, diamond, red olivine, or other precious 
  gems; or alternatively a rich source of helium-3. It must 
  be extracted and transported, or the location sold to a 
  mining concern.
  Tephra	Flow:	Huge rocks, burning cinders, and 
  explosive globs of lava fall from the sky, a volcanic erup-
  tion (Mindjammer page 177) with a weapon:2 rating, 
  automatically creating advantages like Burning or On 
  Fire when its attack succeeds. 
  Thin	Ground:	See below.
  The Volcanic Zone
  OLKENNEDIAN TECH
  Olkennedian tech is two tech indices below Commonality 
  standard, lacking common technologies like anti-grav, syn-
  thetic sentience, and the Mindscape. The highest tech index 
  is T7 (First Age of Space) in Craterport Down and major urban 
  centres, although advanced research in comms and infor-
  mation capabilities is now touching T8 (Age of Ubiquitous 
  Intelligence). Most of Olkennedy is still only T4 (Industrial Age) 
  to T6 (Age of Genurgy).
  Technological Paradigms
  Use the following paradigms when describing Olkennedian 
  life and the tech and equipment available.
  POWER
  Olkennedy has no zero point power, instead using helium-3 
  fusion reactors and power cells (see “Resources”). Imported 
  flyers and similar equipment use ZIP cells, but only Commo-
  
  25
  Where it all Happens
  THIN GROUND
  Challenge Hazard
  The ground ahead is a thin crust of cooled lava covering a 
  deep gully or lava pool. 
  Aspects: Deceptive Ground Cover, Suspicious Echoes
  Skills:	Variable Intensity; Fair (+2) Magnitude or above.
  ACTIONS
  Action	1:	Roll Notice, Passive Sensing, or Active Sensing 
  vs Magnitude to identify and avoid.
  Action	2:	Roll Athletics, Drive to defend against an 
  attack equal to Intensity each exchange or sustain 
  physical stress damage.
  Action	3:	Roll Athletics, Drive, Physique, or Technical vs 
  Magnitude to escape the hazard; requires 3 victories.
  Hazard
  Scenario Hook:  
  Conspiracy Theories
  PCs paying close attention to Olkennedian culture 
  and politics may realise several major historical events 
  don’t make sense. Trying to investigate them may 
  embroil them in all manner of trouble.
  Olkennedy was on a smooth path towards integra-
  tion as a neo-Yoosan culture world before Disclosure 
  upset things and massively accelerated the process. 
  Why did the Commonality change its mind? Was it be-
  cause of the Xeno Wars in the Successor States? A fear 
  of the Venu? Or the fact that the Stop-Start War had 
  just ended? Whatever the case, it looks like the Com-
  monality wanted to ensure the Nwasha were commit-
  ted to the Commonality, and the planet brought into 
  the fold, before the Venu, Successor States, or Sentient 
  Alliance could infiltrate and subvert them. What will 
  people do if they find out?
  nality facilities in big cities can maintain them — hence their 
  rarity and expense.
  TRANSPORT
  Most robust transport is ground-based (wheeled or tracked), 
  although high-end vehicles like helicarriers, helibikes, and so 
  on (page 26) use VTOL rotary turbine lifters, taking advantage 
  of Olkennedy’s heavier atmospheric pressure and covering 
  the ground between close-to-ground hover vehicles and full 
  aircraft. The Akantack use a low-tech aerial apparatus known 
  as a glidewing.
  Water transport relies on boats, hydrofoils, and some 
  GEVs. Orbital transport uses scramjet shuttles from des-
  ignated airports; departures are frequent from Craterport 
  Down, but also at least daily from other major cities.
  Getting around outside Craterport can be difficult, at least 
  Fair (+2) opposition to move between zones in half a day, 
  with zone scale depending on the tech index of the transport 
  capability (Mindjammer page 303).
  WEAPONS AND ARMOUR
  Olkennedy’s Property (-2) control index restricts access to 
  fully automatic weapons, meaning semi-automatic and 
  sporting weapons are available, as are the ubiquitous sonic 
  howlers. Urban Olkennedians have perhaps a howler pistol 
  in the house for emergencies; those in outlying and rural 
  areas may have more substantial weapons for use against 
  local fauna.
  Olkennedian civilians are unlikely to use armour, 
  although Fivers and other activists may use makeshift mesh. 
  Local technology equips military and security person-
  nel with haze and dispersion fields, combat suits, combat 
  armour, and p-suits, as required.
  HOUSES
  Earthquakes, fire, the lack of ambient light, high winds, and 
  the overall heat and humidity all contribute to the construc-
  tion of Olkennedian domiciles. Most are low-slung, one or two 
  storeys, with food preparation partly out of doors or in “food 
  garages” with geothermal “cooking wells” rather than kitch-
  ens. Historically, Olkennedian settlements grew up around 
  geothermal springs, and hot water for “cooking” is still piped 
  into homes.
  In Nwasha and Van Kuvrai houses are small to match 
  family size; Nwashan houses are often built in trees, away 
  from local fauna, but still in loose settlements. In Van Kuvrai, 
  farming hamlets are commonplace, with a handful of houses, 
  raised on stilts in marshy areas. Both are usually wood-built, 
  airy and shady, taking advantage of Olkennedy’s winds for 
  ventilation and cooling.
  Akantack domiciles are large round “tents” of local hides, 
  used by nomads; Inchaka has more permanent structures, 
  though their nomadic origins are still visible in their designs, 
  and few are above one storey. Akantack housing is insulated 
  against the chill winds.
  
  26
  Hearts and Minds
  HELIBIKE
  Scale: Medium (+0) 
  Physical Stress: 1  2  
  Tech Index: T7  
  Systems Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Aspects: Sky Patrol Helibike, Exposed Propulsion, 
  Fusion Cell, Zippy and Agile, Tailhugger
  Skills: Good (+3) Ranged Combat; Fair (+2) Manoeuvre 
  (Atmospheric); Average (+1) Stealth
  STUNTS
   Charge! +2 attack bonus when you move at least 1 
  zone before attacking.
   Swarm: Group attacks 1 scale larger; one bike attacks, 
  others provide teamwork bonuses.
  EXTRAS
  ê Autocannon: w:3, range 4, high-explosive ammo,  
  Full Auto.
  Supporting Vehicle
  Columbianan accommodation was traditionally large 
  due to the tendency towards larger families; this has become 
  exacerbated since Rediscovery, and Columbianan houses are 
  often sprawling affairs, especially in rural areas.
  Omianto housing is urban and cramped, despite families 
  being second only to Columbiana in size. They’re still low-
  slung, and often cheaply built.
  Craterport Down mixes native builds with a more 
  advanced and showy Commonality style. A hybrid “Pro-
  Comm” architecture has developed over the last twenty years, 
  eschewing natural materials and ventilation in favour of 
  artificial materials and high-tech climate control.
  COMMUNICATIONS
  Olkennedy is advancing from a terminal-based global infonet 
  to full Mindscape connectivity; Mindscape implants are avail-
  able to anyone who wants one (take-up is currently about 
  10%), and Alpha Node and its dirigeant sentience Breath-of-
  Dawn (page 71) actively promote their use.
  GENURGY
  Olkennedy has rediscovered genurgy in the last generation, 
  first under clandestine Commonality influence and later 
  openly. People use it medically, but cosmetic and functional 
  enhancements are still rare. A Chembu Genurgy outlet in Cra-
  terport Down provides more advanced enhancements, as well 
  as sponsoring and mentoring among the local population.
  INFORMATION
  Olkennedy is entering the T8 “Age of Ubiquitous Intelligence”. 
  Breath of Dawn, the Alpha Node sentience and popular 
  media personality, ensures Olkennedians are familiar with the 
  concept of synthetic intelligence, but as yet there hasn’t been 
  widespread take up of synthetics, and there are few among 
  the population. A synthetic in Craterport Down still makes 
  people stop and stare.
  RESOURCE EXPLOITATION
  Olkennedy is resisting synthetic intelligence, partly due to its 
  perceived impact upon employment, particularly in industrial 
  Omianto. Robots and automation are sources of friction, and 
  mechanical synthetics should be cautious. 
  Local Gear
  The following items are typical examples of Olkennedian 
  equipment.
  AKANTACK BONE BOW
  The risk of fire has restricted the take up of firearms among 
  the Akantack tribes, and their traditional weapon is a T2 
  recurved bow made from the bones of the Takantuck sailfin. 
  •	
  Akantack	Bone	Bow:	weapon:2, range 2, T2, Control 
  Index +1, Requires Great Strength; Cost 1S.
  ATV
  ATVs are common outside settled areas: logging and ranch-
  ing utility vehicles in the Crater, rugged pressurised habitat 
  vehicles in the inhospitable Volcanic Zone. Most are wheeled, 
  although amphibious and tracked versions are found in 
  swamp and mountain areas.
  GLIDEWING
  A robust low-tech hang-glider with articulated wings, capable 
  of extended period gliding among the peaks and thermals of 
  the Snow-Layer. Used in sailfin hunting and rites of passage 
  among the Akantack, expert glidewingers may pull impres-
  sive stunts. Leisure versions are available for tourists.
  •	
  Glidewing:	Glide; Needs Nerves of Steel; Cost 1S, 1A.
  HELIBIKE
  The twin rotary turbine helibike is a personal aerial vehicle like 
  an oversized motorcycle. Used by police and security services, 
  unarmed personal and sports versions are also available.
  
  27
  Where it all Happens
  Helicarrier
  HELICARRIER
  Scale: Huge (+2) 
  Physical Stress: 1  2  
  Tech Index: T7  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Aspects: Fusion-Powered Helicarrier Base, Vast Floating 
  Cloud HQ, Distinctive Drone, Exposed Propulsion, 
  Broad Area Dominance
  Skills: Good (+3) Resources; Fair (+2) Active Sensing, 
  Manoeuvre (Atmospheric), Systems; Average (+1) EW, 
  Passive Sensing, Ranged Combat
  STUNTS
   Cargo Hold: 30 units of Large (+1) cargo.
   Docking Bay:	1 Large (+1) construct, 10 Medium (+0) 
  constructs.
   Passenger Accommodations: Accommodations for 20 
  passengers.
   Top Urgency: +2 to Passive Sensing when on top 
  urgency alert.
  EXTRAS
  ê Extended Passenger Accommodations: 
  Accommodations for 200 passengers.
  ê Null Cannon: w:0, range 4, Recoilless, Full Auto. 
  HORSE 
  Physical Stress: 1  2  3       Mental Stress: 1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  ASPECTS
  Massively Muscled Grazer, Sleek Racer, Panicky, 
  Smashing Hooves and Body Bash
  SKILLS
  Good (+3) Athletics; Fair (+2) Physique; Average (+1) 
  Notice
  STUNTS
   Large: +2 Provoke bonus, plus aspect.
   Sprinter: Move 2 zones per exchange for free.
   Take the Blow: Use Physique to defend against bashes 
  with Unarmed or Melee Combat.
  Supporting Vehicle
  Supporting Life Form
  HELICARRIER
  Like a flying castle or ship with three or four enormous rotary 
  turbines, the helicarrier is frequently used by security services 
  and corporacies.
  HORSE
  Used for low-tech transport, there are various breeds.  
  Many are genurgically enhanced to metabolise hybridised 
  plant silage. 
  HOWLER
  High O2 levels make forest fires common, and Olkennedi-
  ans prefer sonic weapons for defence against local wildlife. 
  Screamers	and howlers have three settings: stun, kill, and 
  wide area (particularly effective against lynch nets). 
  •	
  Olkennedian	Screamer	Pistol:	+1 attack bonus OR +1 
  create Stunned advantage bonus, range 2, T6, Control 
  Index -1, Recoilless, Screaming; Cost Auto (stats apply 
  for use on Olkennedy only; otherwise as standard Sonic 
  Disruptor Pistol).
  •	
  Olkennedian	Howler	Rifle:	+3 attack bonus OR +3 
  create Stunned advantage bonus, range 3, T6, Control 
  Index -1, Recoilless, as “Howl”; Cost 2S (stats apply for use 
  on Olkennedy only; otherwise as standard Sonic Disrup-
  tor Rifle). 
  MEDIA REMOTE
  The local media use reporter remotes (page 21); the Fivers 
  often shoot them down. Most have no Mindscape connec-
  tivity. The Fivers use their own stealth remotes. Both types 
  of remote can be hacked, by interception / jamming or via 
  Mindscape as appropriate. 
  
  28
  Hearts and Minds
  Infonet 
  Terminal
  Transport Rotary
  Drones and Surveillance
  Before Rediscovery, people enthusiastically uploaded 
  imagery and personal information to the infonet. 
  Since then they’ve become aware the infonet is linked 
  to the Mindscape, and there’s been an increased 
  concern with privacy.
  The Commonality is trying to do the “right thing” 
  on Olkennedy. It doesn’t overtly use its own drones, 
  although it does mine the infonet. There are scare 
  stories about “secret Commonality spies”, but its main 
  source of information is Mindscape implants — hence 
  the fear and prejudice.
  TRANSPORT ROTARY
  Scale: Huge (+2) 
  Physical Stress: 1  2
  Tech Index: T7  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Aspects: Cargo / Passenger Transport Rotary, Exposed 
  Propulsion, Fusion Reactor, Goes Anywhere
  Skills: Fair (+2) Manoeuvre (Atmospheric), Systems; 
  Average (+1) Passive Sensing, Resources
  STUNTS
   Cargo Hold: 10 units of Large (+1) cargo.
   Passenger Accommodation: 20 passengers.
  EXTRAS
  ê Extended Cargo Hold: +10 units, Bulky and Difficult 
  to Manoeuvre.
  OR
  ê Extended Passenger Accommodation: +200 
  passengers.
  ê Null Cannon: w:0, range 4, Recoilless, Full Auto.
  Supporting Vehicle
  TRANSPORT ROTARY
  The workhorse of international transport, this large cargo 
  hauler or passenger transport is thirty metres or more in 
  length. Its signature drone is heard everywhere.
  •	
  Media	Remote:	Medium (+0); Fair (+2) Active Sensing; 
  Average (+1) Manoeuvre, Passive Sensing, Stealth; Silent	
  Running: Use Stealth instead of Intrusion when passing 
  unseen; Rotary Turbine Snooper; Cost: 1A, 1S, 5 SP.
  MONITOR BAND DETECTOR
  Paranoia about surveillance and invisible Mindscape 
  implants has crept into Olkennedian society. Monitor 
  band detectors smaller than a hand scanner are available, 
  frequently worn on the wrist. See Mindjammer page 189 for 
  detecting monitor bands.
  •	
  Monitor	Band	Detector:	Average (+1) Notice bonus to 
  detect an active monitor band. Cost: 1SP.
  TERMINAL
  Rather than neural implants, Olkennedians use portable 
  T7 devices to access the infonet, utilising voice control, 
  holointerfaces, HUDs, or optical and audio nerve induc-
  tion “links” (circlets and earpieces). They’re used for voice 
  or text communication and invoking the infonet on mostly 
  knowledge-based rolls.
  •	
  Infonet	Terminal:	Infonet Interface Terminal; Cost: 1A.
  
  29
  Where it all Happens
  TURBOCAR
  Scale: Large (+1) 
  Physical Stress: 1  2  
  Tech Index: T7  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Aspects: Flying Police Vehicle, Exposed Propulsion, 
  Fusion Cell, One Size Fits All, Highly Manoeuvrable
  Skills: Good (+3) Manoeuvre (Atmospheric); Fair (+2) 
  Passive Sensing; Average (+1) Systems
  STUNTS
   Ace: +2 Manoeuvre bonus when executing difficult 
  manoeuvres.
  EXTRAS
  ê Null Cannon: w:0, range 4, Recoilless, Full Auto. 
  Supporting Vehicle
  CRATERPORT: CAPITAL OF A 
  UNIFIED WORLD
  As is common in the Commonality, Olkennedy’s starport is 
  divided into orbital and ground-based facilities known as 
  Craterport High (or “the Highport”) and Craterport Down (or 
  “the Downport”).
  Craterport Down
  Craterport Down is the capital of Olkennedy’s nascent world 
  government, and the mythical site of its first colony. Chosen 
  by the Commonality for its symbolic significance, it’s old, with 
  ruins dating back to the prehistoric colony era.
  Built by the sea, its old town of Sepey has waterways and 
  canals. It has a subtropical climate, although not too humid 
  unless there’s a westerly wind. Vegetation is a deep bottle 
  green and khaki. Like all Olkennedian cities, buildings are 
  low-slung, generally less than ten storeys, and strengthened 
  against high winds and earthquakes.
  Craterport teems. It’s also fraught with tension; several 
  areas are off-limits to offworlders. Out of its three million 
  population, just under a million are non-Olkennedian.
  TURBOCAR
  A hovercar with two rotary turbines forward and aft, capable 
  of high-speed pursuit and low-speed patrols. It’s used by 
  OLSEC as a standard patrol vehicle.
  CRATERPORT DOWN LOCATIONS
  Chembu Genurgy Enclave
  Beneath Genhuyuk Bay lies an underwater facility staffed by 
  Commonality aquatics — primarily cephalopods and Chembu 
  hominids. The buildings offer an amphibious environment, 
  and also Chembu Genurgy corporacy enhancement facilities. 
  Commonality Embassy
  See “Friendship Square”, below.
  ComTown
  Craterport’s ComTown, its new residential quarter inhab-
  ited chiefly by Commonality citizens, has been built since 
  Disclosure, like all the ComTowns in Olkennedy’s major cities. 
  Its high-tech high-rise buildings stand in stark contrast to the 
  more traditional, low-slung Olkennedian architecture; it’s a 
  vibrant modern metropolis, the main Commonality pres-
  ence on Olkennedy. It’s expanding rapidly, a constant turmoil 
  of construction and traffic from the neighbouring starport. 
  Commonality synthetics, xenomorphs, hominids, and other 
  interstellar travellers are common here.
  Friendship Park
  The “mountain” east of Craterport is a natural park dedicated 
  to the friendship between Olkennedy and the Commonality, 
  and location of a monument visible from all over the city.
  Friendship Square
  See below.
  Harver
  The old port district developed since the Awakening a mil-
  lennium ago, Harver is always busy with traffic across the 
  Sea of Gold. It’s rough and ready, but there are also Com-
  monality new trader and market maker factors dealing with 
  import and export.
  Kanda River
  The Kanda river is the “First River”, mentioned in myth, legend, 
  and poetry, although the reality is more prosaic. It flows 
  through tunnels beneath Friendship Square.
  Munt Iffley
  The Munt Iffley massif divides the ancient native city from 
  the modern developments built since Rediscovery. It’s mostly 
  parkland, though some areas are urbanised; a major land-
  mark is the Temple of Universal Mind, providing Mindscape 
  implants and training for Olkennedians.
  The Pylons
  Over eight thousand years old, these broken, clearly ancient 
  spires are the visible remains of the stasis ship which origi-
  nally colonised the planet. The Awoken (page 16) emerged 
  
  30
  Hearts and Minds
  World	Unity
  Council	HQ
  Maglev
  COMTOWN
  HARVER
  AIRPORT
  STARPORT
  COMTOWN
  OLD
  SEPEY
  BOULEVARD OF ADMIRAL ESKAVEN
  Commonality
  Embassy
  Friendship
  Park
  Chembu	Genurgy
  Enclave
  Kanda
  River
  Sea of Gold
  Kanda
  Estuary
  Genhuyuk Bay
  GENHUYUK PROSPECT
  NUMA EXPRESSWAY
  OLD CHERSEY WIND
  CHEMBU HIGHWAY
  Friendship
  Square
  Monument
  The
  Pylons
  Temple	of
  Universal	Mind
  CRATERPORT 
  DOWN
  Kilometres
  1
  2
  0
  here a thousand years ago, and Columbianans still revere 
  them. The central core, deep beneath tens of metres of rock 
  and earth, is still powered, and off limits. Rumour says there 
  are still colonists sleeping inside.
  Sepey
  The “old city” in parts dates back to the colonial period six to 
  eight millennia ago. Until the founding of Columbiana Sepey 
  was mostly ruins; now, rebuilt and restored, it still has an 
  “ancient world” feel.
  Starport
  Craterport Down starport is an impressive Commonality 
  edifice on the edge of the city, in constant contact with 
  Craterport High in orbit above. It sits alongside the more 
  elevated buildings of ComTown, and comprises landing bays, 
  often multi-storey, as well as hostel, maintenance, and resup-
  ply facilities. The “Craterport Bar” has branches on the ground 
  and in orbit, and is a typical traveller’s establishment, with 
  shady nooks and clientele, local food and drink and expen-
  sive Commonality specials, and piped and live music. Both 
  branches operate according to Commonality law (Property 
  (-2) control index), although they’re used to Olkennedian 
  customs, even when their patrons aren’t. Both branches have 
  optional spa areas.
  Friendship Square
  An open area where Old Sepey meets the New City and 
  starport district, Friendship Square houses the nascent 
  Olkennedy world government and the Commonality pres-
  ence. It’s the site of frequent protests. 
  
  31
  Where it all Happens
  6
  9
  10
  1
  5
  11
  18
  19
  17
  12
  4
  2
  3
  13
  15
  14
  8
  7
  Friendship 
  Square
  Friendship 
  Park
  FRIENDSHIP 
  SQUARE
  EMBASSIES
  MONUMENT
  FRIENDSHIP 
  SQUARE
  PYLON PROSPECT
  GENHUYUK PROSPECT
  Commercial Maglev
  PHILOSOPHERS’
  WALK
  16
  P
  HI
  LO
  SOP
  H
  ER
  S’ WALK
  K
  a
  n
  da
   
  R
  iv
  er
  Scale in Metres
  1000
  500
  0
  FRIENDSHIP SQUARE LOCATIONS
  1. The Speakeasy
  Eatery and thermal spa specialising in fusion cuisine, and a 
  popular place for discreet meetings.
  2. Junmai Gifts and Toys
  This emporium of tourist tat and imported paraphernalia is 
  the front for a Fiver safe-house.
  3. Library
  This repository of Columbianan history and culture is a ren-
  dezvous for Fiver sympathisers. It’s accessible via infonet and 
  Mindscape.
  4. OLSEC HQ
  Headquarters of the Olkennedian Security Services, aka 
  OLSEC (page 45).
  5. Columbiana Government
  This fifteen-storey reflective tower is inspired by Commonal-
  ity architecture and the World Unity Council HQ. Officially the 
  heart of the Columbianan government, these days most func-
  tions are fulfilled by the World Unity Council (location 19).
  6. Akantack Embassy
  A low building decorated with the dark red flags of the 
  Akantack Sanctuary. It’s frequented by Akantack, and there’s a 
  constant and unwelcome OLSEC guard post outside.
  7. Omianto Embassy
  A severe monumental building of blocky, functional design, 
  the site of frequent demonstrations for worker’s rights. 
  Nwasha and Olkennedian humans are encountered here in 
  equal measure.
  8. Van Kuvrai Embassy
  Laid back in comparison with other embassies, the Van Kuvrai 
  are more interested in agricultural pursuits than political 
  intrigue. It’s easy to get in and out.
  9. Nwasha Embassy
  More a tourist office than a conventional embassy, the 
  Nwasha run exhibitions for offworld visitors extolling the 
  virtues of Olkennedy’s “great outdoors”. Proximity to the 
  Commonality embassy means there’s considerable exchange 
  between the two.
  10. Commonality Embassy
  An impressive five story stone and glassteel building in 
  a landscaped compound surrounded by high walls, over 
  which a defence shield can be erected at any time. The 
  building corpus is discreet — most Olkennedians are 
  unaware it’s there at all — but has a defence array in case 
  of attack. There’s a constant protest outside the embassy’s 
  gates. It’s guarded by Commonality and OLSEC forces, and 
  is the home of Ambassador Dai-Nisen-Go (page 51), and 
  local instrumentality representatives, including a SCI Force 
  bureau with a security cadre and a hotline to Breath of Dawn 
  (page 71).
  11. Kened Luxury Flyer Hire
  Olkennedy tech doesn’t extend to grav suspensors, but that 
  doesn’t mean there isn’t demand. Kened’s establishment 
  provides high-end flyers to embassy staff, high net-worth 
  individuals, Big Families, and corporacies. Several large (and 
  fairly nasty) new trader cartels have flyer supply almost sewn 
  up with Kened, but it’s not quite the only outlet.
  12. Hunt and Supply
  Olkennedians aren’t typically armed, though rural fami-
  lies may own sonic weapons for defence against wildlife. 
  Paranoia has increased with the growing unrest, though, 
  and people have been buying weapons. Hunt	and	Supply 
  is typical; you can buy sport and hunting sonics, and non-
  automatic (usually sonic) personal weapons. Recently the 
  latter have been more popular.
  13. Bukkinista Boulevard
  This ancient tree-lined boulevard of low-slung ruddy stone 
  buildings has for several centuries been home to painters, 
  sculptors, writers, and bookbinders. These days it’s a hotbed 
  of agitation, with underground theatre, music, meetings, and 
  heated discussions in basement bath-houses. SCI Force and 
  OLSEC snoop regularly, but the locals usually sniff them out. 
  
  32
  Hearts and Minds
  14. New Quarter
  An upmarket district of refurbished Old Sepey dwellings, 
  fitted with modern conveniences and security suites and 
  inhabited by Olkennedian entrepreneurs, businessfolk, 
  ambassadorial workers, and offworlders. 
  15. Old Sepey
  A warren of low-slung buildings of ruddy stone, courtyards, 
  alleyways, and hidden secret spaces. It’s easy to get lost 
  among the overhanging buildings, where aerial transport and 
  surveillance is useless. Areas nearer Friendship Square are 
  touristy, but others are the real thing.
  16. Wash Flats
  The flood plain of the Wash River is an impoverished ram-
  shackle neighbourhood, home to itinerant workers and the 
  overflow from Craterport’s rapid expansion. OLSEC rarely 
  patrols here, and parts are no-go.
  17. Friendship Monument
  This Commonality monument is typical of rediscovered 
  worlds. It depicts two noble and transcendent-looking 
  humans or hominids — one of whom may be synthetic — 
  together with one Nwasha, one Olkennedian human, and one 
  Akantack, in a heroic pose pointing to the sky and looking 
  optimistically to the future. These days there’s usually at least 
  one OLSEC trooper at its base.
  18. Cosmo Quarter
  The most cosmopolitan district in Friendship Square, the 
  streets more properly belong to ComTown; there are many 
  offworld styles, and most inhabitants are offworlders, includ-
  ing starport officials, Commonality embassy staff, and trade 
  factors.
  19. World Unity Council HQ
  It’s doubtful this enormous building would have been pos-
  sible without Commonality support. It precedes Disclosure, 
  dating from the consolidation period following the Brown 
  Death. It’s an attempt at a unified “Olkennedian architec-
  ture”, but is heavily influenced by Columbianan styles, and 
  much of Columbiana’s government business is conducted 
  here. However, it’s been a true world government for a 
  couple of decades, employing at least 10,000 people from 
  the Friendship Square neighbourhood and beyond. Like the 
  Commonality embassy, it has a discreet corpus sentience 
  and energy shield.
  EVENTS IN THE CITY
  These days Craterport Down can be livelier than most people 
  would like, especially if you’re an offworlder. Use the follow-
  ing table for events in the old or new cities. See page 12 for 
  selecting events.
  
  33
  Where it all Happens
  4dF
  Sepey / Harver
  New City
  -4
  Ambush
  Terror Event
  -3
  Fiver Enclave
  Tech Vandals
  -2
  Brawl
  New Traders
  -1
  Sticks and Stones
  Visitors
  +0
  Curious Locals
  Pro-Comm Locals
  +1
  These People 
  Need Help
  OLSEC Patrol
  +2
  Tourist 
  Provocateurs
  Market Makers
  +3
  OLSEC Patrol
  Cephalopods
  +4
  Friendlies
  Exotics
  Table 4: Craterport Down Events
  4dF
  Sepey	/	Harver
  New	City
  -4
  Ambush
  Terror Event
  -3
  Fiver Enclave
  Tech Vandals
  -2
  Brawl
  New Traders
  -1
  Sticks and Stones
  Visitors
  +0
  Curious Locals
  Pro-Comm Locals
  +1
  These People 
  Need Help
  OLSEC Patrol
  +2
  Tourist 
  Provocateurs
  Market Makers
  +3
  OLSEC Patrol
  Cephalopods
  +4
  Friendlies
  Exotics
  EVENT NOTES
  Ambush:	The PCs are attacked by a group of Fair (+2) 
  minor NPC locals, equal in number to the PCs +1, armed with 
  Howler rifles and makeshift melee weapons. Their goal is to 
  beat up or drive out the PCs.
  Brawl:	The PCs are involved in a brawl, probably between 
  pro-Commonality and separatist factions. Figure one sup-
  porting NPC or a group of 3 Average (+1) minor NPCs per PC, 
  either facing the PCs or on each side. If blood starts to get 
  shed then OLSEC will soon arrive.
  Cephalopods:	The PCs encounter a group of cephalopod 
  xenomorphs from the Genhuyuk Bay Chembu Genurgy facil-
  ity, probably in environment suits and grav harnesses. They 
  may be contacts, or attract undue attention.
  Curious	Locals:	The PCs attract curious locals. This may 
  become an ambush or brawl; alternatively, see “These People 
  Need Help” or “Friendlies”.
  Exotics:	The PCs encounter a group of what Olkennedi-
  ans would call exotics — synthetics, divergent hominids, or 
  unusual avatars or xenomorphs. They’ll attract attention, but 
  may also be useful to know.
  Fiver	Enclave:	The PCs enter a neighbourhood which 
  is a hotbed of Fiver sympathies, facing a Superb (+5) roll to 
  avoid an ambush or brawl. They may make Fiver contacts, 
  or witness why some Olkennedians oppose Commonality 
  integration.
  Friendlies:	The PCs encounter a group of pro-Common-
  ality locals, who may help them if they’re in need, or provide 
  information or equipment. They may draw attention to PCs 
  keeping a low profile.
  Market	Makers:	The PCs encounter corporacy representa-
  tives seeking new business, in rivalry with those already here.
  New	Traders:	The PCs encounter one or more new traders 
  and any retinue. Usually on the hunt for cargoes, they may be 
  the source of work or information, or may be up to no good.
  OLSEC	Patrol:	The PCs encounter a group of Fair (+2) 
  minor NPCs armed with Howler rifles, equal in number to 
  twice the number of PCs. They may assist the PCs, or provide 
  direct opposition.
  Pro-Comm	Locals: The PCs encounter a group of pro-
  Commonality locals residing in ComTown. They may have 
  contacts in the old city, or be otherwise able to help the PCs if 
  persuaded.
  Sticks	and	Stones:	The PCs encounter a hail of sticks, 
  stones, and other impromptu missiles. There’s no one directly 
  to attack unless the PCs give chase; otherwise figure it’s a 
  Great (+4) conflict hazard, requiring 3 victories to escape and 
  incurring physical stress damage on failure.
  Tech	Vandals:	The PCs encounter vandals hellbent on 
  destroying Commonality tech. Figure a group of Fair (+2) 
  minor NPCs armed with weapon:1 improvised melee weap-
  ons and Howler rifles, equal in number to the number of PCs 
  +1; their goal is to ruin any Commonality gear the PCs have, 
  and consequences affect equipment.
  Terror	Event:	The Fivers stage a terror attack in Com-
  Town, likely a loud and public bombing. Treat this as a single 
  rocket launcher attack (Mindjammer page 128). The neigh-
  bourhood will be closed off within an exchange or two, 
  potentially trapping the PCs and subjecting them to scrutiny 
  by security forces.
  These	People	Need	Help:	The PCs encounter locals who 
  desperately need their help: medical attention above the 
  local tech index, threats from a local gangster, Fiver separatist 
  group, or even OLSEC troopers. The PCs must commit infrac-
  tions to help, or incur the consequences of not helping from a 
  neighbourhood of angry locals.
  Tourist	Provocateurs:	The PCs encounter offworlders 
  wreaking cultural havoc. Pick another local event — a negative 
  one — and describe how it’s being caused by the offworlders, 
  and how the PCs are in the middle of the mayhem.
  Visitors:	The PCs encounter offworld visitors, perhaps 
  Commonality citizens, tourists, or others with potentially 
  troublesome agendas. Roll on the “Craterport High” events 
  table (page 35).
  Craterport High
  Craterport High is Olkennedy’s orbital starport: cosmopolitan, 
  advanced, and jointly run by the Commonality and Olkenne-
  dian government. With a population of 150,000, including 
  50,000 Olkennedian citizens, it includes the Alpha Node satel-
  lite (page 70) run by Breath of Dawn, even though physically 
  it’s a separate facility.
  
  34
  Hearts and Minds
  Craterport High is a C-class starport (Mindjammer page 
  346) and a modular facility typical of Fringe World systems. 
  It’s sentient, self-building, and gradually growing. From a dis-
  tance it looks vaguely like a snowflake — a fractal, constantly 
  repeating simple structure.
  Craterport High is a bustling stop on the Mindjammer route 
  into the Darradine Rim octant; routes lead to Belawis in one 
  direction, and to Avidus in the Damask Veil octant in the other.
  CRATERPORT HIGH LOCATIONS
  1.	Hub	Habitat
  A city in space, a closed environment with domiciliaries, 
  offices, gardens, recreation, and life support for 150,000 indi-
  viduals. Over a kilometre across and accessed via six ports, it 
  operates under Commonality law, though with a pronounced 
  Olkennedian bias in its local culture and traditions.
  2.	First	Concentric
  This lattice of laterals and transverses is where one day the 
  new “skin” of Craterport will be constructed as the hub habitat 
  grows to its next larger size and the Second Concentric con-
  structed. For now it’s still skeletal, the location of vac transport 
  tubes and orbital factories and warehouses, sitting midway 
  between the docking splines and the hub habitat.
  3.	Splines
  Six main splines extend from the First Concentric, splitting 
  into subsplines (and even microsplines) to provide docking 
  facilities for ships from Medium (+0) to Enormous (+3) scale.
  
  35
  Where it all Happens
  Table 5: Craterport High Events
  4dF
  Event
  -4
  Attack
  -3
  Brawl
  -2
  Wrong Place Wrong Time
  -1
  Contraband
  +0
  Trade Opportunity
  +1
  Urgent Passenger
  +2
  Mistaken Identity
  +3
  Treading on Toes
  +4
  Mercenary Ticket
  4.	Darradine	Transits
  Spline Five and facilities on the First Concentric are dedicated 
  to the Darradine Transits shipping corporacy. 
  5.	Olkex	Mining
  A large Olkennedian mining conglomerate which is never-
  theless small fry on the Commonality scale, Olkex Mining 
  operates storage facilities on the First Concentric and regular 
  shuttles to the surface transporting refined products.
  6.	Craterport	Bar
  The orbital branch of the famous bar (page 30). Shady deals 
  and rendezvous occur here round the clock.
  7.	Olkennedian	Trade	Virtuality
  Accessible via the global Mindscape, the Olkennedian Trade 
  Virtuality locates its physical offices in the hub habitat, and 
  storage facilities on the First Concentric. The old Toraleen Van 
  Lox dynasty, one of Columbiana’s Big Families, has a control-
  ling interest.
  8.	Alpha	Node	(off	map)
  A separate orbital in geostationary orbit 500 kilometres from 
  Craterport High, administered by the Breath of Dawn sen-
  tience (page 71).
  CRATERPORT HIGH EVENTS
  Events in Craterport High may connect the PCs with the world 
  below or the Commonality around them, at the GM’s (and 
  often the PCs’) decision.
  EVENT NOTES
  Attack:	Someone stages a small but murderous attack on 
  part of the starport. This is probably Fivers (page 21), a physi-
  cal assault of a couple of supporting NPCs and a group of Fair 
  (+2) minor NPCs equal in number to the number of PCs +1 
  (see page 52 for stats).
  Brawl:	A classic starport brawl, for any one of a thousand 
  reasons, rapidly spilling onto concourses and pedwalks. Figure 
  one Good (+3) minor NPC brawler per PC; any conflict lasting 
  longer than 3-4 exchanges will run foul of starport security.
  Contraband:	The PCs are asked to smuggle contraband 
  onto Olkennedy which contravenes its Property (-2) control 
  index, like automatic weapons.
  Mercenary	Ticket:	The PCs are offered a mercenary ticket, 
  either training the Fivers or doing a mission on behalf of the 
  Fivers or another faction on Olkennedy. Completing the ticket 
  can involve a reward of a significant milestone or higher.
  Mistaken	Identity:	One of the PCs is mistaken for some-
  one else; pick another event, describing it as a result of that 
  mistaken identity.
  Trade	Opportunity:	The PCs gain the opportunity to bid 
  on a valuable cargo, up to 10 units of a Fantastic (+6) cargo of 
  whatever size desired. They must still roll to buy the cargo, but 
  gain a +2 bonus on the roll.
  Treading	on	Toes:	The PCs inadvertently “tread on some-
  one’s toes” in the starport — spilling their drink, buying their 
  cargo, ruining a local gangster’s day. It’s a Great (+4) difficulty 
  to avoid a physical confrontation.
  Urgent	Passenger:	The PCs automatically find a last-
  minute Fair (+2) passenger complement with a Dodgy 
  Passenger-type aspect. This may be invoked for greater profit 
  when making the passage, and / or compelled to inveigle the 
  PCs in all manner of shenanigans.  
  Wrong	Place	Wrong	Time:	It’s just bad luck; through no 
  fault of their own, the PCs’ immediate surroundings go to hell. 
  Choose another event, and this time the PCs are witnesses or 
  bystanders as everything goes wrong.
  FACTIONS OF THE 
  COMMONALITY
  While the Commonality would like everyone to think it’s a 
  unified, monolithic polity, with common agenda and goals 
  in its approach to Rediscovery, that’s far from the reality. The 
  Commonality government is split into many factions, from 
  conservative and controlling to liberal and accommodating. 
  All agree that Rediscovery is happening, and will continue 
  to happen, but how the Commonality deals with it, and 
  how it approaches rediscovered worlds and compromises in 
  response, is up for grabs.
  Use factions in different ways. Active faction members 
  form an organisation, usually with Galactic (+9) reach and a 
  
  36
  Hearts and Minds
  THE INTEGRATOR FACTION
  The oldest faction, the integrators represent the forces 
  which kept such a tight control over Old Earth for the 
  millennia of the Old Commonality. Ambassador Dai-
  Nisen-Go (page 51) is an integrator. They’re often seen as 
  “invaders”; the Core Worlds are overwhelmingly integrator.
  Scale: Interplanetary (+7)   Physical Stress: 1  2  3  4
  Reach: Galactic (+9) 
    Mental Stress: 1  2  3  4
  Tech Index: T10 
    Credit Stress: 1  2  3  4
  Consequences: 3
  ASPECTS
  High Concept: Integrating Every World Into the 
  Commonality
  Trouble: This Is How It’s Done
  Other Aspects: The Ends Justify the Means, Forcible 
  Integration, For Their Own Good
  SKILLS
  Fantastic (+6): Rapport
  Superb (+5): Deceive, Provoke
  Great (+4): Investigate, Knowledge, Resources
  Good (+3): Security, Stealth, Structure, Will
  Fair (+2): Assimilate, Bureaucracy, Contacts, Intrusion
  STUNTS
   Divide	and	Conquer:	+2 create an advantage bonus 
  to target a local instance of an organisation.
   Extreme	Sanction:	Make Security actions against 
  characters.
   Public	Relations:	+2 create an advantage Deceive bonus.
   Shadow	Management:	+2 create an advantage bonus 
  when using clandestine methods.
   The	Ties	That	Bind:	+2 bonus to Contacts create an 
  advantage actions.
  EXTRAS
  ê Diplomatic	Team: Special Diplomatic Envoy with Good 
  (+3) Rapport.
  ê Inquisitors:	Team of Inquisitor Synthetics; double bonus 
  when burning mental stress for extra effort.
  ê Integrator	Memoplex:	Characters joining the memoplex 
  may take: 
  Aspects: The Commonality First, The Ends Justify the 
  Means, Forcible Integration, For Their Own Good; 
  Skills: Good (+3) Deceive; Fair (+2) Knowledge; Average 
  (+1) Contacts; 
  Stunts: Ear to the Ground, Insider, Shield of Logic, 
  Suspension Matrix, We Come In Peace.
  ê Mole:	1/session, pay 1FP to make a single Intrusion 
  attack with a +2 bonus vs Mediocre (+0) or normal passive 
  opposition.
  ê Strike	Force:	Make Security attacks up to 2-zone range.
  Major Organisation
  scale from Continental (+5) to Interplanetary (+7). Each fac-
  tion’s philosophy (maybe its high concept and other aspects) 
  is present in the Commonality as a situation	aspect, and 
  sometimes a meme, cultural	aspect, or game	issue. Each 
  faction also maintains a memoplex servitor gestalt (Mind-
  jammer page 188) which new members may be required to 
  join. Examples are given below.
  In Hearts and Minds, the Commonality aims to find an 
  accommodation with Olkennedy. Which solution SCI Force 
  chooses will strengthen one or more of the factions. This 
  drama is playing itself out on every world in the New Com-
  monality Era.
  
  37
  Where it all Happens
  THE DIALOGIC FACTION
  The Dialogic faction maintains dialogue with each 
  rediscovered world — the Commonality on the one 
  side, and all the collective voices of the Fringe Worlds on 
  the other. Watcher Craypast, the Rim Sector custodian, 
  appears to be a Dialogic — although some say he’s a 
  Polyvox (see below).
  Scale: Planetary (+6) 
  Physical Stress: 1  2
  Reach: Galactic (+9) 
  Mental Stress: 1  2  3  4
  Tech Index: T9  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Aspects: The Commonality Talks to Everyone, Two 
  Sides to the Argument, Transhuman Dialectic, Respect 
  and Listen, Noblesse Oblige
  Skills: Fantastic (+6) Contacts, Rapport; Superb (+5) 
  Empathy, Will; Great (+4) Investigate, Knowledge; Good 
  (+3) Resources, Stealth; Fair (+2) Provoke, Security; 
  Average (+1) Bureaucracy, Intrusion
  STUNTS
   Aid Package: Use Resources for moderate and severe 
  physical recovery actions for organisations.
   Arbitration & Reconciliation: Use Empathy in recovery 
  actions for moderate and severe consequences.
   Esprit de Corps: +2 defend bonus vs demoralising attacks 
  and propaganda campaigns.
   Populist:	+2 create an advantage bonus when appealing 
  to “the people”.
   Zeitgeist: +2 bonus to create an advantage actions with 
  Empathy.
  EXTRAS
  ê Consultants: 1/session when making extra effort and 
  stressing mental stress track, automatically create Eye on 
  the Ball advantage for the rest of the session.
  ê Dialogic Memoplex: Characters joining may take: 
  Aspects: The Commonality Talks to Everyone, Two 
  Sides to the Argument, Transhuman Dialectic, Respect 
  and Listen, Noblesse Oblige; 
  Skills: Good (+3) Empathy; Fair (+2) Rapport; Average 
  (+1) Contacts; 
  Stunts: Cultural Redaction, Demagogue, Ear to the 
  Ground, Negotiator.
  Supporting Organisation
  Other Factions
  There are many other factions; here are some of the main ones.
  POLYVOXES
  The Polyvox faction wants to let rediscovered worlds affiliate 
  themselves with the Commonality on their own terms — to 
  create a true “commonality”. They believe the Commonality 
  should be a collection of disparate voices, and that Old Earth 
  is just one world among many, on equal footing with any 
  other world. It’s the newest faction. CORESEC actively perse-
  cutes Polyvoxes in the Core.
  CONSOLIDATORS
  The Consolidator faction believes Rediscovery has gone far 
  enough, and that Expansion should cease while the Commo-
  nality consolidates its holdings and brings its culture conflicts 
  under control.
  REDUCTIONISTS
  The Reductionist faction believes that Rediscovery has gone 
  too far, and that the Commonality should withdraw its bor-
  ders, possibly as far as the Core Worlds.
  DISSOLUTIONISTS
  The Dissolutionist faction believes that the New Commo-
  nality was a bad idea, and that it should dissolve itself and 
  reform as the original Commonality centred on Old Earth 
  and the Core Worlds.
  
  38
  STarting
  Paly
  Starting Play
  Here’s a summary of the main things visitors to Olkennedy 
  will notice that tell them they’re on an alien world:
  •	
  Heavier gravity — Standard (+1).
  •	
  Yellow-orange sky.
  •	
  Two red suns: one large (three times the size of Sol in 
  the sky), one bright star.
  •	
  Dim light: colours look different, shadows softer, with 
  brownish edges.
  •	
  Almost constant high winds.
  •	
  Dark or black vegetation.
  •	
  Dual biospheres.
  •	
  Same temperature ranges as Old Earth; Craterport 
  Down is subtropical, but not too humid.
  •	
  Slightly thicker air and lots of rotary turbine aircraft.
  •	
  High O2 — fires burn rapid and bright.
  •	
  Short day — 9 hours day, 9 hours night.
  •	
  Modern buildings look more “standard” than exotic 
  older ones (page 25).
  •	
  Sparse population.
  •	
  Natives are short, with large eyes.
  •	
  Media remotes flying in the sky.
  •	
  Lack of synthetics.
  •	
  Anti / pro-Commonality tensions.
  •	
  Thermal baths as “bars” for socialising.
  A Different World — Things Visitors Notice
  The PCs may become embroiled in many adventures on 
  Olkennedy. In this section, we focus on just one — a con-
  spiracy which threatens to inflame the world’s culture conflict 
  into open civil war. 
  WHO ARE THE PCS?
  In the episodes and scenes which follow, the PCs stumble 
  onto a hotbed of unrest and imminent revolution. How did 
  they get there? Here are some ideas.
  Diplomats
  The PCs may be members of the Communications Instru-
  mentality, ambassadorial and diplomatic personnel, or those 
  who support them, like Mindscape technical staff or tech-
  nopsi agents. Perhaps they’ve been present on Olkennedy 
  for some time when the troubles flare up; or perhaps they’ve 
  recently been assigned to troubleshoot the world’s descent 
  into chaos.
  “Sometimes you make a mistake. You tell yourself the Commonality embargo is wrong — 
  that everyone has a right to get hold of whatever you can give them, as long as they can pay. 
  Sure you can blow yourself and half the neighbourhood sky high with a bunch of ZIP field 
  decouplers — but who the hell would want to do that?” 
  — Henda Delgadis, pre-Reeducation statement, Craterport Massacre Inquiry, 194NCE
  
  39
  Starting Play
  SCI Force
  The PCs may be members of SCI Force — perhaps a special 
  operations team. They know Olkennedy is a powder keg, and 
  have been told to contact Ambassador Dai-Nisen-Go (page 
  51) for a situation report and take whatever culture ops are 
  required to bring the situation under control. The presence of 
  a SCI Force ops team on a world is a big deal; maybe the PCs 
  would prefer to begin under cover? What happens when that 
  cover is blown?
  AFI
  The PCs may be members of the Armed Forces Instrumen-
  tality — perhaps a company of AFI troopers from the local 
  Octant Defence Force — called to Olkennedy by Ambassador 
  Dai-Nisen-Go to respond aggressively to the deepen-
  ing disorder. AFI characters will probably put the cultural 
  consequences of their actions in the background in favour of 
  more direct military goals — although their loyalties may be 
  challenged by the nature of the Olkennedian situation. 
  Merchants and Traders
  The PCs may be the crew of a new trader vessel, or perhaps 
  corporacy market makers, in search of profit only to find a 
  world on the brink of war. There’s a fortune to be made for 
  those with the wits and guts to take advantage of the situ-
  ation — but the PCs aren’t the only game in town, and the 
  longer they spend on the planet, the less clear-cut making 
  that fortune seems to become.
  Scientists
  Olkennedy is taking a dizzying rollercoaster ride to becoming 
  a high-tech civilisation, and is in danger of coming apart at 
  the seams. Scientists are at a premium — not just teaching 
  people how to make and maintain the new devices being 
  introduced every day, but also to study the world’s societies 
  to help them cope with the rapidly changing situation. But 
  there are those who see scientists as “collaborators” — and 
  those who’d expel the Commonality would have no hesitation 
  doing the same to you, with extreme prejudice!
  Others
  PCs may be on Olkennedy for any number of reasons — it’s on 
  the Mindjammer routes, and there’s lots to do. As GM, come up 
  with justifications for the PCs being in the highport or down-
  port when everything starts to go to hell, or — better still — ask 
  the PCs how they come to be in the middle of this mayhem!
  
  40
  Hearts and Minds
  Mindscape Troubles — 
  the Political Situation
  Many Olkennedians think Mindscape implants are 
  a way of controlling their thoughts, and disruption 
  of Mindscape connectivity is increasingly common, 
  often through sabotage, but also through technical 
  inadequacies around the edge of the Crater, where the 
  signal from Alpha Node attenuates. Compel or invoke 
  this notional Sporadic Mindscape Connectivity 
  aspect to make Mindscape use more problematic.
  Tracking the PCs
  Don’t forget the PCs can be tracked by Mindscape 
  tracer unless they have monitor band cloaks. The 
  Commonality can do this, as can OLSEC if the Com-
  monality supports their search. The Fivers have no 
  such capacity, but equally they don’t have Mind-
  scape implants.
  A WORLD IN FLAMES
  Plot	Stress	Track 1  2
  CONSEQUENCES
  Mild (-2):
  Open rioting in your area.
  Moderate (-4): Curfew; heavy policing, no-go areas.
  Severe (-6):
  Martial law.
  Taken Out:
  Civil war!
  CAUSES OF PLOT STRESS*
  Protestors publicly beaten
  1 stress
  Protestors publicly killed
  2 stress
  Fiver kidnap occurs
  1 stress
  Kidnap rescue without bloodshed
  recover 1 stress
  Commonality manipulation proven
  1 stress
  Commonality involvement in anti-
  Fiver violence / killing proven
  2 stress
  Overt Commonality military action
  1 stress
  Alpha Node destroyed
  1 cons
  Epona Zaron killed
  1 cons
  Epona Zaron compromises
  recover 1 cons
  Bwaga Bargo takes over the Fivers
  2 stress
  *the event must be reported / public knowledge to cause 
  plot stress.
  Plot Stress
  WHO ARE THE OPPOSITION?
  The PCs’ opponents are detailed below, but include:
  •	
  The	Fivers: The violent faction agitating for Olkennedy to 
  throw out or resist the Commonality (page 21). 
  •	
  Citizens: People are polarised between pro- and anti-
  Commonality factions, and PCs can find themselves 
  quickly surrounded by a hysterical mob.
  •	
  OLSEC:	The Olkennedian Security Services have their own 
  agenda, and the PCs may fall foul of them.
  •	
  Dai-Nisen-Go: The Commonality ambassador on 
  Olkennedy has its own Machiavellian plans, and will be 
  ruthless if the PCs get in its way.
  •	
  The	Wildlife: Parts of this scenario may involve crossing 
  Olkennedian wilderness — lethal for unprepared charac-
  ters, and an opportunity to shoot at alien critters!
  THE DEFAULT PLOT THREAD
  According to Mindjammer page 424, the “default plot thread” 
  is a description of what happens in the scenario if the PCs 
  refuse to get involved. It’s intended to be a quick summary 
  and background guide to action which you as GM can fall 
  back on when you need to work out what’s happening else-
  where in the scenario.
  At the beginning of Hearts and Minds, tension in Crater-
  port Down is finally getting too much, and without the PCs’ 
  intervention a riot in the city centre breaches the Commonal-
  ity Embassy and results in bloodshed. A cell of violent Fiver 
  separatists kidnaps several hostages and transports them 
  to a secret base in the Akantack Sanctuary, where they issue 
  demands for the Commonality to withdraw from Olkennedy. 
  A tense stand-off ensues, which probably ends in a massacre.
  In the meantime, a well-known media personality and 
  daughter of a former resistance leader, Epona Zaron, who the 
  Fiver separatists regard as their leader, travels to Alpha Node, 
  the Mindscape node satellite, for a publicised meeting with 
  the transhuman sentience Breath of Dawn. There, together 
  
  41
  Starting Play
  Running the Scenario as a 
  One-Shot
  You can run Hearts	and	Minds in a single session. This 
  requires compressing the plot into three key scenes:
  SCENE 1: RIOT AND KIDNAP
  Run the “Flashpoint!” riot (page 43), assuming the 
  Fivers’ goals are to kidnap hostages and flee to My-
  mar’s Retreat (page 66). The hostages may be the PCs, 
  Commonality representatives, or pro-Commonality 
  Olkennedians.
  SCENE 2: ESCAPE / RESCUE
  The PCs attempt to rescue the hostages from Mymar’s 
  Retreat (page 63) or, if they’ve been kidnapped them-
  selves, to escape (page 65).
  SCENE 3: DISARM THE BOMBER
  The PCs learn the kidnap was a distraction (perhaps 
  from OLSEC, SCI Force, or Dai-Nisen-Go), and accept 
  the mission to prevent Epona Zaron from destroying 
  the Alpha Node global Mindscape instance (page 72).
  SILVERBACK
  “It’s a tough life in the Outback. But at least it’s just us 
  workers — the overseers don’t even dare.”
  Silverback is a Nwasha Volcanic Zone miner from 
  Omianto, and a passionate agitator for workers’ rights. 
  He doesn’t dislike the Commonality, but opposes any 
  attempt to limit his freedom.
  Physical Stress: 1  2  3  4      Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Nwashan Omianto Miner, Quick to Resist 
  Oppression, Knows the Outback Like the Back Of His 
  Enormous Hand
  Skills: Great (+4) Physique, Rapport; Good (+3) Empathy, 
  Provoke; Fair (+2) Knowledge, Technical; Average (+1) 
  Athletics, Unarmed Combat
  STUNTS
   Tough As Nails: 1/session, pay a fate point to reduce 
  moderate physical consequence to mild, or erase a mild.
  OTHER EXTRAS
  ê Howler Rifle: +3, range 3, Recoilless.
  ê Nwasha Mechanics tracked ATV: Fair (+2) 
  Manoeuvre, Average (+1) Systems.
  Supporting NPC
  with a group of fanatical followers, she takes the sentience 
  hostage, and then detonates a bomb, destroying the node 
  and all Mindscape connectivity on the planet.
  With the martyr as their figurehead, the Fivers rise up to 
  drive the Commonality off Olkennedy. The situation deterio-
  rates into civil war.
  Can the PCs prevent this outcome, and capture the Olk-
  ennedians’ hearts and minds?
  PLOT STRESS:  
  A WORLD IN FLAMES!
  Hearts and Minds uses the Mindjammer plot stress rules 
  (Mindjammer page 432) to track the world’s descent into civil 
  war. Track the events which cause plot stress in the stat block 
  above, and mark off the plot stress consequences in sequence.
  GATHERING INTEL 
  WHAT’S GOING ON?
  There are many ways the PCs can gather information. If they 
  spend any time interacting with the infonet via terminal or 
  Mindscape, they’ll encounter the three media networks and 
  their respective “darlings” (page 21). They may research the 
  Olkennedian situation further.
  Research, Surveillance, and Carousing
  Research is surfing the infonet and Mindscape; surveillance 
  is identifying targets and tracking or bugging them; carous-
  ing is hanging around bars, thermal spas, and other venues, 
  pumping people for information.
  Olkennedy is notable for its spas, bars and eateries — great 
  places to relax, observe, lie around in warm water, and pick up 
  rumours. See “The Speakeasy” (page 31), “Craterport Bar” (pages 
  30 and 35), and “Peaceground” (page 20) for examples. Players 
  may make Empathy, Investigate, Knowledge, Provoke, Rapport, 
  or even Science rolls to ferret out information.
  Some Colourful NPCs
  The following NPCs are “colourful characters” who may be met 
  in various places on Olkennedy, depending on your story’s 
  needs. Use them as allies, adversaries, rivals, or conveyors of 
  useful information.
  
  42
  Hearts and Minds
  ELLEM GRADISTI
  “I guess you’re not so bad — for a squint. You want I 
  should take you somewhere in my boat?”
  Ellem Gradisti is a hoary old seadog, long in the tooth 
  but still piloting her ocean-going transport anywhere it’s 
  required — for a price. She tells it how she sees it — but 
  respects honesty and strength of character. She’s not sure 
  about the rest of them damn offworlders, though.
  Physical Stress: 1  2  3  4      Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Grizzled Mariner, Bluff But Friendly, Instinctive 
  Xenophobe
  Skills: Great (+4) Contacts, Pilot; Good (+3) Physique, 
  Rapport; Fair (+2) Knowledge, Resources; Average (+1) 
  Technical, Unarmed Combat
  STUNTS
   Ear to the Ground: Use Contacts for initiative in 
  physical or virtual space where you have operating 
  contacts network.
  OTHER EXTRAS
  ê InfoNet Earpiece HUD: Connection to Olkennedian 
  infonet.
  ê Transport GEV: Fair (+2) Systems; Average (+1) 
  Manoeuvre.
  Supporting NPC
  STRONTIUM JACK
  “I can get you anything — if you can pay.”
  Strontium Jack is from a Fringe World somewhere in the 
  Rim Sector, and smuggles anything he thinks he can 
  get away with. He’s not averse to violence, but doesn’t 
  consider himself a murderer or even a criminal — just 
  someone with a legitimate social grievance against the 
  trade restrictions of the Commonality.
  Physical Stress: 1  2   
  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Grasping New Trader, In Between Ships Right 
  Now, I Can Get You Anything — If You Can Pay, No 
  Stranger to Skullduggery
  Skills: Great (+4) Contacts, Deceive; Good (+3) Pilot, 
  Resources; Fair (+2) Provoke, Rapport; Average (+1) 
  Ranged Combat, Athletics
  STUNTS
   Finder: Use Contacts to find cargoes or take other 
  construct actions.
   Starship Pilot: Use Pilot for construct actions.
  HALO
  Biomed Array: Fair (+2) Technical skill for overcoming 
  mild consequence recovery obstacles.
  OTHER EXTRAS
  ê Enhanced Reflexes: +2 bonus to rolls where quick 
  reactions are important.
  ê Neural Disruption Field: Average (+1) Mental Blast 
  skill doing mental stress damage causing confusion, 
  unconsciousness, even brain damage.
  ê Null PIstol: Default Ranged Combat weapon; no bonus 
  or weapon rating, range 3, Recoilless.
  Supporting NPC
  
  43
  Revolutionary Times
  Episode On1
  Revoluntionary Times
  Episode One
  Revolutionary Times
  A RABBLE OF 5 FIVER RIOTERS 
  These are pro-separatist civilians, although Notice may 
  spot some Redjackets (page 22) in the crowd. They’re 
  armed with saps, clubs, knives, and improvised weapons.
  Stress:     
  Scale: Medium (+0)
  Aspects: Mob of Rioting Separatist Rabble
  Skills: Average (+1) Melee Combat (+4 teamwork bonus)
  Group of 5 Average  
  (+1) Minor NPCs
  SCENE ONE: FLASHPOINT!
  The PCs are swept up in a riot in the heart of Olkennedy’s capital.
  Locations:	Craterport Down (page 29); Friendship Square 
  (page 30)
  Environment:	Rioting Rabble situation aspect.
  Planning:	Little to none. The PCs may know a little about 
  Olkennedy; assume the equivalent of the planet sheet on the 
  inside front cover. Other knowledge rolls, including Mind-
  scape queries, may be made during the scene.
  The Hook 
  A riot is breaking out in Friendship Square (page 30) at the 
  centre of Craterport Down, the Olkennedian world govern-
  ment capital. Crowds of Fiver separatist supporters (page 
  21) have gathered outside the Commonality embassy and 
  scuffle with security forces and pro-Commonality factions 
  while Olkennedian media reporter-remotes hover above. 
  Enck	Lamizen, a Fiver demagogue (see below), is speaking 
  to the mob, protesting about plans to extend Alpha Node, 
  Olkennedy’s Global Mindscape Instance (page 22).
  Let the PCs decide where they are, or throw them straight 
  into the action — the rioters will see them as representatives 
  of the hated Commonality unless they bluff it out. This is a 
  great opportunity for self-compels, or for preemptive fate 
  point awards as you “pre-compel” PC aspects by inserting 
  them in media res (see Mindjammer page 426).
  Dealing With It
  It’s up to the PCs how they handle the deteriorating situation. 
  Here are some ideas:
  FORCE THEIR WAY THROUGH
  The PCs may be surrounded, trying to get back to their ship, 
  accommodation, or the Commonality embassy. They must 
  overcome a group of 5 rioters to get to safety (see below for 
  stats). It’s easier to engage them in social or mental conflict 
  than physical; the rioters have only Moderate (+0) skills to 
  resist Provoke, Rapport, and so on.
  IN WHICH DISORDER PREVAILS IN CRATERPORT DOWN,
  AND THE PCS MUST RESPOND.
  
  44
  Hearts and Minds
  ENCK LAMIZEN, THE FIVER 
  DEMAGOGUE
  Lamizen is a Redjacket (page 22), and an acquaintance 
  of Bwaga Bargo (page 64), who he idolises. He’s an 
  extremist, and definitely not above murder or other 
  crimes. If necessary, he can order a group of 5 rabble 
  rousers to attack, or attach themselves to him in physical 
  or mental conflict.
  Physical Stress: 1  2   
  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Rabble-Rousing Demagogue, Don’t Let 
  Them Control Your Minds, We Must Protect Ourselves, 
  The Five Nations Are the Natural Way! Blinded by 
  Xenophobia (flaw), Refused a Mindscape Implant (flaw)
  Skills: Good (+3) Provoke, Rapport; Fair (+2) Deceive, 
  Unarmed Combat; Average (+1) Notice, Will
  STUNTS
   Rabble Rouse: +2 Rapport bonus when creating 
  advantages.
  EXTRAS
  ê InfoNet Wrist Link: Voice and holo connection to 
  Olkennedian infonet.
  ê The Fivers: 
  Skills: Average (+1) Provoke, Resources, Security;  
  Stunts: Extreme Sanction 
  Supporting NPC
  A MURDER OF 5 OLSEC RIOT 
  POLICE 
  Wearing black riot gear with red trim, OLSEC riot police 
  are single-minded and unsubtle.
  Stress: 1   1   1   1   1   
  Scale: Medium (+0)
  Aspects: Shoot Before Asking Questions
  Skills: Fair (+2) Melee Combat; Average (+1) Athletics, 
  Ranged Combat (+4 teamwork bonus)
  Group of 5 Fair  
  (+2) Minor NPCs
  SNEAK THROUGH
  The PCs may try and keep their heads down and sneak 
  through the crowd to wherever they’re going. This is an over-
  come roll, perhaps using Stealth vs Fair (+2) opposition; any 
  obvious Commonality appearance aspects may be invoked 
  against them. On a failure the PCs must make a good case for 
  themselves using Rapport or Deceive against a hostile crowd 
  (see “Talk to the Crowd”), or end up fighting one group of 5 
  rioters each.
  TALK TO LAMIZEN
  The PCs take the bull by the horns and try and persuade or 
  intimidate the demagogue to keep the crowd calm. This 
  may be a Provoke conflict in front of the listening rioters — a 
  battle for their hearts and minds immediately — in which the 
  PCs may be forced to concede to escape or be taken hostage 
  by a hostile crowd if they fail. 
  TALK TO THE CROWD
  This is a direct contest between the PCs’ best speaker and 
  Enck Lamizen, who for his part will be urging the crowd to 
  tear the PCs apart. The difficulty is Average (+1) for Enck; and 
  variable but higher for the PCs, depending on who the crowd 
  think they are.
  Outcome
  Successfully talking to Lamizen or the crowd can create a 
  situation aspect the PCs may use in Scene	Four:	Clash	of	
  Cultures! below. If they can’t calm the crowd, then eventually 
  the OLSEC riot police arrive and wade in, and the PCs must 
  overcome, avoid, or otherwise deal with them.
  •	
  Mistaken	identity: The riot police assume the PCs are 
  rioters. Do the PCs tell them who they are? Do OLSEC 
  believe them?
  •	
  Attacked	and	imprisoned:	If the PCs can’t persuade, 
  resist, or escape the riot police, they’ll be arrested and 
  imprisoned. This determines their subsequent encounter 
  with Nwasha Hom-Champa (page 46) or Ambassador Dai-
  Nisen-Go (page 51).
  •	
  Taking	refuge: The PCs may escape both rioters and riot 
  police. Where do they go? Do they need anyone’s help? 
  What do they do after the riot is over?
  •	
  Comrades	in	arms: The PCs may side with OLSEC or even 
  the rioters. In the former case, see Scene	Two:	OLSEC 
  (below); in the latter, see Scene	Three:	Going	Under-
  ground (page 47).
  •	
  Spotted	by	reporter-remotes:	Unless the PCs avoid 
  observation by the Olkennedian media reporter-
  remotes hovering above the riot, their actions are 
  captured on the local media. Any interested parties 
  identify them easily.
  
  45
  Revolutionary Times
  WHAT HAPPENS NEXT?
  The PCs may be identified by OLSEC or Dai-Nisen-Go, result-
  ing in an “interview” (in person or by virtuality). Otherwise 
  they may proceed with their original plans or choose new 
  actions based on the riot’s outcome — perhaps including 
  meeting the Fivers.
  SCENE TWO: OLSEC
  The PCs meet Nwasha Hom-Champa, officer of the Olkennedian 
  Security Force.
  Locations:	OLSEC HQ, Pylon Prospect, Craterport Down 
  (page 29)
  Environment:	Eyes and Ears Everywhere, Intimidating 
  Efficiency, No Quick Getaway situation aspects.
  Planning:	The PCs may do limited quick research as soon 
  as they know they’ve been summoned.
  The Hook
  Following the riot, the PCs meet Nwasha	Hom-Champa, an 
  officer of the Olkennedian Security Service (OLSEC), prob-
  ably at OLSEC HQ, and a potential ally or adversary. She’s a 
  Nwasha pithecine xenomorph (page 18), well-disposed to 
  pro-Commonality PCs. Depending on their actions in the riot, 
  she may be congratulating the PCs for defusing the situation, 
  thanking them for their assistance in quelling a riot, or cuffing 
  and caging them for rioting themselves.
  This encounter establishes the PCs’ relationship with 
  OLSEC, creating a situation aspect lasting for the rest of the 
  scenario.
  Dealing With It
  The PCs have a chance to impress Officer Champa and gain 
  her support — and that of OLSEC. This may involve Provoke, 
  Rapport, or Deceive; it may be a conflict if things devolve into a 
  slanging match or even fist fight (not a good idea with a pithe-
  cine…); or it could be a contest if the PCs get into a debate.
  Here’s how to run the scene as a challenge:
  •	
  Action	1	—	Impress	Officer	Champa	With	Professional-
  ism: The PCs may use an appropriate professional skill or 
  Deceive to impress Officer Champa. Have one PC make 
  a create an advantage roll, with the others providing 
  teamwork bonuses. Deceiving her is hard — a roll against 
  her Empathy — but using a professional skill need only 
  overcome her Will. If the PCs are in a weak position (for 
  example, if they’ve been locked up by OLSEC for riot-
  ing…), increase the opposition by +2.
  
  46
  Hearts and Minds
  Meanwhile...
  While the PCs are meeting OLSEC, their quarters are 
  discreetly searched and each of their haloes hacked 
  (Mindjammer page 186). The PCs may detect this 
  (Good (+3) opposition), perhaps tracing it back to 
  OLSEC. If successful, OLSEC identifies any compro-
  mising aspects or secrets the PCs may have, which 
  may subsequently be used against them.
  NWASHA HOM-CHAMPA,  
  OLSEC OFFICER 
  Officer Champa is a female Nwasha and OLSEC officer. 
  She’s also secretly a Fiver sympathiser — although a 
  moderate. She doesn’t work for the Fivers, but could be 
  tipped that way. She once had a relationship with Bwaga 
  Bargo, the Fiver second-in-command (page 22), when she 
  was a student and he was a young activist in a city on the 
  Nwasha / Omianto border.
  Physical Stress: 1  2   
  Mental Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Pithecine OLSEC Officer (GD60), Secret Lover, 
  Strong Sense of Justice, Are We Doing the Right Thing? 
  Sympathy for the Fivers
  Skills: Great (+4) Empathy, Investigate; Good (+3) 
  Deceive, Notice; Fair (+2) Ranged Combat, Unarmed 
  Combat; Average (+1) Athletics, Will
  STUNTS
   Eye For Detail: For a fate point, make a Notice / 
  Investigate roll to “look over” a place you’ve already left.
   Lie Whisperer: +2 Empathy bonus to detect lies.
   The Power of Deduction: 1/scene, spend a fate point 
  to discover / create one aspect per shift on target of 
  Investigate roll; you get one free invoke.
  HALO
  Mindscape Implant: Local Mindscape connectivity and 
  technopsi.
  OTHER EXTRAS
  ê OLSEC: Average (+1) Bureaucracy, Contacts, Resources.
  ê Screamer Pistol: +1, range 2; Recoilless, Screaming.
  Supporting NPC
  •	
  Action	2	—	Help	Officer	Champa	With	Her	Investiga-
  tion:	Officer Champa is investigating the riot’s instigators, 
  discovering more about Enck Lamizen and the Fivers. Each 
  PC may make a create an advantage roll using Investigate, 
  sensorview, etc, to assist. But beware — failed rolls may 
  make things worse!
  •	
  Action	3	—	Gain	Officer	Champa’s	Support	In	Future:	
  Any advantages (or disadvantages) the PCs create in 
  actions 1 and 2 now work for or against them, as one 
  PC makes a Rapport or Deceive create an advantage roll 
  against Officer Champa’s Will or Empathy respectively, 
  resulting in a situation aspect representing her future sup-
  port of or opposition to the PCs — and that of OLSEC.
  
  47
  Revolutionary Times
  THE FIVER SEPARATISTS
  Scale: Enormous (+3) 
  Physical Stress: 1  2  
  Reach: Planetary (+6) 
  Mental Stress: 1  2  3  
  Tech Index: T7  
  Credit Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Aspects: Olkennedian Security Force, Works Hand 
  in Glove With the Commonality, No Nonsense 
  Reputation, Agents Are People Too
  Skills: Fair (+2) Investigate, Resources, Security; Average 
  (+1) Bureaucracy, Contacts, Will
  STUNTS
   Counterintelligence: Use Investigation instead of 
  Deceive against attempts to learn your aspects.
   Only Connect: Use Investigate instead of Knowledge to 
  deduce facts from observation.
   The Ties That Bind: +2 bonus to Contacts create an 
  advantage actions.
  EXTRAS
  ê Armament (Medium): w:2 for Security attacks.
  Supporting Organisation
  Outcome
  If the PCs are successful, they create a situation aspect 
  expressing an advantageous relationship with Nwasha 
  Hom-Champa and OLSEC which they can draw on during 
  the scenario. This may act as a permission, allowing a PC to 
  temporarily spend advancement points to acquire extra abili-
  ties representing OLSEC as an organisation extra; or it may 
  be an aspect which a PC can invoke on a Contacts, Resources 
  or other appropriate roll to gain OLSEC assistance, including 
  information, access to minions, and so on. 
  On a failure, OLSEC becomes an active or potential oppo-
  nent, creating an appropriate situation aspect.
  SCENE THREE:  
  GOING UNDERGROUND
  The PCs unexpectedly find themselves on the run with the Fivers!
  Locations:	The Fiver Safe House (Junmai Gifts and Toys, 
  page 31), Craterport Down
  Environment:	No Access to Equipment or Resources situa-
  tion aspects.
  Planning:	The PCs may find themselves suddenly in this 
  situation, with little chance to plan. They may make local 
  Knowledge rolls to find out more about the Fivers and their 
  current location, including Mindscape queries if they have 
  connectivity.
  The Hook
  Somehow, things went off the rails during or after the riot. 
  Now the PCs are suddenly and unexpectedly on the run, with 
  the Fiver separatists! Depending on their actions during the 
  riot, they may be their guests, prisoners, or even allies. Figure 
  there is at least one group of 3 Fair (+2) minor NPCs per PC, 
  plus any survivors from Scene	One:	Flashpoint!	The Fivers 
  may know the PCs’ identities, or may believe their cover stories 
  — for now. If the Fivers suspect the PCs — if they’re prisoners, 
  or not yet trusted — they use monitor band cloaks to cut their 
  access to the Mindscape.
  Although the PCs don’t know this to begin with, the Fivers 
  are planning to return to Mymar’s Retreat in the Akantack 
  Sanctuary (page 66) with hostages they’re planning to 
  capture shortly. This scene determines how much the PCs 
  understand of the Fivers’ goals, who the hostages are, and 
  what they do with that information.
  Dealing With It
  Having wound up in the Fivers’ company, the PCs have several 
  options, including:
  ESCAPE BACK TO THE EMBASSY / OLSEC
  The PCs flee the Fivers’ company. If they’re prisoners, they 
  need an opportunity, which happens once they arrive at the 
  Fiver safe house, probably Junmai Gifts and Toys (page 31). 
  This is a challenge: 
  •	
  Action	1	—	Break	Their	Bonds: A Fair (+2) Intrusion or 
  Great (+4) Physique roll. The former gives the PCs chance 
  to sneak away; the latter makes a lot of noise, and auto-
  matically alerts two guards.
  •	
  Action	2	—	Sneak	Away: A Fair (+2) Stealth roll. On a suc-
  cess, the PCs are free; on a failure, they’ve alerted the two 
  guards and must overcome them or be recaptured.
  •	
  Action	3	—	Overcome	the	Guards: The PCs must 
  neutralise the two guards instantly and silently. Appropri-
  WHAT HAPPENS NEXT?
  From here play can proceed to Episode	Two:	Hostage	Situ-
  ation, and the PCs’ meeting with Dai-Nisen-Go (Scene	One:	
  The	Velvet	Glove), if that’s been scheduled; or the attack in 
  Scene	Two:	Fivers	in	the	Night, as appropriate. Alternatively, 
  PCs may have different plans, like going underground with 
  the Fivers (see Scene	Three:	Going	Underground, below). 
  
  48
  Hearts and Minds
  A COUPLE OF REDJACKET 
  GUARDS 
  Wearing casual clothes or work fatigues with 
  characteristic red jackets. They’re armed with Howler 
  rifles.
  Stress: 1   1   
  Scale: Medium (+0)
  Aspects: Suspicious and Uncommunicative
  Skills: Fair (+2) Provoke; Average (+1) Notice, Ranged 
  Combat (+1 teamwork bonus)
  Group of 2 Fair  
  (+2) Minor NPCs
  Meanwhile...
  While the PCs are with the Fivers, their quarters are 
  searched — and not all that discreetly. It’s immediately 
  apparent, and a Fair (+2) Investigate roll produces 
  forensic evidence linking members of the Redjackets to 
  the scene. Apprehending those individuals is another 
  matter entirely.
  ate stunts (like Ambush) may apply; otherwise the PCs 
  must have initiative and disable the guards in a single 
  exchange, bearing in mind the PCs have been divested of 
  any obvious weapons. Each PC may make one attempt; 
  any surviving guard raises the alarm.
  Characters who fail the challenge are automatically recap-
  tured. Characters who succeed are at liberty in Craterport 
  Down (page 29).
  Reporting back to the Commonality or OLSEC requires 
  the PCs to escape (see above). If already free, they need only 
  sneak	away; otherwise, they must	break	their	bonds	first.
  GO UNDERCOVER
  The PCs gain the Fivers’ trust and go undercover. This is a 
  Deceive contest, against Fair (+2) opposition if the PCs have 
  previously acted in the Fivers’ interests, Great (+4) if not, and 
  Fantastic (+6) if they’ve acted against the Fivers’ interests. The 
  contest occurs over time; the first roll occurs in the safe house, 
  the second when crossing the ocean (page 53), and the third 
  roll occurs on the approach to Mymar’s Retreat (see Episode	
  Two,	Scene	Three:	Hot	Pursuit	for more details of this jour-
  ney). Successful characters are welcomed into the Fivers’ ranks 
  (see “Switch Sides” below), and find out more about the Fivers’ 
  plans; those who fail are taken prisoner.
  SWITCH SIDES
  Similar to going undercover, except the PCs aren’t lying; they 
  really do want to join the Fivers. It’s the same roll as above, 
  except using Rapport instead of Deceive.
  Characters who join the Fivers are given roles according 
  to their strengths — as guards, intrusion experts, intelligence 
  agents, and so on. See Episode	Three,	Scene	Four:	Escape!	
  for more.
  BECOME A HOSTAGE
  PCs taken prisoner by the Fivers become hostages which 
  the Fivers use to make demands of the World Unity Council. 
  Otherwise, the Fivers go on to take hostages in Episode	Two:	
  Hostage	Situation	below.
  Outcome
  The PCs may end this scene with more information about the 
  Fivers’ plans. They may even join the Fivers, as undercover 
  spies or genuine allies. 
  WHAT HAPPENS NEXT?
  PCs remaining with the Fivers as allies (whether actual or 
  not) or hostages travel to Mymar’s Retreat in the Akantack 
  Sanctuary. See Episode	Two,	Scene	Three:	Hot	Pursuit	
  below (page 53).
  PCs escaping from the Fivers may know something about 
  their plans. See Scene	Four:	Clash	of	Cultures	and then	
  Episode	Two:	Hostage	Situation.
  SPY AND REPORT BACK
  The PCs gather information before escaping. This is Great 
  (+4) opposition if they’re prisoners, Fair (+2) opposition if not, 
  using skills like Notice, Investigate, or Intrusion. Successful 
  characters learn the Fivers are planning to take hostages in an 
  attack on the Commonality embassy (if the PCs aren’t already 
  the hostages), and take them to Mymar’s Retreat and demand 
  the World Unity Council break ties with the Commonality. A Fair 
  (+2) Knowledge or other appropriate roll notes this is a ludicrous 
  demand. Characters who fail the roll to gather information 
  may simply fail, or gain the information at the serious	cost of 
  being found out and taken prisoner if they’re currently free.
  
  49
  Revolutionary Times
  SCENE FOUR:  
  CLASH OF CULTURES!
  The PCs’ actions may have unexpected cultural implications.
  Locations:	Anywhere on Olkennedy.
  Environment:	Spotlight on Scandal, Media Feeding Frenzy 
  situation aspects.
  Planning:	Usually culture conflict events happen at a pace 
  slow enough to allow PCs to research, plan, and react.
  At this stage, PC actions may have two kinds of cultural 
  impact: media coverage, and culture conflict.
  Media Coverage
  The PCs’ actions in the Friendship Square riot may be noticed 
  by Olkennedy’s media networks. Their relationship to OLSEC 
  may be observed.
  Judge the extent of this based on the PCs’ actions. For 
  example, the PCs may try to avoid media coverage by using 
  Stealth beforehand or Hacking, intimidation, or even outright 
  theft or destruction of media remotes after. Opposition is Fair 
  (+2) unless the PCs are very visible, in which case appropriate 
  situation aspects are available to invoke. 
  All three media networks are present at Friendship Square 
  to observe anything the PCs do, but each only reports actions 
  which further their causes (page 21). OlChan reports any 
  observed significant action by the PCs.
  RESULTS
  If the PCs don’t avoid media coverage, they become known 
  in the media. This is a situation aspect which can be used 
  in subsequent culture conflict exchanges (see below), and 
  which lasts through the next episode unless removed. Any PC 
  actions reported should also be checked for plot stress: see 
  Plot	Stress:	A	World	in	Flames! (page 40).
  Culture Conflict
  If you’re incorporating culture ops or culture conflict in your 
  game, run a single	exchange	of culture conflict to represent 
  this entire episode. The PCs need culture extras or cultural 
  stunts for their characters to participate actively; otherwise, let 
  the players roll on behalf of the Commonality culture, treating 
  the results of PC actions as situation aspects. Let the players 
  decide what culture action to take and what skill to use. 
  For example, if the PCs were heavy-handed in the riot, cooperat-
  ing with OLSEC or Commonality forces and causing casualties, 
  they may have a Violence By the Commonality situation aspect 
  which may be used by the Fivers in their culture conflict attack to 
  damage the Commonality culture’s reputation and inflict stress. 
  On the other hand, if the PCs were lenient, just, or politically 
  savvy in handling the riot, they may have a Commonality Cul-
  tural Sensitivity situation aspect to invoke in their own attack on 
  the Olkennedian culture.
  As mentioned above (page 5), the goal of the Fivers’ culture 
  actions is to isolate a local (Planetary (+6) scale) instance of the 
  Commonality culture on Olkennedy (see Mindjammer page 
  276), and then attack it. If they haven’t yet done so, the Fivers’ 
  culture action this exchange is an Average (+1) Assimilate 
  create an advantage roll against the Commonality’s Superb 
  (+5) Structure to do just that, with a +6 bonus due to the initial 
  scale difference. If they have already done this, their action is a 
  Good (+3) Provoke attack against the Fantastic (+6) Will of the 
  local Planetary (+6) scale instance of the Commonality culture.
  Media networks and other factions may take create 
  advantage actions or provide teamwork bonuses. Any media 
  coverage situation aspects may be invoked or compelled.
  For example, you may decide Epona Zaron (page 22) uses 
  her Charismatic Leader stunt to create an Open Critique of 
  the Commonality advantage to be used by the Fivers in their 
  attack. Alternatively, the PCs may make appropriate rolls to 
  influence ProComm (page 21) to provide positive coverage 
  for their attack, giving either a teamwork bonus or a situation 
  aspect.
  Additionally, Ambassador Dai-Nisen-Go makes its Great 
  (+4) Provoke attack on the Olkennedian culture (page 5), with 
  a -6 penalty due to scale difference if a local instance of the 
  Commonality culture hasn’t been isolated, which defends 
  with Average (+1) Assimilate. Damage done by the Ambas-
  sador receives a +12 shift bonus if scale differences apply, 
  making it an obvious and heavy-handed attack. This may be 
  the first time the PCs witness the Ambassador’s culture con-
  flict attack; you may require Investigate or Notice rolls to trace 
  it to its originator. It shouldn’t be that difficult… 
  Outcome
  Olkennedian society, or OLSEC or the Commonality, may 
  become aware of the PCs’ culture conflict actions in this 
  scene, creating possible situation aspects and potentially lim-
  iting the PCs’ options. The PCs may also become aware of the 
  broader cultural implications of their actions, and in particular 
  that Ambassador Dai-Nisen-Go is conducting its own cultural 
  conflict. This may cause them to seek out the Ambassador — 
  see Episode	Two,	Scene	One:	The	Velvet	Glove.
  WHAT HAPPENS NEXT?
  Usually you can play this scene once you’re ready to move on 
  from Episode One to any subsequent episode. As a result, you 
  can play any appropriate scene next.
  
  50
  Episode Two
  Hostage Situation
  Episode Two
  Hostage Situation
  SCENE ONE:  
  THE VELVET GLOVE
  The PCs encounter Dai-Nisen-Go, the Commonality 
  ambassador.
  Location:	The Commonality Embassy, Friendship Square, 
  Craterport Down
  Environment:	Nootrope Virtuality Meeting, Commonality 
  Embassy Security situation aspects.
  Planning:	The PCs know about autotrophs (Mindjam-
  mer page 39), but knowledge or research rolls may reveal 
  which Commonality faction (page 35) the Ambassador 
  belongs to, etc.
  The Hook
  The PCs meet Commonality Ambassador Dai-Nisen-Go. 
  This can occur in several ways. First, especially if the PCs 
  are diplomats or SCI Force agents, the ambassador may be 
  their superior or point of contact on Olkennedy. Second, 
  they may be summoned to meet the ambassador follow-
  ing the riot on Friendship Square or their encounter with 
  OLSEC in Episode	One:	Revolutionary	Times. The meeting 
  may occur in the Commonality embassy (page 31) or in a 
  baroque Mindscape virtuality based on the nootrope halls of 
  power in Jiva on Old Earth.
  Ambassador Dai-Nisen-Go is an autotroph nootrope 
  (Mindjammer page 39) from the Core Worlds, who looks like 
  a very attractive androgynous Olkennedian. Sexually neuter, 
  sophisticated and charismatic, it works for the Communica-
  tions Instrumentality.
  This scene establishes the PCs’ relationship with the 
  ambassador, creating a situation aspect lasting for the rest of 
  the scenario.
  Dealing With It
  This is a social encounter, using skills like Rapport, Empathy, 
  Deceive, Investigate, Notice, to establish the relationship 
  between the PCs and the ambassador — is it good, bad, 
  hostile, frosty, friendly, or businesslike? The PCs may use skills 
  to gain information from the ambassador, including assessing 
  its aspects; the ambassador does the same.
  The PCs may present themselves to Dai-Nisen-Go in 
  whatever light they wish. In turn, the ambassador evaluates 
  them like a machiavellian arch-manipulator. In particular, it 
  wishes to know:
  •	
  What are the PCs doing on Olkennedy?
  •	
  Can Dai-Nisen-Go use the PCs in its plans?
  •	
  Does Dai-Nisen-Go need to surveil the PCs?
  •	
  Does Dai-Nisen-Go need to deport or even kill the PCs? If 
  necessary, it has access to at least one mechanical	assas-
  sin	(Mindjammer page 184).
  Outcome
  The PCs end this scene with a situation aspect represent-
  ing their relationship to the ambassador. Ideally, this should 
  result from a Rapport or Deceive roll, but failing that you may 
  create any appropriate aspect. They may have a new ally, with 
  IN WHICH FIVER SEPARATISTS STAGE A DARING KIDNAP ATTEMPT —
  AND THE PCS TRY TO THWART THEM!
  
  51
  Hostage Situation
  DAI-NISEN-GO, THE 
  COMMONALITY AMBASSADOR
  Dai-Nisen-Go is almost ethereal — a neuter autotroph, 
  attractive, androgynous, with pale olive skin helping 
  it synthesise its own food. It’s human but otherworldly 
  from the Olkennedian point of view. Typical of many 
  Commonality nootropes — the enhanced intelligence 
  class of Pansectorate and instrumentality administrators 
  — it’s a member of the Integrator faction (page 36), 
  dedicated to Olkennedy’s integration whatever the cost. 
  Physical Stress: 1  2   
  Mental Stress: 1  2  3  4
  Consequences: 3 
  Scale: Medium (+0)
  ASPECTS
  High Concept: Otherworldly Commonality Ambassador.
  Trouble: Sexually Ambiguous Nootrope.
  Other Aspects: Ardent Instrument of the Integrator 
  Faction, Iron Hand in a Velvet Glove, Natural Diplomat.
  SKILLS
  Superb (+5): Rapport
  Great (+4): Deceive, Empathy
  Good (+3): Contacts, Resources, Will
  Fair (+2): Bureaucracy, Knowledge, Notice, Provoke
  HALO
  Special	Operations	Chip:	Local Mindscape connectivity 
  and special ops technopsi.
  Neurosynthetic	Extensors:	+2 bonus to Knowledge, 
  Science, or Technical rolls where reasoning power is the 
  determining factor.
  STUNTS
   Cultural	Liaison:	Use Rapport for culture actions.
   Cultural	Redaction:	Use Empathy for culture actions.
   Domination:	Roll Will vs Will to control the target’s 
  actions.
   Executive	Officer:	+1 bonus to organisation action 
  where you act directly.
   We	Come	In	Peace:	Use Deceive to take culture actions.
  EXTRAS
  ê Autotroph:	As aspect to synthesise own food.
  ê Cosmetic	Enhancer:	As aspect to customise physical 
  appearance.
  ê The	Commonality	Culture:	
  Skills:	Great (+4) Provoke; Fair (+2) Intrusion; 
  Stunts:	Propaganda Campaign, Shock and Awe.
  ê The	Integrator	Faction:	
  Skills: Good (+3) Deceive; Fair (+2) Security; Average 
  (+1) Contacts; 
  Stunts:	Extreme Sanction, The Ties That Bind.
  Major NPC
  Meanwhile...
  While the PCs are meeting Dai-Nisen-Go, their quarters 
  are discreetly searched and each of their haloes 
  hacked (Mindjammer page 186). The PCs may detect 
  this, perhaps tracing it to the ambassador’s staff 
  (Superb (+5) opposition). If successful, the ambassador 
  identifies any compromising aspects or secrets the PCs 
  have, which may subsequently be used against them.  
  considerable power and resources, or a formidable foe. Dai-
  Nisen-Go is aware of the PCs’ existence from this point, and 
  factors them into its plans accordingly.
  WHAT HAPPENS NEXT?
  This encounter occurs after the Friendship Square riot. If the 
  Fivers haven’t yet acquired their hostages, they should do 
  so next in Scene	Two:	Shots	in	the	Dark. The PCs may act 
  on their own initiative, choosing their next actions; or may 
  
  52
  Hearts and Minds
  Where Are the PCs Staying?
  Finding accommodation in Craterport Down is a Fair 
  (+2) Resources roll, higher if the PCs are wanted by 
  the authorities. Let the players choose the location; 
  they may need Deceive or Stealth rolls to remain in-
  cognito, or Resources rolls to bribe staff to keep quiet. 
  Accommodation usually comes with one or more 
  situation aspects.
  •	
  Amity	Hostel:	Basic but adequate accommoda-
  tion for Commonality and Olkennedian visitors.	
  Low Security and Exposed, but also In Touch 
  With the Pulse of Olkennedian Life. 
  •	
  Commonality Embassy: PCs must be on good 
  terms with the ambassador, and will be observed. 
  It’s Luxurious and High Security.
  •	
  Fiver Safe House: There are several in Craterport 
  — Junmai Gifts and Toys (page 31) is typical. PCs 
  must be On Good Terms With the Fivers.
  •	
  Old Sepey Rooming House: Traditional Columbi-
  anan accommodation, usually built around a hot 
  spring and servicing only Olkennedians (and the 
  occasional curious tourist). Beyond the Common-
  ality’s immediate reach, even OLSEC may not show 
  up if there’s trouble. The Fivers know immediately 
  if the PCs are here. It has an Immediate Access to 
  the Olkennedian Grapevine aspect. 
  •	
  Cosmo Quarter Domiciliary: Short-term self-
  catering accommodation in the Cosmo Quarter 
  (page 32), rubbing shoulders with Commonality 
  workers and Olkennedian functionaries, it offers 
  Privacy and Government Contacts. 
  •	
  ComTown Hotel: Not very private, but fairly 
  anonymous and easy to move from place to place. 
  ComTown hotels are mostly used by offworlders, 
  and are Remote From Olkennedian Life.
  •	
  Starport: The PCs are staying on board their ship. 
  It’s cheap and pretty secure, although standard 
  berthing fees apply. It’s also very inconvenient; the 
  PCs must pass through immigration control each 
  time they come and go. Isolated From Olkennedy 
  and Red-Tape and Delays situation aspects apply.  
  It does provide easy access to the Craterport Bar 
  (page 30).
  FIVER THUGS
  Stress: 1   1    1  
  Scale: Medium (+0)
  Aspects: Adrenalised Amateurs
  Skills: Fair (+2) Ranged Combat; Average (+1) Athletics, 
  Stealth (+2 teamwork bonus)
  Group of 3 Fair  
  (+2) Minor NPCs
  follow the ambassador’s orders, pursuing the Fivers and their 
  hostages (see Scene	Three:	Hot	Pursuit) or travelling to 
  Mymar’s Retreat to rescue them (see Episode	Three,	Scene	
  One:	Getting	There).	
  SCENE TWO:  
  SHOTS IN THE DARK 
  The PCs are attacked by Fiver terrorists, and may be taken 
  hostage.
  Location:	The PCs’ Quarters
  Environment:	Under Cover of Darkness, Home Turf Advan-
  tage situation aspects.
  Planning:	This is principally a reactive scene. If the PCs 
  have reason to feel threatened, they may post guards or acti-
  vate security measures.
  The Hook
  That night, the PCs are attacked in their accommodation by 
  Fiver separatists. If the PCs are staying in the Commonality 
  embassy, the Fivers may be aiming to kidnap other embassy 
  personnel; if they’re staying in their own accommodation 
  elsewhere in Craterport Down, the Fivers may be aiming to 
  kidnap Commonality sympathisers or representatives — 
  including the PCs!
  Dealing With It
  Give the PCs the chance to detect the attack before it hap-
  pens, for example rolling Notice against the Fivers’ Stealth 
  skills, accounting for any accommodation or environment 
  situation aspects. PCs may be disoriented and unarmed, with 
  only Mediocre (+0) defence for the first exchange and no 
  weapons to attack with.
  The attackers comprise Nwasha-Ziu Ugomko and Zy Bor-
  rower, supporting NPCs, and up to one group of 3 Fair (+2) 
  minor NPCs per PC (depending on how combat-oriented the 
  PCs are and how tough you want the fight to be). If defeated, 
  the PCs are taken as hostages to the Akantack Sanctuary — 
  see Outcome	below.
  
  53
  Hostage Situation
  NWASHA-ZIU UGOMKO, 
  NWASHAN FIVER
  Physical Stress: 1  2  3  Mental Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Hulking Nwashan Freedom Fighter, 
  Overachieving Hero Complex
  Skills: Great (+4) Empathy, Investigate; Good (+3) 
  Deceive, Notice; Fair (+2) Ranged Combat, Unarmed 
  Combat; Average (+1) Athletics, Will
  STUNTS
   Heavy Hitter: Reduce shifts by 1 on a Melee Combat 
  success with style for an additional full situation aspect 
  with free invoke.
   Overseer: 1/scene, make an overcome action to 
  generate a pool of shift points you can redistribute.
  OTHER EXTRAS
  ê Olkennedian Howler Rifle: +3 bonus, Stunned 
  advantage, r3, Recoilless, as “Howl”.
  ê Hand Scanner: Fair (+2) Investigate.
  ZY BORROWER, OLKENNEDIAN 
  FIVER (HUMAN)
  Physical Stress: 1  2   
  Mental Stress: 1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Redneck Separatist Troublemaker, Sneering 
  Xenophobe
  Skills: Great (+4) Provoke, Ranged Combat; Good (+3) 
  Deceive, Notice; Fair (+2) Athletics, Stealth
  STUNTS
   Covering Fire: On successful Ranged Combat attack, 
  also create Fair (+2) opposition against movement in 
  affected zone.
  EXTRAS
  ê Olkennedian Howler Rifle: +3 bonus, Stunned 
  advantage, r3, Recoilless, as “Howl”.
  ê Mesh Armour: A:1, Head and Limbs Exposed.
  Supporting NPC
  Supporting NPC
  Outcome
  The PCs have encountered the violent wing of the Fivers, 
  and are either on their trail to rescue their hostages or are 
  hostages themselves.
  WHAT HAPPENS NEXT?
  Hostages are smuggled out of Craterport Down by water 
  from the old port of Harver (page 29). If the PCs give chase, 
  see Scene	Three:	Hot	Pursuit, below; if they marshall their 
  forces and track the Fivers to their base,	see Scene	Five:	Cold	
  Pursuit. If the PCs are hostages themselves, they end up in 
  Mymar’s Retreat in the Akantack Sanctuary — see Episode	
  Three:	Break	Out!
  SCENE THREE: HOT PURSUIT
  The Fivers leave Craterport Down with their hostages — and the 
  PCs give chase.
  Locations:	Craterport Down, Harver, the Sea of Gold, Victa 
  Archipelago.
  Environment:	Isolated From Commonality Support Net-
  works, Out on a Limb, Who Is Friend or Foe? situation aspects.
  Planning:	PCs pursuing the Fivers directly have minimal 
  time to plan or prepare; they grab their equipment and jump 
  aboard locally available transport. Everything else is impro-
  vised on the fly.
  The Hook
  This scene assumes it’s not the PCs who’ve been taken 
  hostage by the Fivers — or at least not all of them. Instead, 
  several key members of the Commonality or Olkennedian 
  establishment have been seized — possibly even Officer 
  Champa or Dai-Nisen-Go. 
  The PCs pursue the Fivers to rescue the hostages en 
  route. They probably won’t succeed, but may track them to 
  their base.
  Dealing With It
  Run this scene as an evasion	contest	(Mindjammer page 
  217), pitting the PCs’ Investigate or Active or Passive Sens-
  ing skill against the Fivers’ Manoeuvre or Stealth. The Fivers 
  are the survivors of Scene	Two:	Shots	in	the	Dark, above (ie 
  possibly Nwasha-Ziu Ugomko and Zy Borrower, and up to one 
  group of 3 Fair (+2) minor NPCs per PC). The PCs must have 
  access to appropriate transport, possibly requiring Rapport, 
  Provoke, Resources, or other appropriate rolls. The Fivers are 
  attempting to escape from the PCs; the PCs are attempting 
  to catch up with them. The first side to accumulate 3 victories 
  wins. The contest may span the following three phases:
  
  54
  Hearts and Minds
  •	
  Phase	1:	Craterport	Down: The Fivers travel through the 
  streets of Craterport to the Harver waterfront, where they 
  rendezvous with a working sea vessel or GEV. The PCs 
  need to find locally available transport.
  •	
  Phase	2:	Ocean	Crossing: The Fivers travel to the Victa 
  Archipelago, where they transfer to the Red Glory trans-
  port rotary (page 55), piloted by steersman Piter Arbathy 
  (Piloting’s In My Blood; My Mother — the Sea, My Father — 
  the Sky!).
  •	
  Phase	3:	Sky	Crossing:	Arbathy pilots them to Mymar’s 
  Retreat in the Akantack Sanctuary (page 66).
  If the PCs don’t intercept the Fivers by the time they accu-
  mulate 3 victories, then they lose the trail; see Scene	Five:	
  Cold	Pursuit.	
  USING THE MINDSCAPE
  The PCs may try to pursue the Fivers by tracing the monitor 
  band signals of any hostages with Mindscape implants. If suc-
  cessful, switch to a standard Manoeuvre vs Manoeuvre chase 
  to intercept.
  To do this, the PCs must first defeat the monitor band 
  cloaks the Fivers use on them.
  •	
  Identify	the	Monitor	Band	Signals	to	Look	For: Even 
  though not every Olkennedian has a Mindscape implant, 
  there are still enough monitor band signals detectable 
  by sensorview from orbit to make the task like finding a 
  needle in a haystack. The PCs must first discount all the 
  false positives. This requires a Mindscape tracer (Mind-
  jammer page 138), and the PCs must know the hostages’ 
  Mindscape IDs, requiring a Knowledge roll if the PCs have 
  Commonality cooperation, or a Hacker (Intrusion) roll 
  otherwise.
  •	
  Detect	the	Monitor	Band	Signals:	To detect a specific 
  Mindscape implant requires an Investigate, Active Sens-
  ing, or Passive Sensing roll. In this case the PCs must have 
  orbital sensor support, meaning either the cooperation of 
  Alpha Node, a Hacker (Intrusion) or other appropriate roll 
  to temporarily “borrow” that support from Alpha Node, or 
  appropriate equipment in a starship of their own.
   -
  Uncloaked	Difficulty: If the hostages’ Mindscape 
  implants were uncloaked, detecting them using 
  Mindscape tracer would be Average (+1) in Phase 
  1: Craterport Down, Fair (+2) in Phase 2: The Ocean 
  Crossing, and Good (+3) in Phase 3: The Sky Crossing.
   -
  Cloaked	Difficulty:	However, the Fivers are probably 
  using monitor band cloaks, meaning that a success 
  with style is required just to detect even the presence 
  of that Mindscape ID in a given zone — not its specific 
  location (see below).
  •	
  Locate	the	Monitor	Band	Signals: To pinpoint the exact 
  location of a cloaked Mindscape implant after detection 
  requires a Fair (+2) Hacker (Intrusion) roll.
  •	
  Communicate	With	the	Hostages:	Successfully hack-
  ing a cloaked Mindscape implant even allows the PCs to 
  communicate with the hostages, not just to track them. 
  The hostage in question must make a successful Stealth or 
  Deceive roll to give or receive a communication without 
  being spotted by the Fivers.
  Outcome
  The Fivers have seized their hostages and have escaped with-
  out trace, or have been located by the PCs en route.
  WHAT HAPPENS NEXT?
  If the PCs successfully catch up with the Fivers en route, go 
  to Scene	Four:	Interception	below. If they fail, go to	Scene	
  Five:	Cold	Pursuit.
  SCENE FOUR: INTERCEPTION
  The PCs miraculously intercept the Fiver kidnappers en route — 
  and attempt to rescue the hostages.
  Locations:	Craterport Down, Harver, the Sea of Gold, Victa 
  Archipelago, the Akantack Sanctuary.
  Environment:	Need For Speed, Knife to the Throat, Save the 
  Hostages! situation aspects.
  Planning:	Interception in Phase 1 allows the PCs no 
  time for planning or preparation; in Phase 2, they have one 
  exchange to prepare; in Phase 3, they have two.
  The Hook
  If the PCs intercept the Fivers before they reach Mymar’s Retreat, 
  this scene replaces much of Episode	Three:	Break	Out.
  Dealing With It
  In this scene, the PCs stage a raid on the Red Glory transport 
  rotary to rescue the hostages. The biggest problem is prevent-
  ing the Fivers from executing the hostages.
  Plot Stress: Countdown to Execution!
  To track whether or not the Fivers execute hostages, and if so 
  how many, we’re using plot	stress	(Mindjammer page 432). 
  For plot stress to occur, the Fivers must be aware of the event 
  causing it; killing a guard won’t cause plot stress until his 
  body is discovered, for example.
  When figuring plot stress, calculate firefight casualties 
  and apply them collectively as plot stress at the end of that 
  
  55
  Hostage Situation
  COUNTDOWN TO EXECUTION
  Plot Stress Track 1  2
  CONSEQUENCES
  Mild (-2):
  The first hostage is executed.
  Moderate (-4): More hostages are executed.
  Severe (-6):
  The rest of the hostages are executed.
  Taken Out:
  The Fivers surrender / flee
  CAUSES OF PLOT STRESS*
  The Fivers are alerted to the PCs’ presence.
  1 stress
  The Fivers come face to face with a PC.
  1 stress
  The Fivers get into a firefight with the PCs.
  1 stress
  A Fiver supporting NPC or minor NPC group  
  is killed by a PC.
  1 stress
  Bwaga Bargo is killed (Episode Three only).
  2 stress
  *the event must be known to hostage guards to cause 
  plot stress.
  Plot Stress
  TRANSPORT ROTARY 
  DECKPLAN
  1. Loadmasters Station
  2. Loader Stowage
  3. Ladder to top deck
  4. Lower Deck Exit/Entrance
  1
  2
  3
  3
  4
  4
  5
  6
  6
  6
  6
  7
  7
  10
  8
  9
  5. Cockpit
  6. Fresher
  7. Upper Deck Access/Exit Door
  8. Passenger Section
  9. Aft Storage
  10.  Lower Deck Access Ladder
  Aft Door
  Aft Ramp
  Main Cargo Bay
  Fuel 
  Tank
  Fuel 
  Tank
  Forward
  Cargo Bay
  Side Door
  Sensor Pod
  BOTTOM	
  LEVEL
  TOP
  LEVEL
  firefight, rather than applying each point piecemeal. Note 
  that this plot stress track is also used in Episode	Three,	Scene	
  Two:	Raid! below.
  sode Three, Scene Two more likely to occur in your adventure, 
  so detail the various actions there. You can use those actions 
  in modified form in this scene, with the following differences:
  •	
  Use the deckplan of the Red Glory transport rotary below.
  •	
  There’s no real stealthy option: the PCs must fly right up to 
  the Red Glory and fight their way on board.
  •	
  The PCs may make a rapid	drop (page 59) to embark 
  upon a raid	with	surprise (page 60); otherwise it’s a	raid	
  without	surprise.
  •	
  When getting	in (page 60), Stage One is a boarding 
  attempt, breaking into the cargo storage hold; Stage Two 
  is a running firefight through decks one and two; and 
  Stage Three involves cracking the locks on the aft storage 
  section of deck two and then getting	the	hell	out	of	
  there (page 64).
  •	
  Figure that there’s a maximum of one group of 3 Fair (+2) 
  minor NPCs per PC (page 52) on board the Red Glory, plus 
  any surviving Fivers from Scene	Two:	Shots	in	the	Dark 
  or Scene	Three:	Hot	Pursuit.
  Outcome
  The PCs successfully rescue the hostages, or fail, resulting in the 
  deaths of themselves or the hostages, and possibly both. The 
  scene has significant culture conflict implications (page 57).
  WHAT HAPPENS NEXT?
  If the PCs successfully rescue the hostages, or fail and all the 
  hostages die, proceed to Scene	Six:	Clash	of	Cultures!	and 
  In many ways much of the action in this scene parallels 
  that of Episode	Three,	Scene	Two:	Raid!	We consider Epi-
  
  56
  Hearts and Minds
  The Fiver Demands
  The Fivers make their demands in a public announce-
  ment to the whole world. They are brutally simple:
  •	
  The World Unity Council must immediately freeze 
  relations with the Commonality and announce 
  that Olkennedy is an independent world (Civilisa-
  tion designation: Independent, No Embassy (-4)).
  •	
  Dai-Nisen-Go, the Commonality ambassador, 
  must immediately leave the Olkennedian system.
  •	
  All members of the World Unity Council must step 
  down, and elections be held, in which the Fivers are 
  permitted representation.
  •	
  Offworlders must be prevented from passing 
  beyond the starport, and those currently on planet 
  should be isolated, until the results of the elections 
  are known.
  If these demands aren’t met with an announce-
  ment and expulsion of the Commonality ambassador 
  within one local day, one hostage will be executed at 
  that point and every local day thereafter. If the ambas-
  sador is expelled and the withdrawal of Commonal-
  ity forces does not follow within one local week, one 
  hostage will be executed every local day. 
  then	Episode	Four:	The	Edge	of	the	Abyss. If the PCs fail but 
  at least some of the hostages survive, proceed to Scene	Six	
  and then	Episode	Three:	Break	Out!
  SCENE FIVE: COLD PURSUIT
  The Fivers have escaped with their hostages — the PCs must 
  track them down.
  Locations:	OLSEC HQ, the Commonality Embassy, Alpha 
  Node, the PCs’ ship.
  Environment:	Race Against Time, Pressure From Above 
  situation aspects.
  Planning:	The PCs may take their time and marshall their 
  forces as they attempt to locate the Fivers’ base.
  The Hook
  The Fivers have vanished with their hostages. The PCs try to 
  find out where they’re hiding, soliciting the aid of OLSEC or 
  the Commonality, or working solo. 
  Dealing With It
  The PCs have several options to track down the Fiver 
  kidnappers.
  USE THE MINDSCAPE
  See Scene	Three:	Hot	Pursuit	above, using the difficulties 
  for Phase 3. You can also invoke the Akantack Sanctuary’s 
  Sporadic Mindscape Connectivity situation aspect. A success 
  with style is required to even detect the presence of a cloaked 
  monitor band; hacking is needed to pin down its location to 
  Mymar’s Retreat.
  INTERROGATING THE KIDNAPPERS
  Minor Fiver NPCs don’t know where the Fivers are taking 
  the hostages, only that it’s somewhere On the Edge of the 
  Akantack Sanctuary. Supporting Fiver NPCs know about the 
  Fiver HQ at Mymar’s Retreat, and use Will or Deceive to resist 
  interrogation. 
  RESEARCH AND INTUITION
  The PCs may research the backgrounds of key Fivers like 
  Epona Zaron and Bwaga Bargo, leader and deputy leader 
  of the movement. A successful Superb (+5) Investigate 
  roll (perhaps with advantages from Empathy, Contacts, or 
  Knowledge) may throw up Mymar’s Retreat — a dwelling on 
  the edge of the Akantack Sanctuary once belonging to Epona 
  Zaron’s father — as a possible Fiver base which will check out 
  on closer inspection (page 58).
  WAITING FOR THE DEMANDS
  Eventually the Fivers make their demands public (see side-
  bar). They don’t give away the hostages’ location, but the 
  announcement generates sufficient infonet chatter to allow 
  the PCs a Fair (+2) Investigate attempt to trace the communi-
  que to Mymar’s Retreat. At this point, the clock starts ticking 
  — see “The Fiver Demands”.
  Outcome
  If successful, the PCs track the hostages to Mymar’s	Retreat, 
  a dwelling on the edge of the Akantack Sanctuary by the Vol-
  canic Zone which once belonged to the martyr Mymar Zaron, 
  father of the current Fiver leader.
  If the PCs fail to locate the hostages, the Fivers won’t 
  execute them before Epona Zaron has successfully infil-
  trated Alpha Node, as the entire kidnapping is an elaborate 
  distraction.
  
  57
  Hostage Situation
  WHAT HAPPENS NEXT?
  If the PCs track the Fivers to Mymar’s Retreat, go to Episode	
  Three:	Break	Out!	Otherwise, go to	Episode	Four:	The	Edge	
  of	the	Abyss.
  SCENE SIX:  
  CLASH OF CULTURES!
  The PCs’ actions may have unexpected cultural implications.
  Locations:	Anywhere on Olkennedy.
  Environment:	On the Defensive, Looking for Someone to 
  Blame situation aspects.
  Planning:	Usually culture conflict events happen at a pace 
  slow enough to allow PCs to research, plan, and react.
  The PCs’ actions feed into the ongoing conflict between 
  the Commonality and Olkennedy cultures. 
  Media Coverage
  The extent of media coverage now depends on PC attempts 
  to limit it, using Stealth, Hacking, intimidation, or theft or 
  destruction of media remotes. Opposition is Fair (+2) unless 
  the PCs are very visible. Media networks only report PC 
  actions in the following scenes:
  •	
  Scene	Two:	Fivers	in	the	Night: Depending on the attack 
  location, this event may be highly visible.
  •	
  Scene	Three:	Hot	Pursuit: PC actions are highly visible in 
  Craterport Down, less so elsewhere. 
  •	
  Scene	Four:	Interception:	PC actions are highly visible in 
  Craterport Down, not visible elsewhere.
  Media networks only report actions furthering their 
  causes. Olchan reports any observed significant PC action.
  RESULTS
  The results of media coverage depend on the PCs’ overall 
  performance and who the hostages are.
  •	
  If	Olkennedians	are	hostages, then whether or not they 
  survive the episode creates a situation aspect lasting at 
  least the next episode if not removed.
  •	
  If	Commonality	citizens	are	hostages, a situation aspect 
  is created based on how the PCs treat the Fivers; a mini-
  mum of bloodshed and overtly fair treatment is positive, 
  heavy-handed brutality and loss of life is negative. 
  •	
  If	the	PCs	themselves	are	hostages,	then this creates a 
  negative situation aspect. 
  Reported actions should also be checked against plot 
  stress (see Plot	Stress:	A	World	in	Flames! on page 40).
  Culture Conflict
  In this culture conflict exchange, the kidnap attempt rep-
  resents either an Average (+1) Assimilate attack vs the 
  Commonality’s Superb (+5) Structure, with a +6 bonus due to 
  scale differences; or (more likely) a Good (+3) Provoke attack 
  vs the Commonality’s Fantastic (+6) Will, made at equal scale 
  (ie no modifier).
  COMMONALITY REACTION
  If Ambassador Dai-Nisen-Go isn’t itself a hostage, it will make its 
  Great (+4) Provoke attack on the Olkennedian culture (page 5) 
  with a -6 penalty if scale difference applies, which resists with 
  Average (+1) Assimilate. Damage done by the Ambassador 
  receives a +12 shift bonus if scale difference applies.
  OLSEC REACTION
  If Dai-Nisen-Go has been taken hostage, OLSEC attempts to 
  mitigate the Fiver’s cultural attack by using its Average (+1) 
  Contacts skill to create a Solidarity With Our Commonality 
  Friends advantage via the media, giving the free invoke to the 
  Commonality to use on its Will or Structure defence roll. 
  Outcome
  It may now be obvious that the Fivers aren’t a peaceful organ-
  isation. Equally, the PCs may have shown the Commonality in 
  a ruthless or diplomatic light — possibly in conflict with the 
  actions of Ambassador Dai-Nisen-Go.
  WHAT HAPPENS NEXT?
  If the PCs attempt to rescue the Fiver hostages, or to escape 
  themselves, go to Episode	Three:	Break	Out!	If the hostages 
  are already rescued or dead, go to Episode	Four:	The	Edge	of	
  the	Abyss.
  
  58
  Episode Three
  Break Out!
  Episode Three
  Break Out
  A group of Fiver Separatists has taken hostages and is 
  holding them in a secret base on the edge of the Akan-
  tack Sanctuary. The hostages may be the PCs themselves, 
  who are trying to escape; or Olkennedian or Commonal-
  ity citizens whom the PCs are trying to rescue. This is an 
  action-oriented episode, with the potential for violence and 
  bloodshed. 
  THE BOMB PLOT
  Unknown to the PCs, the Fiver kidnap attempt is merely a 
  diversion, intended to distract Olkennedian and Common-
  ality security services, while Fiver leader Epona Zaron gets 
  aboard Alpha Node for the main part of the Fiver attack — an 
  attempt to destroy Alpha Node with a zero point bomb — 
  dealt with in Episode	Four:	The	Edge	of	the	Abyss. You can 
  put the players under as much time pressure you like in this 
  episode — they don’t know when the Fivers are going to start 
  executing hostages — but for your own purposes assume 
  there’s a variable amount of time available before Epona 
  makes her move and episode four begins. You don’t want to 
  interrupt exciting action when the PCs confront the Fivers at 
  Mymar’s Retreat, but at the same time if you find a lull and 
  want to advance the scenario to its climax, you can decide 
  Epona makes her move at that point.
  Astute PCs have opportunities to uncover the bomb plot 
  while at Mymar’s Retreat; see the text boxes below.
  IN WHICH FIGHTING BREAKS OUT AT THE FIVERS’ SECRET BASE
  AS THE HOSTAGES BATTLE FOR THEIR FREEDOM!
  
  59
  Break Out!
  SCENE ONE: GETTING THERE
  The PCs travel through the Akantack Sanctuary to Mymar’s 
  Retreat.
  Locations:	The Akantack Sanctuary; Inchaka City.
  Environment:	Cold Thin Air, Sporadic Mindscape Connectiv-
  ity, Alien Biosphere, Suspicious Natives situation aspects.
  Planning:	Unless the PCs have chased the Fivers right to 
  the doors of Mymar’s Retreat, they should have time to gather 
  their forces and plan their approach.
  The Hook
  The PCs are trying to reach Mymar’s Retreat without being 
  spotted by the Fivers, prior to starting their raid.
  Dealing With It
  There are several ways to approach Mymar’s Retreat:
  ORBITAL DROP
  If the PCs know about Mymar’s Retreat, they can drop in from 
  orbit. They may be spotted on approach and shot at, but it 
  gets them to the target quickly. Depending on how far away 
  they land, the Fivers may be relatively unprepared, or may 
  have time to send out teams against them.
  •	
  Rapid	Drop:	The PCs aim to get in close and fast. This is a 
  Pilot roll against the base’s Passive Sensing skill (page 61). 
  Stealth may be used to create an advantage. If successful, 
  the PCs embark upon a raid	with	surprise (see	Scene	
  Two:	Raid!); on a failure, they’re in close for a raid	without	
  surprise.
  •	
  Stealth	Drop:	The PCs aim to get close without being 
  spotted, then approach on foot. This is a Stealth roll 
  against the base’s Passive Sensing skill (page 61). If suc-
  cessful, the PCs embark on a stealthy	intrusion	attempt 
  (see Scene	Two:	Raid!); on a failure, they’re engaged 
  before landing by the	Red Glory transport rotary (page 28), 
  and the base is alerted to their attack.
  OVERLAND APPROACH
  The PCs may approach overland via the Akantack Sanctuary, 
  on foot or by vehicle. If the Fivers discover their approach, 
  they dispatch teams to ambush them. The PCs may also 
  attract unwelcome attention from hostile locals.
  Travelling on foot takes a couple of standard days (2-3 
  local days) from a more distant dropzone, but is stealthy. It 
  makes negotiating the wilderness harder, and incurs a plot 
  stress consequence (see Plot	Stress:	A	World	in	Flames! on 
  page 40). Put the players on the clock and introduce Epona 
  Zaron’s ultimatum (page 68) just as they reach their destina-
  tion (see Episode	Four:	The	Edge	of	the	Abyss).	
  Travelling by vehicle takes a standard day — a couple 
  of travel periods at most. It’s harder to approach stealthily, 
  although negotiating the wilderness is easier.
  Approaching Mymar’s Retreat overland is a challenge: 
  •	
  Action	1	—	Identify	the	Location	of	Mymar’s	Retreat:	
  This requires Mindscape access and a Fair (+2) Knowl-
  edge or Investigation roll, or a Survival (Knowledge) or 
  appropriate Science roll, or a Resources roll at Inchaka 
  to find a guide (and a successful Empathy roll to get one 
  who is trustworthy and discreet). Failure to find a guide at 
  Inchaka may result in an encounter there, and / or result in 
  finding an indiscreet guide.
  •	
  Action	2	—	Negotiate	the	Wilderness:	A Survival (Knowl-
  edge) roll against a Fair (+2) opposition if approaching in 
  a vehicle, and a Fantastic (+6) opposition if approaching 
  on foot; a guide can provide an advantage. On a failure, 
  the PCs take wounds or have an encounter (using the 
  “Snow-Layer” column on page 12), and PCs are more easily 
  spotted on their approach.
  •	
  Action	3	—	Approach	Without	Being	Seen:	A Stealth 
  roll against a Fair (+2) opposition on foot, and a Fantas-
  tic (+6) opposition in a vehicle. On a success, the PCs 
  conduct a raid	with	surprise, or a stealthy	intrusion	
  attempt; on a failure, it’s a raid	without	surprise; see 
  Scene	Two:	Raid! Failures in actions 1 and 2 may work 
  against the PCs as indiscreet guides gossip, rumours are 
  spread by people encountered, fires are seen, vehicles 
  heard, and so on. 
  TAKEN BY THE FIVERS
  Characters who are hostages or allies of the Fivers needn’t 
  worry about getting to Mymar’s Retreat — they travel with 
  the Fivers aboard the Red Glory transport rotary from Trond-
  land (page 55).
  Outcome
  The PCs arrive at Mymar’s Retreat, where the hostages are 
  being held. They may have been spotted by the Fivers, or may 
  be unobserved.
  WHAT HAPPENS NEXT?
  See Scene	Two:	Raid! below.
  SCENE TWO: RAID!
  The PCs launch a raid on Mymar’s Retreat to rescue the hostages.
  Location: Mymar’s Retreat
  
  60
  Hearts and Minds
  Crimeworld
  Astute readers will notice we’re using some of the prin-
  ciples of the “Crimeworld” section from the Fate Core 
  book Fate Worlds Volume Two: Worlds In Shadow, 
  and in particular the heist structure detailed in “Get-
  ting Into the Heist: Breaking the House”. For more 
  in-depth guidance on tailoring the Fate Core rules to 
  run crime capers, see that excellent volume.
  Environment:	The Enemy’s Home Turf, Cold Thin Air situa-
  tion aspects.
  Planning:	The PCs have time to plan. There are opportu-
  nities for using skills like Intrusion to case the HQ and create 
  tactical advantages.
  This scene details the PCs’ attack on Mymar’s Retreat, a 
  base high in the Akantack Sanctuary on the edge of the hab-
  itable zone, with the objective of penetrating through to the 
  imprisoned hostages (see Scene	Three:	Free	the	Hostages). 
  Their opponents are Fiver separatists — mostly Akantack, 
  but including humans and Nwasha. In total there are three 
  supporting NPCs (one Akantack, one Nwasha, plus one 
  offworlder meditech), and 1 group of 5 Average (+1) minor 
  NPCs per PC, plus optionally any survivors from Episode	
  Two:	Hostage	Situation. The Retreat is commanded by 
  Epona Zaron’s deputy, Bwaga Bargo, who is in the hostages’ 
  area (page 67).
  Mymar’s Retreat has no Mindscape access: first, it’s on the 
  edge of the Olkennedy Crater, and has little natural connectiv-
  ity with Alpha Node; and second it’s affected by the complex’s 
  ECM jamming station — see location 9 below (page 67). 
  Mindscape use therefore requires a PMI or better; drones 
  require at least an LMI.
  For the purpose of the raid, Mymar’s Retreat is divided 
  into three broad stages: the Clifftop, the HQ Building, and 
  the Underground Chambers. At each stage, one PC must 
  make a skill roll to overcome an opposition, aided by other 
  PCs if appropriate. On a success, all the PCs may move on 
  to the next stage; on a failure, the PCs will face specific 
  consequences, perhaps involving combat or a “holding 
  action” by one or more PCs while the rest press on with 
  their mission. 
  Use the location descriptions below to track PC progress. 
  Depending on your preferred style of play and the PCs’ 
  strategy, they could be clearing the Retreat one location at a 
  time, systematically exploring as they go, or they could move 
  directly to the heart of the action.
  Getting In
  Pretty much everyone wants a stealthy op: sneak up on the 
  Retreat, break in without the guards noticing, rescue the 
  hostages, and get out without making so much as a whisper. 
  Unless the PCs are absolute masters at stealth ops, it’s unlikely 
  the raid will go down that way. At some point, things will go 
  wrong, someone will raise the alarm, and bullets, blaster bolts, 
  and null beams will fly. 
  The structure of this raid is designed such that at each 
  stage one or more PCs can undertake a “holding action” to 
  keep a specific threat at bay while the rest of the PCs press on 
  with the mission. For example, one PC could use automatic 
  fire to keep the guards on the clifftop busy while the rest 
  of the PCs enter the HQ. Players must strike the right tacti-
  cal balance between pushing ahead with their mission and 
  stretching their lines too thin. 
  You can use plot stress to track how much the hostages 
  are endangered; see “Plot Stress” below.
  Here’s an overview of how to get to the hostages.
  STAGE ONE: THE CLIFFTOP
  Negotiating the clifftop down to the hidden base in a 
  stealthy	intrusion	attempt	involves skills like Intrusion or 
  Stealth. It’s Good (+3) opposition, or Superb (+5) if the Fivers 
  are expecting the PCs. PCs may climb down the cliff face, 
  using Athletics to create an advantage on the Stealth or 
  Intrusion roll. On a failure, the action becomes a raid	with	
  or	without	surprise, or a success at a cost involving conse-
  quences such as falling damage.
  On a raid	with	surprise, the PCs are opposed by two 
  groups of 5 Average (+1) minor NPCs (see below); on a raid	
  without	surprise, they’re opposed by one group of 5 Average 
  (+1) minor NPCs per PC. If desired, one PC may hold down 
  one minor NPC group while the rest press ahead with the raid; 
  in this case, you’ll be running a separate combat on an ongo-
  ing basis as the other PCs enter the base.
  STAGE TWO: THE HQ BUILDING
  On a stealthy	intrusion	attempt, the PCs may case the HQ 
  using Intrusion, then pick any door to break in (roll against 
  the Retreat’s Passive Sensing skill — see below). On a failure, 
  one character must undertake a holding action and try to 
  disengage the HQ’s alarm system (a contest against the 
  Retreat’s ECM Array), or the action becomes a raid	with	or	
  without	surprise.
  On	a	raid	with	surprise, PCs entering the base are 
  attacked by 2 groups of 5 Average (+1) minor NPCs for the 
  first 2 exchanges, which are then reinforced by the three gun 
  turrets (location 8) and possibly even the missile emplace-
  ment (location 17); on a raid	without	surprise, the PCs are 
  attacked by 1 group of 5 Average (+1) minor NPCs per PC, and 
  
  61
  Break Out!
  The Bomb Plot
  Characters taking note of their surroundings may find 
  clues to the bomb plot (page 58) in Mymar’s Retreat. 
  Use Notice or Investigate rolls; this is particularly ef-
  fective if the PCs are exploring using the map and key 
  on page 67. See Dr “Fingers” Lonesku (page 63) and 
  location 15, the recovery room (page 67), below.
  MYMAR’S RETREAT
  Scale: Huge (+2) 
  Physical Stress: 1  2  3  4
  Tech Index: T7  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Aspects: Secret Fiver Base, By the Snow-Layer, Climate 
  Controlled, Hallowed Residence of Mymar the Martyr, 
  Half Underground
  Skills: Great (+4) Hull Strength; Good (+3) EW, Passive 
  Sensing; Fair (+2) Resources, Stealth, Systems; Average 
  (+1) Ranged Combat, Ranged Combat, Ranged Combat, 
  Technical.
  STUNTS
   Passenger Accommodation: Accommodations for  
  20 passengers.
   Rugged Superstructure: 1/session, pay 1 fate point to 
  reduce a moderate consequence to mild, or remove  
  a mild.
  EXTRAS
  ê ECM Array: +2 defend bonus vs EW and Mindscape 
  attacks.
  ê Lab (Meditech):	 Access to Meditech stunt.
  ê Missiles:	Contest of Ranged Combat vs Manoeuvre, 
  explosive effect, Limited Supply.
  ê Null Cannon:	w:0, range 4; Full Auto, Recoilless.
  SHEVA TENPEL 
  A thuggish female Akantack from the local Tenpeltee 
  tribe, she’s devoted to the Zaron family and Fiver cause. 
  Physical Stress: 1  2  3  4       Mental Stress: 1  2  3   
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Thuggish Fiver Fanatic, Local Tribe Member, 
  Devoted to the Zaron Family, Knows the Retreat Like 
  the Back of Her Hand, Acclimatised
  Skills: Superb (+5) Provoke, Ranged Combat; Great (+4) 
  Athletics, Notice; Good (+3) Physique, Unarmed Combat; 
  Fair (+2) Deceive, Will; Average (+1) Intrusion, Stealth
  STUNTS
   Armour of Fear: Use Provoke to defend vs Melee and 
  Unarmed Combat until damaged.
   Covering Fire: On successful Ranged Combat attack, 
  also create Fair (+2) opposition against movement in 
  affected zone.
  EXTRAS
  ê Auto Shotgun: w:4/2, range 2; Burst Fire, Full Auto.
  Supporting Construct
  Supporting NPC
  the gun turrets and missile emplacement, simultaneously. As 
  before, one PC may hold down one gun turret or NPC group. 
  If the opposition is defeated, any survivors fall back, and the 
  PCs may proceed to the underground chambers.
  STAGE THREE: THE UNDERGROUND CHAMBERS
  On a stealthy	intrusion	attempt, one PC must try to disable 
  the guard posted in the underground chambers, a Fair (+2) 
  opposition, or Good (+4) if the PCs are expected. On a failure, 
  the action becomes a raid	with	or	without	surprise. In either 
  case, proceed to Scene	Three:	Free	the	Hostages.
  Attacking the Retreat as a Construct
  The PCs may decide they want to bombard the hell out of 
  Mymar’s Retreat using a transport rotary or even starship. This 
  involves construct conflict; statistics for the Mymar’s Retreat 
  construct are given below.
  Plot Stress: Countdown to Execution
  This scene uses the plot stress rules provided in Episode	Two,	
  Scene	Four:	Interception	to pace how quickly the Fivers start 
  to kill the hostages. See page 55 for more.
  Stat Blocks
  The following NPCs may be encountered in Mymar’s Retreat.
  
  62
  Hearts and Minds
  NWASHA GUNNAR-JAN 
  A large male Nwasha and devoted Olkennedian patriot, 
  Gunnar-Jan joined the Fivers because he believed in 
  self-determination for his people. He sometimes doubts 
  whether the ends justify the means.
  Physical Stress: 1  2  3  4       Mental Stress: 1  2  3   
  Consequences: 2 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Massive Nwasha Warrior, When a Slow-
  Moving Object Meets an Unyielding Force, Arboreal 
  Patriot, Xenomorph Most Likely to Compromise
  Skills: Superb (+5) Empathy, Physique; Great (+4) Ranged 
  Combat, Unarmed Combat; Good (+3) Athletics, Notice; 
  Fair (+2) Knowledge, Rapport; Average (+1) Stealth, Will
  STUNTS
   Grappler: +2 create an advantage Physique bonus 
  when wrestling or grappling.
   Nose For Trouble: Use Empathy for initiative as long 
  as you’ve observed / spoken to participants for a few 
  minutes in the same scene.
  EXTRAS
  ê Olkennedian Howler Rifle: +3 bonus, Stunned 
  advantage, r3, Recoilless, as “Howl”.
  Supporting NPC
  
  63
  Break Out!
  DR “FINGERS” LONESKU 
  “Fingers” Lonesku is a dodgy Fringe Worlder meditech, 
  brought to Olkennedy for dubious purposes — 
  specifically to implant the zero-point bomb in Epona 
  Zaron. Fingers didn’t source the bomb herself — but she 
  does know it was highly sophisticated, and nothing the 
  Olkennedians could have made themselves. She’s adept 
  at using her subdermal holoprojector to make a hasty 
  getaway.
  Physical Stress: 1  2  3    Mental Stress: 1  2  3   
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Black Market Meditech; Kicked Off a Fringe 
  World Near You; I Just Like Bodies, You Know? 
  Unnatural Proclivities; Aura of Unhealthiness
  Skills: Great (+4) Deceive, Technical; Good (+3) 
  Bureaucracy, Provoke; Fair (+2) Contacts, Will; Average 
  (+1) Notice, Ranged Combat
  STUNTS
   Meditech: +2 Technical bonus for overcome actions to 
  treat physical consequences.
  HALO
  Mindscape Implant: Local Mindscape connectivity and 
  technopsi.
  Monitor Band Cloak (secret):	Disables an active 
  Mindscape implant.
  EXTRAS
  ê Subdermal Holoprojector: As aspect, plus use Will to 
  create images as advantages.
  Supporting NPC
  A GANG OF 5 FIVER THUGS 
  These may be recruits from nearby Akantack tribes, or 
  old hands from around the planet. They may use howler 
  rifles, null pistols, or traditional, low-tech (and usually 
  pretty nasty) Akantack missile and melee weapons.
  Stress:          
  Scale: Medium (+0)
  Aspects: Reckless Rabble, Strength In Numbers
  Skills: Average (+1) Ranged Combat (+4 teamwork bonus)
  Group of 5 Average  
  (+1) Minor NPCs
  Outcome
  The PCs penetrate deep inside Mymar’s Retreat, closing on 
  the hostages, either facing an alerted and substantial opposi-
  tion, or still undetected.
  WHAT HAPPENS NEXT?
  See Scene	Three:	Free	the	Hostages	below.
  SCENE THREE:  
  FREE THE HOSTAGES
  The PCs fight through to the imprisoned hostages and  
  rescue them.
  Locations:	The Cells, Mymar’s Retreat
  Environment:	Mission on a Knife Edge, Beset From All Sides, 
  Separate Reinforced Holding Cells situation aspects.
  Planning:	The PCs don’t have time to make a detailed 
  plan of action at this point. They’ll probably find the hostages’ 
  area, and have to act immediately. If they’ve arranged things 
  well enough, give them an exchange or two to make appro-
  priate preparations.
  By this point, your game may be running at screaming 
  high tension as the PCs still haven’t been discovered, or they 
  may be fighting a running gun battle and fending off the 
  Fivers as they go. On a stealthy	intrusion	attempt, there’s 
  no one here apart from the normal guards; on a raid	with	or	
  without	surprise, all remaining defenders, probably includ-
  ing Bwaga Bargo, are here to repel the PCs.
  The hostages are held in individual cells in location 16; 
  unless things have worked out otherwise there are three of 
  them, maybe including: Dai-Nisen-Go itself; Officer Nwasha 
  Hom-Champa; one of the PCs, or his or her friend, contact, or 
  relative; a new trader; one or more members of SCI Force or 
  employees of the Commonality embassy; or anyone else suf-
  ficiently important to your story.
  By default, Bwaga Bargo is one of the people guarding the 
  hostages. His quarters are in location 11, but unless surprised 
  he’ll be in location 16 with at least one group of 5 Average 
  (+1) minor NPC guards (see adjacent), and any other survivors 
  of the PCs’ assault (this is a good time to collect any stray 
  minor NPCs into new groups of 5).
  On a stealthy	intrusion	attempt, freeing the hostages is 
  a challenge; on a raid	with	or	without	surprise, it’s slightly 
  simpler.
  •	
  Action	1	—	Bypass	the	Sensors	and	Avoid	the	Guards:	
  This is Great (+4) opposition, using Intrusion or possibly 
  Technical, aided by Stealth; or Fantastic (+6) opposition 
  if the base has been alerted. On a failure, the guards are 
  alerted and immediately attack; one PC may hold off a 
  major or supporting NPC or a group of minor NPCs while 
  
  64
  Hearts and Minds
  BWAGA BARGO
  Bwaga Bargo has supervised the bomb plot and Fingers 
  Lonesku’s operation on Epona Zaron, and is now 
  determined nothing should come between Zaron and 
  her mission. He’ll go to great lengths to keep the PCs and 
  government attention focussed on Mymar’s Retreat.
  Physical Stress: 1  2  3  4     Mental Stress: 1  2  3  4
  Consequences: 3 
         Scale: Medium (+0)
  ASPECTS
  High Concept: Second in Command of the Fivers.
  Trouble: Nasty and Aggressive.
  Other Aspects: Rugged and Self-Reliant Nwasha, Once 
  Cared For Somebody Who Betrayed Him, Hellbent On 
  War, Former Union Jobsworth.
  SKILLS
  Superb (+5): Provoke
  Great (+4): Physique, Will
  Good (+3): Deceive, Ranged Combat, Unarmed Combat
  Fair (+2): Athletics, Contacts, Notice, Resources
  STUNTS
   Ardent	Leader:	Use Will for organisation actions.
   Armour	of	Fear:	Use Provoke to defend vs Melee and 
  Unarmed Combat until damaged.
   Expert	Climber:	+2 bonus to overcome and create 
  advantage actions when climbing.
   Fortress	of	the	Will:	+2 Will bonus to defend vs 
  Provoke and Will damage / control attacks.
   Jumper:	+2 bonus to overcome and create advantage 
  actions when jumping.
   Minions:	1/session, use Rapport to “attach” minor NPCs 
  to yourself, gaining stress boxes and teamwork bonus.
   Okay,	Fine!	Use Provoke instead of Empathy to learn 
  aspects.
  EXTRAS
  ê Dispersion Field:	+2 defend; Noticeable.
  ê Hand Scanner:	Fair (+2) Investigate.
  ê Holosleeve:	As aspect to mimic the visual appearance 
  of another life form.
  ê Mesh Armour:	a:1.
  ê Olkennedian Howler Rifle:	+3 bonus, Stunned 
  advantage, r3, Recoilless, as “Howl”.
  ê The Fivers:	Fair (+2) Investigate; Average (+1) Stealth.
  ê The	Redjackets:	
  Aspect: Private Redjacket Army; 
  Skills:	Fair (+2) Manoeuvre, Security; Average (+1) 
  Intrusion.
  Major NPC
  the rest push on with the next action. On a raid	with	or	
  without	surprise, this action isn’t necessary — the guards 
  know the PCs are there.
  •	
  Action	2	—	Crack	the	Locks: This is a Good (+3) contest 
  to bypass the locks on the holding cells, probably using 
  Intrusion. Explosives or Technical may also work, but may 
  harm hostages and will alert any guards. Each victory 
  point frees one hostage. 
  •	
  Action	3	—	Get	the	Hell	Out	of	There:	At any point 
  the PCs may decide to leave. On a stealthy	intrusion	
  attempt, this is a Stealth roll against Good (+3) opposi-
  tion, or Superb (+5) if the base is on alert; on a raid	with	
  or	without	surprise, it’s a chase contest against the same 
  opposition, with the PCs facing a firefight of the remaining 
  opposition if defeated. Possible consequences of success 
  at a cost in the chase contest include physical injury to the 
  hostages. PCs also have a Hostages In Tow aspect which 
  may work against them.
  Outcome
  The PCs may have rescued some or all of the hostages, and 
  ideally have escaped with them from the Retreat.
  WHAT HAPPENS NEXT?
  If the PCs’ actions at Mymar’s Retreat have been observed, 
  or if they’ve been particularly destructive and the Fivers 
  have informed the global media, they could have cultural 
  repercussions — see Scene	Five:	Clash	of	Cultures!	below. 
  At some point the PCs should realise the kidnap attempt 
  has been a distraction, and the main action is now unfold-
  ing high above in orbit on Alpha Node, the world’s global 
  Mindscape instance. They may detect clues to the bomb plot 
  in the Retreat themselves (see the descriptions of the Retreat 
  below), or may hear about Epona’s seizing of the node in the 
  global Mindscape. See Episode	Four:	The	Edge	of	the	Abyss.
  
  65
  Break Out!
  SCENE FOUR: ESCAPE!
  The PCs are themselves guests or hostages at Mymar’s Retreat, 
  and must escape!
  Locations:	The Cells, Mymar’s Retreat.
  Environment:	No Mindscape, Disarmed and Imprisoned 
  situation aspects.
  Planning:	If the PCs are prisoners of the Fivers, they’re dis-
  armed, without equipment or Mindscape access, imprisoned 
  in separate cells in location 16. Even as guests they won’t have 
  Mindscape access, and are closely observed. Otherwise they 
  have time to make plans.
  In this case the PCs are the hostages which the Fivers are 
  using to force negotiations with the Commonality, instead 
  of their rescuers. They may be there voluntarily, cooperating 
  with the Fivers, or they may be genuine hostages. 
  Fiver Demands
  The Fivers make a public announcement of their demands 
  (page 56), letting OLSEC and Dai-Nisen-Go know about the 
  PCs if they don’t already. If they can locate them, they’ll send 
  a raiding force to attack the Retreat, comprising at least one 
  transport rotary, two supporting NPCs, five groups of 5 OLSEC 
  troopers (page 44), plus one group per PC. See Scene	Two:	
  Raid!	above.
  Discovering the Bomb Plot From Within
  The PCs may uncover the bomb plot (page 58) while “guests” 
  of the Fivers. An Empathy roll reveals that everyone’s Waiting 
  For a Specific Moment. An Investigate roll reveals Someone’s 
  Recently Left, and finds Travel Itineraries from Craterport Down 
  to the Highport; whereupon a Mindscape or infonet search 
  reveals a very public meeting has been scheduled between 
  Epona Zaron and Breath of Dawn on Alpha Node — reported 
  as a “new chance for peace and reconciliation”. Finally the PCs 
  may detect the forensic traces in the operating theatre and 
  recovery room (locations 14 and 15 — see page 67).
  How to Escape
  If the PCs are imprisoned, escaping is a challenge. If they’re 
  guests, things are slightly easier.
  •	
  Action	1	—	Break	Out	of	the	Cells:	The most difficult 
  part: the cell doors are	Beyond Human Strength, and Fan-
  tastic (+6) opposition even if a PC gains a permission to 
  roll. Some characters may have hidden intrusion gear like 
  intrusion folds, effectors, thermite lances, etc; otherwise 
  they must influence their guards or even Bwaga Bargo 
  to free them — perhaps by convincing them they’ve 
  switched sides. It’s physically difficult to break out of 
  the cells, but let any reasonably well thought-out plan 
  succeed. One possible success at a cost is to alert the 
  whole base, turning the scenario into a part-chase, part-
  running combat.
  •	
  Action	2	—	Sneak	Out	of	the	HQ:	This is Good (+3) oppo-
  sition, or Superb (+5) if the Fivers are alerted; PCs who 
  were imprisoned have a Without Useful Equipment aspect 
  against them. On a failure, the PCs face two groups of 5 
  Average (+1) minor NPC guards as a minor cost, or one 
  group per PC as a serious cost. One or more PCs can hold 
  off this opposition while the rest make it to safety.
  •	
  Action	3	—	Make	It	Back	to	Civilisation:	Escaping from 
  Mymar’s Retreat isn’t over once the PCs make it into the 
  open air; they have possibly thousands of kilometres of 
  hostile terrain between them and the safety of a govern-
  ment outpost. It’s a Stealth roll against Fair (+2) opposition 
  on foot, and Fantastic (+6) opposition if in a vehicle. On a 
  failure, they run into the Red Glory Fiver transport rotary 
  (two supporting NPCs plus one group of 5 Average (+1) 
  minor NPCs per PC). A possible success at a cost might be 
  to encounter local wildlife (page 12), or suffer injury from 
  exposure or the environment.
  Outcome
  The PCs escape from Mymar’s Retreat and return to civilisa-
  tion and their allies. They may have information about the 
  bomb plot.
  WHAT HAPPENS NEXT?
  At this point, it’s conceivable the PCs could prevent Epona 
  Zaron from ever reaching Alpha Node, in which Episode	
  Four:	The	Edge	of	the	Abyss	might never happen. Alterna-
  tively, the PCs’ warning might come too late, or only soon 
  enough to give an advantage in tackling the threat: see 
  Episode Four.
  SCENE FIVE:  
  CLASH OF CULTURES!
  The PCs’ actions may have unexpected cultural implications. 
  Locations:	Anywhere on Olkennedy, on returning from 
  Mymar’s Retreat.
  Environment:	Destabilising Interference, Commonality 
  Agitators situation aspects.
  Planning:	Astute PCs with cultural empathy may see this 
  coming and prepare for it.
  Culture conflict in this episode depends on how visible 
  the PCs’ actions are, and whether anyone from the Fivers 
  reports on them.
  
  66
  Hearts and Minds
  Breaking News About Alpha Node
  If the PCs haven’t already worked it out, the news is all 
  over the Mindscape and Olkennedy’s infonet. Epona 
  Zaron, leader of the Fiver separatists, has smuggled 
  a bomb onboard Alpha Node, the planet’s global 
  Mindscape instance, and is threatening to blow it up, 
  destroying the world’s Mindscape, herself, and the 
  Breath of Dawn sentience!
  Media Coverage
  The hostages’ fate has been decided; how much media atten-
  tion this receives depends on how public the PCs’ actions 
  were at the end of Episode	Two:	Hostage	Situation. PC 
  actions at Mymar’s Retreat could happen under a blaze of 
  media publicity. Alternatively, it could be done under great 
  secrecy. Either way, if the PCs stage a raid, attack, or violent 
  escape at Mymar’s Retreat, the Fivers launch a blister-
  ing public propaganda attack against the “interfering and 
  destabilising Commonality warmongers”. Unless the PCs have 
  prepared otherwise, there’s no media coverage of events at 
  the Retreat; the Fivers release their own, heavily edited to 
  show PC actions in the worst light. It’s a direct culture conflict 
  attack — see below.
  RESULTS
  Results of media coverage depend on public knowledge of 
  the hostages’ fate.
  •	
  If the public believes the hostages are alive, the PCs gain 
  a favourable situation aspect lasting until the end of the 
  scenario.
  •	
  If the public believes one or more hostages are dead, the 
  PCs gain a negative situation aspect lasting until the end 
  of the scenario.
  •	
  If the public doesn’t know the hostages’ fate, create a 
  situation aspect representing this doubt, invoked only in 
  restricted circumstances.
  Even if all the hostages are dead, if the PCs impose a 
  media blackout, they face only limited consequences.
  Culture Conflict
  In this culture conflict exchange, the rescue or escape attempt 
  may represent up to a Fantastic (+6) Provoke attack by the 
  Commonality via the PCs against the Olkennedian culture’s 
  Average (+1) Assimilate; scale differences may apply, but prob-
  ably by now the Fivers have successfully hived off a Planetary 
  (+6) scale instance of the Commonality culture to target. At 
  least one PC must have an appropriate cultural stunt or extra.
  The Olkennedian and Commonality cultures may also take 
  separate cultural actions, as follows:
  •	
  Unless it’s a hostage, Dai-Nisen-Go will make its Great (+4) 
  Provoke attack on the Olkennedian culture (page 5). Scale 
  differences may apply. 
  •	
  If they’ve got word out about the events at Mymar’s 
  Retreat, the Fivers make a Good (+3) Provoke attack 
  against the Fantastic (+6) Will of the local Planetary (+6) 
  scale instance of the Commonality culture.
  Outcome
  The hostages are either free, dead, or still captive. However, 
  their fate is no longer important to the adventure, as the 
  entire kidnapping has been a distraction for the Fiver attack 
  on Alpha Node. End the episode with the revelation that 
  Epona Zaron has smuggled a bomb onto Alpha Node, and is 
  threatening to blow it up and destroy Olkennedy’s Mindscape 
  unless the Fiver demands are met. People are up in arms, 
  there’s open rioting, and Olkennedy is close to civil war!
  WHAT HAPPENS NEXT?
  See Episode	Four:	The	Edge	of	the	Abyss.
  MYMAR’S RETREAT
  This section describes the Fiver base at Mymar’s Retreat, for 
  use in your descriptions. It’s a rustic yet affluent dwelling, a 
  “country lodge” in an everblack grove on the edge of the 
  Akantack Sanctuary, hard against the Snow-Layer. It sits at the 
  headwaters of the Gorbylar River which bisects the Sanctuary, 
  where sailfins spawn and die in deadly battles defending their 
  trees. Built into the crater wall, aboveground it’s a one-storey 
  building, with rooms extending into the cliff face.
  To enter Mymar’s Retreat, you have to reach a clifftop 
  about a third of the way up the crater wall, where there’s 
  a clearing in the everblacks, then descend a narrow path 
  to the ledge where the Retreat is built. See the adjacent 
  schematic.
  A Fair (+2) Notice roll spots the three gun turrets (loca-
  tions 8); a Great (+4) Investigation roll spots the missile 
  emplacement launch tube (location 17).  
  LOCATION DESCRIPTIONS
  1.	 Cliff	Ledge:	Twenty metres wide at its widest, flattened 
  and cleared of debris, this ledge is accessible by transport 
  rotary, or via stairway and narrow cliff path. There’s a spec-
  tacular view down into the Akantack Sanctuary. 
  
  67
  Break Out!
  Recent Events at the Retreat
  If you haven’t used Bwaga Bargo (page 64) elsewhere, 
  he may manage operations here. His presence makes 
  the Retreat a more dangerous encounter. Epona 
  Zaron (page 73) recently underwent an operation here 
  by Dr Lonesku to implant the zero point bomb in her 
  body, used in Episode Four: The Edge of the Abyss. 
  Organised PCs may even spot Zaron leaving on their 
  arrival, or even intercept her before she makes it to 
  Alpha Node.
  1
  MYMAR’S RETREAT
  T
  T
  T
  M
  3
  2
  5
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  18
  17
  8
  S
  S
  S
  S
  S
  S
  S
  S
  S
  8
  6
  4
  2.	 Steps:	The steep path down the cliff face ends in	Exposed 
  Vantage Point steps over the roof of the Retreat. 
  3.	 Lounge:	People usually use the side doors (locations 8),  
  leaving the transparent lounge windows onto the 
  Retreat’s	Spectacular View. The lounge contains a jacuzzi-
  style spa pool typical of luxury houses, numerous 
  low-slung recliner chairs and tables, a bar, food service 
  area, infoscreens, and so on.
  4.	 Function	Room:	The doors to location 3 can be opened 
  to create a single chamber, but are usually closed, leaving 
  this room for dining. There’s a large table and chairs. It has	A 
  Functional, Barracks-like Feel, and has clearly seen better days.
  5.	 Guard	Station:	Two guards are usually on duty here, in 
  contact with the ECM Station and other guards. They have	
  Cameras Throughout the Retreat, but aren’t usually observ-
  ant unless the base is on alert.
  6.	 Guest	Quarters: A well-appointed chamber used by Dr 
  “Fingers” Lonesku, the Fiver medic. It contains a bed, basic 
  furniture, and her effects.
  7.	 Garage:	Parking for two helibikes armed with autocannon 
  (page 26). There’s usually a Fiver mechanic performing 
  maintenance.
  8.	 Gun	Turret:	An autocannon (Mindjammer page 208), usu-
  ally manned by one Fiver guard. It has an a:1 armoured 
  hull against external attacks. 
  9.	 ECM	Station	and	Power	Plant: A small domestic fusion 
  power unit, state of the art for Olkennedy but outdated 
  and quaint to Commonality eyes. A small security station 
  features monitor band jamming equipment, passive sens-
  ing gear, and broadcast and tightbeam comms. The Fivers 
  perform a tightbeam relay infoburst once per hour from 
  here, Superb (+5) to detect. 
  10.	Ready	Room	and	Food	Prep:	A “dining kitchen”, effec-
  tively the hub of Mymar’s Retreat, with a duty table 
  and chairs, and any Fivers not busy elsewhere. Maps of 
  Olkennedy’s key areas cover the walls, and a large info-
  screen is used for comms or infonet.
  11.	Bwaga	Bargo	Quarters:	A multiple occupancy chamber, 
  recently also occupied by Epona Zaron. Bwaga Bargo’s 
  effects are here, as is he during sleeping hours (page 64).
  12.	Barracks:	Principle barracks for up to two dozen people, 
  with bunks and private storage lockers. Three quarters 
  of the Retreat’s guard force (5 guards per PC) are here at 
  night, and a handful by day.
  13.	Stores:	A well-organised store room, with food, drink, and 
  also spare weapons, ammunition, parts, tools, and so on. 
  PCs trying to acquire equipment during play (Mindjam-
  mer page 125) can do so here.
  14.	Operating	Theatre:	A reasonably well-equipped T7 
  medical station, with basic operating facilities. Dr “Fingers” 
  Lonesku (page 63) works here.
  15.	Recovery	Room:	Epona Zaron was recently here after 
  having the zero point bomb implanted in her abdomen 
  (page 58) — it’s clearly been	Recently Used. Telltale forensic 
  evidence like Lingering Z-Radiation can be found on an 
  appropriate roll. Only Fingers Lonesku and Bwaga Bargo 
  know the details — and of course Epona Zaron.
  16.	Cells:	This large chamber has	Locked and Soundproofed 
  Cells with solid doors along one wall, with Superb (+5) T7 
  locking mechanisms. There are five cells in total; usually 
  each holds up to one hostage, although the Fivers will 
  double up if they have more. See page 63 for who the 
  hostages might be.
  17.	Missile	Emplacement:	Similar to the Gun Turrets (location 
  8), this is Great (+4) to spot from outside, and has an a:2 
  armoured hull. One guard controls the Retreat’s missiles 
  (Mindjammer page 208).
  18.	Secret	Exit:	Exits to forested cliff face approximately  
  100m distant.
  
  68
  Episode Four
  The Edge of the Abyss
  Episode Four
  The Edge of the Abyss
  COUNTDOWN TO DETONATION!
  Plot Stress Track 1  2
  CONSEQUENCES
  Mild (-2):
  Zaron sends her Fiver Elite directly 
  against the PCs.
  Moderate (-4): Zaron locks off her area of Alpha Node.
  Severe (-6):
  Zaron depressurises all access to her area.
  Taken Out:
  Zaron detonates the bomb and destroys 
  Alpha Node.
  CAUSES OF PLOT STRESS
  The PCs stop to think.
  1 stress
  The PCs spend a scene doing 
  something unrelated to tackling Zaron.
  2 stress
  The PCs are delayed by anything.
  1 stress
  The PCs kill either of Zaron’s Fiver Elite, 
  and she finds out.
  1 consequence
  The PCs cut the power or hack Alpha 
  Node, and Zaron finds out.
  1 consequence
  Plot Stress
  This episode is the climax to Hearts and Minds — a major 
  threat to the Commonality presence on Olkennedy which 
  threatens to plunge the world into civil war. The ill-advised 
  leader of the Fiver separatists, Epona Zaron, has been led into 
  an act of terror, seizing control of Alpha Node, the world’s 
  global Mindscape instance, during a public meeting between 
  her and the Breath of Dawn sentience. She’s threatening to 
  blow it up using a zero-point bomb implanted in her body. 
  Can the PCs defuse the situation — literally! — before the 
  worst happens and war breaks out?
  This episode is a “race against time”, with a series of over-
  come actions, contests, and challenges aimed at stripping 
  away the PCs one at a time and tying them up in holding 
  actions, while the remaining PCs press on to the Alpha Node 
  corpus and Epona Zaron.
  ZARON’S DEMANDS
  Epona Zaron’s demands are public, announced via broadcast, 
  infonet, and Mindscape; the Fivers have no interest in secret 
  negotiations. The PCs may engineer a media blackout to 
  prevent people finding out about what’s happening in orbit, 
  but it’s unlikely. 
  On the face of it, the demands reiterate those issued when 
  the hostages were taken (page 56), but with one crucial differ-
  ence: this time, they must be met within three hours, or Zaron 
  will destroy Alpha Node!
  The situation is electric; Olkennedy polarises into two 
  camps, one supporting the Fivers, one supporting the Com-
  monality. Violent clashes break out, and Dai-Nisen-Go offers 
  Commonality troops, and to impose martial law if Alpha 
  Node is destroyed. 
  IN WHICH THE PCS RISK EVERYTHING TO STOP EPONA ZARON DESTROYING THE MINDSCAPE —
  AND PLUNGING THE WORLD INTO BLOODY CIVIL WAR!
  
  69
  How to Proceed
  The PCs’ allies provide advice, but ultimately this is 
  the players’ call. The scenes below should give you the 
  support you need. There are two broad options: nego-
  tiating with Zaron remotely, or letting Commonality 
  negotiators keep Zaron busy while the PCs secretly 
  board Alpha Node to tackle her face-to-face (and 
  possibly terminally). Dai-Nisen-Go and the Integrators 
  favour the most aggressive option, demanding Epona 
  Zaron’s termination. Other factions and especially 
  Fiver sympathisers may recommend the Commonal-
  ity even agreeing to the Fiver demands, walking away 
  from the table to play another day. 
  Negotiating remotely is risky (see page 75); the 
  following scenes assume the PCs secretly board Alpha 
  Node to face Epona Zaron directly.
  Plot Stress: Countdown to 
  Detonation!
  This episode uses plot stress to manage the countdown to 
  Epona Zaron blowing herself up and starting a civil war. The 
  PCs should realise that the slightest miscalculation could 
  spell disaster.
  SCENE ONE:  
  BOARDING ALPHA NODE
  The PCs try to board the Mindscape node satellite without alert-
  ing Zaron.
  Location:	Alpha Node, the system’s sole Mindscape satel-
  lite (page 22).
  Environment:	You Have Three Standard Hours! Paranoid 
  Mindscape Node, They Have Eyes Everywhere situation aspects.
  Planning:	Any advance planning causes plot stress. Even 
  rushing to board Alpha Node costs 1 of the 3 hours allotted 
  by Epona Zaron.
  Epona Zaron controls Alpha Node, with at least terminal 
  access to its sensors. As a Dialogic (page 37), Breath of Dawn is 
  going along with her, believing she should be talked to instead 
  of being terminated outright. It’s hoping the PCs can make it 
  through, but at least overtly must follow Zaron’s orders. 
  To board Alpha Node, the PCs must make an overcome 
  roll to avoid Epona Zaron noticing and ordering Breath of 
  Dawn to attack. On a failure, the situation escalates to a con-
  frontation, the exact nature of which depends on how the PCs 
  are trying to get on board.
  Approaching the Corpus by Ship
  The PCs must make a Good (+3) Stealth Pilot-type roll to dock 
  with the station undetected; see the schematic below (page 
  70). On a failure, Zaron is alerted and directs Alpha Node to 
  fire on them. This is a conflict hazard (Mindjammer page 176), 
  in which the PCs must achieve 3 victories on a Pilot-type roll 
  to board, while Alpha Node attacks with its null cannon and 
  Mediocre (+0) Ranged Combat skill (page 71).
  Approaching From Inside
  The PCs land in the Alpha Node habitat (page 70), still staffed 
  and operational, and proceed through the interior to the 
  secure corpus access (the part of Alpha Node which consti-
  tutes Breath of Dawn’s “body”). It’s Superb (+5) opposition, 
  requiring physical stealth and security intrusion skills. On a 
  failure, Zaron is alerted and the PCs are attacked by station 
  automated defences, a Fair (+2) conflict hazard opposed by 
  Ranged Combat (shooting the defences) or Intrusion (shut-
  ting them down).
  
  70
  Hearts and Minds
  Approaching Via EVA
  The PCs must each make Good (+3) Stealth EVA rolls to 
  approach Alpha Node outside of their ship using p-suits or 
  other EVA gear. On a failure, Zaron is alerted and the PCs are 
  individually attacked by automated defences; one PC must 
  succeed in a Fair (+2) conflict hazard using Intrusion or other 
  appropriate skill to hack the airlock while being shot at.
  Virtual Assaults
  The PCs may make a Fair (+2) Mindscape Intrusion or other 
  appropriate skill roll to distract or even attack Breath of 
  Dawn’s mental stress track while they board. A roll to distract 
  may not be noticed; a Mindscape attack will be. On a failure, 
  Zaron is alerted and the PCs are attacked by automated 
  defences as well as via Mindscape. 
  Outcome
  The PCs enter Alpha Node. Depending on their success, 
  Epona Zaron may or may not be aware of their presence.
  WHAT HAPPENS NEXT?
  Once inside Alpha Node, the PCs must proceed through 
  the corpus to Breath of Dawn’s node brain, where Zaron is 
  waiting. See Scene	Two:	Inside	the	Corpus.
  SCENE TWO:  
  INSIDE THE CORPUS
  The PCs penetrate Breath of Dawn’s corpus, searching for the 
  node brain and Epona Zaron. 
  Location:	Interior of Alpha Node.
  Environment:	You Have Two Standard Hours! A Warren 
  of Conduits and Walkways situation aspects.
  Planning:	The PCs are on board Alpha Node, and 
  proceed through the corpus to Epona Zaron. At best they 
  have two standard hours — but with plot stress they could 
  have far less!
  Alpha Node Layout
  Alpha Node comprises the zones shown below. The PCs 
  begin at an entrance to the corpus, and proceed to any 
  other zone, including the node brain.
  CORPUS ZONES
  Habitat:	Includes several hundred Commonality staff, 
  including those from the Communications instrumentality 
  and SCI Force. The habitat interfaces with Breath of Dawn 
  regularly, and it advises them on their projects. Staff are 
  aware of the situation, but are in lockdown — no one in or 
  out. PCs liaising with the habitat may learn that two former 
  habitat personnel appear to be with Zaron — though 
  whether as hostages or allies is unknown.
  Corpus:	The “body” of the Breath of Dawn sentience, 
  protected by automated defences, internal and external, 
  housing the station’s ZIP plant. It’s usually unmanned, but 
  since the Fiver takeover Fivers have been patrolling and 
  guarding this zone and its subsidiaries; see Action	2:	Sneak	
  Past	the	Fiver	Guards, below.
  Node	Brain:	A sizable chamber housing the genur-
  gic brain of the Breath of Dawn sentience. Epona Zaron’s 
  much-publicised meeting took place here; since then she’s 
  been holed up here with the bomb.
  ZIP	Plant:	This standard ZIP plant for a global Mind-
  scape instance can be jettisoned at a push. It’s currently 
  functioning normally.
  
  71
  The Edge of the Abyss
  BREATH OF DAWN — THE 
  ALPHA NODE SENTIENCE
  For years Breath of Dawn was a Mindjammer, but 
  settled down as a rediscovered world Mindscape node 
  just after Disclosure twenty years ago. It regards the 
  Olkennedians as “its” people, respecting their sensibilities, 
  in contrast to Dai-Nisen-Go. Alpha Node’s shining needle 
  is visible from Craterport High, and Breath of Dawn 
  frequently interacts with it and with media outlets and 
  government bodies planetside. A member of the Dialogic 
  faction, it’s always willing to listen to Olkennedian 
  concerns, which may frustrate the hell out of more 
  action-oriented characters.
  Scale: Enormous (+3)  
  Physical Stress: 1  2  
  Tech Index: T9  
  Systems Stress: 1  2  3  4   
  Consequences: 1 mild  
  Mental Stress: 1  2  3
  + 1 moderate
  Aspects: Olkennedian Mindscape Node, Dialogic 
  Faction, Respectful of Olkennedian Ways, Fascinated 
  by Humans, Well-Travelled in a Previous Life
  Skills: Fantastic (+6) Knowledge; Superb (+5) Rapport; 
  Great (+4) Bureaucracy; Good (+3) Systems; Fair (+2) 
  Will; Average (+1) Passive Sensing; Mediocre (+0)  
  Ranged Combat
  STUNTS
   Dirigeant: +2 Bureaucracy for administering 
  Mindscape node and access privileges.
   Mindburn: Use Will for mental attacks using the 
  Mindscape.
   Passenger Accommodation: Accommodations for 300 
  personnel
  HALO
  Special Ops Mindscape Instance: Local Mindscape 
  connectivity and special ops technopsi.
  OTHER EXTRAS
  ê Haze Field: +1 defend bonus and basic ray shielding.
  ê Null Cannon: Default Ranged Combat weapon; no 
  bonus or weapon rating, Full Auto, Recoilless.
  Supporting NPC
  Access:	Approaching the station by EVA takes the PCs 
  here, a service hatch providing direct access to the corpus.
  Bridge:	Most of the time (including now) the corpus 
  bridge is unmanned, although it houses centralised sensor 
  and comms control equipment for Breath of Dawn. There are 
  automated defences at the entrances, and a set on the bridge 
  itself. Key Communications Instrumentality, SCI Force, and 
  Space Force personnel have permission to enter, but usu-
  ally Breath of Dawn is the only operator.
  Docking	Port:	Approaching the corpus by ship takes 
  the PCs to either of these points, providing direct access to 
  the corpus or habitat. 
  Drone	Bay	and	Flyer	Dock:	Approaching the corpus 
  from the station interior means first docking here. There are 
  multiple Commonality and Olkennedian drones, and one or 
  more orbital interface flyers.
  Transceiver:	This antenna array transmits and receives to 
  ground-based relays, maintaining Olkennedy’s Mindscape.
  Once on board Alpha Node, the PCs must advance 
  through the corpus to the node brain, a challenge compris-
  ing three actions.
  Action 1:  
  Avoid Breath of Dawn’s Sensors
  The PCs must avoid Breath of Dawn’s sensors to move to 
  any	other zone in the corpus, not simply the node brain. 
  This is at least Average (+1) opposition, but may be Good 
  (+3) or higher if Epona Zaron suspects the PCs are on 
  board.
  Failure means at least one PC must engage in a contest 
  using Deceive, Intrusion, Technical, etc, to confuse the sen-
  sors. Other PCs may proceed to Action 2. If the PC gains 3 
  victories, he may rejoin the rest; if the sensors win, then the 
  Fiver Elite (below) arrives on the scene.
  Action 2: Sneak Past the Fiver Elite
  The PCs must sneak past the Fiver Elite guarding access to 
  the node brain (see below), at least a Fair (+2) opposition. 
  On a failure, one or more PCs must fight the elite and hold 
  them off so the remaining PCs can get to the door.
  Action 3: Bypass the Door Lock
  The PCs must bypass the high security lock on the node 
  brain access and break in. This is a Superb (+5) contest, 
  using Intrusion, Technical, nanocells, or even explosives 
  (Highly Dangerous in an Enclosed Area!). On a failure, the PCs 
  are detected and attacked by the Fiver Elite if they weren’t 
  already; otherwise they must continue until they win, 
  whereupon the door opens and they may enter the node 
  brain zone: see Scene	Three:	The	Martyr.
  THE FIVER ELITE
  Two Fiver Redjackets were carefully infiltrated into the Olk-
  ennedian Alpha Node personnel over the course of almost 
  two standard years. One has recently had a subdermal 
  
  72
  Hearts and Minds
  ANHARATH FEYDEEN 
  Female Columbianan; ruthless, cold, intrusion specialist.
  Physical Stress: 1  2  
  Mental Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Elite Intrusion Specialist, Fanatical Grudge, 
  Ready to Die For the Cause, Looks Like Regular 
  Commonality, Cold and Analytical
  Skills: Superb (+5) Intrusion; Great (+4) Will; Good (+3) 
  Ranged Combat; Fair (+2) Stealth; Average (+1) Deceive
  STUNTS
   Mindburn: Use Will for mental attacks using the 
  Mindscape.
  HALO
  Black Chip (secret): Special ops local Mindscape 
  connectivity and technopsi.
  OTHER EXTRAS
  ê Null Pistol: +0 Ranged Weapon, range 3, Recoilless.
  ê Monitor Band Cloak (secret): Disables an active 
  Mindscape implant. 
  Supporting NPC
  KAZPA LOAGIN 
  Male Van Kuvrayan; hair trigger, combat specialist.
  Physical Stress: 1  2  3  4         Mental Stress: 1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Elite Killing Machine, Lives For the Thrill, 
  Ready to Die For the Cause, Looks Like Regular 
  Commonality, Hair Trigger
  Skills: Superb (+5) Ranged Combat; Great (+4) Physique; 
  Good (+3) Notice; Fair (+2) Deceive; Average (+1) 
  Unarmed Combat
  STUNTS
   Coolness Under Fire: Use Ranged Combat to defend 
  against ranged physical attacks.
  HALO
  Mindscape Implant (secret): Local Mindscape 
  connectivity and technopsi.
  OTHER EXTRAS
  ê Subdermal Projector: +2 Ranged Weapon, weapon:2 
  rating null beamer.
  ê Monitor Band Cloak: Disables an active Mindscape 
  implant.
  Supporting NPC
  implanted on a planetside visit, and both have been prepared 
  as Epona Zaron’s protectors and facilitators in this mission. 
  Both are Olkennedian humans, selected to appear sufficiently 
  similar to Commonality humans to not stand out too much. 
  They’re long-term sleeper agents who’ve now been activated 
  to fulfil the mission of their lives.
  Outcome
  The PCs have gained access to the Breath of Dawn node brain, 
  and are ready to come face-to-face with Epona Zaron.
  WHAT HAPPENS NEXT?
  Take a close look at any accumulated plot stress, then proceed 
  to Scene	Three:	The	Martyr.
  SCENE THREE: THE MARTYR
  A dangerously unstable Epona Zaron threatens to destroy them 
  all. Can the PCs stop her?
  Location:	The node brain zone in Alpha Node.
  Environment:	You Have One Standard Hour! Madwoman 
  With a ZIP Bomb, Hyperadvanced Yet Icky Genurgic Brain situa-
  tion aspects.
  Planning:	The PCs come face-to-face with Epona Zaron, 
  and the time for planning is over. Even attempts to create 
  advantages are costly.
  The PCs reach the node brain of Breath of Dawn — a 
  fusion of organic brain and synthetic installation hypertech, 
  highly advanced yet in places stomach-turningly icky. Fiver 
  leader Epona Zaron is holding the world hostage here, threat-
  ening to detonate the zero point bomb implanted in her 
  stomach. The slightest wrong move will spell disaster.
  
  73
  The Edge of the Abyss
  EPONA ZARON, FIVER LEADER
  Physical Stress: 1  2   
  Mental Stress: 1  2  3  4
  Consequences: 3 
  Scale: Medium (+0)
  ASPECTS
  High Concept: Akantack Leader of the Olkennedy 
  Fivers.
  Trouble: In Her Father’s Shadow.
  Other Aspects: I Will Avenge My Father! Well-meaning 
  But Radicalised Patriot, I’d Die For Olkennedian 
  Freedom!
  Consequences: My Father In My Belly (Severe), Backed 
  Into a Corner (Moderate)
  SKILLS
  Superb (+5): Rapport
  Great (+4): Contacts, Will
  Good (+3): Provoke, Ranged Combat, Resources
  Fair (+2): Bureaucracy, Deceive, Intrusion, Notice 
  Average (+1): Athletics, Investigate, Knowledge, Stealth, 
  Technical
  STUNTS
   Charismatic Leader:	Use Rapport in actions against 
  other organisations (including cultures).
   Demagogue:	+2 bonus when using Rapport to sway 
  followers.
  HALO
  Mindscape	Implant	(secret):	Local Mindscape 
  connectivity and technopsi.
  OTHER EXTRAS
  ê Monitor	Band	Cloak	(secret):	Disables an active 
  Mindscape implant.
  ê The	Fivers:	
  Skills: Average (+1) Resources, WIll; 
  Stunts:	Populist.
  ê The	Olkennedy	Culture:	
  Aspect: Quick to Resist Oppression;	
  Skills: Fair (+2) Provoke; Average (+1) Rapport. 
  Major NPC
  But there’s a twist (isn’t there always?). The zero point 
  bomb is itself a synthetic, an eidolon based on the fragmen-
  tary thanogram of Mymar Zaron — Epona Zaron’s martyred 
  father, an Olkennedian resistance hero and one of the first 
  Olkennedians to have a Mindscape implant! In severe eidolon 
  crisis, the Mymar Zaron bomb is consumed with hatred for 
  the Commonality, and has been mentally torturing Epona 
  Zaron with guilt. Thanks to the monitor band cloak it can’t 
  currently communicate with her — but she’s already in a hell 
  of a mess. She knows the bomb can’t be her father — but how 
  does it know what’s in her mind so well?
  This scene is in two halves: first, a description of Epona 
  Zaron and the PCs’ encounter with her; second, a discussion 
  of how the PCs may tackle her — either by neutralising her 
  before she can detonate the bomb, and then deactivating it; 
  or by talking to her and finding an acceptable compromise.
  Be flexible, and give any reasonably well thought-out plan a 
  good chance of success, as the consequences of failure are dire.
  Meeting Epona Zaron
  Epona Zaron, leader of the Fiver separatists and only daughter 
  of Olkennedian martyr and hero Mymar Zaron, is an Akantack 
  (page 18). She’s a popular figure, frequently appearing on 
  media broadcasts, in which she harangues the Commonality 
  for their “cultural imperialism”, and demands it stop its “so-
  called normalisation project”.
  Her heart is in the right place. However, she’s also driven 
  to live up to her famous father’s legend, and currently feels 
  backed into a corner by her deputy, Bwaga Bargo (page 64), 
  and his Redjackets. The bomb is an act of sheer desperation.
  When the PCs meet Zaron at the node brain, she’s in a 
  dreadful state, at the end of her tether and highly unstable. 
  She’s already suffering two consequences — one moderate, 
  one severe — and is quite close to being taken out. There’s 
  no bomb or other explosive device immediately visible, 
  but an ominous orange light pulsates in her abdomen! As 
  they observe or talk to her, the PCs (using Empathy or other 
  appropriate skills) may ascertain her state of mind and avoid 
  blundering in and getting the place blown up. If they can 
  take her out before she has chance to detonate, or if they can 
  persuade her to give up, they can save the day. Note that it’s 
  not obvious she even has a Mindscape implant; it’s a secret 
  (though PCs may have worked it out by now), and most of the 
  time she keeps it suppressed by monitor band cloak.
  Neutralising Zaron
  Epona Zaron is a time bomb — literally! If not handled cor-
  rectly, she detonates the zero point bomb in her abdomen, 
  taking the Mindscape node (and the PCs) with her.
  The bomb is on a countdown with less than one hour to 
  go, and Zaron can also detonate it manually by dropping her 
  monitor band cloak and using the Mindscape — a kind of 
  deadman’s switch.  To neutralise her, the PCs must take her 
  out in	a	single	exchange	of	attacks	before she can set the 
  bomb off (they may create advantages before these attacks 
  in preceding exchanges). This can be physically, or via 
  mental intimidation, persuasion, or even technopsi Mind-
  burn or Domination. On a failure, she attempts to detonate 
  the bomb — see “What If She Detonates?”
  
  74
  Hearts and Minds
  The Machinations of Dai-Nisen-Go
  PCs acting on Dai-Nisen-Go’s instructions are already 
  aware of its instructions to terminate Epona Zaron. In 
  any case, the Commonality ambassador — if possible 
  — monitors the PCs’ progress. If they appear about to 
  resolve the stand-off leaving Zaron alive, Dai-Nisen-Go 
  thoughtcasts them directly — even in the tensest mo-
  ments of negotiation — to ensure she is killed. It will 
  even make a remote Domination attempt on one of 
  the PCs, or Breath of Dawn, to kill her if it looks like the 
  PCs won’t comply willingly.
  If the PCs neutralise Zaron in a way which renders her 
  uncooperative, such as by knocking her out or triggering 
  a mental breakdown, then they still have to disable the 
  bomb (see below). If they neutralise her in a way which 
  leaves her functional, she disables it herself.
  Compromising With Zaron
  Neutralising Zaron is an act of aggression, with terrible 
  consequences for failure. The PCs may instead choose to 
  negotiate with her. They may use Rapport, in which case 
  any compromises they offer must be demonstrably real, 
  or Deceive, in which case compromises must appear to be 
  real, but in fact be fabricated. 
  Stress this is a pivotal moment in Olkennedy’s history, 
  when the world can be steered away from civil war. It’s a 
  tense, difficult, and dramatic confrontation between the 
  Commonality and a violently resisting culture. 
  Zaron effectively represents her culture; the PCs, the 
  Commonality. The negotiation forms an exchange of 
  cultural conflict. Any compromises the PCs make may need 
  SCI Force agreement, possibly with support or opposition 
  from one or more Commonality factions (particularly Dai-
  Nisen-Go’s Integrators). This can be represented as create an 
  advantage actions.
  For example, Thaddeus Clay wants to offer to Epona Zaron that 
  the Commonality will make Olkennedy a Commonality Aligned 
  world (Civilisation Designation +0) rather than its current status 
  as Commonality Member (+3), even though the Fiver demands 
  are for total independence with no Commonality embassy 
  (Civilisation Designation -4). To do this he must persuade 
  Dai-Nisen-Go, possibly rolling his Provoke, Rapport, or Deceive 
  against the Ambassador’s Will, or another appropriate skill. If 
  Clay succeeds, he gains an Offer of Commonality Aligned situa-
  tion aspect for use in the negotiations with Zaron.
  Negotiating with Zaron is a contest of the PCs’ best Rapport 
  against her Great (+4) Will. The first to 3 victories wins; if she 
  wins, she detonates the bomb — the PCs have pushed too far. 
  If the PCs win, then she agrees with them and tries to disable 
  the bomb (see below). If the PCs say or do the wrong thing, 
  then Zaron can invoke the consequences on her defend rolls. If 
  they do the right thing, they can invoke the consequences.
  Disabling the Bomb
  Epona Zaron may instruct the bomb to disarm itself via Mind-
  scape. If this isn’t possible, the PCs must do it themselves. In 
  either case, given the bomb’s nature, it’s possible it won’t want 
  to comply…
  Disabling the bomb is a conflict	hazard	(Mindjammer 
  page 176) using the bomb sentience stats below. The PCs 
  must take it out, while it tries to accumulate a number of vic-
  tories to either realise it’s under attack or overcome attempts 
  to prevent it from detonating. If the bomb sentience is taken 
  out, the PCs disable it; if it reaches 3 victories, it detonates. 
  The PCs roll an appropriate skill against a corresponding 
  bomb sentience skill, as follows:
  
  75
  The Edge of the Abyss
  Acting Remotely
  The PCs may contact Epona Zaron remotely, for ex-
  ample via Mindscape virtuality or infonet. This is risky; 
  the infonet is impersonal and fraught with misunder-
  standings, not good when someone is as jumpy as hell 
  and ready to explode. A Mindscape virtuality is better, 
  except that Zaron isn’t a Commonality citizen and 
  will be disoriented, again easily causing her to panic. 
  However, if the PCs persist in trying to “short-cut” the 
  negotiating process, here’s how to handle it.
  •	
  Neutralising or compromising with Zaron re-
  motely	can be done by intimidation or persuasion 
  via infonet, giving her a Resists Impersonal Con-
  tact situation aspect to use when resisting; or by 
  intimidation, persuasion, or technopsi Mindburn or 
  Domination via Mindscape, providing a Panicked 
  by Remote Contact situation aspect which makes 
  her far more likely to react badly.
  •	
  Disabling the bomb remotely	doesn’t allow the 
  PCs to physically defuse it, but otherwise there’s no 
  difference between trying to disable it in person or 
  at a distance — both happen via Mindscape.
  THE MYMAR ZARON BOMB
  The bomb in Epona Zaron’s abdomen is a small yet 
  sophisticated device, a flattened disk 10cm in diameter. A 
  Fair (+2) Technical roll using a hand scanner or sensorview 
  confirms it’s at least T9, higher tech than Olkennedy is 
  currently capable of, and powerful enough to annihilate 
  the entire Alpha Node complex and probably cause 
  structural damage to nearby Craterport High. It’s a 
  fanatical eidolon, based on the corrupted thanogram of 
  Mymar Zaron, Epona’s father — far more radicalised than 
  her, and less willing to back down. She’s terrified of it. It’s 
  clearly Commonality manufacture — but where from? 
  Scale: Small (-1) 
  Physical Stress: 1  2  
  Tech Index: T9  
  Systems Stress: 1  2  
   
   
   
  Mental Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Aspects: Fanatical Synthetic, Derived From Mymar 
  Zaron Thanogram, In Eidolon Crisis, Hates the 
  Commonality, Self-Hatred, Love For Daughter
  Skills: Superb (+5) Will; Great (+4) Provoke; Good (+3) 
  Deceive; Fair (+2) Passive Sensing; Average (+1) Empathy.
  STUNTS
   Domination: Roll Will vs Will to control the target’s 
  actions.
   Mindscape	Warrior: +2 Provoke bonus to mental 
  stress attacks in the Mindscape.
  HALO
  Black	Chip: Local Mindscape connectivity and special 
  ops technopsi.
  Supporting Construct
  PHYSICALLY DISABLING THE BOMB
  The PCs must physically open Epona Zaron up, then use tools 
  to disarm the bomb. This is a Superb (+5) Technical (Meditech) 
  roll. Appropriate tools provide bonuses, and failure implies a 
  success at a cost of physical damage consequences to Epona 
  Zaron caused by the extraction.
  Physically disarming the bomb is a Technical roll against 
  the bomb sentience’s Passive Sensing skill, doing physical 
  stress track damage.
  INSTRUCTING THE BOMB TO DISARM ITSELF
  This is how Epona Zaron tries to disable the bomb, and the 
  PCs may do likewise. It’s a Rapport, Provoke, or even Deceive 
  roll against the bomb sentience’s Superb (+5) Will or Average 
  (+1) Empathy, doing mental stress damage.
  HACKING THE BOMB
  This is an Intrusion or even EW attack against the bomb 
  sentience’s Good (+3) Deceive, doing systems stress track 
  damage. It requires Mindscape or nanocell access.
  USING TECHNOPSI ON THE BOMB
  This is a Mindburn or other technopsi attack using Will against 
  the bomb sentience’s Superb (+5) Will, doing mental stress 
  damage. It requires Mindscape or nanocell access.
  
  76
  Hearts and Minds
  Outcome
  The PCs have disabled the zero point bomb, or it has deto-
  nated, destroying Olkennedy’s Mindscape and maybe the 
  PCs. Even if they succeeded, Epona Zaron may be dead.
  WHAT HAPPENS NEXT?
  If Alpha Node has been destroyed, chaos reigns on Olkennedy 
  as civil war breaks out between the Fiver separatists and their 
  sympathisers and Olkennedy’s pro-Commonality faction, 
  assisted by Commonality forces. See “Civil War” (page 77).
  If Alpha Node remains, but Epona Zaron has been killed, 
  Dai-Nisen-Go’s Integrator faction steps in to quell the protests 
  and unrest intensifying across the world as the Fivers vent their 
  frustration. See “The Integrators Tighten Their Grip” (page 77).
  If Alpha Node remains, and Epona Zaron is still alive, 
  the PCs may have established a new era of detente on 
  Olkennedy, in which case they’ve possibly incurred the wrath 
  of Dai-Nisen-Go and its Integrators, and set a new balance of 
  power between the Commonality factions on the world. See 
  “Detente” (page 77).
  SCENE FOUR:  
  CLASH OF CULTURES!
  The cultural consequences of the PCs’ actions are finally seen.
  Locations:	Anywhere on Olkennedy.
  Environment:	Civil War Breaking Out, A New Era of Detente, 
  The Integrators Tighten Their Grip situation aspects.
  Planning:	The PCs have time to prepare for this final 
  exchange of culture conflict.
  This is it — the climax of the Fiver attack on the Com-
  monality profoundly affects Olkennedy’s place within it, 
  depending on how effective the PCs have been.
  Media Coverage
  This episode takes place in the glare of media publicity, 
  unless the PCs have blacked out the Fivers’ announcement 
  of their demands.
  If the PCs’ actions are known to the media, then create a 
  situation aspect representing their public reputation based 
  on their actions in the episode. In particular, if both Alpha 
  Node and Epona Zaron survive unscathed, the PCs could 
  become local heroes with a lot of clout.
  Culture Conflict
  If it hasn’t already occurred, Episode Four isolates a local 
  instance of the Commonality culture if Alpha Node is 
  destroyed or, if already done, inflicts a consequence. See 
  Plot Stress on page 40 for what happens if Alpha Node is 
  destroyed or Epona Zaron is killed.
  If Alpha Node is destroyed, the Olkennedy culture’s Comms 
  and Information capabilities are immediately removed.
  If Epona Zaron survives, Reeling From Disclosure becomes 
  Live and Let Live, mitigating The Fivers Have Huge Support.
  Otherwise the episode probably represents the final 
  exchange in this current culture conflict. Let each side take 
  an action to achieve the maximum effect possible, either 
  by inflicting stress on the opposition, or creating a situation 
  aspect (or changing an existing one) which either represents 
  that side’s desired ideology, or the impact of their actions in 
  the current episode. Use as many of the situation aspects and 
  consequences which have been created in this and previous 
  episodes. As much as possible, try to tie up the conflict in a way 
  which is meaningful for Olkennedy’s relationship to the Com-
  monality, and which highlights the PCs’ participation in events.
  The final exchange therefore comprises:
  •	
  Dai-Nisen-Go’s cultural action, if possible — probably 
  a Great (+4) Provoke attack or create advantage action 
  against the Olkennedian culture (page 5), which resists 
  with Average (+1) Assimilate. Scale differences may apply.
  •	
  The Fiver’s cultural action, either a Fair (+2) Provoke attack 
  or create advantage action against the Fantastic (+6) Will of 
  the local Planetary (+6) scale instance of the Commonality 
  culture, or a Fair (+2) Provoke create an advantage action 
  against the Olkennedy culture’s Average (+1) Assimilate. 
  •	
  Any cultural action the PCs wish to take, either against the 
  Commonality, the Olkennedian culture, or another target.
  
  77
  Epilogue
  The End
  Epilogue
  The outcome of Epona Zaron’s threat to destroy Alpha 
  Node marks the end of Hearts and Minds. But it’s by 
  no means the end of your PCs’ adventures, either on 
  Olkennedy or elsewhere. Here are some thoughts about 
  what might come next. 
  CIVIL WAR
  Civil war has been threatening on Olkennedy for years, and 
  Hearts and Minds may end with it finally breaking out. 
  Culture conflict exchanges will continue, with no chance for 
  stress to be recovered.
  Olkennedy will suffer terribly from a civil war. Not only will 
  the global Mindscape be down, but the damage to Craterport 
  High and the system’s reputation will adversely affect trade, 
  and the economy will crash. Both sides — the Fivers and 
  anti-Commonality faction on the one hand, and the pro-Com-
  monality faction and Commonality forces on the other — will 
  settle in for a protracted conflict. 
  There’ll be lots of opportunities for PC action, whether 
  military missions working for either side, diplomatic missions 
  trying to establish cease-fires, or illicit attempts to smuggle 
  weapons and technology, promote technological break-
  throughs, or destroy technological resources and research. A 
  classic “world at war” campaign can take place in the ashes of 
  Hearts and Minds, and its cultural effects can even spill over 
  into neighbouring systems.
  DETENTE
  The best the PCs can hope for is a new era of detente on Olk-
  ennedy, as this particular culture conflict ends, and both sides 
  regain stress and recover from consequences. 
  If the PCs compromise with Epona Zaron and the Fivers 
  and neutralise the threat of civil war, it’s a victory for SCI Force. 
  However, Dai-Nisen-Go will likely try to countermand or sub-
  vert any non-Integrator solutions, which may cause further 
  friction and conflict.
  In this case there’s less for action-oriented PCs to do. How-
  ever, there’s a lot of scope for intrigue and political adventure 
  as the Commonality factions manoeuvre for control. The PCs 
  have probably opposed Dai-Nisen-Go’s Integrators, so will be 
  approached by other factions closer to their standpoints, either 
  within SCI Force or other instrumentalities, giving the PCs a 
  chance to rise to higher positions of authority and influence 
  within their organisations. Olkennedy can become a base from 
  which the PCs can mount the next phase of their grand plan.
  THE INTEGRATORS TIGHTEN 
  THEIR GRIP
  This is a victory for Dai-Nisen-Go and its faction, consolidating 
  its position on Olkennedy and squeezing the Fivers as Olken-
  nedy is forced into the Commonality mold. The PCs may go 
  along, taking Dai-Nisen-Go as a powerful patron, and possibly 
  joining the Integrators or taking advantage of their support in 
  their own organisations.
  In this case the PCs will probably find themselves on 
  missions on Olkennedy or in other systems on behalf of 
  IN WHICH THE PCS FACE THE CONSEQUENCES OF THEIR ACTIONS.
  IS IT WAR-WAR, OR JAW-JAW?
  
  78
  Hearts and Minds
  What Happened to the Bomb?
  If Epona Zaron failed to blow herself and Alpha Node 
  up, what happened to the Mymar Zaron thanogram 
  bomb implanted in her stomach? It was far too ad-
  vanced for Olkennedian tech, and its eidolon sentience 
  (albeit in eidolon crisis) had all the hallmarks of Com-
  monality manufacture. 
  Dai-Nisen-Go is very interested in the bomb, 
  and will do almost anything to ensure it falls into its 
  hands or, failing that, is destroyed. If the PCs analyse 
  it and who created its flawed eidolon sentience, they 
  could find themselves in possession of dangerous 
  information indeed… 
  Apart from the Fivers, who stood to benefit from 
  the destruction of Alpha Node? Cui bono?
  Dai-Nisen-Go or its faction. Alternatively, the PCs may find 
  themselves on the opposite side, joining with the remain-
  ing Fivers and their supporters, on Olkennedy or elsewhere, 
  trying to salvage the Fivers’ increasingly elusive dream.
  COMMONALITY IMPACT
  The outcome of Hearts and Minds likely favours one or more 
  Commonality factions. Let the PCs create a situation aspect 
  representing the impact of their actions on one such faction. 
  This could be a positive aspect, representing their support, or 
  a negative one representing the harm they’ve done. You can 
  create this aspect yourself if you’re monitoring the effect of 
  the PCs’ actions in the background.
  PCs with factions or other Commonality organisations 
  or cultures as extras may use their milestone advancements 
  to modify their stat blocks to represent the effects of their 
  actions on Olkennedy.
  THE WRATH OF DAI-NISEN-GO
  The PCs may emerge from Hearts and Minds with a new and 
  powerful adversary: Dai-Nisen-Go, Commonality ambassador 
  to Olkennedy. Dai-Nisen-Go has contacts everywhere, includ-
  ing in CORESPAN (Mindjammer page 63), the Rim Sector 
  Pansectorate (headquartered on Tsen Tair), and of course the 
  Communications instrumentality. If the PCs have overtly and 
  significantly opposed its plans, they can expect life to become 
  very interesting — in a complex, potentially lethal way — in 
  the near future.
  
  79
  Index
  INDEX
  A Different World — Things Visitors Notice 38
  Akantack . . . . . . . . . . . . . . . . . . . . . . . . .18, 19, 26
  Alpha Node . . . . . . . . . . . . . . . . . . . . . . .22, 70, 71
  Anharath Feydeen  . . . . . . . . . . . . . . . . . . . . . . . 72
  Attacking Mymar’s Retreat as a Construct . 61
  ATV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Awoken, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Biosphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Bomb Plot . . . . . . . . . . . . . . . . . . . . . . . .58, 61, 65
  Breath of Dawn — The Alpha Node  
  Sentience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Bwaga Bargo  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Columbiana  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Commonality Presence on Olkennedy . . . . 15
  Communications . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Consolidators . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Craterport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Craterport Down  . . . . . . . . . . . . . . . . . . . . 29, 32
  Craterport High . . . . . . . . . . . . . . . . . . .33, 34, 35
  Crimeworld . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Culture Conflict . . . . . . . . . . . . . 5, 49, 57, 66, 76
  Culture, Olkennedian. . . . . . . . . . . . . . . . . . . . . 16
  Dai-Nisen-Go, the Commonality Ambassador 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22, 51, 78
  The Default Plot Thread . . . . . . . . . . . . . . . . . . 40
  Dialogic Faction, The . . . . . . . . . . . . . . . . . . . . . 37
  Dissolutionists . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Dredgers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Dr “Fingers” Lonesku  . . . . . . . . . . . . . . . . . . . . . 63
  Ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Ellem Gradisti . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Enck Lamizen, Fiver Demagogue . . . . . . . . . 44
  Episode One: Revolutionary Times . . . . . . . . 43
  Scene One: Flashpoint! . . . . . . . . . . . . . . . . . . .43
  Scene Two: OLSEC  . . . . . . . . . . . . . . . . . . . . . . .45
  Scene Three: Going Underground . . . . . . . .47
  Scene Four: Clash of Cultures! . . . . . . . . . . . .49
  Episode Two, Hostage Situation  . . . . . . . . . . 50
  Scene One: The Velvet Glove. . . . . . . . . . . . . .50
  Scene Two: Shots in the Dark  . . . . . . . . . . . .52
  Scene Three: Hot Pursuit . . . . . . . . . . . . . . . . .53
  Scene Four: Interception . . . . . . . . . . . . . . . . .54
  Scene Five: Cold Pursuit . . . . . . . . . . . . . . . . . .56
  Scene Six: Clash of Cultures! . . . . . . . . . . . . . .57
  Episode Three: Break Out! . . . . . . . . . . . . . . . . 58
  Scene One: Getting There . . . . . . . . . . . . . . . .59
  Scene Two: Raid! . . . . . . . . . . . . . . . . . . . . . . . . .59
  Scene Three: Free the Hostages . . . . . . . . . . .63
  Scene Four: Escape! . . . . . . . . . . . . . . . . . . . . . .65
  Scene Five: Clash of Cultures! . . . . . . . . . . . . .65
  Episode Four: The Edge of the Abyss . . . . . . 68
  Scene One: Boarding Alpha Node . . . . . . . .69
  Scene Two: Inside the Corpus . . . . . . . . . . . . .70
  Scene Three: The Martyr. . . . . . . . . . . . . . . . . .72
  Scene Four: Clash of Cultures! . . . . . . . . . . . .76
  Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Epona Zaron  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
  Factions of the Commonality . . . . . . . .35, 36, 37
  “Fingers” Lonesku, Dr  . . . . . . . . . . . . . . . . . . . . . . .63
  Five Nations, The  . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Fiver Separatists  . . . . . . . . . . . . . . . . . .21, 22, 47
  Demands . . . . . . . . . . . . . . . . . . . . . . . . 56, 65, 68
  Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Friendship Square . . . . . . . . . . . . . . . . . . . . . . . . 30
  Gathering Intel . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Genurgy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Getting the Characters Involved . . . . . . . . . . . 4
  Glidewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Helibike  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Helicarrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  History  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 14
  Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  How Are Commonality People Viewed? . . . 22
  How Olkennedians Live . . . . . . . . . . . . . . . . . . 15
  Howler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Inchaka  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Infonet Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Information Tech . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Integrator Faction, The . . . . . . . . . . . . . . . . . . . 36
  Interrogating the Kidnappers . . . . . . . . . . . . . 56
  Kazpa Loagin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Kumatku . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Land Clams (Claffi) . . . . . . . . . . . . . . . . . . . . . . . 11
  Languages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Local Colour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Local Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Lynch Nets (Algars) . . . . . . . . . . . . . . . . . . . . . . . 11
  Making a Living . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Media Coverage  . . . . . . . . . . . . . . .49, 57, 66, 76
  Media Remotes . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Minor NPCs, A Couple of Fair (+2) Redjacket 
  Guards  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Minor NPCs, A Gang of 5 Average (+1) Fiver 
  Thugs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Minor NPCs, A Group of 3 Fair (+2) Fiver  
  Thugs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Minor NPCs, A Murder of 5 Fair (+2) OLSEC 
  Riot Troopers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Minor NPCs, A Rabble of 5 Average (+1) Fiver 
  Rioters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Monitor Band Detector . . . . . . . . . . . . . . . . . . . 28
  Mymar’s Retreat . . . . . . . . . . . . . . . . . . . . . . 61, 66
  The Mymar Zaron Bomb. . . . . . . . . . . . . . . . . . 75
  Nwasha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Nwasha Gunnar-Jan  . . . . . . . . . . . . . . . . . . . . . 62
  Nwasha Hom Champa, OLSEC Officer  . . . . 46
  Nwasha Ziu Ugomko, Nwashan Fiver . . . . . 53
  Olkennedy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Biosphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Civilisation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Commonality Presence . . . . . . . . . . . . . . . . . .15
  Crater Geography . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Languages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Tech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  OLSEC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45, 57
  Omianto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Playing Hearts and Minds . . . . . . . . . . . . . . . . . 4
  Plot Stress . . . . . . . . . . . . . . . . . . . . 40, 54, 61, 69
  Polyvoxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Power Tech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Red Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Reductionists . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Resource Exploitation . . . . . . . . . . . . . . . . . . . . 26
  Running the Scenario as a One-Shot . . . . . . 41
  R&R. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Sailfins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Scenario Hook: Conspiracy Theories . . . . . . 25
  Scenario Hook: Some of My Best Friends Are 
  Aliens  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Sheva Tenpel  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Silverback  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Some Colourful NPCs . . . . . . . . . . . . . . . . . . . . 41
  Starting Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Strontium Jack . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Tech Paradigm . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Terminal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Trade and Commerce . . . . . . . . . . . . . . . . . . . . 23
  Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Transport Rotary . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Tree Trappers (Zandors) . . . . . . . . . . . . . . . . . . 12
  Turbocar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  United Commonality Vessel Columbia . . . . 14
  Van Kuvrai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Volcanic Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Weapons and Armour . . . . . . . . . . . . . . . . . . . . 25
  Where Are the PCs Staying? . . . . . . . . . . . . . . 52
  Who Are the Good Guys? . . . . . . . . . . . . . . . . . . 4
  Who Are the Opposition?. . . . . . . . . . . . . . . . . 40
  Who Are the PCs? . . . . . . . . . . . . . . . . . . . . . . . . 38
  Why Did the Awoken Waken When They Did? 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Wilderness Events . . . . . . . . . . . . . . . . . . . . . . . . 12
  Zy Borrower, Olkennedian Fiver (human) . . 53
  
  THE CITY PEOPLE —  
  DEADLY DANGER BEYOND THE FRONTIER
  GO BEYOND…!
  An Event Horizon Probe has discovered a lost colony 
  world far beyond the Commonality Frontier like no 
  one has ever seen before. Before it was destroyed it 
  transmitted a warning of memetic cascade — the most 
  dangerous cultural contagion known to transhuman-
  kind. But what secrets lie in the unknown system of 
  Beta Formiae?
  Join the crew of Maggie, the Magnanimous Interven-
  tion, sentient Space Force Botany Bay-class Stage II 
  Explorer, and be the first to explore an alien world 
  where an ancient human colony was lost in the distant 
  past. Whether pilot or marine, scientist or culture 
  agent, you’re ready for whatever the great unknown 
  throws at you — to make decisions which will affect 
  the fate of entire worlds, and maybe even deploy the 
  final quarantine itself…
  Are you ready to go beyond the event horizon of 
  human knowledge? To push back the darkness a little 
  more — whatever you may find?
  We were — or rather the probe was — in some kind of 
  forest. Weird plants everywhere, no wildlife. The probe 
  wove through lianas, tangled undergrowth, ferns bigger 
  than a flyer. The place stank, but it was also deadly quiet. 
  Biodata scrolled down my peripheral vision, then suddenly 
  flashed up an anomaly.
  “Okay,” the ship interrupted. “This is where things get weird. 
  Weirder. Whatever. There’s a life form over there – through 
  that dense patch of foliage. Keep watching. It’s only a flash.”
  It was. The probe broke cover, and suddenly amidst all 
  the green there was this flash of pink, and a stink like the 
  rankest body odour ever. An impression of something huge 
  — monstrous, monolithic, big as a house, just sitting there. 
  Then — and my flesh still crawls — there was a groan. A 
  really human groan. Then the probe went down.
  There was silence as the recording ended, and Dr Clay 
  looked up. “We’re gonna have to go down there. Suit up!”
  THE CITY PEOPLE
  AN EXPLORATION SCENARIO FOR 
  MINDJAMMER — THE ROLEPLAYING GAME
  Available Soon
  Coming Next for
  MINDJAMMER — THE ROLEPLAYING GAME
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Mindjammer - Fate/Mindjammer - Hearts And Minds.pdf